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Abyssal modules: Difference between revisions

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{{Work in progress|Adding Summon the swarm info|date= 09:17, 19 January 2023 (UTC)}}
{{Triglavian links}}
{{Triglavian links}}
[[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]]
[[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]]
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== 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 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.
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.


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.  
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.  
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* Unstable mutaplasmids are the most in-demand, offering both the largest possible benefits and by far the largest 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.
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.
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 [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.
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.


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.


== Modifiable modules ==
== Modifiable modules ==
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|[[File:Icon drone damage amplifier.png|link=|]]
|[[File:Icon drone damage amplifier.png|link=|]]
|'''{{co|wheat|Drone Damage Amplifier Mutaplasmid}}'''  
|'''{{co|wheat|Drone damage amplifier mutaplasmid}}'''  
* Drone damage bonus
* Drone damage bonus
* CPU usage
* CPU usage
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|[[File:Icon fighter support unit.png|link=|]]
|[[File:Icon fighter support unit.png|link=|]]
|'''{{co|wheat|Fighter Support Unit Mutaplasmid}}'''  
|'''{{co|wheat|Fighter support unit mutaplasmid}}'''  
* CPU usage
* CPU usage
* Fighter ROF Bonus
* Fighter ROF Bonus
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|-
|-
|}
|}
== 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 mutaplasmids follow the standard nomenclature reflecting size and type:
Exigent [size] Drone [attribute] Mutaplasmid


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