Damage Types (DX)

In Deus Ex, damage types are categories of damage that the player can inflict and/or receive. The damage type of an attack often affects the amount of damage that is inflicted upon a target, depending on the target's resistance to the relevant damage type. Different weapons (or, in some cases, different ammunitions of the same weapon) may differ as to the type of damage that they inflict. Similarly, targets may differ as to the amount of resistance against a particular damage type. Some damage types are subject to additional rules or gameplay mechanics.

JC Denton, the player character, begins with no resistance against any damage type, but can gain resistance to certain damage types through the use of defensive augmentations or protective items.

Shot
"Shot" is the standard damage type. Shot damage is caused by bullets, (normal) darts, and throwing knives. Shot damage is also caused by lethal melee weapons such as the Combat Knife and Dragon's Tooth Sword.


 * Robots receive only 25% of shot damage.
 * Resistance is provided by Ballistic Armor and the Ballistic Protection augmentation.
 * For the player only, the amount of shot damage that is received depends on the difficulty level.

AutoShot
"AutoShot" damage is caused exclusively by automated turrets. Its main difference from standard shot damage is that robots do not have resistance against AutoShot damage as they do against standard shot damage, allowing turrets controlled by the player to damage robots more easily.


 * Inflicts full damage to all organic targets and robots (no robot or non-player organic target has resistance against this damage type).
 * Resistance is provided by Ballistic Armor and the Ballistic Protection augmentation.
 * For the player only, the amount of AutoShot damage that is received depends on the difficulty level.

Sabot
"Sabot" damage is caused exclusively by 12 Gauge sabot shells used by the Assault Shotgun and Sawed-off Shotgun.


 * Sabot damage is not subject to the minimum damage threshold of turrets, security cameras, and alarm panels. However, damage to these objects is halved.
 * Laser tripwire emitters, unlike the above security devices, is immune to sabot damage.
 * Inflicts full damage to all organic targets and robots (no organic target or robot has resistance against this damage type).
 * Enemies do not use this damage type. Nonetheless, the Ballistic Armor provides resistance to this damage type.

Exploded
"Exploded" damage is caused by TNT crates, explosive barrels, standard rockets of the GEP Gun, LAMs, LAWs, and 20mm HE ammo of the Assault Rifle. Due to the high damage inflicted by the these weapons, "exploded" damage will often cause organic targets to gib, destroying their inventory.


 * Inflicts full damage to all organic targets and robots (no organic target or robot has resistance against this damage type).
 * Resistance is provided by Ballistic Armor and the Energy Shield augmentation.

Flamed and Burned
"Flamed" damage is the initial damage caused by fireballs launched by the flamethrower and WP Rockets launched by the GEP Gun. Flamed damage will set humanoids and creatures on fire, resulting in a damage-over-time burning effect. This burning effect inflicts "Burned" damage (rather than "Flamed" damage). "Burned" damage is also caused directly by plasma bolts launched by the Plasma Rifle and PS20.


 * Robots take only 25% of "flamed" and "burned" damage and cannot be set on fire.
 * MJ12 Commandos take only 50% of "flamed" and "burned" damage and cannot be set on fire.
 * Grays are fully immune to "flamed" and "burned" damage.
 * For the player, resistance is provided by the Energy Shield augmentation.

Shocked
"Shocked" damage is caused by electrical hazards in the environment, as well as by the weapons of large and small spider bots. Shock damage is separate from EMP damage. However, some damage sources, such as the weapons of the spider bots, inflict both shock damage and EMP damage.


 * Resistance is provided by Ballistic Armor and the Energy Shield augmentation.

Stunned
"Stunned" damage is caused exclusively by the Riot Prod.


 * As a non-lethal damage type, "stunned" damage causes enemies to be unconscious if the last of their health is removed with this damage type.
 * Enemies hit by the Riot Prod will enter the stunned state, in which they take 4x the normal damage. Note that the stunned state is separate from "stunned" damage type, and can be triggered by weapons other than the Riot Prod.
 * This damage type is not eligible for the 8x headshot multiplier, and inflicts only normal damage against the head.
 * Robots take 50% damage of the "stunned" damage type, but cannot be put into the stunned state.
 * No item or augmentation reduces damage taken from this type.

KnockedOut
"KnockedOut" damage is caused exclusively by the baton.


 * As a non-lethal damage type, "KnockedOut" damage causes enemies to be unconscious if the last of their health is removed with this damage type.
 * This damage type is not eligible for the 8x headshot multiplier, and inflicts only normal damage against the head.
 * Robots are fully immune to "KnockedOut" damage.
 * No item or augmentation reduces damage taken from this type.

Poison and PoisonEffect
"Poison" damage is caused by tranquilizer darts and Greasel spits. Once a target is hit by poison damage, its torso will undergo a damage-over-time effect in which the target takes damage of the "PoisonEffect" (poison effect) type. Although poison and poison effect are separate damage types internally, they are universally subject to the same resistances.


 * As a non-lethal damage type, enemies will become unconscious if the last of their health is removed by these damage types.
 * If JC is hit by tranquilizer darts, he will be given a blurred vision, similar to when JC consumes multiple alcoholic drinks.
 * MJ12 Commandos take only 50% damage from the poison and poison effect damage types.
 * Robots are fully immune to the poison and poison effect damage types.
 * Resistance is provided by Hazmat Suits and the Environmental Resistance augmentation.

PoisonGas
"PoisonGas" (poison gas) damage primarily comes from poison barrels and will kill any organic character in contact with it over time.


 * MJ12 Commandos, transgenic animals, and robots are immune to all gas damage types.
 * Resistance is provided by Hazmat Suits and the Environmental Resistance augmentation.

TearGas and HalonGas
"TearGas" (tear gas) damage is caused by detonated gas grenades and pepper guns. "HalonGas" (halon gas) damage exclusively comes from the fire extinguisher. Tear gas will damage the player, while halon gas will not.


 * Tear gas and halon gas will cause humanoid NPC to be blinded and also stunned. Enemies that are blinded cannot detect the player. Enemies in the stunned state take 4x the normal damage.
 * MJ12 Commandos, transgenic animals, and robots are immune to all three gas types.
 * Riot cops are immune to halon and tear gas.
 * Resistance is provided by Hazmat Suits and the Environmental Resistance augmentation.
 * Due to an oversight, "HalonGas" damage can cause grenades to explode.

Radiation
"Radiation" damage is caused by environmental features, such as 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. Radiation damage is also caused by Grays, which inflict radiation damage to all susceptible targets nearby. Grays can also emit a psionic blast that causes radiation damage.


 * Resistance is provided by Hazmat Suits and the Environmental Resistance augmentation.

EMP
"EMP" damage is emitted by EMP grenades, spider bots, and JC Denton's Spy Drone.


 * EMP damage can be used to shut down robots by depleting their EMP health. They can also be used to shut down objects such as turrets, as well as laser tripwires. Augmented enemies and MJ12 Commandoes are not affected by EMP damage.
 * JC Denton will lose bioenergy when hit by EMP damage.
 * Resistance is provided by the EMP Shield augmentation. Despite their in-game description, Hazmat Suits do not protect against EMP damage.

Drowned
"Drowned" 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.

NanoVirus
"NanoVirus" damage is done only by Scramble grenades and causes robots to temporarily switch alliances, attacking all other NPCs they can see. This damage type has no effect on the player.