Learn about Deus Ex Remastered Augmentations like Ballistic Protection, Cloak, and Environmental Resistance, including their effects and energy costs.
Ballistic Protection
Monomolecular plates reinforce the skin's epithelial membrane, reducing the damage an agent receives from projectiles and bladed weapons. Ballistic Protection protects you against bullets, bites and explosions. This can be very handy in reducing damage when you find yourself being fired at, though the extra action it takes to activate this Augmentation may well result in an extra bullet coming your way. Since Ballistic Protection is pretty heavy on your Bio energy, it is only sparingly usable as a preventive what-if Augmentation.
- Level 1: You take 80% damage from projectiles and bladed weapons.
- Level 2: You take 65% damage from projectiles and bladed weapons.
- Level 3: You take 50% damage from projectiles and bladed weapons.
- Level 4: You take 35% damage from projectiles and bladed weapons.
Cloak
Energy Rate: 300 UNITS / MINUTE (varies)
Subdermal pigmentation cells allow the agent to blend with their surrounding environment, rendering them effectively invisible to observation by organic hostiles. This Augmentation turns you invisible to humans, animals and transgenics, but gulps down your bio energy in huge amounts. It is 100% effective right away, upgrading only reduces the energy cost. Make sure to keep an eye on your bio energy level while using this Augmentation, and have the Bio Cells under a hotkey.
- Level 1: Energy Rate is standard 300 units / minute
- Level 2: Energy Rate is 250 units / minute
- Level 3: Energy Rate is 200 units / minute
- Level 4: Energy Rate is 150 units / minute
Radar (your minimap with nearby blips and threats marked) Transparency
Energy Rate: 300 UNITS / MINUTE (varies)
Radar-absorbent resin augments epithelial; microprojection units distort agent's visual signature. Provides highly effective concealment from automated detection systems -- bots, cameras, turrets. This Augmentation complements Cloak somewhat in that it turns you invisible to bots, cameras and turrets. It does not allow you to walk through lasers, though. Like Cloak, Bio energy conservation is the main issue.
- Level 1: Energy Rate is standard 300 units / minute
- Level 2: Energy Rate is 250 units / minute
- Level 3: Energy Rate is 200 units / minute
- Level 4: Energy Rate is 150 units / minute
Torso Augmentations
Note: You can pick two out of Aqualung, Environmental Resistance, Regeneration or Energy Shield. One Augmentation Canister can only install one Augmentation.
Aqualung
Energy Rate: 10 UNITS / MINUTE
Soda lime exostructures embedded in the alveoli of the lungs convert CO2 to O2, extending the time an agent can stay underwater. If you know where you want to go and are okay with upgrading your Swimming skill to Trained for a measly 675 skill points, Aqualung will have little value to you. It extends your lung capacity without providing the benefit of faster swimming... tedious!
Environmental Resistance
Energy Rate: 20 UNITS / MINUTE
Induced keratin production strengthens all epithelial tissues and reduces the agent's vulnerability to radiation and other toxins. ER does not only protect you against toxic gasses and radiation, but also against the venom in Tranq. Darts and Greasel spit, making it useful in reducing damage from various sources. The Augmentation stacks with the effects of a donned Hazmat Suit.
- Level 1: You take 75% damage from radiation and toxins.
- Level 2: You take 50% damage from radiation and toxins.
- Level 3: You take 25% damage from radiation and toxins.
- Level 4: You take 10% damage from radiation and toxins.
Regeneration
Energy Rate: 120 UNITS / MINUTE
Programmable polymerase automatically directs construction of proteins in injured cells, restoring an agent to full health over time. Regeneration is perhaps the most powerful Augmentation in the game, allowing JC to use Bioelectrical energy as a substitute for Medkits at an increasingly efficient rate. At level 2, Regeneration is enough to cancel out damage from drowning, and depending on your resistance of environmental hazards and your Level of the Regeneration Augmentation, it is often enough to cancel out damage done by radiation, toxins and fire. As such, it acts as a real-time cancellation of any kind of damage over time. At Level 2, Regeneration is already so good at what it is does that Levels 3 and 4 are likely significant overkill.
- Level 1: You heal 5 Hit Points every second.
- Level 2: You heal 15 Hit Points every sec
- Keep an eye on your Bio energy level when using Cloak or Radar Transparency, and have Bio Cells readily available on a hotkey.
- Environmental Resistance stacks with a Hazmat Suit for increased protection against toxins and radiation.
- Regeneration at Level 2 can be sufficient to negate damage over time from various sources, making higher levels potentially overkill.
- Consider your chosen skills and playstyle when deciding between Aqualung and other Torso Augmentations.
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