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Field Manual · Space Types

The security rating tells you the rules. Not the danger.

Highsec is not safe. Nullsec is not chaos. Every region of space has rules — but the rules govern consequences, not intent. A 1.0 system can kill you just as dead as a -1.0 system if you're not paying attention. This guide is new — please send feedback if something is off or missing.

Field rule: the security status number is the law of physics, not a safety rating. 0.5 highsec means CONCORD will respond — eventually. It does not mean you can't be ganked before they arrive.

Quick comparison

Space Sec rating CONCORD Gate guns Bubbles Local Risk
Highsec 0.5 – 1.0 ✓ Responds ✓ Shoot criminals ✗ Forbidden Visible Ganks · Wars · Scams
Lowsec 0.1 – 0.4 ✗ Does not respond ✓ Shoot criminals ✗ Forbidden Visible FW · Roaming · Gatecamps
Nullsec 0.0 and below ✗ Does not respond ✗ No gate guns ✓ Allowed Visible Fleets · Bubbles · Sovereignty
Wormholes J-space (no rating) ✗ Does not respond ✗ No gate guns ✓ Allowed ✗ No local No local · Sleepers · Evictions

Highsec — 0.5 to 1.0

🟢 Highsec

The rules

  • CONCORD responds to criminal acts (varies by system security level)
  • Gate and station guns shoot criminals and outlaws
  • Warp disruption fields (bubbles) cannot be deployed
  • You cannot legally attack anyone without a wardec, suspect flag, criminal flag, or mutual duel
  • War declarations make corp members freely attackable everywhere
🟢 Highsec

The real risks

  • Ganking: attackers sacrifice their ship to destroy yours before CONCORD arrives — viable against slow or expensive targets
  • War declarations: corps can war dec you, making all their members able to freely attack you in any space
  • Awoxing: a corp member flipping standings and shooting you from within
  • Can flipping / suspect bait: deliberately triggering you to shoot so their friends can respond legally
  • Scams: the most common cause of ISK loss in highsec — trade window manipulation, contract fraud, PLEX scams

Lowsec — 0.1 to 0.4

🟡 Lowsec

The rules

  • CONCORD does not respond — you're on your own
  • Gate and station guns still shoot criminals
  • Attacking a pilot with no aggression on you immediately starts gate gun fire on you
  • No warp disruption bubbles allowed
  • Faction Warfare (FW) systems have plex sites for FW combat
  • Moon mining and some gas sites available
🟡 Lowsec

Lowsec in practice

Lowsec is where roaming PvP, Faction Warfare, and piracy happen. Gate guns mean gatecamps exist but have limits — a camper who shoots you must accept gun fire. Fights happen on gates, in belts, at plex sites, and in safespots.

The typical lowsec encounter: a fast tackle frigate catches you, fleets land, guns start shooting the aggressor — but only if you didn't shoot first. The meta around gate gun aggression shapes all lowsec combat.

Nullsec — 0.0 and below

🔴 Nullsec

The rules

  • No CONCORD. No gate guns. No restrictions on attacking anyone.
  • Warp disruption bubbles are fully legal and widely used
  • Local chat shows all pilots in system — use it as a warning system
  • Sovereignty (sov) nullsec is claimed by player alliances — you are in someone else's territory
  • NPC nullsec (some regions) has no sov — more chaotic, more accessible to solo/small gang
🔴 Nullsec

Nullsec in practice

The biggest source of player-run political content in EVE. Sov nullsec involves territory control, alliance warfare, and organized fleet doctrines. Gatecamps with bubbles are common — local spikes as enemies enter system.

Ratting (killing NPCs) and moon mining are primary income activities for residents. A spike in local is the first warning sign — if unknown players appear, align and be ready to warp immediately.

Wormholes — J-space

🟣 Wormholes

The rules

  • No CONCORD, no gate guns, no sec status consequences
  • Bubbles are allowed
  • No local chat — you do not see other pilots in system until they speak in local
  • No fixed gates — you travel via wormhole connections that appear and disappear
  • Wormholes have mass limits — jumping heavy ships risks collapsing the connection
  • Sleeper NPC sites provide combat content and valuable salvage
🟣 Wormholes

Wormholes in practice

The defining feature of wormhole space is the absence of local. In k-space you can see a threat in local and react. In J-space, a cloaked hostile can be on-grid with you right now and you have no way to know from local alone.

Wormhole pilots use D-scan aggressively and constantly. Probing out connections to find content or evade threats is a core skill. Wormhole corps often "evict" other corps by rolling their static, collapsing the chain, and trapping them.

Wormhole classes (C1–C6) determine what Sleeper content and wormhole connections appear. Higher classes yield more reward and more danger.

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