mass effect
ME:A – Crafting
by gertbxl
Research + Others | After Havarl |
Credits | 2178 + salvages 18.708 € |
Research Data | |
Milky Way | 580 |
Heleus | 1150 |
Remnant | 1690 |
Bleuprints Found | |
Armor Bleuprints | 35 |
Weapon Bleuprints | 51 |
Nomad Bleuprints | 9 |
Special Items Bleuprints | 0 |
Resources | |
Minerals -> | 14 |
Tech Materials | 4 |
Bio Materials | 6 |
Salvages | 45 = 16.530€ |
Augmentations | 6 |
Special Items | 1 |
Consumables | |
Backup Life Support | x3 |
Cryo Ammo | x2 |
Incendiary Ammo | x3 |
Overdrive Pack | x2 |
Shield Capacitors | x3 |
Tech Materials | #After Havarl |
---|---|
Angaran Meditation Crystal | 453 |
Kett Alloy | 162 |
Omni-Gel Canister | 211 |
Remnant Polymer | 1267 |
Salvage Values High = 100 or 200 € Moderate = 50 or 100 € Low = 40 or 20 € | |
Bio Materials | #After Havarl |
---|---|
Eiroch Fluid Sac (Gorilla) -> Eirochs | 2 |
Remnant Core -> Remnants Architects – or in vaults | 3 |
Renderable Plates(Lizard) -> Adhi – Eirochs – Taurgs – Galorns | 407 |
Scale Fibres (T-Rex) -> Challyrions – Rylkors | 685 |
Shell Filaments (Shell Bugs) -> Kazrkyns – Dralls – Taurgs – Echidnas | 307 |
Soft Chitin (Soft Bugs) -> Spitbugs- Shemrys – Pallads | 23 |
Quest Typesare a side activity in Mass Effect Andromeda which consists of sending NPC Teams on missions in order to earn rewards which are collected in the single player campaign. (War Room) Missions TypesPriority Ops These are main story missions and are required to complete the game. Allies and RelationshipsThese are missions provided by squadmates and other notable NPCs. Heleus Assignments These are planet and ship specific missions. Completing them will help increase the overall Viability for that planet. They are also often required to gain the trust of other factions native to those planets. Additional TasksThese are tasks that are not closely related to the overall | List of consumables
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Weapon and Armor ModsCan be exchanged at the loadout! You also cannot craft mod and have to rely on finding or buying them. Powers are divided into 3 categories: Combat (concussive shot, omni grenade etc) Tech (overload, Incinerate etc) Biotics (Singularity, charge etc) Weapon Damage is a separate thing. | |||||||||||||||||||||||||||||||||||||||||||||||||
Weapon Mod Info and ListBelow is a list of all available mods types for each gun and what they do. These are the base mods that increase 1 stat. There are also advanced mods that will increase 1 stat and lower another. The types of stats on these advanced mods are the same as the normal mods. Assault Rifle
Pistol
Shotgun
Sniper Rifle
Weapon Mods in more details link -> | Fusion Mods & How to Get ThemThese are mods that you get by completing vaults on each planet, or completing something through a quest or by killing an architect. Armor Mods
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Augmentations
General Augmentations
Below are all General Augmentations that can be obtained in the game, including types and their effects on weapons and armor.
You can apply multiple general augmentations on 1 weapon or gear but you can not research general augmentations. Melee weapon augments affect you at ALL TIMES. Gun augments only affect you when you actively have the gun out.
Genaral Augmentation | Type | Effect |
---|---|---|
Anti-Armor Module | Any | Weapon: +5% Power Damage Bonus to Armor Gear: +2% Power Damage Bonus to Armor |
Automatic Fire System | Weapon | Changes weapon-fire type to automatic |
Biotic Damage Booster | Any | Weapon: +5% Biotic Power Damage Gear: +2% Biotic Power Damage |
Biotic Recharge Module | Any | Weapon: +5% Biotic Recharge Speed Gear +2% Biotic Recharge Speed |
Burst Fire System | Weapon | Changes weapon-fire type to burst |
Combat Power Module | Any | Weapon: +5% Combat Power Damage Gear: +2% Combat Power Damage |
Combat Recharge Module | Any | Weapon: +5% Combat Recharge Speed Gear: +2% Combat Recharge Speed |
Double Mod Extension | Weapon | +2 Mod Slots |
Duration Boost Module | Any | Weapon: +5% to All Power Effect Durations Gear: +2% to All Power Effect Durations |
Kinetic Coil | Weapon Chest | Weapon: +3% Weapon Damage Chest: +5 Damage Resistance |
Medi-Gel Regulator | Gear | Gear: +2% Max Health |
Mod Slot Extension | Weapon | +1 Mod Slot |
Newtonian Multiplier | Any | Weapon: +5% Power Force Gear: +2% Power Force |
Reaction Displacer | Any | Weapon: +5% All Combo Radiuses Gear: +2% All Combo Radiuses |
Reaction Optimizer | Any | Weapon: +5% All Combo Damage Gear: +2% All Combo Damage |
Shield Accelerator | Gear | Gear: +2% Health & Shield Regeneration Delay Reduction |
Shield Booster | Gear | Gear: +2% Max Shields |
Shield Bypass Unit | Any | Weapon: +5% Power Damage Bonus to Shields Gear: +2% Power Damage Bonus to Shields |
Shield Generator | Gear | Gear: +2% Shield Regeneration |
Single Fire System | Weapon | Changes weapon-fire type to single shot |
Support Power Module | Any | Weapon: +5% Power Restoration & Defense Gear: +2% Power Restoration & Defense |
Tech Damage Module | Any | Weapon: +5% Tech Power Damage Gear: +2% Tech Power Damage |
Tech Recharge Module | Any | Weapon: +5% Tech Recharge Speed Gear: +2% Tech Recharge Speed |
Related Articles
Maps and Legends
by gertbxl
Mass Effect: Andromeda Map Legend
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Quests Types – Items – Mods
by gertbxl
Quest Typesare a side activity in Mass Effect Andromeda which consists of sending NPC Teams on missions in order to earn rewards which are collected in the single player campaign. (War Room) Missions TypesPriority Ops These are main story missions and are required to complete the game. Allies and RelationshipsThese are missions provided by squadmates and other notable NPCs. Heleus Assignments These are planet and ship specific missions. Completing them will help increase the overall Viability for that planet. They are also often required to gain the trust of other factions native to those planets. Additional TasksThese are tasks that are not closely related to the overall | List of consumables
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Weapon Mod Info and ListBelow is a list of all available mods types for each gun and what they do. These are the base mods that increase 1 stat. There are also advanced mods that will increase 1 stat and lower another. The types of stats on these advanced mods are the same as the normal mods. Assault Rifle
Pistol
Shotgun
Sniper Rifle
Weapon Mods in more details link -> | Fusion Mods & How to Get ThemThese are mods that you get by completing vaults on each planet, or completing something through a quest or by killing an architect. Armor Mods
Remark: CryoPod:Fusion Mod Support, which decreases by half the penalty of a equipped Fusion Mod – instead of -50% health points, you will lose only 25%, instead of -30% penalty to weapon damage it will only be -15% and so on. |
Mass Effect – Andromeda – Character
by gertbxl
Characters
Story so Far…
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Cora Harper | Nakmor Drack | Jaal Ama Darav |
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Liam Kosta | Pelessaria B’Sayle | Vetra Nyx |
Allies
Edit
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Suvi Anwar | Gil Brodie | Kallo Jath | Alec Ryder |
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Sara Ryder | Scott Ryder | Dr. Lexi T’Perro |
Adversaries
Edit
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Archon |
Video’s
Links
Skills, Powers and Combo’s
by gertbxl
Power combo
Players can team up with their squadmates for devastating combat power combos. Power combos activate when the player or a squadmate primes an enemy or group of enemies, setting them up for the kill, and then another squadmate jumps in to finish the job. Players can upgrade their squadmates specifically toward making them good at priming or detonating power combos.
Many powers can be evolved to become a primer, a detonator, or even both. Look for primer and detonator icons when planning skill purchases.
Contents
Combo primersTo set up a combo, an enemy first must be primed with certain powers, such as Incinerate. Type of primersPowers that can prime enemies are marked with different icons on the Skills screen that indicate their primer type.
List of primers
| Combo detonatorsOnce an enemy is primed, a detonator power is required to set off the combo explosion. Detonator powers are marked with a detonation icon on the Skills screen. Type of detonatorsAny detonator power will set off a combo. The type of explosion is determined by the primer.
List of detonators
Achievements and trophiesThe following achievements and trophies can be earned which are related to Power Combos: |
Profiles
Profiles are specialized sets of improvements and passive abilities available to the Pathfinder in Mass Effect: Andromeda. Each profile improves on several aspects of a character’s chosen abilities, and also provide one or two unique passive abilities to complement their skills in combat.
Profiles are unlocked by spending Skill Points on skills in any of the three main skill disciplines: Combat, Biotics, and Tech. Once sufficient points are spent in a discipline, a Profile will be unlocked corresponding to that discipline. Each profile can achieve six ranks, each improving the stat bonuses by a set amount. Each rank requires a specific amount of points placed into its respective disciplines.
Soldier: Combat – Corresponds with the Security Training
Engineer: Tech – Corresponds with the Technician Training
Adept: Biotics – Corresponds with the Biotic Training
Sentinel: Tech & Biotics – Corresponds with the Leader Training
Vanguard: Combat & Biotics – Corresponds with the Scrapper Training
Infiltrator: Combat & Tech – Corresponds with the Operative Training
Explorer: Combat, Tech, & Biotics – Does not Correspond with any Training; it’s a new class
Note: Profiles that correspond with specific training just means that they involve the same skill types and are similar in nature.Unlike Classes, players can choose to switch between available profiles at any time, including while in combat. Although it may be a temporary bug and/or glitch at the moment, it seems that whatever Training that was picked at the beginning of the game will let Ryder use its respective profile at rank 1 for the rest of the game; this is regardless of how many points are spent to unlock it. This means that if Ryder had picked the security training, but then spent all his/her perk points into biotics, he/she would have access to both the adept and the soldier profiles.