Augmentations are special, semi-permanent resource upgrades which can be added to a weapon or armor piece during the development process to give it unique properties. They can grant various bonuses to an item or even change its basic functionality. Augmentations are removed and returned to you upon deconstructing the item in question.
Overview[ | ]
There are six types of augmentation: General, Gun Behavior, Gun Fire Type, Gun Projectile, Mod Slots, and Special. With the exception of Gun Behavior augmentations, only one augmentation of each type may be applied to a piece of equipment, while multiple General augmentations may be used at one time.
Codex[ | ]
While many material components in Andromeda are familiar, we have also discovered rarer and more valuable materials; attributable to exposure to the Scourge, or mysterious alien technology. These "augmentation materials" are used in research and development to craft powerful, specialized items. Augmentations are essential to support weapon or gear combinations that would be impossible to build with conventional materials.
Some augmentations are sold by traders, but the highest quality augmentations require careful research. Once completed, the augmentation's profile is used to recognize additional examples of that augmentation out in the field.
Technology[ | ]
Augmentations fall into three technology categories based on where their supporting tech comes from.
- Milky Way augmentations use proven Andromeda Initiative technologies. Milky way augmentations provide the largest variety of choices for bolstering combat, defense, and restoration capabilities.
- Heleus augmentations incorporate technologies from civilizations in the Heleus Cluster of the Andromeda galaxy. Heleus augmentations are combat focused, increase battle capabilities, and provide interesting restoration possibilities.
- Remnant augmentations use experimental materials and technologies based on the mysterious Remnant. Remnant augmentations provide unique restoration and combat capabilities not found with other augmentations.
Graphic Display[ | ]
Because each augmentation is based upon one of the three technology categories, each one is graphically displayed with one of three pictures and an icon unique to each augmentation.
It should be noted that a large number of the augmentations do not require Research Data (RD) to create blueprints. These augmentations fall into the Milky Way category because they use the Milky Way graphic display.
Augmentations[ | ]
Types[ | ]
Each augmentation falls into one of the 6 type categories. The table below lists all of the augmentations and the type that they belong to.
- Any augmentation with a check mark that has an asterisk (✓*) has exceptions. (Refer to the specific augmentation article in question for details)
For additional details, strategies, mechanics on an augmentation, refer to the specific augmentation article in question.
Augmentation Types | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Icon | Name | Rarity | Tech | RD Cost |
General | Gun Behavior |
Gun Fire Type |
Gun Projectile |
Mod Slots |
Special | Description |
Aerial Lubricant | Rare | Milky Way | 50 | — | — | — | — | — | ✓ | (Weapon) When hovering: +35% Rate of Fire (Arms) When hovering: +35% Tech Damage | |
Aerial Performance Optimizer | Rare | Milky Way | 50 | — | — | — | — | — | ✓ | (Weapon) When hovering: +35% Weapon Damage (Arms) When hovering: +35% Combat Damage | |
Aerial Stabilizer | Rare | Milky Way | 50 | — | — | — | — | — | ✓ | (Weapon) When hovering: +35% Weapon Accuracy (Arms) When hovering: +35% Biotic Damage | |
Anti-Armor Module | Uncommon | Milky Way | — | ✓ | — | — | — | — | — | (Weapon) +5% Power Damage Bonus to Armor (Gear) +2% Power Damage Bonus to Armor | |
Automatic Fire System | Uncommon | Milky Way | — | — | — | ✓* | — | — | — | Changes weapon fire to automatic. +50% Rate of Fire, +20% Clip Size -40% Weapon Damage, -40% Weapon Accuracy | |
Battlefield Assist Module | Rare | Heleus | 50 | — | — | — | — | — | ✓ | (Weapon) When Health and Shields are full: +20% Damage (Chest) When Health is 20% or lower: +25% resistance to all damage | |
Beam Emitter | Ultra Rare | Remnant | 200 | — | — | ✓* | — | — | — | Weapon now fires a sustained energy beam that accurately deals rapid damage to the target. Damage over time is the same as the base weapon. Weapon Stability +200%, Will override any Fire Type augment. | |
Bio-Converter | Rare | Heleus | 50 | — | — | — | — | — | ✓ | When the current ammo clip is empty, drains 5% of health and refills the clip | |
Biotic Damage Booster | Uncommon | Milky Way | — | ✓ | — | — | — | — | — | (Weapon) +5% Biotic Power Damage (Gear) +2% Biotic Power Damage | |
Biotic Recharge Module | Uncommon | Milky Way | — | ✓ | — | — | — | — | — | (Weapon) +5% Biotic Recharge Speed (Gear) +2% Biotic Recharge Speed | |
Burst Fire System | Uncommon | Milky Way | — | — | — | ✓* | — | — | — | Changes weapon fire to burst. +20% Weapon Stability, +50% Weapon Rate of Fire -10% Weapon Accuracy, -20% Weapon Damage | |
Combat Power Module | Uncommon | Milky Way | — | ✓ | — | — | — | — | — | (Weapon) +5% Combat Power Damage (Gear) +2% Combat Power Damage | |
Combat Recharge Module | Uncommon | Milky Way | — | ✓ | — | — | — | — | — | (Weapon) +5% Combat Recharge Speed (Gear) +2% Combat Recharge Speed | |
Concentration Module | Rare | Heleus | 50 | — | — | — | — | — | ✓ | +10% Weapon Accuracy when shields are 20% or lower | |
Coolant Unit | Rare | Heleus | 50 | — | — | — | — | — | ✓ | Increases clip size by 20% when special ammo is active | |
Cryo Condenser | Rare | Remnant | 50 | — | — | — | — | — | ✓ | (Weapon) Cryo ammo freeze duration: +100% (Legs) On jump melee: Cryo Blast - extra 50% cold damage | |
Double Mod Extension | Rare | Milky Way | — | — | — | — | — | ✓* | — | +2 mod slots | |
Duration Boost Module | Uncommon | Milky Way | — | ✓ | — | — | — | — | — | (Weapon) +5% to all Power Effect Durations (Gear) +2% to all Power Effect Durations | |
Electrical Conduits | Ultra Rare | Milky Way | 200 | — | — | — | ✓ | — | ✓* | Automatic Weapons: Weapon now fires a beam of electricity. Non-Automatic Weapons: Weapon now fires electrical projectiles. Chest: Stuns melee attackers with electrical damage. | |
Equilibrium Regulator | Rare | Milky Way | 50 | — | — | — | — | — | ✓ | +5% damage bonus when moving slowly with a drawn weapon, +10% when moving faster | |
Grenade Launcher | Ultra Rare | Milky Way | 200 | — | — | — | ✓* | — | — | Non-shotgun weapon: Each projectile fired is now a grenade. -10 Weapon Recharge Rate Shotguns: Weapon now fires grenades, but with reduced damage. -29 Weapon Recharge Rate | |
Heat Inducer | Rare | Remnant | 50 | — | — | — | — | — | ✓ | (Weapon) Incendiary Ammo: +25% Damage (Legs) On jump melee: Inferno Blast - extra 50% heat damage | |
Kinetic Coil | Uncommon | Milky Way | — | ✓ | — | — | — | — | — | (Weapon) +3% Weapon Damage (Chest) +5 Damage Resistance | |
Medi-Gel Regulator | Uncommon | Milky Way | — | ✓ | — | — | — | — | — | (Gear) +2% Max Health | |
Mod Slot Extension | Uncommon | Milky Way | — | — | — | — | — | ✓ | — | +1 mod slot | |
Newtonian Multiplier | Uncommon | Milky Way | — | ✓ | — | — | — | — | — | (Weapon) +5% Power Force (Gear) +2% Power Force | |
Plasma Charge System | Ultra Rare | Heleus | 200 | — | ✓* | — | — | — | — | Fires plasma bolts that travel in a ballistic arc, explode on impact, and create an additional explosion nearby. Charge weapon to fire more projectiles. Note: Interferes with the functionality of the SEEKING PLASMA and STICKY GRENADE augments. Non-shotgun weapons: +10% Weapon Damage, -10% Rate of Fire Shotguns: Each pellet is now an explosive plasma bolt. -25% Weapon Damage, -30% Rate of Fire, -70% Ammo Capacity, -80% Clip Size | |
Power Booster | Rare | Remnant | 100 | — | — | — | — | — | ✓ | (Weapon) When current clip is full: +20% Power Damage (Chest) When health is 30% or less: +25% Power Status Effect Duration | |
Reaction Displacer | Uncommon | Milky Way | — | ✓ | — | — | — | — | — | (Weapon) +5% All Combo Radiuses (Gear) +2% All Combo Radiuses | |
Reaction Optimizer | Uncommon | Milky Way | — | ✓ | — | — | — | — | — | (Weapon) +5% All Combo Damage (Gear) +2% All Combo Damage | |
Rebalanced Field Coils | Rare | Milky Way | 50 | — | — | — | — | — | ✓ | (Gun) For the last 20% of the clip’s ammo, gain +10% extra damage (Chest) Increases weapon accuracy by 10% when standing still | |
Ricochet System | Ultra Rare | Heleus | 100 | — | — | — | ✓ | — | — | Each projectile bounces off of flat surfaces. Projectiles now travel in a ballistic arc. | |
Seeking Plasma System | Ultra Rare | Heleus | 100 | — | — | — | ✓* | — | — | Changes weapon projectile to seeking plasma bolts | |
Shield Accelerator | Uncommon | Milky Way | — | ✓ | — | — | — | — | — | (Gear) +2% Health & Shield Regeneration Delay Reduction | |
Shield Booster | Uncommon | Milky Way | — | ✓ | — | — | — | — | — | (Gear) +2% Max Shields | |
Shield Bypass Unit | Uncommon | Milky Way | — | ✓ | — | — | — | — | — | (Weapon) +5% Power Damage Bonus to Shields (Gear) +2% Power Damage Bonus to Shields | |
Shield Disruptor | Rare | Remnant | 50 | — | — | — | — | — | ✓ | (Weapon) Disruptor Ammo: +25% Shield Damage (Legs) On jump melee: Shock Blast - extra 50% electrical damage | |
Shield Generator | Uncommon | Milky Way | — | ✓ | — | — | — | — | — | (Gear) +2% Shield Regeneration | |
Shield Oscillator | Ultra Rare | Remnant | 200 | — | — | — | — | — | ✓ | (Weapon) When clip empties: Restores 25% shields (Chest) On enemy killed: Restores 25% shields | |
Shield Sensors | Rare | Remnant | 50 | — | — | — | — | — | ✓ | (Weapon) 25% chance to gain 50% clip ammo when shields are broken (Chest) 25% chance to recover 10% of health when shields are broken | |
Single Fire System | Uncommon | Milky Way | — | — | — | ✓* | — | — | — | Changes weapon fire to single shot. +30% Weapon Damage, +30% Weapon Accuracy -20% Weapon Stability, -50% Weapon Rate Of Fire | |
Sticky Grenade Launcher | Ultra Rare | Milky Way | 200 | — | — | — | ✓* | — | — | Non-shotgun weapons: Each projectile is now a sticky grenade. -10% Weapon Recharge Rate Shotgun: Weapon now fires sticky grenades, but with reduced damage. -20% Weapon Damage, -20% Weapon Clip Size | |
Support Power Module | Uncommon | Milky Way | — | ✓ | — | — | — | — | — | (Weapon) +5% Power Restoration & Defense (Gear) +2% Power Restoration & Defense | |
Tech Damage Module | Uncommon | Milky Way | — | ✓ | — | — | — | — | — | (Weapon) +5% Tech Power Damage (Gear) +2% Tech Power Damage | |
Tech Recharge Module | Uncommon | Milky Way | — | ✓ | — | — | — | — | — | (Weapon) +5% Tech Recharge Speed (Gear) +2% Tech Recharge Speed | |
Vintage Heat Sink | Ultra Rare | Milky Way | 200 | — | ✓* | — | — | — | — | Ammo refills automatically after a delay -60% Clip Size |
Compatibility[ | ]
Augmentations can be applied to both weapons and armor. The table below shows the available applications for each augmentation. Exceptions are noted with an asterisk (*). Refer to the specific augmentation article for details.
- Arms - Can be applied to Arms armor pieces.
- Chest - Can be applied to Chest armor pieces.
- Guns - Can be applied to gun-type weapons.
- Helmets - Can be applied to Helmet armor pieces.
- Legs - Can be applied to Legs armor pieces.
- Melee - Can be applied to melee weapons.
Source[ | ]
- Augmentations can be purchased from the following merchants:
- Annea or the Merchant - The Paradise, Elaaden
- General Merchant - Common Area, Nexus
- Merivaas - Marketplace, Aya
- There is a chance that a weapon purchased, crafted, found, or recovered by a Strike team Item Loot Box will drop a random augmentation on Deconstruction. (See Augmentation Drops for odds of recovery). Researchable augmentations not already known will not be recovered. This drop will not be shown on the deconstruct screen and you will have to compare your inventory before/after to determine if an augmentation was dropped.
Augmentation issues[ | ]
Certain augmentations can be applied to items during development but shouldn't be for various reasons. These are confirmed through development and testing to have the issues listed below:
- Automatic Fire System - As the N7 Hurricane X, Pathfinder Ranger, and Reegar Carbine are already automatic weapons by default, do not apply the Automatic Fire System augmentation to these weapons during development. This only wastes an augmentation slot.
- Beam Emitter - The Lanat and the Venom will not function correctly with the Beam Emitter augmentation. Instead of a constant beam like all other weapons using this augmentation, these weapons shoot what appears to be a projectile.
- Burst Fire System - As the N7 Valkyrie X, Pathfinder Pioneer and Zalkin are already burst-fire weapons by default, do not apply the Burst Fire System augmentation to these weapons during development. This only wastes an augmentation slot.
- Double Mod Extension - There are three weapons which can't make full use of a Double Mod Extension. Using this augmentation with these weapons will waste an augmentation slot.
- The Scattershot and Venom shotguns can only use three of the four types of shotgun mods found in singleplayer.
- The Shadow sniper rifle can only use three of the five types of sniper rifle mods.
- Electrical Conduits - It is advised not to apply the Electrical Conduits augmentation to thirty five different weapons due to an automatic firing problem. (See here for details.)
- Ricochet System - As the M-37 Falcon and Venom already have an inherent feature that causes the projectiles to bounce before exploding, do not apply the Ricochet System augmentation to these weapons during development. This only wastes an augmentation slot.
- Single Fire System - As the Dhan II and Pathfinder Observer are already semi-automatic weapons by default, do not apply the Single Fire System augmentation to this weapon during development. This only wastes an augmentation slot.
Notes[ | ]
The mission Task: Augmentation Crafting can be lost if you develop an item with augmentations before meeting with the Krogan engineer on Elaaden. If you have developed ANY item with augmentations, the krogan engineer won't be at The Paradise, the mission will not be available, and the mission will not show up as autocompleted in the Journal.
Augmentations can't be deconstructed or destroyed but they can be sold to a merchant.
Researched augmentations have a green check mark .
Achievements and trophies[ | ]
The following achievements and trophies can be earned for augmentations:
See also[ | ]