Prima Games eGuides Mass Effect: Andromeda Collector's Edition eGuide

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Mass Effect: Andromeda Collector's Edition eGuide Inventory Weapons

Guns Overview

Damage: The amount of damage a weapon deals with a single shot. For multi-pellet shotguns, damage is represented by the sum of all pellets.

Rate of Fire: How quickly the weapon discharges ammo. Alternatively, it can be thought of as the weapon’s recharge speed between shots. Most automatic weapons fire as quickly as possible, while others require repeated triggers/inputs.

Accuracy: The higher a weapon’s accuracy, the more precise it is, indicated by a smaller spread reticle.

Unique Properties: Guns aren’t just about damage and rates of fire; several guns have unique properties worth noting. The kett-based shotgun, the Dhan, isn’t really a shotgun—it fires a single projectile that deals a large amount of damage. However, all shotgun bonuses (from the combat skills tree, for example) apply to it.

The Talon pistol, with its unique shotgun spread property.

Type: The origin technology of the item. Usually an indicator of how it fires (automatic, semi-automatic, single shot), as well as whether it’s beam-based or ammo-based.

Max Clip Size: How much a weapon can fire before requiring a reload. For energy-based weapons, max clip size indicates how much a weapon can fire before it overheats. Halting fire allows for energy-based weapons to cool down and “reload.” This value can be affected by various augmentations and mods.

Weight: A weapon’s weight affects your weapon-encumbrance penalty, thus affecting your power recharge speed if you surpass your weapon-weight capacity (indicated by a blue bar at the top of the Loadout interface). Weapon-weight capacity can be increased through upgrading certain skills, such as Rank 3 of Combat Fitness. The weight value shown here is for the first and fifth rank of the weapon. E.g., the N7 Valkyrie (20/16) has a weight of 20 for its first rank and 16 for its fifth rank.

Note that weight values displayed in the game’s interface take into account any weight reduction effects (like rank 4 weapon upgrades in the Combat skill group).

Augmentation Slots: How many augmentations can be applied when crafting a weapon (requires at least Rank 2 schematics), through the Research and Development console. Reminder: Deconstructing an item that’s been augmented refunds all augmentations on said item, so don’t be afraid to experiment with unique augmentations!

A shotgun modified with a Seeking Plasma System augmentation.

Materials: These are the materials required to craft an item, as well as the materials the item breaks down into (and adds to your collection) when the item is deconstructed. For exact material costs for building the item, refer to the updated e-guide version of this book, or the in-game Research and Development menu.

Blueprint Cost: The amount of Research Data (RD) required of an item’s technology type (MWS, angara/kett, Remnant) to purchase the blueprint of the first rank of the item. The value in parentheses is how much the cost increases per extra rank (e.g., Cyclone Rank 1 costs 100 MWS RD; Rank 2 costs 110).