Power Effectiveness by Rank
Modifier Rank 1 Rank 2 Rank 3 Deep Cryo Blast Full Cryo Blast
Recharge Time 4.50 seconds 4.50 seconds 4.50 seconds 4.50 seconds 4.50 seconds
Impact Radius 1.20 meters 1.20 meters 1.20 meters 1.20 meters 3.00 meters
Freeze Duration 3.00 seconds 4.00 seconds 5.00 seconds 7.00 seconds 5.00 seconds
Characters: Who can use Cryo Blast – 1 shown
Hidden characters can only be recruited under special circumstancs; DLC characters are only available if you have installed the relevant content
Name
Each character specializes in one or two of the three basic skill areas; the skills are combat, tech, and biotics
Specialty
The character's base health score; this number can be modified by powers and upgrades
Health
The character's alternate defense type and strength; this number can be modified by powers and upgrades
Defense
Each character begins at rank 1 in their primary power; they may begin at rank 1 in their secondary power, or it may be locked, meaning squad points may not be spent on that power until their primary power has reached rank 2; initially locked powers are indicated by bold text
Active Powers
Each character has a unique passive class power that grants them a variety of bonuses
Class Power
When a character is loyal, they gain access to an additional active power; when starting a new game or using the Retrain Powers upgrade, Commander Shepard can select any one previously earned loyalty power as a bonus power; these powers are locked, as indicated by bold text
Loyalty Power
The types of weapons that this character is able to use
Weapons
The mission or area where this character is first recruited
Recruited
The mission where you can gain this character's loyalty; this character must be present during the mission
Loyalty Mission
Mordin Tech 200 Shield 250 Incinerate
Cryo Blast
Salarian Scientist Neural Shock Submachine Gun
Heavy Pistol
Dossier: The Professor Old Blood
Classes: That can use Cryo Blast – 2 shown
Name
Each class specializes in one or two of the three basic skill areas; the skills are combat, tech, and biotics
Specialty
Shepard's base health as a member of this class; this number can be modified by armor, powers, and upgrades
Health
Shepard's alternate defense as a member of this class, either shields or a biotic barrier; this number can be modified by armor, powers, and upgrades
Defense
Shepard begins at rank 1 in the first power in this group, and can begin spending squad points on the second power once the first has reached rank 2; initially locked powers are indicated by bold text
Power Group A
Shepard begins at rank 1 in the first power in this group, and can begin spending squad points on each successive power once the previous power has reached rank 2; initially locked powers are indicated by bold text
Power Group B
Each class has a unique passive power that grants Commander Shepard a variety of bonuses
Class Power
The types of weapons that this class is able to use
Weapons
Sentinel Tech/Biotic 200 Shield 250 Throw
Warp
Tech Armor
Overload
Cryo Blast
Defender Submachine Gun
Heavy Pistol
Heavy Weapon
Engineer Tech 200 Shield 250 Overload
Incinerate
Combat Drone
Cryo Blast
AI Hacking
Tech Mastery Submachine Gun
Heavy Pistol
Heavy Weapon