As nanotechnologically-augmented agent JC Denton, the player can further enhance their abilities with augmentations which, once installed, grant the player special abilities, such as increased strength, health regeneration, invisibility or toxic resistance, to name a few. The player starts the game with three default augmentations, and can add up to nine more as they become available. Augmentations are stored in cylindrical augmentation canisters, which, once picked up, can be taken to a medical bot for installation. Each augmentation canister can install one of two augmentations. Augmentations, once installed, must be switched on to take effect. Active augmentations draw on the player's reserve of bioelectric energy at varying rates (IFF and Infolink are the only exceptions to these rules, they are always on and draw no power). Bioelectric energy can be replenished by recharging at a repair bot, or from portable bioelectric cells. Not including 'Default', augmentations fit into six different categories: Cranial, Eyes, Torso, Subdermal, Arms, and Legs. The following is a list of all augmentations sorted by category.
Official description
One-way micro-transceiver array allows agents in the field to receive messages from Control, and to store and later retrieve relevant maps, conversations, and notes.
Official description
Automatic friend or foe identification uses advanced heuristic algorithms to associate visible objects with known threat categories.
Targeting reticule highlights RED over enemies, GREEN over allies, and WHITE over neutrals.
Official description
Bioluminescent cells within the retina provide coherent illumination of the agent's field of view.
This most useful tool is available from the start and - besides flares and flare darts, which are of limited use - is the player's only reliable source of light. The beam reaches out to about 20 meters and automatically turns on during conversations for some reason. Important note: Be wary of using the light in enemy territory, enemies can spot the beam and follow it to its origin.
Official description
Aerosol nanoparticles are released upon the detection of objects fitting the electromagnetic threat profile of missiles and grenades; these nanoparticles will prematurely detonate such objects prior to reaching the agent.
This augmentation is far more useful than it appears to be at first glance, as the description doesn't mention that in addition to rockets and grenades, the system also tracks and deflects a whole host of other incoming munitions. Even crossbow darts and plasma slugs. Pretty much anything slower than a bullet. Judicious use of this aug is advised, though, as it can sometimes do more harm than good. At lower levels the range at which incoming explosives are detonated is short, which is fine for low-payload explosives such as GEP rockets (which MJ12 Commandos use), but at the same range the explosion of heavier explosives (such as LAMs or LAW rockets) will kill you instantly, so if you're on the receiving end of such munitions, leave the system off unless it's upgraded to level 3 or 4 and simply dodge them.
Official description
Advanced nanofactories can assemble a spy drone upon demand which can then be remotely controlled by the agent until released or destroyed, at which a point a new drone will be assembled. Further upgrades equip the spy drones with better armor and a one-shot EMP attack.
A clever device, but it comes with a high energy cost, so it's best paired with Power Recirculator. The spy drone can be used to recce hostile areas without exposing yourself, and its EMP pulse can disable everything from proximity explosives and cameras to military bots.
Official description
Image-scaling and recognition provided by multiplexing the optic nerve with doped polyacetylene 'quantum wires' not only increases accuracy, but also delivers limited situational info about a target.
* Provides the name of the target, the distance to the target, and a description of its status [e.g. medium health].
** Provides area specific health information, [e.g. Head 100%, Torso 75% etc.].
*** Displays the target's weapon.
**** Provides a close-up, picture-in-picture display of the target.
Although not mentioned, this aug also increases the amount of damage done with weapons (which also stacks with the combat strength augmentation, resulting in a bonus of up to +240% (100% skill, 100% combat strength, 40% targeting)):
A helpful marksmanship aid, but the situational info is more or less useless and the picture-in-picture display, while novel, is impractical. If you choose this augmentation, don't concentrate on upgrading it past level 2.
Official description
By bleaching selected rod photoreceptors and saturating them with metarhodopsin XII, the 'nightvision' present in most nocturnal animals can be duplicated. Subsequent upgrades and modifications add infravision and sonar-resonance imaging that effectively allows an agent to see through walls.
Nightvision is identical in function to the tech goggles, which can save some inventory space, but it should be kept in mind that this functions as light amplification, meaning that if an area is sufficiently dark (and many are) you still won't be able to see anything without a light. Upgrading to level 2 yields infrared vision, which can be useful for spotting targets over a large and dark area or underwater. The sonar imaging outlines organic and robotic targets, and is useful for checking for enemies around corners. However, you can't see any environmental detail.
Official description
Soda lime exostructures imbedded in the alveoli of the lungs convert CO2 to O2, extending the time an agent can remain underwater.
* This is not entirely true. It is possible to drown even with maximum level aqualung, it just takes a long time.
One of the least useful augmentations. You rarely spend extended periods underwater; when you do, it's usually an optional alternate route, and you usually have access to one or more rebreathers. If you plan to go for a dip often, invest a few skill points in the swimming and environmental skills instead to increase your lung capacity and the rebreather duration, respectively.
Official description
Programmable polymerase automatically directs construction of proteins in injured cells, restoring an agent to full health over time.
One of the most useful augmentations. At level 2 this replaces health as fast as you lose it from drowning, effectively allowing you to stay underwater as long as your power supply permits. At maximum level your health is replenished as fast as many foes can damage you. It has a relatively high energy cost, though, so if you intend to use it actively it may be wise to combine it with Power Recirculator.
Official description
This synthetic heart circulates not only blood but a steady concentration of mechanochemical power cells, smart phagocytes, and liposomes containing prefab diamondoid machine parts, resulting in upgraded performance for all installed augmentations.
If you can never seem to find enough augmentation upgrades this is the solution to your problems. When this augmentation is activated, all other active augmentations will run as if they've been upgraded by one level. Unfortunately synthetic heart will have no effect on a fully upgraded (level 4) aug. This, however, comes at a fairly high energy cost, which would mean: Power Recirculator. The thing is, Synthetic Heart always comes in the same canister as Power Recirculator. So it's a choice of one or the other, not both, in which case the Power Recirculator is recommended over this.
Official description
Induced keratin production strengthens all epithelial tissues and reduces the agent's vulnerability to radiation and other toxins.
A reasonably useful augmentation which, especially once it is upgraded, acts as an integrated hazmat suit. It also protects against damage from gas grenades and pepper spray. Toxic damage absorption starts at 25% and increases by 25% with each upgrade up to a maximum of 90%, at which point you become invulnerable to most toxic damage (as the damage will be rounded down to 0 in most cases).
Official description
Polyanilene capacitors below the skin absorb heat and electricity, reducing the damage received from flame, electrical, and plasma attacks.
Energy Shield provides protection against flame, electricity and plasma attacks, making you less vulnerable to such weapons. Since projectile weapons are far more common than energy weapons, Ballistic Protection is more useful. Furthermore, the Regeneration augmentation (which is coupled to this one) will heal all damage, not just from heat or electricity. If you plan on not using the Power Recirculator, this is probably the better choice given it's 10 units/minute.
Official description
Power consumption for all augmentations is reduced by polyanilene circuits, plugged directly into cell membranes, that allow nanite particles to interconnect electronically without leaving their host cells.
This augmentation is a must if you plan to make much use of any of the energy intensive augmentations (such as the Cloak.). At maximum level, Power Recirculator, while activated, doubles the amount of time you can use any one augmentation on the same amount of power.
Official description
Monomolecular plates reinforce the skin's epithelial membrane, reducing the damage an agent receives from projectiles and bladed weapons. *
* "Bladed weapons" includes Karkian bites.
Ballistic Shield provides additional protection against projectile weapons, such as bullets, darts, and melee weapons such as knives, swords, batons and crowbars. This is extremely useful in combat situations, and at maximum level makes you almost invulnerable to such weapons. It especially increases survivability against bots.
Official description
Nanoscale EMP generators partially protect individual nanites and reduce bioelectrical drain by canceling incoming pulses.
Besides spider bots, few enemies use EMP attacks, so Ballistic Protection is generally the better choice.
Official description
Subdermal pigmentation cells allow the agent to blend with their surrounding environment, rendering them effectively invisible to observation by organic hostiles.
Cloak renders you completely invisible to organics - but, unfortunately, robots, turrets and cameras can still detect you. This augmentation is very useful in stealth game play and allows you to dash across open ground unobserved or lose pursuers by rounding a corner and then disappearing. This utility comes at the cost of very high power usage, however, making prolonged use impractical. Subsequent upgrades reduce power usage by 50 units/minute down to 150 units/minute at level 4. Due to its high power usage, this augmentation is best combined with Power Recirculator. Run Silent also complements this nicely, as it combines your invisibility with silent movement, allowing you to run straight past enemies without alerting them, which also means it takes much less time to sneak past enemies, meaning you can turn Cloak off sooner, saving even more power.
Official description
Radar-absorbent resin augments epithelial proteins; microprojection units distort agent's visual signature. Provides highly effective concealment from automated detection systems - bots, cameras, turrets.
Radar transparency renders you completely invisible to robots, turrets and cameras. The Cloak is arguably more useful since electronic security systems can be bypassed and robots are neither as common nor as intelligent as most organic opponents (for example, bots can't hear). Like the Cloak, this augmentation has a very high energy cost, making prolonged use impractical. Subsequent upgrades reduce power usage by 50 units/minute down to 150 units/minute at level 4. Again, due to its high power usage, this augmentation is best combined with Power Recirculator.
Official description
Sorting rotors accelerate calcium ion concentration in the sarcoplasmic reticulum, increasing an agent's muscle speed several-fold and multiplying the damage they inflict in melee combat.
Combat Strength multiplies the damage you deal with melee weapons such as batons, crowbars, knives and swords. Aside from the obvious advantage of allowing easier one-hit kills against stronger opponents; this augmentation, when combined with an already-powerful melee weapon such as a sword, can destroy some doors and lockers, saving the use of precious lockpicks or explosives. The only way to see what the Men in Black have on them is to use a non-lethal takedown a la baton, riot prod, etc. With this augmentation leveled up, you will have no trouble knocking them out to pilfer their belongings.
Also, having the "Advanced" training level on low-tech weapons and this augmentation on upgrade level 4 (or, alternatively, the training on "Master" and the augmentation on at least level 2) permit you to use the DragonTooth Sword to destroy electronical devices such as cameras, turrets and alarm buttons. If you don't plan to use much low-tech weapons this is obviously a waste of resources but if you plan a wide usage of low-tech weapons (such as in a non-lethal playthrough) then this trick can spare you many troubles.
Official description
Muscle strength is amplified with ionic polymeric gel myofibrils that allow the agent to push and lift extraordinarily heavy objects.
Microfibral Muscle increases lifting strength, allowing you to lift heavier objects than normal, and push them with greater ease. You can use this aug to move large crates around, creating alternate routes through areas or allowing easier access to high places. Unfortunately, this augmentation does not improve movement speed while carrying heavy weapons.
Official description
The necessary muscle movements for complete silence when walking or running are determined continuously with reactive kinematics equations produced by embedded nanocomputers.
Perfect for stealth scenarios, this augmentation, once upgraded to level 4, makes walking and running completely silent, allowing the player to move quickly in hostile territory without drawing any unnecessary attention to themselves. This augmentation complements Cloak perfectly.
Official description
Ionic polymeric gel myofibrils are woven into the leg muscles, increasing the speed at which an agent can run and climb, the height they can jump, and reducing the damage they receive from falls
An extremely useful augmentation. Besides saving time running from place to place, at higher levels the enhanced jumping ability allows you to jump straight over many adversaries and access all kinds of normally inaccessible alternative routes into buildings, while the reduced fall damage facilitates quick escapes off of rooftops.
Speed Enhancement also functions while crouched, which means at max upgrade level you can crouch (which is silent movement) at near normal run speed. Combined with the extra access it gives you this can make it enormously handy to a stealthy player. It also allows for creative maneuvers, such as jumping onto a door frame above a patrol path, which gives you opportunities for quick kills or incapacitations.