Deus Ex Augmentations

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Nano-Augmentation Guidelines

... nano-augmentations, once "installed," irrevocably alter the physiological system they affect and in many cases cause all subsequent augmentations to be rejected; however, the exact number of augmentations each system can support varies. The various interdependencies between these systems can be seen in the following table the details possible nano-augmentation combinations.

Arms: Combat Strength or Microfibral Muscle

Legs: Speed Enhancement or Run Silent

Subdermal (1): EMP Shield or Ballistic Protection

Subdermal (2): Cloak or Radar Transparency

Torso (1): Aqualung or Environmental Resistance

Torso (2): Regeneration or Energy Resistance

Torso (3): Synthetic Heart or Power Recirculator

Cranium: Aggressive Defense System or Spy Drone

Optics: Targeting or Vision Enhancement

Standard Augmentations: Light, IFF, and Infolink


Tech 1 The effectiveness of melee weapons is increased slightly.
Tech 2 The effectiveness of melee weapons is increased moderately.
Tech 3 The effectiveness of melee weapons is increased significantly.
Tech 4 An agent is inhumanly strong.
Energy drain: Low (20 units/min)

Tech 1 Strength is increased slightly.
Tech 2 Strength is increased moderately.
Tech 3 Strength is increased significantly.
Tech 4 An agent can run like the wind and leap from the tallest building.
Energy drain: Low (20 units/min)

Tech 1 Speed and jumping are increased slightly, while falling damage is reduced. (20% increase)
Tech 2 Speed and jumping are increased moderately, while falling damage is further reduced. (40% increase)
Tech 3 Speed and jumping are increased significantly, while falling damage is substantially reduced. (60% increase)
Tech 4 An agent can run like the wind and leap from the tallest building. (80% increase)
Energy drain: Very High (40 units/min)

Tech 1 Sound made while moving is reduced slightly.
Tech 2 Sound made while moving is reduced moderately.
Tech 3 Sound made while moving is reduced significantly.
Tech 4 An agent is completely silent.
Energy drain: Low (40 units/min)

Tech 1 Damage from EMP attacks is reduced slightly. (25% resistance)
Tech 2 Damage from EMP attacks is reduced moderately. (50 % resistance)
Tech 3 Damage from EMP attacks is reduced significantly. (75% resistance)
Tech 4 An agent is nearly invulnerable to damage from EMP attacks (100% resistance)
Energy drain: Very Low (10 units/min)

Tech 1 Damage from projectiles and bladed weapons is reduced slightly. (20% resistance)
Tech 2 Damage from projectiles and bladed weapons is reduced moderately. (35% resistance)
Tech 3 Damage from projectiles and bladed weapons is reduced significantly. (50% resistance)
Tech 4 An agent is nearly invulnerable to damage from projectiles and bladed weapons. (65% resistance)
Energy drain: Moderate (60 units/min)

Tech 1 Power drain is normal. (300 units/min)
Tech 2 Power drain is reduced slightly. (250 units/min)
Tech 3 Power drain is reduced moderately. (200 units/min)
Tech 4 Power drain is reduced significantly. (150 units/min)
Energy drain: Very High (300 units/min)

Tech 1 Power drain is normal. (300 units/min)
Tech 2 Power drain is reduced slightly. (250 units/min)
Tech 3 Power drain is reduced moderately (200 units/min)
Tech 4 Power drain is reduced significantly. (150 units/min)
Energy drain: Very High (300 units/min)

Tech 1 Lung capacity is extended slightly. (50% increase)
Tech 2 Lung capacity is extended moderately. (200% increase)
Tech 3 Lung capacity is extended significantly. (500% increase)
Tech 4 An agent can stay underwater indefinitely. (1000% increase)
Energy drain: Low (10 units/min)

Tech 1 Toxic resistance is increased slightly. (25% resistance)
Tech 2 Toxic resistance is increased moderately. (50% resistance)
Tech 3 Toxic resistance is increased significantly. (75% resistance)
Tech 4 An agent is nearly invulnerable to damage from toxins. (100% resistance)
Energy drain: Low (20 units/min)

Tech 1 Healing occurs at a normal rate. (5 points/sec)
Tech 2 Healing occurs at a slightly faster rate. (15 points/sec)
Tech 3 Healing occurs at a moderately faster rate. (25 points/sec)
Tech 4 Healing occurs at a significantly faster rate. (40 points/sec)
Energy drain: High (120 units/min)

Tech 1 Damage from energy attacks is reduced slightly. (20 % reduction)
Tech 2 Damage from energy attacks is reduced moderately. (40% reduction)
Tech 3 Damage from energy attacks is reduced significantly (60% reduction)
Tech 4 An agent is nearly invulnerable to damage from energy attacks. (80% reduction)
Energy drain: Low (10 units/min)

Cannot be Upgraded
Energy drain: 100 units/min

Tech 1 Power drain of augmentations is reduced slightly. (10% reduction)
Tech 2 Power drain of augmentations is reduced moderately. (20% reduction)
Tech 3 Power drain of augmentations is reduced. (40% reduction)
Tech 4 Power drain of augmentations is reduced significantly. (60% reduction)
Energy drain: Very Low (10 units/min)

Tech 1 The range at which incoming rockets and grenades are detonated is short.
Tech 2 The range at which detonation occurs is increased slightly
Tech 3 The range at which detonation occurs is increased moderately
Tech 4 Rockets and grenades are detonated almost before they are fired.
Energy drain: Very Low (10 units/min)

Tech 1 The drone can take little damage and has a very light EMP attack
Tech 2 The drone can take minor damage and has a light EMP attack
Tech 3 The drone can take moderate damage and has a medium EMP attack
Tech 4 The drone can take heavy damage and has a strong EMP attack.
Energy drain: High (150 units/min)

Tech 1 Slight increase in accuracy and general target information. (Name, range, and degree of health)
Tech 2 Additional increase in accuracy and more target information. (Gives health in numeric values)
Tech 3 Additional increase in accuracy and specific target information. (Adds weapon target is using)
Tech 4 Additional increase in accuracy and telescopic vision. (Displays close-up picture of target)
Energy drain: Moderate (40 units/min)

Tech 1 Night vision.
Tech 2 Infra-vision.
Tech 3 Close range sonar imaging.
Tech 4 Long range sonar imaging. 
Energy drain: Moderate (40 units/min)

Light

Bioluminescent cells within the retina provide coherent illumination of the agent's field of view

IFF

Automatic friend or foe identification uses advanced heuristic algorithms to associate visible objects with known threat categories.  Targeting reticle highlights RED over enemies, and GREEN over allies and neutrals.

Infolink

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.

8/9/02