Quasimorph augmentations guide: bionic vs quasimorphic parts, the 9 body slots, best implants, costs and risks, and the Augmentics Magnum branch.
Quasimorph Augmentations Guide: Implants, Bionics & Body Mods
Quasimorph's body-mod system (introduced in the 0.9 "Meat Cage" update and refined through 1.0) lets you replace an operative's body parts with augmentations and slot implants into them — trading raw stats, resistances, and active abilities for a long list of drawbacks. It's the difference between a vanilla clone and a monster, and it's also the system behind two achievements: I Never Asked for This (implants in every part) and Ship of Theseus (every part augmented). Here's how it all works, what's worth the trade-off, and how to unlock the good stuff.

Here's what you'll learn:
- Augmentations vs implants — the two systems, explained
- The 9 body slots and how wounds interact with implants
- The bionic sets: Cyborg, Military, and Rubberized, part by part
- Quasimorphic augments and the Augmentics unlock path
- The best-value implants for each build
- Costs, risks, and the achievements tied to body mods
Official resources: Steam store page · Official Quasimorph Wiki — Augmentations and implants · Official Quasimorph Wiki — Augmentation Chip · Official 1.0 patch notes · IGN game page
Augmentations vs Implants: The Two Systems
- Augmentations replace body parts (head, arms, legs, feet, chest, body, knee, shoulder/hand). They grant permanent stat shifts — and their drawbacks are permanent too.
- Implants insert into body parts to grant active abilities (often with limited charges) or passive benefits, again with downsides. Implants with charges can be recharged at Recharge Stations on stations.
Both are installed through the dedicated screen in the mission/mercenary menus. Key rules from the official wiki:
- Death wipes everything. When a clone dies, installed augments and implants are lost; you reinstall after regeneration.
- Wounds disable bonuses. Implant bonuses are temporarily disabled when the corresponding body part takes a wound — so stacking implants into a part you don't armor is a trap.
- Robotic parts need different meds. Augmented robotic body parts require different wound-healing items than flesh. Robotic heads can be amputated without killing the merc.
- Quasimorphic implants only fit organic/quasimorphic parts, not bionics.
Every augment you install vanishes when the operative dies and is reprinted. Never send your best augmented operative into a mission you're not confident about — the extraction guide and the combat guide both hammer the same rule: dying voids everything on the body, augments included.
The Nine Body Slots and the Bionic Sets
Each merc has nine slots: head, shoulder, hand, thigh, foot, body, chest, stomach, and joint-knee. The three bionic "series" (Cyborg, Military, Rubberized) cover head, arm+shoulder, leg+thigh, foot, chest, body, and knee — with distinct trade-off philosophies:
- Cyborg (industrial) set — the stat-neutral-to-tanky option. Cyborg's Head: Quasimorphosis −1, incoming pain −10%, −5 max HP, −20 shock resist, −10% FOV. Cyborg's Leg: −30% weight modifier, no knockback, but running disabled. Community verdict (Steam discussions): "Industrial: not too bad, allows a slower gameplay — be careful about the lost armor and HP."
- Military set — offense and armor at a cost. Military Arm: +1 projectile, +10% ranged accuracy, −30% scatter, −10 max HP. Military Leg: +5 blunt/fire/poison res, +10% dodge, but stealth unavailable (and +10% weight modifier). Best on gunslingers who never sneak — see the classes tier list for which classes match.
- Rubberized set — speed and crits, glass-cannon. Rubberized Leg: Sprint mode costs 4 AP instead of 3 (the famous speed leg), +10% accuracy, −10 max HP, +20% wounding chance. Rubberized Head: detect enemies at normal speed, +20% FOV, −25 shock, −1 vision.
"Running mode AP 4" on the Rubberized Leg is one of the most-cited pieces of gear in community builds — it pairs with the Athletics perk for a no-penalty sprint shooter. Multiple build guides (builds guide) build around it.
Weapon-Limb Augmentations
Several augments are weapons that block the weapon slot but hit like dedicated gear:
- Digger (club): +50% melee damage, −10% weight mod, +15% wound chance.
- Judge ABC (assault rifle): +10 to blunt/pierce/cut/beam resist, +10% ranged accuracy, −30% scatter — an assault rifle with a 1-AP-armed body.
- Blade-23: +10% melee accuracy, +20% wound chance, +1 extra hit.
- Ninurtagun / Shar-ur / Genie's Hand / Emerald Hand / Coil Tentacle — the quasimorphic weapon-limbs from the bramfatura pacts (Ur, Shartamakhum, Gannix, Ron), most with heavy Quasimorphosis costs.
Quasimorphic Augmentations: The Unlock Path
Organic and Quasimorphic augments are rare — you mostly rip them from living quasimorphs. Installing them requires the Magnum's Augmentics module (Engineering) and its "Biophysics of Quasimorphs" upgrade. The exceptions: Mutated Hand (+10% max HP, −30% incoming pain) and Giant Hand (+15% melee damage, +20% max HP) are installable from the start.
Standouts among the quasimorphic augments (all with +1–2 Quasimorphosis per turn):
- Eye of Rarrug (head implant): detect all enemies, +40% critical damage.
- Overgrown Muscles (shoulder): +1 extra strike, +20% melee damage.
- Heart of Eitsekhor (chest): +80 max HP, +30% outgoing damage, −50% total resistances — the ultimate glass cannon.
- Armor of Igva (chest): +8 all resistances, +20% wound chance.
- Skull of Amaxatli (Gannix head): +100 HP, +10 fire/cold/entropy res.
- Kryolith (Cattaram shoulder): 45–60 cold damage on a 12-turn cooldown.
- Whisper of Euphos (Scrivnus head): +20% accuracy, +10% dodge.
Nearly every quasimorphic implant and augment raises your Quasimorphosis growth — and on horror-capable stations that's a Rapture timer (see the Quasimorphosis survival guide and the Baron guide). Build for it deliberately or you'll summon a Baron mid-loot-run.
Best-Value Implants by Role
From the wiki tables and community theorycrafting:
- Tanky frontliner: Reinforced Epidermis (chest) — +12 blunt/pierce/cut res, −15% wounding chance; Magnetic Deflector (knee) — +15% dodge; Armor of Igva for the all-resist package.
- Gunslinger: Cortex Stimulator (head) — +20% crit damage, +5% crit chance, +15% addiction chance; Military Arm aug for +1 projectile; Rubberized Leg for sprint shooting.
- Melee: Overgrown Muscles + Steps of Bodb (+30% melee stun, +20% melee damage) — see the builds guide for full melee kit pairing.
- Utility: Immune Enhancer (poison/infection immunity — huge in Daydream/Tianmìng territory); Blood Filtration (cleanses addictions/toxins/infections); Stealth Skin (10-turn invisibility on a 4-turn cooldown, 4 charges).
- Economy: Sensory Detector (inspect enemies without visual contact — pairs with the combat guide's examine-first doctrine, at −30% calorie gain).
Costs, Risks, and the Achievements
- Installation happens on the Magnum; augments are produced by the Augmentics department and can also be extracted from enemies (5% base extraction, +15% via Neurosurgery upgrade, +5% more via the base module — disarticulation upgrades add augments-on-amputation).
- The health malus removal: a Magnum ship module removes the maximum-health malus from all augmentations — a strong late-game upgrade (see the Magnum upgrades guide).
- Achievements: I Never Asked for This (install implants in every body part) and Ship of Theseus (augment every body part) — both 0.1% unlock-rate trophies; plan a dedicated operative to grind them (the achievements guide has the full route).
Per the official wiki: "Upon the mercenary's death, augmentations and implants will be lost and new ones will need to be installed once the mercenary is regenerated. The bonuses granted by implants will be temporarily disabled when the corresponding body part receives a wound."
Frequently Asked Questions
How do augmentations work in Quasimorph?
Augmentations replace body parts with stat-shifting prosthetics; implants slot into parts for active abilities or passive bonuses. Both come with drawbacks, install through the mercenary menu, and are lost on clone death.
What are the best augmentations in Quasimorph?
Rubberized Leg (Sprint = 4 AP), Military Arm (+1 projectile, −30% scatter), Cyborg's Head (−1 Quasimorphosis), and the quasimorphic Eye of Rarrug (+40% crit) and Heart of Eitsekh or (+80 HP, +30% damage) are the community standouts.
How do I unlock augmentations in Quasimorph?
Build the Augmentics module in the Magnum's Engineering tree; the "Biophysics of Quasimorphs" upgrade unlocks quasimorphic augments. Mutated Hand and Giant Hand work from the start, and augments drop from enemies (with extraction upgrades improving odds).
Do implants have downsides in Quasimorph?
Yes — every implant trades something (resistances, max HP, calorie gain, Quasimorphosis growth). Bonuses disable when the body part takes a wound, and everything is lost if the clone dies.
What is the difference between augmentations and implants?
Augmentations replace body parts (permanent stat shifts); implants are inserted into parts for active/passive effects. Quasimorphic implants only fit organic/quasimorphic parts, and active implants recharge at Recharge Stations.
Related Guides
- Quasimorph Builds Guide — Best Loadouts for Every Phase
- Quasimorph Quasimorphosis Survival Guide
- Quasimorph Magnum Upgrades Guide — Base & Ship Priority
- Quasimorph Combat Guide — Stances, AP & Room Clearing
- Quasimorph Baron Boss Guide — Rapture Fights Explained
- Quasimorph Achievements Guide — All 82 Unlocks
Last updated: August 14, 2026.
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