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Mods are used to enhance the performance of guns. Every gun has two mod slots. Adding a Double Mod Extension or Mod Slot Extension augmentation during crafting can increase the number of slots.

Each weapon type has a separate set of mods, five each for assault rifles, pistols, and sniper rifles, four for shotguns. There are three variants of each type, one basic and two enhanced. The enhanced mods give a greater benefit at a given tier, but at a cost.

Some of the deleterious effects of upgraded mods are reflected in displayed weapon stats, others are not.

There are some weapons which cannot be equipped with all mod types. For example, the beam-firing Shadow sniper rifle cannot use a spare clip.

The image of a weapon gives an indication of what mods are equipped. Barrel and scope mods change the silhouette of the weapon. Spare clips and magazines change the color of certain parts of the weapons. Stocks and receivers give a more subtle change in color.

Weapon mods are available on the same schedule as Initiative-issue weapons; e.g., Tier II mods are available when Ryder reaches Level 6.

Mod Types[edit | edit source]

Barrels[edit | edit source]

Icon Rare Mod Barrel.png

Barrels are Rare mods available for all weapon types. These enhance a weapon's barrel, creating greater gunfire velocity and impact. The increase in damage is reflected in the weapon's stats.

Receivers[edit | edit source]

Icon Uncommon Mod Receiver.png

Receivers are Uncommon mods available for all weapon types. The basic receiver mod uses a capacitor to boost kinetic coil generators, increasing shot penetration through solid objects. Increased penetration damage is not reflected in displayed weapon stats.

Magazines and Clips[edit | edit source]

Icon Uncommon Mod Magazine.png
Icon Uncommon Mod Clip.png

All weapon types have ammunition mods, magazines for pistols and assault rifles, clips for sniper rifles and shotguns. Both are Uncommon mods. Magazines increase the max clip size of a weapon, allowing more shots before reloading. Clips increase the max ammo by adding sockets to increase thermal clip capacity, increasing number of spare shots. The effects of both types are reflected in weapon stats.

Scopes[edit | edit source]

Icon Common Mod Scope.png

Scopes are Common mods available for pistols, assault rifles, and sniper rifles. The basic mod is a simple optical scope which enhances stability while zoomed and increases accuracy while moving. Increased accuracy is shown in weapon stats.

Melee[edit | edit source]

Icon Common Mod Melee.png

Melee mods are Common mods for pistols and shotguns. A basic melee optimizer's integrated VI improves synergy between melee weapon and firearm computer systems, allowing increased melee damage. Melee damage is not shown in weapon stats.

Stock[edit | edit source]

Icon Common Mod Stock.png

Stocks are Common mods unique to assault rifles. These mods distribute recoil with a sliding system of counterweights compatible with kinetic coil generators. They reduce weapon kickback. This effect is not displayed in weapon stats.

Materials[edit | edit source]

Icon Common Mod Materials.png

Materials are Common mods unique to sniper rifles and reduce weapon weight. This effect is shown in the weapon stats.

Acquisition[edit | edit source]

Mods can be purchased from certain merchants or found in various containers or on bodies of defeated enemies. The mod merchant in Kadara Market is the best place to buy weapon mods. On the Nexus, they are available from the General Merchant, not the Arms Merchant.

List of weapon mods[edit | edit source]

See also[edit | edit source]

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