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Local Ditch > Deus Ex > Skills

At A Glance

  • Release Date:
  • 2000
  • Platform:
  • PC
  • Developer:
  • Ion Storm
  • Publisher:
  • Eidos Interactive
  • Premise:
  • Nano-augmented agent takes on conspiracies in a cyberpunk RPG/FPS hybrid

Even More

Skills

 
ComputerComputer

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.
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)
 
ElectronicsElectronics

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)
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 TrainingEnvironmental 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.
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)
 
LockpickingLockpicking

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)
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)
 
MedecineMedecine

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)
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)
 
SwimmingSwimming

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)
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: DemolitionWeapons: 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.
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: HeavyWeapons: 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.
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 TechWeapons: Low Tech

he use of melee weapons such as knives, throwing knives, swords, pepper guns, and prods

Untrained: An agent can use melee weaponry
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: PistolWeapons: 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.
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: RifleWeapons: Rifle

The use of rifles, including assault rifles, sniper rifles, and shotguns.

Untrained: An agent can use rifles
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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