Damage Types (DX)

In Deus Ex, damage types are categories of damage that can be inflicted or received during gameplay.

Overview
Damage types often have associated gameplay functions. For example, whether a particular attack inflicts full damage, reduced damage, or no damage depends on whether the target has resistance or immunity against the relevant damage type associated with the attack. 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 have different resistances for different damage types. Some damage types are subject to additional rules or gameplay mechanics. For example, some damage types can apply special status effects on a target.

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.

Damage types
Legend


 * Damage Type – The name of the damage type. Since damage types are generally not explicitly identified in-game, they are identified here by their internal names that appear in the game files.
 * Actual Dmg. (Actual Damage)
 * A checkmark (✔) indicates that the damage type inflicts damage on the health of a non-player entity. The absence of a checkmark indicates that the damage type inflicts no damage on health, and instead functions solely on special properties, such as inflicting status effects.
 * "(NL)" indicates non-lethal damage. Non-lethal damage is damage that is capable of rendering a non-player character unconscious.
 * Applies Effect – The damage type applies a special status effect on the target.
 * Icon – Certain damage types, when taken by the player, will cause the HUD to display a corresponding damage indicator icon.
 * Notable Sources – Common sources for the damage type.
 * "(E)" (for "exclusively") indicates that the damage type is caused exclusively by the listed weapon or item.
 * Resistance – A resistance of 75%, for example, indicates that damage from the damage source is reduced by 75%.
 * "Imm." indicates full immunity to the damage type's actual damage and special effects, if any.
 * All robots have the same set of resistances and immunities.
 * Transgenics have a common set of immunities. Additionally, grays are immune to radiation damage.
 * Human NPCs are not listed because only a few generic NPC classes have resistances or immunities. Among generic NPC classes, only the MJ12 Commando has a practically significant set of resistances/immunities.

Non-functional damage types
The following damage types are used internally, but merely serve as labels for categorizing damage taken in various situations, including physics-based interactions. These damage types do not serve as the basis for any further gameplay functions.


 * "Fell" – Falling damage resulting from falling from heights.
 * "Stomped" – Stomping damage inflicted by jumping on top of a target.
 * "Crushed" – Damage inflicted by the encroachment of one object on another. Generally applies to encroachment inflicted by movable structures.