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Abyssal modules: Difference between revisions

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Hirmuolio Pine (talk | contribs)
Hirmuolio Pine (talk | contribs)
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Drag the module you want to modify in the slot. Or you can hoover over the slot to see list of all compatible modules with available modules higihlighted.<br>
Drag the module you want to modify in the slot. Or you can hoover over the slot to see list of all compatible modules with available modules higihlighted.<br>
On right side of the mutating window you will see the possible range of modifications.
On right side of the mutating window you will see the possible range of modifications.
Each mu taplasmid comes in three strengths: decayed, gravid and unstable. Decayed being the weakest and unstable the strongest. Stronger mutaplasmids have potential for bigger positive modifier but even bigger potential for negative modifier.


The Each stat is independently modified with a flat random distribution.
The Each stat is independently modified with a flat random distribution.
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Modules with multiple size variations will have separate mutaplasmid for each size class. For example 1MN. 10MN and 100MN afterburners have separate mutaplasmids.
Modules with multiple size variations will have separate mutaplasmid for each size class. For example 1MN. 10MN and 100MN afterburners have separate mutaplasmids.


Each mu taplasmid comes in three strengths: decayed, gravid and unstable. Decayed being the weakest and unstable the strongest. Stronger mutaplasmids have potential for bigger positive modifier but even bigger potential for negative modifier.
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Revision as of 12:49, 12 August 2019

Mouse hoover tooltip of an abyssal module shows what was used as the base and how the stats were modified

Abyssal modules are modules that have been modified with mutaplasmids. The result is that some of their stats have been modified positively or negatively. Abyssal modules have same skill requirements as T2 module of that type even if the base module had easier skill requirements.

Abyssal modules can be identified from the "Abyssal" at the beginning of their name and from the symbol at the corner of the module icon.

Creating abyssal modules

To create an abyssal module you need a mutaplasmid and a module that is compatible with that mutaplasmid.

Start the process by double clicking the mutaplasmid or by selecting the use option in right click menu. This will open the mutating window.
Drag the module you want to modify in the slot. Or you can hoover over the slot to see list of all compatible modules with available modules higihlighted.
On right side of the mutating window you will see the possible range of modifications.

Each mu taplasmid comes in three strengths: decayed, gravid and unstable. Decayed being the weakest and unstable the strongest. Stronger mutaplasmids have potential for bigger positive modifier but even bigger potential for negative modifier.

The Each stat is independently modified with a flat random distribution.

The abyssal module creation window will show the possible range for modified stats. Hoovering over the module slot will show what modules are compatible with this mutaplasmid.

Modifiable modules

Mutaplasmids exist only for certain module types and only certain module attributes are modified by mutaplasmids.

Modules with multiple size variations will have separate mutaplasmid for each size class. For example 1MN. 10MN and 100MN afterburners have separate mutaplasmids.

Armor mutaplasmids
Armor plate mutaplasmid
  • Armor HP bonus
  • Mass addition
  • CPU usage
  • PG usage
Armor repairer mutaplasmid
  • Activation cost
  • Activation duration
  • Armor hitpoints repaired
  • CPU usage
  • PG usage
Ancillary armor repairer mutaplasmid
  • Activation cost
  • Activation duration
  • Armor hitpoints repaired
  • Relaod time
  • CPU usage
  • PG usage
Shield mutaplasmids
Shield extender mutaplasmid
  • Shield hitpoint bonus
  • Signature radius modifier
  • CPU usage
  • PG usage
Shield booster mutaplasmid
  • Activation cost
  • Activation duration
  • Shield hitpoints repaired
  • CPU usage
  • PG usage
Ancillary shield booster mutaplasmid
  • Activation cost
  • Activation duration
  • Shield hitpoints repaired
  • Reload time
  • CPU usage
  • PG usage
Hull mutaplasmids
Damage control mutaplasmid
  • Structure EM resist
  • Structure thermal resist
  • Structure kinetic resist
  • Structure explosive resist
  • CPU usage
Assault Damage control mutaplasmid
  • Cycle duration
  • Structure EM resist
  • Structure thermal resist
  • Structure kinetic resist
  • Structure explosive resist
  • CPU usage
Astronautics mutaplasmids
Afterbutner mutaplasmid
  • Activation cost
  • Velcoty boonus
  • PG usage
  • CPU usage
Microwarpdrive mutaplasmid
  • Activation cost
  • Velcoty boonus
  • Signature radius modifier
  • PG usage
  • CPU usage
Capacitor mutaplasmids
Capacitor battery mutaplasmid
  • Capacitor bonus
  • Capacitor warfare resistance bonus
  • PG usage
  • CPU usage
Energy neutralizer mutaplasmid
  • Activation cost
  • Neutralization ammount
  • Optimal rangez
  • PG usage
  • CPU usage
Energy nosferatu mutaplasmid
  • Energy transfer ammount
  • Optimal rangez
  • PG usage
  • CPU usage
Tackling mutaplasmids
Stasis webifier mutaplasmid
  • Activation cost
  • Maximum velocity penalty
  • Optimal range
  • PG usage
  • CPU usage
Warp disruptor mutaplasmid
  • Optimal range
  • PG usage
  • CPU usage
Warp scrambler mutaplasmid
  • Optimal range
  • PG usage
  • CPU usage
Weapon upgrade mutaplasmids
Ballistic control system mutaplasmid
  • Missile damage bonus
  • Missile launcher rate of fire bonus
  • CPU usage
Gyrostabilizer mutaplasmid
  • Projectile damage modifier
  • Projectile turret rate of fire bonus
  • CPU usage
Heatsink mutaplasmid
  • Projectile damage modifier
  • Projectile turret rate of fire bonus
  • CPU usage
Magnetic field stabilizer mutaplasmid
  • Projectile damage modifier
  • Projectile turret rate of fire bonus
  • CPU usage
Entropic radiation sink mutaplasmid
  • Projectile damage modifier
  • Projectile turret rate of fire bonus
  • CPU usage