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%.

Mass Effect – Andromeda

Mass Effect – Andromeda –  More Info

Flickr Photo’s

Mass Effect - Andromeda (from internet)

=> Special Items Included

The deluxe edition, priced $70/€70/£55, includes the following:

  • Pathfinder casual outfit
  • One additional Pathfinder casual outfit
  • Scavenger armour
  • Pathfinder Elite weapon set (four)
  • Pet Pyjak (Monkey)
  • Two additional custom Nomad skins
  • Digital soundtrack
  • One multiplayer deluxe launch pack (includes weapons and equipment)
  • One exclusive multiplayer pack – your highest chance of getting an ultra-rare item

New Patch new face. Comparisson later on…

To be Continued…

Video’s

Mass Effect – Andromeda – Official Videos BioWare
Mass Effect – Andromeda – Players Guides

Controls

  • Weapons needs shortcuts
  • TAB – Weapon Wheel
  • = – Last Used Weapon

 

  • F5 – F6 – F7 – F8 : Favorites
  • 5 – 6 – 7 – 8 : Items
  • T – Y – G – H : Items

 

  • CAPSLOCK – Command Mate 1
  • W – Command Mate 2
  • B – Command Both
  • N – Walk

 

  • O – Mission
  • J – Quests
  • K – Profiles

 

  • / – Holster
  • + – Holster
 
Voeld
Kadara & Onboard

⇒ Story Points

INTRO

  • Check  “The Journey So Far…” in Codex
  • First Patrol on Planet – Habitat 7: Aggressive
  • Hyperion docked at Nexus ->
  • Operation has alot of problems: missing ships, no good planets, not everyone awake, murder, sabotage, past mutany…
  • The Tempest (my own ship!) = Exploration
 

PART ONE

PART TWO – A

  • QUESTA Trail of Hope ->
  • AYA
  • Planet – Aya ->
  • Contact with “Angara” -> …check Codex for info
  • Quests/Tasks for gaining Thrust
  • Contact with Jaal and Evfra (Resistance Force)
  • HAVARL
  • Planet: Havarl ->
  • Thrust earned by helping Angara Researchers
  • A Dying Planet ->
  • Find the 3th Monolith via heirloom of Taavos, who posesses the sould of Zoraï and is part of the Roekaar, who are aggressive towards me and Jaal under direction of Akksul ->
  • 3th Monolith found => to the Vault
  • Vault done
  • First Crafting  XP -> Black Widow II – Sniper Rifle
  • Gained Evfra’s Trust once more
  • Need trust from Akksul, Roekaar’s Boss
 

PART TWO – B

  • VOELD
  • Planet – Voeld (Ice Age)
  • Continue QUEST: A Trail of Hope ->
  • Angara kept prison and become the “Choosen” in the Kett Exaltation Facility.
  • Choosen to become the better Species.
  • Rescued Moshae Sjefa
  • Rescued all others from the Kett.
  • Access to Aya City -> video
  • Visiting the vault on Aya reveals a center-node-point in the vault-system called the Meridian
  • Found out about a snatch who helped to take The Moshae imprisonned.
  • Starts the next Priority Op: Hunting the Archon
  • QUEST: Hunting the Archon ->
  • Planet – Kadara ->
 

——— PART Revisit ———

 

  • Planet Havarl revisit (already done some during priority quest)
  • Small quests Done.

 

  • Planet Voeld Revisited
  • Alot of quests to do :
  • Voeld Side Quests ->
  • Vault Done
  • Settlement Done
  • Architect Gone
  • Computers hacked
  • Kett Basis Destroyed
  • AI Killed for an angara’s life
  • Voeld Done!
 

PART THREE

  • KADARA
  • QUEST: Hunting the Archon ->
  • Planet – Kadara ->
  • Exciles and Pirates not too friendly :/
  • Sloan and Charlatan being the ones on control of chaos society. Sloane Kelly, the leader of the Outcasts.
  • First Fast travell conquered on Kadara
  • Continue Hunting the Archon ->
  • Rescued Vehn Terev, got info on a console to find the Archon’s Ship
  • Water toxicated on Kadara.
  • Once Found the Ship seems to be connected to the Salarian Ark – Ship.
  • Freed the pathfinder of the Salarian Ark.
  • Attack on Archon’s Ship, destroyed connections and weapons pointed towards the Ark.
  • Captured by Archon and only possible by Death to Escape Magic.
  • Saved the Salarian Ark tho.
  • Got the Map to Meridian.
  • Mission Vetra Nyx’s Loyalty mission ->
  • Meriweather made a trap for Vetra by abducting people to a mine on the Planet: H-047c.
  • Vetra’s sister Sid helps in a nearby shuttle by opening doors etc.
  • But she got caught by meriweather.
  • Saved Sid and killed Meriweather.
  • Vetra’s loyalty mission Completed.

PART FOUR

  • ELAADEN
  • QUEST: Elaaden: A New World ->
  • Planet – Elaaden ->
  • Scavengers & Krogans
  • Finish quests before the Final ->
    • Optional: visit the Nexus, Hyperion and Tempest to update conversations and side quests
    • Optional: collect Elaaden side quests (see list below)
    • Optional: clear all available side quests and planet scanning
    • Optional: Achieve 100% viability on all outpost planets
  • FINAL QUEST: Journey to Meridian ->
  • Elaaden Vault Finished
  • The Flophouse: Command Center overrun
  • Quest: Settling Elaaden
  • Viability 100% – No more Sunburn!
  • Parlay with the Krogans -> Search for the Drive Core
  • Tricked by Jorgal Strux
  • Drive Core for the Krogans (Morda) and a Nexus Outpost on Elaaden
  • Architect Beaten
  • Level 41! => Tier 6 Unlocked
 

15 Awesome Side Missions you need to Find ->

15. The Secret Project
14. Making An Impression
13. Defeating The Kett
12. Life On The Frontier (Nexus on)
11. Restoring A World
10. Missing Science Crew
9. Uncovering The Past
8. A Dying Planet
7. Healing Kadara’s Heart (Kadara on)
6. Out Of The Frying Pan (Look Kadara Port)
5. Old Skinner (Look Kadara new outpost site after it’s been built.)
4. A Packaged Deal (Look east side of Kadara)
3. High Noon (Look Kadara Slums)
2. Taming A Desert
1. Search For The Stolen Remnant Drive Core

 Team Mates Quests

Jaal

Liam

Cora

Drack

Pebee

Vetra

  
SpeciesPlanets
Main Missions & Side Missions->

Milky Way species

Andromeda species

   

 

Inventory and Resources

Research + OthersAfter HavarlAfter EOS ArchitectEOS depletedVoeld DoneAfter Archon Ship
Research Data     
Milky Way580745565  
Heleus11501500580  
Remnant169015001710  
Bleuprints  Found     
Armor Bleuprints35355365
Weapon  Bleuprints51537087
Nomad Bleuprints99113
Special Items Bleuprints00001
Resources     
Minerals ->141517
Tech Materials44
Bio Materials66
Salvages4533

39

18.790€

total 30K

10k

total 41K

4K

Total 45K

Augmentations616142527
Special Items1142
Consumables     
Backup Life Supportx3x3x5x6x11
Cryo Ammox2x3x6
Incendiary Ammox3x2x5x6
 Overdrive Packx2x2x6 x16
 Shield Capacitors x3x1x20x22
Cobra RPGx1
Distruptor Ammox2x1
Tech Materials
#After HavarlAfter EOS ArchitectEOS depletedVoeld Done 
Angaran Meditation Crystal45345334816912089
Kett Alloy1624077217322045
Omni-Gel Canister2113313255831061
Remnant  Polymer12671440202323922499

 

Element/Planet#After HavarlEOS ArchitectEOS DepletedVoeld  DoneAfter Archon ShipElaadenEosH-047cHavarlKadaraVoeld
Minerals           
Aluminum (Al)275564124112311398 Nomad  Nomad 
Beryllium (Be)148787814041809    NomadNomad
Cadmium (Cd)556784109213971500 On foot  On footOn foot
Copper (Cu)34345922642469    NomadNomad
Element Zero (Ze)7394102224255Nomad    Nomad
Fluorite (F)558926102210521140     On foot
Graphite (C)187208553469580NomadNomad    
Iridium (Ir)   16151917    On foot 
Iron (Fe)278307167415681608NomadNomad    
Lithium (Li)14814077515411788     On foot
Magnesium (Mg)98498498412541254  Nomad   
Nickel (Ni)19922138222823792409   On foot  
Platinum (Pt)717741547592  NomadOn foot Nomad
Silicon (Si)11461153115315421594Nomad Nomad   
Titanium (Ti)137144161337386  Nomad Nomad 
Uranium (U)   30334  On foot   
Vanadium (V) 46132209240 Nomad    
Bio Materials
#After HavarlAfter EOS ArchitectEOS DepletedVoeld  DoneAfter Archon Ship
 Eiroch Fluid Sac (Gorilla) -> Eirochs22186669
Remnant Core -> Remnants Architects – or  in vaults3213333
Renderable Plates(Lizard) -> Adhi – Eirochs – Taurgs – Galorns40749266011031284
Scale Fibres (T-Rex) -> Challyrions – Rylkors685685723909925
Shell Filaments (Shell Bugs) -> Kazrkyns – Dralls – Taurgs – Echidnas307307327382397
Soft Chitin (Soft Bugs) -> Spitbugs- Shemrys – Pallads23194268329349

 

Character Development

Ryder

Skills:

Combat Tree
Concussive Shot (R5) (detonator): Target-Seeking high impact round + KO unarmored, unshielded, normal-sized + detonates combo primers.
Assault Rifles (R1):  Adds moderate accuracy, range, and stopping power.
  • 490 Dps
  • 375 Force
  • Recharge: 9s
  • 2: +25% Direct Force
  • R3: + 15% Direct Dmg
  • R4: +30% Recharge Sp
  • R5: +25% Direct Dmg +25% Direct Force
  • +5% Assault Rifle Damage
Combat Fitness (R3):
  • R1: +6% Max Health
  • R2: +6% Max Shields
  • R3: Extra Holster 
Biotics Tree
Pull (R1) (Primer): Tap button lifts an unshielded, unarmored enemy helplessly in the air and primes the target for combo detonations. Holding the assigned button drags the target enemy or object along with the user. Combine with the Throw power to hurl a held target.
Shockwave (R1) (Detonator): Blasts enemies with a line of explosions that proceeds through walls and other solid objects. Shockwave detonates combo primers.
  • Duration: 5s
  • Recharge Time: 10s
  • Damage: 260
  • Force: 525
  • Effect Radius: 1,5m
  • Recharge Time: 15s
Offensive Biotics
  • +2% Biotic Power Damage
Tech Tree
Cryo Beam (primer): Freeze + weakens armor, not on shielded.
Incinerate (primer ): Burn – bonus damage to armor, burning to unshielded. Primed for combo detonations.
  • 135 Dps
  • Defense Debuff vs Armor- 50% armor
  • Recharge: 15s
  • Initial 120 Dmg
  • 50 Dps * 6s
  • Duration 6s
  • Armor Dmg Bonus: 50%
  • Recharge: 12s

Ryder:

Primers : Incinerate + Cryo Beam + Pull

Detonators: Concussive Shot + Shockwave

All Primers and Detonators of Mates:

Primers: Havoc Strike (Li) + Pull (PB) + Incinerate (Dr)

Detonators: Concussive  Shot (Ve)

Team Mates ->

Armor Summary

Mass Effect Andromeda Best Armor – Stats & How to get
By
Milky Way TechnologyStatsRes
Hyperguardian V
  • Health
  • Shield
  • Melee Damage
  • +20% Max Health
  • +10% Max Shields
  • +30% Melee Damage
Titanium OK
N7 V
  • Biotic
  • Shield
  • +10% Max Shields
  • +7% Biotic Power Damage
  • +15 Biotic Recharge Speed

Copper NOK

Iridium NOK

Platinium OK

Heleus Technology
Stats 
Kett Fusion V
  • Concussive Shot
  • Weapon Dmg
  • +8% Combat Power
  • +5% Weapon Damage
  • +1 to all Combat Power Cell Capacities

Cadmium OK

Eiroch Fluid Sacs (4/5) NOK

Angaran Guerrilla Armor V

  • Tech
  • Shield
  • +8% Tech Power Damage
  • +8% Tech Effect Duration
  • +10% Max Shields
  • +20% Tech Construct Damage
Iridium NOK
Heleus Defender
  • 2-Pieces
  • Power Damage (Combat+Tech+Biotic)
  • Weapon Damage
  • Damage Resistance
  • +15% Power Damage
  • +6% Weapon Damage
  • +20 Damage Resistance
Remnant Core OK
Remnant TechnologyStats 
Remnant Heritage
  • Dmg Resistance
  • Health Regen
  • Shield Regen
  • Delay Reduction
  • +10 Damage Resistance
  • +12% Health Regeneration
  • +12% Shield Regeneration
  • +30% Health & Shield Regeneration Delay Reduction

Titanium OK

Uranium NOK

The best armor sets in Mass Effect: Andromeda can be crafted, although you can also expect them to drop from enemies, or find them inside large containers. They are most efficient if used with a specific skill tree. For example, if you are a fan of Tech powers you’ll want to get the Angaran Guerilla set. In this guide, we’re going to show you a list of Mass Effect Andromeda best armor, how to get it, what it looks like and its stats.

Best Armor Mass Effect Andromeda
Best Armor Sets In Mass Effect: Andromeda

Note: Each piece of a set has five upgrades. Once you research them all, you can access the advanced versions. Beside the initial research point cost, you’ll need level 40-80 to unlock them all. They mostly add around 1% to the stats of each piece.

Kett Fusion Armor

If you like the Combat spec, Kett Fusion Set is a good choice. This set can be researched and developed from Heleus Technology. In order to craft the best level 5 set, you’ll need 1500 Heleus Research Data in total. The full level 5 set offers +29% combat power damage, +20% weapon damage and additional combat power cell capacitity.

Set PieceResearch DataStatsMaterials
Ket Fusion Arms V300+7% Combat Power Damage
+5% Weapon Damage
20 Kett Alloy
8 Renderable Plates
40 Cadmium
3 Eiroch Fluid Sac
Ket Fusion Chest V600+8% Combat Power Damage
+5% Weapon Damage + 1 to all combat power cell capabilities
60 Kett Alloy
24 Renderable Plates
120 Cadmium
5 Eiroch Fluid Sac
Ket Fusion Helmet V300+7% Combat Power Damage
+5% Weapon Damage
20 Kett Alloy
8 Renderable Plates
40 Cadmium
3 Eiroch Fluid Sac
Ket Fusion Legs V300+7% Combat Power Damage
+5% Weapon Damage
10 Kett Alloy
5 Renderable Plates
20 Cadmium
2 Eiroch Fluid Sac

N7 Armor Set

For Biotic users, the armor you’ll want to go with is the N7 set. You can research and develop its pieces from Milky Way technology. The full level 5 basic set offers +31% max shields, +28% biotic power damage and +15% biotic recharge speed from the chest piece.

Set PieceResearch DataStatsMaterials
N7 Arms V300+7% Max Shields
+7% Biotic Power Damage
20 Omni-Gel Canister
80 Copper
40 Iridium
10 Platinum
N7 Chest V600+10% Max Shields
+7% Biotic Power Damage
+15 Biotic Recharge Speed
60 Omni-Gel Canister
240 Copper
120 Iridium
30 Platinum
N7 Helmet V300+7% Max Shields
+7% Biotic Power Damage
20 Omni-Gel Canister
80 Copper
40 Iridium
10 Platinum
N7 Legs V300+7% Max Shields
+7% Biotic Power Damage
20 Omni-Gel Canister
80 Copper
40 Iridium
10 Platinum

Angaran Guerilla Armor

For Tech skill power users, the best armor out there is the Angaran Guerilla Set. A personal favorite of mine, as it offers a unique and fun look. The full set gives +29% tech power damage, duration and max shields. The chest brings an additional +20% tech construct damage, the best boost for a pet Remnant VI.

Set PieceResearch DataStatsMaterials
Angaran Gurrellia Arms V225+7% Tech Power Damage
+7% Tech Effect Duration
+7% Max Shields
20 Angaran Meditation Crystal
8 Shell Filaments
40 Iridium
10 Titanium
Angaran Gurrellia Chest V450+8% Tech Power Damage
+8% Tech Effect Duration
+10% Max Shields
+20% Tech Construct Damage
60 Angaran Meditation Crystal
24 Shell Filaments
120 Iridium
30 Titanium
Angaran Gurrellia Helmet V225+7% Tech Power Damage
+7% Tech Effect Duration
+7% Max Shields
20 Angaran Meditation Crystal
8 Shell Filaments
40 Iridium
10 Titanium
Angaran Gurrellia Legs V225+7% Tech Power Damage
+7% Tech Effect Duration
+7% Max Shields
20 Angaran Meditation Crystal
8 Shell Filaments
40 Iridium
10 Titanium

Remnant Heritage Armor

The outstanding Remnant Heritage armor from the Remnant Technology tree offers various buffs to the carrier. The full set requires a lot of Remnant Research Data. If you get the whole outfit, you can expect to see boosts like +31 damage resistance, +48% in health and shield regeneration, as well as +30% health & shield regeneration delay reduction from the chest piece.

Set PieceResearch DataStatsMaterials
Remnant Heritage Arms V300+7 Damage Resistance
+12% Health Regeneration
+12% Shield Regeneration
20 Remnant Polymer
80 Silicon
40 Uranium
10 Platinum
Remnant Heritage Chest V600+10 Damage Resistance
+12% Health Regeneration
+12% Shield Regeneration
+30% Health & Shield Regeneration Delay Reduction
60 Remnant Polymer
240 Silicon
120 Uranium
30 Platinum
Remnant Heritage Helmet V300+7 Damage Resistance
+12% Health Regeneration
+12% Shield Regeneration
20 Remnant Polymer
80 Silicon
40 Uranium
10 Platinum
Remnant Heritage Legs V300+7 Damage Resistance
+12% Health Regeneration
+12% Shield Regeneration
20 Remnant Polymer
80 Silicon
40 Uranium
10 Platinum

Hyperguardian Armor

Hyperguardian can be researched and developed from Milky Way Technology. The entire level five set costs 725 Milky Way Research Data. If you manage to craft everything, you’ll get +65% max health, +31% max shields and +30% melee damage.

Set PieceResearch DataStatsMaterials
Hyperguardian Arms V225+15% Max Health
+7% Max Shields
20 Omni-Gel Canister
8 Scale Fibers
40 Nickel
10 Titanium
Hyperguardian Chest V450+20% Max Health
+10% Max Shields
+30% Melee Damage
60 Omni-Gel Canister
24 Scale Fibers
120 Nickel
30 Titanium
Hyperguardian Helmet V225+15% Max Health
+7% Max Shields
20 Omni-Gel Canister
8 Scale Fibers
40 Nickel
10 Titanium
Hyperguardian Legs V225+15% Max Health
+7% Max Shields
20 Omni-Gel Canister
8 Scale Fibers
40 Nickel
10 Titanium

Heleus Defender Outfit

The last craftable armor we’ll mention is one that’s useful to all specs. It is called Heleus Defender, and it consists of two parts – the chest and the helmet. The chest also contains the legs and arms. It is derived from Heleus Technology and you’ll need 1900 Heleus Research Data for it.

Set PieceResearch DataStatsMaterials
Heleus Defender Chest V1450+15% Power Damage
+6% Weapon Damage
+20 Damage Resistance
85 Omni-Gel Canister
85 Angaran Meditation Crystal
85 Kett Alloy
85 Remnant Polymor
3 Remnant Core
Heleus Defender Helmet V450+15% Power Damage
+6% Weapon Damage
45 Omni-Gel Canister
45 Angaran Meditation Crystal
45 Kett Alloy
45 Remnant Polymor
2 Remnant Core

Best non-craftable armor sets

One of the most interesting sets that drops from enemies, or is found inside large containers, is called Maverick Deadeye armor. This set offers more spare ammo, more headshot weak point bonuses, etc.

The best starting armor is the Deep Space Explorer set. This outfit is a ME: Andromeda pre-order bonus. It offers +25% encounter XP and +5% weapon damage. The helmet is so beautiful that you’ll want it on during the cutscenes.

Scavanger Armor is one of the Super Deluxe Edition bonuses. This set is great for earning more credits. It offers +10% sell prices, +25% max ammo and -25% weapon weight.

⇒ Current State – Scott Ryder

Character Creation Guide

Skills

  • Concussive Shot – R4 (1) Detonator
  • Assault Rifles bonus – R1 (1) Passive
  • Pull (3) Primer
  • Shockwave (3) Detonator
  • Offensive Biotics +2% Damage (1) Passive
  • Cryo BeamFreeze – R1 (1) Primer
  • Incinerate (1) Primer
  • Combat Fitness – +health en + shield per rank + extra holster (7) Passive

REMARK: Remember that weapons also impact your equipment’s weight. Weight has a direct influence on the cooldown speeds of your abilities – the heaver the armaments, the longer the cooldowns. Adjust your weapons to your playstyle – if you fight mainly with Biotics and Tech, it’s not worth it to burden your character since these abilities will take longer to cool down.

Forum: Best Skills combination

How to get your own Remnant VI in Battle ->

Before Assigning Skill Points to Mates: Save Point: 4 June 15:21

Before Assigning Skill Points to Ryder: Save Point: 4 June 15:32

After Assigning Skill Points to ALL: Save Point: 4 June 15:38

Profile

  • Soldier Profile Rank 1 (3) -> Bonus: Marksman’s Focus = Cummulative dmg per kill
  • Explorer Profile – Skill Rank 1 (3) -> Bonus: Biotic Blink = Evade (3)
  • Vanguard Profile Unlocked – Rank 1 -> Bonus: Siphoning Strike = Melee generates Shield + Biotic Jump/evade = distance increased (3)

Weapons

  • 1Assault Rifle: M8 Avenger I
  • 2Pistol: Sidewinder  II
  • 3 –  Shotgun: –
  • 4Sniper  Rifle: Black Widow II
  • 5Melee: Krogan  Hammer I
  • Extra weapons by special edition – dlc = Pathfinder Weapons

Crafted

Sniper Rifle – Black Widow II

Crafting info in this post ->

Profiles ->

Quick Guide Links ->

Tips and Mechanisms ->

Extra’s

  • Cryo Pods
    • Trade Capacity I (commerce) : (inventory +50 item limit)
    • Reconnaissance (military) : reveals hidden chests near forward stations on the open world maps. These chests contain great loot that you can use, sell, or break down for raw materials for use in crafting.
    • Lab Technicians (science) : auto earn research points
TrainingDescriptionStarting PowerUnlocked Skills
SecurityDuring your Alliance military service, you focused on learning everything you could about weapons and tactics.Concussive Shot – Fires a heat-seeking, high-impact round to knock down opponents.Turbocharge – Grants a massive short-term boost to weapon fire rate and thermal clip efficiency.
Combat Fitness – Grants increase durability and the option to carry more weapons into battle.

Ongoing Psychological   Profile

Lvl7

 

Armor

Crafted
Armor SetType & Stats

Chest

Heleus Defender Chest III

  • Power Damage (Combat+Tech+Biotic)
  • Weapon Damage
  • Damage Resistance
  • +11% Power Damage
  • +4% Weapon Damage
  • +15 Damage Resistance

+4 Augmentations + 1 Mod

  • +2% Combat Power Dmg
  • +2% Power Effect Durations
  • +2% Max Shield
  • +25% Shield on Kill
  • Fusion Mod of Shielding (+50%  Shield) (-50% Health)

Helmet

Heleus Defender Chest III

  • Power Damage (Combat+Tech+Biotic)
  • Weapon Damage
  • Damage Resistance
  • +11% Power Damage
  • +4% Weapon Damage

 

  • 2 x +2% (=4%) Max Health

Best of

Armor SetType & Stats

Chest

Kett Fusion Armor III

  • Concussive Shot
  • Weapon D

 

Rare chest

  • +6% Combat Power
  • +3% Weapon Damage
  • +1 to all Combat Power Cell Capacities

Angaran Guerrilla Armor II

  • Tech
  • Shield

Rare Chest

  • +5% Tech Power Damage
  • +5% Tech Effect Duration
  • +6% Max Shields
  • +13% Tech Construct Damage

Helmet

Kett Fusion III

Rare Helmet

  • +5% Combat Power Damage
  • +3% Weapon Damage

Maverick Ambusher III

  • Sniper : Head Bonus + Ammo

Uncommon Helmet

  • +5% Weapon Head/Weak Point Bonus
  • +7% Weapon Spare Ammo
Angaran Guerrilla II

Rare Helmet

  • +4% Tech Power Damage
  • +4% Tech Effect  Duration
  • +3% Max Shields

Arms

Kett Fusion Armor III

Rare Arms

  • +5% Combat Power Damage
  • +3% Weapon Damage
 Angaran Guerrilla Armor II

Rare Arms

  • +4% Tech Power Damage
  • +4% Tech Effect  Duration
  • +3% Max Shields
Maverick Skirmisher Armor II

Uncommon Arms

  • +4% Weapon Head/Weak Point Bonus
  • +5% Weapon Spare Ammo

Legs

Maverick Ambusher  Armor III

 Uncommon Legs

  • +5% Weapon Head/Weak Point Bonus
  • +7% Weapon Spare Ammo
 Angaran Guerrilla Armor II

 Rare Legs

  • +4% Tech Power Damage
  • +4% Tech Effect  Duration
  • +3% Max Shields

Armor Inventory

Armor SetType & Stats

Kett 3

 

Rare

  • +6% Combat Power
  • +3% Weapon Damage
  • +1 to all Combat Power Cell Capacities

Angaran Guerrilla Armor II

 

Rare Chest

  • +5% Tech Power Damage
  • +5% Tech Effect Duration
  • +6% Max Shields
  • +13% Tech Construct Damage

Other Chests:

  • Initiative Armor I
  • Kett Integrator Armor I
  • Deep Space Explorer Armor
  • Scavenger Armor

 Type

  • Common +2% Encounter XP Increase
  • Rare +4% CPD +1% WP + 1 CPCC
  • Ultra Rare +15% Encounter XP Increase +5% WD
  • Ultra rare -15%  WWeight +15% Max Ammo +10% Sell Price

Helmet

Initiative Recon III

 

Common Helmet

  • +4% Max Shields
Kett Fusion III

Rare Helmet

  • +5% Combat Power Damage
  • +3% Weapon Damage
Maverick Ambusher III

Uncommon Helmet

  • +5% Weapon Head/Weak Point Bonus
  • +7% Weapon Spare Ammo
Angaran Guerrilla II

Rare Helmet

  • +4% Tech Power Damage
  • +4% Tech Effect  Duration
  • +3% Max Shields

Other Helmets:

  • Initiative I
  • Deep Space Explorer
  • Scavenger

Type

  • Common –
  • Ultra Rare +10% Encounter XP Increase
  • Ultra rare -10% Weapon Weight +10% Max Ammo

Arms

Kett Fusion Armor III

Rare Arms

  • +5% Combat Power Damage
  • +3% Weapon Damage
 Angaran Guerrilla Armor II

Rare Arms

  • +4% Tech Power Damage
  • +4% Tech Effect  Duration
  • +3% Max Shields
Initiative Armor II

Common Arms

  • +2% Max Shields
Maverick Skirmisher Armor II

Uncommon Arms

  • +4% Weapon Head/Weak Point Bonus
  • +5% Weapon Spare Ammo
Initiative Armor ICommon Arms – no Stats

Legs

Maverick Ambusher  Armor III

 Uncommon Legs

  • +5% Weapon Head/Weak Point Bonus
  • +7% Weapon Spare Ammo
 Angaran Guerrilla Armor II

 Rare Legs

  • +4% Tech Power Damage
  • +4% Tech Effect  Duration
  • +3% Max Shields

Compare Sets

Armor SetType & Stats

Heleus Champion 3 – Chest – Arms – Legs

 

  • +11% Power Damage
  • +4% Weapon Damage
  • +15 Damage Resistance

+4 Augmentations

  • +2% Combat Power Dmg
  • +2% All Power Effect Durations
  • +2% Max Shield
  • On Enemy killed: Restore 25% Shield

Angaran Ranger Armor IV – Chest

 

  • +7% Tech Power Damage
  • +7% Tech Effect Duration
  • +9% Max Shields
  • +18% Tech Construct Damage
Angaran Ranger Armor IV – Legs
  • +6% Tech Power Damage
  • +6% Tech Effect Duration
  • +6% Max Shields
Kett Fusion Armor IV – Arms

 

  • +6% Combat Power Damage
  • +4% Weapon Damage

Heleus Champion 3 – Chest – Arms – Legs WINS (except when “tech construct” = Turret or Remnant IV is used)

  • +11% Power Damage
  • +4% Weapon Damage
  • +15 Damage Resistance

+4 Augmentations

  • +2% Combat Power Dmg
  • +2% All Power Effect Durations
  • +2% Max Shield
  • On Enemy killed: Restore 25% Shield

Total Chest – Legs – Arms (IV)

  • +13% Tech Power Damage (+2%)
  • +13% Tech Effect Duration (+11%)
  • +15% Max Shields (+13%) *
  • +18% Tech Construct Damage (+18%)
  • +6% Combat Power Damage (-7%)
  • +4% Weapon Damage (+0%)
  • -15 Damage Resistance (-15) *
  • (– On Enemy killed: Restore 25% Shield)
  • (-13% Biotic Power Dmg (if used))

*Remark: Damage Resistance

FinalDmg = BaseDmg / (1 + DamageResist/100)

This means, for example, that if you have 100 damage resistance, incoming damage will be divided by 2 (1 + 100/100) i.e. halved. If it is 30, it will be divided by 1.3. That means, with 30 damage resistance, 100 incoming damage will be reduced to about 77 damage. In other words, only ~77% of damage hits you.

15 Dmg Resistance => 100/(1+15/100) = 100/1,15 = 87% (= +- 13% Shield but not on Health)

He also clarified that Tech Armor, the Sentinel profile passive, provides a flat 30 damage resistance at all times, which applies to both shields and health.

Team Mates

Cora

  • Charge (R3) (+shield restored) Dmg:81 +20%
  • Nova (R2) (AoE around her)
  • Asari Commando (R2) (+ 15% Shotgun+Power Dmg+Force (short range) +Power restoration&defense)
  • Defensive Training (R1) = +20% Max Shield

Liam

  • Frag Grenade (R2) (AoE 161  Dmg)
  • Havoc Strike (primer) charges forward with blades, “stun” (AoE 161 Dmg)
  • Millitary Training (+15% Weapon+Power  – Dmg+Force)

Drack

  • Blood Rage (R4) = Melee Bonus related + Armor Attack = Melee Damage Bonus: 33% + Damage Resistance: 50 + Regeneration Delay: -100% + Drack still loses health and shields, but cannot die during Blood Rage. + Damage vs. Armor: 20% + Fury: Movement Speed: 20%+33% Melee Damage + Health Regeneration Rate: 150%
  • Incinerate (R2) = Fire 145 Dmg + 44Dmg * 6sArmor  Dmg bonus= 50%+ Primer

Vetra

  • Power Armor (R2) = 65 Dmg Resistance + 20% Shield restored
  • Concussive Shot (R2) = Detonator (141 Dmg +250 Force (=stagger))
  • Turrian Smuggler (R3) = +30% Weapon/+15% Power Dmg, +15% Power Frc + 15+ Wp-Accuracy + 20% Power Effects Durations
  • Defensive Expert (R1) = +25% Health

Jaal

  • Energy Drain (R3) = Primary 132 Dmg + Shield Restored: 35%Shield dmg  bonus: 75% + Synthetic  Dmg Bonus: 25%
  • Sticky Grenade (R3) = AoE(3.5m) 247 Dmg

Peebee

  • Invasion (R2) = Weakens Defences -25%
  • Pull (R3) = Drag or Float in Air = Primer
  • Duelist (R2) = +15% Power + Weapon
  • Survivalist (R1) = +20% Shield

⇒ Quick Guide Links

⇒Tips and Mechanisms

Best weapons

  • Assault Rifle – spray and pay: M8 Avenger (also try Thokin)
  • AR for headshots (high accurancy): N7 Valkyrie (also try Sandstorm)
  • AR for heavy damage/ Grenade Launcher: M-37 Falcon
  • Shotgun (prim): N7 Crusader (combine with Melee + in/out (vang)) (also try Disciple with spread)
  • Shotgun (high dmg): Dhan (secund.) (also try Ruzad with spread)
  • SMG for Shields: Equalizer (cool-down) (also try N7 Hurricane)
  • Pistol for Heavy Dmg: Scorpion (sticky grenade) (also try Ushior (1-shot h-dmg)
  • Sniper Rifle: Black Widow (3-shots) (also try Ishary 1-shot)
  • Melee: Asari Sword (also try Krogan Hammer)
  • Fun: Sidewinder (six-shot pistol) (also try Razerad huge-clip)

Remember that weapons also impact your equipment’s weight. Weight has a direct influence on the cooldown speeds of your abilities – the heaver the armaments, the longer the cooldowns. Adjust your weapons to your playstyle – if you fight mainly with Biotics and Tech, it’s not worth it to burden your character since these abilities will take longer to cool down.

Mods

  • Install and change at Loadout Stations
  • Mods post – Weapon and Armor
  • Weapon Mods in detail
  • Power Damage Bonus divided in 3 groups
    • Combat (concussive shot, grenade, mine, cannon…)
    • Biotics (pull, throw, shockwave, incinerate, singularity…)
    • Tech (overload, incinerate, cryo, turret, flame…)
  • The hovering time can be extended by abilities and equipment mods for increased damage.

Augmentations

  • Used when crafting weapons  or armor (can be different on each)
  • When you research an augment you get one copy of it and then it’s added to the loot tables (you can find more from enemies/chests/whatever) or some can be bought.
  • Dismantle => Regain Augmentation

Shields (2-Phase Attack)

  • Regenerates
  • Powers  have no impact on Shields
  • Destroy shields quickly with high Rate of Fire
  • After Shield gone: Use Dmg Skills + High Dmg  Weapons

Skills choice

  • 2 Primers and 1 Detonator
  • Respec prices: 20 / 520 / 1020 / +500…

REMARK: Use Favorites. This mechanic allows you to prepare 4 sets of profiles and abilities that can be instantaneously switched between during combat – you won’t have to enter the skill and/or profile selection screen. You just have to prepare several favorite profiles beforehand and alternate between them at will.

AVP – Andromeda Viability Points ->

  • XP mechanism for Nexus
  • Level Up Nexus => + new areas of the Nexus
  • Earn AVP:
    • Activate Vault (40% viability)
    • Outpost (20%)
    • Forward Stations (2%)
    • Main quest of the Planet (10-20%)
    • Big Ennemies (Architects) (10%) and/or Big Ennemy Bases (10%)
    • Priority Ops (Main story quests) (5-10%)
    • Side Quests (2-5%)
    • Can be pushed past 100% => gain more AVP
  • Spend AVP/Nexus Points => Cryo Pods (at Tempest or Nexus)
  • 3 Kind of Cryo Pods (wake up type of colonists with perks) There’s a Max of perks! !Fusion Mod Support!
  • The Best Cryo Pods are :
    • Science
      • Impr Development I (needs Lab Technicians)
      • Impr Development II
      • Inovation
    • Military
      • Adv Training
      • Always Prepared
      • Versatility
      • Reconnaissance
    • Commerce
      • Trade Capacity I
      • Trade Capacity II
      • Fusion Mod Support
      • Market DOmiance
  • Later: Generate Research points as perks is good

Shortcuts

  • 7: LU: Emotional9: RU: Logical
    4: love – question – directions6: question – directions
    1: LD: Casual3: RD: Professional

Enemies and Hostile Wildlife

This is a Mass Effect Andromeda enemies directory. Here you’ll find information about the plethora of menacing foes found in Mass Effect Andromeda. For more Mass Effect Andromeda content, head over to our Andromeda top page.

Mass Effect Andromeda Enemies

The Andromeda Galaxy is not a safe place. Hostile alien wildlife roams every planet, and greedy mercenaries hunt down people and resources to survive. This is a Mass Effect Andromeda enemies guide.

Unclassified Foes

Unclassified Enemies
EnemyRaceFactionLocation
Anarchist Human, TurianTBATBA
RaiderHumanTBATBA
SharpshooterHumanTBATBA
ScavengerHumanTBATBA
ParaiahTBATBATBA
Taurg TBATBATBA

 

Synthetic Foes

Synthetics
EnemyRaceFactionLocation
Hydra MechTBATBA
ArchitectTBATBAEos, Voeld

 

Kett Foes

Kett
EnemyRaceFactionLocation
AnointedKettKettAll Kett encounters
ChosenKettKettAll Kett encounters
DestinedKettKettAll Kett encounters
WraithKettKettAll Kett encounters
AscendedKettKettAll Kett Bases

Remnant Foes

Remnant
EnemyRaceFactionLocation
BreacherRemnantRemnantsVarious alien vaults
AssemblerRemnantRemnantsVarious alien vaults
DestroyerRemnantRemnantsVarious alien vaults
Nullifier RemnantRemnantsVarious alien vaults
ObserverRemnantRemnantVarious alien vaults

Wildlife Foes

Wildlife
EnemyRaceFactionLocation
EirochFiendWildlifeKadara, Havarl
Wild AdhiAdhiWildlifeKadara
ChallyrionMammalWildlifeKadara, Havarl
Rylkor MammalWildlifeKadara, Havarl
GalornMammalWildlifeVoeld
EchidnaMammalWildlifeVoeld

⇒ Profiles

Explorer

The Explorer is a hybrid profile combining biotic, combat, and tech skills. It is a jack-of-all trades, with abilities ranging across all disciplines. 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.

Skill Rank123456
Skill Points Required in Tech, Biotic, and Combat6245499156232
Damage Resistance5%7%9%11%13%15%
Weapon Damage5%7%9%11%13%15%
Biotic Power Damage15%20%25%30%35%40%
Tech Recharge Speed15%20%25%30%35%40%
Power Restoration and Defense15%20%25%30%35%40%
Profile SpecialBIOTIC BLINK:
Evades allow you to quickly traverse a short distance, even seemingly passing through solid matter.

Soldier Profile

Profile Rank123456
Skill Points Required in Combat6255499156232
Weapon Accuracy10%15%20%25%30%35%
Weapon Damage10%15%14%16%18%20%
Weapon Clip Size10%15%20%25%30%35%
Damage Resistance24681012
Profile SpecialMARKSMAN’S FOCUS:
Grants an escalating damage bonus for every target killed in a short time.

Vanguard Profile

Skill Rank123456
Skill Points Required in Tech and Biotic3245499156232
Biotic Recharge Speed10%15%20%25%30%35%
Max Shields10%15%20%25%30%35%
Melee Damage20%25%30%35%40%45%
Power Shield Cost Reduction
20%25%30%35%40%45%
Melee Force50%60%70%80%90%100%
Profile Special
  • SIPHONING STRIKE:
    Melee attacks restore shields.
  • BIOTIC JUMP & EVADES:
    Instead of a jump-jet, use biotics to jump and evade. Ryder uses biotic power to perform manoeuvres, enhancing evade-dash distance.

 

⇒ Mass Effect – Andromeda –  Posts

ME:A – Crafting

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 €

 

 

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Element/Planet #After Havarl Elaaden Eos H-047c Havarl Kadara Voeld
Minerals              
Aluminum (Al) 275   Nomad     Nomad  
Beryllium (Be) 148         Nomad Nomad
Cadmium (Cd) 556   On foot     On foot On foot
Copper (Cu) 34         Nomad Nomad
Element Zero (Ze) 73 Nomad         Nomad
Fluorite (F) 558           On foot
Graphite (C) 187 Nomad Nomad        
Iridium (Ir)           On foot  
Iron (Fe) 278 Nomad Nomad        
Lithium (Li) 148           On foot
Magnesium (Mg) 984     Nomad      
Nickel (N) 1992       On foot    
Platinum (Pt) 71     Nomad On foot   Nomad
Silicon (Si) 1146 Nomad   Nomad      
Titanium (Ti) 137     Nomad   Nomad  
Uranium (U)       On foot      
Vanadium (V)     Nomad        
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 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

Name Description Gameplay effect
Backup Life Support Boosts 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 RPG Capable 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 Pack Immediately 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 Capacitors Boosts 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 Ammo Shots 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 Ammo Shots 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 Ammo Shots 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 Health Eos vault

Fusion Mod of Robotics

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

Fusion Mod of Adrenaline

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

Fusion Mod of Resistance

+20 Damage Resistance On Evade: -50 Health In Room after Dying Planet quest puzzle

Fusion Mod of Rapid Deployment

+50% All Power Recharge Speeds -30% Weapon Damage Kadara vault

Fusion Mod of Rupture

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

Fusion Mod of Biotic Mastery

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

Fusion Mod of Tech Mastery

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

Fusion Mod of Battering

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

Fusion Mod of Health

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

 

 

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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

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

Name Description Gameplay effect
Backup Life Support Boosts 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 RPG Capable 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 Pack Immediately 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 Capacitors Boosts 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 Ammo Shots 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 Ammo Shots 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 Ammo Shots 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 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 Health Eos vault
Fusion Mod of Robotics +25% Tech Construct Health, +25% Tech Construct Damage -50% Max Shields Havarl vault
Fusion Mod of Adrenaline On Kill: Recharge All Active Powers -50% All Power Recharge Speeds Voeld vault
Fusion Mod of Resistance +20 Damage Resistance On Evade: -50 Health In Room after Dying Planet quest puzzle
Fusion Mod of Rapid Deployment +50% All Power Recharge Speeds -30% Weapon Damage Kadara vault
Fusion Mod of Rupture +25% Weapon Headshot/Weak Point Bonus -70% Weapon Clip Size Elaaden vault
Fusion Mod of Biotic Mastery +30% Biotic Power Damage -20% Melee/Weapon/Tech Power/Combat Power Damage Eos: Neutralize the Architect
Fusion Mod of Hovering +100% Hover Duration -30% Weapon Damage Voeld: Neutralize the Architect
Fusion Mod of Tech Mastery +30% Tech Power Damage -20% Melee/Weapon/Biotic Power/Combat Power Damage Elaaden: Neutralize the Architect
Fusion Mod of Battering +30% Melee Damage -20% Weapon/Tech/Biotic Power/Combat Power Damage Kadara: Neutralize the Architect
Fusion Mod of Health +100% Max Health -50% Max Shields After 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.

 


/ mass effect, mass effect

Maps and Legends

Havarl Map ->


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.

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

Power Type Upgradeable Character
Annihilation Biotic    
Asari Commando Cryo Yes Cora
Assault Turret Fire, Cryo Yes  
Avenger Strike Tech Yes Jaal
Barricade Tech Yes  
Cryo Beam Cryo    
Energy Drain Tech Yes  
Energy Drain Tech Yes Jaal
Flamethrower Fire    
Havoc Strike Tech   Liam
Incinerate Fire    
Incinerate Fire   Drack
Krogan Warrior Fire Yes Drack
Nova Biotic Yes  
Nova Biotic Yes Cora
Power Armor Tech Yes Vetra
Pull Biotic    
Pull Biotic   Peebee
Remnant VI Tech Yes  
Resilience Tech Yes Jaal
Shockwave Biotic Yes  
Shockwave Biotic Yes Peebee
Singularity Biotic    
Trip Mine Tech Yes  
Turian Smuggler Tech Yes Vetra

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

Power Upgradeable Character
Charge    
Charge Yes Cora
Concussive Shot    
Concussive Shot Yes Vetra
Energy Drain    
Energy Drain Yes Jaal
Incinerate Yes  
Incinerate Yes Drack
Lance    
Overload    
Overload Yes Liam
Remnant VI Yes  
Shockwave    
Shockwave Yes Peebee
Throw    
Trip Mine Yes  

Achievements and trophies

The following achievements and trophies can be earned which are related to Power Combos:

Categories:

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%.
Milky Way Technology Stats Resources
Hyperguardian
  • Health
  • Shield
  • Melee Damage
  • +20% Max Health
  • +10% Max Shields
  • +30% Melee Dmg
Titanium OK
 N7
  • Biotic
  • Shield
  • +10% Max Shields
  • +7% Biotic Power Dmg
  • +15 Biotic Recharge Speed
Cop NOK Irid NOK Plati OK
Heleus Technology Stats Resources
Kett Fusion
  • Concussive Shot
  • Weapon Dmg
  • +6% Combat Power
  • +3% Weapon Damage
  • +1 to all Combat Power Cell Capacities
Cadmi OK Eiroch Fluid Sacs (4/5) NOK
Angaran Guerrilla Armor
  • Tech
  • Shield
  • +5% Tech Power Damage
  • +5% Tech Effect Duration
  • +6% Max Shields
  • +13% Tech Construct Damage
Iridium NOK
Heleus Defender
  • 2-Pieces
  • Power Damage (Cmbat+Tech+Bio)
  • Weapon Damage
  • Damage Resistance
  • +15% Power Damage
  • +6% Weapon Damage
  • +20 Damage Resistance
Remnant Core OK
Remnant Technology Stats Resources
Remnant Heritage
  • Dmg Resistance
  • Health Regen
  • Shield Regen
  • Delay Reduction
  • +10 Damage Resistance
  • +12% Health Regeneration
  • +12% Shield Regeneration
  • +30% Health & Shield Regeneration Delay Reduction
Titanium OK Uranium NOK