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The Augmentations folder icon
The Augmentations folder icon

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

Overview[]

See also: Codex (Mass Effect: Andromeda)/Technology#Technology: Augmentations

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.

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)
    • All Chests (Armors) - 4 augmentation slots

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.
Weapon Stability +200%
Will override any Fire Type augment.

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
+50% Rate of Fire
-10% Weapon Accuracy
-20% Weapon Damage

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:
Weapon now fires electrical projectiles.

Chest:
Stuns melee attackers with electrical damage.

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:
+10 Weapon Damage
-10% Rate of Fire

Shotguns:
Each pellet is now an explosive plasma bolt.
-25% Weapon Damage
-30% Rate of Fire

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
+30% Weapon Accuracy
-20% Weapon Stability
-50% Weapon Rate Of Fire

Sticky Grenade Launcher 200 ✓* Non-shotgun weapons:
Each projectile is now a sticky grenade.
-10% Weapon Recharge Rate

Shotgun:
Weapon now fires sticky grenades, but with reduced damage.
-20% Weapon Damage
-20% Weapon Clip Size

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)
Icon Name Rarity Arms Chest Gear Guns Legs Weapon
Aerial Lubricant Rare
Aerial Performance Optimizer Rare
Aerial Stabilizer Rare
Anti-Armor Module Uncommon
Automatic Fire System Uncommon ✓*
Battlefield Assist Module Rare
Beam Emitter Ultra Rare ✓*
Bio-Converter Rare
Biotic Damage Booster Uncommon
Biotic Recharge Module Uncommon
Burst Fire System Uncommon ✓*
Combat Power Module Uncommon
Combat Recharge Module Uncommon
Concentration Module Rare
Coolant Unit Rare
Cryo Condenser Rare
Double Mod Extension Rare ✓*
Duration Boost Module Uncommon
Electrical Conduits Ultra Rare
Equilibrium Regulator Rare
Grenade Launcher Ultra Rare ✓*
Heat Inducer Rare
Kinetic Coil Uncommon
Medi-Gel Regulator Uncommon
Mod Slot Extension Uncommon
Newtonian Multiplier Uncommon
Plasma Charge System Ultra Rare ✓*
Power Booster Rare
Reaction Displacer Uncommon
Reaction Optimizer Uncommon
Rebalanced Field Coils Rare
Ricochet System Ultra Rare
Seeking Plasma System Ultra Rare ✓*
Shield Accelerator Uncommon
Shield Booster Uncommon
Shield Bypass Unit Uncommon
Shield Disruptor Rare
Shield Generator Uncommon
Shield Oscillator Ultra Rare
Shield Sensors Rare
Single Fire System Uncommon ✓*
Sticky Grenade Launcher Ultra Rare ✓*
Support Power Module Uncommon
Tech Damage Module Uncommon
Tech Recharge Module Uncommon
Vintage Heat Sink Ultra Rare ✓*