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 The money in an ATM is the total amount that can be withdrawn without hacking.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...

Choice summary: Cranial: Aggressive Defense System Spy Drone
Eyes: Targeting Vision Enhancement
Torso: Aqualung Environmental Resistance
Regeneration Energy Shield
Synthetic Heart Power Recirculator
Arms: Combat Strength Microfibral Muscle
Subdermal: Ballistic Protection EMP Shield
Cloak Radar Transparency
Legs: Run Silently Speed Enhancement


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