ME:A – Crafting

Research + OthersAfter Havarl
Credits

2178 + salvages 18.708 €

Research Data 
Milky Way580
Heleus1150
Remnant1690
Bleuprints Found 
Armor Bleuprints35
Weapon Bleuprints51
Nomad Bleuprints9
Special Items Bleuprints0
Resources 
Minerals ->14
Tech Materials4
Bio Materials6
Salvages45 = 16.530€
Augmentations6
Special Items1
Consumables 
Backup Life Supportx3
Cryo Ammox2
Incendiary Ammox3
Overdrive Packx2
Shield Capacitorsx3
Tech Materials
#After Havarl
Angaran Meditation Crystal453
Kett Alloy162
Omni-Gel Canister211
Remnant Polymer1267
  

Salvage Values

High = 100 or 200 €

Moderate = 50 or 100 €

Low = 40 or 20 €

 

 

Element/Planet#After HavarlElaadenEosH-047cHavarlKadaraVoeld
Minerals       
Aluminum (Al)275 Nomad  Nomad 
Beryllium (Be)148    NomadNomad
Cadmium (Cd)556 On foot  On footOn foot
Copper (Cu)34    NomadNomad
Element Zero (Ze)73Nomad    Nomad
Fluorite (F)558     On foot
Graphite (C)187NomadNomad    
Iridium (Ir)     On foot 
Iron (Fe)278NomadNomad    
Lithium (Li)148     On foot
Magnesium (Mg)984  Nomad   
Nickel (N)1992   On foot  
Platinum (Pt)71  NomadOn foot Nomad
Silicon (Si)1146Nomad Nomad   
Titanium (Ti)137  Nomad Nomad 
Uranium (U)   On foot   
Vanadium (V)  Nomad    
Bio Materials
#After Havarl
Eiroch Fluid Sac (Gorilla) -> Eirochs2
Remnant Core -> Remnants Architects – or in vaults3
Renderable Plates(Lizard) -> Adhi – Eirochs – Taurgs – Galorns407
Scale Fibres (T-Rex) -> Challyrions – Rylkors685
Shell Filaments (Shell Bugs) -> Kazrkyns – Dralls – Taurgs – Echidnas307
Soft Chitin (Soft Bugs) -> Spitbugs- Shemrys – Pallads23

Quest Types

Strike Teams (online only)

are 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 Types

Priority Ops

These are main story missions and are required to complete the game.

Allies and Relationships

These 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 Tasks

These are tasks that are not closely related to the overall

 List of consumables

NameDescriptionGameplay effect
Backup Life SupportBoosts life-support capacity and allows a user to survive hazardous environments longer outside of the Nomad. No effect on combat.Decreases hazard damage to life-support gauge
Cobra RPGCapable of taking down most enemies with a single projectile.Deals a large amount of damage over an area
Damage dealt is scaled based on type of enemy hit
Instantly destroys most standard infantry
Overdrive PackImmediately reloads all weapons, recharges all powers, and temporarily boosts accuracy and damage reduction.Accuracy increased by 25%
+25 Damage Resistance
Refills ammo, resets power recharges
Shield CapacitorsBoosts maximum shields. Restores current shielding to the new maximum. The boost lasts until shields are broken.Increases Max Shields by 20%, which can be increased with Consumable Effectiveness upgrades
Lasts until shields are broken
Cryo AmmoShots slow enemies and deal moderate bonus damage to armor. Lasts for the next three clips of the currently equipped gun.Adds freezing effect to ammo: 3 * Weapon Clip Size
Disruptor AmmoShots stun enemies and deal large bonus damage to shields. Lasts for the next three clips of the currently equipped gun.Adds stun/electricity effect to ammo: 3 * Weapon Clip Size
Incendiary AmmoShots burn enemies and deal large bonus damage to armor. Lasts for the next three clips of the currently equipped gun.Adds burn effect to ammo: 3 * Weapon Clip Size

Weapon and Armor Mods

Can 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 List

Below 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.

mass effect andromeda weapon mods

Assault Rifle
  • AR Barrel: Increases Base Weapon Damage
  • AR Magazine: Increases magazine size
  • AR Receiver: Increases penetration damage and distance, allowing you to shoot through solid objects.
  • AR Scope: Puts a scope on the weapon that lets you zoom in and increases weapon accuracy.
  • AR Stock: Increases base weapon stability, making it easier to control.
Pistol
  • Pistol Barrel: Increases Base Weapon Damage
  • Pistol Magazine: Increases magazine size
  • Pistol Receiver: Increases penetration damage and distance, allowing you to shoot through solid objects.
  • Pistol Scope: Puts a scope on the weapon that lets you zoom in and increases weapon accuracy.
  • Pistol Melee Optimizer: Increases melee damage
Shotgun
  • Shotgun Barrel: Increases Base Weapon Damage
  • Shotgun Melee Optimizer: Increases melee damage
  • Shotgun Receiver: Increases penetration damage and distance, allowing you to shoot through solid objects.
  • Shotgun Smart Choke: Tightens bullet spread for increased accuracy
  • Shotgun Spare Clip: Increases spare ammo capacity.
Sniper Rifle
  • SR Barrel: Increases Base Weapon Damage
  • SR Spare Thermal Clip: Increases spare ammo capacity.
  • SR Receiver: Increases penetration damage and distance, allowing you to shoot through solid objects.
  • SR Scope: Increases base weapon accuracy and stability while zoomed.
  • SR Ultralight Materials: Reduces sniper rifle’s weight. This is useful if you don’t have 100% power recharge so your powers can recharge faster.

Weapon Mods in more details link ->

Fusion Mods & How to Get Them

These are mods that you get by completing vaults on each planet, or completing something through a quest or by killing an architect.

mass effect andromeda fusion mod

Armor Mods

Name

Bonus

Malus

Where to Get

Fusion Mod of Shielding

+50% Max Shields-50% Max HealthEos vault

Fusion Mod of Robotics

+25% Tech Construct Health, +25% Tech Construct Damage-50% Max ShieldsHavarl vault

Fusion Mod of Adrenaline

On Kill: Recharge All Active Powers-50% All Power Recharge SpeedsVoeld vault

Fusion Mod of Resistance

+20 Damage ResistanceOn Evade: -50 HealthIn Room after Dying Planet quest puzzle

Fusion Mod of Rapid Deployment

+50% All Power Recharge Speeds-30% Weapon DamageKadara vault

Fusion Mod of Rupture

+25% Weapon Headshot/Weak Point Bonus-70% Weapon Clip SizeElaaden vault

Fusion Mod of Biotic Mastery

+30% Biotic Power Damage-20% Melee/Weapon/Tech Power/Combat Power DamageEos: Neutralize the Architect
Fusion Mod of Hovering+100% Hover Duration-30% Weapon DamageVoeld: Neutralize the Architect

Fusion Mod of Tech Mastery

+30% Tech Power Damage-20% Melee/Weapon/Biotic Power/Combat Power DamageElaaden: Neutralize the Architect

Fusion Mod of Battering

+30% Melee Damage-20% Weapon/Tech/Biotic Power/Combat Power DamageKadara: Neutralize the Architect

Fusion Mod of Health

+100% Max Health-50% Max ShieldsAfter defeating the Archon’s Sword at the Remnant City

 

 

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 AugmentationTypeEffect
Anti-Armor ModuleAnyWeapon: +5% Power Damage Bonus to Armor
Gear: +2% Power Damage Bonus to Armor
Automatic Fire SystemWeaponChanges weapon-fire type to automatic
Biotic Damage BoosterAnyWeapon: +5% Biotic Power Damage
Gear: +2% Biotic Power Damage
Biotic Recharge ModuleAnyWeapon: +5% Biotic Recharge Speed
Gear +2% Biotic Recharge Speed
Burst Fire SystemWeaponChanges weapon-fire type to burst
Combat Power ModuleAnyWeapon: +5% Combat Power Damage
Gear: +2% Combat Power Damage
Combat Recharge ModuleAnyWeapon: +5% Combat Recharge Speed
Gear: +2% Combat Recharge Speed
Double Mod ExtensionWeapon+2  Mod Slots
Duration Boost ModuleAnyWeapon: +5% to All Power Effect Durations
Gear: +2% to All Power Effect Durations
Kinetic CoilWeapon
Chest
Weapon: +3% Weapon Damage
Chest: +5 Damage Resistance
Medi-Gel RegulatorGearGear: +2% Max Health
Mod Slot ExtensionWeapon+1 Mod Slot
Newtonian MultiplierAnyWeapon: +5% Power Force
Gear: +2% Power Force
Reaction DisplacerAnyWeapon: +5% All Combo Radiuses
Gear: +2% All Combo Radiuses
Reaction OptimizerAnyWeapon: +5% All Combo Damage
Gear: +2% All Combo Damage
Shield AcceleratorGearGear: +2% Health & Shield Regeneration Delay Reduction
Shield BoosterGearGear: +2% Max Shields
Shield Bypass UnitAnyWeapon: +5% Power Damage Bonus to Shields
Gear: +2% Power Damage Bonus to Shields
Shield GeneratorGearGear: +2% Shield Regeneration
Single Fire SystemWeaponChanges weapon-fire type to single shot
Support Power ModuleAnyWeapon: +5% Power Restoration & Defense
Gear: +2% Power Restoration & Defense
Tech Damage ModuleAnyWeapon: +5% Tech Power Damage
Gear: +2% Tech Power Damage
Tech Recharge ModuleAnyWeapon: +5% Tech Recharge Speed
Gear: +2% Tech Recharge Speed

Related Articles

Maps and Legends

Mass Effect: Andromeda Map Legend

Locations

Quest Starter Locations

Forward Stations

Tempest landing area

Outposts

Bases

Remnant Monoliths

Remnant Areas

Remnant Locations

Kett Base

Kett Outpost

Structure

 

 
Cave Entrance
 

Normal Containers

Supply Crates

Hostile encounters

Scan and examine

Memory Triggers

Remnant Architect

Potential mining Locations

Enchanced Mining Zone you need AVP perk unlocked.

Interactable – less important interactable objects in the game.

Hidden Cache Small hidden containers containing valuable equipment.

Vendors You can buy and sell your stuff here. You can also salvage unwanted items.

 

Quests Types – Items – Mods

Quest Types

Strike Teams (online only)

are 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 Types

Priority Ops

These are main story missions and are required to complete the game.

Allies and Relationships

These 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 Tasks

These are tasks that are not closely related to the overall

List of consumables

NameDescriptionGameplay effect
Backup Life SupportBoosts life-support capacity and allows a user to survive hazardous environments longer outside of the Nomad. No effect on combat.Decreases hazard damage to life-support gauge
Cobra RPGCapable of taking down most enemies with a single projectile.Deals a large amount of damage over an area
Damage dealt is scaled based on type of enemy hit
Instantly destroys most standard infantry
Overdrive PackImmediately reloads all weapons, recharges all powers, and temporarily boosts accuracy and damage reduction.Accuracy increased by 25%
+25 Damage Resistance
Refills ammo, resets power recharges
Shield CapacitorsBoosts maximum shields. Restores current shielding to the new maximum. The boost lasts until shields are broken.Increases Max Shields by 20%, which can be increased with Consumable Effectiveness upgrades
Lasts until shields are broken
Cryo AmmoShots slow enemies and deal moderate bonus damage to armor. Lasts for the next three clips of the currently equipped gun.Adds freezing effect to ammo: 3 * Weapon Clip Size
Disruptor AmmoShots stun enemies and deal large bonus damage to shields. Lasts for the next three clips of the currently equipped gun.Adds stun/electricity effect to ammo: 3 * Weapon Clip Size
Incendiary AmmoShots burn enemies and deal large bonus damage to armor. Lasts for the next three clips of the currently equipped gun.Adds burn effect to ammo: 3 * Weapon Clip Size

Weapon Mod Info and List

Below 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.

mass effect andromeda weapon mods

Assault Rifle
  • AR Barrel: Increases Base Weapon Damage
  • AR Magazine: Increases magazine size
  • AR Receiver: Increases penetration damage and distance, allowing you to shoot through solid objects.
  • AR Scope: Puts a scope on the weapon that lets you zoom in and increases weapon accuracy.
  • AR Stock: Increases base weapon stability, making it easier to control.
Pistol
  • Pistol Barrel: Increases Base Weapon Damage
  • Pistol Magazine: Increases magazine size
  • Pistol Receiver: Increases penetration damage and distance, allowing you to shoot through solid objects.
  • Pistol Scope: Puts a scope on the weapon that lets you zoom in and increases weapon accuracy.
  • Pistol Melee Optimizer: Increases melee damage
Shotgun
  • Shotgun BarrelIncreases Base Weapon Damage
  • Shotgun Melee Optimizer: Increases melee damage
  • Shotgun Receiver: Increases penetration damage and distance, allowing you to shoot through solid objects.
  • Shotgun Smart Choke: Tightens bullet spread for increased accuracy
  • Shotgun Spare Clip: Increases spare ammo capacity.
Sniper Rifle
  • SR Barrel: Increases Base Weapon Damage
  • SR Spare Thermal Clip: Increases spare ammo capacity.
  • SR Receiver: Increases penetration damage and distance, allowing you to shoot through solid objects.
  • SR ScopeIncreases base weapon accuracy and stability while zoomed.
  • SR Ultralight Materials: Reduces sniper rifle’s weight. This is useful if you don’t have 100% power recharge so your powers can recharge faster.

Weapon Mods in more details link ->

Fusion Mods & How to Get Them

These are mods that you get by completing vaults on each planet, or completing something through a quest or by killing an architect.

mass effect andromeda fusion mod

Armor Mods

Name

Bonus

Malus

Where to Get

Fusion Mod of Shielding+50% Max Shields-50% Max HealthEos vault
Fusion Mod of Robotics+25% Tech Construct Health, +25% Tech Construct Damage-50% Max ShieldsHavarl vault
Fusion Mod of AdrenalineOn Kill: Recharge All Active Powers-50% All Power Recharge SpeedsVoeld vault
Fusion Mod of Resistance+20 Damage ResistanceOn Evade: -50 HealthIn Room after Dying Planet quest puzzle
Fusion Mod of Rapid Deployment+50% All Power Recharge Speeds-30% Weapon DamageKadara vault
Fusion Mod of Rupture+25% Weapon Headshot/Weak Point Bonus-70% Weapon Clip SizeElaaden vault
Fusion Mod of Biotic Mastery+30% Biotic Power Damage-20% Melee/Weapon/Tech Power/Combat Power DamageEos: Neutralize the Architect
Fusion Mod of Hovering+100% Hover Duration-30% Weapon DamageVoeld: Neutralize the Architect
Fusion Mod of Tech Mastery+30% Tech Power Damage-20% Melee/Weapon/Biotic Power/Combat Power DamageElaaden: Neutralize the Architect
Fusion Mod of Battering+30% Melee Damage-20% Weapon/Tech/Biotic Power/Combat Power DamageKadara: Neutralize the Architect
Fusion Mod of Health+100% Max Health-50% Max ShieldsAfter defeating the Archon’s Sword at the Remnant City

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.

 

Skills, Powers and Combo’s

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 primers

To set up a combo, an enemy first must be primed with certain powers, such as Incinerate.

Type of primers

Powers that can prime enemies are marked with different icons on the Skills screen that indicate their primer type.

  • Fire Burn enemies and set them up for a Fire Combo.
  • Cryo Chill or freeze enemies and set them up for a Cryo Combo.
  • Tech – Electrify (sparks) enemies and set them up for a Tech Combo.
  • Biotic Lift enemies into the air and set them up for a Biotic Combo.

List of primers

PowerTypeUpgradeableCharacter
AnnihilationBiotic  
Asari CommandoCryoYesCora
Assault TurretFire, CryoYes 
Avenger StrikeTechYesJaal
BarricadeTechYes 
Cryo BeamCryo  
Energy DrainTechYes 
Energy DrainTechYesJaal
FlamethrowerFire  
Havoc StrikeTech Liam
IncinerateFire  
IncinerateFire Drack
Krogan WarriorFireYesDrack
NovaBioticYes 
NovaBioticYesCora
Power ArmorTechYesVetra
PullBiotic  
PullBiotic Peebee
Remnant VITechYes 
ResilienceTechYesJaal
ShockwaveBioticYes 
ShockwaveBioticYesPeebee
SingularityBiotic  
Trip MineTechYes 
Turian SmugglerTechYesVetra

Combo detonators

Once 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 detonators

Any detonator power will set off a combo. The type of explosion is determined by the primer.

  • Fire Combos – Set every enemy in the area on fire.
  • Cryo Combos – Slow or freeze nearby enemies.
  • Tech Combos – Creates a lingering electrical discharge that stuns enemies.
  • Biotic Combos – Detonates with extreme force, sending enemies flying.

List of detonators

PowerUpgradeableCharacter
Charge  
ChargeYesCora
Concussive Shot  
Concussive ShotYesVetra
Energy Drain  
Energy DrainYesJaal
IncinerateYes 
IncinerateYesDrack
Lance  
Overload  
OverloadYesLiam
Remnant VIYes 
Shockwave  
ShockwaveYesPeebee
Throw  
Trip MineYes 

Achievements and trophies

The 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.

Profiles

Soldier

Soldier-icon

Soldiers are pure combat specialists. No one is tougher or more effective at taking down enemies with gunfire.

This profile optimizes Ryder’s mind and body for superior mastery of his/her armor and weapons.

Bonus power – MARKSMAN’S FOCUS: Grants an escalating damage bonus for every target killed in a short time.

Stat bonuses:

  • Weapon Damage: 10% – 20%;
  • Weapon Accuracy: 10% – 35%;
  • Damage Resistance: 2 – 12;
  • Weapon Clip Size: 10% – 35%.

Engineer

Engineer-icon

Engineers are experts in both offensive and defensive tech powers.

This profile reconfigures Ryder’s implant, enabling him/her to maintain constant control over a small combat drone which assists and protects him/her in battle.

Bonus power – COMBAT DRONE: A small drone improves recharge rate for tech abilities and self-destruct with an EMP pulse if enemies get close. The improved recharge rate is lost after destruction.

Stat bonuses:

  • Combo Damage:  20% – 45%;
  • Tech Construct Health & Health Regeneration: 20% – 45%;
  • Tech Construct Damage: 20% – 45%;
  • Tech Restoration & Defense: 20% – 45%.

Adept

Adept-icon

Adepts are biotic specialists capable of disabling and killing enemies with powerful mass effect fields.

This profile reconfigures Ryder’s implant allowing him/her to defeat his/her opponents without firing a single shot.

Bonus power – BIOTIC ECHOES: Biotic combos can set off additional explosions on each enemy they touch.

Bonus power – BIOTIC JUMP & EVADES: Instead of jump jet, use biotic to jump and evade.

Stat bonuses:

  • Biotic Force: 15% – 40%;
  • Biotic Area of Effect Damage: 15% – 40%;
  • Biotic Area of Effect Radius: 15% – 40%;
  • Biotic Effect Duration: 20% – 45%;
  • Biotic Combo Radius: 20% – 45%.

Sentinel

Sentinel-icon

Sentinels are unique combatants, bringing a mix of tech and biotic abilities to the battlefield.

This profile creates a direct link between Ryder’s armor and his/her armor’s built-in computer systems, granting him/her additional protection via flash-forged shielding.

Bonus power – TECH ARMOR: Absorbs a significant amount of whatever damage gets past shields.

Stat bonuses:

  • Combo Damage: 15% – 40%;
  • Tech Recharge Speed: 10% – 35%;
  • Power Shield Cost Reduction: 20% – 45%;
  • Power Restoration and Defense: 20% – 45%.

Vanguard

Vanguard-icon

Vanguards have an aggressive combat style, preferring to close in on enemies and deal heavy damage at short range.

This profile reconfigures Ryder’s implant and physiology in subtle ways, allowing him/her to absorb energy from enemies on impact and shunt that energy into reinforcing his/her shields.

Bonus power – SIPHONING STRIKES: Melee attacks restore shields.

Bonus power – BIOTIC JUMP & EVADES: Instead of jump jet, use biotics to jump and evade.

Stat bonuses:

  • Melee Damage: 20% – 45%;
  • Melee Force: 50% – 100%;
  • Biotic Recharge Speed: 10% – 35%;
  • Power Shield Cost Reduction: 20% – 45%;
  • Max Shields: 10% – 35%.

Infiltrator

Infiltrator-icon

Infiltrators are tech and combat specialists who typically focus on precise hits and avoidance.

This profile enhances Ryder’s mental and visual acuity, allowing him/her to keep track of his/her enemies throughout a chaotic battle.

Bonus power – BATTLEFIELD AWARENESS: Observe enemies through walls when using a scope.

Bonus power – CLOAK EVADES: When evading, a brief cloaking device is activated.

Stat bonuses:

  • Weapon Accuracy: 20% – 45%;
  • Weapon Stability: 20% – 45%;
  • Tech Recharge Speed: 20% – 45%;
  • Weapon Headshot/Weak Point Damage Bonus: 50% – 100%.

Explorer

Explorer-icon

The Explorer is a jack-of-all-trades, with abilities ranging from combat and tech to biotics.

This profile reconfigures Ryder’s mind and body to be as versatile as possible, permitting him/her to switch rapidly between firing weapons, deploying technology, and wielding biotic powers.

Bonus power – BIOTIC BLINK: Evades allow you to quickly traverse a short distance, even seemingly passing through solid matter.

Stat bonuses:

  • Weapon Damage: 5% – 15%;
  • Damage Resistance: 5 – 15;
  • Tech Recharge Speed: 15% – 40%;
  • Biotic Power Damage: 15% – 40%;
  • Power Restoration and Defense: 15% – 40%.