Damage Types (DX)

Deus Ex has various types of damage that the player can both receive and deal, with different effects and ways to defend against.

Ballistic
Ballistic damage is the standard damage type. Ballistic damage is inflicted by bullets, (normal) darts, flare darts, and throwing knives. Ballistic damage is also inflicted by sharp melee weapons such as the combat knife. Ballistic armor and Ballistic Protection will protect from ballistic damage.

Fire
Fire is an over-time effect inflicted by weapons like the flamethrower. Using the Energy Shield augmentation or Hazmat Suits protect from fire damage.

Asphyxia
This type of damage occurs if JC swims underwater for too long, and runs out of oxygen. This damages the torso section only. Using augments like Aqualung and devices like the Rebreather can extend how long JC can remain underwater, protecting the player from asphyxia.

Poison
Poison damage is inflicted by tranquilizer darts and Greasel spits. If JC is hit by darts, he will be given a blurred vision, similar to if JC consumes multiple alcoholic drinks. Similar to radiation, Environmental Resistance and Hazmat suits will protect from poison damage. Poison damage causes enemies to be unconscious if the last of their health is removed with this damage type.

Radiation
Radiation is inflicted by environmental features, as well as by the Gray's psionic blast. Radiation may be emitted from toxic waste barrels and spilled piles of toxic waste. Radiation from the environment is fairly uncommon, but can be encountered in Paris, Vandenberg, and Area 51. Hazmat Suits and Environmental Resistance serve to reduce damage from radiation.

Plasma
Plasma damage is inflicted by the Plasma rifle (DX) and PS20. It will blind the player, in addition to inflicting damage. The Energy Shield augment will protect from Plasma damage.

Electrical
Electrical damage is inflicted by electrical hazards in the environment, as well as by the weapons of large and small spider bots. The Energy Shield augment and Hazmat Suits reduce damage from electricity.

EMP
Electromagnetic pulse attacks damage JC's bioenergy. Hazmat Suits and EMP Shield reduce damage taken from EMP. EMP damage is dealt by EMP grenades, spider bots, and Spy Drone.

Explosion
Explosion damage is caused by TNT crates, explosive barrels, GEP guns, LAMs, LAWs and 20mm HE ammo. It does full damage to all targets and often causes organic targets to gib, destroying their inventory. The Energy Shield augmentation and Ballistic armor item reduce explosive damage.

Gas
There are three types of gas damage: poison gas, tear gas, and halon gas. Halon gas and tear gas both blind NPCs without dealing any damage. Tear gas will damage the player, while halon gas will not. Tear gas is caused by detonated gas grenades and pepper guns. Halon gas exclusively comes from the player using a fire extinguisher. Poison gas primarily comes from poison barrels and will kill any organic character in contact with it over time. Hazmat Suits and Environmental Resistance reduce damage from all three gas types. MJ12 Commandos and transgenic animals are immune to all three gas types, while riot cops are immune to halon and tear gas.

Nanovirus
Nanovirus damage is done only by Scramble grenades and causes robots to temporarily switch alliances, attacking all other NPCs they can see.

Stun
Stun damage is caused by Riot prods only and makes enemies to lose control and unable to fight for a period of time, also increasing the amount of damage they take during this state. Stun damage causes enemies to be unconscious if the last of their health is removed with this damage type.

Knock Out
Knock out damage is inflicted only by the baton. It does full damage to organics and no damage to robots. Knocked out damage causes enemies to be unconscious if the last of their health is removed with this damage type. Unlike other melee weapons, no item or augmentation reduces damage taken from this type.

Sabot
Sabot damage is inflicted only by 12 Gauge sabot shells, it does full damage to organic targets and robots along with half damage to objects.