Calm Filament Overview: Tech 1 Vexor – Part 1

Disclaimer: The abyss is a dangerous place and although some fits may function well in all types of abyss space, it is much more common for fits to function well in only one or two types of filaments.

This article is meant to function as an overview of the Tech 1 Vexor fit posted on the CCP website, while also providing some strategies and tips for diving into the abyss with this fitting.

CCP Tech 1 Vexor

[Vexor, T1 Abyssal Vexor]
IFFA Compact Damage Control
AE-K Compact Drone Damage Amplifier
AE-K Compact Drone Damage Amplifier
Prototype Energized Adaptive Nano Membrane I
Medium 'Accommodation' Vestment Reconstructer I
Large Compact Pb-Acid Cap Battery
X5 Enduring Stasis Webifier
Denny Enduring Omnidirectional Tracking Link
10MN Y-S8 Compact Afterburner
Anode Electron Particle Cannon I
Anode Electron Particle Cannon I
Anode Electron Particle Cannon I
Anode Electron Particle Cannon I
Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I
Infiltrator I x5
Hobgoblin I x5
Hammerhead I x5
Federation Navy Tungsten Charge M x800
Optimal Range Script x1

* You can import this fit in game:
1. Copy the above text,
2. Open the fitting window in game,
3. On the bottom left of the fitting browser, click “import & Export,”
4. Select “Import from clipboard.”

Fit Overview

This CCP provided fit is meant to give new players and players new to the abyss a starting point when attempting the new content of the abyss.

The Vexor, a solid ship for PVE and PVP even from the early days of New Eden, functions well for tackling calm abyssal sites. The mix of turrets and drones provides strategic options when fighting the varied enemies of the abyss.

High Slots

– 4 Anode Electron Particle Cannon I’s

Although electron blasters are the weakest and lowest ranged of the three types of blasters, these turrets can still pack a punch. These four turrets provide about 40% of of the overall DPS of this fit.

Mid Slots

– 10MN Y-S8 Compact Afterburner

This afterburner provides a decent boost to speed without the negative effect of the signature bloom penalty of a micro warp drive. Afterburners will continue to function eve if you have a warp scrambler activated against you.

– Denny Enduring Omnidirectional Tracking Link

The tracking link serves two purposes: First, it gives a bonus to drone tracking speed, making it easier to hit smaller, faster targets; second, it gives an optimal range bonus to your drones weapons. This module can be loads with “scripts” that favor either the tracking bonus or the range bonus. If you plan on running a dark abyssal site, this module, loaded with an optimal range script, is necessary for survival. Without the optimal range bonus, your drones will orbit outside of their weapons range, doing little or no DPS.

– X5 Enduring Stasis Webifier

The Stasis Webifier, or “Web” for short, is an essential tool in PVP, but sees much use in PVE as well. When activated on a target, the X5 enduring stasis web will reduce the targets speed by 55%. This reduction in speed means that your turrets and drones will hit more often and for more damage.

– Large Compact Pb-Acid Cap Battery

The “cap battery” does two things: First, it increases your maximum capacitor storage, which indirectly increases your peak capacitor recharge rate. Second, it provides a resistance bonus against capacitor warfare effects. The Large Compact Pb-Acid Cap Battery reduces the effect of any energy neutralizer or energy nosferatu effect against your ship by 22%. One of the biggest killers in the abyss is having your capacitor run dry.

On this vexer fit if your capacitor gets too low, then you cannot activate your armor repair module, without armor repair, you will die. Also, the ships turrets require a small amount of cap to activate and as discussed earlier, those account for roughly 40% of this ships damage output.

Low Slots

Medium ‘Accommodation’ Vestment Reconstructer I

In the abyss, you will take damage and a ship that cannot repair that damage is a wrecked ship. This module repairs any damage done to your armor at the rate of 331 hp per 12 seconds. All armor will repair at the end of the 12 second activation cycle.

Paired with the cap battery described above, this armor repair module will run permanently as long as no NPC activates an energy neutralizer on your ship. Turn this on as soon as you enter the abyss. Because it takes 12 seconds to activate, if you wait too long, it might be too late.

Prototype Energized Adaptive Nano Membrane I

A common module to find on both PVP and PVE fits, the “EANM,” for short, provides a modest damage resistance bonus to all of the four types of damage. Although active resistance modules, known as armor hardeners, provide a larger resistance bonus, they are active modules that use capacitor to run. If your capacitor runs dry, then your damage resistance bonus from the armor hardener fails.

For more information see the eve university page: Armor Tanking 101.

– 2 AE-K Compact Drone Damage Amplifier

Drones provide the majority of the this fits damage. Two of these modules boosts the drone damage up over 200 DPS. Although fitting magnetic field stabilizers, which would instead boost your turret damage, would provide a larger overall damage boost to this ship, the range of the blasters is under 10km; the range of the drones is over 5okm. Boosting drone damage effectively gives a larger damage bonus overall because that damage can be projected out further, applies sooner, and more reliably.

IFFA Compact Damage Control

A common module for both PVP and PVE ships, all damage controls provide a respectable resistance bonus to both armor and shields and a large damage resistance bonus to your ships structure (structure resists are typically 0 for all damage types). Because Gallente ships, like the vexor, have the most structure hit points out of all the racial she types, they benefit greatly from damage controls. Although it is never a good sign if your ship begins taking structure damage, with a damage control fitted, structure HP can act as a buffer that might allow a failing tank the time needed to recover, thereby saving the day.


– Hammerhead I’s

– Hobgoblin I’s

Hammerheads are a medium combat drone and the primary weapon system of the vexer. Drones can project damage far beyond limited blaster range but unlike other weapon systems, can be targeted and destroyed by enemies.

Drone damage is selectable as well, depending on what type of drone is loaded into the vexer’s drone bay. Hammerheads do the most damage by a slim margin, but pilots should use type of drone that exploits each filaments damage type. Hammerheads for firestorm, Valkries for gamma, Infiltrators for electrical, and Vespas for exotic.

Medium drones like the hammerhead have trouble tracking small targets and it is necessary to carry a flight of 5 smaller drones to use against small targets like frigates.

Always keep your drone window open so that you can monitor drone health. Abyssal NPCs will frequently switch targets and attack your drones. Because the vexor does not get a bonus to drone HP, the drones are very vulnerable and can be destroyed quickly, even in calm filaments. If drones begin taking damage, order them back into your drone bay. Once all drones are safely in stored in the drone bay, release again to attack.

Eve University:
Eve Online:

Abyss Primer/Tutorial


Abyssal primer and tutorial:

  1. What is the Abyss?
  2. How do I enter the Abyss?
  3. What do I fight in the Abyss?
  4. How do I make ISK?
  5. What are the dangers of the Abyss?
  6. Can I PVP in the Abyss?
  7. Is it worth it?
  8. What ship do I use?
  9. My Experience?
  1. What is the Abyss?

The abyss it a new type of PVE content that was released in 2018. It is instanced eve “missions” that can be run either solo, using a cruiser, or in a group, using frigates.

To enter an abyss pocket, you need a trade good that is purchasable on the market called a “filament.”

There are 5 types of filaments and each type is divided into 5 tiers. Each type of filament has a detrimental effect and a bonus effect to ship systems of both players and NPC. The types and effects are listed below:

Further, each type of filament is decided into 5 tiers, tier 1(calm) being the easiest, and tier 5(chaotic) being extremely difficult. Tiers are listed below:

Note: I have on occasion encountered a 70% bonus/penalty in tier 4.

2. How do I enter the Abyss?

Cruisers: To enter a cruiser solo abyss you must place a filament in your ship cargo hold, fly at least 1000km away from any anchored structures, right click the filament and choose the “use” option, then hit “activate” in the popup window. Once you activate the filament, your ship will be sucked through a wormhole into the first “room” of the abyssal pocket. Each abyssal deadspace pocket has 3 rooms, separated by warpgates.
Activating a filament starts a timer which you will be able to track in the upper left corner of your screen. The time to complete the 3 rooms of the abyss pocket is always 20 minutes, no matter the filament type. If you do not complete all three rooms in 20 minutes, the pocket will collapse, destroying your ship and your pod.

Any T1, T2, or faction cruiser may enter an abyssal pocket. (No T3 cruisers)

Frigates: To enter an abyss pocket in a frigate, you must be in a fleet and have 3 of the same type and tier of a filament in your cargo. Activating will consume all 3 filaments. Once the filaments are activating, a special warp gate will appear next to your ship. This warp gate will allow up to 3 frigates to enter the same abyssal pocket.

Once activated, the 20 minute timer begins to run, whether you have 1,2, or 3 frigates in the pocket, the time will always be 20 minutes.

Exiting the Abyss

In the 3rd room of the Abyss you will find an exit gate called “Triglavian Origin Conduit,” you must activate this gate to leave and stop the time. The timer will stop once the warp animation ends, after activating the gate.

In tier 3, 4, and 5 abyssal pockets, there may be a second gate in the last room. This is the “Proving grounds” gate. If you activate this gate, you will warp to a 4th room in the abyss pocket. You will find yourself face to face with another player. The only way to leave this room is for one players ship to be destroyed. The timer will reset and you now have 30 minutes to PVP your way out of the room. There is one last cache of loot in this room as well.

Please see the Eve University wiki for a more detailed explanation of filaments and the abyss:

3. What do I fight in the Abyss?

There are several different types of rats in the abyss. Each room has a randomized wave of rats with a randomized mix of types. You MUST kill all rats in the room to activate the gate and move to the next room. Exception: there is one wave of rats that has “Vila Swarm Drones,” you do not need to kill these drones, only the ships controlling them.

The rats do not drop wrecks or loot.

Please see the Eve University wiki for a more detailed explanation of abyssal rat spawns:

4. How do I make isk?

In each room of the abyss there are two types of containers. First, the Bioadaptive Cache is the main container with the best loot. It is usually within about 10km of the exit gate. 0 to 3 secondary containers may be spread around the periphery of the abyssal room. These containers will have some loot but only collect them if you have time to spare.

Please see the Eve University wiki for a more detailed explanation of loot:

5. What are the dangers of the Abyss?

There are many things that can kill you in the abyss. The most dangerous issues are being energy neuted, webbed, and running out of time.

When entering a tier 3 or above pocket, you must have a ship that can avoid a great deal of DPS, avoid or deal with being webbed, and avoid or overcome significant capacitor warfare.

6. Can I PVP in the Abyss

Yes. If you complete all three of the initial rooms, you may take the proving grounds gate where you will have to 1v1 another pod pilot, winner take all.

7. Is it worth it?

This is for each individual to decide.

I have been keeping a spreadsheet of all the loot I acquire in the abyss, time per run, and sell prices at current market value. I have found the abyssal sites to be very profitable at tier 3 and tier 4.

Tier 1 and tier 2 are really more like training rooms and do not pay out very well, but there is always the odd chance that a good drop can bring in several hundred million from a single run.

Tier 5 are very difficult. My feeling is that if you run tier 5, you will die eventually. I have heard rumors that certain fits in the cost realm of 10bil+ can reliably run tier 5 abyssals.

8. What ship do I use?

There is no one ship to rule them all when it comes to abyssal sites. Because of the bonuses and penalties in each type of filament, certain ships may have huge advantages in one abyssal type and be totally useless in another type.

A great example is the Gila. The Gila is an all round excellent PVE ship and using one in the abyss is a good choice for many filament types. A passive fit Gila benefits very much form a Gamma sites shield HP bonus, making passive regen extremely strong. The Gila also does well in Exotic abyss sites because of the Gila’s natural kinetic damage bonus allows for very fast runs. Do not take a Gila into a Dark site though. The bonus to velocity and the penalty to turret range means that the Gila drones orbit out of range of their own guns and cannot hit their target.

Active tanked ships do really well in Electrical abyss because the bonus to capacitor makes it really hard to get neuted out. I have had luck with gila and sacrilege in electricals.

Cruisers for Tier 1 sites:

The Eve Online website has some suggested fits for Calm Abyssal sites:





Disclaimer: I have not used any of these fits, but tier 1 sites are pretty ease so any of these should work as a starting point.

9. My experience

After running 10 Fierce Firestorm filaments with a passive fit gila, isk per hour calculated to $127,011,787.27/hr. The gila plus the fit cost about 400million isk.

After running 45 Raging Dark filaments with a Cerberus, isk per hour calculated to $247,912,435.99. The Cerberus fit that I use costs about 1.7billion isk and another 2.7billion isk in implants.

Firestorm and Dark filaments are two of the more difficult types to run resulting in the filaments selling for much cheaper on the market.

Firestorms give an armor HP bonus to all the rats which extends the time needed to complete the site. Running out of time in a firestorm is a greater possibility than in other abyssal.

Dark Abyssals are difficult because there is no resistance hole to exploit. This functions much the same as an HP boost to the rats. Additionally, ships that rely on turrets do very poorly at applying damage in darks. Because all ships in darks have a velocity bonus, missiles also have a difficult time applying damage. Duel webs feel necessary, but webs take the same mid slots as cap batteries and boosters, necessary items if you are confronted with a spawn heavy with energy neutralizers.

Eve University:
Eve Online: