Crafting

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Crafting consists of two concepts: Research and Development. The key component in both is the blueprint.

Blueprints[edit | edit source]

Blueprint
Tier Requirements

Blueprints are used for developing new weapons, armor, augmentations, ND1 Nomad upgrades, and special items.

Blueprints can be unlocked by:

Most Milky Way items and augmentations and all Heleus and Remnant items require research to unlock. Tier I blueprints can be researched as soon as Ryder activates a Research Center. Blueprints for Tier II and above can be unlocked as Ryder levels up. Tiers cannot be researched out of order: Tier II requires having researched Tier I, Tier III requires having researched Tier II, etc.

Blueprints for Andromeda Initiative-issued items, ND1 Nomad upgrades, and special items do not require research and do not appear in the Research screen. Blueprints for Tier I Andromeda Initiative-issued items are available as soon as Ryder activates a Research Center. Successive tiers unlock automatically when Ryder levels up.

Blueprints will list unmet requirements for Ryder's level and prior research.

All acquired blueprints are also listed under the Research tab in the Inventory screen. Blueprints do not count towards the Inventory item limit.

Blueprint availability levels[edit | edit source]

I II III IV V VI VII VIII IX X
Researchable Items immediate 5 10 20 30 40 50 60 70 80
Andromeda Initiative
Issued Items
immediate 6 11 21 31 41 51 61 71 81

Blueprint rarity[edit | edit source]

Blueprints fall into one of four categories: common, uncommon, rare, or ultra rare. Each blueprint rarity icon corresponds to a color coding.

Blueprint Common Uncommon Rare Ultra Rare
Arms Blueprint - Common Arms.png Blueprint - Uncommon Arms.png Blueprint - Rare Arms.png N/A
Assault Rifles Blueprint - Common Assault Rifle.png Blueprint - Uncommon Assault Rifle.png Blueprint - Rare Assault Rifle.png Blueprint - Ultra Rare Assault Rifle.png
Chests Blueprint - Common Chest.png Blueprint - Uncommon Chest.png Blueprint - Rare Chest.png Blueprint - Ultra Rare Chest.png
Helmets Blueprint - Common Helmet.png Blueprint - Uncommon Helmet.png Blueprint - Rare Helmet.png Blueprint - Ultra Rare Helmet.png
Legs Blueprint - Common Legs.png Blueprint - Uncommon Legs.png Blueprint - Rare Legs.png N/A
Melee Weapons Blueprint - Common Melee.png Blueprint - Uncommon Melee.png Blueprint - Rare Melee.png Blueprint - Ultra Rare Melee.png
Pistols Blueprint - Common Pistol.png Blueprint - Uncommon Pistol.png Blueprint - Rare Pistol.png Blueprint - Ultra Rare Pistol.png
Shotguns Blueprint - Common Shotgun.png Blueprint - Uncommon Shotgun.png Blueprint - Rare Shotgun.png Blueprint - Ultra Rare Shotgun.png
Sniper Rifles Blueprint - Common Sniper Rifle.png Blueprint - Uncommon Sniper Rifle.png Blueprint - Rare Sniper Rifle.png Blueprint - Ultra Rare Sniper Rifle.png

Research[edit | edit source]

The Research screen.

On the Research screen, players can spend the Research Data (RD) they've acquired through scanning to unlock new blueprints for weapons and armor, or augmentations that can make creations unique and powerful. To access the Research menu, interact with any Research Center, such as the one on the Tempest, and select "Research."

Development[edit | edit source]

The Development screen.

When a new blueprint is unlocked it will appear on the Development screen. It can then be crafted, provided the necessary resources are available.

Players can craft new weapons, armor, and ND1 Nomad upgrades using blueprints and resources on the Development screen. To access the Development screen, interact with any Research Center, such as the one on the Tempest, and select "Development."

Crafting items[edit | edit source]

Navigate to an item to build and, if the required resources are available, press the appropriate button to create it. If all the resources aren't available, press the appropriate button to get information on how to obtain them. When an item is created, there is an opportunity to give it a custom name.

You must have enough space in your inventory to craft an item. If you are at your Inventory item limit and attempt to develop an item, a onscreen prompt will inform you that "Development Failed". Make space for the new item by either selling or deconstructing an item to get below the Inventory item limit.

Almost all crafted items use an item specific light blue colored icon, no matter the rarity. Crafted Helmet Icon.png

Crafted special items use a special set of black icons instead of light blue icons. Icon Special Item Object.png

Using augmentations[edit | edit source]

Armor blueprints at Tier I or higher and Weapon blueprints at Tier II or higher have augmentation slots for special devices that can be incorporated into a gun or armor piece during the crafting process. These augmentations boost stats or profoundly change an item's behavior. To use an augmentation, press the appropriate button to select an augmentation slot and choose which one to use. Only augmentations that work with the item will be shown (i.e., augmentations that only work with armor won't be available while developing a weapon, those that only work with weapons won't be available while developing armor). Once the augmentations are set, press the appropriate button to craft the item. The number of augmentations allowed can be increased by one with the Innovation cryo pod perk.

It should be noted that the only time you will be able to see the icons of the augmentations you are adding will be during the development process. Once an item has been successfully crafted, only the effects and changes to the item can be found in the description of the item. There is no visual display of which / how many augmentations slots were / were not filled for an item.

Deconstruction[edit | edit source]

Crafted weapons and armor can be deconstructed. Any augmentations used in crafting the item are recovered, as well a portion of the resources used (one-fifth for weapons and armor chest pieces, one-half for armor extremities). (Remnant cores are only returned from Heleus Icon Armor X and the remaining items using this material will not return remnant core.)

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 deconstruction. (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.

Crafting missions[edit | edit source]

There are a number of optional missions that specifically deal with the crafting of items that can be easily completed for free rewards:

Notes[edit | edit source]

The mission Task: Augmentation Crafting can be lost if you craft an item with augmentations before meeting with the Krogan engineer on Elaaden. If you have crafted an 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.

The mission Temporary Crafting Quest can be acquired and completed at the same time by developing a Zalkin I at any research center. This mission never appears anywhere other than the Completed Missions section of the Journal with a New Item Icon.png symbol.

All weapons in the Pathfinder Elite Weapon Set have a naming bug that occurs when developing these weapons. If you develop weapons at Tiers II-V, and do not rename the weapon, the weapon will default to Tier I in the name. The Tier II-V weapons are correct for stats/functionality, they just have the wrong name. If you want the name to display correctly, you will have to change the name.

Achievements and trophies[edit | edit source]

The following achievements and trophies can be earned for crafting:

External links[edit | edit source]