Upgrades: Tech Damage – 6 shown
The amount of credits or minerals required to buy or research this upgrade; for upgrades that can be repeated, the cost is multiplied by the number of the upgrade being researched; thus if an upgrade costs Level × 500 Element Zero, the second upgrade would cost 1,000 Element Zero, the third 1,500 Element Zero, and so on; purchased upgrades are not counted for this purpose, so the cost is the same whether purchased upgrades are purchased before or after other research; note that it is possible to get a 1/6 discount on the price of most purchased upgrades (see shop page for details)
Cost
Indicates whether the upgrade is purchased with credits or researched with element zero or minerals; upgrades that are purchased with credits are applied immediately, while others must be found and later researched on the ship
Currency
How this upgrade becomes available; purchased upgrades do not have to be researched (the listed cost is the price to buy them), but found upgrades must be; research cannot be started until Mordin is recruited; upgrades that require a certain level of another upgrade become visible in the research list when you are one level below their requirement
Availability
Level × 500 Element Zero Found in Archangel's Base
Level × 500 Element Zero Found on Disabled Collector Vessel
Level × 500 Element Zero Found in The Migrant Fleet
Level × 500 Element Zero Found on Bekenstein
90,000 Credits Buy at Saronis Applications
90,000 Credits Buy at Serrice Technology
Characters: Who benefit from Tech Damage – 7 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
Legion Tech 200 Geth Shield 350 AI Hacking
Combat Drone
Geth Infiltrator Geth Shield Boost Assault Rifle
Sniper Rifle
Reaper IFF A House Divided
Tali Tech 200 Shield 250 Combat Drone
AI Hacking
Quarian Machinist Energy Drain Heavy Pistol
Shotgun
Dossier: Tali Treason
Mordin Tech 200 Shield 250 Incinerate
Cryo Blast
Salarian Scientist Neural Shock Submachine Gun
Heavy Pistol
Dossier: The Professor Old Blood
Garrus Combat/Tech 200 Shield 250 Concussive Shot
Overload
Turian Rebel Armor-Piercing Ammo Assault Rifle
Sniper Rifle
Dossier: Archangel Eye for an Eye
Miranda Biotic/Tech 200 Shield 250 Overload
Warp
Cerberus Officer Slam Submachine Gun
Heavy Pistol
Prologue: Awakening The Prodigal
Thane Biotic/Tech 200 Shield 250 Throw
Warp
Drell Assassin Shredder Ammo Submachine Gun
Sniper Rifle
Dossier: The Assassin Sins of the Father
KasumiDLC Tech/Combat 200 Shield 250 Shadow Strike
Overload
Master Thief Flashbang Grenade Heavy Pistol
Submachine Gun
Citadel - Zakera Ward Stealing Memory
Classes: That benefit from Tech Damage – 3 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
Infiltrator Tech/Combat 200 Shield 250 Disruptor Ammo
Cryo Ammo
Tactical Cloak
Incinerate
AI Hacking
Operative Sniper Rifle
Submachine Gun
Heavy Pistol
Heavy Weapon
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