Augments

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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.

Agent Starting Augments
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

Other Augments
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