Skills, also known as powers, are character abilities. There are no restrictions on what skills a player can choose. Enemies have specific strengths and weaknesses and the strategic use of different skills will determine the tactical advantage against opponents.
Types of skills
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. Each is designed to facilitate a certain style of play.
- Combat - For players who want to focus on weapons, gear, and efficiency in battle. These skills focus on improving weapon damage and accuracy, as well as enabling the use of flak cannons, grenades, trip mines, and more.
- Tech - For players who want to equip their Pathfinder with more experimental weaponry, or focus on strategic improvements for their character and the squad. The Cryo Beam and Flamethrower offer more offensive punch, while skills like Invasion and Energy Drain weaken opponents and soften them up for easier take-downs. If additional firepower is needed, players can deploy their very own assault turret.
- Biotics - For players who want to control dark energy to manipulate the power of mass and gravity. Biotic skills like Pull and Throw allow players to literally control the battlefield, using their enemies as shields or even weapons. Abilities like Annihilation and Singularity, for example, will damage anything or anyone caught up in their powerful grip.
Skill Points
Each skill has a skill tree that can be unlocked using skill points, allowing the skill to become more effective.
- There are a total of six ranks in a skill tree. The first three are pre-determined while the last three will have two options.
- Each skill rank costs skill points to upgrade. Rank 1 costs one skill point, Rank 2 costs two skill points, and so on up to Rank 6.
- 21 total skill points are required to completely fill a skill tree.
- 756 skill points are required to completely fill all skill trees.
- At Level 132, Ryder will have accumulated 754 skill points from gaining levels which is two skill points short of filling all skill trees (without bonus skill points).
- A single skill point already spent will be awarded for unlocking the Remnant VI skill. This means that at Level 132 you will have 755 skills points and only be one skill point short of the needed 756 points to max out all skill trees.
- Bonus skill points can be acquired during gameplay from:
- Elaaden Vault - Taming a Desert — +2 skill points
- Havarl Vault - A Dying Planet — +2 skill points
- Kadara Vault - Healing Kadara's Heart — +2 skill points
- Voeld Vault - Restoring a World — +2 skill points
- Squadmates aren't awarded bonus skill points.
- During a New Game +, the skill point puzzles reset and these free skill points can be acquired again.
Ryder Skill Points
Skill points are awarded in different amounts based upon Ryder's current level.
Level(s) | Skill Points Per Level |
Cumulative Skill Points |
---|---|---|
1 | 1 | 1 (Level 1) |
2 - 3 | 3 | 7 (Level 3) |
4 - 10 | 4 | 35 (Level 10) |
11 - 25 | 5 | 110 (Level 25) |
26 - 131 | 6 | 746 (Level 131) |
132 | 8 | 754 (Level 132) |
- Above Level 81 (where all Tier X items become available), gaining skill points is the only benefit of continuing to raise levels. It should be noted though, that as Ryder increases in level, enemies scale with Ryder.
- Level 132 is the level cap. Once you reach level 132, the XP to next level changes to negative numbers and there is no level above this final level. This negative number keeps growing and never ends.
Squadmate Skill Points
Skill points for squadmates are tied to Ryder's current level. Squadmate levels automatically increase with Ryder's levels.
Level(s) | Skill Points Per Level |
Cumulative Skill Points |
---|---|---|
1 | 1 | 1 (Level 1) |
2+ | 2 | 105 (Level 53) |
- All squadmates will be at the same level whether they are part of the active squad or not.
- It doesn't matter when a squadmate is first acquired as each newly acquired squadmate level will be adjusted to match Ryder's level and all skill points for that level will be available.
- Above Level 53, each squadmate will continue to acquire skill points but they can't be spent. This will be indicated by the level up icon next to each squadmate name that will not go away.
Multiplayer Skill Points
Multiplayer skill points work much the same way as Ryder's skill points. For details, see the section on multiplayer skills.
Squadmate Skills
Squadmate 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 as well as a few skills shared with multiplayer gameplay. (See: Multiplayer Skills)
Squadmate 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.
Resetting skills
Skill points can be reset at any time at the Re-Spec Station in the Med Bay on the Tempest.
The first reset costs 20 credits and the price increases for each subsequent use.
Resetting skill points also resets all profiles except the corresponding profile chosen during Character customization, which returns to Rank 1. Further ranks and all of the other previously attained profiles will need to be unlocked again by spending skill points.
Power cells
Certain skills consume power cells when used. Replenish power cells at a supply cache.
Squadmates skills do not use power cells but instead are replaced with recharge times.
Singleplayer
The following armor when equipped increases power cells:
- Angaran Armor Chest, Ranks I - X - Increased Combat power cell capacity.
The following skills in singleplayer mode use, can be upgraded to use, or modify the use of power cells:
- Barricade
- Combat Fitness - Upgradeable with Rank 5B - Increased Combat power cell capacity.
- Concussive Shot - Upgradeable with Rank 4B - Power cell usage.
- Flak Cannon
- Omni Grenade
- Trip Mine
Multiplayer
The following boosters increase the amount of power cells available:
The following equipment increase the amount of power cells available:
The following skills in multiplayer mode use, can be upgraded to use, or modify the use of power cells:
- Avenger Strike - Upgradeable with Rank 6B - Restores Stealth Grid power cells.
- Barricade
- Bioelectric Defense - Upgradeable with Rank 5A - Increased power cell capacity.
- Bioelectric Focus - Upgradeable with Rank 4B - Increased power cell capacity.
- Concussive Shot - Upgradeable with Rank 4B - Power cell usage.
- Flak Cannon
- Frag Grenade
- Munitions Training - Upgradeable with Rank 4B - Increased power cell capacity.
- Stealth Grid
- Sticky Grenade
- Trip Mine
- Weapon Training - Upgradeable with Rank 6B - Increased power cell capacity.
The following supplies restore power cells:
Statistics
The Statistics menu can be accessed from the Skills menu. Four types of detailed statistics can be viewed: General, Nomad, Narrative, and Accomplishments.
During a New Game +, all statistics are reset back to zero or the default state.
External links
- Mass Effect: Andromeda Skills and Profiles Guide on Gamepedia