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[[File:Augmentations.png|right|200px]] '''Augmentations''' are special, semi-permanent [[resource]] upgrades which can be added to a [[weapon]] or [[armor]] piece during the [[development]] process to give it unique properties. They can grant various bonuses to an item or even change its basic functionality. Augmentations are removed and returned to you upon [[deconstruct]]ing the item in question. ==Overview== There are six types of augmentation: General, Gun Behavior, Gun Fire Type, Gun Projectile, Mod Slots, and Special. With the exception of Gun Behavior augmentations, only one augmentation of each type may be applied to a piece of equipment, while multiple General augmentations may be used at one time. {{clear}} ==Codex== [[File:Codex Card Technology Augmentations.png|right|200px]] While many material components in Andromeda are familiar, we have also discovered rarer and more valuable materials; attributable to exposure to the [[Scourge]], or mysterious alien technology. These "augmentation materials" are used in [[research]] and [[development]] to [[Crafting|craft]] powerful, specialized items. Augmentations are essential to support [[weapon]] or [[Armor|gear]] combinations that would be impossible to build with conventional materials. Some augmentations are sold by [[Merchant|traders]], but the highest quality augmentations require careful research. Once completed, the augmentation's profile is used to recognize additional examples of that augmentation out in the field. {{clear}} ==Technology== Augmentations fall into three technology categories based on where their supporting tech comes from. *[[File:Milky Way Research.png|left|45px]] Milky Way augmentations use proven [[Andromeda Initiative]] technologies. Milky way augmentations provide the largest variety of choices for bolstering combat, defense, and restoration capabilities. {{clear}} *[[File:Heleus Research.png|left|45px]] Heleus augmentations incorporate technologies from civilizations in the [[Heleus cluster|Heleus Cluster]] of the [[Andromeda]] galaxy. Heleus augmentations are combat focused, increase battle capabilities, and provide interesting restoration possibilities. {{clear}} *[[File:Remnant Research.png|left|45px]] Remnant augmentations use experimental materials and technologies based on the mysterious [[Remnant]]. Remnant augmentations provide unique restoration and combat capabilities not found with other augmentations. {{clear}} ==Graphic Display== Because each augmentation is based upon one of the three technology categories, each one is graphically displayed with one of three pictures and an icon unique to each augmentation. {{cols|3| *[[File:Milky Way Augmentation.png|90px]] '''- Milky Way''' *[[File:Heleus Augmentation.png|90px]] '''- Heleus''' *[[File:Remnant Augmentation.png|90px]] '''- Remnant'''}} It should be noted that a large number of the augmentations do not require [[Research Data]] (RD) to create [[Crafting#Blueprints|blueprints]]. These augmentations fall into the Milky Way category because they use the Milky Way graphic display. ==Augmentations== ===Types=== 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. *Any augmentation with a check mark that has an asterisk (β*) has exceptions. (Refer to the specific augmentation article in question for details) For additional details, strategies, mechanics on an augmentation, refer to the specific augmentation article in question. {|class="wikitable sortable mw-collapsible" width="90%" style="text-align: center" |- ! colspan="5" | ! colspan="6" style="text-align: center" |Augmentation Types ! colspan="1" | |- ! Icon ! width="15%" style="text-align: center" | Name ! width="8%" | Rarity ! width="8%" | Tech ! width="1%" style="font-size:0.9em" | RD<br>Cost ! width="1%" style="font-size:0.9em" | General ! width="1%" style="font-size:0.9em" | Gun<br>Behavior ! width="7%" style="font-size:0.9em" | Gun<br>Fire Type ! width="1%" style="font-size:0.9em" | Gun<br>Projectile ! width="1%" style="font-size:0.9em" | Mod<br>Slots ! width="1%" style="font-size:0.9em" | Special ! style="text-align: center" |Description |- |[[File:Aerial Lubricant.png|center|40px]] |[[Aerial Lubricant]] |data-sort-value="3"|{{Rarity|Rare}} |Milky Way |50 | β | β | β | β | β |style="font-size:1.25em" | β |(Weapon) When hovering: +35% Rate of Fire<br/>(Arms) When hovering: +35% Tech Damage |- |[[File:Aerial Performance Optimizer.png|center|40px]] |[[Aerial Performance Optimizer]] |data-sort-value="3"|{{Rarity|Rare}} |Milky Way |50 | β | β | β | β | β |style="font-size:1.25em" | β |(Weapon) When hovering: +35% Weapon Damage<br/>(Arms) When hovering: +35% Combat Damage |- |[[File:Aerial Stabilizer.png|center|40px]] |[[Aerial Stabilizer]] |data-sort-value="3"|{{Rarity|Rare}} |Milky Way |50 | β | β | β | β | β |style="font-size:1.25em" | β |(Weapon) When hovering: +35% Weapon [[Combat#Accuracy|Accuracy]]<br/>(Arms) When hovering: +35% Biotic Damage |- |[[File:Anti-Armor Module.png|center|40px]] |[[Anti-Armor Module]] |data-sort-value="2"|{{Rarity|Uncommon}} |Milky Way | β |style="font-size:1.25em" | β | β | β | β | β | β |(Weapon) +5% Power Damage Bonus to Armor<br/>(Gear) +2% Power Damage Bonus to Armor |- |[[File:Automatic Fire System.png|center|40px]] |[[Automatic Fire System]] |data-sort-value="2"|{{Rarity|Uncommon}} | Milky Way | β | β | β |style="font-size:1.25em" | β* | β | β | β |Changes weapon fire to automatic.<br>+50% Rate of Fire, +20% [[Weapon#Ammunition|Clip Size]]<br>-40% Weapon Damage, -40% Weapon [[Combat#Accuracy|Accuracy]] |- |[[File:Battlefield Assist Module.png|center|40px]] |[[Battlefield Assist Module]] |data-sort-value="3"|{{Rarity|Rare}} |Heleus |50 | β | β | β | β | β |style="font-size:1.25em" | β |(Weapon) When [[Combat#Health|Health]] and [[Combat#Shields|Shields]] are full: +20% Damage<br/>(Chest) When Health is 20% or lower: +25% [[Combat#Damage Resistance|resistance]] to all damage |- |[[File:Beam Emitter.png|center|40px]] |[[Beam Emitter]] |data-sort-value="4"|{{Rarity|Ultra Rare}} |Remnant |200 | β | β |style="font-size:1.25em" | β* | β | β | β |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.<br>Weapon Stability +200%, Will override any Fire Type augment. |- |[[File:Bio-Converter.png|center|40px]] |[[Bio-Converter]] |data-sort-value="3"|{{Rarity|Rare}} |Heleus |50 | β | β | β | β | β |style="font-size:1.25em" | β |When the current [[Weapon#Ammunition|ammo clip]] is empty, drains 5% of [[Combat#Health|health]] and refills the clip |- |[[File:Biotic Damage Booster.png|center|40px]] |[[Biotic Damage Booster]] |data-sort-value="2"|{{Rarity|Uncommon}} |Milky Way | β |style="font-size:1.25em" | β | β | β | β | β | β |(Weapon) +5% [[Biotic skill|Biotic Power]] Damage<br/>(Gear) +2% Biotic Power Damage |- |[[File:Biotic Recharge Module.png|center|40px]] |[[Biotic Recharge Module]] |data-sort-value="2"|{{Rarity|Uncommon}} | Milky Way | β |style="font-size:1.25em" | β | β | β | β | β | β |(Weapon) +5% Biotic Recharge Speed<br/>(Gear) +2% Biotic Recharge Speed |- |[[File:Burst Fire System.png|center|40px]] |[[Burst Fire System]] |data-sort-value="2"|{{Rarity|Uncommon}} | Milky Way | β | β | β |style="font-size:1.25em" | β* | β | β | β |Changes weapon fire to burst.<br>+20% Weapon Stability, +50% Weapon Rate of Fire<br>-10% Weapon [[Combat#Accuracy|Accuracy]], -20% Weapon Damage |- |[[File:Combat Power Module.png|center|40px]] |[[Combat Power Module]] |data-sort-value="2"|{{Rarity|Uncommon}} | Milky Way | β |style="font-size:1.25em" | β | β | β | β | β | β |(Weapon) +5% [[Combat skill|Combat Power]] Damage<br/>(Gear) +2% Combat Power Damage |- |[[File:Combat Recharge Module.png|center|40px]] |[[Combat Recharge Module]] |data-sort-value="2"|{{Rarity|Uncommon}} | Milky Way | β |style="font-size:1.25em" | β | β | β | β | β | β |(Weapon) +5% Combat Recharge Speed<br/>(Gear) +2% Combat Recharge Speed |- |[[File:Concentration Module.png|center|40px]] |[[Concentration Module]] |data-sort-value="3"|{{Rarity|Rare}} |Heleus |50 | β | β | β | β | β |style="font-size:1.25em" | β | +10% Weapon [[Combat#Accuracy|Accuracy]] when [[Combat#Shields|shields]] are 20% or lower |- |[[File:Coolant Unit.png|center|40px]] |[[Coolant Unit]] |data-sort-value="3"|{{Rarity|Rare}} |Heleus |50 | β | β | β | β | β |style="font-size:1.25em" | β |Increases [[Weapon#Ammunition|clip size]] by 20% when special ammo is active |- |[[File:Cryo Condenser.png|center|40px]] |[[Cryo Condenser]] |data-sort-value="3"|{{Rarity|Rare}} |Remnant |50 | β | β | β | β | β |style="font-size:1.25em" | β |(Weapon) [[Cryo Ammo|Cryo ammo]] freeze duration: +100%<br/>(Legs) On jump melee: Cryo Blast - extra 50% cold damage |- |[[File:Double Mod Extension.png|center|40px]] |[[Double Mod Extension]] |data-sort-value="3"|{{Rarity|Rare}} |Milky Way | β | β | β | β | β |style="font-size:1.25em" | β* | β | +2 mod slots |- |[[File:Duration Boost Module.png|center|40px]] |[[Duration Boost Module]] |data-sort-value="2"|{{Rarity|Uncommon}} | Milky Way | β |style="font-size:1.25em" | β | β | β | β | β | β |(Weapon) +5% to all Power Effect Durations<br/>(Gear) +2% to all Power Effect Durations |- |[[File:Electrical Conduits.png|center|40px]] |[[Electrical Conduits]] |data-sort-value="4"|{{Rarity|Ultra Rare}} |Milky Way |200 | β | β | β |style="font-size:1.25em" | β | β |style="font-size:1.25em" | β* |[[Weapon#Firing modes|Automatic Weapons]]: Weapon now fires a beam of electricity.<br>[[Weapon#Firing modes|Non-Automatic Weapons]]: Weapon now fires electrical projectiles.<br>[[Chest]]: Stuns melee attackers with electrical damage. |- |[[File:Equilibrium Regulator.png|center|40px]] |[[Equilibrium Regulator]] |data-sort-value="3"|{{Rarity|Rare}} |Milky Way |50 | β | β | β | β | β |style="font-size:1.25em" | β | +5% damage bonus when moving slowly with a drawn [[weapon]], +10% when moving faster |- |[[File:Grenade Launcher.png|center|40px]] |[[Grenade Launcher]] |data-sort-value="4"|{{Rarity|Ultra Rare}} |Milky Way |200 | β | β | β |style="font-size:1.25em" | β* | β | β |Non-shotgun weapon: Each projectile fired is now a grenade. -10 Weapon Recharge Rate<br/>Shotguns: Weapon now fires grenades, but with reduced damage. -29 Weapon Recharge Rate |- |[[File:Heat Inducer.png|center|40px]] |[[Heat Inducer]] |data-sort-value="3"|{{Rarity|Rare}} |Remnant |50 | β | β | β | β | β |style="font-size:1.25em" | β |(Weapon) [[Incendiary Ammo]]: +25% Damage<br/>(Legs) On jump melee: Inferno Blast - extra 50% heat damage |- |[[File:Kinetic Coil.png|center|40px]] |[[Kinetic Coil]] |data-sort-value="2"|{{Rarity|Uncommon}} |Milky Way | β |style="font-size:1.25em" | β | β | β | β | β | β |(Weapon) +3% Weapon Damage<br/>(Chest) +5 [[Combat#Damage Resistance|Damage Resistance]] |- |[[File:Medi-Gel Regulator.png|center|40px]] |[[Medi-Gel Regulator]] |data-sort-value="2"|{{Rarity|Uncommon}} | Milky Way | β |style="font-size:1.25em" | β | β | β | β | β | β |(Gear) +2% Max [[Combat#Health|Health]] |- |[[File:Mod Slot Extension.png|center|40px]] |[[Mod Slot Extension]] |data-sort-value="2"|{{Rarity|Uncommon}} | Milky Way | β | β | β | β | β |style="font-size:1.25em" | β | β | +1 mod slot |- |[[File:Newtonian Multiplier.png|center|40px]] |[[Newtonian Multiplier]] |data-sort-value="2"|{{Rarity|Uncommon}} | Milky Way | β |style="font-size:1.25em" | β | β | β | β | β | β |(Weapon) +5% [[Skill|Power]] Force<br/>(Gear) +2% Power Force |- |[[File:Plasma Charge System.png|center|40px]] |[[Plasma Charge System]] |data-sort-value="4"|{{Rarity|Ultra Rare}} |Heleus |200 | β |style="font-size:1.25em" | β* | β | β | β | β |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 System|SEEKING PLASMA]] and [[Sticky Grenade Launcher|STICKY GRENADE]] augments.<br>Non-shotgun weapons: +10% Weapon Damage, -10% Rate of Fire<br>[[Shotgun]]s: Each pellet is now an explosive plasma bolt. -25% Weapon Damage, -30% Rate of Fire, -70% [[Weapon#Ammunition|Ammo Capacity]], -80% Clip Size |- |[[File:Power Booster.png|center|40px]] |[[Power Booster]] |data-sort-value="3"|{{Rarity|Rare}} |Remnant |100 | β | β | β | β | β |style="font-size:1.25em" | β |(Weapon) When current clip is full: +20% [[Skill|Power]] Damage<br/>(Chest) When [[Combat#Health|health]] is 30% or less: +25% Power Status Effect Duration |- |[[File:Reaction Displacer.png|center|40px]] |[[Reaction Displacer]] |data-sort-value="2"|{{Rarity|Uncommon}} | Milky Way | β |style="font-size:1.25em" | β | β | β | β | β | β |(Weapon) +5% All [[Power combo|Combo]] Radiuses<br/>(Gear) +2% All Combo Radiuses |- |[[File:Reaction Optimizer.png|center|40px]] |[[Reaction Optimizer]] |data-sort-value="2"|{{Rarity|Uncommon}} | Milky Way | β |style="font-size:1.25em" | β | β | β | β | β | β |(Weapon) +5% All [[Power combo|Combo]] Damage<br/>(Gear) +2% All Combo Damage |- |[[File:Rebalanced Field Coils.png|center|40px]] |[[Rebalanced Field Coils]] |data-sort-value="3"|{{Rarity|Rare}} |Milky Way |50 | β | β | β | β | β |style="font-size:1.25em" | β |(Gun) For the last 20% of the [[Weapon#Ammunition|clipβs ammo]], gain +10% extra damage<br/>(Chest) Increases weapon [[Combat#Accuracy|accuracy]] by 10% when standing still |- |[[File:Ricochet System.png|center|40px]] |[[Ricochet System]] |data-sort-value="4"|{{Rarity|Ultra Rare}} |Heleus |100 | β | β | β |style="font-size:1.25em" | β | β | β |Each projectile bounces off of flat surfaces. Projectiles now travel in a ballistic arc. |- |[[File:Seeking Plasma System.png|center|40px]] |[[Seeking Plasma System]] |data-sort-value="4"|{{Rarity|Ultra Rare}} |Heleus |100 | β | β | β |style="font-size:1.25em" | β* | β | β |Changes weapon projectile to seeking plasma bolts |- |[[File:Shield Accelerator.png|center|40px]] |[[Shield Accelerator]] |data-sort-value="2"|{{Rarity|Uncommon}} | Milky Way | β |style="font-size:1.25em" | β | β | β | β | β | β |(Gear) +2% [[Combat#Health|Health]] & [[Combat#Shields|Shield Regeneration Delay]] Reduction |- |[[File:Shield Booster.png|center|40px]] |[[Shield Booster]] |data-sort-value="2"|{{Rarity|Uncommon}} | Milky Way | β |style="font-size:1.25em" | β | β | β | β | β | β |(Gear) +2% Max [[Combat#Shields|Shields]] |- |[[File:Shield Bypass Unit.png|center|40px]] |[[Shield Bypass Unit]] |data-sort-value="2"|{{Rarity|Uncommon}} | Milky Way | β |style="font-size:1.25em" | β | β | β | β | β | β |(Weapon) +5% [[Skill|Power]] Damage Bonus to Shields<br/>(Gear) +2% Power Damage Bonus to Shields |- |[[File:Shield Disruptor.png|center|40px]] |[[Shield Disruptor]] |data-sort-value="3"|{{Rarity|Rare}} |Remnant |50 | β | β | β | β | β |style="font-size:1.25em" | β |(Weapon) [[Disruptor Ammo]]: +25% Shield Damage<br/>(Legs) On jump melee: Shock Blast - extra 50% electrical damage |- |[[File:Shield Generator.png|center|40px]] |[[Shield Generator]] |data-sort-value="2"|{{Rarity|Uncommon}} | Milky Way | β |style="font-size:1.25em" | β | β | β | β | β | β |(Gear) +2% [[Combat#Shields|Shield Regeneration]] |- |[[File:Shield Oscillator.png|center|40px]] |[[Shield Oscillator]] |data-sort-value="4"|{{Rarity|Ultra Rare}} |Remnant |200 | β | β | β | β | β |style="font-size:1.25em" | β |(Weapon) When [[Weapon#Ammunition|clip]] empties: Restores 25% [[Combat#Shields|shields]]<br/>(Chest) On enemy killed: Restores 25% shields |- |[[File:Shield Sensors.png|center|40px]] |[[Shield Sensors]] |data-sort-value="3"|{{Rarity|Rare}} |Remnant |50 | β | β | β | β | β |style="font-size:1.25em" | β |(Weapon) 25% chance to gain 50% [[Weapon#Ammunition|clip ammo]] when [[Combat#Shields|shields]] are broken<br/>(Chest) 25% chance to recover 10% of [[Combat#Health|health]] when shields are broken |- |[[File:Single Fire System.png|center|40px]] |[[Single Fire System]] |data-sort-value="2"|{{Rarity|Uncommon}} | Milky Way | β | β | β |style="font-size:1.25em" | β* | β | β | β |Changes weapon fire to single shot.<br>+30% Weapon Damage, +30% Weapon [[Combat#Accuracy|Accuracy]]<br>-20% Weapon Stability, -50% Weapon Rate Of Fire |- |[[File:Sticky Grenade Launcher.png|center|40px]] |[[Sticky Grenade Launcher]] |data-sort-value="4"|{{Rarity|Ultra Rare}} |Milky Way |200 | β | β | β |style="font-size:1.25em" | β* | β | β |Non-shotgun weapons: Each projectile is now a sticky grenade. -10% Weapon Recharge Rate<br>[[Shotgun]]: Weapon now fires sticky grenades, but with reduced damage. -20% Weapon Damage, -20% Weapon [[Weapon#Ammunition|Clip Size]] |- |[[File:Support Power Module.png|center|40px]] |[[Support Power Module]] |data-sort-value="2"|{{Rarity|Uncommon}} | Milky Way | β |style="font-size:1.25em" | β | β | β | β | β | β |(Weapon) +5% [[Skill|Power]] Restoration & Defense<br/>(Gear) +2% Power Restoration & Defense |- |[[File:Tech Damage Module.png|center|40px]] |[[Tech Damage Module]] |data-sort-value="2"|{{Rarity|Uncommon}} | Milky Way | β |style="font-size:1.25em" | β | β | β | β | β | β |(Weapon) +5% [[Tech skill|Tech Power]] Damage<br/>(Gear) +2% Tech Power Damage |- |[[File:Tech Recharge Module.png|center|40px]] |[[Tech Recharge Module]] |data-sort-value="2"|{{Rarity|Uncommon}} | Milky Way | β |style="font-size:1.25em" | β | β | β | β | β | β |(Weapon) +5% Tech Recharge Speed<br/>(Gear) +2% Tech Recharge Speed |- |[[File:Vintage Heat Sink.png|center|40px]] |[[Vintage Heat Sink]] |data-sort-value="4"|{{Rarity|Ultra Rare}} |Milky Way |200 | β |style="font-size:1.25em" | β* | β | β | β | β |Ammo refills automatically after a delay<br>-60% [[Weapon#Ammunition|Clip Size]] |- |} === Compatibility === Augmentations can be applied to both weapons and armor. The table below shows the available applications for each augmentation. Exceptions are noted with an asterisk (*). Refer to the specific augmentation article for details. *[[Arm]]s - Can be applied to Arms armor pieces. *[[Chest]] - Can be applied to Chest armor pieces. *[[Weapon|Guns]] - Can be applied to gun-type weapons. *[[Helmet]]s - Can be applied to Helmet armor pieces. *[[Leg]]s - Can be applied to Legs armor pieces. *[[Melee weapon|Melee]] - Can be applied to melee weapons. {|class="wikitable sortable mw-collapsible" width="60%" style="text-align: center" |- !Icon !Name !width="10%" | Arms !width="10%" | Chest !width="10%" | Helmets !width="10%" style="border-right: 1px solid #000000;" | Legs !width="10%" | Guns !width="10%" | Melee |- | [[File:Aerial Lubricant.png|30px]] | [[Aerial Lubricant]] | style="font-size:1.25em" | β | β | β | style="border-right: 1px solid #000000;" | β | style="font-size:1.25em" | β | β |- | [[File:Aerial Performance Optimizer.png|30px]] | [[Aerial Performance Optimizer]] | style="font-size:1.25em" | β | β | β | style="border-right: 1px solid #000000;" | β | style="font-size:1.25em" | β | β |- | [[File:Aerial Stabilizer.png|30px]] | [[Aerial Stabilizer]] | style="font-size:1.25em" | β | β | β | style="border-right: 1px solid #000000;" | β | style="font-size:1.25em" | β | β |- | [[File:Anti-Armor Module.png|30px]] | [[Anti-Armor Module]] | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="border-right: 1px solid #000000; font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β |- | [[File:Automatic Fire System.png|30px]] | [[Automatic Fire System]] | β | β | β | style="border-right: 1px solid #000000;" | β | style="font-size:1.25em" | β* | β |- | [[File:Battlefield Assist Module.png|30px]] | [[Battlefield Assist Module]] | β | style="font-size:1.25em" | β | β | style="border-right: 1px solid #000000;" | β | style="font-size:1.25em" | β | β |- | [[File:Beam Emitter.png|30px]] | [[Beam Emitter]] | β | β | β | style="border-right: 1px solid #000000;" | β | style="font-size:1.25em" | β* | β |- | [[File:Bio-Converter.png|30px]] | [[Bio-Converter]] | β | β | β | style="border-right: 1px solid #000000;" | β | style="font-size:1.25em" | β | β |- | [[File:Biotic Damage Booster.png|30px]] | [[Biotic Damage Booster]] | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="border-right: 1px solid #000000; font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β |- | [[File:Biotic Recharge Module.png|30px]] | [[Biotic Recharge Module]] | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="border-right: 1px solid #000000; font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β |- | [[File:Burst Fire System.png|30px]] | [[Burst Fire System]] | β | β | β | style="border-right: 1px solid #000000;" | β | style="font-size:1.25em" | β* | β |- | [[File:Combat Power Module.png|30px]] | [[Combat Power Module]] | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="border-right: 1px solid #000000; font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β |- | [[File:Combat Recharge Module.png|30px]] | [[Combat Recharge Module]] | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="border-right: 1px solid #000000; font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β |- | [[File:Concentration Module.png|30px]] | [[Concentration Module]] | β | β | β | style="border-right: 1px solid #000000;" | β | style="font-size:1.25em" | β | β |- | [[File:Coolant Unit.png|30px]] | [[Coolant Unit]] | β | β | β | style="border-right: 1px solid #000000;" | β | style="font-size:1.25em" | β | β |- | [[File:Cryo Condenser.png|30px]] | [[Cryo Condenser]] | β | β | β | style="border-right: 1px solid #000000; font-size:1.25em" | β | style="font-size:1.25em" | β | β |- | [[File:Double Mod Extension.png|30px]] | [[Double Mod Extension]] | β | β | β | style="border-right: 1px solid #000000;" | β | style="font-size:1.25em" | β* | β |- | [[File:Duration Boost Module.png|30px]] | [[Duration Boost Module]] | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="border-right: 1px solid #000000; font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β |- | [[File:Electrical Conduits.png|30px]] | [[Electrical Conduits]] | β | style="font-size:1.25em" | β | β | style="border-right: 1px solid #000000;" | β | style="font-size:1.25em" | β* | β |- | [[File:Equilibrium Regulator.png|30px]] | [[Equilibrium Regulator]] | β | β | β | style="border-right: 1px solid #000000;" | β | style="font-size:1.25em" | β | β |- | [[File:Grenade Launcher.png|30px]] | [[Grenade Launcher]] | β | β | β | style="border-right: 1px solid #000000;" | β | style="font-size:1.25em" | β* | β |- | [[File:Heat Inducer.png|30px]] | [[Heat Inducer]] | β | β | β | style="border-right: 1px solid #000000; font-size:1.25em" | β | style="font-size:1.25em" | β | β |- | [[File:Kinetic Coil.png|30px]] | [[Kinetic Coil]] | β | style="font-size:1.25em" | β | β | style="border-right: 1px solid #000000;" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β |- | [[File:Medi-Gel Regulator.png|30px]] | [[Medi-Gel Regulator]] | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="border-right: 1px solid #000000; font-size:1.25em" | β | β | β |- | [[File:Mod Slot Extension.png|30px]] | [[Mod Slot Extension]] | β | β | β | style="border-right: 1px solid #000000;" | β | style="font-size:1.25em" | β | β |- | [[File:Newtonian Multiplier.png|30px]] | [[Newtonian Multiplier]] | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="border-right: 1px solid #000000; font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β |- | [[File:Plasma Charge System.png|30px]] | [[Plasma Charge System]] | β | β | β | style="border-right: 1px solid #000000;" | β | style="font-size:1.25em" | β* | β |- | [[File:Power Booster.png|30px]] | [[Power Booster]] | β | style="font-size:1.25em" | β | β | style="border-right: 1px solid #000000;" | β | style="font-size:1.25em" | β | β |- | [[File:Reaction Displacer.png|30px]] | [[Reaction Displacer]] | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="border-right: 1px solid #000000; font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β |- | [[File:Reaction Optimizer.png|30px]] | [[Reaction Optimizer]] | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="border-right: 1px solid #000000; font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β |- | [[File:Rebalanced Field Coils.png|30px]] | [[Rebalanced Field Coils]] | β | style="font-size:1.25em" | β | β | style="border-right: 1px solid #000000;" | β | style="font-size:1.25em" | β | β |- | [[File:Ricochet System.png|30px]] | [[Ricochet System]] | β | β | β | style="border-right: 1px solid #000000;" | β | style="font-size:1.25em" | β | β |- | [[File:Seeking Plasma System.png|30px]] | [[Seeking Plasma System]] | β | β | β | style="border-right: 1px solid #000000;" | β | style="font-size:1.25em" | β* | β |- | [[File:Shield Accelerator.png|30px]] | [[Shield Accelerator]] | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="border-right: 1px solid #000000; font-size:1.25em" | β | β | β |- | [[File:Shield Booster.png|30px]] | [[Shield Booster]] | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="border-right: 1px solid #000000; font-size:1.25em" | β | β | β |- | [[File:Shield Bypass Unit.png|30px]] | [[Shield Bypass Unit]] | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="border-right: 1px solid #000000; font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β |- | [[File:Shield Disruptor.png|30px]] | [[Shield Disruptor]] | β | β | β | style="border-right: 1px solid #000000; font-size:1.25em" | β | style="font-size:1.25em" | β | β |- | [[File:Shield Generator.png|30px]] | [[Shield Generator]] | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="border-right: 1px solid #000000; font-size:1.25em" | β | β | β |- | [[File:Shield Oscillator.png|30px]] | [[Shield Oscillator]] | β | style="font-size:1.25em" | β | β | style="border-right: 1px solid #000000;" | β | style="font-size:1.25em" | β | β |- | [[File:Shield Sensors.png|30px]] | [[Shield Sensors]] | β | style="font-size:1.25em" | β | β | style="border-right: 1px solid #000000;" | β | style="font-size:1.25em" | β | β |- | [[File:Single Fire System.png|30px]] | [[Single Fire System]] | β | β | β | style="border-right: 1px solid #000000;" | β | style="font-size:1.25em" | β* | β |- | [[File:Sticky Grenade Launcher.png|30px]] | [[Sticky Grenade Launcher]] | β | β | β | style="border-right: 1px solid #000000;" | β | style="font-size:1.25em" | β* | β |- | [[File:Support Power Module.png|30px]] | [[Support Power Module]] | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="border-right: 1px solid #000000; font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β |- | [[File:Tech Damage Module.png|30px]] | [[Tech Damage Module]] | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="border-right: 1px solid #000000; font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β |- | [[File:Tech Recharge Module.png|30px]] | [[Tech Recharge Module]] | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β | style="border-right: 1px solid #000000; font-size:1.25em" | β | style="font-size:1.25em" | β | style="font-size:1.25em" | β |- |[[File:Vintage Heat Sink.png|30px]] |[[Vintage Heat Sink]] | β | β | β | style="border-right: 1px solid #000000;" | β | style="font-size:1.25em" | β* | β |- |} ==Source== *Augmentations can be purchased from the following [[merchant]]s: **[[Annea]] or the [[Merchant (The Paradise)|Merchant]] - [[The Paradise]], [[Elaaden]] **[[General Merchant]] - [[Common Area]], [[Nexus]] **[[Merivaas]] - [[Marketplace]], [[Aya]] *There is a chance that a weapon purchased, crafted, found, or recovered by a [[Strike team]] [[Item Loot Box]] will drop a random augmentation on [[Deconstruct]]ion. (''See [[Augmentation Drops]] for odds of recovery''). Researchable augmentations not already known will not be recovered. This drop will not be shown on the deconstruct screen and you will have to compare your inventory before/after to determine if an augmentation was dropped. ==Augmentation issues== Certain augmentations can be applied to items during development but shouldn't be for various reasons. These are confirmed through development and testing to have the issues listed below: * [[File:Automatic Fire System Icon.png|23px]] [[Automatic Fire System]] - As the [[N7 Hurricane X]], [[Pathfinder Ranger]], and [[Reegar Carbine]] are already [[Weapon#Firing modes|automatic]] weapons by default, do not apply the Automatic Fire System augmentation to these weapons during development. This only wastes an augmentation slot. * [[File:Beam Emitter Icon.png|23px]] [[Beam Emitter]] - The [[Lanat]] and the [[Venom]] will not function correctly with the Beam Emitter augmentation. Instead of a constant beam like all other weapons using this augmentation, these weapons shoot what appears to be a projectile. * [[File:Burst Fire System Icon.png|23px]] [[Burst Fire System]] - As the [[N7 Valkyrie X]], [[Pathfinder Pioneer]] and [[Zalkin]] are already [[Weapon#Firing modes|burst-fire]] weapons by default, do not apply the Burst Fire System augmentation to these weapons during development. This only wastes an augmentation slot. * [[File:Double Mod Extension Icon.png|23px]] [[Double Mod Extension]] - There are three weapons which can't make full use of a Double Mod Extension. Using this augmentation with these weapons will waste an augmentation slot. ** The [[Scattershot]] and [[Venom]] [[shotgun]]s can only use three of the four types of [[shotgun mod]]s found in singleplayer. ** The [[Shadow]] [[sniper rifle]] can only use three of the five types of [[sniper rifle mod]]s. * [[File:Electrical Conduits Icon.png|23px]] [[Electrical Conduits]] - It is advised not to apply the Electrical Conduits augmentation to thirty five different weapons due to an automatic firing problem. ''(See [[Electrical Conduits#Notes|here]] for details.)'' * [[File:Ricochet System Icon.png|23px]] [[Ricochet System]] - As the [[M-37 Falcon]] and [[Venom]] already have an inherent feature that causes the projectiles to bounce before exploding, do not apply the Ricochet System augmentation to these weapons during development. This only wastes an augmentation slot. * [[File:Single Fire System Icon.png|23px]] [[Single Fire System]] - As the [[Dhan II]] and [[Pathfinder Observer]] are already [[Weapon#Firing modes|semi-automatic]] weapons by default, do not apply the Single Fire System augmentation to this weapon during development. This only wastes an augmentation slot. ==Notes== The mission [[Task: Augmentation Crafting]] can be lost if you develop an item with augmentations '''before''' meeting with the [[Krogan engineer (Elaaden)|Krogan engineer]] on [[Elaaden]]. If you have developed '''ANY''' item with augmentations, the krogan engineer won't be at [[The Paradise]], the mission will not be available, and the mission will not show up as autocompleted in the [[Journal]]. Augmentations can't be [[deconstruct]]ed or destroyed but they can be sold to a [[merchant]]. Researched augmentations have a green check mark [[File:Equipped Item Icon.png|18px]]. ==Achievements and trophies== The following [[achievements and trophies]] can be earned for augmentations: * [[File:Craftsmanship.png|30px]] [[Craftsmanship]] ==See also== *[[Prices: Unleveled Items]] {{Augmentation nav}} [[Category:Augmentations| ]] [[Category:Resources]] [[Category:Codex]] [[Category:Research and Development (Codex)]]
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