Difference between revisions of "Abyssal modules"
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− | [[image:Abyssal module tooltip.png|300px|thumb| | + | [[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" | + | 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. | + | 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. |
Revision as of 05:54, 7 July 2020
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" in their name and from the symbol at the corner of the module icon.
Creating abyssal modules
Two items are required to create an abyssal module: a Mutaplasmid, and another module which 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.
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.
- 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
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 which 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.
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 (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 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.
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.
The table below lists different types of mutaplasmids and what stats each mutaplasmid modifies.
Armor mutaplasmids | |
Armor plate mutaplasmid
| |
Armor repairer mutaplasmid
| |
Ancillary armor repairer mutaplasmid
| |
Shield mutaplasmids | |
Shield extender mutaplasmid
| |
Shield booster mutaplasmid
| |
Ancillary shield booster mutaplasmid
| |
Hull mutaplasmids | |
Damage control mutaplasmid
| |
Assault Damage control mutaplasmid
| |
Astronautics mutaplasmids | |
Afterburner mutaplasmid
| |
Microwarpdrive mutaplasmid
| |
Capacitor mutaplasmids | |
Capacitor battery mutaplasmid
| |
Energy neutralizer mutaplasmid
| |
Energy nosferatu mutaplasmid
| |
Tackling mutaplasmids | |
Stasis webifier mutaplasmid
| |
Warp disruptor mutaplasmid
| |
Warp scrambler mutaplasmid
| |
Weapon upgrade mutaplasmids | |
Ballistic control system mutaplasmid
| |
Gyrostabilizer mutaplasmid
| |
Heatsink mutaplasmid
| |
Magnetic field stabilizer mutaplasmid
| |
Entropic radiation sink mutaplasmid
|