User:GS877/Vault Storage

Vault Storage Area.

Items in this area are not to be used in other areas of the wiki (unless it states so in the section). ________________________________

Augmentations in Mass Effect: Andromeda are semi-permanent customization upgrades that can be added to a weapon or armor pieces during Development (crafting).

Overview
Augmentation components allow the player to create hundreds upon hundreds of different customizations to weapon and armor systems in Mass Effect: Andromeda.

Augmentations applied during development can grant various bonuses, give unique properties, and change basic functionality. Augmentation slots are hexagonal-shaped in comparison to the round-shaped slots used for Mods.

Mechanics
Augmentations, unlike weapon Mods, are semi-permanent and cannot be removed from an item once crafted. The player has to deconstruct a weapon to retrieve the augmentation.
 * Augmentations can't be applied to crafted items until the crafted item is at Rank II or above.
 * The rarity of a weapon or armor piece 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 very few pieces that don't follow the rarity rules:
 * The Science cryo pod perk Innovation permanently increase the number of augmentation slots by 1.
 * The Science cryo pod perk Innovation permanently increase the number of augmentation slots by 1.
 * The Science cryo pod perk Innovation permanently increase the number of augmentation slots by 1.
 * The Science cryo pod perk Innovation permanently increase the number of augmentation slots by 1.

Augmenations will not appear in the in-game world until they have been developed

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.

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. For additional details, strategies, mechanics on an augmentation, refer to the specific augmentation article in question.
 * 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)
 * The Description column gives the in-game description of the bonuses/properties/functionality affected by the augmentation.

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 - The augmentation can be applied to Arms armor pieces.
 * Chest - The augmentation can be applied to Chest armor pieces.
 * Gear - The augmentation can be applied to all four armor pieces - Arms, Chests, Helmets, and Legs.
 * Guns - The augmentation can be applied to gun-type weapons.
 * Legs - The augmentation can be applied to Legs armor pieces.
 * Weapon - The 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. For additional details, strategies, mechanics on an augmentation, refer to the specific augmentation article in question. _____________________________
 * A check mark (✓) in an 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)

Melee Weapons are a new weapon class in Mass Effect: Andromeda.

Previous Mass Effect games were limited in what the player was allowed to use in a melee fashion as a weapon such as the Omni-blade or using physical actions (such as punching or swinging their weapon) to melee kill enemies. Mass Effect 3's Multiplayer Mode increased the number of melee weapons and actions but these weapons and actions were character specific / single functioning (they could not be customized).

Mass Effect: Andromeda allows the player the option to use the highly customizable nature of firearms in the Mass Effect franchise and applies it to melee weapons.

Overview
Melee weapons include sharp weapons such as swords, shivs, knives as well as blunt force weapons include hammers, gauntlets, and the biotic amplifier.
 * Hammers do maximum damage.
 * Swords, shiv, and knives are quicker and more precise, allowing the player to strike quickly and still have a chance to move out of harm's way.
 * The Cryo-Gauntlet allows a player to freeze enemies.
 * The Biotic Amplifier allows the player to use their fists as a weapon.

Angaran Firaan

 * Tech Type: Heleus
 * Damage: 250-550
 * Weight: 0

Asari Sword

 * Tech Type: Milky Way
 * Damage: 400-880
 * Weight: 0

Biotic Amplifier

 * Tech Type: Milky Way
 * Damage: 275-605
 * Weight: 0

Electric Firaan

 * Tech Type: Heleus
 * Damage: 175-385
 * Weight: 0

Kett Carfalon

 * Tech Type: Heleus
 * Damage: 325-715
 * Weight: 0

Kett Vakarsh

 * Tech Type: Heleus
 * Damage: 300-660 Melee Damage, 110-242 Burn Damage
 * Weight: 0

Krogan Hammer

 * Tech Type: Milky Way
 * Damage: 400-880
 * Weight: 0

Omni-Blade

 * Tech Type: Milky Way
 * Damage: 275-605
 * Weight: 0

Remnant Cryo-Gauntlet

 * Tech Type: Remnant
 * Damage: 200-440
 * Weight: 0

Weapon Modifications
All melee weapons have zero Mod Slots and are unable to use Mods.