- 1 Overview
- 2 Loadout
- 3 Consumables
- 4 Skills
- 5 Appearance
- 6 Achievements and trophies
The character customization menu allows the ability to tailor the weapons and equipment for any of one of thirty-six different character kits. Only the currently chosen character kit can be customized. To change the character being customized, use the Character Selection menu.
Under the character customization menu there are four sub-menus: Loadout, Consumables, Skills, and Appearance.
The Loadout menu functions in a manner similar to loadout in singleplayer gameplay. Weapons, weapon mods, and equipment can be selected as long as they appear in the loadout list. Any items marked as locked in the Collection screen will not be available for use.
Unlike singleplayer gameplay, where additional weapon slots can be unlocked through skills, only two weapons can be equipped per character kit. Equipment is limited to a single piece.
Only four of the five Common weapons are available at the start of multiplayer gameplay before any packs have been purchased and/or claimed from the store. Weapon mods and equipment have to be unlocked through the store.
With the exception of the Pathfinder weapons, the same firearms that are used in the singleplayer portion of the game are available in the multiplayer portion as well. In addition, there are four multiplayer-only weapons. Melee weapons are not customizable; each character has a fixed melee weapon with unspecified stats.
† Multiplayer-Only Weapon
Be aware that the stats for the multiplayer versions of weapons have been changed (some multiple times) with patches and updates. Consult the individual weapon pages and the Patches and Updates article for more details.
S Variant Weapons
"S" variant weapons are Rare upgrades to the five Common weapons.
The description for each S version is nearly identical to that of the base version, with the addition of the following:
Nexus scientists have worked to improve APEX weaponry, creating enhanced Special Edition weapons that are showcased in a titanium finish.
The stats for the "S" variants are the same as or higher than those for the Common base version.
The S variant of a weapon will not appear in packs until after the base version of a weapon reaches Rank 10.
All S variant weapons are separate weapons compared to the Common base versions. It is possible to equip both versions of a weapon at the same time in the Loadout screen.
The following table lists the Tier I stats of each S variant weapon for ease of comparison.
|M-3 Predator S||Rare||Milky Way||Semi-automatic||94||500||20||115||52||5|
|Charger S||Rare||Milky Way||Automatic||64||650||50||400||50||15|
|M-8 Avenger S||Rare||Milky Way||Automatic||82||550||40||315||52||25|
|M-23 Katana S||Rare||Milky Way||Semi-automatic||714||85||5||40||22||40|
|Viper S||Rare||Milky Way||Semi-automatic||650||90||3||30||70||50|
Specialized Variant Weapons
With Patch 1.09, new variants of the Uncommon, Rare, and Ultra Rare weapons were added that have additional benefits.
These new versions have:
- the benefit type in (parenthesis) added after the name of the weapon.
- additional text added after the standard definition text.
- descriptions and stats of the new benefits.
- the weapon paint coloring scheme changes (based on each specific weapon).
Each Tier of a specialized variant weapon from I-X has the exact same weapon stats as the standard Tier X version. The only benefits from increasing tiers of a specialized variant weapon are increases to the specialized stats. The specialized stats for a specific tier are the same no matter the weapon. An M-3 Predator (Bulwark) at Tier VII has the same bonuses as a Black Widow (Bulwark) at Tier VII.
The specialized variant of a weapon will not appear in packs until after the base version of a weapon reaches Rank 10.
All specialized variant weapons are separate weapons compared to the normal version. It is possible to equip multiple versions of a weapon at the same time in the Loadout screen.
All S variant weapons are classed as Rare and the bulwark, concussive, and siphon versions of these weapons are based on the "S" variant stats. For example, the Charger Bulwark has the same stats as the Charger S Rank X, not the Charger Rank X.
Bulwark paint schemes change to yellow with grey hexagons. The following additional text is added to each Bulwark weapon description:
(Bulwark): This weapon upgrade is based on tech accidentally discovered while creating shield generators. The Bulwark's user takes less damage from all sources when standing near allies - the more allies, the stronger the effect.
Gain Damage Resistance with each nearby ally.
+15-25 Damage Resistance Near One Ally
+22-37 Damage Resistance Near Two Allies
+30-50 Damage Resistance Near Three Allies
Concussive paint schemes change to purple with grey stripes. The following additional text is added to each Concussive weapon description:
(Concussive): Initiative scientists have outdone themselves with this weapon upgrade. Using this upgrade to kill an enemy with a headshot causes a massive explosion, essentially turning the target into a bomb.
Killing an enemy by shooting its weak point causes an explosion.
+800-1500 Area Damage
+7.50 Radius (m)
The following weapons are unavailable in the Concussive variant because the weapon mechanics won't allow headshots:
Siphon paint schemes change to red with a large grey stripe. The following additional text is added to each Siphon weapon description:
(Siphon): This weapon upgrade was developed by angaran scientists excited to experiment with biotics for the first time. The Siphon heals the user while shooting enemies and temporarily increases the amount of healing with fatal shots.
This weapon restores your health as it deals damage.
+3.00-3.75% Damage Returned As Health
+4.50% Heal Bonus Per Kill
+7 Kill Streak Duration (seconds)
+3 Maximum Kill Bonuses
The same types of mods that are used in the singleplayer portion of the game are available in the multiplayer portion as well. There are also a few multiplayer-only mods but some of the singleplayer mods are unavailable.
† Multiplayer-Only Mod
Be aware that the stats for the multiplayer versions of mods have been changed (some multiple times) with patches and updates. Consult the Patches and Updates article for more details.
The only way to acquire the enhanced weapon mods (which have increased benefits/penalties) is to purchase the appropriate weapon mod rarity level using Mission Funds in the item store. Only basic weapon mods will show up randomly in packs.
Equipment are permanent items that can be used during multiplayer gameplay.
- One equipment can be equipped per mission.
- Equipment can be used repeatedly and does not disappear after the match.
The Consumables Menu allows up to two boosters to be equipped before a multiplayer match. The Consumables Menu also displays the amounts of supply items available for use during a match.
Boosters are consumable items applied before multiplayer gameplay.
- Boosters are equipped in the Consumables Menu and up to two can be equipped per mission.
- There are 6 Booster Classes that can be used in multiplayer. Ammo, Weapon, Offensive, Defensive, Power, and Progression.
- Only one booster from a class can be equipped at a time.
- Boosters are consumed when the mission ends but last for the entire duration of the mission.
No boosters are available at the start of multiplayer gameplay. Boosters can be found in packs that have been purchased and/or claimed from the store. Certain boosters can also be purchased from the item store.
Supplies are single use consumable items used during multiplayer gameplay. There are five supplies available but only four can be used during combat.
|First Aid Pack||5||Instantly and fully restores health and shield strength with a mix of medicine and machinery.|
|Revive Pack||5||An emergency dose of medi-gel to revive yourself when you're down and out.|
|Ammo Pack||5||Instantly reloads all weapons and fills all reserves with thermal clips and power cells.|
|Cobra RPG||5||An explosive projectile launched from an omni-tool that deals massive damage.|
|Character Respec||15||Reset a character's skill selections.|
Starting players have the capacity to take two of each combat supply available to use in each multiplayer match. This is shown on the Booster Screen as (2/2).
Supply capacity can be increased for combat supplies by purchasing packs in the store and getting Capacity Increase cards. The maximum level that each combat supply can be increased to is five (5/5).
|Ammo Pack Capacity Increase||Uncommon||Increase the amount of Ammo Packs carried in a mission|
|Cobra RPG Capacity Increase||Uncommon||Increase the amount of Cobra RPGs carried in a mission|
|First Aid Capacity Increase||Uncommon||Increase the amount of First Aid carried in a mission|
|Revive Pack Capacity Increase||Uncommon||Increase the amount of Revive Packs carried in a mission|
Character Respec cards can't be used during combat and can only reset skills between matches. There is no known limit on the amount that can be collected.
Multiplayer gameplay uses the class system found in previous Mass Effect games.
Skill sets are fixed, character-specific, and consist of 3 active and 2 passive skills using a mix of the standard 36 skills available from singleplayer gameplay, squadmate skills, and new multiplayer-only skills.
Most multiplayer versions of standard skills have small changes in the numbers. A few skills have slightly different rank orders or have ranks that function in a different fashion. Refer to each multiplayer skill page for the exact details.
Skill points can be spent in the same fashion as singleplayer gameplay. As character level increases, additional skill points are made available to spend on the character kit. To reset already spent skill points for a specific character kit, a Character Respec card needs to be used to reset skill points.
The multiplayer skill types break down into three main color coded categories: Combat (Red), Biotics (Violet), and Tech (Orange). Each category type has its own set of active () and passive () skills.
As in singleplayer, skill points are used to purchase skill ranks.
- Each character at Level 1 and Rank I starts with five skill points. Three points are already spent—one point per active skill. The remaining two points are available to be spent.
- Leveling up a character adds skill points.
- Increasing character rank adds skill points.
- Character cards award the same skill point amounts regardless of the rarity of the character kit.
- There are 85 skill points available.
- It takes 21 skill points to fully develop a skill. With 85 points, only four skills can be fully developed, with a single point assigned to a fifth. Distributing the points evenly allows the development of four skills through Rank 5, with a single skill fully developed, with four points unassigned.
|Level 1||5 points||5|
|Level 2 - 20||3 points per level||57|
|Character Cards II & IV||4 points per card||8|
|Character Cards VI, VIII, & X||5 points per card||15|
Veteran Bonus Skill
Each Veteran Bonus tier increases your power, combo, and melee damage.
Gain Veteran Bonus tiers by collecting Character Cards above Rank X. Gain one tier for each Character Rank above X.
This passive skill remains LOCKED until a Rank XI Character Card is received from the store. Veteran Rank cards of characters will only drop after all characters of that rarity have been unlocked to Rank X. (Update 1.10)
Once a Rank XI Character Card is received in the store, the passive skill becomes available for the specific character kit and the bonus text will be listed.
Each Rank above X has its own Tier bonus.
Respec Power Points
Once a Character Respec card has been obtained, a new choice called "Respec Power Points" will be added to the bottom of the Skills sub-menu. Selecting this choice allows skill points to be refunded and spent again. This does not reset the rank (I-XX) of a character. This does not reset the level of the character. Resetting a character level can only be done once the character reaches Level 20 in the Character Selection menu with the Reset Level choice.
Next to the choice "Respec Power Points" is a number in parenthesis (). This is the current number of Character Respec cards the player has.
The Appearance Menu allows the changing of colors and patterns to the currently selected character. Character ranks III, V, VII, IX, & X unlock the ability to change more colors, patterns, and lights. Gain higher ranks of characters by purchasing packs in the Store.
Five of the following items can be changed for each character using an RGB dial. Pattern selection and skin tone use a slider.
- Color Tint 1
- Color Tint 2
- Color Tint 3
- Pattern Select
- Pattern Color
- Light Color
- Skin Tone - Certain characters have a final appearance choice that allows the changing of skin tone. Although it is the last appearance changing option, skin tone can be changed at Rank I.
The Appearance Menu also allows the name of the specific character kit to be changed. This name is only visible to the player and will not be shown to other individuals in the lobby or during multiplayer gameplay. There is a limit of 19 characters for the name.
The option to reset the character kit to default name and default appearance can be selected from the Appearance Menu.
Achievements and trophies
The following achievements and trophies can be earned related to Character Customization: