They say augmentation can have side effects that can shorten your lifespan. In this case, I'd say the side effects of not having augments would be far more dangerous.
—Central
Augments give your agents additional abilities or benefits. Most agents begin with one augment, many of which are unique to that agent. Other augments can be acquired from Augment Grafters, bought from Nanofabricators or from Monst3r, or stolen from Scientists.
Augments must be installed in augment sockets. Most agents begin with two augment sockets, and can acquire additional augment sockets using Augment Grafters or Augment Drills in Cybernetics Lab missions, up to a maximum of four sockets. The exceptions are Sharp and Archive Sharp who begin with 6 augment sockets, and Archive Prism who begins with none.
Augment | Value (CR) | Description | |
---|---|---|---|
Anatomy Analysis | 650 | The agent's attacks with ranged weapons ignore Heart Monitors, at a cost of 3 PWR per attack. | |
Carbon Myomer | 200 | Allows the agent to carry one more item without being encumbered. | |
Chameleon Movement | 300 | Gives +6 AP whenever the agent becomes cloaked for any reason. | |
Cryptology Brain Chip | 400 | Sets the agent's Hacking skill level to 3. The skill cannot be upgraded further. | |
Distributed Processing | 650 | Generates +1 PWR with a 50% chance at the start of each turn. | |
Gel Injectors | 600 | The agent's base AP is increased by 3, but reduces by 1 per alarm level. | |
HoloCircuit Overloaders | 650 | Deals 2 KO damage to all guards within a radius of 2 tiles whenever the agent becomes cloaked for any reason. | |
Kinesiology Brain Chip | 400 | Sets the agent's Speed skill level to 3. The skill cannot be upgraded further. | |
Legerdemain Brain Chip | 400 | Sets the agent's Anarchy skill level to 3. The skill cannot be upgraded further. | |
MicroSLAM Apparatus | 650 | Gives credits at the end of each mission based on how much of the map was explored. | |
Net Downlink | 650 | Gives +2 AP whenever a device is hacked, up to a maximum of +6 AP per turn. | |
Penetration Scanner | 650 | Gives +1 armor piercing to melee weapons. | |
Pheromone Filter | 550 | Gives +2 AP whenever a guard wakes up. | |
Physiology Brain Chip | 400 | Sets the agent's Strength skill level to 3. The skill cannot be upgraded further. | |
Piercing Scanner | 650 | Gives +1 armor piercing to ranged weapons. | |
Predictive Brawling | 300 | Gives +6 AP whenever the agent makes a melee attack. | |
Reactive Myomer | 500 | The agent's base AP is reduced by 2, but increases by 1 per alarm level. | |
Skeletal Suspension | 300 | Reduces the movement penalty for dragging an agent or a guard. | |
Subdermal Cloak | 400 | Renders the agent invisible for one turn at a cost of 5 PWR, whenever they use a stim item. | |
Titanium Rods | 400 | Gives +1 KO damage to melee weapons. | |
Torque Injectors | 300 | Reduces the cooldown of items the agent uses by 1 turn. |
Found in the Contingency Plan DLC.
Augment | Description | |
---|---|---|
Adrenal Regulator | Nika's augment gives her an extra attack a turn, and +3 AP when she attacks. | |
Ambient Turbine | Olivia's augment generates PWR equal to the KO damage when she makes a melee attack. | |
Antiviral Proxy | Central's augment generates +5 PWR whenever a daemon is triggered. | |
Crypto Computer | Banks' augment allows her to unlock Lvl1 Security Doors without a passcard. | |
Discharge Rerouter | Archive Nika's augment reduces her item cooldown timers by 1 turn when she makes a melee attack, at most once per turn. | |
Enhanced Optics | Shalem 11's augment gives him +1 armor piercing to ranged weapons. | |
Fabricator Multithreading | Monst3r's augment gives him a 15% discount on all Nanofabricator purchases. | |
Kinetic Capacitor | Rush's augment gives her +1 KO damage and +1 armor piercing to melee attacks while sprinting. | |
Modular Cybernetic Frame | Sharp's augment gives him 6 augment sockets, and +1 KO damage for each 3 augments he has installed. | |
Modular Cybernetic Frame X2 | Archive Sharp's augment gives him 6 augment sockets, and +1 armor piercing on melee weapons for each 3 augments he has installed. His base AP is reduced by 1. | |
Network Siphon | Archive Internationale's augment generates PWR equal to 2 times the alarm level each time the alarm level changes. | |
Neural Networking | Decker's augment allows him to reveal the daemon on an adjacent device. | |
Neural Pattern Grid | Draco's augment allows him to scan dead guards to get random skill upgrades, or knocked out guards for random bonuses. Draco cannot buy skill upgrades. | |
OMNI Security Chip | Acquired by Monst3r in the OMNI Mainframe mission. | |
Particle Envelope | Derek's augment allows him to teleport to his Transport Beacon when the beacon is activated, at a cost of 4 PWR. | |
Refraction Chamber | Prism's augment generates +1 PWR when a mainframe device is hacked, up to a maximum of +2 PWR per turn. | |
Sensory Injector | Archive Decker's augment gives him +2 AP when he is seen or noticed by a guard. | |
Subdermal Tools | Dr. Xu's augment allows him to use his attack to disable an adjacent mainframe device for 1 turn, or permanently disable an adjacent guard's Heart Monitor. His base AP is reduced by 1. | |
Thermal Generator | Archive Dr. Xu's augment generates +2 PWR when he uses an item with a cooldown of 3 or more, at most once per turn. | |
Wireless Emitter | Internationale's augment automatically reveals mainframe devices and Consoles within a radius of 6 tiles, and also allows her to hijack Consoles within the same radius. |
Found in the Contingency Plan DLC.