Augments

Augmentation is a new feature introduced in SAS: Zombie Assault 4. When you retrieve a armor or weapon from a Strongbox, it comes with 0 to 3 augment slots, each which can be upgraded up to 1 to 10 levels. Augments are bought to make weapons stronger and more useful. Sometimes, the weapon/armor comes with an already applied augment. You may not augment a weapon or armor with two of the same augments. The cost for augmentation can change through weapon level, different augments, and the level of the augmentation.

Augments
How to read: Augment name: Augment purpose - Every weapon/armor that the augment is available on.

Weapons:

 * Deadly: +10% damage per level - All weapons
 * Overclocked: +10% rps per level - All weapons
 * Piercing: +10% pierce per level -All weapons
 * Enlarged: +2.5% blast radius per level - All explosive weapons (ex. Rocket Launchers)
 * Tenacious: +10% damage over time per level - All weapons that can deal damage over time.
 * Capacity: Increases clip size by 10%, 30%, 60%, and +20/level after that - Any weapon that has a clip size greater than two.
 * Pinpoint: +4.5% critical chance for level one, then +.5% for each level after that - All weapons.
 * Adaptive: +4 resistance ignored per level - All weapons.
 * Race Modded: -4% reload time per level - All weapons.
 * Biosynthesis: +3 HP per zombie kill for each level - All weapons.
 * Skeletonized: Decreases movement penalty by 10%, 20%, 30%, 40%, 50%, 55%, 60%, 65%, 70%, or 75% from levels 1 to 10 - Any weapon that does not have a movement modifier of 0%.

Armors:

 * Fortified: (Look at defense augments for more info) - All armors
 * Heat Resistance: (Look at defense augments for more info) - All armors
 * Hazchem: (Look at defense augments for more info) - All armors
 * Energised: +2.5% max. energy per level - Helmets and Vests
 * Body Fueling: +2.5% max. hp per level- Helmets, Leggings (Pants) and Vests
 * Tissue Repair: Increases heal regeneration rate by +1, +2, +3, +4, +6, +8, +10, +12, +15, or +20 HP per second from levels 1 to 10 respectively - Vests
 * Revitalising: Increases energy regeneration rate by .25 energy per second per level - Helmets and Boots
 * Resuscitating: +5% recover speed per level - Helmets and Vests
 * CQC Enhanced: Increases damage to melee attackers by 20, 40, 70, 110, 150, 200, 250, 300, 400 or 500 damage from levels 1 to 10 respectively - Vests
 * Machine Assisted: +2% at level 1, then +1% movement speed every level after - Leggings and Boots.
 * Nimble: +2.5% reload speed per level - Gloves
 * Target Assist: 2.5% crit chance + 0.5% per level - Helmet
 * Smart Target: +2% gun damage/level until lvl 4, 9.5% on lvl 5, 11% ~ 15% on lvl 6 ~ 10 - Helmet