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    Collectible Guide by crazyrabbits

    Version: 1.0 | Updated: 03/07/13 | Search Guide | Bookmark Guide

    Mass Effect 3 Collectibles Guide
    By crazyrabbits
    
    Version 1.0
    Updated 3/7/2013
    
    ~> Section <~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~> Section Code <~~
    
    1] Introduction . . . . . . . . . . . . . . . . . . . . . . . [MEC100]
         1.1] General Information and Tips. . . . . . . . . . . . [MEC101]
    2] Armor  . . . . . . . . . . . . . . . . . . . . . . . . . . [MEC200]
         2.1] Arms. . . . . . . . . . . . . . . . . . . . . . . . [MEC201]
         2.2] Chestplates . . . . . . . . . . . . . . . . . . . . [MEC202]
         2.3] Helmets . . . . . . . . . . . . . . . . . . . . . . [MEC203]
         2.4] Legs. . . . . . . . . . . . . . . . . . . . . . . . [MEC204]
         2.5] Shoulders . . . . . . . . . . . . . . . . . . . . . [MEC205]
         2.6] Armor Sets  . . . . . . . . . . . . . . . . . . . . [MEC206]
         2.7] Squadmate Alternate Appearances . . . . . . . . . . [MEC207]
    3] Weapons  . . . . . . . . . . . . . . . . . . . . . . . . . [MEC300]
         3.1] Assault Rifles  . . . . . . . . . . . . . . . . . . [MEC301]
         3.2] Pistols . . . . . . . . . . . . . . . . . . . . . . [MEC302]
         3.3] Shotguns  . . . . . . . . . . . . . . . . . . . . . [MEC303]
         3.4] Sniper Rifles . . . . . . . . . . . . . . . . . . . [MEC304]
         3.5] Submachine Guns . . . . . . . . . . . . . . . . . . [MEC305]
         3.6] Heavy Weapons . . . . . . . . . . . . . . . . . . . [MEC306]
    4] Weapon Mods  . . . . . . . . . . . . . . . . . . . . . . . [MEC400]
         4.1] Assault Rifle Mods  . . . . . . . . . . . . . . . . [MEC401]
         4.2] Pistol Mods . . . . . . . . . . . . . . . . . . . . [MEC402]
         4.3] Shotgun Mods  . . . . . . . . . . . . . . . . . . . [MEC403]
         4.4] Sniper Rifle Mods . . . . . . . . . . . . . . . . . [MEC404]
         4.5] Submachine Gun Mods . . . . . . . . . . . . . . . . [MEC405]
    5] Collectibles . . . . . . . . . . . . . . . . . . . . . . . [MEC500]
         5.1] Cabin Items . . . . . . . . . . . . . . . . . . . . [MEC501]
         5.2] Intel Upgrades  . . . . . . . . . . . . . . . . . . [MEC503]
         5.3] Medi-Gel Capacity Upgrades  . . . . . . . . . . . . [MEC504]
         5.4] Bonus Powers  . . . . . . . . . . . . . . . . . . . [MEC505]
         5.5] Apartment Items . . . . . . . . . . . . . . . . . . [MEC506]
    6] Version History  . . . . . . . . . . . . . . . . . . . . . [MEC600]
    7] Copyright & Thanks . . . . . . . . . . . . . . . . . . . . [MEC700]
    
    ======================================================================
    1) Introduction (MEC100)
    ======================================================================
    
    With the release of the final piece of Mass Effect 3 downloadable content, 
    "Citadel", the need for a complete guide encompassing all of the collectibles 
    in the single-player campaign is greater than ever.
    
    Comprising dozens of armor sets, weapons, items, mods, skills and more, ME3 
    features a boatload of collectible content for the gamer who loves lots of 
    loot, or just wants to go for 100% completion of the game. Strangely, however, 
    there is no single-document resource for all of these collectibles, and the 
    sites/wikis that do catalogue this information spread it out across dozens of 
    pages and subsections, making it extremely inefficient for players who need a 
    single, unified resource for information.
    
    In addition, there is a large amount of misinformation and incomplete data 
    about the various collectibles, both in the game itself and the various FAQ's 
    which have attempted to catalogue all of the items. To date, no single ME3 FAQ 
    on Gamefaqs has fully catalogued the complete set of collectibles in the 
    single-player campaign, which is surprising given how many items are in the 
    game itself.
    
    This guide contains all information and descriptions about all of the items, 
    weapons and collectibles you will discover over the course of the game and its 
    respective DLC's, organized in an easy-to-read format that allows for quick 
    searching. Simply hit Ctrl+F on your keyboard, type in the corresponding ID 
    for the section, and you'll instantly jump to it - it's that simple!
    
    
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    1.1) General Information and Tips (MEc101)
    
    - Collectibles (armor, weapons, mods, items) are present in every mission 
    throughout the base game and its respective DLC's. Some are hidden in 
    out-of-the-way or initially-inaccessible locations, so search thoroughly while 
    progressing through each level.
    
    - Most equipment and collectibles can also be purchased at various store 
    terminals throughout the Citadel, or from the Citadel Requisitions terminal in 
    the Shuttle Bay aboard the Normandy (for a 10% markup).
    
    - With the exception of the Shadow Broker Base Model (from the Mass Effect 2: 
    Lair of the Shadow Broker DLC) and the Prejek Paddle Fish, no weapons, armor 
    or collectibles are imported from Mass Effect 2, necessitating their discovery 
    and acquisition in this game.
    
    - Certain weapons and armor pieces discovered in the early missions of the game
    (notably, during Priority: Mars and Priority: Palaven) can become inaccessible,
    as they cannot be purchased from a store terminal after mission completion.
    
    ======================================================================
    2) Armor (MEC200)
    ======================================================================
    
    Shepard can find and wear various pieces of armor, as well as complete armor 
    sets, throughout the game and its respective DLC's. Most armor in the base 
    game is made up of segmented pieces which can be worn in different 
    configurations for different sets of benefits.
    
    Armor pieces can generally be found during missions, or (if they were not 
    acquired during the mission) in store terminals aboard the Citadel and 
    Normandy. Armor sets can also be bought in store terminals for a price of 
    50,000 credits each. All armor can be equipped in the Captain's Cabin aboard 
    the Normandy and the Armor Lockers in the shuttle bay, the Silversun Strip 
    apartment and the Armax Combat Arena.
    
    All entries include the name of the armor, its description, where it can be 
    acquired and its designated combat effect.
    
    
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    2.1) Arms (MEC201)
    
    Ariake Technologies
    Description: Shoulder plating with micro servos that coordinate melee strikes.
    Acquired: During Priority: Mars - in a locker inside the Archives control room 
    after meeting Liara. Alternately, the gauntlets can be purchased from the 
    Batarian State Arms terminal in the Docks Area onboard the Citadel for 5,000 
    credits.
    Effect: Increases melee damage by 10%.
    
    Armax Arsenal
    Description: Arm plating with VI aim enhancement that targets enemy 
    vulnerabilities.
    Acquired: During N7: Cerberus Attack - behind a fallen pillar at the base of 
    a ramp near the control room. Alternately, the gauntlets can be purchased from 
    the Spectre Requisitions terminal in the Presidium Commons onboard the Citadel 
    for 5,000 credits.
    Effect: Increases headshot damage by 10% and weapon damage by 5%.
    
    Hahne-Kedar
    Description: Arm plates with auxiliary power cells that feed into wearer's 
    weapons.
    Acquired: From the Kanala Exports terminal in the Presidium Commons onboard 
    the Citadel after completing Citadel: Hanar Diplomat for 5,000 credits.
    Effect: Increases weapon damage by 10%.
    
    Kassa Fabrication
    Description: Arm plating with auxiliary shield emitters.
    Acquired: During Priority: Rannoch - on a catwalk near a ladder on the first 
    level of the Reaper base.
    Effect: Increases shields by 10%.
    
    N7 Gauntlets
    Description: A combination of fabric armor and kinetic padding and plates of 
    ablative ceramic for protection.
    Acquired: At the beginning of the game - given automatically when the player 
    leaves Earth.
    Effect: Increases health by 10%.
    
    Rosenkov Materials
    Description: Plating with microcomputers feeding into main armor telemetry 
    systems.
    Acquired: During Tuchanka: Bomb - at the end of the hall on the righthand side 
    after running up the ramp. Alternately, the gauntlets can be purchased from 
    the Kassa Fabrication terminal in the Presidium Commons onboard the Citadel 
    after completing N7: Cerberus Abductions for 5,000 credits.
    Effect: Increases power recharge speed by 10%.
    
    Serrice Council
    Description: Arm plating with auxiliary power cells that augment combat 
    performance.
    Acquired: From the Nos Astra Sporting Goods terminal in the Presidium Commons 
    onboard the Citadel after completing Priority: Thessia for 5,000 credits.
    Effect: Increases power damage by 10%.
    
    
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    2.2) Chestplates (MEC202)
    
    Ariake Technologies
    Description: Armor with a biofeedback system regulating wearer's adrenaline 
    surges.
    Acquired: From the Kassa Fabrication terminal in the Presidium Commons onboard 
    the Citadel after completing Priority: The Citadel II for 5,000 credits.
    Effect: Increases melee damage by 10%.
    
    Armax Arsenal
    Description: Chest armor with storage compartments to hold extra thermal clips.
    Acquired: During Rannoch: Admiral Koris - beside the first AA gun. Alternately,
    the armor can be purchased from the Batarian State Arms terminal in the Docks 
    Area onboard the Citadel after the mission for 5,000 credits.
    Effect: Increases ammo capacity by 10%.
    
    Hahne-Kedar
    Description: Chestplate that feeds excess suit power to wearer's weapons.
    Acquired: During Tuchanka: Turian Platoon - along the path after dropping from 
    the ledge after the second Harvester fight. Alternately, the armor can be 
    purchased from the Cipritine Armory terminal in the Presidium Commons onboard 
    the Citadel after the mission for 5,000 credits.
    Effect: Increases weapon damage by 10%.
    
    Kassa Fabrication
    Description: Chestplate with micro-capacitors that release energy to speed up 
    shield regeneration.
    Acquired: During Priority: Mars - after sending Vega off and fighting the 
    Cerberus troops, past a room full of enemies, next to a ladder heading up. 
    Alternately, the chestplate can be purchased from the Spectre Requisitions 
    terminal in the Citadel Embassies onboard the Citadel (mislabeled as 'Rosenkov 
    Materials' in-store) after the mission for 5,000 credits.
    Effect: Increases shield regeneration speed by 10%.
    
    N7 Chestplate
    Description: Interlocking plates of thick, ablative ceramic. Designed to be 
    light, effective, and easily repaired.
    Acquired: At the beginning of the game - given automatically when the player 
    leaves Earth.
    Effect: Increases health by 10%.
    
    Rosenkov Materials
    Description: Sturdy armor that gathers real-time battle telemetry.
    Acquired: During N7: Fuel Reactor - to the left of the starting area. 
    Alternately, the armor can be purchased from the Nos Astra Sporting Goods 
    terminal in the Presidium Commons onboard the Citadel after the mission for 
    5,000 credits.
    Effect: Increases power recharge speed by 10%.
    
    Serrice Council
    Description: Chest plating with auxiliary power cells that augment combat 
    performance.
    Acquired: During Grissom Academy: Emergency Evacuation - after confronting the 
    students holding up the biotic shield (with/without David Archer), head to 
    the right and through one room to the next, where the armor will be on a couch 
    on the left. Alternately, the armor can be purchased from the Aegohr Munitions 
    terminal in the Presidium Commons onboard the Citadel after the mission for 
    5,000 credits.
    Effect: Increases power damage by 10%.
    
    
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    2.3) Helmets (MEC203)
    
    Archon Visor
    Description: The Archon visor uses an efficiency algorithm to balance 
    processing power for biotic amps and omni-tools. A heads-up display and voice 
    command software allows users to micromanage the systems, reducing the 
    cool-down period between energy expenditures. 
    Acquired: During Priority: Geth Dreadnought - near the beginning of the 
    mission, on the path to the Operations Center. Alternately, the helmet can be 
    purchased from Nos Astra Sporting Goods in the Presidium Commons onboard the 
    Citadel after the mission for 5,000 credits.
    Effect: Increases power recharge speed by 10%.
    
    Capacitor Helmet
    Description: A recent design, this Alliance-made helmet stores microcapacitors 
    in its structure to replenish spent kinetic barriers. The transpari-plast armor
    panel on its top can be removed to access capacitors for field maintenance.
    Acquired: During N7: Cerberus Abductions - at Building 97 beside a 
    black-and-yellow dumpster. Alternately, the helmet can be purchased from Aegohr
    Munitions in the Presidium Commons onboard the Citadel after the mission for 
    5,000 credits.
    Effect: Increases shield regeneration speed by 10%.
    
    Death Mask
    Description: Developed by Tyriel Advanced Communications Corporation (TACC), 
    the latest version of the Death Mask offers exceptional protection and 
    real-time data feedback that helps coordinate the wearer's melee attacks. 
    Acquired: During Priority: Tuchanka - when the Krogan convoy stops due to the 
    damaged section of road, the helmet can be found near one of the vehicles. 
    Alternately, the helmet can be purchased from Cipritine Armory in the Presidium
    Commons onboard the Citadel after the mission for 5,000 credits.
    Effect: Increases melee damage by 10%.
    
    Delumcore Overlay
    Description: Developed by Delumcore Systems, a VI inside this headgear enhances
    aim when targeting an enemy's vulnerable points. It also maximizes armor-cell 
    efficiency, feeding excess power to weapon systems. The overlay's VI originally
    reported the wearer's combat status out loud, but this system was scrapped 
    after testers called it "intrusive," "talky," and "kind of moody."
    Acquired: During Priority: Cerberus Headquarters - near the third lore console.
    Alternately, the helmet can be purchased from Kassa Fabrications in the Spectre
    Requisitions terminal aboard the Normandy after the mission for 5,000 credits.
    Effect: Increases headshot damage by 5% and weapon damage by 10%.
    
    Kestral Helmet
    Description: The Kestrel armor system's helmet forgoes traditional transparent 
    visors in favor of a reinforced faceplate with an internal heads-up display. 
    The display connects to redundant micro cameras to allow naturalistic vision 
    inside the well-padded interior.
    Acquired: From the Batarian State Arms terminal in the Docks area onboard the 
    Citadel after completing Priority: The Citadel II.
    Effect: Increases ammo capacity by 10%.
    
    Kuwashii Visor
    Description: Developed by Ariake Technologies, the wearer exchanges full 
    protective coverage for visibility, unencumbered mobility, and increased 
    accuracy.
    Acquired: From the Aegohr Munitions terminal in the Presidium Commons onboard 
    the Citadel after completing Priority: Tuchanka for 5,000 credits.
    Effect: Increases weapon damage by 5% and headshot damage by 10%.
    
    Mnemonic Visor
    Description: Relatively new to the market, the Mnemonic Visor is difficult to 
    find outside Alliance space. This headpiece plugs into the rest of the user's 
    suit, gathering data so it can adapt to the wearer's tactics. It boosts armor 
    performance at critical moments to allow a soldier to perform with greater 
    strength and speed than normally possible.
    Acquired: During Grissom Academy: Emergency Evacuation - after the fleeing 
    student is gunned down in the large room with Assault Troopers and Centurions, 
    on the righthand side. Alternately, the helmet can be purchased from Aegohr 
    Munitions in the Presidium Commons onboard the Citadel after the mission for 
    5,000 credits.
    Effect: Increase power recharge speed by 5% and power damage by 5%.
    
    N7 Helmet
    Description: Dual layer of fabric armor and kinetic padding within a 
    lightweight ablative ceramic shell. Comes standard with a suite of 
    communication, navigation, and battlefield awareness software.
    Acquired: At the beginning of the game - given automatically when the player 
    leaves Earth.
    Effect: Increases health by 10%.
    
    N7 Breather Helmet
    Description: Dual layer of fabric armor and kinetic padding within a 
    lightweight ablative ceramic shell. Comes standard with a suite of 
    communication, navigation, and battlefield awareness software. Comes hardsealed
    to protect wearer from hazardous environmental conditions.
    Acquired: At the beginning of the game - given automatically when the player 
    leaves Earth.
    Effect: Increases health by 10%.
    
    Recon Hood
    Description: A hood issued to covert action teams, this model's optic display 
    interfaces with most small arm's auto-targeting software, linking hand and eye 
    for improved accuracy and increased weapon damage. Ballistic-mesh fabric and 
    composite ceramic plating provide necessary armor, and the integral air filter 
    helps in hostile environments.
    Acquired: During Priority: The Citadel II - after passing the first dead C-Sec 
    officer and bypassing the door, the helmet can be found under a big-screen 
    television in a room with two Guardians and a Combat Engineer. Alternately, the
    helmet can be purchased from Kanala Exports in the Presidium Commons onboard 
    the Citadel after the mission for 5,000 credits.
    Effect: Increases weapon damage by 10%.
    
    Securitel Helmet
    Description: The Securitel Helmet was originally designed as riot-gear. It is 
    covered in ablative plating, well-padded to lessen damage from shocks, blows 
    and bullet impacts. The helmet's emitters boost shielding in the rest of the 
    armor, while its onboard computers monitor the wearer's heart-rate and central 
    nervous system. 
    Acquired: During Priority: The Citadel II - after Bailey asks if there were any
    survivors, on the lefthand room in the straight hallway. Alternately, the 
    helmet can be purchased from Kassa Fabrication in the Presidium Commons onboard
    the Citadel after the mission for 5,000 credits.
    Effect: Increases heath by 5% and shields by 5%.
    
    Sentry Interface
    Description: This visor works with the Sentry system, a software application 
    that optimizes an armor suit's microframe computer. When the Sentry system is 
    running, more power can be devoted to shield management. 
    Acquired: During Priority: Sur'Kesh - on the lower part of the third level of 
    the complex (after Major Kirrahe kills the troopers with the Scorpion, if 
    present), just past a ladder. Alternately, the helmet can be purchased from 
    Cipritine Armory in the Presidium Commons onboard the Citadel after the mission
    for 5,000 credits.
    Effect: Increases shields by 10%.
    
    Umbra Visor
    Description: A next-generation night-vision device that assists targeting. By 
    detecting the focal point of the wearer's eyes and enhancing the image at that 
    location, the visor helps direct a biotic power or a shot from an omni-tool 
    exactly where the wearer is looking.
    Acquired: During Priority: Thessia - in the first area, to the right of 
    Lieutenant Kurin. Alternately, the helmet can be purchased from the Nos Astra 
    Sporting Goods terminal in the Presidium Commons onboard the Citadel after the 
    mission for 5,000 credits.
    Effect: Increases power damage by 10%.
    
    
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    2.4) Legs (MEC204)
    
    Ariake Technologies
    Description: Leg plating with microservos that coordinate melee attacks.
    Acquired: During N7: Communication Hub - on the lower level of the satellite 
    near the ladder. Alternately, the greaves can be purchased from the Batarian 
    State Arms terminal in the Docks Area onboard the Citadel after the mission for
    5,000 credits.
    Effect: Increases melee damage by 10%.
    
    Armax Arsenal
    Description: Leg armor with storage compartments to hold extra thermal clips.
    Acquired: During Priority: Sur'Kesh - on a crate on the lower part of the third
    level.
    Effect: Increases ammo capacity by 10%.
    
    Hahne-Kedar
    Description: Leg plating with auxiliary power cells that feed into weapons.
    Acquired: During Priority: Palaven - in an enclosure on the left side of the 
    Turian base. Alternately, the greaves can be purchased from the Batarian State 
    Arms terminal in the Docks Area onboard the Citadel after the mission for 5,000
    credits.
    Effect: Increases weapon damage by 10%.
    
    Kassa Fabrication
    Description: Leg plating with auxiliary shield emitters.
    Acquired: During Arrae: Ex-Cerberus Scientists - in the medbay where Jacob is 
    sitting just before heading out to re-enable the AA guns. Alternately, the 
    armor can be purchased from the Elkoss Combine terminal in the Presidium 
    Commons onboard the Citadel after the mission for 5,000 credits.
    Effect: Increases shields by 10%.
    
    N7 Chestplate
    Description: Dual layer of fabric armor and kinetic padding beneath thick 
    plates of ablative ceramic and lined with additional kinetic barrier emitters.
    Acquired: At the beginning of the game - given automatically when the player 
    leaves Earth.
    Effect: Increases health by 10%.
    
    Rosenkov Materials
    Description: Plating with microcomputers feeding into main armor telemetry 
    systems.
    Acquired: From the Spectre Requisitions terminal in the Citadel Embassies 
    onboard the Citadel after completing Priority: The Citadel II for 5,000 
    credits.
    Effect: Increases power recharge speed by 10%.
    
    Serrice Council
    Description: Leg plating with auxiliary power cells that augment combat 
    performance.
    Acquired: During Priority: Cerberus Headquarters - beside the first lore 
    console. Alternately, the helmet can be purchased from Nos Astra Sporting Goods
    in the Spectre Requisitions terminal aboard the Normandy after the mission for 
    5,000 credits.
    Effect: Increases power damage by 10%.
    
    
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    2.5) Shoulders (MEC205)
    
    Ariake Technologies
    Description: Shoulder plating with microservos that coordinate melee strikes.
    Acquired: During Attican Traverse: Krogan Team - after the conversation about 
    Reapers converting Rachni, next to the body of a dead soldier. Alternately, the
    shoulder guard can be purchased from the Kassa Fabrication terminal in the 
    Presidium Commons onboard the Citadel after the mission for 5,000 credits.
    Effect: Increases melee damage by 10%.
    
    Armax Arsenal
    Description: Shoulder plating with VI aim enhancement that targets enemy 
    vulnerabilities.
    Acquired: During Priority: Palaven - in an enclosure in the Turian base. 
    Alternately, the shoulder guard can be purchased from the Cipritine Armory 
    terminal in the Presidium Commons onboard the Citadel after the mission for 
    5,000 credits.
    Effect: Increases headshot damage by 10% and weapon damage by 5%.
    
    Hahne-Kedar
    Description: Shoulder plates with auxiliary power cells that feed into wearer's
    weapons.
    Acquired: From the Elkoss Combine terminal in the Presidium Commons onboard the 
    Citadel after completing Priority: Rannoch for 5,000 credits.
    Effect: Increases weapon damage by 10%.
    
    Kassa Fabrication
    Description: Leg plating with auxiliary shield emitters.
    Acquired: From the Cipritine Armory terminal in the Presidium Commons onboard 
    the Citadel for 5,000 credits.
    Effect: Increases shields by 10%.
    
    N7 Chestplate
    Description: Curved shell of ablative ceramic over kinetic padding.
    Acquired: At the beginning of the game - given automatically when the player 
    leaves Earth.
    Effect: Increases health by 10%.
    
    Rosenkov Materials
    Description: Plating with extra computing power feeding into main armor 
    telemetry systems.
    Acquired: During Priority: Horizon - just after draining the pond and going 
    through the door at the bottom of the ladder.
    Effect: Increases power recharge speed by 10%.
    
    Serrice Council
    Description: Shoulder plating with auxiliary power cells that augment combat 
    performance.
    Acquired: During Kallini: Ardat-Yakshi Monastery - in a room just after the 
    first encounter with both Samara and Falere. Alternately, the helmet can be 
    purchased from the Aegohr Munitions or Nos Astra Sporting Goods terminals in 
    the Presidium Commons aboard the Citadel after the mission for 5,000 credits.
    Effect: Increases power damage by 10%.
    
    
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    2.6) Armor Sets (MEC206)
    
    Ariake Technologies Armor
    Description: (see Armor Pieces section)
    Acquired: (see Armor Pieces section)
    Effect: Increases melee damage by 40%.
    
    Armax Arsenal Armor
    Description: (see Armor Pieces section)
    Acquired: (see Armor Pieces section)
    Effect: Increases headshot damage by 10%, weapon damage by 20% and ammo 
    capacity by 20%.
    
    Blood Dragon Armor
    Description: Originally created for Earth's Urban Combat Championship league, 
    this set of armor has undergone as much or more field testing than those of 
    modern militaries. It uses a unique, proprietary power cell costs as much as a 
    EUCC rookie's contract. The armor's microframe computer adapts to any top-tier 
    omni-tool, kinetic barrier, or biotic amp, giving breathtaking and error-free 
    performance. The chest and shoulder piece bears the logo of the Edmonton Blood 
    Dragons, and the inside of the armor bears the signatures of the entire team.
    Acquired: From the Kanala Exports terminal in the Presidium Commons onboard the
    Citadel for 50,000 credits.
    Effect: Increases power recharge speed by 10%, power damage by 30% and shields 
    by 20%.
    
    Cerberus Ajax Armor
    Description: Among Cerberus soldiers, Ajax armor is favored by those brave or 
    unlucky enough to lead charges to break enemy formations. Its role is to keep 
    the wearer standing and shooting as long as possible. It offers some benefit to
    omni-tool and biotic amp systems, but its main emphasis is boosting and 
    recharging its kinetic barrier and bleeding off weapon heat through coolant 
    circulation in its gloves. Due to the high-risk tactics associated with the 
    armor, the Alliance has captured very few suits in perfect condition.
    Acquired: Automatically after downloading the Alternate Appearance Pack 1 DLC.
    Effect: Increases ammo capacity by 25%, weapon damage by 10%, power damage by 
    10%, shield regeneration speed by 10% and shields by 25%.
    
    Cerberus Assault Armor
    Description: Cerberus assault armor is designed for shock troops, who are 
    expected to turn the tide of battle against creatures or forces that would 
    decimate normal soldiers. The troops demanded three things in its design: 
    shields and armor thick enough to last against a superior foe, and compartments
    for extra thermal clips. The only drawback of the armor is its weight, which 
    the troops carry as a point of pride. They have a saying: "Out of shape going 
    in, in shape coming out."
    Acquired: From the Elkoss Combine terminal in the Presidium Commons onboard the
    Citadel for 50,000 credits.
    Effect: Increases ammo capacity by 10%, weapon damage by 20%, health by 20% and
    shields by 10%.
    
    Cerberus Nightmare Armor
    Description: Nightmare armor is worn by Cerberus Phantoms expecting long-range 
    conflicts. Powerful capacitors deliver punishing energy to the Phantom's 
    weapons, and circulating coolant in its gloves allows for more shots before a 
    given thermal clip overheats. The remaining energy focuses on shield strength 
    and regeneration time to help survivability.
    Acquired: During the Citadel DLC - in the Armax Combat Arena, achieve a high 
    score of 9999 or more and claim at the Armax Store on the main level. NOTE: If 
    this armor is chosen, the Cerberus Shade and Cerberus Spirit armors cannot be 
    obtained for the duration of the playthrough.  
    Effect: Increases ammo capacity by 20%, headshot damage by 20%, weapon damage 
    by 20%, shield regen speed by 10% and shields by 10%.
    
    Cerberus Shade Armor
    Description: Cerberus Shade armor is worn by Phantoms who need to be prepared 
    for a wide variety of threats. Its capacitors give modest boosts to shields and
    shield regeneration time. Many small improvements increase the performance of 
    biotic amps and omni-tools, heat management and kinetic coils for ranged 
    weapons, and synthetic muscle assistors for melee capability.
    Acquired: During the Citadel DLC - in the Armax Combat Arena, achieve a high 
    score of 9999 or more and claim at the Armax Store on the main level.  NOTE: If
    this armor is chosen, the Cerberus Nightmare and Cerberus Spirit armors cannot 
    be obtained for the duration of the playthrough.  
    Effect: Increases melee damage by 10%, ammo capacity by 10%, weapon damage by 
    10%, power damage by 10%, shield regen speed by 10% and shields by 10%.
    
    Cerberus Spirit Armor
    Description: Spirit armor is worn by Cerberus Phantoms fortunate enough to be 
    biotic or for thosewho are skilled enough to use highly technical attacks. The 
    armor has small gains for shield strength and regeneration, but where it truly 
    shines is in its capacity to amplify biotic amps and omni-tools. These attacks 
    hit significantly harder and more often, allowing the Phantom to dismantle 
    heavily-armored targets.
    Acquired: During the Citadel DLC - in the Armax Combat Arena, achieve a high 
    score of 9999 or more and claim at the Armax store on the main level. NOTE: If 
    this armor is chosen, the Cerberus Nightmare and Cerberus Shade armors cannot 
    be obtained for the duration of the playthrough. 
    Effect: Increases power recharge speed by 30%, power damage by 30%, shield 
    regen speed by 10% and shields by 10%.
    
    Collector Armor
    Description: The Collectors' chitinous armor is flexible and even tougher than 
    ballistic fibers. Its organic construction allows it to be self-healing, and 
    the muscle-like tissue that assists movement ensures it is comfortable to wear 
    despite its weight. This suit was originally adapted out of salvaged Collector 
    technology by Cerberus, and is incredibly difficult to find on the galactic 
    market.
    Acquired: From the Nos Astra Sporting Goods terminal in the Presidium Commons 
    onboard the Citadel for 50,000 credits.
    Effect: Increases shield regeneration speed by 20%, health by 20% and shields 
    by 20%.
    
    Inferno Armor
    Description: Built specifically for Cerberus field officers, the Inferno armor
    has a VI dedicated to recognizing signs of stress and medical trauma. This 
    application helps assess soldiers, but can be useful in any high risk 
    situations. The Inferno's microframe computer also manages biotic amp and 
    omni-tool power, and microservos help the wearer's movements to counteract the 
    armor's weight.
    Acquired: From the Kassa Fabrication terminal in the Presidium Commons onboard 
    the Citadel for 50,000 credits.
    Effect: Increases power recharge speed by 30% and power damage by 30%.
    
    Hahne-Kedar Armor
    Description: (see Armor Pieces section)
    Acquired: (see Armor Pieces section)
    Effect: Increases weapon damage by 40%.
    
    Kassa Fabrication Armor
    Description: (see Armor Pieces section)
    Acquired: (see Armor Pieces section)
    Effect: Increases shields by 30% and shield regeneration speed by 10%.
    
    N7 Armor
    Description: (see Armor Pieces section)
    Acquired: At the beginning of the game - given automatically when the player 
    leaves Earth.
    Effect: Increases health by 40% (50% with helmet).
    
    N7 Defender Armor
    Description: The Defender Armor is a variation on the N7 Special Forces’ combat
    gear, built to protect soldiers in long-running engagements where 
    reinforcements may be sparse. When the wearer fires a weapon, the suit's 
    computers divert energy from the main power cell to the gun's kinetic coils, 
    offering an extra punch. The Defender's storage compartments are designed to 
    hold spare thermal clips, while capacitors throughout the armor provide extra 
    power to shields during critical moments in battle. The armor also comes with 
    an injection system built into the suit and neural-linked bio-monitors that 
    help adjust the wearer's breathing rate and adrenaline levels.
    Acquired: Automatically after downloading the N7 Warfare Gear pre-order content
    pack.
    Effect: Increases weapon damage by 10%, ammo capacity by 20%, health by 10% and
    shields by 10%.
    
    Reckoner-Knight Armor
    Description: The Reckoner-Knight armor was originally worn by the winners of 
    Earth's Urban Combat Championship 2186, the Rhode Island Knights. A 
    military-grade version of this equipment was presented to longtime Knight fans 
    at the Alliance's Rhode Island base, in thanks for their passionate (and vocal)
    support during the EUCC championship matches. Beneath this armor's 
    medieval-gothic facade lie a host of biofeedback systems intended to monitor 
    the wearer's health and combat performance. Micro-servos maximize damage done 
    in close-quarters combat, while a beefed-up power cell feeds energy into 
    weapons systems to increase projectile velocity. Befitting gear originally 
    designed for a full-contact sport, a sophisticated shield system also offers 
    the wearer solid protection from incoming attacks. 
    Acquired: Automatically after downloading and completing the demo for Kingdoms
    of Amalur: Reckoning (EA account required).
    Effect: Increases weapon damage by 10%, melee damage by 20%, health by 10% and 
    shields by 10%.
    
    Rosenkov Materials Armor
    Description: (see Armor Pieces section)
    Acquired: (see Armor Pieces section)
    Effect: Increases power recharge speed by 40%.
    
    Serrice Council Armor
    Description: (see Armor Pieces section)
    Acquired: (see Armor Pieces section)
    Effect: Increases power damage by 40%.
    
    Terminus Armor
    Description: The Terminus Armor is environmentally sealed with an independent 
    air supply for use in space and extreme planetary conditions. Its onboard 
    microframe computer runs a suite of battle management software. To prevent 
    detection by passive thermal sensors, body heat is channeled to the base of the
    feet and dispersed into the ground.
    Acquired: From the Batarian State Arms terminal in the Docks Area onboard the 
    Citadel for 50,000 credits.
    Effect: Increases melee damage by 15%, ammo capacity by 15% and shields by 30%.
    
    
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    2.7) Squadmate Alternate Appearances (MEC207)
    
    At the beginning of any mission after Priority: Mars, the player can pick 
    alternate armors for their squad members, which provide specific benefits in 
    combat. Certain downloadable content packs (Collector's Edition, From Ashes and
    Alternate Appearance Pack 1) also offer extra armors for squadmates to wear. A 
    listing of each armor set, its color and its respective bonus is noted below.
    
    Ashley:
    Default armor (blue, white and black) - Weapon Damage +25%
    Default alternate armor (blue and black) - Shields +25%
    Collector's Edition armor (white and red) - Power Recharge Speed +25%
    From Ashes armor (blue and black) - Weapon Damage +25%
    
    EDI:
    Default armor (white and grey) - Power Damage +25%
    Default alternate armor (black) - Power Recharge Speed +25%
    From Ashes armor (white and black) - Shields +25%
    Alternate Appearance Pack 1 armor (black, blue and grey) - Power Recharge Speed
    +25%
    
    Garrus:
    Default armor (black and blue) - Shields +25%
    Default alternate armor (black and gold) - Weapon Damage +25%
    From Ashes armor (desert camouflage) - Weapon Damage +25%
    Alternate Appearance Pack 1 armor (Terminus) - Shields +25%
    
    James:
    Default armor (black) - Shields +25%
    Default alternate armor (black and grey) - Weapon Damage +25%
    Collector's Edition armor (urban camouflage) - Shields +25%
    From Ashes armor (blue and black) - Weapon Damage +25%
    
    Javik:
    Default armor (red and black) - Power Damage +25%
    Default alternate armor (black and gold) - Power Recharge Speed +25%
    
    Kaidan:
    Default armor (blue and black) - Power Recharge Speed +25%
    Default alternate armor (black w/ blue highlights) - Power Damage +25%
    Collector's Edition Armor (blue and black) - Weapon Damage +25%
    From Ashes armor (black and blue) - Shields +25%
    
    Liara:
    Default armor (white and blue) - Power Damage +25%
    Default alternate armor (white and black) - Power Recharge Speed +25%
    Collector's Edition armor (red and black) - Power Damage +25%
    From Ashes armor (black and grey) - Power Recharge Speed +25%
    Alternate Appearance Pack 1 armor (black and green) - Power Damage +25%
    
    Tali:
    Default armor (purple and black) - Power Damage +25%
    Default alternate armor (black and gold) - Power Recharge Speed +25%
    From Ashes armor (black and grey) - Weapon Damage +25%
    
    ======================================================================
    3) Weapons (MEC300)
    ======================================================================
    
    Weapons can be obtained in all of the missions throughout the base game and its
    respective DLC's. They can also be purchased at various terminals found 
    throughout the Citadel or obtained through downloading specific downloadable
    weapon packs.
    
    3.1) Assault Rifles (MEC301)
    
    Adas Anti-Synthetic Rifle
    Description: Named in memory of the quarians killed in the Morning War on the 
    planet Adas, this weapon's electrical attack has been optimized for medium- to 
    long-range firefights. Alliance marines take issue with calling it a "rifle" 
    since, technically, it has no rifling in its barrel. The quarians shrug this 
    off, as quarian weapon terminology rarely translates flawlessly into human 
    languages.
    Acquired: Automatically after downloading the Firefight Pack DLC.
    
    Cerberus Harrier
    Description: These Cerberus-modified Mattock rifles are fully automatic. 
    Cerberus gunsmiths reined in the recoil issues, resulting in a gun that stays 
    on target but delivers slightly less punch per round than a standard Mattock. 
    As such, the weapon is typically utilized by Cerberus’s elite troopers who 
    train constantly to make every burst count.
    Acquired: Automatically after downloading the Firefight Pack DLC.
    
    Chakram Launcher
    Description: The fancifully named Chakram Launcher uses an internal fabricator 
    to manufacture lightweight ammunition discs wrapped in holographic tracers. The
    discs explode on impact, sending shrapnel tearing through the enemy. Markings 
    stamped on the gun's barrel are a shipping code created by its manufacturer, 
    Ama-Lur Equipment. The code warns that the rifle must be assembled carefully, 
    as it contains mixtures extremely volatile under pressure. This is why the 
    Chakram Launcher requires thermal clips: without a way to dissipate the intense
    heat caused by its fabrication process, the rifle's circuitry would quickly 
    destroy itself in a spectacularly lethal meltdown.
    Acquired: Automatically after downloading and completing the demo for Kingdoms 
    of Amalur: Reckoning (EA account required), or during the Omega DLC - in the 
    Mines section, on a dead body just after exiting the elevator.
    
    Geth Pulse Rifle
    Description: Geth pulse rifles are comparable to a standard stock assault 
    rifle, but finely balanced with low-recoil and incredibly high accuracy. The 
    pulse rifle fires a rapid stream of light-weight slugs which are wrapped in a 
    phasic envelope to increase their damage.
    Acquired: During Priority: Geth Dreadnought - on top of a crate just before 
    entering the Operations Center. Alternately, the weapon can also be purchased 
    from the Elkoss Combine terminal in the Presidium Commons onboard the Citadel 
    after the mission for 10,000 credits.
    
    M-7 Lancer
    Description: The M-7 Lancer is a rare collector's item that was introduced 
    shortly after the First Contact War. The Lancer has been refurbished by an 
    unknown master weaponsmith, and it now uses the higher velocity rounds of 
    today's weaponry. It does not need heat sinks, instead utilizing weapon 
    heat-generation from an earlier era. Few of these finely crafted weapons are 
    in existence. 
    Acquired: During the Citadel DLC - found in Citadel Archives: Escape, in an 
    alcove in the vault you enter after first speaking with Glyph.
    
    M-8 Avenger
    Description: The Avenger is a common, versatile, military-grade assault rifle 
    manufactured by the Elkoss Combine. It's accurate when fired in short bursts, 
    and deadly when fired on full auto. The modular design and inexpensive 
    components of the Avenger make it a favorite of military groups and mercenaries
    alike. The rifle has a reputation for being tough, reliable, easy to use, and 
    easy to upgrade.
    Acquired: During Prologue: Earth - found on the ground near the radio. If it is
    not picked up, Shepard will automatically acquire the rifle in the next 
    cutscene.
    
    M-15 Vindicator
    Description: A battle rifle that fires in three-round bursts. Favored by 
    assassins and elite mercenaries, and deadly at any range. Manufactured by 
    Elanus Risk Control Services for the Blue Suns mercenary group, the Vindicator 
    is popular in the Terminus Systems. 
    Acquired: During Priority: Mars - in a weapon locker after exiting the tram. 
    Alternately, the weapon can also be purchased from the Kassa Fabrication 
    terminal in the Presidium Commons onboard the Citadel after the mission for 
    4,000 credits.
    
    M-37 Falcon
    Description: This Alliance rifle launches 25mm mini-grenades. Lighter and more 
    accurate than most grenade launchers, the Falcon burns through specialized 
    ammunition as well as standard thermal clips. A field fabrication kit generates
    this ammunition, leaving the clips as the rifle's only limitation.
    Acquired: During Priority: Cerberus Headquarters - on the ground between the 
    destroyed wall and a door after launching the fighter into the wall. 
    Alternately, the weapon can also be purchased from the Citadel Requisitions 
    terminal in the shuttle bay onboard the Normandy after the mission for 10,000 
    credits.
    
    M-55 Argus
    Description: The Argus is a high-powered rifle favored by senior C-sec 
    officers. An excellent close-range weapon, its bursts of fire ensure ammunition
    conservation during lengthy conflicts. Other law-enforcement agencies across 
    the galaxy are adopting the Argus as their standard rifle, as much for its 
    intimidation factor as its suppression power. 
    Acquired: Automatically as a bonus for pre-ordering Mass Effect 3, or in 
    Despoina: Leviathan - in an shack on the abandoned ship.
    
    M-76 Revenant
    Description: The M-76 Revenant unleashes a storm of high-velocity slugs. It has
    low accuracy but a high thermal clip capacity, and packs considerable 
    firepower. This custom-made machine gun features technology not widely 
    available. Protected against replication by sophisticated Fabrication Rights 
    Management (FRM) technology, only the richest and most powerful warlords can 
    afford the Revenant.
    Acquired: During Priority: The Citadel II - in the C-Sec locker room's 
    bathroom, near the water sprinklers.
    
    M-96 Mattock
    Description: Medium-range, semi-automatic rifle. The Mattock is a hybrid weapon
    with an assault rifle's low heat production and a sniper rifle's punch. 
    Marksmen favor its increased power over that of an assault rifle to bring down 
    hardened targets. Its lack of a full-auto setting is advertised as a feature 
    rather than a shortcoming as it curbs a soldier's tendency to spray inaccurate 
    fire under stress.
    Acquired: During Grissom Academy: Emergency Evacuation, on a couch near Seanne 
    Bellarmine, or in the security room behind the biotic shield students if the 
    Mass Effect 2: Overlord DLC was completed and David Archer lived. Alternately, 
    the weapon can also be purchased from the Kassa Fabrication terminal in the 
    Presidium Commons onboard the Citadel after the mission for 7,000 credits.
    
    M-99 Saber
    Description: A heavy-duty semi-automatic rifle favored by only the most elite 
    marksman, the M-99 Saber is jokingly referred to as "The Big Iron" for its 
    sheer stopping power. Each M-99 Saber is designed specifically for its owner, 
    making it one of the Alliance's more expensive weapons.
    Acquired: During Priority: Horizon - in a stasis pod that must be activated by 
    a "Pod - manual override" switch further ahead in the room.
    
    N7 Typhoon
    Description: The Typhoon is a distinctive light machine gun featuring a face 
    shield to protect the shooter from headshots. Its power and recoil are so 
    notorious that it includes a high-tech kinetic reducer to fight muzzle climb. 
    Since the reducer tries to limit all motion by the weapon, marksmen do not 
    engage it while moving and instead reduce the recoil only while they are in 
    cover.
    Acquired: Automatically after downloading the Groundside Resistance Pack.
    
    N7 Valkyrie
    Description: After the carnage of the Battle of the Citadel, Alliance officers 
    commissioned a new rifle for their ground forces. A variation of the popular 
    Avenger design, the Valkyrie is now standard issue for new recruits. 
    Exceptionally well-crafted, accurate, and packing ample firepower, the rifle is
    a hot black-market item when it surfaces.
    Acquired: Automatically after downloading the N7 Warfare Gear pre-order content
    pack, or during the Omega DLC in the room where Shepard and Aria meet Nyreen. 
    Alternately, the weapon can also be purchased from the Harrot's Emporium 
    terminal in Aria's Bunker during the Omega DLC for 7,000 credits.
    
    Particle Rifle
    Description: After the Reapers obliterated the Prothean Empire's warships, the 
    Prothean resistance was forced to develop weapons that did not rely on intact 
    supply lines. The Prothean Particle Rifle is a stripped-down, powerful assault 
    rifle modified to fire without thermal clips or specialized ammunition. 
    Alliance scientists agree that it appears to share some principles with the 
    Collectors' particle beam weapon, although this gun requires a temporary 
    cool-down period if it overheats. An amalgam of two different eras of 
    technology, the particle rifle is still a deadly, efficient weapon.
    Acquired: Automatically after completing the From Ashes DLC mission Priority: 
    Eden Prime.
    
    Phaeston
    Description: Named after a turian spirit of creation, the Phaeston was 
    engineered to provide the best possible balance between accuracy and firepower 
    in a machine gun. Each shot is tempered by kickback dampeners inside the 
    shoulder stock, which lets the Phaeston pack more punch than other weapons its 
    size without sacrificing precision. Its fully automatic fire and relatively 
    light weight has turned the Phaeston into the turian infantry's primary go-to 
    weapon.
    Acquired: During Tuchanka: Turian Platoon - on the body of a dead turian after 
    fighting the first Harvester, or during the Omega DLC in the room where Shepard
    and Aria meet Nyreen. Alternately, the weapon can also be purchased from the 
    Cipritine Armory terminal in the Presidium Commons onboard the Citadel after 
    the mission for 7,000 credits.
    
    Striker Assault Rifle
    Description: The Striker is a fully-automatic weapon that functions more as a 
    grenade launcher than a rifle, firing high-impact slugs that detonate on 
    contact. The weapon increases its rate of fire the longer the trigger is held, 
    which is devastating if the weapon can be kept on-target. In an attempt to 
    market the Striker outside of the Krogan DMZ, the gun was designed to be fired 
    by non-krogan, but its recoil tends to off-balance smaller species. Enthusiasts
    point out that the target on the receiving end of a Striker has far worse 
    things to worry about than it's shooter's balance.
    Acquired: Automatically after downloading the Groundside Resistance Pack DLC.
    
    
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    3.2) Pistols (MEC302)
    
    Acolyte
    Description: Designed for asari resistance, the Acolyte's barrels fire advanced
    ammunition similar to that of an impact-triggered resonant warp bomb, which has
    a devastating effect on shields and biotic barriers. The specialized nature of 
    the warp field means it does not pierce armor as effectively, but the shooter's
    biotics are expected to make up for this shortcoming.
    Acquired: Automatically after downloading the Groundside Resistance Pack DLC.
    
    Arc Pistol
    Description: An innovation of Admiral Daro'Xen, the Arc Pistol is a scaled-down
    Arc Projector that only requires thermal clips, to solve its power problems. 
    The Arc Pistol uses a nonvisible laser to ionize the air and create a path for 
    a high-ampere electric shock. For a more damaging blast, it can be charged up.
    Acquired: During Priority: Geth Dreadnought - it is set down by Tali or Admiral
    Xen near the start of the mission for Shepard to take. Alternately, the weapon 
    can also be purchased from the Elkoss Combine terminal in the Presidium Commons
    onboard the Citadel after the mission for 10,000 credits.
    
    Executioner Pistol
    Description: Invented by Blood Pack weapons experts, the first Executioner was 
    improvised using spare parts and scrap metal during an Omega territory dispute.
    The result was a hand-held cannon able to fire high-impact armor-piercing 
    slugs, although only one at a time due to its limited heatsink. Many Blood Pack
    mercs carry an Executioner as backup in case they get pinned down, but some 
    enthusiasts prefer it as their primary gun, sticking to the one-shot-one-kill 
    approach.
    Acquired: Automatically after downloading the Groundside Resistance Pack DLC.
    
    M-3 Predator
    Description: A reliable, accurate sidearm. Manufactured by Elanus Risk Control,
    the Predator is valued as a powerful, deadly, and relatively inexpensive 
    weapon. While it is not generally deployed in the military, it's still very 
    popular in the Terminus Systems.
    Acquired: Given to Shepard by Anderson automatically in Prologue: Earth.
    
    M-5 Phalanx
    Description: The M-5 Phalanx is the product of the Alliance's Offensive Handgun
    Project, a close-in weapon to be used with no loss of stopping power in 
    comparison with a soldier's assault rifle. The Phalanx enjoys a ballistics 
    advantage over most heavy pistols. Civilian variants are often purchased by 
    colonists on planets that have particularly dangerous big-game animals. 
    Acquired: During Priority: Tuchanka - near the top of the stairs just before 
    the Maw Hammer section. Alternately, the weapon can also be purchased from 
    Kassa Fabrication in the Presidium Commons onboard the Citadel after the 
    mission for 7,000 credits.
    
    M-6 Carnifex
    Description: A highly accurate and lethal pistol. The Carnifex is a favored 
    sidearm of mercenary leaders and Eclipse mercenary tech specialists. An 
    expensive but powerful weapon, its marketing materials feature a charging 
    krogan with the slogan "Don't you wish Carnifex was at your side?"
    Acquired: During Arrae: Ex-Cerberus Scientists, in the tunnel just after 
    leaving the scientists for the first time. Alternately, the weapon can also be 
    purchased from Kassa Fabrication in the Presidium Commons onboard the Citadel 
    after the mission for 10,000 credits.
    
    M-11 Suppressor
    Description: The M-11 Suppressor is the product of the Alliance's Offensive 
    Handgun Project that developed an infiltration weapon to be used in 
    close-quarters situations where silence is key. The Suppressor features a 
    built-in integral sound moderator that reduces noise and muzzle flash. Civilian
    variants on the weapon are considered illegal but can be found in some sectors.
    Acquired: During the Citadel DLC - given automatically at the beginning of 
    Citadel Wards: Ambush.
    
    M-77 Paladin
    Description: The Paladin is a reliable, durable weapon developed by law 
    enforcement looking for a high-powered but easily concealed sidearm for 
    undercover agents. Surprisingly small for its hitting power, the Paladin is a 
    variant on the Carnifex pistol. While it has a smaller clip than the Carnifex, 
    its shots are unquestionably more powerful. 
    Acquired: From the Spectre Requisitions terminal in the Citadel Embassies 
    onboard the Citadel for 200,000 credits.
    
    M-358 Talon
    Description: The Talon is a close-range pistol favored by Cerberus Guardians. 
    Firing heavy-gauge shotgun pellets, it delivers massive trauma to unarmored 
    targets. Its waste heat is sufficiently excessive that it carries six separate 
    ammunition blocks, rotating like a twentieth-century revolver to prevent shaver
    jam or misfire due to premature melting of the shot. 
    Acquired: During Priority: The Citadel II inside a locked room, which must be 
    opened by a control panel in a nearby room with a malfunctioning door.
    
    N7 Eagle
    Description: When the Alliance's Offensive Handgun Project received funding to 
    update one of its designs, its engineers chose to redesign the already 
    impressive Phalanx pistol. Like its predecessor, the Eagle is a compact, fully 
    automatic pistol that delivers unprecedented accuracy and punch with a rapid 
    firing rate. The Eagle is named after the Desert Eagle, a classic handgun which
    gained a romantic reputation among gun collectors, thanks to its popularity in 
    20th- and 21st-century Earth action movies.
    Acquired: Automatically as part of the Mass Effect 3: N7 Collector's Edition.
    
    Scorpion
    Description: Originally issued to the salarian STG to allow small units to 
    contain much larger enemy forces, the Scorpion pistol now sees service 
    galaxy-wide. It fires low-velocity, squash-head projectiles with a dual use. 
    The high-explosive filler within the projectiles contains an adhesive that 
    secures the projectile to the target on impact. When fired into a surface, it 
    turns into a proximity mine.
    Acquired: During Priority: Sur'Kesh, in a corner near a power switch. 
    Alternately, the weapon can also be purchased from Aegohr Munitions in the 
    Presidium Commons onboard the Citadel after the mission for 7,000 credits.
    
    
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    3.3) Shotguns (MEC303)
    
    AT-12 Raider
    Description: Carried by the batarian military's notorious Special Intervention 
    Unit, the Raider is a semi-automatic shotgun that loads slowly but fires 
    rapidly, with tremendous force. Short-range even for a shotgun, the Raider has 
    a large pellet spread. Rather than eliminating recoil, its integral 
    compensators instead make it predictable and vertical.
    Acquired: Automatically as a bonus for pre-ordering Mass Effect 3 via EA's 
    Origin service, or in Namakii: Leviathan - on a corpse near the first group of 
    enemies.
    
    Disciple
    Description: Originally handcrafted for the exclusive use of justicars, the 
    Disciple Shotgun's schematics were finally released to asari commandos after 
    centuries of negotiation. The Disciple uses shells packed with microscale 
    submunitions to deal staggering amounts of damage. Even shielded enemies are 
    stunned by the force of a blast from this weapon.
    Acquired: During Kallini: Ardat-Yakshi Monastery - in a small room just after 
    speaking with Falere for the first time. Alternately, the weapon can also be 
    purchased from Nos Astra Sporting Goods in the Presidium Commons onboard the 
    Citadel after the mission for 7,000 credits.
    
    Geth Plasma Shotgun
    Description: This three-barreled geth weapon fires miniature but potent cluster
    rounds of superconducting projectiles and has a longer range than standard 
    shotguns. A two-stage trigger system allows for either quick-fire capacitors or
    a charge-and-release attack to electrify the projectiles as they exit the 
    weapon. As the rounds hit the target, they fragment and electricity arcs 
    between the pieces, flash-converting the air to conductive plasma. The 
    resulting impact, heat, and electrical charge overloads shields and barriers 
    and causes massive trauma to unarmored targets.
    Acquired: During Priority: Rannoch - located near the beginning of the mission 
    on a crate on an inaccessible platform where enemies spawn. Alternately, the 
    weapon can also be purchased from the Elkoss Combine terminal in the Presidium 
    Commons onboard the Citadel after the mission for 10,000 credits.
    
    Graal Spike Thrower
    Description: The Graal is one of a long line of krogan weapons used to hunt 
    thresher maws. Its ammunition consists of oversized flechettes meant to pierce 
    thresher hide and create deep wound channels leading to massive blood loss. For
    additional firepower, the weapon is double-barreled, and, as a last resort, 
    possesses blades to cause internal injuries if the wielder is swallowed by the 
    thresher. Using a Graal on a humanoid target has predictably grisly effects. 
    Its shots can be charged for more damage.
    Acquired: During Priority: Tuchanka - beside the safety rail after the Krogan 
    convoy stops at the damaged section of road. Alternately, the weapon can also 
    be purchased from the Cipirtine Armory terminal in the Presidium Commons 
    onboard the Citadel after the mission for 7,000 credits.
    
    M-11 Wraith
    Description: The Wraith is favored among mercenaries, pirates, and slavers in 
    the Terminus systems. Its high-impact damage and sturdy construction make it a 
    popular "quick-draw" shotgun. A variant of the M-22 Eviscerator, demand for the 
    Wraith is higher than ever, even though the weapon is banned in Citadel space. 
    In order to lighten its weight, the Wraith holds fewer shots than the 
    Eviscerator.
    Acquired: From the Spectre Requisitions terminal in the Citadel Embassies 
    onboard the Citadel for 250,000 credits.
    
    M-22 Eviscerator
    Description: The Lieberschaft 2180 shotgun, or "Eviscerator," is of human 
    civilian design and has a unique ammunition generator. Where most modern 
    firearms shave off chips or pellets from an ammunition block, the M-22 shaves 
    off serrated metal edges designed to fly aerodynamically. This dramatically 
    improves its armor-piercing capabilities, and its tight grouping ensures 
    lethality at longer ranges than standard shotguns. This design violates several
     intergalactic weapons treaties, so the M-22 is not distributed to militaries. 
    Acquired: During Grissom Academy: Emergency Evacuation - behind the barricade 
    after passing through the classroom, or in the security room unlocked by David 
    Archer if the Mass Effect 2: Overlord DLC was completed. Alternately, the 
    weapon can also be purchased from the Batarian State Arms terminal in the Docks
    Area onboard the Citadel after the mission for 7,000 credits.
    
    M-23 Katana
    Description: Manufactured by Ariake Technologies, the Katana is a common 
    mercenary weapon, and is also popular on colonies with Varren infestations. 
    It's deadly at short range, but ineffective at long range.
    Acquired: Automatically at the beginning of Priority: Mars if the player is a 
    Sentinel, Soldier or Vanguard. Otherwise, the weapon can be found on a dead 
    soldier after leaving the Archives' sterilization room.
    
    M-27 Scimitar
    Description: Manufactured by Ariake Technologies, the Scimitar features twin 
    mass effect generators, giving it a more rapid rate of fire than a traditional 
    shotgun. This weapon was created for the Eclipse mercenary band, but is rapidly
    becoming popular with Blood Pack Trooper mercs as well.
    Acquired: During Priority: Palaven - on the ground near the exit to the comm 
    tower from the turian base camp. Alternately, the weapon can also be purchased 
    from Kassa Fabrication in the Presidium Commons onboard the Citadel after the 
    mission for 4,000 credits.
    
    M-300 Claymore
    Description: The Claymore used to be a hard-hitting but poor-selling shotgun 
    due to kickback problems snapping the arms of anyone but krogan firing the 
    weapon. After a rehaul of its kinetic dampening system, the Claymore is being 
    rolled out again. As a way to lure back customers, the gun's manufacturer has 
    lowered the shotgun's selling price without skimping on its stopping-power.
    Acquired: During Attican Traverse: Krogan Team - inside the first building. 
    Alternately, the weapon can also be purchased from Cipritine Armory in the 
    Presidium Commons onboard the Citadel after the mission for 7,000 credits.
    
    N7 Crusader
    Description: Bruised and bloody Alliance marines on Torfan attributed their 
    survival against waves of batarian mercenaries to the precision and stopping 
    power of the Crusader. With a design patterned on riot shotguns, this weapon 
    has a moderate rate of fire that rewards careful aiming. Since this accuracy 
    provides little room for error, the Crusader is primarily used by highly 
    trained soldiers.
    Acquired: Automatically as part of the Mass Effect 3: N7 Collector's Edition.
    
    N7 Pirahna
    Description: The N7 Piranha is an assault shotgun designed for the Reaper war. 
    When the N7 program began training alien resistance forces, the lighter-bodied 
    species wanted a low-recoil weapon with a wide pellet spread for dealing with 
    hordes of husks. The result was the Piranha, which hit a sweet spot in 
    close-range firepower. Its rapid-fire capability tears apart not only husks but
    most opponents unlucky enough to be in its way.
    Acquired: Automatically after downloading the Groundside Resistance Pack DLC.
    
    Reegar Carbine
    Description: This electrical weapon improves upon the arc pistol's design by 
    generating a sustained current on its target. This weapon is named for the 
    quarian Reegar family, whose marines have served valiantly against the geth.
    Acquired: Automatically after downloading the Firefight Pack DLC.
    Venom Shotgun
    Description: The Venom shotgun was developed by the salarian Special Tasks 
    Group to meet the unpredictable needs of those stationed in hostile areas. The 
    double barrel fires ammunition that detonates on impact, while a third barrel 
    below can be charged to fire a round of microgrenades. Given the nature of most
    STG assignments, the Venom was designed to force an exit strategy and was 
    issued to teams whose primary objective was to extract compromised undercover 
    operatives. The shotgun is now issued to frontline soldiers in the war against 
    the Reapers.
    Acquired: Automatically after downloading the Groundside Resistance Pack DLC.
    
    
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    3.4) Sniper Rifles (MEC304)
    
    Black Widow
    Description: The Alliance wanted to reduce the reload time of the original 
    Widow rifle, without sacrificing its stopping power. The solution was to 
    increase the number of shots the gun could fire before it needed a fresh 
    thermal clip. Heavy for a sniper rifle, the Black Widow's firepower more than 
    compensates for its encumbrance.
    Acquired: From the Spectre Requisitions terminal in the Citadel Embassies 
    onboard the Citadel for 250,000 credits.
    
    Javelin
    Description: Called the Javelin by Alliance marines, this geth weapon holds a 
    reservoir of ferrofluid, magnetically drawn into the firing chamber and 
    expelled at lethal speeds. Like a high-pressure water-jet, the ferrofluid cuts 
    through nearly anything it hits with so much heat that it resembles a beam of 
    light, causing terrible wounds.
    Acquired: During Rannoch: Admiral Koris - near an escape pod while traveling on
    the path to the tower. Alternately, the weapon can also be purchased from the 
    Elkoss Combine terminal in the Presidium Commons onboard the Citadel after the 
    mission for 10,000 credits.
    
    Kishock Harpoon Gun
    Description: An Alliance captain on her fifth tour of the Terminus Systems once
    said that seeing a Kishock was the easiest way to tell if she was being 
    attacked by batarian mercenaries or slavers, since "no bastard with a Kishock 
    means to take you alive." This powerful sniper rifle fires a harpoon-like spike
    that causes massive internal bleeding, and its miniaturized disruptors will 
    also destroy synthetics. The rifle’s biggest drawback is that it must be 
    reloaded after every shot, but for those with steady aim and good timing, one 
    shot is enough.
    Acquired: Automatically after downloading the Groundside Resistance Pack DLC.
    
    Krysae Sniper Rifle
    Description: This turian antimaterial rifle is modified to kill Reaper enemies.
    The Krysae's scope uses a rangefinder that adjusts to keep the target in proper
    proportion to the shooter, which comes in useful when the sniper is forced into
    close range. Its specialized ammunition is both armor-piercing and explosive. 
    In a desperate move, the turians released its specifications over the extranet 
    so that nearly anyone with a fabricator could manufacture this weapon to help 
    the war effort.
    Acquired: Automatically after downloading the Firefight Pack DLC.
    
    M-13 Raptor
    Description: The Raptor is a human version of a turian weapon developed for 
    conflict on the low-gravity world Amar. Fighting at longer ranges than 
    expected, the turians optimized a low-recoil, semi-automatic rifle with a 
    scope, and issued it to their regular infantry, creating a hybrid weapon that 
    was half-assault rifle and half-sniper weapon. Cerberus assigns the Raptor to 
    Nemesis snipers.
    Acquired: During Priority: Sur'Kesh - laying on a bench just before the last 
    checkpoint. Alternately, the weapon can also be purchased from the Batarian 
    State Arms terminal in the Docks Area onboard the Citadel after the mission for
    7,000 credits.
    
    M-29 Incisor
    Description: The Incisor is a sniper rifle designed to overload active 
    defenses. Firing three rounds with each pull of the trigger, the Incisor was 
    initially advertised as having negligible recoil, although under real combat 
    conditions the second and third rounds frequently climb in difficulty. The 
    noise of the burst is comparable to a single rifle shot in duration, making it 
    no easier to locate the sniper by sound.
    Acquired: During Tuchanka: Bomb - to the left of the first ramp. Alternately, 
    the weapon can also be purchased from the Kassa Fabrication terminal in the 
    Presidium Commons onboard the Citadel after the mission for 7,000 credits.
    
    M-90 Indra
    Description: The Indra's low-powered scope leaves it most effective at medium 
    range, but many soldiers believe this limitation is offset by the gun's rapid 
    rate of fire. The Indra is the first military-grade, fully automatic sniper 
    rifle. It has an extremely efficient heat-sink system that allows a 
    surprisingly large number of shots to be fired before the weapon ejects its 
    thermal clip.
    Acquired: By redeeming a promotional code from Alienware Systems, or 
    automatically after downloading the Firefight Pack DLC.
    
    M-92 Mantis
    Description: The Mantis is a powerful sniper rifle which is able to take out 
    most targets in a single shot. It's incredibly accurate at long range, but rate
    of fire is slow. Manufactured by Devlon Industries, the Mantis is primarily 
    used by police and planetary militia groups.
    Acquired: Automatically at the beginning of Priority: Mars if the player is an 
    Infiltrator, or otherwise near the body of a dead soldier after dropping off 
    the first ledge.
    
    M-97 Viper
    Description: The Viper is a semi-automatic, rapid-fire sniper rifle 
    manufactured by Rosenkov Materials. Rosenkov developed a patented 
    automated-release system that assists with thermal-clip ejection, shortening 
    the Viper's reload time. This rifle is popular with military snipers, who 
    appreciate a long-range gun that can snap off multiple shots in the blink of an
    eye.
    Acquired: During Priority: Palaven - on a crate in the center of the Turian 
    base. Alternately, the weapon can also be purchased from the Kassa Fabrication 
    terminal in the Presidium Commons onboard the Citadel after the mission for 
    4,000 credits.
    
    M-98 Widow
    Description: Several research firms spent a considerable fortune trying to 
    redesign the Widow sniper rifle. Their goal was to retain the geth weapon's 
    considerable firepower while reducing its recoil, so that the gun could be 
    fired without breaking a nonsynthetic's arm. After much trial and error, one 
    company finally produced a usable model rolled out to the galactic market.
    Acquired: During Priority: Thessia - beside the Asari sniper who talks to 
    Shepard.
    
    N7 Valiant
    Description: The Valiant is a sniper rifle tested by Alliance soldiers during a
    series of harsh survival exercises on the planet Kruljaven. This streamlined 
    weapon employs a sophisticated fire-control system that improves accuracy by 
    stabilizing the barrel during targeting. Although this comes at the cost of 
    reduced capacity and rate of fire, most soldiers find the increase in precision
    and quick reloading time a worthy tradeoff.
    Acquired: Automatically as part of the Mass Effect 3: N7 Collector's Edition.
    
    
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    3.5) Submachine Guns (MEC305)
    
    Blood Pack Punisher
    Description: The Punisher features a secondary barrel that fires one 
    armor-piercing round per main-barrel burst. It was developed by Blood Pack 
    gunsmiths who found that their vorcha recruits frequently forgot to optimize 
    ammo loads in the heat of combat. This configuration makes the process 
    automatic and highly effective at penetrating armor.
    Acquired: Automatically after downloading the Firefight Pack.
    
    Geth Plasma SMG
    Description: This geth weapon works on the same principles as the Spitfire: it 
    shoots superconducting toroids that break apart on impact, retaining an 
    electrical charge that flash-converts the shrapnel into plasma. Unlike the 
    Spitfire, however, the plasma SMG has been modified to take thermal clips. 
    Holding down the trigger speeds up its rate of fire, rapidly depleting the 
    gun’s heat sink in exchange for nearly continuous fire.
    Acquired: Automatically after downloading the Firefight Pack.
    
    M-4 Shuriken
    Description: As kinetic barriers have grown in popularity, so has the 
    popularity of submachine guns. Manufactured by the Elkoss Combine, the Shuriken
    Machine Pistol fires six-round bursts with a high rate of fire. 
    Acquired: Automatically at the beginning of Priority: Mars if the player is an 
    Adept or Engineer, or otherwise near the body of a dead soldier in the security
    station.
    
    M-9 Tempest
    Description: Produced by Elanus Risk Control Services for the Eclipse mercenary
    band, the Tempest is an expensive but deadly addition to anyone's personal 
    arsenal. This fully automatic submachine gun is punishing up close, but becomes
    less accurate at long range.
    Acquired: During Tuchanka: Turian Platoon, beside the first group of dead 
    soldiers. Alternately, the weapon can also be purchased from the Kassa 
    Fabrication terminal in the Presidium Commons onboard the Citadel after the 
    mission for 7,000 credits.
    
    M-12 Locust
    Description: The Kassa Fabrications Model 12 Locust is a compact submachine gun
    developed for the Alliance but now favored by gang enforcers and hit men. 
    Featuring a complex recoil-reducing mechanism and high-grade auto-targeting 
    software, the Locust delivers longer range, more accurate fire than others in 
    its class.
    Acquired: During Priority: Horizon - on a table next to a terminal showing the 
    conversation between Henry Lawson and The Illusive Man. Alternately, the weapon
    can also be purchased from the Kassa Fabrication terminal in the Presidium 
    Commons onboard the Citadel after the mission for 7,000 credits.
    
    M-25 Hornet
    Description: The M-25 Hornet is a long-range submachine gun created by 
    Cerberus. It is standard issue for Cerberus troops, who are trained to handle 
    the recoil from the gun's three-round bursts. Cerberus designed the Hornet to 
    conserve ammunition and provide cover-fire during prolonged conflicts.
    Acquired: During Priority: The Citadel II - on the body of a C-Sec soldier near
    the elevator's exit. Alternately, the weapon can also be purchased from the 
    Batarian State Arms terminal in the Docks Area onboard the Citadel after the 
    mission for 7,000 credits.
    
    N7 Hurricane
    Description: While some militaries pass on the Hurricane because of its lower 
    accuracy, the Alliance feels the gun's rapid firing rate offers excellent 
    suppressive fire. A disciplined marksman can use the fully automatic submachine
    gun to chew through targets with alarming speed. Alliance officers were so 
    pleased with field results that the Hurricane is now many squadrons' 
    standard-issue SMG.
    Acquired: Automatically as part of the Mass Effect 3: N7 Collector's Edition.
    
    
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    3.6) Heavy Weapons (MEC306)
    Unlike its predecessor, heavy weapons in Mass Effect 3 have a different purpose
    and finite lifespan. Most heavy weapons, unless indicated otherwise, can only 
    be used during specific missions or setpieces, and cannot be permanently added 
    to the player's armory. Interestingly, it is possible to modify the game code 
    to allow access to several heavy weapons that were cut from the main game, but 
    they must be accessed through keybindings.
    
    Geth Combat Software
    Description: During Shepard's experience inside the geth consensus, Legion/Geth
    VI provides "combat software" capable of removing the Reaper code. The software
    is represented as a handheld energy weapon, so as to make it more "familiar" 
    and easy to use for Shepard. The ammunition replenishes while the weapon is not
    in use.
    Acquired: Automatically during the Rannoch: Geth Fighter Squadrons mission.
    
    Geth Spitfire
    Description: Like the geth plasma shotgun, the Spitfire is not a true energy 
    weapon. Instead, the minigun magnetically flings clusters of superconducting 
    toroids. These donut-shaped projectiles are designed to shatter upon impact, 
    arcing electricity between the fragments and flash-converting them to plasma. 
    The gun's punishing, automatic blasts impact with the heat of a cutting torch. 
    The weapon's stopping power has garnered the attention of both Alliance and 
    Quarian intelligence, who theorize that the Spitfire may have been designed to 
    destroy other geth. Enough Spitfires have been found in the field to suggest 
    that the weapon is out of the prototyping stage, and that a schism among 
    synthetics may have forced them into production.
    Acquired: During Rannoch: Admiral Koris, Priority: Rannoch and the Citadel DLC.
    
    M-451 Firestorm
    Description: Short-ranged, the Firestorm suppresses the regenerative 
    capabilites of vorcha and krogan. Effective against armor, shields, and biotic 
    barriers.
    Acquired: During Attican Traverse: Krogan Team.
    
    M-560 Hydra
    Description: Before the introduction of the M-560 Hydra, missile launchers 
    either focused on bringing down a single armored target or simultaneously 
    neutralizing multiple unarmored opponents. With the Hydra, a soldier no longer 
    needs to choose between the two. The Hydra releases a barrage of miniature 
    missiles, each guided by an independent homing system that seeks out exposed 
    enemies. On impact, three shaped charges per missile explode in sequence. The 
    first overloads the target's kinetic barriers before the second destroys its 
    armor, clearing a path for the third warhead to detonate inside the target.
    Acquired: During Tuchanka: Bomb, Priority: Thessia, the Omega DLC, Depoina: 
    Leviathan and Priority: Earth.
    
    M-597 Ladon
    Description: Marrying a Hydra missile launcher to a target identification 
    system based on Reaper code, the M-597 Ladon is a significant leap forward in 
    smart heavy weapons.
    Acquired: In the Mass Effect 3: Wii U Special Edition, during Grissom Academy: 
    Emergency Evacuation - in the Orion Hall.
    
    M-920 Cain
    Description: The M-920 Cain is a portable particle accelerator surrounding an 
    array of dust-form element zero chambers. By subjecting its eezo chambers to 
    extreme positive and negative currents fueled by antimatter reactions, the 
    weapon projects mass effect fields that shear away at the target. The fields 
    warp ambient materials with such explosive force that the impact produces a 
    mushroom cloud. This has led Alliance marines to call the Cain a "nuke gun," 
    though its detonations do not in fact produce fallout. The M-920 uses graphite 
    rods as neutron moderators, but they require frequent replacement to sustain 
    power. Fortunately, the omni-tool can refabricate most heavy weapon ammunition 
    into graphite rods. The amount of charge-up time is understandable as the 
    weapon is a juggernaut capable of unstoppable destructive power.
    Acquired: During Priority: Earth - the Cain must be used to destroy the Hades 
    Cannon.
    
    Reaper Blackstar
    Description: The Reaper weapon nicknamed "Blackstar" is so advanced that 
    Alliance scientists can only offer speculation about how it works. The gun 
    appears to exploit an element zero core and mass effect fields to fire 
    gravitational singularities - micro black holes - that revert to their natural 
    lethality when they impact a solid object. Researchers theorize that the blast 
    tears apart the strong nuclear forces that hold the target's atoms together, 
    resulting in a localized fusion reaction in light atoms and a fission reaction 
    in heavy atoms. If that hypothesis is correct, the weapon alters nuclei, thus 
    changing the chemical composition of the target. It destroys organic tissue, 
    corrodes surviving armor, and leaves a visible trail of light-emitting 
    particles. Although some might argue that the Blackstar's single-launch 
    capability makes it a liability, its capacity for utter destruction is 
    essential when the user requires large-scale, instantaneous damage.
    Acquired: In Priority: Palaven, Tuchanka: Turian Platoon and Mahavid: 
    Leviathan.
    
    Sync Laser
    Description: The weapon was designed by Admiral Daro'Xen vas Moreh using 
    reverse-engineered geth technology. It is connected with the Normandy SR-2's 
    weapon systems, and allows for laser-painting a target with pin-point accuracy,
    for a precision bombing run once the target has been locked. EDI mentions, 
    however, that the weapon should only be used when necessary, as the geth will 
    quickly adapt their defenses to jam its signal.
    Acquired: During Priority: Rannoch - this weapon is given to Shepard 
    automatically at the beginning of the mission.
    
    ===============================================================================
    4) Weapon Mods (MEC400)
    ===============================================================================
    
    Throughout the game and its respective DLC's, Shepard can pick up weapon 
    modification items that increase various aspects of the different weapon 
    classes in the game. Weapon mods can influence a gun's damage, piercing power, 
    stability and accuracy, among other aspects, and they can be discovered in all 
    missions throughout the game (except Prologue: Earth and Priority: Earth) or 
    bought via the various terminals throughout the Citadel.
    
    
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    4.1) Assault Rifle Mods (MEC401)
    
    Assault Rifle Extended Barrel
    Description: Lengthens barrel, creating greater bullet velocity and impact.
    Effect: Increases damage by 15%/17.5%/20%/22.5%/25%.
    
    Assault Rifle High-Velocity Barrel
    Description: Superior kinetic coils increase shot penetration. Requires the 
    Omega DLC. Cannot be equipped with Extended Barrel.
    Effect: Increases piercing thickness by 0.75m/0.90m/1.05m/1.20m/1.35m, piercing
    damage by 40%/45%/50%/55%/60% and ignores 50%/60%/70%/80%/90% of defenses.
    
    Assault Rifle Magazine Upgrade
    Description: Increases magazine capacity, allowing more shots before reload.
    Effect: Increases magazine capacity by 40%/50%/60%/70%/80%.
    
    Assault Rifle Omni-Blade
    Description: Attach an omni-blade to the weapon for increased melee damage. 
    Requires the Leviathan DLC.
    Effect: Increases melee damage by 15%/17.5%/20%/22.5%/25%.
    
    Assault Rifle Piercing Mod
    Description: Capacitor boosts kinetic coil generators, increasing shot 
    penetration.
    Effect: Increases piercing thickness by 0.50m/0.65m/0.80m/0.95m/1.10m, piercing
    damage by 40%/45%/50%/55%/60% and ignores 25%/35%/45%/55%/65% of defenses.
    
    Assault Rifle Precision Scope
    Description: Simple 4x optical scope to enhance stability while zoomed. 
    Increases accuracy while moving and taking damage. Cannot be equipped with 
    Thermal Scope.
    Effect: Increases accuracy by 15%/20%/25%/30%/35%.
    
    Assault Rifle Stability Damper
    Description: Distributes recoil with sliding system of counterweights 
    compatible with kinetic coil generators. Reduces weapon kickback.
    Effect: Increases weapon stability by 30%/40%/50%/60%/70%.
    
    Assault Rifle Thermal Scope
    Description: Reveal enemies through walls and smoke with a 4x optical scope and
    enhance stability and accuracy while zoomed. Increases weapon weight by 50% 
    points. Places a visible thermal scope on the weapon. Cannot be equipped with 
    Precision Scope. Requires the Citadel DLC.
    Effect: Increases accuracy by 15%/20%/25%/30%/35%.
    
    Assault Rifle Ultralight Materials
    Description: Superior lightweight alloys replace weapon parts, making weapon 
    less obtrusive and easier to handle. Requires the Citadel DLC.
    Effect: Decreases weight by 8%/10%/12%/14%/15%.
    
    
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    4.2) Pistol Mods (MEC402)
    
    Pistol Cranial Trauma System
    Description: Increase headshot lethality by balancing barrel calibration so 
    that ammunition pierces bone and explodes in soft tissue. Requires the 
    Leviathan DLC.
    Effect: Increases headshot damage by 20%/25%/30%/35%/40%.
    
    Pistol Heavy Barrel
    Description: A pistol barrel that produces and withstands extreme kinetic and 
    thermal energy. Requires the Omega DLC.
    Increases damage by 20%/25%/30%/35%/40%.
    
    Pistol High Caliber Barrel
    Description: Allows wider projectiles, causing more trauma on impact. Ballistic
    ally optimized to maintain penetrative power.
    Effect: Increases damage by 15%/17.5%/20%/22.5%/25%.
    
    Pistol Magazine Upgrade
    Description: Increases magazine capacity, allowing more shots before reload.
    Effect: Increases magazine capacity by 40%/50%/60%/70%/80%.
    
    Pistol Melee Stunner
    Description: Small attachment to muzzle, causing massive damage to meleed 
    targets.
    Effect: Increases melee Damage by 15%/17.5%/20%/22.5%/25%.
    
    Pistol Piercing Mod
    Description: Capacitor boosts kinetic coil generators, increasing shot 
    penetration.
    Effect: Increases piercing thickness by 0.50m/0.65m/0.80m/0.95m/1.10m, piercing
    damage by 40%/45%/50%/55%/60% and ignores 25%/35%/45%/55%/65% of defenses.
    
    Pistol Power Magnifier
    Description: Generator designed to enhance the effectiveness of tech or biotic 
    attacks. Places a visible generator atop the weapon. Requires the Citadel DLC.
    Effect: Increases power damage by 10%/15%/20%/25%/30%.
    
    Pistol Scope
    Description: Simple 2x optical scope enhances stability while zoomed. Increases
    accuracy while moving and taking damage.
    Effect: Increases accuracy by 15%/20%/25%/30%/35%.
    
    Pistol Ultralight Materials
    Description: Superior lightweight alloys replace weapon parts, making the 
    weapon less obtrusive and easier to handle. Requires the Leviathan DLC.
    Effect: Decreases weight by 30%/35%/40%/45%/50%.
    
    
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    4.3) Shotgun Mods (MEC403)
    
    Shotgun Blade Attachment
    Description: Tungsten-carbide bayonet with recessed edge for increased melee 
    damage.
    Effect: Increases melee damage by 15%/17.5%/20%/22.5%/25%.
    
    Shotgun High Caliber Barrel
    Description: Allows wider projectiles, causing more trauma on impact. 
    Ballistically optimized to retain penetrative power.
    Effect: Increases damage by 15%/17.5%/20%/22.5%/25%.
    
    Shotgun Omni-Blade
    Description: Attach an omni-blade to the weapon for increased melee damage. 
    Requires the Omega DLC.
    Effect: Increases melee damage by 30%/35%/40%/45%/50%.
    
    Shotgun Shredder Mod
    Description: Capacitor boosts kinetic coil generators, increasing shot 
    penetration.
    Effect: Increases piercing thickness by 0.25m/0.35m/0.45m/0.55m/0.65m, piercing
    damage by 40%/45%/50%/55%/60% and ignores 25%/35%/45%/55%/65% of defenses.
    
    Shotgun Smart Choke
    Description: Servo motors hooked up to adjustable system tighten or loosen 
    pellet spread for maximum accuracy.
    Effect: Increases accuracy by 30%/35%/40%/45%/50%.
    
    Shotgun Spare Thermal Clip
    Description: Adds sockets to raise thermal clip capacity, increasing number of 
    spare shots.
    Effect: Increases spare shot capacity by 50%/60%/70%/80%/90%.
    
    Shotgun High-Velocity Barrel
    Description: Superior kinetic coils increase shot penetration. Requires the 
    Omega DLC.
    Effect: Increases piercing thickness by 0.25m/0.35m/0.45m/0.55m/0.65m, piercing
    damage by 40%/45%/50%/55%/60%, damage by 15%/17.5%/20%/22.5%/25% and ignores 
    25%/35%/45%/55%/65% of defenses.
    
    Shotgun Ultralight Materials
    Description: Superior lightweight alloys replace weapon parts, making weapon 
    less obtrusive and easier to handle. Requires the Citadel DLC.
    Effect: Decreases weight by 8%/10%/12%/14%/15%.
    
    
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    4.4) Sniper Rifle Mods (MEC404)
    
    Sniper Rifle Concentration Mod
    Description: Biometric sensors and auto-targeting software adjust to the user's
    pulse and breath rate, assisting aim.
    Effect: Increases time dilation by 25%/27.5%/30%/32.5%/35%, damage during 
    dilation by 5%/7.5%/10%/12.5%/15% and time dilation duration by
    1.50s/1.75s/2.00s/2.25s/2.50s.
    
    Sniper Rifle Enhanced Scope
    Description: Stability-enhancing scope increases accuracy while moving and 
    taking damage. Highlights targets through smoke. Cannot be equipped with 
    Thermal Scope.
    Effect: Increases accuracy by 15%/20%/25%/30%/35%.
    
    Sniper Rifle Extended Barrel
    Description: Lengthens barrel, creating greater bullet velocity and impact. 
    Cannot be equipped with High-Velocity Barrel.
    Effect: Increases damage by 15%/17.5%/20%/22.5%/25%.
    
    Sniper Rifle High-Velocity Barrel
    Description: Superior kinetic coils increase shot penetration. Increases weapon
    weight by 50% points. Places a visible barrel extension on the weapon. Cannot 
    be equipped with Extended Barrel. Requires the Citadel DLC.
    Effect: Increases piercing thickness by 0.75m/0.90m/1.05m/1.20m/1.35m, damage 
    by 15%/17.5%/20%/22.5%/25% and ignores 25%/35%/45%/55%/65% of defenses.
    
    Sniper Rifle Piercing Mod
    Description: Capacitor boosts kinetic coil generators, increasing shot 
    penetration.
    Effect: Increases piercing thickness by 0.75m/0.90m/1.05m/1.20m/1.35m, piercing
    damage by 50%/55%/60%/65%/70% and ignores 25%/35%/45%/55%/65% of defenses.
    
    Sniper Rifle Spare Thermal Clip
    Description: Adds sockets to increase thermal clip capacity, increasing number 
    of spare shots.
    Effect: Increases spare shot capacity by 50%/60%/70%/80%/90%.
    
    Sniper Rifle Thermal Scope
    Description: Reveal enemies through walls and smoke with a 4x optical scope and
    enhance stability and accuracy while zoomed. Requires the Omega DLC. Cannot be 
    equipped with Enhanced Scope.
    Effect: Increases accuracy by 15%/20%/25%/30%/35%.
    
    Sniper Rifle Ultralight Materials
    Description: Superior lightweight alloys replace weapon parts, making weapon 
    less obtrusive and easier to handle. Requires the Citadel DLC.
    Effect: Decreases weight by 8%/10%/12%/14%/15%.
    
    
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    4.5) Submachine Gun Mods (MEC405)
    
    SMG Heat Sink
    Description: Increases heat conductivity of thermal clip receiver. Negates heat
    generated by some shots.
    Effect: Chance of heat negation by 25%/30%/35%/40%/45%.
    
    SMG High Caliber Barrel
    Description: Allows wider projectiles, causing more trauma on impact. 
    Ballistically optimized to retain penetrative power. Cannot be equipped with 
    High-Velocity Barrel.
    Increases damage by 15%/17.5%/20%/22.5%/25%.
    
    SMG High-Velocity Barrel
    Description: Superior kinetic coils increase shot penetration. Requires the 
    Leviathan DLC. Cannot be equipped with High Caliber Barrel.
    Effect: Increases piercing thickness by 0.25m/0.35m/0.45m/0.55m/0.65m, piercing
    damage by 40%/45%/50%/55%/60% and ignores 50%/60%/70%/80%/90% of defenses.
    
    SMG Magazine Upgrade
    Description: Increases magazine capacity, allowing more shots before reload.
    Effect: Increases magazine capacity by 40%/50%/60%/70%/80%.
    
    SMG Power Magnifier
    Description: Generator designed to enhance the effectiveness of tech or biotic 
    attacks. Places a visible generator atop the weapon. Requires the Citadel DLC.
    Effect: Increases power damage by 10%/15%/20%/25%/30%.
    
    SMG Recoil System
    Description: Increase weapon mass for a split second per shot by using expert 
    timing-VI to reduce weapon kick and improve aim. Requires the Leviathan DLC. 
    Cannot be equipped with Ultralight Materials. 
    Effect: Increases weapon stability by 30%/40%/50%/60%/70%.
    
    SMG Scope
    Description: Simple 2x optical scope enchances stability while zoomed. 
    Increases accuracy while moving and taking damage.
    Effect: Increases accuracy by 15%/20%/25%/30%/35%.
    
    SMG Ultralight Materials
    Description: Superior lightweight alloys replace weapon parts, making the 
    weapon less obtrusive and easier to handle. Cannot be equipped with SMG Recoil 
    System.
    Effect: Decreases weight by 50%/60%/70%/80%/90%.
    
    ======================================================================
    5) Collectibles (MEC500)
    ======================================================================
    
    Throughout the game, the player can acquire certain collectibles that influence
    the state of their Captain's Cabin, their combat abilities, the total number of
    War Assets and missions aboard the Citadel. These collectibles can be acquired 
    in a variety of ways, including searching for them on the Normandy, importing, 
    scanning planets, buying them in stores and/or meeting certain plot conditions.
    
    Three of the items (Photo of Kelly, Prejek Paddle Fish and Shadow Broker Base 
    model) cannot be acquired in normal gameplay, and require a completed Mass 
    Effect 2 savefile with certain conditions met (ask Kelly to feed your fish and 
    rescue her during the Suicide Mission, and complete the Lair of the Shadow 
    Broker DLC).
    
    
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    5.1) Cabin Items (MEC501)
    
    Alliance Cruiser Model
    Acquired: On the Shuttle Bay onboard the Normandy, near Cortez's workbench on 
    the starboard side.
    
    Alliance Dreadnought Model
    Acquired: After completing Priority: Sur'Kesh, from the Kassa Fabrication 
    terminal in the Presidium Commons onboard the Citadel for 1,000 credits.
    
    Alliance Fighter Model
    Acquired: After completing Priority: Sur'Kesh, from the Kassa Fabrication 
    terminal in the Presidium Commons onboard the Citadel for 1,000 credits.
    
    Alliance Shuttle Model
    Acquired: On the CIC deck aboard the Normandy, beside the War Room.
    
    Aquarium VI
    Acquired: From the Elkoss Combine terminal in the Presidium Commons onboard the
    Citadel for 25,000 credits.
    
    Belan Jellyfish
    Acquired: From the Kanala Exports terminal in the Presidium Commons onboard the
    Citadel for 1,000 credits.
    
    Citadel Model
    Acquired: After completing Priority: Palaven, from the Nos Astra Sporting Goods
    terminal in the Presidium Commons onboard the Citadel for 1,000 credits.
    
    Destiny Ascension Model
    Acquired: On the Crew Deck onboard the Normandy, in the Life Support Room.
    
    Freighter Model
    Acquired: In the Shuttle Bay onboard the Normandy, in a passage accessible 
    behind the weapon bench on the porthand side.
    
    Geth Cruiser Model
    Acquired: In the Shuttle Bay onboard the Normandy, near Cortez's workbench on 
    the starboard side.
    
    Geth Fighter Model
    Acquired: After completing Priority: Geth Dreadnought, from the Elkoss Combine 
    terminal in the Presidium Commons onboard the Citadel for 1,000 credits.
    
    Husk Head
    Acquired: In the Leviathan DLC, during the third trip to Dr. Bryson's 
    laboratory.
    
    Ilium Skaid Fish
    Acquired: From the Kanala Exports terminal in the Presidium Commons onboard the
    Citadel for 1,000 credits.
    
    KEI-9 Robotic Dog (Shuttle Bay)
    Acquired: Automatically as part of the N7 Collector's Edition.
    
    Khar'shan Snapping Eel
    Acquired: From the Kanala Exports terminal in the Presidium Commons onboard the
    Citadel for 10,000 credits.
    
    Kodiak Drop Shuttle
    Acquired: After completing Priority: Palaven, from the Kassa Fabrication 
    terminal in the Presidium Commons onboard the Citadel for 1,000 credits.
    
    Koi Fish
    Acquired: From the Kanala Exports terminal in the Presidium Commons onboard the
    Citadel for 1,000 credits.
    
    Normandy SR-1 Model
    Acquired: In the Shuttle Bay onboard the Normandy, to the right of James' 
    workbench.
    
    Normandy SR-2 Model
    Acquired: Automatically at the beginning of the game.
    
    Oleg Petrovsky's Chessboard
    Acquired: Automatically upon completing the Omega DLC.
    
    Photo of Kelly
    Acquired: If a male Shepard romanced Kelly Chambers and saved her during the 
    Suicide Mission in Mass Effect 2, does not romance any other person, convinces 
    her to change her identity before the Cerberus Coup and consummates his 
    relationship with her.
    
    Photo of Tali
    Acquired: If Shepard romances Tali and completes Priority: Rannoch.
    
    Prejek Paddle Fish
    Acquired: If Shepard asked Kelly Chambers to feed his/her fish and she survived 
    the Suicide Mission in Mass Effect 2, and meets her again at the Docks aboard 
    the Citadel.
    
    Private Campbell's Favorite Mug
    Acquired: During the Citadel DLC - in the CIC checkpoint room next to the 
    elevator on the Normandy after fighting the CAT6 troops.
    
    Quarian Liveship Model
    Acquired: After completing Priority: Geth Dreadnought, from the Elkoss Combine 
    terminal in the Presidium Commons onboard the Citadel for 1,000 credits.
    
    Quarian Ship Model
    Acquired: In the Shuttle Bay onboard the Normandy, on a stack of boxes left of 
    James' workbench.
    
    Shadow Broker Base Model
    Acquired: If the Mass Effect 2: Lair of the Shadow Broker DLC was completed, 
    in the lower engineering deck aboard the Normandy, near a workbench.
    
    Sovereign Model
    Acquired: In the lower engineering deck aboard the Normandy, behind the 
    workbench.
    
    Space Hamster
    Acquired: In the lower engineering deck aboard the Normandy, running around in 
    circles.
    
    Striped Dartfish
    Acquired: From the Kanala Exports terminal in the Presidium Commons onboard the
    Citadel for 1,000 credits.
    
    Thessian Sunfish
    Acquired: From the Kanala Exports terminal in the Presidium Commons onboard the
    Citadel for 1,000 credits.
    
    Turian Cruiser Model
    Acquired: In the engineering deck aboard the Normandy, near the portside 
    stairwell.
    
    
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    5.2) Intel Upgrades (MEC503)
    
    Advanced Biotic Implants
    Description: This advanced amp is a sophisticated biofeedback system that 
    interfaces with a set of armor's microcomputers. The amp can be set to help 
    streamline the use of biotic skills and combat powers, or increase their damage
    instead. 
    Acquired: After scanning Metaponto, located in the Aquila system in the Ismar 
    Frontier.
    Effect: Increases power damage by 5%, or power recharge speed by 5%.
    
    Armor Modkit
    Description: Feron has persuaded his contacts to ship an armor modkit to the 
    Normandy. Technically illegal in Citadel space, the kit's omni-gel converter 
    and minifacturing fabricator can make a one-time modification to Shepard's 
    armor, improving shield strength or adding thermal clip compartments. 
    Acquired: If the Mass Effect 2: Lair of the Shadow Broker DLC was completed, 
    this intel will be available while visiting Liara's office aboard the Normandy 
    for the first time.
    Effect: Increases ammo capacity by 5%, or shield strength by 5%.
    
    Gallae’s Electronic Signature
    Description: Matriarch Gallae was an asari of some importance, with connections
    to Asari High Command and the Council itself. Her electronic signature can be 
    used once before security protocols realize it has been activated by someone 
    else. Gallae's contacts can open elite training facilities for reconditioning 
    soldiers, or on behalf of the asari embassy, grant someone a discount at all 
    Citadel stores. 
    Acquired: During Kallini: Ardat-Yakshi Monastery, in the disheveled room after 
    going down the elevator.
    Effect: Increases power damage by 5%, or gives a 5% store discount.
    
    Improved Geth Resistors
    Description: These schematics were downloaded from the Geth Consensus. They 
    appear to be designs for improved resistor terminals in geth platforms. The 
    schematics can easily be built into human-sized armor, providing the wearer 
    combat benefits enjoyed by the geth. The resistors can be tweaked either to 
    increase the wearer's damage output, or improve their shields. 
    Acquired: After completing the Rannoch: Geth Fighter Squadrons mission.
    Effect: Increases shields by 5%, or power damage by 5%.
    
    Intact Reaper Weapon
    Description: The barrel of this Reaper weapon can be dismantled for further 
    study. If the miniaturized energy cells powering the gun's systems are taken 
    apart, it could lead to improvements in the damage a weapon can deal. However, 
    an examination of its heat venting systems could instead provide the means to 
    maximize thermal clip storage.
    Acquired: After scanning Trategos, in the Pelion system in the Nimbus Cluster.
    Effect: Increases weapon damage by 5%, or ammo capacity by 5%.
    
    Intel from the Battle of Arcturus
    Description: Telemetry captured from Arcturus Station shows just how quickly 
    Reapers poured in from the relay and tore through Alliance fleets. VIs can 
    analyze hostile fire in the data collected to increase weapon damage. They can 
    also spend processing power looking for ways to improve shielding against 
    Reaper weapons.
    Acquired: After scanning Arcturus Station, located in the Arcturus system in 
    the Arcturus Stream.
    Effect: Increases weapon damage by 5%, or shields by 5%.
    
    Med Bay Surgery
    Description: This minor surgery will erase all scarring from your cybernetic 
    implants. If you forego any cosmetic improvements, you will instead get a small
    boost to your overall health.
    Acquired: After completing the Citadel: Medical Supplies mission.
    Effect: Increases health by 5%, or heals Shepard's scars. The "Heal Scars" 
    option is not available if Shepard healed his/her scars in Mass Effect 2.
    
    Miniaturized Armor Capacitors
    Description: This data was discovered and downloaded from inside the Geth 
    Consensus. Thousands of these miniaturized capacitors were installed beside 
    armor power cells, where they can instantly discharge a stored boost of energy.
    This boost can be tweaked either to speed up shield regeneration, or the rate 
    at which tech, biotic, and combat powers can be used.
    Acquired: After completing the Rannoch: Geth Fighter Squadrons mission.
    Effect: Increases shield recharge speed by 5%, or power recharge speed by 5%.
    
    Prejek Paddle Fish
    Description: This fish is a rare and valuable subspecies of the prejek 
    paddlefish, prized for its rich and savory flavor. The breed is endangered, and
    a member of the Hanar Illuminated Primacy is offering a choice of rewards in 
    exchange for the fish.
    Acquired: If Shepard asked Kelly Chambers to feed his/her fish and she survived
    the Suicide Mission in Mass Effect 2, and meets her again at the Docks aboard 
    the Citadel. After completing a game with the Paddle Fish acquired and alive, 
    this intel will be available in a New Game+ after returning to the Normandy.
    Effect: Increases weapon damage by 10%, or power damage by 10%.
    
    Remains of a Reaper Destroyer
    Description: To avoid the risk of indoctrination, remote drones have been sent 
    to study the salvaged remains of a Reaper destroyer. The drones can dig under 
    the outer hull, scanning circuits for technology that will increase the speed 
    at which tech, biotic, and combat abilities can be fired. Alternatively, the 
    Council has offered a Citadel-wide merchant discount for choosing the safer 
    option and demolishing the remains.
    Acquired: After scanning Borr, located in the Asgard system in the Exodus 
    Cluster.
    Effect: Increases power recharge speed by 5%, or gives a 5% store discount.
    
    Research Data From Pragia
    Description: Data on experimental gene therapies was buried in the ruins of the
    Pragia Research Facility. While most gene therapy takes years to show results, 
    Pragia's scientists discovered a way to shorten the process. Two intact sample 
    vials have been recovered from the facility. The only limiting factor is that 
    no more than one such therapy can be applied per ten month period without 
    causing serious nerve damage to the recipient. 
    Acquired: After scanning Pragia, located in the Dakka system in the Nubian 
    Expanse.
    Effect: Increases power recharge speed by 5%, or power damage by 5%.
    
    Volus Intelligence Archives
    Description: The salarian Special Tasks Force appears to have approached the 
    Vol Protectorate about codeveloping combat implants that require rare elements 
    found in volus space. The schematics for these implants include plans to 
    retrofit them to non-salarian species, should it be a sufficiently profitable 
    venture. One of these upgrades should be commissioned, although its 
    construction would be time-consuming and must be custom-made.
    Acquired: After scanning Oma Ker, located in the Nura system in the Aethon 
    Cluster.
    Effect: Increases power damage by 5%, or health by 5%.
    
    Weapon Upgrade Kit
    Description: This field kit can be used for a one-time upgrade to a variety of 
    weapons to increase ammo capacity or the potential damage dealt. Schematics 
    have been scanned into the Normandy's onboard computers. 
    Acquired: After scanning Verush, located in the Harsa system in Kite's Nest.
    Effect: Increases ammo capacity by 5%, or weapon damage by 5%.
    
    
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    5.3) Medi-Gel Capacity Upgrades (MEC504)
    
    Medi-gel is used to revive squadmates and restore Shepard's health. Throughout 
    the game, the player will have the ability to purchase upgrades that increase 
    the number of medi-gel capsules Shepard can carry at one time. Medi-gel 
    upgrades can be purchased from the Sirta Supplies terminal in Huerta Memorial 
    Hospital aboard the Citadel after completing certain plot missions. Medi-gel 
    capacity upgrades carry over between playthroughs.
    
    Medi-Gel Capacity
    Acquired: After completing Priority: Mars, for 3,000 credits.
    
    Medi-Gel Capacity I
    Acquired: After completing Priority: Palaven, for 6,000 credits.
    
    Medi-Gel Capacity II
    Acquired: After completing Priority: Sur'Kesh, for 10,000 credits.
    
    Medi-Gel Capacity III
    Acquired: After completing Priority: Tuchanka, for 16,000 credits.
    
    Medi-Gel Capacity IV
    Acquired: After completing Priority: The Citadel II, for 25,000 credits.
    
    Medi-Gel Capacity V
    Acquired: If Dr. Chloe Michel is asked to join the Normandy crew, and the 
    mission Citadel: Medical Supplies is completed.
    
    
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    5.4) Bonus Powers (MEC505)
    
    Throughout the game, Shepard can unlock various bonus powers for his/her own 
    use in combat by speaking with his/her squadmates at specific points throughout
    the game, or by completing various missions. All bonus powers can be accessed 
    via the Normandy's Medical Bay (on the Crew Quarters deck), and cost credits 
    for each usage.
    
    Armor Piercing Ammo (Garrus)
    Description: Bring down heavy-armor units. Shoot through light cover to hit 
    enemies. More weapon damage. More damage to armor.
    Acquired: After completing Priority: Palaven, talk to Garrus at the Main 
    Battery on the Crew Quarters deck.
    
    Barrier (Kaidan)
    Description: Reinforce armor with this biotic field. Detonate the field to lift
    and dangle nearby targets. Reduce all forms of damage taken. Slows power use by
    50%.
    Acquired: After completing Priority: The Citadel II, asking Kaidan to come 
    aboard the Normandy, and meeting him for lunch in the Presidium Commons onboard
    the Citadel.
    
    Carnage (James)
    Description: Rip a target to shreds with this vicious blast. Major collateral 
    damage to enemies nearby. Effective against armor.
    Acquired: After completing Priority: Tuchanka, and asking Vega to come up to 
    the Captain's Cabin for a conversation.
    
    Dark Channel (Javik)
    Description: Plague an opponent with a persistent, damaging biotic field. 
    Effect transfers to a second target if the first is killed. Effect's length 
    depends on Dark Channel's duration. Only one field may be active at a time.
    Acquired: After completing Priority: Rannoch, talk to Javik about the Memory 
    Shard in his room on the Crew Quarters deck.
    
    Decoy (EDI)
    Description: Distract opponents with this decoy.
    Acquired: After completing Priority: Horizon, talk to EDI in the Normandy 
    cockpit.
    
    Defense Drone (Tali)
    Description: Deploy this drone to electrocute enemies within its firing range.
    Acquired: After completing Priority: Rannoch, having Tali survive, and speaking
    with her on the Engineering Deck.
    
    Defense Matrix (EDI)
    Description: Reinforce armor with protective Foucault currents. Purge the 
    currents to restore shields.
    Acquired: After completing Priority: Rannoch, talk to EDI in the Normandy 
    cockpit.
    
    Dominate
    Description: Disrupt the synaptic harmonics of an organic brain so it can't 
    differentiate between friend and foe. A single affected target will fight on 
    your side for a short time. Targets grow resistant to the power over time.
    Acquired: Automatically after completing the Leviathan DLC.
    
    Energy Drain (Tali)
    Description: Hit an enemy with this energy pulse to inflict damage and to steal
    barrier and shield power.
    Acquired: After importing an ME2 save, when Tali arrives on the Normandy for 
    the first time, talk to her in the War Room, invite her up to the Captain's 
    Cabin, complete Priority: Rannoch and have her survive the mission.
    
    Flare (Aria)
    Description: Focus and expend all biotic energy to unleash a huge flare that 
    throws enemies within its range, causing massive damage.
    Acquired: Automatically after completing the Omega DLC.
    
    Fortification (James)
    Description: Reinforce armor using protective Foucault currents. Purge the 
    current and send its charge to your gauntlets for increased melee damage.
    Acquired: After the first conversation/sparring match with James Vega in the 
    Shuttle Bay aboard the Normandy.
    
    Inferno Grenade (Ashley)
    Description: Cluster-bomb a small area with incendiary munitions.
    Acquired: After completing Priority: The Citadel II, asking Ashley to come 
    aboard the Normandy, and visiting her at Starboard Observation on the Crew 
    Quarters deck.
    
    Lash (Aria)
    Description: Latch this biotic field onto enemies to jerk them towards you, 
    doing massive damage in the process.
    Acquired: Automatically after completing the Omega DLC.
    
    Marksman (Ashley)
    Description: Boost weapon accuracy and firing rate for a short time.
    Acquired: After completing Priority: The Citadel II, asking Ashley to come 
    aboard the Normandy, and visiting her at the Citadel Refugee Camp.
    
    Proximity Mine (Garrus)
    Description: Fire this sticky mine into traffic. It will detonate when an enemy
    steps within range.
    Acquired: After completing Priority: Thessia, talk to Garrus on the Crew 
    Quarters deck.
    
    Reave (Kaidan)
    Description: Drain target's health and disrupt their resistances, receiving 
    increased damage protection while this power is in effect. Effective against 
    barriers and armor.
    Acquired: After completing Priority: The Citadel II, asking Kaidan to come 
    aboard the Normandy, and visiting him at Starboard Observation on the Crew 
    Quarters Deck.
    
    Slam (Javik)
    Description: Deal massive damage with a biotic body slam.
    Acquired: After completing Priority: Eden Prime (From Ashes DLC), and speaking 
    with Javik when he first arrives on the Normandy.
    
    Stasis (Liara)
    Description: Stop an enemy in its tracks with this powerful mass effect field. 
    No effect on armored targets. Enemies eventually break out of Stasis after 
    taking major damage.
    Acquired: After completing Priority: Thessia, talk to Liara in her office 
    aboard the Normandy. NOTE: This power can only be unlocked immediately after 
    completing the mission, when Liara is sitting on her bed.
    
    Warp Ammo (Liara)
    Description: Blast vulnerable opponents already lifted by biotics for a damage 
    bonus, and weaken the armor of grounded targets. More weapon damage. More 
    damage to barriers and armor.
    Acquired: After completing Priority: Tuchanka, and speaking with Liara in her 
    office on the Crew Quarters Deck.
    
    
    ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    
    5.5) Apartment Items (MEC506)
    
    During the Citadel DLC, Shepard can purchase a variety of furniture for his/her
    personal apartment, which is acquired at the beginning of said DLC. After the 
    main story mission is completed, furniture can be purchased by visiting the 
    Home Spun store on the Silversun Strip and using the store terminal.
    
    Amber Accent Wall
    Acquired: From the Home Spun store terminal for 1000 credits.
    
    Artistic Shelving
    Acquired: From the Home Spun store terminal for 1500 credits.
    
    Basic Recliner
    Acquired: From the Home Spun store terminal for 1000 credits.
    
    Cozy Sofa
    Acquired: From the Home Spun store terminal for 1000 credits.
    
    Deluxe Vanity
    Acquired: From the Home Spun store terminal for 1000 credits.
    
    Elegant Ottoman
    Acquired: From the Home Spun store terminal for 1000 credits.
    
    Light Coffee Table
    Acquired: From the Home Spun store terminal for 1000 credits.
    
    Plush Volus
    Acquired: As a prize for grabbing a purple orb from the Claw Game in the Castle
    Arcade.
    
    Polished Vanity
    Acquired: From the Home Spun store terminal for 1000 credits.
    
    Posh Sofa
    Acquired: From the Home Spun store terminal for 1500 credits.
    
    Simple Bedding
    Acquired: From the Home Spun store terminal for 1500 credits.
    
    Vibrant Kitchen
    Acquired: From the Home Spun store terminal for 1000 credits.
    
    Wholesome Kitchen
    Acquired: From the Home Spun store terminal for 1000 credits.
    
    ======================================================================
    6) Version History (MEC600)
    ======================================================================
    
    1.0 - March 15, 2013: Final version of original document completed and 
    proofed.
    
    ======================================================================
    7) Copyright & Thanks (MEC700)
    ======================================================================
    
    (C) Copyright 2013 Alex Gregory
    
    This guide is exclusive to GameFAQS.com, and may not be reproduced under any 
    circumstances except for personal use. It cannot be used in any form of 
    printed or electronic media involved in a commercial business. This guide may 
    not be placed on any website or otherwise distributed publicly without my 
    express written permission.
    
    Use of this guide on any other website or as part of any public display is 
    strictly prohibited and a violation of copyright.
    
    Thanks to the Mass Effect Wiki for clarifying unclear information, and to 
    GameFAQS.com for hosting this guide.
    
    If I have missed any information about a collectible or item, please email me 
    (at crazyrabbits at gmail dot com), and I will give you a contributor credit.
    
    If you enjoyed this guide, consider making a small donation to my Paypal 
    account (crazyrabbits at gmail dot com). Crafting compelling, interesting 
    guides takes time, and any help is always appreciated.
    
    -30-

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