For an easier explanation, let's assume you have a level 30 Shepard. With one exception you can decide how your points are allocated before importing ME2 saves. However, imported saves of levels 26 - 30 will give two additional points per level totaling up to 61 points. This gives you the option of fully maxing out 8 powers with 13 points remaining at level 60, enough to bring one other power up to level 4 with 3 points remaining unspent, though of course other combinations are entirely possible.ĭepending on Shepard's level in a completed save you can have up to 51 points to carry over to ME3.
MASS EFFECT 3 SHEPARD CODES SERIES
Levels that are grouped reward the same amount of points per level, with the total amount awarded for that series of levels shown in the far right column. The following table shows the amount of points earned per level with the total amount at level 60. A new game starts Shepard at level 1 with 3 predetermined points. Shepard can earn up to 181 points to allocate to powers. Reassigning Shepard's bonus power always costs 5,000 credits, with the pool of available powers expanding by earning achievements mostly relating to the squadmate the power belongs to (see below). The first reassignment is free, but if repeated the cost increases by 5,000 credits with each purchase, up to a maximum of 25,000 credits per reassignment for that individual.
![mass effect 3 shepard codes mass effect 3 shepard codes](http://4.bp.blogspot.com/-gsuY428AxHs/Uc-GOEVTgaI/AAAAAAAAAUU/jxDbba9UUxU/s1600/MassEffect3+2013-06-29+03-01-47-45.jpg)
You can immediately reallocate Shepard's points from the Squad screen, but you won't be able to reallocate squadmate points until you take that squadmate on a mission or into a combat situation. Reassigning powers resets every skill point to be unassigned for Shepard or the desired squadmate.
MASS EFFECT 3 SHEPARD CODES PLUS
Shepard's powers and bonus power, plus the powers of all of the major squadmates with the exception of Javik, can be reassigned at two terminals located in the medical bay of the Normandy SR-2. Also like in Mass Effect 2, biotic or other powers that can lift or knock enemies around only work fully against enemies unprotected by barriers, shields, or armor, however there are more powers in Mass Effect 3 that are capable of affecting enemies still with some protection. As in Mass Effect 2, powers utilized by squadmates almost never fire actual projectiles and instead impact targets instantly and thus can't be evaded by enemies the vast majority of the time. In Mass Effect 3, many power projectiles are noticeably faster with faster possible recharge times compared to in the previous game, though on the downside many enemy types are now capable of dodging powers. Ammo powers also return in Mass Effect 3 though with some differences from how they worked in the previous game for more information see the Weapons page.Īs in the previous game, most powers in Mass Effect 3 automatically lock on to enemies and either hit home instantly or fire seeking projectiles some of which are capable of arcing around cover. As with Mass Effect 2's rank 4, Mass Effect 3's ranks 4-6 give two power choices with the sixth always being passive. Each power used by the player or a member of the squad (with the exception of First Aid) follows the same general pattern as Powers from Mass Effect 2, but now two additional ranks are possible up to a maximum rank of 6.