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Common Augments Edit
Augments are cybernetic implants that can be installed to enhance your Agents abilities, provided that the Agent has an empty Augment slot. If an Agent does not have an empty Augment slot, extra slots(four in total) can be installed at a Cybernetics Lab. Augments can also be bought form a Nanofab (regular) or Nanofab Vestibule. Augments that are bought from a Nanofab have to be installed manually and/or can be passed on to other Agents. Augments that are pre-installed in an Augment Grafter at a Cybernetics Lab can only be installed on the current Agent and that Agent must have an empty Augment slot.
Augments are not stackable with the exception of "Distributed Processing", "Titanium Rods", "Penetrating Scanner" and "Piercing Scanner".
|Anatomy Analysis||$650||3||Kills do not increase the alarm tracker. Will not activate if power is not available.||A single strike to precisely right location is enough to disrupt most commercial heart monitors. Fortunately, the calculations involved in finding that location are beyond normal human cognition.|
|Carbon Myomer**||$200||-||Adds one inventory slot. Not stackable.||Replacement Myomer bundle that produces an accessible compartment in unused body space.|
|Chameleon Movement||$300||-||Gain 6 AP when agent becomes cloaked for any reason.||Contrary to it's name, the Chameleon Movement implant does not allow the host to change their appearance. Rather - it analyzes their surroundings to show them the most inconspicuous path for the way they look.|
|Distributed Processing||$650||-||50% chance to gain a PWR point at the beginning of each turn. Stackable||There is plenty of room in the human body to pack in additional processing power. Artificial neural bundles may be implanted into any major muscle mass with minimal loss of strength.|
|HoloCircuit Overloaders||$650||-||Knock out all enemies in a small area around this agent when agent becomes cloaked for any reason. This will also create a noise that can be heard by guards outside of it's effective range||Modern tactical displays stream terabytes of situational data directly into the corneas of security forces. They also provide an avenue of attack.|
|-||Automates environment mapping and uploads all data to Incognita. Returns cash for every % of map explored.||This embedded apparatus implements SLAM (Simultaneous Localization and Mapping) to create an environment map of explored regions and automatically updates the data to the central servers. Floor layouts can later be sold on the black market.|
|Net Downlink||$650||-||Agent gains 2 AP. (Trigger after any Incognita has broken all the ICE on any firewall)(Max 6 AP per turn)||Offloads some basic brain functions to a remote server, allowing the host to focus on more pressing matters.|
|Penetration Scanner||$650||-||Melee weapons ignore 1 point of armor. Stackable||A suite of sensors and AI routines that analyze weaknesses in blunt trauma armour.|
|Piercing Scanner||$650||-||Ranged weapons ignore 1 point of armor. Stackable||A suite of sensors and AI routines that analyze weaknesses in ballistic armour.|
|Predictive Brawling||$300||-||Gain 6 AP after KOing a guard. Melee only.||P.B. gives full control of the somatic muscles and sensorium to an advanced combat AI. The host consciousness is kept distracted with a combination of soothing nature scenes and chamber music.|
|Skeletal Suspension||$300||-||Improves the speed of dragging||Nano constucted fiber webbing surrounds the bones, vastly reducing the risk of arthritis.|
Renders the user invisible until their next turn after the use of a Stim.
|Replacing the top layer of skin, this circuitry converts the brain and muscle enhancers used in stim to create a holographic projection.|
|Titanium Rods||$400||-||Deal 1 extra KO damage. Melee only. Stackable||Sometimes the simplest things are the most effective. Metal bones let you hit things really hard.|
|Torque Injectors||$300||-||Reduces item cooldown by 1 whenever an inventory item is used.||The hand is a versatile, but an inefficient design. By restricting certain axes of motion, we are able to improve the speed and efficiency of others.|
* Sell prices are half Value prices.
** Augments cannot be bought from a Nanofab Fabricator and can only be obtained at a Cybernetics Lab.
Unique Special AugmentsEdit
Unique Special Augments are unique to Agents and cannot be bought or sold.
|Bank's Crypto Computer||Unlocks level 1 security doors without a passcard.||The quantum descrambler implanted in Bank's cranium makes short work of most encryption.|
|Decker's Neural Networking||Allows agent to uncover DAEMONS in adjacent objects.||Over the years, most of Decker's vertebrae have been replaced with synthetics of varying quality. When jacked in, the jolts of pain allow him to differentiate subroutines.|
|Decker's Sensory Injector||Gives the agent +2 AP when seen by the enemy (including peripheral vision).||Many a guard have caught a glimpse of Decker. None have caught him.|
|Central's Antiviral Proxy||Gain 5 PWR on any DAEMON install.||The highly confidental work of a Daemon engineer, this subdermal chip re-routes PWR from other networked subroutines. Rumor has it that Central has the only prototype.|
|Internationale's Network Siphon||Generates PWR when ALARM LEVEL increases. PWR gained: 2x Alarm Level.||The mark of a great agent is the ability to take your enemy's greatest strength and turn it into their weakness.|
|Internationale's Wireless Emitter||Allows agent to hack items from a distance, through walls. Automatically reveals nearby mainframe objects within 6 tiles.||Using her skin as an antenna, Internationale is able to manipulate electronics at a distance.|
|Nanofabricator purchases cost 15% less.||As an expert hacker and savvy tech opportunist, Monst3r has built a unique network of hyper efficient Nanofabricator co-routines.|
|Nika's Adrenal Regulator||Gives the agent an extra ATTACK per turn.||In an emergency, Nika can flood her nervous system with hot liquid aggression. Sometimes she does it just for fun.|
|Nika's Discharge Re-router||Once per turn, agent's DISRUPTER ATTACK reduces all ITEM COOLDOWNS by 1.||Nika loves scrambling neurons so much, she had a tech write a custom routine that makes her disrupter recharge itself and everything around it.|
|Omni Security Chip||Used in final mission. Bring to the final security door to unlock.||Filled with OMNI security algorithms. Easily the most valuable megabyte and a half of data in the world.|
|Prism's Refraction Chamber||Gain +1 PWR when a mainframe device is hacked. Max +2 PWR per turn.||Collects ambient energy from data signals, most efficient during large flurries of network activity such as when firewalls come down.|
|Shalem's Enhanced Optics||Gives +1 armor piericing to ranged weapons.||Extensive training and a ballistics co-processor lets Shalem direct bullets along optimal trajectories.|
Modular Cybernetic Frame
|Start with 6 augment slots. Each 3 augments installed gives melee weapons +1 KO damage.||In his reach to perfect the connection between mind and machine, Alex has converted nearly 90% of his body into a highly modular robotic frame.|
|Tony's Subdermal Tools||A local EMP blast that disables mainframe devices for 1 turn. Agent's AP is reduced by 1.||Dr. Xu carries the tools of his trade in a purpose-built cavity in his prosthetic arm and allows the agent to manually shut down mainframe devices.|
|Tony's Thermal Generator||Once a turn, generates 2 PWR when the agent uses an item with cooldown of 3 or more.||Thermal Generator was a joint project between Dr Xu and his colleague Alex McTeague. A very early design, it is still comparable to the cutting edge of current augment technology.|