This article is about weapon mods and their functions in Mass Effect 3. For weapon upgrades in Mass Effect, see Weapon Upgrades. For weapon upgrades in Mass Effect 2, see Research. For upgrades generally, see Upgrades. For Mods and their functions in Mass Effect: Andromeda, see Mods. |
In Mass Effect 3, Weapon Mods are used to augment any of the five types of standard weapon: assault rifles, shotguns, sniper rifles, submachine guns, and heavy pistols. Available mods include high-caliber barrels, scopes, and bayonet attachments, among others. Only two mods can be applied to a weapon at a time, and the same mod cannot be applied twice to a single weapon. For additional information on the various mods see the notes section below.
Once a weapon mod is found, it may be applied to any and all of the weapons of the applicable type at a weapon bench. Finding another instance of a mod the player already possesses will upgrade that mod to the next level. Likewise, shops will always carry mods one level above those the player currently has.
Legendary Edition: Any listed single-player DLC requirements for obtaining mods are only applicable if not playing Mass Effect Legendary Edition, as all previously available single-player DLC is included in Legendary Edition by default. Orange notations are present where applicable to draw attention to this.
Assault Rifle Upgrades[]
- For where to obtain these upgrades, see Equipment Guide (Mass Effect 3)#Assault Rifle Mods.
Assault Rifle Stability Damper[]
Distributes recoil with sliding system of counterweights compatible with kinetic coil generators. Reduces weapon kickback.
Changes the color of the weapon's handle and stock depending on level of mod.
|
Assault Rifle Magazine Upgrade[]
Increases magazine capacity, allowing more shots before reload.
Does not increase spare ammunition. Changes the color of the weapon's body depending on weapon and level of mod.
|
Assault Rifle Piercing Mod[]
Capacitor boosts kinetic coil generators, increasing shot penetration.
Changes the color of the weapon's lights depending on level of mod.
Note: Cannot be equipped with Ultralight Materials.
|
Assault Rifle Extended Barrel[]
Lengthens barrel, creating greater bullet velocity and impact.
Places a visible barrel extension on the weapon with a different appearance depending on the level of mod.
Note: Cannot be equipped with High-Velocity Barrel.
|
Assault Rifle Precision Scope[]
Simple 4x optical scope to enhance stability while zoomed. Increases accuracy while moving and taking damage.
Places a visible scope atop the weapon with a different appearance depending on the level of mod. The benefits to accuracy only apply when the scope is actively being used.
Notes:
- Cannot be equipped with Thermal Scope.
- NPC squad members do not use or benefit from scope mods in any way.
|
Assault Rifle Omni-Blade[]
Attach an omni-blade to the weapon for increased melee damage.
Places a visible omni-bayonet on the weapon.
Note: Requires Mass Effect 3: Leviathan (or LE) in single-player and Mass Effect 3: Earth in multiplayer.
|
Assault Rifle Thermal Scope[]
Reveal enemies through walls and smoke with a 4x optical scope and enhance stability and accuracy while zoomed.
Increases weapon weight by 50%.
Places a visible thermal scope on the weapon. Also reveals invisible enemies. The benefits to accuracy and vision only apply when the scope is actively being used.
Notes:
- Added to multiplayer on October 9, 2012; requires Mass Effect 3: Earth for multiplayer and Mass Effect 3: Citadel (or LE) for single player.[1]
- Cannot be equipped with Precision Scope.
- The Assault Rifle Thermal Scope reduces camera sensitivity significantly more than other scope mods or zooming with scope-less weapons.
- NPC squad members do not use or benefit from scope mods in any way.
|
Assault Rifle High-Velocity Barrel[]
Superior kinetic coils increase shot penetration.
Increases weapon weight by 50%.
Places a visible barrel extension on the weapon.
Notes:
- Requires Mass Effect 3: Omega (or LE) in single-player and Mass Effect 3: Earth in multiplayer.[2]
- Cannot be equipped with Extended Barrel.
|
Assault Rifle Ultralight Materials[]
Superior lightweight alloys replace weapon parts, making weapon less obtrusive and easier to handle.
Changes the color of the weapon's body depending on weapon and level of mod.
Notes:
- Requires Mass Effect 3: Citadel (or LE) in single-player and Mass Effect 3: Reckoning in multiplayer.
- Cannot be equipped with Piercing Mod.
|
Heavy Pistol Upgrades[]
- For where to obtain these upgrades, see Equipment Guide (Mass Effect 3)#Heavy Pistol Mods.
Pistol Melee Stunner[]
Small attachment to muzzle, causing massive damage to meleed targets.
Adds a visible stunner beneath the barrel. Also changes the color of the weapon's handle depending on level of mod. Adds electrical visual and sound effects to melee attacks that hit enemy with the gun.
|
Pistol Piercing Mod[]
Capacitor boosts kinetic coil generators, increasing shot penetration.
Changes the color of the weapon's lights depending on level of mod.
|
Pistol Magazine Upgrade[]
Increases magazine capacity, allowing more shots before reload.
Does not increase spare ammunition. Changes the color of the weapon's body depending on weapon and level of mod.
Note: Cannot be equipped with Ultralight Materials.
|
Pistol High-Caliber Barrel[]
Allows wider projectiles, causing more trauma on impact. Ballistically optimized to maintain penetrative power.
Places a visible barrel extension on the weapon.
Note: Cannot be equipped with Heavy Barrel or Cranial Trauma System.
|
Pistol Scope[]
Simple 2x optical scope enhances stability while zoomed. Increases accuracy while moving and taking damage.
Places a visible scope atop the weapon. The benefits to accuracy only apply when the scope is actively being used.
Notes:
- Cannot be equipped with Power Magnifier.
- NPC squad members do not use or benefit from scope mods in any way.
|
Pistol Ultralight Materials[]
Superior lightweight alloys replace weapon parts, making the weapon less obtrusive and easier to handle.
Changes the color of the weapon's body depending on weapon and level of mod.
Notes:
- Requires Mass Effect 3: Leviathan (or LE) in single-player and Mass Effect 3: Earth in multiplayer.
- Cannot be equipped with Pistol Magazine Upgrade.
|
Pistol Heavy Barrel[]
A pistol barrel that produces and withstands extreme kinetic and thermal energy.
Increases weapon weight by 50%.
Places a visible barrel extension on the weapon.
Notes:
- Requires Mass Effect 3: Omega (or LE) in single-player and Mass Effect 3: Earth in multiplayer.[3]
- Cannot be equipped with High Caliber Barrel or Cranial Trauma System.
|
Pistol Cranial Trauma System[]
Increase headshot lethality by balancing barrel calibration so that ammunition pierces bone and explodes in soft tissue.
Places a visible barrel extension on the weapon.
Notes:
- Requires Mass Effect 3: Leviathan (or LE) in single-player and Mass Effect 3: Earth in multiplayer.
- Cannot be equipped with High Caliber Barrel or Heavy Barrel.
|
Pistol Power Magnifier[]
Generator designed to enhance the effectiveness of tech or biotic attacks.
Places a visible generator atop the weapon. Despite the in-game description, the damage of powers that are neither tech or biotic are also enhanced.
Notes:
- Requires Mass Effect 3: Citadel (or LE) in single-player and Mass Effect 3: Reckoning in multiplayer.
- Cannot be equipped with Scope.
|
Shotgun Upgrades[]
- For where to obtain these upgrades, see Equipment Guide (Mass Effect 3)#Shotgun Mods.
Shotgun Spare Thermal Clip[]
Adds sockets to raise thermal clip capacity, increasing number of spare shots.
Changes the color of the weapon's handle and stock depending on level of mod.
|
Shotgun Shredder Mod[]
Capacitor boosts kinetic coil generators, increasing shot penetration.
Changes the color of the weapon's lights depending on level of mod.
|
Shotgun Blade Attachment[]
Tungsten carbide bayonet with recessed edge for increased melee damage.
Places a visible bayonet underneath the barrel. Adds slashing sound to melee attacks that hit with the gun.
Note: Cannot be equipped with Omni-blade.
|
Shotgun High Caliber Barrel[]
Allows wider projectiles, causing more trauma on impact. Ballistically optimized to retain penetrative power.
Places a visible barrel extension on the weapon.
Note: Cannot be equipped with High-Velocity Barrel.
|
Shotgun Smart Choke[]
Servo motors hooked up to adjustable system tighten or loosen pellet spread for maximum accuracy.
Changes the color of the weapon's body depending on weapon and level of mod.
Note: Cannot be equipped with Ultralight Materials.
|
Shotgun Omni-Blade[]
Attach an omni-blade to the weapon for increased melee damage.
Increases weapon weight by 50%.
Places a visible omni-blade on the weapon.
Notes:
- Requires Mass Effect 3: Omega (or LE) in single-player and Mass Effect 3: Earth in multiplayer.[4]
- Cannot be equipped with Blade Attachment.
|
Shotgun High-Velocity Barrel[]
Superior kinetic coils increase shot penetration.
Increases weapon weight by 50%.
Places a visible barrel extension on the weapon.
Notes:
- Requires Mass Effect 3: Omega (or LE) in single-player and Mass Effect 3: Earth in multiplayer.[5]
- Cannot be equipped with High Caliber Barrel.
Shotgun Ultralight Materials[]
Superior lightweight alloys replace weapon parts, making weapon less obtrusive and easier to handle.
Changes the color of the weapon's body depending on weapon and level of mod.
Notes:
- Requires Mass Effect 3: Citadel (or LE) in single-player and Mass Effect 3: Reckoning in multiplayer.
- Cannot be equipped with Smart Choke.
|
Sniper Rifle Upgrades[]
- For where to obtain these upgrades, see Equipment Guide (Mass Effect 3)#Sniper Rifle Mods.
Sniper Rifle Concentration Mod[]
Biometric sensors and auto-targeting software adjust to the user's pulse and breath rate, assisting aim.
Changes the color of the weapon's lights depending on level of mod.
Notes:
- Single-player only.
- The in-game text for the mod does not display its current level except from the HUD popup message when it is found on a mission or purchased.
- Time slowdown stacks with Adrenaline Rush and Operational Mastery.
- When first purchased or picked up on missions, this mod's full name is displayed as the "Sniper Rifle Concentration Module".
|
Sniper Rifle Spare Thermal Clip[]
Adds sockets to increase thermal clip capacity, increasing number of spare shots.
Changes the color of the weapon's handle and stock depending on level of mod.
|
Sniper Rifle Extended Barrel[]
Lengthens barrel, creating greater bullet velocity and impact.
Places a visible barrel extension on the weapon.
Note: Cannot be equipped with High-Velocity Barrel.
|
Sniper Rifle Piercing Mod[]
Capacitor boosts kinetic coil generators, increasing shot penetration.
Changes the color of the weapon's body depending on weapon and level of mod.
|
Sniper Rifle Enhanced Scope[]
Stability-enhancing scope increases accuracy while moving and taking damage. Highlights targets through smoke.
Increases accuracy and helps aim through smoke.
Adds visible extension to scope. The benefits to accuracy and vision only apply when the scope is actively being used.
Notes:
- Cannot be equipped with Thermal Scope.
- NPC squad members do not use or benefit from scope mods in any way.
|
Sniper Rifle Thermal Scope[]
Reveal enemies through walls and smoke with a 4x optical scope and enhance stability and accuracy while zoomed.
Increases weapon weight by 50%.
Places a visible scope extension on the weapon. Also reveals invisible enemies. The benefits to accuracy and vision only apply when the scope is actively being used.
Notes:
- Requires Mass Effect 3: Omega (or LE) in single-player and Mass Effect 3: Earth in multiplayer.[6]
- Cannot be equipped with Enhanced Scope.
- NPC squad members do not use or benefit from scope mods in any way.
|
Sniper Rifle High-Velocity Barrel[]
Superior kinetic coils increase shot penetration.
Increases weapon weight by 50%.
Places a visible barrel extension on the weapon.
Notes:
- Requires Mass Effect 3: Citadel (or LE) in single-player and Mass Effect 3: Earth in multiplayer (added to multiplayer October 9, 2012).[7]
- Cannot be equipped with Extended Barrel.
|
Sniper Rifle Ultralight Materials[]
Superior lightweight alloys replace weapon parts, making weapon less obtrusive and easier to handle.
Changes the color of the weapon's body depending on weapon and level of mod.
Note: Requires Mass Effect 3: Citadel (or LE) in single-player and Mass Effect 3: Reckoning in multiplayer.
|
Submachine Gun Upgrades[]
- For where to obtain these upgrades, see Equipment Guide (Mass Effect 3)#Submachine Gun Mods.
SMG Ultralight Materials[]
Superior lightweight alloys replace weapon parts, making weapon less obtrusive and easier to handle.
Changes the color of the weapon's body depending on weapon and level of mod.
Note: Cannot be equipped with Recoil System.
|
SMG Magazine Upgrade[]
Increases magazine capacity, allowing more shots before reload.
Does not increase spare ammunition. Changes the color of the weapon's handle and stock depending on level of mod.
|
SMG High Caliber Barrel[]
Allows wider projectiles, causing more trauma on impact. Ballistically optimized to retain penetrative power.
Places a visible barrel extension on the weapon.
Note: Cannot be equipped with High-Velocity Barrel.
|
SMG Heat Sink[]
Increases heat conductivity of thermal clip receiver. Negates heat generated by some shots.
Changes the color of the weapon's lights depending on level of mod.
|
SMG Scope[]
Simple 2x optical scope enchances stability while zoomed. Increases accuracy while moving and taking damage.
Places a visible scope atop the weapon. The benefits to accuracy only apply when the scope is actively being used.
Notes:
- Cannot be equipped with Power Magnifier.
- NPC squad members do not use or benefit from scope mods in any way.
|
SMG High-Velocity Barrel[]
Superior kinetic coils increase shot penetration.
Places a visible barrel extension on the weapon.
Notes:
- Requires Mass Effect 3: Leviathan (or LE) in single-player and Mass Effect 3: Earth in multiplayer.
- Cannot be equipped with High Caliber Barrel.
|
SMG Recoil System[]
Increase weapon mass for a split second per shot by using an expert timing-VI to reduce weapon kick and improve aim
Changes the color of the weapon's body depending on weapon and level of mod.
Notes:
- Requires Mass Effect 3: Leviathan (or LE) in single-player and Mass Effect 3: Earth in multiplayer.
- Cannot be equipped with Ultralight Materials.
- When first purchased or picked up on missions, this mod's full name is displayed as the "SMG Mass Pulse Recoil System".
|
SMG Power Magnifier[]
Generator designed to enhance the effectiveness of tech or biotic attacks.
Places a visible generator atop the weapon. Despite the in-game description, the damage of powers that are neither tech or biotic are also enhanced.
Notes:
- Requires Mass Effect 3: Citadel (or LE) in single-player and Mass Effect 3: Reckoning in multiplayer.
- Cannot be equipped with Scope.
|
Player Notes[]
- Extended Barrel and High Caliber Barrel mod's damage bonus stacks additively with that provided by skills such as class or racial passives and powers. For example, an Infiltrator Shepard who took every weapon damage upgrade for Operational Mastery and Tactical Cloak and put a High Caliber Barrel V mod on his weapon will deal 100% + 10% + 90% + 25% = 225% of base damage.
- Piercing, Shredder, and High-Velocity mods increase damage versus armored targets by ignoring part of damage reduction that every bullet striking an armored target suffers. Think of it as a fixed amount of extra damage on every bullet or shotgun pellet striking an armored target. As a result, rapid-fire weapons with a low damage-per-shot receive a much greater benefit from these mods than slow-firing high damage-per-shot guns. Due to the in-game phrasing, some players may be mislead into thinking that these anti-armor mods reduce damage per shot to all targets. In fact, the 'reduced damage' wording only means that enemies shot through solid objects (e.g. armor plating, terrain, or other enemies) do not receive the full potential damage. Targets without any cover or armor still receive the normal allotment of damage.
- The following weapons fire rounds that penetrate objects by default: the N7 Crusader, the N7 Typhoon, the Javelin, the Executioner Pistol, the M-98 Widow, and the Black Widow. The native penetration of these weapons does not suffer a damage penalty from equipping Piercing or Shredder mods. In multiplayer, Drill and Armor-Piercing Rounds likewise provide penetration to weapons without a damage penalty for shooting through objects unless said mods are equipped.
- High-Velocity Barrel mods: upon getting them to level 5 (V) for sniper rifles and shotguns, the Extended Barrel mods effectively become weaker (though lighter) choices, since the latter only gives damage, as opposed to damage and pierce. Combined with a Piercing/Shredder mod, and a weapon with natural piercing abilities, one can penetrate unthinkably large amounts of cover and headshot enemies from as much as 3.7-4 metres.[8]
- Characters seeking faster recharge speeds for their powers, however, may still prefer the Extended Barrel Mod, as all High-Velocity Barrels add 50% weight onto the character.
- Spare Thermal Clip ammunition mods tend to be more useful on weapons that have very little ammunition on reserve, such as the Reegar Carbine, or the M-98 Widow. While it is also helpful with weapons with a much larger reserve such as the M-13 Raptor, its effects are usually unnecessary unless playing against enemies on harder difficulties.
- Extended Magazine Upgrade mods do not change the amount of spare ammo a weapon holds; however, the increased capacity is not deducted from the spare ammo pool either - if a weapon normally holds 100 rounds and 500 in reserve, applying a Magazine Upgrade V will change that to 180 rounds and 500 in reserve, for a total of 680.
- Power magnifier mods only enhance the damage of powers when the weapon with the mod is actually selected and being held out by the player, not when "holstered."
- Omni-Blade and other melee damage enhancing mods apply the melee damage bonus while holding a weapon with this mod attached (i.e. having the weapon actually selected, not just equipped), even if the character's melee animations don't actually strike with the visible blade or attachment of the mod.
- For example: the drell and krogan light melee, the geth and asari heavy melee, or the N7 Shadow Infiltrator's and N7 Paladin Sentinel's light melee may not trigger the sound and/or hit effects associated with the mod but the damage is still benefiting from it.
- When using any scope mods, caution should be advised since these also decrease your peripheral vision, making it easier to be surprised by an unexpected flanking enemy. They also automatically reduce your targeting sensitivity while scoped which can throw off your aim and make it very difficult to track moving targets that aren't far away. This is especially noticeable with the Assault Rifle Thermal Scope.
- NPC squad members do not utilize or benefit from scopes in any way; they can automatically detect and track any uncloaked targets, even through walls and smoke screens, and while they can miss shots, they are quite accurate overall.
References[]
- ↑ http://social.bioware.com/forum/1/topic/343/index/9544143/2#14431239
- ↑ http://social.bioware.com/forum/1/topic/343/index/9544143/2#14431239
- ↑ http://social.bioware.com/forum/1/topic/343/index/9544143/2#14431239
- ↑ http://social.bioware.com/forum/1/topic/343/index/9544143/2#14431239
- ↑ http://social.bioware.com/forum/1/topic/343/index/9544143/2#14431239
- ↑ http://social.bioware.com/forum/1/topic/343/index/9544143/2#14431239
- ↑ http://social.bioware.com/forum/1/topic/343/index/9544143/2#14431239
- ↑ http://social.bioware.com/forum/1/topic/347/index/9822648#10323795