T4 Abyss – Gila Edition

Are your eyes bleeding from ratting in a VNI?
Do you want something a little more active than AFK ratting?
Do you want to make roughly as much ISK as carrier ratting, but don’t have the skills or investment ISK for a carrier?

If you said yes to any of those things, I’d recommend you at least try running a Gila in the Abyss. I’m going to focus on the more approachable T4, which you can still make quite a bit of ISK regularly doing. Personally, I make roughly 150m+ per hour running these, but it’s hard to tell because the loot is entirely random and you have to sell the stuff you get out. You’ll lose ships from time to time, but with the fit you’ll use, you can make enough in about 3-4 hours depending on the drops to replace it.

The Abyss

First, an introduction to the Abyss – The Abyss is instanced PVE environment with a set of 3 rooms that you need to complete in 20 minutes, or you’ll lose your ship and pod. When you enter the Abyss, it leaves an “Abyssal Trace” in space behind where you enter that can be scanned down for the aspiring abyss hunter to wait for you to exit.

While in the sites, you’ll see the Bioadaptive Cache and various Extraction Nodes and SubNodes. The Bioadaptive Cache drops everything you can get in the Abyss, but the Extraction Nodes and Subnodes can drop around 2-10 mil worth of Isogen-10, Zero-Point Condensate, and Triglavian Survey Databases. If you’re comfortable, you can hit up these Extraction Nodes and Subnodes for some extra loot, but to start, you can just go for the Bioadaptive cache to save time.

The Fit

This is a standard Gila, meant to be cheap enough to lose but able to run T4 sites relatively easily. I personally do Raging Exotic, but you can do Exotic or Firestorm with this fit.

[Gila, Gila T4 Exotic]

Power Diagnostic System II
Drone Damage Amplifier II
Drone Damage Amplifier II

Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
10MN Monopropellant Enduring Afterburner
Caldari Navy Large Shield Extender
Caldari Navy Large Shield Extender

Drone Link Augmentor I
Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile
Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile
Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile
Rapid Light Missile Launcher II, Caldari Navy Scourge Light Missile

Medium Core Defense Field Purger II
Medium Core Defense Field Purger II
Medium Core Defense Field Purger II

Caldari Navy Vespa x5
Caldari Navy Vespa x5

Caldari Navy Scourge Light Missile x10000


This is a cost-effective ship, where you can have a couple on standby in case you lose the ship or disconnect. This is something I recommend, as you will lose this ship sooner or later. It’s not meant to stay alive in every case. You’ll eventually get a super unlucky spawn or disconnect, and there is very little you can do about that.

Implants and Drugs

Implants are something I had a lot of trouble figuring out. Many will say you want full implant sets. However, if you lose your ship, you are also guaranteed to lose your pod. This is where my personal first mistake was when I started running these sites. This is entirely dependent on how much ISK you’re willing to put into your head. Personally, I choose to go the cheaper route because I know I’m going to lose them from time to time but still want some benefit, even if it’s small.

Here is what I use:

  • Eifyr and Co. ‘Rogue’ Acceleration Control AC-603*
    • 3% bonus MWD and Afterburner Speed increase.
  • Zainou ‘Gnome’ Shield Management SM-703
    • 3% bonus to shield capacity.
  • Zainou ‘Deadeye’ Guided Missile Precision GP-803
    • 3% reduced factor of signature radius for all missile explosions.
  • Zainou ‘Gnome’ Shield Operation SP-903
    • 3% bonus to shield recharge rate.

As far as drugs, I use:

  • Agency ‘Pyrolancea’ DB5 Dose II
    • +5% Damage to turrets and missile damage

The idea with these is to keep costs down to easily replace the implants as well as the cost of drugs. You can spend a bit more on drugs, though. If you do, I’d recommend Antipharmakon Toxot. These increase your missile range by 8%. Unfortunately, they are roughly 20 million ISK and not necessary, so I’d rather pocket the 20 million ISK and have a shorter range.


To understand how the sites work, you’ll want to familiarize yourself with the different types of rats you’ll encounter.

If you’re curious, I’d recommend referencing this handy sheet made by u/Kaleesh-eve found in this post on Reddit. If you’re looking for specific resistance profiles and whatnot, this is a fantastic sheet to check. I’m just going over a general overview of each type of rat and what they do.

All of these ships do damage in addition to effects, but I’ve separated them into types:

All of these types can spawn in each room, some of them mixed. Some more than others, but knowing what to primary is the secret to accomplishing these sites successfully. There is a fantastic in-game chat channel called “Gila Inc.” that has a nice primary list that I always keep open and viewable while I run these sites.

Running the Sites

I recommend booting up the SiSi test server and running these for the first time there. Starting with T3, then working up to T4 until you’re comfortable enough to run on Tranquility. This way, you lose nothing from learning to run these sites. It’s not a steep learning curve, but there are things you’ll run into that you won’t know how to handle efficiently, but I’ll do my best to explain the hardest aspects in this guide.

To begin, warp to a safe spot in your chosen system. Since you’re doing T4s, you’ll leave behind a trace that can be scanned down. If someone is patient enough to wait until you complete the site, they could be waiting for you. I recommend a system that isn’t used very often, and to have a safe spot to warp to off d-scan from any gates, if possible. Please, do not just warp to a planet and do these. I’ve seen too many people just pop the filament on a planet only to find a gang waiting for them when they exit.

Activate the filament from your cargo, and you’ll enter a jump tunnel into the Abyss. Congrats! You’re now in the shit. Activate your invulns and afterburner. Take a look at the rats, and now you need to decide your primaries. This is where that “Gila Inc.” channel comes in handy. With this ship and fit, you want to primary the neuting ships first, then webs. After that, it’s preference depending on what is affecting you or what’s damaging you the most. Make sure you use your time efficiently, and only once you’ve killed all the ships the transfer gate will open, and you can go to the next room. For the first two rooms, my goal is to be under 5 minutes. That way, if you have a tough or unlucky spawn on the last room, you won’t worry if you’ll have enough time to finish the site. Don’t forget to kill and loot your Bioadaptive Cache, no matter what. It always spawns near the gate. That’s where the good loot comes from.

While you’re in the site, there are towers that have AOE effects. For our fit, they generally do not have much effect on the drones or the missiles. You’re not going to notice the difference. I’ve never run into any that are detrimental to running the site. I generally ignore them. These change when you’re doing T5, or with different fits. However, there is one thing that can have a major effect with spawns that have battleships. There is a blue cloud that bumps up your signature by 300%. Sometimes it’s impossible to be outside of these if you’re going for an Extraction node or SubNode. You just need to be aware of them as you’re flying around and adapt accordingly. For instance, do not go into one when you’re dealing with a battleship of any kind unless you’re certain it will not have an effect. In most cases, it’ll cause a major effect though, so just make sure you deal with the battleships before you go into them, or avoid them all together.

Each site has random spawns, but the idea remains the same for each room. Know your primaries, and use your time efficiently. Protect your ship first and foremost. If you need to rush to kill and go for the Bioadaptive cache, that’s perfectly fine. You’ll get better as you do more of these.

Note: There is a spawn that happens relatively often with the drifter battleship. In this room, you want to manage overheating and keep high transversal and get under its guns as soon as you can while you’re killing your neut and web primaries. Typically, you can kill them before you get to the battleship and get under its guns (~10k). This spawn will kill you if you’re unlucky and get the rest neuting and webbing cruisers. It’s 100% survivable, but you need to pay attention, primary correctly, and start killing the battleship after the neuts and webs. In most cases for this spawn you need to skip the extraction nodes and subnodes and only get the Bioadaptive Cache before going onto the next room. After this specific room, you’ll likely need to regen some shield before going into the next room.

Typically, I finish my sites around 10-13 minutes or so depending on spawns. You can do 3 of these an hour at least. Conveniently, your drugs expire after an hour so drop your loot from the three you’ve done over the hour and don’t forget to use drugs again before going on the next three. As you do these more and more, you’ll become accustomed to the flow and get better!

Disclaimer: There are more efficient fits and ways to do T4s, but this is a great way to get started while also making a great amount of ISK.

Sources: https://wiki.eveuniversity.org/Abyssal_Deadspace

Featured image credit: Razorien

* Correction: the article originally stated AC-103 and has been updated to AC-603 as per feedback from u/zhilia_ mann