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Abyssal modules: Difference between revisions

From EVE University Wiki
m link to Contracts
fix a typo and note how these confuse killmails
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[[image:Abyssal module tooltip.png|300px|thumb|Mouse hoover tooltip of an abyssal module shows what was used as the base and how the stats were modified]]
[[image:Abyssal module tooltip.png|300px|thumb|Tooltip of an abyssal module, showing the original module and mutaplasmid, the attributes which were modified, and how great the modifications 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 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 [[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 ==
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Each stat which 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.
Each stat which 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.


Mutating a module can only be done once, and cannot be un-done. Once mutated, the new module is a unique Abyssal module, and cannot be repackaged or sold on the market. It 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.
Mutating a module can only be done once, and cannot be un-done. 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.


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.
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.