====== Items ======
**Items** can be carried by [[:agents:]] and [[:guards:]]. Most items can be bought and sold at [[:mainframe devices:Nanofabricators]] or from [[:buying from Monst3r|Monst3r]], [[:stealing|stolen]] from [[:guards:]], or looted from [[:mainframe devices:Corporate Safes]], [[:mainframe devices:Secure Cases]] or [[:mainframe devices:secure locker|Secure Lockers]]. Most items can be sold for half of their value, rounded up. Some items have multiple [[:tiers]], while some others are [[#unique items|unique to particular agents]].
Most items give the agent carrying them some new ability; many items have a [[:skill]] level requirement for the agent to use them. Some [[#special items]] serve particular purposes in some [[:missions:]], or give some benefit when carried out of a mission.
[[:Weapons:]] and uninstalled [[:augments:]] are also items.
===== Generally available items =====
^ ^ Item ^ Value \\ ([[:credits|CR]]) ^ Cooldown ^ Skill \\ required ^ Description ^
| {{accelerator_chip.png?50}} | [[Accelerator Chip I]] | 300 | 2 turns | Anarchy 2 | Generates +1 [[:PWR]] when hijacking a [[:Console]]. |
| ::: | [[Accelerator Chip II]] | 550 | 2 turns | Anarchy 3 | Generates +2 [[:PWR]] when hijacking a [[:Console]]. |
| ::: | [[Accelerator Chip III]] | 800 | 2 turns | Anarchy 4 | Generates +4 [[:PWR]] when hijacking a [[:Console]]. |
| {{buster_chip.png?50}} | [[Buster Chip I]] | 250 | 5 turns | Anarchy 2 | Manually breaks 2 [[:firewalls]] on an adjacent device. |
| ::: | [[Buster Chip II]] | 400 | 4 turns | Anarchy 3 | Manually breaks 3 [[:firewalls]] on an adjacent device. |
| ::: | [[Buster Chip III]] | 600 | 3 turns | Anarchy 4 | Manually breaks 4 [[:firewalls]] on an adjacent device. |
| ::: | [[Buster Chip IV]] [icon:CP] | 800 | 1 [[:tiers#tier IV items|charge]] \\ per mission | Anarchy 4 | Manually breaks 8 [[:firewalls]] on an adjacent device. |
| {{camera_canister.png?50}} | [[Camera Canister]] | 300 | 1 turn | --- | When thrown, gives 360° vision from its location. Can be recovered. |
| {{charge_pack.png?50}} | [[Charge Pack]] | 400 | Single use | --- | Reloads a [[:weapons:|weapon]] which uses ammo, reduces another item's cooldown timer by 2 turns, or replenishes the charge of a "[[:tiers#Tier IV items|tier IV]]" item. |
| {{cloaking_rig.png?50}} | [[Cloaking Rig I]] | 400 | 10 turns | Speed 2 | Renders the agent [[:cloaking|invisible]] for 4 [[:AP]] of movement, or until they [[:attack]]. |
| ::: | [[Cloaking Rig II]] | 700 | 8 turns | Speed 3 | Renders the agent [[:cloaking|invisible]] for one turn, or until they [[:attack]]. |
| ::: | [[Cloaking Rig III]] | 850 | 8 turns | Speed 4 | Renders the agent [[:cloaking|invisible]] for two turns, or until they [[:attack]]. |
| {{cry_baby.png?50}} | [[Cry Baby]] [icon:CP] | 300 | 1 turn | --- | When thrown and activated, makes a [[:noise]] distraction with an 8 tile radius. Can be recovered. |
| {{econ_chip.png?50}} | [[Econ Chip]] | 800 | 5 turns | Speed 2 | Use at a [[:Console]] to get [[:credits]] instead of [[:PWR]]. |
| {{emp_pack.png?50}} | [[EMP Pack I]] | 500 | 8 turns | Hacking 2 | Makes an EMP blast at the end of the turn which [[:rebooting|reboots]] devices and disables [[:heart monitors]] in a 3 tile radius. |
| ::: | [[EMP Pack II]] | 800 | 8 turns | Hacking 3 | Makes an EMP blast at the end of the turn which [[:rebooting|reboots]] devices and disables [[:heart monitors]] in a 5 tile radius. |
| ::: | [[EMP Pack III]] | 1200 | 8 turns | Hacking 4 | Makes an EMP blast at the end of the turn which [[:rebooting|reboots]] devices and disables [[:heart monitors]] in a 7 tile radius. |
| ::: | [[EMP Pack IV]] [icon:CP] | 1500 | 1 [[:tiers#tier IV items|charge]] \\ per mission | Hacking 4 | Makes an EMP blast at the end of the turn which [[:rebooting|reboots]] devices and disables [[:heart monitors]] in an 8 tile radius. |
| {{flash_grenade.png?50}} | [[Flash Grenade]] | 600 | Single use | --- | When thrown, deals 2 [[:KO]] damage to guards in a radius of 3 tiles. |
| {{flash_pack.png?50}} | [[Flash Pack]] [icon:CP] | 900 | 12 turns | Anarchy 2 | When deployed and activated, deals 2 [[:KO]] damage to guards in a radius of 3 tiles. |
| {{hologram_projector.png?50}} | [[Hologram Projector]] | 600 | 1 turn | --- | Can be thrown to create an illusory object which provides [[:cover#soft cover]]. |
| {{lock_decoder.png?50}} | [[Lock Decoder]] | 400 | 3 turns | --- | Unlocks [[:doors#lvl1 security doors]]. |
| {{med_gel.png?50}} | [[Med Gel]] | 275 | Single use | --- | Revives a [[:KO|knocked out]] or lethally-wounded agent on an adjacent tile. |
| {{paralyzer.png?50}} | [[Paralyzer I]] | 300 | 6 turns | Anarchy 2 | Adds +2 [[:KO]] time to a knocked out guard. |
| ::: | [[Paralyzer II]] | 500 | 6 turns | Anarchy 3 | Adds +3 [[:KO]] time to a knocked out guard. |
| ::: | [[Paralyzer III]] | 700 | 6 turns | Anarchy 4 | Adds +4 [[:KO]] time to a knocked out guard. |
| ::: | [[Paralyzer IV]] [icon:CP] | 900 | 1 [[:tiers#tier IV items|charge]] \\ per mission | Anarchy 4 | Adds +8 [[:KO]] time to a knocked out guard. |
| {{portable_server.png?50}} | [[Portable Server I]] | 500 | 2 turns | Hacking 2 | Generates +1 [[:PWR]] every 2 turns while deployed. |
| ::: | [[Portable Server II]] | 1000 | 2 turns | Hacking 3 | Generates +1 [[:PWR]] every turn while deployed. |
| ::: | [[Portable Server III]] | 1500 | 2 turns | Hacking 4 | Generates +2 [[:PWR]] every turn while deployed. |
| {{scan_chip.png?50}} | [[Scan Chip]] | 100 | 2 turns | Speed 2 | Reveals the [[:daemons:|daemon]] on an adjacent device. |
| {{shock_trap.png?50}} | [[Shock Trap I]] | 400 | 7 turns | Anarchy 2 | Can be placed on a [[:doors|door]] to deal 3 [[:KO]] damage to a guard (or agent) who opens the door. |
| ::: | [[Shock Trap II]] | 700 | 6 turns | Anarchy 3 | Can be placed on a [[:doors|door]] to deal 4 [[:KO]] damage to a guard (or agent) who opens the door. |
| ::: | [[Shock Trap III]] | 1000 | 5 turns | Anarchy 4 | Can be placed on a [[:doors|door]] for 3\ [[:PWR]], to deal 5 [[:KO]] damage to all guards within a radius of nearly 6 tiles when the door is opened. |
| {{smoke_grenade.png?50}} | [[Smoke Grenade]] | 300 | Single use | --- | When thrown, creates a cloud of smoke in a 3 tile radius which acts as [[:cover#tall cover]]. |
| {{stim.png?50}} | [[Stim I]] | 400 | 9 turns | Speed 2 | Gives an agent +4 [[:AP]]. |
| ::: | [[Stim II]] | 800 | 7 turns | Speed 3 | Gives an agent +6 [[:AP]]. |
| ::: | [[Stim III]] | 1000 | 4 turns | Speed 4 | Gives an agent +8 [[:AP]] and restores their [[:attack]] for this turn. |
| ::: | [[Stim IV]] [icon:CP] | 1400 | 1 [[:tiers#tier IV items|charge]] \\ per mission | Speed 4 | Gives an agent +10 [[:AP]] and unlimited [[:attack|attacks]] this turn. |
| {{ventricular_lance.png?50}} | [[Ventricular Lance]] | 700 | 6 turns | --- | Gives an agent +1 [[:armor]] piercing to all weapons for 1 turn. |
[icon:CP] Found in the [[:Contingency Plan]] DLC.
===== Items only found in Security Dispatch missions =====
^ ^ Item ^ Resale \\ value ([[:credits|CR]]) ^ Cooldown ^ Skill \\ required ^ Description ^
| {{prototype_chip.png?50}} | [[Prototype Chip]] | 350 | --- | --- | Stores [[:PWR]] from [[:Consoles]], which can be used to manually break [[:firewalls]] on adjacent devices. |
| {{wireless_scanner.png?50}} | [[Wireless Scanner]] | 300 | --- | Hacking 2 | Passively detects [[:mainframe devices:]] in a radius of 4 tiles. |
===== Unique items =====
^ ^ Item ^ Resale \\ value ([[:credits|CR]]) ^ Cooldown ^ Skill \\ required ^ Description ^
| {{econ_chip.png?50}} | [[Banks' Custom Econ Chip]] | 400 | 4 turns | --- | [[:agents:Archive Banks]]' Econ Chip can be used at a [[:Console]] to get [[:credits]] instead of [[:PWR]]. |
| {{paralyzer.png?50}} | [[Custom Paralyzer]] | 200 | 6 turns | Anarchy 2 | [[:agents:Banks]]' Paralyzer adds +3 [[:KO]] time to a knocked out guard. |
| {{cloaking_rig.png?50}} | [[Modded Cloaking Rig]] | 200 | 8 turns | Speed 2 | [[:agents:Decker]]'s cloak renders an agent [[:cloaking|invisible]] for one turn, or until they [[:attack]]. |
| {{holo_projection_mesh.png?50}} | [[Holo Projection Mesh]] | 250 | --- | --- | Disguises [[:agents:Archive Prism]] as a guard for 2 PWR per turn. Cannot be used by other agents. |
| {{shock_trap.png?50}} | [[Modded Shock Trap]] | 200 | 7 turns | --- | [[:agents:Dr. Xu]]'s Shock Trap can be placed on a [[:door]] to deal 3 [[:KO]] damage to a guard (or agent) who opens the door. |
| {{emp_pack.png?50}} | [[Tony's Modded EMP]] | 300 | 8 turns | --- | [[:agents:Archive Dr. Xu]]'s EMP Pack makes an EMP blast at the end of the turn which [[:rebooting|reboots]] devices and disables [[:heart monitors]] in a 3 tile radius. |
| {{transport_beacon.png?50}} | [[Transport Beacon]] [icon:CP] | 300 | 6 turns | --- | When thrown and activated for 4 [[:PWR]], teleports [[:agents:Derek]] to its location. It requires the [[:augments:Particle Envelope]] augment. |
[icon:CP] Found in the [[:Contingency Plan]] DLC.
===== Special items =====
^ ^ Item ^ Resale \\ value ([[:credits|CR]]) ^ Description ^
| {{compile_key.png?50}} | [[Compile Key]] [icon:CP] | 150 | Used to access the [[:mainframe devices:Research Databank]] in a [[;missions:Program Compile]] side-mission. Single use. |
| {{data_disk.png?50}} | [[Data Card]] [icon:CP] | 500 | Acquired by completing a [[:missions:Data Banks]] side-mission; unlocks a [[:lore:datalog]] if carried out of the mission. |
| {{exit_access_card.png?50}} | [[Exit Access Card]] | 250 | Used to unlock an [[:doors#exit door]] at [[:mission difficulty|mission difficulty 6]] and higher in [[:modes:Endless]] mode. Single use. |
| {{incognita_chip.png?50}} | [[Incognita Memory Drive]] | --- | Carried by [[:agents:Central]] in the [[:missions:OMNI Mainframe]] mission. |
| {{lvl1_security_passcard.png?50}} | [[Lvl1 Security Passcard]] | --- | Found by [[:stealing]] from some guards; used to unlock [[:doors#lvl1 security door|lvl1 security doors]]. |
| {{quantum_reservoir.png?50}} | [[Quantum Reservoir]] [icon:CP] | --- | Found in the [[:mainframe devices:Secure Case]] in the [[:missions:OMNI Foundry Lab]] mission; required to complete the mission. |
| {{valuable_tech.png?50}} | [[Research Experiment]] | 500 | Found in [[:mainframe devices:secure case|Secure Cases]] in [[:missions:Vault]] missions; worth 500 [[:credits]] if carried out of the mission. |
| {{site_list.png?50}} | [[Site List]] | --- | Acquired from the [[:mainframe devices:Executive Access Terminal]] in [[:missions:Executive Terminals]] missions; adds new infiltration targets to the [[:world map]] if carried out of the mission. |
| {{power_cell.png?50}} | [[Universal Power Cell]] [icon:CP] | --- | Found in the [[:mainframe devices:Redundant Power Relay]] in each mission after the [[:missions:OMNI Foundry Lab]] mission in the [[:Contingency Plan#extended campaign]]; required to complete the mission. |
| {{valuable_tech.png?50}} | [[Valuable Tech]] | 300 | Found in [[:mainframe devices:Scanning Amp|Scanning Amps]] and [[:mainframe devices:Router|Routers]] in [[:corporations:FTM]] facilities at [[:mission difficulty|mission difficulty 2]] onwards; worth 300 [[:credits]] if carried out of the mission. |
| {{vault_access_card.png?50}} | [[Vault Access Card]] | 200 | Used to unlock a [[:doors#vault door]]. Single use. |
[icon:CP] Found in the [[:Contingency Plan]] DLC.