Invisible, Inc. Wiki
Advertisement
Home | Achievements | Agents | Augments | Daemons | Enemies | Gadgets | Items | Mainframe Devices | Missions | Programs | Updates | Weapons

Common Gadgets[]

* Sell prices are half Value prices.
† Cooldown cannot be reduced with Charge Packs.
‡ Ignores all KO resistances if detonated during the agency's turn.
The Contingency Plan = Contingency Plan DLC.

Deployable item cooldowns come into effect when picked back up again.

Icon Name Value* Skill Requirement Cooldown Effect Description
Accelerator Chip
Accelerator Chip I 300 CR Anarchy 2 2 Use at a console to increase the amount of PWR generated by 1. It is possible to increase a console's uplink potential by optimizing its process tree and emptying its recycling bin.
Accelerator Chip II 550 CR Anarchy 3 2 Use at a console to increase the amount of PWR generated by 2.
Accelerator Chip III 800 CR Anarchy 4 2 Use at a console to increase the amount of PWR generated by 4.
Buster Chip
Buster Chip I  250 CR Anarchy 2 5 Use this to manually break through 2 firewalls. A favourite of script kiddies and low-level corporate system administrators, the Buster Chip automatically breaks down firewalls.
Buster Chip II 400 CR Anarchy 3 4 Use this to manually break through 3 firewalls.
Buster Chip III 600 CR Anarchy 4 3 Use this to manually break through 4 firewalls.
Buster Chip IV The Contingency Plan

(1 charge capacity)

800 CR Anarchy 4 3

Use this to manually break through 8 firewalls. Each use of this item consumes one charge. Recharges between missions. Use charge packs to refill during missions.

Gadgets Cloaking Rig
Cloaking Rig I 400 CR Speed 2 10 Renders the user invisible for 4 tiles of movement this turn. Cloaking rigs use an array of holographic projectors to bend light around a small area, rendering it almost invisible. The projectors overheat quickly, however, limited their utility.
Cloaking Rig II 700 CR Speed 3 8 Renders the user invisible for a turn. An improved thermal profile allows for this rig to operate for much longer than the standard model.
Cloaking Rig III 850 CR Speed 4 8 Renders the user invisible for 2 turns This cloaking rig has improved microcapacitors resulting in extended duration of the cloak.
Crybaby
Cry Baby 300 CR - 1 Throw to place. Activate in the mainframe to create a noise. This effect will reach 8 tiles. Extensive focus tests were done to find the most distracting noise to the common security guard.
Econ Chip
Econ Chip 800 CR Speed 2 5 Collects credits from consoles instead of PWR. 50 credit per PWR point. The SHL routine is a complex account processing algorithm that gets very creative with decimal points.
EMP Pack
EMP Pack I 500 CR Hacking 2 8 Detonates at the end of the turn. Disables all Mainframe devices and drones within 3 tiles.

An EMP pack generates a large static change in the air, scrambling electronics within a radius. Often used as safety devices in automated assembly lines.

Note: makes noise in ~3 tile radius

EMP Pack II 800 CR Hacking 3 8 Detonates at the end of the turn. Disables all Mainframe devices and drones within 5 tiles.
EMP Pack III 1200 CR Hacking 4 8 Detonates at the end of the turn. Disables all Mainframe devices and drones within 7 tiles.
EMP Pack IV The Contingency Plan 1500 CR Hacking 4 4

Detonates at the end of the turn. Disables all Mainframe devices and drones within 8 tiles.

Each use of this item consumes one charge.

Recharges between missions.

Use charge packs to refill during missions.

Icon-item flashpack
‡ Flash Pack The Contingency Plan 900 CR Anarchy 2 12

Place on the ground. Detonate it using the mainframe. KO all guards for 2 turns in a radius of 3 tiles.

The power of a flash bomb married to the wireless magic of mainframe technology.
Camera Canister
Camera Canister 600 CR - 1† Throw to place. Gives 360 vision in an area. Provides a full-spectrum view of its surroundings. Includes a safety to avoid embarrassing pocket-pics.
Charge Pack
Charge Pack 400 CR - -

Refills a weapon's ammo or reduces an item's cooldown.

This item has one use only.

Weapons capable of penetrating corporate armour require expensive and unstable energy packs.
Hologram Projector
Hologram Projector 600 CR - 1† Throw to place a fake cover item. The projector can be heard 1 tile away.


It doesn't hide things on the same tile. Deploying inside a vision of a guard will turn them into hunting state.

Holographic projection technology is used extensively in advertising and entertainment venues in the urban centers of the corp zones.
Lock Decoder
Lock Decoder 400 CR - 3† Place on a locked door to decode and disable the lock in 3 turns. A compact multi-core device capable of crunching through security door encryption locks.
Med Gel
Med Gel 500 CR - - One-time use. Revives a dying agent. Stand next to a downed agent to use. A Medgel capsule contains a swarm of cellular-restoration nanobots suspended in a slurry of nutrients, antibiotics, and synthetic blood vessels. They taste like guava.
Paralyzer
Paralyzer I 400 CR Anarchy 2 6 Use on pinned targets. KOs targets for an extra 2 turns. Uses the same toxin as a D.A.R.T, but with a much more hands-on delivery method.
Paralyzer II 500 CR Anarchy 3 5 Use on pinned targets. KOs targets for an extra 3 turns. A slightly altered toxin incapacitates a target for a longer period of time.
Paralyzer III 700 CR Anarchy 4 5 Use on pinned targets. KOs targets for an extra 4 turns. Delivers a massive dose of incapacitating toxin. Gives you time to catch your breath before running away.
Paralyzer IV The Contingency Plan

(1 charge capacity)

900 CR Anarchy 4 4 Use on pinned targets. KOs targets for an extra 8 turns.

Each use of this item consumes one charge. Recharges between missions. Use charge packs to refill during missions.

Delivers a cripling dose of incapacitating toxin. Increasingly used by executives for power naps between meetings.
Portable Server alt
Portable Server I 500 CR Hacking 2 - Generates 1 PWR per 2 turns when deployed. A portable server slowly increases the agents' connection to Incognita. Security forces will disrupt it if it is found.
Portable Server II 1000 CR Hacking 3 - Generates 1 PWR per 1 turns when deployed. A portable server made of slightly nicer components. Try not to lose it in field - these things are expensive!
Portable Server III 1500 CR Hacking 4 - Generates 2 PWR per 1 turn when deployed. An overclocked version of the portable server. Higher numbers are always better, right?
Gadgets Prototype Chip
Prototype Chip 700 CR - - Use at a console to drain and store PWR. Stored PWR can be used to hack devices. This bleeding-edge device is a stolen classified prototype.
Scan Chip
Scan Chip 100 CR Speed 2 2 Reveals hidden Daemons and identifies its type on mainframe device. Initially a 'search and destroy' virus protection device, it's software development team could not keep up in the virtual space cold war. It still makes for a useful diagnostic tool.
Shock Trap
 Shock Trap I 400 CR Anarchy 2 7

Place on a door. Triggers when opened. KO guards for 3 turns. Ignores armour.

A neural disrupter can be installed on a door to provide an improvised trap.

 Shock Trap II 700 CR Anarchy 3 6

Place on a door. Triggers when opened. KO guards for 4 turns. Ignores armour.

‡ Shock Trap III 1000 CR Anarchy 4 5

Place on a door. Triggers when opened. Has an area of effect. KO guards for 4 turns. Ignores armour.

The effect will reach 5 tiles.

Consumes 3 PWR when deployed.

Doesn't KO agents in range, even if they trigger the trap.

Stim
Stim I 400 CR Speed 2 9 Restores 4 AP. A cocktail of brain-and-muscle enhancing chemicals. It's best not to ask about the details.
Stim II 800 CR Speed 3 7 Restores 6 AP. A strong cocktail of enhancement chemicals. May be slightly addictive.
Stim III 1000 CR Speed 4 4 Restores 8 AP and refreshes an Agent's attack. A dangerously strong cocktail of performance enhancing chemicals. Have you ever looked at your hands? I mean, *really* looked?
Stim IV The Contingency Plan

(1 charge capacity)

1400 CR Speed 4 4

Gives an agent unlimited attacks for 1 turn and restores 10 AP. Each use of this item consumes one charge. Recharges between missions. Use charge packs to refill during missions.

A highly dangerous cocktail of performance enhancing chemicals.  Do not take internally.
TAG Pistol
T.A.G. pistol 300 CR - -

PWR operated pistol that tags a guard to show his patrol paths. Uses 1 PWR. Consumes an agent's attack.

Launches an undetectable microdrone that continuously transmits geolocational telemetry to a central server via quantum entanglement.

Note: hacked drones cannot be tagged.

Ventricular Lance
Ventricular Lance 600 CR - 6 Gives an agent +1 armour piercing for all weapons for one turn. A cardiac shot of pure aggression straight to the heart. Be sure to punch clean through the rib cage for posisive results.

Special Unique Gadgets[]

* Sell prices are half Value prices.

Icon Name  Value*  Skill Requirement Cooldown Effect Description
Paralyzer
Banks's
Custom Paralyzer
400 CR Anarchy 2 6 Use on pinned targets. KOs targets for an extra 3 turns. Banks perfected this recipe during her time doing solo corporate heists. After dozens of successful jobs and no fatalities, she was hailed as a modern Robin Hood.
Econ Chip
Banks's
Econ Chip
800 CR Anarchy 2 4 Collects credits from consoles instead of PWR. 50 credit per PWR point. This trusty device has probably seen more credit run through it's circuits than some small countries.
Gadgets Cloaking Rig
Decker's
Cloaking Rig
400 CR Speed 2 8 Renders the user invisible for a turn or until they attack. Decker managed to sneak this rig out of the building the day he was fired from his last corporate job.
Shock Trap
‡ Tony's Modded
Shock Trap

400 CR

- 7

Place on a door. Triggers when opened.

Stuns guards for 3 turns.

Ignores armour.

Dr. Xu faced disciplinary action at his university more than once for leaving activated shock traps on his door during office hours.
Advertisement