Augmentation

**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.

* **- Milky Way**
* **- Heleus**
* **- Remnant**

* **- Milky Way**
* **- Heleus**
* **- Remnant**

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.

### 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:

* Craftsmanship