Augmentations in Mass Effect: Andromeda are semi-permanent customization upgrades that can be added to weapon or armor pieces during Development (crafting).
Overview[]
Augmentation components allow the creation of hundreds upon hundreds of different customizations to weapon and armor pieces in Mass Effect: Andromeda.
Augmentations applied during development can grant various bonuses, give unique properties, and change basic functionalities. Augmentation slots are hexagonal-shaped in comparison to the round-shaped slots used for Mods.
Augmentations can be purchased from certain merchants.
Augmentations are classified as resources and do not count towards the Inventory item limit.
Mechanics[]
Augmentations, unlike weapon Mods, are semi-permanent and cannot be removed from an item once crafted. Deconstructing a weapon is the only way to retrieve the augmentation.
Deconstructing an augmentation destroys the augmentation and no resources are returned to Ryder. Ryder can sell unwanted augmentations for credits.
Augmentations can't be applied to crafted weapons until the crafted item is at Rank II or above.
- The rarity of a weapon determines the number of augmentation slots available to the item at Rank II.
- Common, Uncommon - 2 augmentation slots
- Rare - 3 augmentation slots
- Ultra Rare - 4 augmentation slots
- There are a few pieces that don't follow the rarity rules:
- The L-89 Halberd can't be developed so there are no augmentation slots available.
- Pathfinder Ranger - 2 augmentation slots
- Pathfinder Deep Impact - 2 augmentation slots
- Pathfinder Pioneer - 2 augmentation slots
- Pathfinder Observer - 2 augmentation slots
- X5 Ghost - 2 augmentation slots
Crafted armor has augmentation slots available at Rank I.
- Rarity plays no part in armor pieces and the number of augmentation slots available to the item at Rank I.
- All Arms, Helmets, and Legs - 2 augmentation slots (per piece)
- The Andromeda Elite Helmet can't be developed so there are no augmentation slots available.
- All Chests (Armors) - 4 augmentation slots
- All Arms, Helmets, and Legs - 2 augmentation slots (per piece)
The Science cryo pod perk Innovation permanently increase the number of augmentation slots by 1. Augmentation slots are only increased for items that can utilize augmentations. Items that can't be developed and/or do not have augmentation slots do not gain an augmentation slot.
Research[]
Augmentations blueprints have only one level. When researching an augmentation, Ryder receives one copy of the augmentation immediately, but more importantly, the augmentation will now be available to find out in the world. Until an augmentation is researched, the augmentation will not be found out in the world.
Classifications[]
There are 6 types of augmentations and each has accompanying text that goes with it:
- General - Provides a bonus to one or more stats when used in the development of an item.
- Gun Behavior - This is a Gun Behavior augmentation. You may apply one such augment to a gun during the development process.
- Gun Fire Type - This is a Gun Fire Type augmentation. You may apply one such augment to a gun during the development process.
- Gun Projectile - This is a Gun Projectile augmentation. You may apply one such augment to a gun during the development process.
- Mod Slots - This is a Mod Slots augmentation. You may apply one such augment to a gun during the development process.
- Special - This is a Special augmentation. You may apply one such augment to an item during the development process.
General augmentations are the only augmentation type that can have multiple copies stacked on the same item. This applies to the same General augmentation or to a combination of different General augmentations.
Despite the Gun Behavior augmentation text stating that "You may apply one such augment to a gun during the development process", both of the Gun Behavior augmentations - Plasma Charge System and the Vintage Heat Sink - can be applied to the same item.
Augmentation Types & Descriptions[]
Each augmentation falls into one of the 6 type categories. The table below lists all of the augmentations and the type that they belong to.
- A check mark (✓) in an Augmentation Types column implies that the augmentation falls into that category type.
- Any augmentation with a check mark that has an asterisk (✓*) has issues or restrictions. Refer to the specific augmentation article in question for details.
Augmentation Types | |||||||||
---|---|---|---|---|---|---|---|---|---|
Icon | Name | RD Cost |
General | Gun Behavior | Gun Fire Type |
Gun Projectile | Mod Slots |
Special |
Effects |
Aerial Lubricant | 50 | ✓ | (Weapon) When hovering: +35% Rate of Fire (Arms) When hovering: +35% Tech Damage | ||||||
Aerial Performance Optimizer | 50 | ✓ | (Weapon) When hovering: +35% Weapon Damage (Arms) When hovering: +35% Combat Damage | ||||||
Aerial Stabilizer | 50 | ✓ | (Weapon) When hovering: +35% Weapon Accuracy (Arms) When hovering: +35% Biotic Damage | ||||||
Anti-Armor Module | N/A | ✓ | (Weapon) +5% Power Damage Bonus to Armor (Gear) +2% Power Damage Bonus to Armor | ||||||
Automatic Fire System | N/A | ✓* | Changes weapon fire to automatic. +50% Rate of Fire +20% Clip Size -40% Weapon Damage -40% Weapon Accuracy | ||||||
Battlefield Assist Module | 50 | ✓ | (Weapon) When Health and Shields are full: +20% Damage (Chest) When Health is 20% or lower: +25% Resistance to All Damage | ||||||
Beam Emitter | 200 | ✓* | Weapon now fires a sustained energy beam that accurately deals rapid damage to the target.
Damage over time is the same as the base weapon. | ||||||
Bio-Converter | 50 | ✓ | When the current ammo clip is empty, drain 5% of health and refill the clip. | ||||||
Biotic Damage Booster | N/A | ✓ | (Weapon) +5% Biotic Power Damage (Gear) +2% Biotic Power Damage | ||||||
Biotic Recharge Module | N/A | ✓ | (Weapon) +5% Biotic Recharge Speed (Gear) +2% Biotic Recharge Speed | ||||||
Burst Fire System | N/A | ✓* | Changes weapon fire to burst.
+20% Weapon Stability | ||||||
Combat Power Module | N/A | ✓ | (Weapon) +5% Combat Power Damage (Gear) +2% Combat Power Damage | ||||||
Combat Recharge Module | N/A | ✓ | (Weapon) +5% Combat Recharge Speed (Gear) +2% Combat Recharge Speed | ||||||
Concentration Module | 50 | ✓ | +10% Weapon Accuracy when shields are 20% or lower | ||||||
Coolant Unit | 50 | ✓ | Increases clip size by 20% when special ammo is active. | ||||||
Cryo Condenser | 50 | ✓ | (Weapon) Cryo ammo freeze duration: +100% (Legs) On jump melee: Cryo Blast: extra 50% cold damage | ||||||
Double Mod Extension | N/A | ✓* | +2 mod slots | ||||||
Duration Boost Module | N/A | ✓ | (Weapon) +5% to All Power Effect Durations (Gear) +2% to All Power Effect Durations | ||||||
Electrical Conduits | 200 | ✓ | ✓ | Automatic Weapons: Weapon now fires a beam of electricity. Non-Automatic Weapons: Chest: | |||||
Equilibrium Regulator | 50 | ✓ | 5% damage bonus when moving slowly with a drawn weapon, +10% when moving faster. | ||||||
Grenade Launcher | 200 | ✓* | Non-shotgun Weapons: Each projectile fired is now a grenade. -10 Weapon Recharge Rate Shotguns: Weapon now fires grenades, but with reduced damage. -29 Weapon Recharge Rate | ||||||
Heat Inducer | 50 | ✓ | (Weapon) Incendiary Ammo: +25% Damage (Legs) On jump melee: Inferno Blast - extra 50% heat damage | ||||||
Kinetic Coil | N/A | ✓ | (Weapon) +3% Weapon Damage (Chest) +5 Damage Resistance | ||||||
Medi-Gel Regulator | N/A | ✓ | (Gear) +2% Max Health | ||||||
Mod Slot Extension | N/A | ✓ | +1 mod slot | ||||||
Newtonian Multiplier | N/A | ✓ | (Weapon) +5% Power Force (Gear) +2% Power Force | ||||||
Plasma Charge System | 200 | ✓* | Fires plasma bolts that travel in a ballistic arc, explode on impact, and create an additional explosion nearby. Charge weapon to fire more projectiles.
Note: Interferes with the functionality of the SEEKING PLASMA and STICKY GRENADE augments. Non-shotgun weapons: Shotguns: | ||||||
Power Booster | 100 | ✓ | (Weapon) When current clip is full: +20% Power Damage. (Chest) When health is 30% or less: +25% Power Status Effect Duration | ||||||
Reaction Displacer | N/A | ✓ | (Weapon) +5% All Combo Radiuses (Gear) +2% All Combo Radiuses | ||||||
Reaction Optimizer | N/A | ✓ | (Weapon) +5% All Combo Damage (Gear) +2% All Combo Damage | ||||||
Rebalanced Field Coils | 50 | ✓ | (Weapon) For the last 20% of the clip's ammo, gain +10% extra damage (Chest) Increases weapon accuracy by 10% when standing still | ||||||
Ricochet System | 100 | ✓ | Each projectile bounces off of flat surfaces. Projectiles now travel in a ballistic arc. | ||||||
Seeking Plasma System | 100 | ✓* | Changes weapon projectile to seeking plasma bolts | ||||||
Shield Accelerator | N/A | ✓ | (Gear) +2% Health & Shield Regeneration Delay Reduction | ||||||
Shield Booster | N/A | ✓ | (Gear) +2% Max Shields | ||||||
Shield Bypass Unit | N/A | ✓ | (Weapon) +5% Power Damage Bonus to Shields (Gear) +2% Power Damage Bonus to Shields | ||||||
Shield Disruptor | 50 | ✓ | (Weapon) Disruptor ammo: +25% Shield Damage (Legs) On jump melee, Shock Blast - extra 50% electrical damage | ||||||
Shield Generator | N/A | ✓ | (Gear) +2% Shield Regeneration | ||||||
Shield Oscillator | 200 | ✓ | (Weapon) When clip empties: restore 25% shields (Chest) On enemy killed: restore 25% shields | ||||||
Shield Sensors | 50 | ✓ | (Weapon) 25% chance to gain 50% clip ammo when shields are broken (Chest) 25% chance to recover 10% of health when shields are broken | ||||||
Single Fire System | N/A | ✓* | Changes weapon fire type to single shot.
+30% Weapon Damage | ||||||
Sticky Grenade Launcher | 200 | ✓* | Non-shotgun weapons: Each projectile is now a sticky grenade. -10% Weapon Recharge Rate Shotgun: | ||||||
Support Power Module | N/A | ✓ | (Weapon) +5% Power Restoration & Defense (Gear) +2% Power Restoration & Defense | ||||||
Tech Damage Module | N/A | ✓ | (Weapon) +5% Tech Power Damage (Gear) +2% Tech Power Damage | ||||||
Tech Recharge Module | N/A | ✓ | (Weapon) +5% Tech Recharge Speed (Gear) +2% Tech Recharge Speed | ||||||
Vintage Heat Sink | 200 | ✓* | Ammo refills automatically after a delay.
-60% Clip Size |
Augmentation Compatibilities[]
Augmentations can be applied to both weapons and armor. Not all of the augmentations can be applied to every weapon or armor piece.
In Mass Effect: Andromeda, each augmentation falls into one or more of 6 compatibility categories.
- Arms - This augmentation can be applied to Arms armor pieces.
- Chest - This augmentation can be applied to Chest armor pieces.
- Gear - This augmentation can be applied to all four armor pieces - Arms, Chests, Helmets, and Legs.
- Guns - This augmentation can be applied to gun-type weapons.
- Legs - This augmentation can be applied to Legs armor pieces.
- Weapon - This augmentation can be applied to gun-type and melee weapons.
The table below lists all of the augmentations and which compatibility category that they belong to.
- A check mark (✓) in a column implies that the augmentation falls into that category.
- Any augmentation with a check mark that has an asterisk (✓*) has issues or restrictions. (Refer to the specific augmentation article in question for details)