Computer
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. |
Untrained: |
An agent can use terminals to read
bulletins and news. |
0 |
Trained: |
An agent can hack ATMs, computers,
and security consoles. (50% from ATM machines) |
1125
(1125) |
Advanced: |
An agent achieves a moderate increase in detection countdowns and
a moderate decrease in lockout times, as well as gaining the ability
to control automated gun turrets. (100% from ATM machines) |
2250
(3375) |
Master: |
An agent is an elite hacker that few systems can
withstand. (150% from ATM machines) |
3750
(7125) |
Electronics
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. |
Untrained |
An agent can bypass security systems. (10% Mulitool) |
0 |
Trained |
The efficiency with which an agent bypasses
security increases slightly. (25% Mulitool) |
1800
(1800) |
Advanced: |
The efficiency with which an agent bypasses
security increases moderately. (40% Multitool) |
3600
(5400) |
Master: |
An agent
encounters almost no security systems of any challenge. (75%
Multitool) |
6000
(11400) |
Environmental
Training
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. |
Untrained: |
An agent can use hazmat suits,
ballistic armor, thermoptic camo, and rebreathers. |
0 |
Trained: |
Armor, suits, camo, and rebreathers can be used slightly longer and
more efficiently. (50% longer duration) |
675
(675) |
Advanced: |
Armor, suits, camo, and rebreathers
can be used moderately longer and more efficiently. (100% longer
duration) |
1350
(2025) |
Master: |
An
agent wears suits and armor like a second skin. (300% longer
duration) |
2250
(4275) |
Lockpicking
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. |
Untrained: |
An
agent can pick locks. (10% Lockpick) |
0 |
Trained: |
The efficiency with which an agent
picks locks increases slightly. (25% Lockpick) |
1800
(1800) |
Advanced: |
The efficiency with
which an agent picks locks increases moderately. (40% Lockpick) |
3600
(5400) |
Master: |
An agent
can defeat almost any mechanical lock. (75% Lockpick) |
6000
(11400) |
Medecine
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 |
Untrained: |
An agent can use medkits. (Heals 30 points) |
0 |
Trained: |
An
agent can heal slightly more damage and reduce the period of toxic
poisoning. (Heals 60 points) |
900
(900) |
Advanced: |
An agent can heal moderately more damage and
further reduce the period of toxic poisoning. (Heals 75 Points) |
1800
(2700) |
Master: |
An agent
can perform a heart bypass with household materials. (Heals 90
points) |
3000
(5700) |
Swimming
Underwater operations require their own
unique set of skills that must be developed by an agent with extreme
physical dedication |
Untrained: |
An agent can swim normally. (20 seconds) |
0 |
Trained: |
The swimming speed and lung capacity of an
agent increases slightly. (30 seconds) |
675
(675) |
Advanced: |
The swimming speed and lung
capacity of an agent increases moderately. (40 seconds) |
1350
(2025) |
Master: |
An agent moves
like a dolphin underwater. (50 seconds) |
2250
(4275) |
Weapons:
Demolition
The use of thrown
explosive devices, including LAMs, gas grenades, EMP grenades, and
even electronic scramble grenades. |
Untrained: |
An agent can throw
grenades, attach them to a surface as a proximity device, or attempt
to disarm and remove a previously armed proximity device. |
0 |
Trained: |
Grenade accuracy and damage increases slightly, as does the safety
margin for disarming proximity devices. (10% damage increase; 5%
accuracy increase) |
900
(900) |
Advanced: |
Grenade
accuracy and damage increases moderately, as does the safety margin
for disarming proximity devices. (25% damage increase; 12% accuracy
increase) |
1800
(2700) |
Master: |
An agent is an expert at
all forms of demolition. (50% damage increase; 25% accuracy
increase) |
3000
(5700) |
Weapons:
Heavy
The
use of heavy weaponry, including flamethrowers, LAWs, and the
experimental plasma and GEP guns |
Untrained: |
An agent can use
heavy weaponry, but their accuracy is low and movement is difficult. |
0 |
Trained: |
Accuracy and damage increases slightly, while
reloading and movement is somewhat faster. (10% damage increase; 5%
accuracy increase) |
1350
(1350) |
Advanced: |
Accuracy and
damage increases moderately, while reloading and movement is even
more rapid. (25% damage increase; 12% accuracy increase; speed
increase to normal) |
2700
(4050) |
Master: |
An agent is a walking tank when equipped with
heavy weaponry. (50% damage increase; 25% accuracy increase; normal
speed) |
4500
(8850) |
Weapons:
Low Tech
he use of melee weapons
such as knives, throwing knives, swords, pepper guns, and prods |
Untrained: |
An agent can use melee weaponry |
0 |
Trained: |
Accuracy, damage, and rate of attack all increase slightly. (10% damage increase; 5%
accuracy increase) |
1350
(1350) |
Advanced: |
Accuracy, damage, and rate of attack all increase moderately. (25% damage increase; 12% accuracy
increase) |
2700
(4050) |
Master: |
An agent can render most opponents
unconscious or dead with a single blow. (50% damage increase; 25% accuracy
increase) |
4500
(8550) |
Weapons:
Pistol
The use of hand-held
weapons, including the standard 10mm pistol, its stealth variant,
and the mini-crossbow. |
Untrained: |
An agent can use pistols. |
0 |
Trained: |
Accuracy and damage increases slightly, while
reloading is faster. (10% damage increase; 5%
accuracy increase) |
1575
(1575) |
Advanced: |
Accuracy and damage increases
moderately, while reloading is even more rapid. (25% damage increase; 12% accuracy
increase) |
3150
(4725) |
Master: |
An agent
is lethally precise with pistols. (50% damage increase; 25% accuracy
increase) |
5250
(9975) |
Weapons:
Rifle
The
use of rifles, including assault rifles, sniper rifles, and
shotguns. |
Untrained: |
An agent can use rifles |
0 |
Trained: |
Accuracy and damage increases slightly, while reloading is faster. (10% damage increase; 5%
accuracy increase) |
1125
(2250) |
Advanced: |
Accuracy and damage increases moderately, while
reloading is even more rapid. (25% damage increase; 12% accuracy
increase) |
2250
(3375) |
Master: |
An agent can take down a
target a mile away with one shot. (50% damage increase; 25% accuracy
increase) |
3750
(7125) |
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