Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Abyssal modules: Difference between revisions

From EVE University Wiki
m Cleanup table markup/CSS.
Arin Mara (talk | contribs)
Added lists, reordered sections, converted table of tables into tabs containing a table. Added raw CSS as a stopgap solution before creating a Template
Line 1: Line 1:
{{Triglavian links}}
{{Triglavian links}}
[[image:Abyssal module tooltip.png|thumb|Tooltip of an abyssal module, showing the original module and mutaplasmid, the attributes which were modified, and how great the modifications were]]
[[image:Abyssal module tooltip.png|thumb|Tooltip of an abyssal module, showing the original module and mutaplasmid, the attributes which were mutated, and how great the mutations were]]
'''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''' are modules that have been mutated with mutaplasmids. The result is that some of their stats have been increased or decreased. Abyssal modules have the same skill requirements as a T2 module regardless of the module's skill requirements before the mutation.


Abyssal modules can be identified from the "Abyssal" in their name and from the [[File:CornerTAbs.png]] symbol at the corner of the module icon.
Abyssal modules can be identified from the "Abyssal" in their name and from the [[File:CornerTAbs.png]] symbol at the corner of the module icon.


== Creating abyssal modules ==
== Creating abyssal modules ==
[[File:Mutating widnow.png|thumb|450px|The abyssal module creation window will show the possible range for modified stats. Hovering over the module slot will show what modules are compatible with this mutaplasmid.]]
[[File:Mutating widnow.png|thumb|450px|The abyssal module creation window will show the possible range for modified stats. Hovering over the module slot will show what modules are compatible with this mutaplasmid.]]
Two items are required to create an abyssal module: a Mutaplasmid, and another module that is compatible with that mutaplasmid. The module used can be of any tech or meta level, and will determine the resulting abyssal module's base stats.
Two items are required to create an abyssal module:
* a Mutaplasmid
* a module that is compatible with that mutaplasmid
 
The module used can be of any tech or meta level, and will determine the resulting abyssal module's base stats.
 
To create (or "Roll" or "Mutate") the abyssal module:
# Either double-click on or right-click and Use the mutaplasmid. This will open a window with a slot that can accept a module.
# Drag and drop the chosen module into the slot, or hover over the slot to view a list of all compatible modules. Modules in that list that are in the same hangar as the mutaplasmid are highlighted and can be selected from the list.
# The right side of the window will then display a list of the possible stat changes the module can receive.
# Pressing the Mutate button will combine the module and mutaplasmid to create a new abyssal module. The window will display the module's newly adjusted stats.
 
Each stat that is modified by the mutaplasmid is modified independently, from a flat random distribution across the possible range. This means that:
* Unstable mutaplasmids have the highest possible bonuses, but they also have the highest chances of getting penalties
* Gravid mutaplasmids have the best odds of creating some degree of positive effect on a module
 
Multiple modules cannot be mutated simultaneously, however, if there are multiple available mutaplasmids of the same type the mutation window will give the option to immediately use another.


Mutaplasmids are acquired either from Triglavian Bioadaptive Caches found in [[Abyssal Deadspace]], or in the wrecks of Invading Precursors found in [[Triglavian Invasion]] systems. Each mutaplasmid comes in three strengths: decayed, gravid and unstable.
Mutating a module can only be done once, and cannot be undone.
* Decayed mutaplasmids are the most common, and offer the smallest possible benefits but also have the lowest possible penalties
 
* Gravid mutaplasmids are intermediate, offering greater possible benefits and marginally greater possible penalties
Once mutated, the new module is a unique Abyssal module, and cannot be repackaged or sold on the market (although it can be Reprocessed into the minerals of a T1 variant). Abyssal modules can, however, be traded via [[Contracts]], and the Contract window specifically allows for viewing the stats of mutated modules by hovering the mouse over the contract.
* Unstable mutaplasmids are the most in-demand, offering both the largest possible benefits and by far the largest possible penalties


Drone Damage Amplifier mutaplasmids and Fighter Support Unit mutaplasmids currently only have a 'Radical' version.
There are out-of-game websites and servers, such as [https://mutaplasmid.space/ mutaplasmid.space], which allow for better searching and comparing available contracts for abyssal modules. This all also means that Abyssal modules have no inherent ISK value, and so for any killmails which include Abyssal modules there is no good way of knowing how strong, weak, cheap, or valuable those modules were.


To create (or "Roll" as it is often said) the abyssal module, either double-click on or right-click and Use the mutaplasmid. This will open a window with a slot that can accept a module. Drag and drop the chosen module into the slot, or hover over the slot to view a list of all compatible modules. (Modules in that list that are in the same hangar as the mutaplasmid are highlighted and can be selected from the list.) The right side of the window will then display a list of the possible stat changes the module can receive. At this point, pressing the Mutate button will combine the module and mutaplasmid to create a new abyssal module, and the window will display the module's newly adjusted stats.
== Mutaplasmids ==


Each stat that is modified by the mutaplasmid is modified independently, from a flat random distribution across the possible range. This means that, while Unstable mutaplasmids have the highest possible bonuses, they also have the highest chances of getting penalties; and that Gravid mutaplasmids have the best odds of creating some degree of positive effect on a module.
Mutaplasmids are acquired either from Triglavian Bioadaptive Caches found in [[Abyssal Deadspace]], or in the wrecks of Invading Precursors found in [[Triglavian Invasion]] systems.


Mutating a module can only be done once, and cannot be undone. Once mutated, the new module is a unique Abyssal module, and cannot be repackaged or sold on the market (although it can be Reprocessed into the minerals of a T1 variant). Abyssal modules can, however, be traded via [[Contracts]], and the Contract window specifically allows for viewing the stats of mutated modules by hovering the mouse over the contract. There are also out-of-game websites and servers, such as [https://mutaplasmid.space/ mutaplasmid.space], which allow for better searching and comparing available contracts for abyssal modules. This all also means that Abyssal modules have no inherent ISK value, and so for any killmails which include Abyssal modules there is no good way of knowing how strong, weak, cheap, or valuable those modules were.
Mutaplasmids come in three strengths:
* Decayed mutaplasmids are the most common, and offer the smallest possible benefits but also have the lowest possible penalties
* Gravid mutaplasmids are intermediate, offering greater possible benefits and marginally greater possible penalties
* Unstable mutaplasmids are the most in-demand, offering both the largest possible benefits and by far the largest possible penalties


Multiple modules cannot be mutated simultaneously, however, if there are multiple available mutaplasmids of the same type the mutation window will give the option to immediately use another.
Two special types of mutaplasmids have only one strength:
* Radical mutaplasmids mutates Drone Damage Amplifiers and Fighter Support Units
* Exigent mutaplasmids mutates [[Drones]]


== Modifiable modules ==
== Modifiable modules ==
Line 32: Line 53:
The table below lists different types of mutaplasmids and what stats each mutaplasmid modifies.
The table below lists different types of mutaplasmids and what stats each mutaplasmid modifies.


<tabs>
<tab name="Armor">
{|class=wikitable
{|class=wikitable
|-
|-
Line 59: Line 82:
* CPU usage
* CPU usage
* PG usage
* PG usage
 
|}
</tab>
<tab name="Shield">
{|class=wikitable
|-
|-
| colspan = 2 style="text-align: center; background-color: #222222;" | Shield mutaplasmids
| colspan = 2 style="text-align: center; background-color: #222222;" | Shield mutaplasmids
Line 86: Line 112:
* CPU usage
* CPU usage
* PG usage
* PG usage
 
|}
</tab>
<tab name="Hull">
{|class=wikitable
|-
|-
| colspan = 2 style="text-align: center; background-color: #222222;" | Hull mutaplasmids
| colspan = 2 style="text-align: center; background-color: #222222;" | Hull mutaplasmids
Line 106: Line 135:
* Structure explosive resist  
* Structure explosive resist  
* CPU usage
* CPU usage
 
|}
</tab>
<tab name="Astronautics">
{|class=wikitable
|-
|-
| colspan= 2 style="text-align: center; background-color: #222222;" | Astronautics mutaplasmids
| colspan= 2 style="text-align: center; background-color: #222222;" | Astronautics mutaplasmids
Line 124: Line 156:
* PG usage
* PG usage
* CPU usage
* CPU usage
 
|}
</tab>
<tab name="Capacitor">
{|class=wikitable
|-
|-
| colspan= 2 style="text-align: center; background-color: #222222;" | Capacitor mutaplasmids
| colspan= 2 style="text-align: center; background-color: #222222;" | Capacitor mutaplasmids
Line 143: Line 178:
* PG usage
* PG usage
* CPU usage
* CPU usage
 
|}
</tab>
<tab name="Special">
{|class=wikitable
|-
|-
| colspan= 2 style="text-align: center; background-color: #222222;" | Special module mutaplasmids
| colspan= 2 style="text-align: center; background-color: #222222;" | Special module mutaplasmids
Line 154: Line 192:
* Missile Damage bonus
* Missile Damage bonus
* PG usage
* PG usage
 
|}
</tab>
<tab name="Tackling">
{|class=wikitable
|-
|-
| colspan= 2 style="text-align: center; background-color: #222222;" | Tackling mutaplasmids
| colspan= 2 style="text-align: center; background-color: #222222;" | Tackling mutaplasmids
Line 177: Line 218:
* PG usage
* PG usage
* CPU usage
* CPU usage
 
|}
</tab>
<tab name="Weapon upgrade">
{|class=wikitable
|-
|-
| colspan= 2 style="text-align: center; background-color: #222222;"| Weapon upgrade mutaplasmids
| colspan= 2 style="text-align: center; background-color: #222222;"| Weapon upgrade mutaplasmids
Line 210: Line 254:
* Entropic Disintegrator rate of fire bonus
* Entropic Disintegrator rate of fire bonus
* CPU usage
* CPU usage
 
|}
</tab>
<tab name="Drone">
{|class=wikitable
|-
|-
| colspan= 2 style="text-align: center; background-color: #222222;" | Drone mutaplasmids
| colspan= 2 style="text-align: center; background-color: #222222;" | Drone mutaplasmids
Line 228: Line 275:
* Powergrid Usage
* Powergrid Usage
|}
|}
</tab>
</tabs>


== Mutated drones ==
=== Mutated drones ===
{{main|Drones#Mutated (Abyssal) Drones|Mutated drones}}
{{main|Drones#Mutated (Abyssal) Drones|Mutated drones}}
The process of combining a mutaplasmid and an existing T1, T2, or Faction combat drone "mutates" it into a unique Abyssal drone with the original drone's stats randomly modified (for better or worse). The new drone will have the word Mutated inserted into its name such as Sentry Mutated Drone, and it will have unique stats and thus cannot be traded on the Market (you can trade them via Contracts etc.)  
The process of combining a mutaplasmid and an existing T1, T2, or Faction combat drone mutates it into a unique Abyssal drone with the original drone's stats randomly mutated (for better or worse). The new drone will have the word Mutated inserted into its name such as Sentry Mutated Drone, and it will have unique stats and thus cannot be traded on the Market (you can trade them via Contracts etc.)  
 
The mutaplasmids follow the standard nomenclature reflecting size and type: '''Exigent [size] Drone [attribute] Mutaplasmid'''


The mutaplasmids follow the standard nomenclature reflecting size and type:


Exigent [size] Drone [attribute] Mutaplasmid
{{#css:
.tabs-label {
    background-color: #111111 !important;
  }
}}


[[Category:Items]]
[[Category:Items]]