Triglavian Tech: A Magnifying Glass on Mutaplasmids


Header Art by Smultar

Into the Abyss brings the promise of significant advancements as capsuleers gain access to Triglavian weapons platforms, ship designs, and biotechnologies like mutaplasmids. While we do not yet have any firm information or devblogs from CCP, I wanted to get a closer look at what these advancements might hold. So I loaded up a Sacrilege, shifted over to Singularity, and went Singularity diving into A-space in search of the mysterious mutaplasmid.

The Fit

I decided to go with a Sacrilege as the platform has a high resists profile, can run cap stable with reps running, has decent EHP, and is capable of dishing out over 600 dps with drones and heavy missiles. The combination of heavy missiles and drones grants good damage projection, and a medium smartbomb is good for clearing large numbers of light rogue drones when they get too close.

I was able to run this fit quite effectively through level ones and twos with little difficulty. My average time through sites consistently came in under ten minutes. I ran into problems clearing level threes in this fit as the high number of small drones and the tank of the battleship spawns made it challenging.

It isn’t my desired fit; the absence of readily available faction modules on Singularity meant I wasn’t running with the medium faction smartbomb and two C3-X ‘Hivaa Saitsuo’ Ballistic Control Systems I would normally run on this ship – modules that greatly increase efficiency.

Good alternates to the Sacrilege are the Ishtar, Gila, Eagle, Cerberus, Muninn, and Huginn. I also suspect that just the basic Rupture might be able to handle these sites capably, but the Muninn’s tracking bonus adds a sizable advantage against the small drones. The Stratios is also a strong contender.

The Loot

The results of my first three runs through A-space were quite promising. I received a filament, five mutaplasmids, and blueprint copies for both a Demavik and Vedmak. Of course, this is on Singularity. I expect that the returns on Tranquility will reduced. My guess is, we’ll see approximately a third of their current return, both in terms of drop rate and drop rarity.

During my third run (a level 3) I died only seconds away from the final gate. In my hold were another four mutaplasmids, another Vedmak BPC, and a BPC for a medium disintegrator.

An interesting aside is that the sites (on Singularity at least) do not appear to be uniquely instanced. In the first room of the level 3 I ran, I discovered the wreck and corpse of another capsuleer.

He had also been flying a Sacrilege, with a fit very similar to my own, though we have never corresponded. I do not know whether or not these sites will continue to be non-exclusive instances. For now, I hope that this will be the case. I’m excited by the chance of engaging in some impromptu PVP in a tightly constrained space. It certainly increases the chances of a payday.

Mixing Mutaplasmids and Modules

Most people haven’t tried playing with these on Singularity yet. So let me break down the basics of using mutaplasmids and what it means for you. These are examples from an extremely limited sample. It also doesn’t factor for faction modules, if they can even be modified.

To start, you’ll double-click on the mutaplasmid to open its interface window. This operation is destructive. If you double-click, you’d better be ready to finish because you’re stuck with the result for good or ill. Opening the mutaplasmid interface reveals the potential range of benefit and deficit based on the current mutaplasmid type.

To take it to the next level you need the right type of module to produce anything of worth. Which type is included in the mutaplasmid’s name. You won’t know the absolute range of improvement or degradation until you plug in the right type of module. Once you do, though, you can’t go back, so it’s definitely a gamble. One thing I can say is: meta grade matters. Better mods get you better improvement—if and when chance swings in your favor.

You stand to see improvements or significant reductions in the module stats. Unlike faction, T2, deadspace, and officer modules there is no clear progression with the mutaplasmids in terms of results. Different mutaplasmids offer higher risk/reward potential, but no guarantees. An Abyssal module, once created, can be several orders of magnitude better than T1. It can also end up much worse.

In short, mutaplasmids are not—contrary to some opinions—an ‘instant win’ button. What they offer is the ability to find even more niche adaptability in EVE Online. If you need an over-sized afterburner for a fit, but you’re over on power grid, use a mutaplasmid. There is the potential to see a power grid fitting requirement well below even the compact AB. Of course, it might mean a slightly higher CPU requirement, or a percentile reduction in maximum velocity. And make sure you have modules to spare.

Conversely, if you have fitting room to spare and want to really crank things up? Throw a mutaplasmid on a prop mod. See how much faster you can go. Think of mutaplasmids like you’d think of messing with a car’s engine; you’re not replacing the A-type motor out of an 86 Nissan with that of a Mustang. You’re just giving it some NOS. Just acknowledge it might explode in your face.

The Results

Because this is already running a little long, I’ll summarize the results of my experimentation. Here’s a list, with links to the comparison images:

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  • Hey look, more new gimmicks.

    May 5, 2018 at 7:20 AM
    • Alaric Faelen Ganthrithor

      You mean to tell me that CCP would add new, gimmick-y content before addressing the fixes, updates and overhauls the rest of the game desperately needs? Say it ain’t so…..{/sarcasm}

      May 5, 2018 at 1:38 PM
      • CCP has done more in the last eighteen months than I’d seen in in the previous four years. What the hell are you complaining about?

        May 5, 2018 at 3:21 PM
      • I’m not even against them adding new content, I just hate the kind of contrived, unnecessary game mechanics they keep adding. The game didn’t need ancillary modules, interdiction nullification, or dice-roll enchanted items. It just doesn’t. They detract from the realism and brutality of the game world.

        May 6, 2018 at 6:57 PM
        • 1. Interdiction nullification has been around for 9 years and you’re still complaining about it?
          2. Ancillary modules robbing you of those precious PVP kills?

          I still fail to see your issue, here.

          May 7, 2018 at 5:37 AM
          • Interdiction nullification being around for nine years has little bearing on its stupidity as a game mechanic. It shouldn’t be a thing, and it ~*especially*~ shouldn’t be a thing on ships that already have high mobility and/or covert cloaks.

            Things like ancil mods / rapid launchers are lame because they’ve taken what were interesting, niche fits and run them into the ground. Active tanking was interesting when you had to string together a bunch of weird and expensive modules to do it– it was a genuinely surprising thing to do with a ship which people didn’t expect, and it had significant tradeoffs: the price of being able to deliver interesting out-play opportunities was cost and the crazy module / cap management skills required to make it work. Now any moron can stick an ancil mod on a ship and sort-of-kind-of do the same thing (but with significantly lower module / cap management skill requirements) but only for a short time period after which they’re dead in the water. If allowing you to pretend you’re Kovorix for thirty seconds at a time using totally-disposable, shitfit suicide ships isn’t a gimmick then IDK what is. I don’t think ancil mods are game-breaking or particularly imbalanced, they’re just kind of depressing and unnecessary.

            May 7, 2018 at 6:14 AM
  • Pew Pew

    Presumably these new modules will be another barrier to new teams in the AT? If they’re allowed you’ll need the best modules which have had the best mutaplasmid luck which will only be available to the richest teams.

    May 5, 2018 at 7:33 AM
    • Mischa Gau'ss Tesla Pew Pew

      They will not be allowed, excet on flagships, is my guess.

      May 5, 2018 at 9:59 AM
  • Alot

    These examples have at best two positive results and two negative results – so I’m left wondering if its possible to get all 4 results positive. If one manages to get down the fitting requirements of activation, cpu and grid at the same times, there will be some small guy out there wearing very tight jeans with a rocket in his pocket.

    May 10, 2018 at 7:53 AM
    • Tsc Admin Alot

      I used the unstables (the highest mutawhatevers) on a dozen pirate / faction modules and every single one had at least one drawback, usually two. I kept rolling until I got ones where the tradeoffs were worth it.

      August 1, 2020 at 11:55 PM
  • Tsc Admin

    This is late, but I just used mutaplasmids on my tech 3 max-skilled bling covert interdiction-evading tengu on the following modules:

    1 Pith X-Type Large Shield Booster
    1 50MN A-Type MWD
    1 Shadow Serpentis Damage Control
    2 Domination Ballistic Missile Control
    1 Large Republic Fleet Cap Battery


    DPS: 592 => 632
    EHP: 28k => 27kish (minor loss in net structure resistances)
    Speed: 1339 => 1232
    Tank: 198 => 202 raw hp / s
    Cap: 4:01 => Stable (activation costs of MWD and Booster reduced, cycle lengthened on booster, 56GJ gained in cap battery at cost of neut resistance being reduced)
    Sig Radius => ~1000m to 802m (sig penalty reduced in MWD mutation)

    August 1, 2020 at 11:26 PM