Down the Chain

Abyssal Deadspace (T0–T6)

Tranquil β†’ CataclysmicAbyssal DeadspaceTriglavian / Drifter / Sleeper / Rogue Drone / Sansha / CONCORD / Angel (random)

Instanced 3-pocket runs on a hard 20-minute clock β€” overstay and ship AND pod are destroyed (average pocket clear must beat 6.66 min). Tiers T0 Tranquil β†’ T6 Cataclysmic; entry is one cruiser (no T3C), two destroyers (2 filaments, T3D allowed) or three frigates (3 filaments). Since 23.02 (May 2026), T0 opens even in 1.0/0.9 systems; higher tiers need 0.8-and-below and tiers above the system's no-flag line give a SUSPECT timer (0.5 runs everything clean). Inside: no local, no d-scan, no cloak, no depot, no warping out β€” and your entry trace can be combat-probed, so exit ganks are a real business model. DTC runs T4 Darks with a 3-Hawk trio: frigate filaments triple the side-loot caches (cache count scales with hulls, value with tier β€” Abyss Tracker medians: T4 frigate 86.69M vs destroyer 60.67M per run), but it is ONE shared pocket, so a trio is a tier unlock, not 3Γ— income. T4 is the sensible farm ceiling β€” T5/T6 is "accept the occasional instant death" territory.

Access B Community-corroborated

Found via
Abyssal filament (from data sites, the Abyss itself, or market), activated in space
Ship restrictions
1Γ— cruiser (no T3 cruisers) Β· or 2Γ— destroyers (2 filaments, T3D allowed) Β· or 3Γ— frigates (3 filaments)

Kill-order doctrine

  • First: EWAR that threatens YOUR fit β€” neutralizers, webs, warp scramblers, tracking/guidance disruptors (target painters too if battleships are on grid).
  • Second: remote-repair ships, if you can't out-damage their reps on other targets.
  • Then: damage dealers in your preferred order. Abyssal NPC names state their abilities as a prefix/suffix β€” read the overview, it's telling you the kill order.

Enemy factions (damage to deal)

  • Rogue Drones β€” the most common. Frigates = 'Tessella', battlecruisers = 'Tessera'; name prefix is the damage they deal (Spark=EM, Ember=Thermal, Strike=Kinetic, Blast=Explosive). The Overmind battleship deals Kin/Therm and gains a web at T5/T6; resists vary wildly by hull class.
  • Drifters, Seekers and Sleeper drones β€” uniform resists; match the weather hole or bring raw damage.
  • Sansha's Nation β€” weak to EM then Thermal (except the Devoted Knight: EM then Explosive).
  • Angel Cartel β€” the mirror of Sansha: weak to Explosive and Kinetic.
  • Triglavian Collective β€” weak to Explosive then Thermal, strong vs Kinetic/EM; their damage RAMPS the longer a fight runs, so clear speed is defence.
  • CONCORD β€” uniform resists; EDENCOM β€” weak to Thermal and EM. CONCORD/EDENCOM rooms are the feared ones: heavy webs/painters + huge EDENCOM alpha (their Vorton chains can be baited into friendly fire within 10 km).

Security & suspect flag by tier (23.02, May 2026)

  • 1.0 / 0.9 systems: T0 only, never suspect.
  • 0.8: T0-T3 clean Β· T4-T6 flag you SUSPECT on activation.
  • 0.7: T0-T4 clean Β· T5-T6 suspect.
  • 0.6: T0-T5 clean Β· T6 suspect.
  • 0.5 (and all low/null): everything clean.

In-pocket hazards (clouds & towers)

  • Filament Cloud (orange): βˆ’40% shield booster amount and duration β€” with a conventional booster that means ~66% more cap per repped HP; active shield tanks stay out.
  • Bioluminescence Cloud (blue): +300% signature for everyone inside β€” poison for speed-tankers, but you can drag small accurate rats in to hit them harder.
  • Tachyon Cloud (white): Γ—4 velocity, βˆ’50% inertia β€” with a MWD hot that's Γ—8 acceleration and a real chance of slingshotting out of the pocket boundary, which kills you.
  • Deviant Automata Suppressor tower: smartbombs missiles/drones in 15-40 km β€” kills light missiles and drones fast up close; also kills the rogue-drone frigates for you.
  • Multibody Tracking Pylon: +60-80% tracking for EVERYONE nearby β€” helps you against small targets, helps Overminds and Marshals against YOU.

Filament prices β€” Jita sell, 2026-08-26 (refreshed with the data pipeline)

  • T0 Tranquil: 17.3k (Firestorm) β†’ 140.9k (Electrical)
  • T1 Calm: 2.2k (Firestorm) β†’ 82.9k (Exotic)
  • T2 Agitated: 6.3k (Firestorm) β†’ 70k (Electrical)
  • T3 Fierce: 119.9k (Dark) β†’ 2.6M (Gamma)
  • T4 Raging: 487.5k (Firestorm) β†’ 11.1M (Exotic)
  • T5 Chaotic: 8.7M (Firestorm) β†’ 23.9M (Electrical)
  • T6 Cataclysmic: 22.6M (Firestorm) β†’ 62M (Electrical)

What kills people (community corpus, support-counted)

  • Karybdis Tyrannos β€” 'the Karen' (support=6, 2018-2025): full-HP Drifter battleship that hits like a train, neuts hard, and kites away at ~300 m/s dragging you across the pocket. Kill its webbing/neuting escorts first, keep transversal, never fly straight at it.
  • The combo rooms (support=5): spawning inside a Bioluminescence cloud (+300% sig) next to Marshals or a battleship on a tracking pylon is the canonical instant loss β€” '5 Drainer Marshals in neut range and you're in a blue cloud.'
  • Tachyon cloud + hot MWD = slingshot out of the pocket boundary; the boundary kills you.
  • Early tiers: neut frigates are the killer β€” EWAR first is the whole doctrine.
  • Downtime/server crashes inside a run lose the ship, and CCP declined reimbursement for a 2026 crash loss β€” check the time before you drop.
  • Learning cadence, honestly stated: one heavily-cited 2025 account lost 19 Gilas in the first month of learning T4-T6.

The community ship ladder (corpus, support-counted)

  • T0-T2: Worm (passive shield) is the alpha-friendly earner (support=5); Caldari assault frigates for Darks; 60-90M loot runs reported at T1-T2 solo (2025).
  • T3-T6: the Gila is the workhorse β€” the budget 'Povertila' (~500M) up to 4.5B blinged T6 fits. 'Safe T4 Gila β‰ˆ 2-3B with implants' vs runners uncomfortable past 500M: no consensus on bling threshold, only on the ladder.
  • T4-T6 frigate-trio meta = Retribution + Deacon (or Nergal) in FIRESTORM (support=6): '700M/h' (2022) to 'up to 1B/h' (2024) claims β€” treat as ceiling-of-range, not expectation.
  • T5-T6 alternatives: Ikitursa (nerfed by the 2024-25 Trig spool-time change β€” pricier, no longer dominant, not dead), Muninn/Cerberus as the cheap Dark hulls, Ishtar for exotic/electrical/gamma.
  • Income spread across the whole ladder: ~15-20M per T0 run to claimed 900M-1B/h at T6 trios β€” a >50Γ— range driven by bling, RNG and multiboxing; every figure is self-reported.

Payout B Community-corroborated

Triglavian materials, mutaplasmids and abyssal-only drops from the bio-cache each pocket + side caches. NPCs leave no wrecks and pay no bounties β€” the caches ARE the payout.

Hulls the community flies here corpus-attested, renders Β© Fenris Creations

Worm
Worm
Gila
Gila
Retribution
Retribution
Deacon
Deacon
Hawk
Hawk
Muninn
Muninn
Ikitursa
Ikitursa
Ishtar
Ishtar

Sources

  • EVE University wiki: Abyssal Deadspace C Single-source / unverified retrieved 2026-08-19
  • DTC abyssal research + live T4 trio operation (Aug 2026); tier medians via Abyss Tracker (abysstracker.com, 119,529 T4 runs) B Community-corroborated retrieved 2026-08-15
  • r/Eve + r/evenewbies full-history archive (10.6M comments; sleeper-cache/escalation/drifter topics mined 26 Aug 2026) C Single-source / unverified retrieved 2026-08-26

Last reviewed 2026-08-19 Β· game version: Cradle of War (Jun 2026). Spot an error? Corrections land fastest via the channel.