Power Effectiveness by Rank
Modifier Rank 1 Rank 2 Rank 3 Assault Armor Power Armor
Recharge Time 12.00 seconds 12.00 seconds 12.00 seconds 12.00 seconds 12.00 seconds
Duration lasts until destroyed lasts until destroyed lasts until destroyed lasts until destroyed lasts until destroyed
Shield Strength +25.00% of maximum shields +50.00% of maximum shields +75.00% of maximum shields +75.00% of maximum shields +75.00% of maximum shields
Energy Pulse Radius 7.50 meters 10.00 meters 12.50 meters 18.00 meters 12.50 meters
Energy Pulse Damage 30.00 points 40.00 points 50.00 points 100.00 points 50.00 points
Energy Pulse Force 100.00 newtons 130.00 newtons 160.00 newtons 240.00 newtons 160.00 newtons
Energy Pulse Shield Boost - - - 50.00% of maximum shields -
Classes: That can use Tech Armor – 1 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