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Items

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.

Weapons and uninstalled augments are also items.

Generally available items

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.

Items only found in Security Dispatch missions

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.

Unique items

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.

Special items

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.

items/index.txt · Last modified: 2020/06/29 22:07 by andrew