Ammunition Upgrades in Mass Effect 1 are one of the upgrade categories of the game and are specifically designed to enhance the effectiveness of your weapon's ammunition granting different effects like poison, cold, and burn. Ammunition Upgrades may also generate negative effects on your Weapon such as a slow rate of fire or increased heat generation. All Weapons have one or two open slots for Weapon Upgrades and always one for ammo except Weapons from Geth Armory that do not accept any kind of upgrades.

A weapon can only have one type of ammo at a time, while several weapon upgrade mods can be installed to dramatically increase its performance above and beyond stock levels. Ammunition Upgrades can be purchased from Merchants, looted from containers, and also can be dropped by killed enemies or bosses.

Sophistication Levels

As with all Equipment in Mass Effect 1, Ammunition Upgrades come in a variety of sophistication levels. Notice that not all Ammunition Upgrades come in all 10 levels.

Installation

Ammunition Upgrades can be equipped from the Equipment Menu. While viewing the currently installed item, press X to enter the upgrade screen. To equip a weapon upgrade on PC, go to Inventory (I) and click on one of the boxes next to the weapon manufacturer and name of the weapon. From there, there will be two boxes, one has gun modifications and the other has ammo upgrades.

 

 

All Ammunition Upgrades in Mass Effect

The following table shows only the range of stats for each Ammunition Upgrade version. To see the complete evolution of the weapon, click on the Ammunition Upgrade name.

Name
Sophistication lvls
Effect
anti-personnel_rounds_ammunition_upgrade_mass_effect_wiki_guide_115px
Anti-Personnel Rounds
I to III +15-25% Damage vs Organics
Armor Piercing Rounds
Armor-Piercing Rounds
I to III +15-25% Damage vs Synthetics
Chemical Rounds
Chemical Rounds
I to III  +30-40% Toxic Damage
Damage/Second For 5 Seconds: 5-7
Hammerhead Rounds
Hammerhead Rounds
I to III  +20-30% Weapons Force
Phasic Rounds
Phasic Rounds
I to III  +20-30% Shield Bypass
-30% Damage Penalty
Radioactive Rounds
Radioactive Rounds
I to III  -15-21% Target Cooldown Penalty
Cryo Rounds
Cryo Rounds
IV to VII +10-22% Shield Bypass
-20-35% Target Accuracy Penalty
Incendiary Rounds
Incendiary Rounds
IV to VII  Damage/Second For 5 Seconds: 10-16
-10-16 Target Accuracy Penalty
Polonium Rounds
Polonium Rounds
IV to VII  +40-55% Toxic Damage
Damage/Second For 5 Seconds: 5-8
Proton Rounds
Proton Rounds
IV to VII  +40-55% Shield Bypass
-20% Damage Penalty
Shredder Rounds
Shredder Rounds
IV to VII  +25-40% Damage vs Organics
Tungsten Rounds
Tungsten Rounds
IV to VII  +25-40% Damage vs Synthetics
High Explosive Rounds
High Explosive Rounds
VIII to X   400-420cm Blast Radius
+500% Heat Generation
+500% Weapons Force
+20-28% Damage Bonus
Inferno Rounds
Inferno Rounds
VIII to X  Damage/Second For 5 Seconds: 15-21
-20-28% Target Accuracy Penalty
Sledgehammer RoundsSledgehammer Rounds
VIII to X  -20% Heat Absorption Penalty
+40-50% Weapons Force
+40-50%
Snowblind RoundsSnowblind Rounds
VIII to X  +20-28% Damage Bonus
-40% Rate of Fire Penalty
-20-28% Target Accuracy Reduction
Harpoon Rounds
Harpoon Rounds
I to X Damage/sec for 5 sec: 10-16
-10-16% Target DP Penalty

 

 

 




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