Augmentations are like mods in Mass Effect Andromeda but instead of being swappable, they are permanently attached to the weapon or armor. These Augmentations can only be applied on a gear item during the development phase, using the Research and Development terminal.
However, considering their impact and cost of construction, the augmentation can be reused during the development of something else if players deconstruct the item for which it was originally used.
Mass Effect Andromeda Augmentations guide will list all the available augmentations in the game and their benefits alongside the cost of creating them.
Mass Effect Andromeda Augmentations
Players can only purchase a researched augmentation once and in order to reuse that augmentation, the item augmented must be deconstructed. Some augmentations can only be applied to a specific type of item while others can be used in the construction of any item.
Just like all other development items, Mass Effect Andromeda Augmentations also fall under the three technology trees as listed below. An augmentation from a specific tree requires research points related to that tree.
There are also some general augmentations that don’t require research from a specific tech tree. These augmentations can be applied multiple times but provide limited boosts compared to other augmentations.
Milky Way Technology
Aerial Lubricant: can be used to augment Guns and Arms. If used in weapon, provides 35% rate of fire while hovering while 35% Tech damage is increased when applied to Arms. Costs 50 research
Aerial Performance Optimizer: applying to weapon increases 35% weapon damage while applying to arms gives 35% extra combat damage. 50 research required
Aerial Stabilizer: 35% weapon accuracy when used with weapons, 35% biotic damage in the case of Arms. 50 research
Electrical Conduits: weapon shoots out streams of electricity while using in Chest armor stuns melee attacks. 200 research required
Equilibrium Regulator: 5% bonus weapon damage when moving slowly, 10% when moving faster. 50 research needed
Grenade Launcher: all non-shotgun weapons fire a grenade now with every projectile while all shotgun pellets are grenades with reduced damage. 200 research needed
Sticky Grenade Launcher: same as Grenade Launcher but grenades now stick. Costs 200 research
Rebalanced Field Coils: last 20% ammo from a weapon clip deals 10% extra damage. Using in Chest increases weapon accuracy by 10% when standing still. 50 research
Vintage Heat Sink: no longer uses traditional ammo clips and weapon ammo automatically refills after a delay. 200 research points needed
Battlefield Assist Module: using in weapon gives 20% increased damage when health and shields are full while Chest provides 25% increased resistance when health is lower than 20%. 50 research
Bio-converter: drains 5% health to refill the current ammo clip once it is empty. 50 research
Concentration Module: 10% improved weapon accuracy when shields are lower than 20%. 50 research
Coolant Unit: increases clip size by 20% when player uses special ammo. 50 research
Plasma Charge System: non-shotgun weapons fire a direct line explosive plasma bolt while shotgun pellets turn into plasma bolts with less damage. 200 research needed
Ricochet System: weapon projectiles bounce off flat surfaces. 100 research needed
Seeking Plasma System: charge up a weapon to fire plasma bolts that seek enemies. 100 research
Beam Emitter: changes weapon type to energy beam. 200 Remnant research needed
Cryo Condenser: Cryo ammo freeze duration is increased by 100% in weapons, using in Legs provides 50% cold damage bonus to jump melee attack. 50 research
Heat Inducer: incendiary ammo damage is increased by 25% in weapons while jump melee deals 50% heat damage when used on Legs. 50 research required
Power Booster: 20% power damage when weapon clip is full. If used in Chest, 25% power status effect duration when health is less than 30%. 100 Research needed
Shield Disrupter: disrupter ammo in weapons deals extra 25% shield damage while jump melee in Legs deals 50% increased electrical damage. 50 research needed
Shield Oscillator: restores 25% shields when weapon clip empties but if used in Chest, 25% shield is restored upon killing an enemy. 200 research needed
Shield Sensors: 25% chance to gain 50% ammo clip when shields are destroyed if used in a weapon. 25% chance to recover 10% health when shields are broken when used in Chest. 50 research points
Anti-Armor Module: 5% increased Power Damage against Armor when used in a weapon, 2% when used in a gear item
Automatic Fire System: changes a weapons fire type to Automatic
Biotic Damage Booster: 5% improved Biotic Power damage when used in weapons, 2% when used in any gear piece
Biotic Recharge Module: 5% biotic recharge speed on weapons, 2% on gear items
Burst Fire System: converts a weapon into burst fire
Combat Power Module: 5% combat power damage on weapons, 2% on gear items
Combat Recharge Module: 5% increased Combat Power recharge speed on weapons, 2% on gear
Mod Slot Extension: +1 mod slot to a weapon
Double Mod Extension: adds +2 mod slots to a weapon
Duration Boost Module: 5% increased Power Effect Duration on weapons, 2% on gear
Kinetic Coil: 3% increased weapon damage, +5 damage resistance when used on Chest
Medi-Gel Regulator: 2% increased health on gear items
Newtonian Multiplier: 5% Power Force on a weapon, 2% on a gear item
Reaction Displacer: 5% All Combo radius on a weapon, 2% on gear items
Reaction Optimizer: 5% All Combo damage on weapon, 2% on gear
Shield Accelerator: 2% health and shield recharge delay reduction on gear
Shield Booster: 2% increased shields on gear
Shield Bypass Unit: 5% power damage bonus to shields on a weapon, 2% on gear
Shield Generator: 2% shield regeneration on gear
Single Fire System: changes weapon fire to single shot
Support Power Module: 5% Power Restoration and Defense on weapon, 2% on gear
Tech Damage Module: 5% Tech Power damage on a weapon, 2% on gear
Tech Recharge Module: 5% Tech Recharge speed on a weapon, 2% on gear.
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