Daemons

Daemons are security measures with harmful effects. Daemons can be installed on mainframe devices, so that the daemon's effect is triggered when all firewalls on the device are broken. Other sources can also trigger daemons.

For base game daemons, look here.

Icon Daemon Duration Description
Alarm Response Permanent Spawns at alarm level 4 with Extended Alarms campaign setting active. Provides several alarm level effects. Look here for details.
Alert 3 - 5 turns All guards gain 4 AP. One random guard starts hunting.
Attention 2 - 3 turns Distracting guards with doors, movement and noise raises alarm by 1.
Blindfold 3 - 5 turns Agents cannot peek.
Branch 3 - 5 turns Install a random daemon every 5 firewalls hacked.
Branch 2.0 Permanent Install a random daemon every 10 firewalls hacked. Archdaemon. Endless only.
Chain 4 - 6 turns When a guard is alerted or killed, install a random daemon.
Clock 4 - 8 turns +1 Cooldown to all programs.
Clock 2.0 Permanent +1 Cooldown to all programs. Archdaemon. Endless only.
Disarm 3 - 5 turns All agents lose 1 attack.
Disarm 2.0 Permanent All agents lose 1 attack. Archdaemon. Endless only.
Format Hides facility map data.
Gatekeeper 7 - 10 turns Exit is closed until this daemon expires.
Inspect Changes guard patrols.
Lockdown 3 turns Opening a door increases alarm by 1 and prompts a guard to investigate.
Mute 5 - 7 turns Movement noise radius of guards reduced by 75%.
Owl 3 - 5 turns Guards have extended vision range (+4 tiles) and arc (+45 degrees).
Poison 4 turns Tags a random agent. When this daemon expires, KO tagged agent for 2 turns.
Poison 2.0 Permanent KO a random agent for 2 turns each alarm level. Archdaemon. Endless only.
Pulse 5 - 7 turns +3 cooldown to all items.
Shackles 3 - 4 turns Agents make 4-tile radius noise while moving.
Short 4 - 6 turns Decreases PWR capacity by 10.
Short 2.0 Permanent Decreases PWR capacity by 10. Each alarm level, further decrease capacity by 1. Archdaemon. Endless only.
Shutdown Permanently shuts off a Console.
Sleep 4 turns When this daemon expires, player's next turn is skipped.
Suspicion 3 - 5 turns Door, movement and noise distractions will alert guards.