Items can be carried by agents and guards. Most items can be bought and sold at Nanofabricators or from Monst3r, stolen from guards, or looted from Corporate Safes, Secure Cases or Secure Lockers. Most items can be sold for half of their value, rounded up. Some items have multiple tiers, while some others are 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.
Item | Value (CR) | Cooldown | Skill required | Description | |
---|---|---|---|---|---|
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 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 | 800 | 1 charge per mission | Anarchy 4 | Manually breaks 8 firewalls on an adjacent device. | |
Camera Canister | 300 | 1 turn | — | When thrown, gives 360° vision from its location. Can be recovered. | |
Charge Pack | 400 | Single use | — | Reloads a weapon which uses ammo, reduces another item's cooldown timer by 2 turns, or replenishes the charge of a “tier IV” item. | |
Cloaking Rig I | 400 | 10 turns | Speed 2 | Renders the agent invisible for 4 AP of movement, or until they attack. | |
Cloaking Rig II | 700 | 8 turns | Speed 3 | Renders the agent invisible for one turn, or until they attack. | |
Cloaking Rig III | 850 | 8 turns | Speed 4 | Renders the agent invisible for two turns, or until they attack. | |
Cry Baby | 300 | 1 turn | — | When thrown and activated, makes a noise distraction with an 8 tile radius. Can be recovered. | |
Econ Chip | 800 | 5 turns | Speed 2 | Use at a Console to get credits instead of PWR. | |
EMP Pack I | 500 | 8 turns | Hacking 2 | Makes an EMP blast at the end of the turn which 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 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 reboots devices and disables heart monitors in a 7 tile radius. | |
EMP Pack IV | 1500 | 1 charge per mission | Hacking 4 | Makes an EMP blast at the end of the turn which reboots devices and disables heart monitors in an 8 tile radius. | |
Flash Grenade | 600 | Single use | — | When thrown, deals 2 KO damage to guards in a radius of 3 tiles. | |
Flash Pack | 900 | 12 turns | Anarchy 2 | When deployed and activated, deals 2 KO damage to guards in a radius of 3 tiles. | |
Hologram Projector | 600 | 1 turn | — | Can be thrown to create an illusory object which provides soft cover. | |
Lock Decoder | 400 | 3 turns | — | Unlocks lvl1 security doors. | |
Med Gel | 275 | Single use | — | Revives a knocked out or lethally-wounded agent on an adjacent tile. | |
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 | 900 | 1 charge per mission | Anarchy 4 | Adds +8 KO time to a knocked out guard. | |
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 | 100 | 2 turns | Speed 2 | Reveals the daemon on an adjacent device. | |
Shock Trap I | 400 | 7 turns | Anarchy 2 | Can be placed on a 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 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 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 | 300 | Single use | — | When thrown, creates a cloud of smoke in a 3 tile radius which acts as tall cover. | |
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 | 1400 | 1 charge per mission | Speed 4 | Gives an agent +10 AP and unlimited attacks this turn. | |
Ventricular Lance | 700 | 6 turns | — | Gives an agent +1 armor piercing to all weapons for 1 turn. |
Found in the Contingency Plan DLC.
Item | Resale value (CR) | Cooldown | Skill required | Description | |
---|---|---|---|---|---|
Prototype Chip | 350 | — | — | Stores PWR from Consoles, which can be used to manually break firewalls on adjacent devices. | |
Wireless Scanner | 300 | — | Hacking 2 | Passively detects mainframe devices in a radius of 4 tiles. |
Item | Resale value (CR) | Cooldown | Skill required | Description | |
---|---|---|---|---|---|
Banks' Custom Econ Chip | 400 | 4 turns | — | Archive Banks' Econ Chip can be used at a Console to get credits instead of PWR. | |
Custom Paralyzer | 200 | 6 turns | Anarchy 2 | Banks' Paralyzer adds +3 KO time to a knocked out guard. | |
Modded Cloaking Rig | 200 | 8 turns | Speed 2 | Decker's cloak renders an agent invisible for one turn, or until they attack. | |
Holo Projection Mesh | 250 | — | — | Disguises Archive Prism as a guard for 2 PWR per turn. Cannot be used by other agents. | |
Modded Shock Trap | 200 | 7 turns | — | 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. | |
Tony's Modded EMP | 300 | 8 turns | — | Archive Dr. Xu's EMP Pack makes an EMP blast at the end of the turn which reboots devices and disables heart monitors in a 3 tile radius. | |
Transport Beacon | 300 | 6 turns | — | When thrown and activated for 4 PWR, teleports Derek to its location. It requires the Particle Envelope augment. |
Found in the Contingency Plan DLC.
Item | Resale value (CR) | Description | |
---|---|---|---|
Compile Key | 150 | Used to access the Research Databank in a Program Compile side-mission. Single use. | |
Data Card | 500 | Acquired by completing a Data Banks side-mission; unlocks a datalog if carried out of the mission. | |
Exit Access Card | 250 | Used to unlock an exit door at mission difficulty 6 and higher in Endless mode. Single use. | |
Incognita Memory Drive | — | Carried by Central in the OMNI Mainframe mission. | |
Lvl1 Security Passcard | — | Found by stealing from some guards; used to unlock lvl1 security doors. | |
Quantum Reservoir | — | Found in the Secure Case in the OMNI Foundry Lab mission; required to complete the mission. | |
Research Experiment | 500 | Found in Secure Cases in Vault missions; worth 500 credits if carried out of the mission. | |
Site List | — | Acquired from the Executive Access Terminal in Executive Terminals missions; adds new infiltration targets to the world map if carried out of the mission. | |
Universal Power Cell | — | Found in the Redundant Power Relay in each mission after the OMNI Foundry Lab mission in the extended campaign; required to complete the mission. | |
Valuable Tech | 300 | Found in Scanning Amps and Routers in FTM facilities at mission difficulty 2 onwards; worth 300 credits if carried out of the mission. | |
Vault Access Card | 200 | Used to unlock a vault door. Single use. |
Found in the Contingency Plan DLC.