In Invisible, Inc., Augments are skills that can be added onto agents, enhancing their abilities. All agents start with one augment unique to themselves and one empty augment slot (excluding Sharp, whose starting augment grants him six empty slots). Augments are split into two types; conditional and passive. Conditional augments activate when a certain criteria is met, while passive augments are always applied. All agent starting augments are passive.
Augment Name | Effect | Agent |
---|---|---|
Neural Networking | Allows agent to uncover Daemons in adjacent objects | Decker |
Wireless Emitter | Allows agent to hack items from a distance, through walls. Automatically reveals nearby Mainframe objects | Internationale |
Enhanced Optics | Gives +1 armor piercing to ranged weapons | Shalem |
Crypto Computer | Unlocks lvl1 security doors without a passcard | Banks |
Subdermal Tools | A local EMP blast that disables mainframe devices for 1 turn. Agent's AP is reduced by 1 | Dr. Xu |
Adrenal Regulator | Gives the agent an extra ATTACK a turn. Gains 3 AP after any ATTACK | Nika |
Modular Cybernetic Frame | Start with 6 augment slots. Each 3 augments installed gives melee weapons +1 KO damage | Sharp |
Refraction Chamber | Gain +1 PWR when a mainframe device is hacked. Max +2 PWR per turn | Prism |
Antiviral Proxy | Gain 5 PWR on any Daemon install | Central |
Fabricator Multithreading | Nanofabricator purchases cost 15% less | Monst3r |
Ambient Turbine* | Get PWR equal to KO done in melee | Olivia |
Particle Envelope* | This agent is teleported to the TRANSPORT BEACON when the beacon is activated | Derek |
Neural Pattern Grid* | User cannot buy skill upgrades. Scanned KO guards generate a random bonus. Dead units scanned will give permanent skill upgrades | Draco |
Kinetic Capacitor* | Sprinting gives the agent +1 KO damage and +1 armor piercing | Rush |
*Contingency Plan DLC only
Augment Name | Condition | Effect | Cost | Note |
---|---|---|---|---|
Anatomy Analysis | Passive | Kills do not increase the alarm tracker | Costs 3 PWR per kill | |
Carbon Myomer | Passive | Agent can carry one more item easily | ||
Cryptology brain chip* | Passive | Sets the agents HACKING skill to 3. This skill can not be upgraded | ||
Distributed Processing | Passive | 50% chance to gain a PWR point at the beginning of each turn | ||
Gel Injectors* | Passive | Agents AP is increased by 3. Agent's AP pool goes down 1 per Alarm Level | ||
Kinesiology brain chip* | Passive | Sets the agents SPEED skill to 3. This skill can not be upgraded | ||
Legerdemain brain chip* | Passive | Sets the agents ANARCHY skill to 3. This skill can not be upgraded | ||
MicroSLAM Apparatus | Passive | Converts the percentage of the map explored into some extra credit | Calculated at mission end | |
Penetration Scanner | Passive | Gives +1 armor piercing to melee weapons | ||
Pheromone Filter* | Passive | +2 AP when guards wake up | ||
Physiology brain chip* | Passive | Sets the agents STRENGTH skill to 3. This skill can not be upgraded | ||
Piercing Scanner | Passive | Gives +1 armor piercing to ranged weapons | ||
Reactive Moyomer* | Passive | Agents AP is reduced by 2. Agent's AP pool goes up 1 per Alarm Level | ||
Skeletal Suspension | Passive | Improves the speed of dragging | ||
Subdermal PDA* | Passive | Door peeks have full vision. This agent can find corporate Intel in large safes | ||
Titanium Rods | Passive | Melee weapons deal +1 KO damage | ||
Chameleon Movement | This effect triggers after an agent uses a cloak | Gain 6 AP | 300 CR | |
HoloCircuit Overloaders | This effect triggers after an agent uses a cloak | Knock out all enemies in a small area around this agent. 2 turn KO | ||
Net Downlink | This effect triggers after Incognita has fully broken a firewall | Gain 2 AP (MAX: 6 AP) | ||
Predictive Brawling | This effect triggers after an agent knocks out an enemy with a melee attack | Gain 6 AP | AP gain stacks with each melee attack | |
Sadochistic Pump | This effect triggers after an agent kills an enemy | Killing adds 6 AP | ||
Subdermal Cloak | This effect triggers after an agent successfully uses a STIM item | Renders the user invisible until their next turn | Consumes 5 PWR when used | |
Torque Injectors | This effect triggers after the agent uses an inventory item | Reduces item cooldown by 1 |
*Contingency Plan DLC only