Deus Ex Skills and Augmentations
The original purpose of this page was
to present more detailed information on the skills and augmentations than is
available in the game's documentation and on other web sites. However, after
writing the page I was informed of the Deus Ex Weenie site, which has better
skill information than my own. So, I recommend that you also see the Weenie page
for more/better-formatted skill information. However, as far as I know the
augmentations section is new.
Anyway, perhaps with pages such as this one and the Deus Ex Weenie's, gamers can make more
informed decisions regarding skills and augmentations.
A few notes on the below: Information new to this page is
in green, the rest should be given explicitly by the game and was taken
from http://www.deus-ex.org/.
Finally, percentages are always given to the baseline level and are not
cumulative. For instance, level 2 weapons skill increases damage by 10%, and
level 3 by 25%. This means that the total increase from level 1 to level 3 is
25% and not 37.5%. However, skill point costs are cumulative. For instance, if
the cost of level 3 is reported as 3150, that means that it losts 3150 to go
from level 2 to level 3.
Table of Contents
Skills
Computers |
| Official description |
Computers are everywhere in the world of Deus Ex. You can use
computers to get email, manipulate security systems, looks around a level
through cameras, and to get money. That is, if you have the skill to hack
them.
|
| Editorial |
This skill is relatively cheap, and I found
hacking quite useful in the game, especially because it, unlike
lockpicking, does not use up resources. Note that, unlike System Shock 2
for example, computers do not get harder to hack later in the game. Thanks
to Alexander Volkov for the ATM information below. The money in an ATM is
the total amount that can be withdrawn without hacking. |
| By Level |
| Level |
Points req |
Official Description |
More Information |
| 1 |
N/A |
You can use public terminals to read news and access security
systems if you know the login and password. |
N/A |
| 2 |
1125 |
You gain the ability to hack ATMs, personal computers, and
security consoles. You can only enter a system for a brief period of
time however. |
Hacking an ATM yields 50% of its money.
|
| 3 |
2250 |
You gain the ability to control automated gun turrets. You can
hack into a system faster and take control of it for a longer time
before being detected. |
Hacking an ATM yields 100% of its money.
|
| 4 |
3750 |
Nothing is safe. You are an elite hacker who owns any system he
comes into contact with. |
Hacking an ATM yields 150% of its money.
| |
Electronics |
| Official description |
This skill applies to bypassing electronic devices through the use of
Multitools. By increasing your level of skill, you can bypass security
systems faster and more efficiently. You can tamper with control panels,
disable cameras and alarm buttons, and bypass keypads to open doors. |
| Editorial |
The only difference this skill makes is in how
effective each multitool is. If you keep running out of multitools, you
may want to upgrade this (expensive) skill. |
| By Level |
| Level |
Points req |
Official Description |
More information |
| 1 |
N/A |
You can use Multitools to bypass security systems. |
Each multitool decreases system strength by
10% |
| 2 |
1800 |
Your ability to tamper with electronics is slightly increased.
|
Each multitool decreases system strength by
25% |
| 3 |
3600 |
You receive another slight increase in efficiency. |
Each multitool decreases system strength by
40% |
| 4 |
6000 |
What security systems? |
Each multitool decreases system strength by
75% | |
Environmental Training |
| Official description |
There will be times when you will be in hazardous situations. You will
need to know how to use Hazmat Suits, Ballistic Armor, Thermoptic Camo,
and Rebreathers more than once during the game. |
| Editorial |
This skill mainly increases how long the above
items last. Contrary to the description, you never really need to use
Hazmat Suits, Ballistic Armor, Thermoptic Camo, or Rebreathers. But if you
do, and you would like this to last longer, consider upgrading this
relatively cheap skill. |
| By Level |
| Level |
Points req |
Official Description |
More information |
| 1 |
N/A |
You can use the above items. |
|
| 2 |
675 |
These items will provide slightly more protection and can be
used a bit longer. |
Items last 50% longer. |
| 3 |
1350 |
Another slight increase in duration and protection. |
Items last 100% longer. |
| 4 |
2250 |
These are merely another layer of skin for you. |
Items last 300% longer.
| |
Lockpicking |
| Official description |
An art for the patient. You may choose to pick the lock on a door
rather than finding a key or another way around. You can usually blow a
door in with a LAM, but that won't provide for a silent approach. |
| Editorial |
Lockpicking is similar to the electronics skill.
The only difference this skill makes is in how effective each lockpick is.
If you keep running out of lockpicks, you may want to upgrade this
(expensive) skill. |
| By Level |
| Level |
Points req |
Official Description |
More information |
| 2 |
N/A |
You are trained in the use of Lockpicks but are rather
inefficient when using them. |
Each lockpick decreases lock strength by 10%
|
| 2 |
1800 |
You can pick locks more efficiently. |
Each lockpick decreases lock strength by 25%
|
| 3 |
3600 |
Another efficiency increase, less Lockpicks are needed to do the
job. |
Each lockpick decreases lock strength by 40%
|
| 4 |
6000 |
There's no such thing as a locked door to you. |
Each lockpick decreases lock strength by 75%
| |
Medicine |
| Official description |
Face it, you will take a bullet now and then or fall a little farther
than you thought you would. Knowledge of human physiology will allow you
to use the already scarce Medkits to their full healing potential. |
| Editorial |
A level of this would be a good upgrade if you
ever run short on Medkits. |
| By Level |
| Level |
Points req |
Official Description |
More information |
| 1 |
N/A |
You can use Medkits to heal small cuts and bruises. |
Medkits heal 30 points each. |
| 2 |
900 |
Your healing abilities increase and your vulnerability to toxins
decreases. |
Medkits heal 60 points each. |
| 3 |
1800 |
Medkits repair even more damages, you are highly resistant to
poisons. |
Medkits heal 75 points each. |
| 4 |
3000 |
You could transplant your own organs if necessary. |
Medkits heal 100 (?) points each.
| |
Swimming |
| Official description |
This is a lesser used skill, but a useful one nonetheless. There will
be a few occasions where you will wish you had used a few of those
precious skill points to enhance. |
| Editorial |
A swimming level of 2 is enough to get you through
(or almost through) all the underwater tunnel sections of the game (as far
as I know) and provides a 50% increase in speed. |
| By Level |
| Level |
Points req |
Official Description |
More information |
| 1 |
N/A |
You can swim like the average person. |
You can only hold your breath 20 seconds (is
this average?). |
| 2 |
675 |
Swimming speed and lung capacity increases slightly. |
You have 30 seconds underwater.
|
| 3 |
1350 |
Another slight increase in speed and oxygen capacity. |
40 seconds. |
| 4 |
2250 |
Your name is Aquaman. |
50 seconds.
| |
Weapons Skills |
| Editorial |
I'll combine all of these in a single section
since they are very similar. Each upgrade increases damage and accuracy.
Higher levels of skill with all steady your shot as you aim through a
scope, with perfect stillness only at level 4.
My favorite weapon is the light sabre, err, I mean non-eutactic blade.
It never needs ammo and with good skills you can take down an MJ12
commando with one swipe. You can also kill a military bot just by sitting
behind it and swinging.
The most useful weapon group is probably heavy. The flamethrower is the
best weapon against non-augmented humans at close ranges, the GEP gun is
probably the most useful weapon since it is better than a lockpick in many
occasions, and the plasma rifle may be the game's best all-around weapon.
Level 3 (advanced) skills in Heavy Weapons will allow you to run with
these.
Heavy and Low-Tech weapons have the same skill points, as do Rifle and
Pistol. Below the skill points will be given as Demolition/Heavy and Low
Tech/Rifles and Pistols.
For more information, see the equipment
section on Absynthe's Deus Ex
page. |
| By Level |
| Level |
Points req |
More information |
| 1 |
N/A |
Baseline levels for damage and accuracy.
|
| 2 |
900/1350/1575 |
Damage increases 10%, accuracy 5%
|
| 3 |
1800/2700/4500 |
Damage increases 25%, accuracy 12%.
|
| 4 |
3000/4500/5250 |
Damage increases 50% (60% for low-tech
weapons), accuracy increases 25%.
| |
Augmentations
Each augmentation canister offers a choice between two capabilities. The
following table lists the choice pairs. Note that it is possible to get both
augmentations offered by a canister (e.g. both Radar Transparency and Cloak) if
you happen to find the same type of canister twice. Each augmentation also takes
up a slot in one of six categories: Cranial, Eyes, Torso, Arms, Subdermal, Legs.
Thus, regardless of how many Run Silently/Speed Enhancement canisters are found,
both augmentations cannot be installed.
After the choice table there are more detailed sections on the augmentations,
presented in pairs. After the detailed listing for the second augmentation in
each pair there may be an opinion presented on which of the two is better. As
mentioned above, however, in some cases it is possible to get both augmentations
in a pair.
As I run Linux and Deus Ex has not been ported yet (but a port has been
announced by Loki Games!), it was
inconvenient for me to type in the descriptions of the augmentations that are
included in the game. Fortunately, KK sent me a section of a game file that
included all of the official descriptions (and in a regular format that was easy
to parse with Python too). I knew I didn't
have to type all of that in manually...
Combat Strength |
| Energy Usage |
20 units/min |
| 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. |
| Editorial |
This seems to add a constant amount of damage
rather than increase damage by a multiplier. It is hard to test, so the
figures below are only approximate, and may only apply to the non-eutactic
sword. |
| By Level |
| Level |
Official Description |
More information |
| 1 |
The effectiveness of melee weapons is increased slightly. |
Increase damage by 4 points per strike.
|
| 2 |
The effectiveness of melee weapons is increased moderately. |
Damage increased by 8 points; most doors
with 50% strength or less can be knocked down. |
| 3 |
The effectiveness of melee weapons is increased significantly.
|
Damage increased by 12 points. |
| 4 |
Melee weapons are almost instantly lethal. |
Damage increased by 16 points.
| |
Microfibral Muscle |
| Energy Usage |
20 units/min |
| Official description |
Muscle strength is amplified with ionic polymeric gel myofibrils that
allow the agent to push and lift extraordinarily heavy objects. |
| Editorial |
This increases your strength. It is useful at low
levels because it allows you to pick up those medium-sized barrels or
metal crates, so you can jump on them, or detonate them next to enemies. I
don't know if there's any point in upgrading this to 4.
Frans Arts has informed me of a cheat of sorts with this aug: If you
pick a heavy object up, and then move next to a wall or other object so
that you can't put it down, when you deactivate the aug, you will still be
holding the heavy object. This can help save energy when moving a heavy
object long distances. |
| By Level |
| Level |
Official Description |
| 1 |
Strength is increased slightly. |
| 2 |
Strength is increased moderately. |
| 3 |
Strength is increased significantly. |
| 4 |
An agent is inhumanly strong.
| |
Editor's Choice: If you will
use the sword significantly, pick Combat Strength as it will probably be more
useful, if only for opening doors. Otherwise, pick Microfibral Muscle so you can
position barrels to your liking better.
Ballistic Protection |
| Energy Usage |
60 units/min |
| Official description |
Monomolecular plates reinforce the skin's epithelial membrane,
reducing the damage an agent receives from projectiles and bladed weapons.
|
| Editorial |
"Bladed weapons" includes Karkian bites.
|
| By Level |
| Level |
Official Description |
More information |
| 1 |
Damage from projectiles and bladed weapons is reduced slightly.
|
19% (?) resistance to ballistic weapons
|
| 2 |
Damage from projectiles and bladed weapons is reduced
moderately. |
35% resistance to ballistic weapons
|
| 3 |
Damage from projectiles and bladed weapons is reduced
significantly. |
50% resistance to ballistic weapons
|
| 4 |
An agent is nearly invulnerable to damage from projectiles and
bladed weapons. |
65% resistance to ballistic weapons
| |
EMP Shield |
| Energy Usage |
40 units/min |
| Official description |
Nanoscale EMP generators partially protect individual nanites and
reduce bioelectrical drain by canceling incoming pulses. |
| Editorial |
My thanks to James Brewer for the data on this
aug. |
| By Level |
| Level |
Official Description |
More information |
| 1 |
Damage from EMP attacks is reduced slightly. |
EMP damage reduced 25% |
| 2 |
Damage from EMP attacks is reduced moderately. |
EMP damage reduced 50% |
| 3 |
Damage from EMP attacks is reduced significantly. |
EMP damage reduced 75% |
| 4 |
An agent is nearly invulnerable to damage from EMP attacks. |
Agent is immune to EMP attacks.
| |
Editor's Choice: The Ballistic
Protection seems like an obvious choice because far more enemies use ballistic
weapons than EMP attacks.
Cloak |
| Energy Usage |
300 units/min |
| Official description |
Subdermal pigmentation cells allow the agent to blend with their
surrounding environment, rendering them effectively invisible to
observation by organic hostiles. |
| Editorial |
The only difference higher levels make is in the
amount of energy used. Note that if you have the Power Recirculator
augmentation, upgrading it is generally better than upgrading this
augmentation. |
| By Level |
| Level |
Official Description |
More information |
| 1 |
Power drain is normal. |
Rate at base 300 units/min |
| 2 |
Power drain is reduced slightly. |
Rate decreased to 250 units/min
|
| 3 |
Power drain is reduced moderately. |
Rate decreased to 200 units/min
|
| 4 |
Power drain is reduced significantly. |
Rate decreased to 150 units/min
| |
Radar Transparency |
| Energy Usage |
300 units/min |
| 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.
|
| Editorial |
This is similar to the Cloak augmentation but gets
you past bots, turrets, and cameras (but not tripwires). Upgrade your
Power Recirculator to level 4 first. |
| By Level |
| Level |
Official Description |
More information |
| 1 |
Power drain is normal. |
Rate at base 300 units/min |
| 2 |
Power drain is reduced slightly. |
Rate decreased to 250 units/min
|
| 3 |
Power drain is reduced moderately. |
Rate decreased to 200 units/min
|
| 4 |
Power drain is reduced significantly. |
Rate decreased to 150 units/min
| |
Editor's Choice: You choose.
Most enemies are organic so you will have more opportunities to use the Cloak,
but there are sections in which you will have to get by bots. Bots are generally
slower and more oblivious (e.g. they can't hear) but in general are much harder
to kill and deal out lots of damage. If you don't pick Radar Transparency, you
may want to choose Spy Drone so you still have a way of dealing with bots.
You may also want to get both. ARM Claude writes, "Give your character Cloak,
Radar Transparency, Run Silent and Power Recirculator all at level 4 and you get
a really invisible man."
Synthetic Heart |
| Energy Usage |
100 units/min |
| 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. |
| Editorial |
When this aug is active, all of your other
augmentations function as if you had upgraded them one more than you
actually have. For instance, if you normally regenerate at 15
units/second, it would increase to 25 units/second. This cannot be
upgraded. |
Power Recirculator |
| Energy Usage |
10 units/min |
| 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.
|
| Editorial |
This decreases the energy usage of all augs
besides itself by a constant factor. This can be very useful, but whether
it makes sense to active it depends on which other augs you are using. For
instance, you shouldn't turn your Power Recirculator on if you have not
upgraded it and are only using Ballistic Protection. It will never
decrease the amount of energy you need to see in those dark ventilation
shafts. However, if you activate any of Regeneration, Cloak, Radar
Transparency, or Spy Drone, it is always better to turn this on.
As mentioned earlier, it is generally better to upgrade this before
upgrading Cloak or Radar Transparency. |
| By Level |
| Level |
Official Description |
More information |
| 1 |
Power drain of augmentations is reduced slightly. |
Reduces augmentation energy usage by 10%.
|
| 2 |
Power drain of augmentations is reduced moderately. |
Reduces augmentation energy usage by 20%.
|
| 3 |
Power drain of augmentations is reduced. |
Reduces augmentation energy usage by 40%.
|
| 4 |
Power drain of augmentations is reduced significantly. |
Reduces augmentation energy usage by 60%.
| |
Editor's Choice: The Power
Recirculator is usually better. There are 19 augmentation upgrades in the game,
so you should be able to upgrade to maximum all the augmentations you actually
use. If you do this, the Synthetic Heart will be useless, but Power
Recirculation will let you use your augs up to 2.5 times longer.
Targeting |
| Energy Usage |
40 units/min |
| 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. |
| Editorial |
Targeting does not help very much with accuracy if
you are already highly skilled with the weapons you use, but it can be
interesting to see how much damage enemies can take and if you managed to
hit them in the head or not. Level 2 is a good place to stop upgrading
this. You probably already know what weapons are being shot at you, and
the level 4 image looks very cool (mostly because the image is taken from
a different perspective) but isn't very practical. The more levels of
Targeting, the greater the bonus to accuracy, including in sniper mode
(thanks to Mark Jones for this point). |
| By Level |
| Level |
Official Description |
More information |
| 1 |
Slight increase in accuracy and general target information. |
Provides the same of the target, its range,
and a qualitative description of its health (e.g. "High Health").
|
| 2 |
Additional increase in accuracy and more target information. |
Gives area specific numerical health
information. For instance, "Head 100%, Torso 67%". |
| 3 |
Additional increase in accuracy and specific target information.
|
In addition to above, tells you the weapon
your target is using. |
| 4 |
Additional increase in accuracy and telescopic vision. |
Displays an extreme close-up picture of the
target. | |
Vision Enhancement |
| Energy Usage |
40 units/min |
| 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. |
| Editorial |
Although "infravision" and "night vision" sound
good, I didn't find them very useful. In dark tunnels you will still be
using your built-in eye-flashlight rather than this aug. However, as
kcleereman pointed out to me, vision enhancement level 1 can replace tech
goggles, saving some inventory space. Also, Justin Truman informed me that
infravision (level 2) lets you see through water and snipe at divers if
you are so inclined. The higher levels of this aug are somewhat
disappointing - level 3 hardly does anything, and level 4 just lets you
see the outline of enemies through walls, and not wireframe information on
the surrounding structures. |
| By Level |
| Level |
Official Description |
More information |
| 1 |
Nightvision. |
Dark features of center of vision are
brightened, making it easier to see in certain conditions.
|
| 2 |
Infravision. |
Enemies glow, occasionally making them
easier to pick out. |
| 3 |
Close range sonar imaging. |
Shapes of other creatures are visible at
short distances through walls. |
| 4 |
Long range sonar imaging. |
Shapes of other creatures are visible at
medium distances through walls.
| |
Editor's Choice: Targeting.
Neither of these augs are likely to revolutionize your gaming style, but both
look cool, especially at level 4 (to which they probably aren't worth
upgrading). I prefer targeting because I think it is interesting to know how
many hitpoints enemies have and how many shots it will take with various weapons
in which places to finish them off. Upgrading targeting can also give you
accuracy which would otherwise require an expensive skill point investment.
Aggressive Defense System |
| Energy Usage |
10 units/min |
| 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. |
| Editorial |
This augmentation detonates plasma blobs as well
as grenades and rockets. My thanks to Thomas Fuller for all the
information about this augmentation. |
| By Level |
| Level |
Official Description |
More information |
| 1 |
The range at which incoming rockets and grenades are detonated
is short. |
Provides little protection from incoming
explosives. |
| 2 |
The range at which detonation occurs is increased slightly. |
Provides good protection from incoming
explosives. |
| 3 |
The range at which detonation occurs is increased moderately.
|
Provides total protection from incoming
explosives; early detonation hurts attackers a bit. |
| 4 |
Rockets and grenades are detonated almost before they are fired.
|
Provides total protection from incoming
explosives; attackers usually sustain major damage.
| |
Spy Drone |
| Energy Usage |
150 units/min |
| 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. |
| Editorial |
This may seem like a waste of energy, but there
will be plenty of Repair Bots around later, and your Power Recirculator
may be able to help with that. |
| By Level |
| Level |
Official Description |
More information |
| 1 |
The drone can take little damage and has a very light EMP
attack. |
Drones move slowly but can temporarily take
out cameras and laser sensors. They can also disable proximity
devices such as LAMS and Gas Grenades (thanks to James Brewers for
this point). |
| 2 |
The drone can take minor damage and has a light EMP attack. |
Drone speed increases 100%. One drone can
take out a large security bot or a mini spider bot. |
| 3 |
The drone can take moderate damage and has a medium EMP attack.
|
Drone speed increases 240%. One drone can
take out a large spider bot or military bot. |
| 4 |
The drone can take heavy damage and has a strong EMP attack. |
Drone speed increases 380%.
| |
Editor's Choice: Spy Drone.
Thomas Fuller mentions that level 4 regeneration, ballistic protection,
aggressive defense, and power recirculator can make Denton practically
invulnerable, but Spy Drones can be used to take out bots from a safe distance
(before they launch rockets or grenades), and are also good for slipping by
cameras or laser sensors. Spy Drones are an especially good choice if you pick
Cloak instead of Radar Transparency.
Regeneration |
| Energy Usage |
120 units/min |
| Official description |
Programmable polymerase automatically directs construction of proteins
in injured cells, restoring an agent to full health over time. |
| Editorial |
The game's best augmentation. Regeneration can
take the place of Aqualung (level 2 allows you to stay underwater
indefinitely), Environmental Protection, perhaps Ballistic Protection,
etc. At the highest level you will be able to sit there while four people
fire assult rifles into you. Bob Smith has informed me this tip, which I
consider to be a bit of a cheat: When you turn regeneration on, you are
immediately healed for a full second's worth, although a full second's
worth of energy is not deducted. Thus, if you turn regeneration on and off
rapidly, you can gain plenty of health points without using much energy.
|
| By Level |
| Level |
Official Description |
More information |
| 1 |
Healing occurs at a normal rate. |
Regenerate 5 health points per second.
|
| 2 |
Healing occurs at a slightly faster rate. |
Regenerate 15 health points per second.
|
| 3 |
Healing occurs at a moderately faster rate. |
Regenerate 25 health points per second.
|
| 4 |
Healing occurs at a significantly faster rate. |
Regenerate 40 health points per second.
| |
Energy Shield |
| Energy Usage |
10 units/min |
| Official description |
Polyanilene capacitors below the skin absorb heat and electricity,
reducing the damage received from flame, electrical, and plasma attacks.
|
| Editorial |
Again my thanks to James Brewer for information
about this aug. Energy Shield protects against flame, electric, and plasma
damage. |
| By Level |
| Level |
Official Description |
More information |
| 1 |
Damage from energy attacks is reduced slightly. |
Damaged reduced by 19%. |
| 2 |
Damage from energy attacks is reduced moderately. |
Damaged reduced by 39%. |
| 3 |
Damage from energy attacks is reduced significantly. |
Damaged reduced by 60%. |
| 4 |
An agent is nearly invulnerable to damage from energy attacks.
|
Damaged reduced by 80%.
| |
Editor's Choice: Regeneration
by a landslide. Energy damage can be bothersome, but is not very common. With
Regeneration you will stop worrying about health for the most part and just look
at energy. When you max out Power Recirculation and Regeneration, you will be
able to convert 1% Bioelectric Energy into 40 units health. That's like getting
20 med kits each time you pick up a Bioelectric Cell.
Aqualung |
| Energy Usage |
10 units/min |
| Official description |
Soda lime exostructures imbedded in the alveoli of the lungs convert
CO2 to O2, extending the time an agent can remain underwater. |
| Editorial |
This augmentation works in pretty much the way you
would expect, but, contrary to the official description, your oxygen can
run out even with this on at level 4. Also, unlike the Combat Strength
augmentation, the multipliers here can be combined with the swimming
skill. For instance, a Master swimmer with level 4 Aqualung could stay
underwater for 10 minutes! |
| By Level |
| Level |
Official Description |
More information |
| 1 |
Lung capacity is extended slightly. |
Duration of oxygen supply increased 50%.
|
| 2 |
Lung capacity is extended moderately. |
Duration of oyygen supply increased 200%.
|
| 3 |
Lung capacity is extended significantly. |
Duration of oxygen supply increased 500%.
|
| 4 |
An agent can stay underwater indefinitely. |
Duration of oxygen supply increased 1100%
| |
Environmental Resistance |
| Energy Usage |
20 units/min |
| Official description |
Induced keratin production strengthens all epithelial tissues and
reduces the agent's vulnerability to radiation and other toxins. |
| Editorial |
Contrary to what I might have said earlier, this
apparently protects against toxins (like what greasels spit at you) as
well as radiation. Thanks to "Huntress" and "Zarathos" on Ion Storm's Deus
Ex board for this info. |
| By Level |
| Level |
Official Description |
More information |
| 1 |
Toxic resistance is increased slightly. |
Absorbs 25% of radiation damage. Also
confers immunity to gas grenades, although you still grunt in their
blast radius (thanks to KK on Ion Storm's Deus Ex board for this
point). |
| 2 |
Toxic resistance is increased moderately. |
Absorbs 50% of radiation and toxin damage.
|
| 3 |
Toxic resistance is increased significantly. |
Absorbs 75% of radiation and toxin damage.
|
| 4 |
An agent is nearly invulnerable to damage from toxins. |
Absorbs all radiation and toxin damage.
| |
Editor's Choice: Roughly, the
Swimming skill and Aqualung help with water; the Environmental Training skill
and Environmental Resistance help with radiation and toxins. So you may want to
choose an augmentation and skill set that are complimentary, so you can handle
both water and radiation. My guestimate is that both Environmental Resistance
and Swimming are better than Aqualung at similar levels.
Run Silent |
| Energy Usage |
40 units/min |
| Official description |
The necessary muscle movements for complete silence when walking or
running are determined continuously with reactive kinematics equations
produced by embedded nanocomputers. |
| Editorial |
Philip Chan has informed me that Silent Run levels
3 and under are only good for avoiding enemies. However, he says that
Silent Run level 4 completely eliminates all running and falling noise,
and is great combined with cloak or camo. |
| By Level |
| Level |
Official Description |
More information |
| 1 |
Sound made while moving is reduced slightly. |
|
| 2 |
Sound made while moving is reduced moderately. |
|
| 3 |
Sound made while moving is reduced significantly. |
|
| 4 |
An agent is completely silent. |
| |
Speed Enhancement |
| Energy Usage |
40 units/min |
| 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. |
| Editorial |
Althout the extra speed is useful, the biggest
benefit of this is the increased vertical jump and the decreased landing
damage. Level 1 is enough to jump onto those ubiquitous barrels in the
game, and at level 4 you can jump onto a one story building. This aug can
also make it practical to fall several stories (e.g. while fleeing from
the roof of a building). |
| By Level |
| Level |
Official Description |
More information |
| 1 |
Speed and jumping are increased slightly, while falling damage
is reduced. |
Speed increased by 20%. |
| 2 |
Speed and jumping are increased moderately, while falling damage
is further reduced. |
Speed increased by 40%. |
| 3 |
Speed and jumping are increased significantly, while falling
damage is substantially reduced. |
Speed increased by 60%. |
| 4 |
An agent can run like the wind and leap from the tallest
building. |
Speed increased by 80%.
| |
Editor's Choice: Speed
Enhancement seems more useful to me, but if you use stealth a lot you might
prefer Run Silently. Perhaps some of you are thinking that you will just
activate Speed Enhancement and then run crouched, and that this will be as good
as Run Silently. It is true that Speed Enhancement accelerates crouched running,
and that crouched running is still silent. However, running crouched is less
than a third as fast as normal running, so Speed Enhancement will never let you
move silently as fast as Run Silently will.
Conclusion
I hope you have found the above useful. Please send more information and
corrections to [email protected] If you copy the information please credit
it.
Ben Escoto
Last
modified: Tue Jun 11 13:13:39 PDT 2002