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Non-player characters (NPCs) are automated characters in Deus Ex that interact with the player. NPCs include named characters as well as unnamed generic characters and enemy types. The term "NPC" generally refers to human characters. Internally, NPCs, along with animals and robots, are part of a category of scripted game objects known as as scripted pawns.[1]

Overview[]

NPCs interact with the player in various ways, such as engaging in dialogue, assigning mission objectives, and selling items. Some NPCs are friendly, while others are neutral or hostile. Many NPCs that are important to the story are invincible, in which case they are immune to all forms of damage. NPCs that are not invincible can be killed or rendered unconscious via non-lethal means.

NPCs are often subject to different rules of gameplay as compared to the player character (JC Denton). For example, the damage modifiers that apply to NPCs are different from those that apply to the player character, and certain damage types affect NPCs differently than how they affect the player character. The skills and augmentation systems available to the player are unavailable to NPCs.

All armed NPCs other than MJ12 Commandos use weapons that are also available for use by the player. NPCs that are dead or unconscious may be looted. The items that can be looted from an NPC are based on the NPC's initial inventory. However, the amount of lootable ammunition is limited to a random number in the range of 1-4 rounds[2] (or just 1 in the case of grenades). MJ12 Commandos are unique in that they use special weapons that are not available to the player.

Base classes[]

All NPCs in Deus Ex belong to one of three base classes: civilian, thug, and military.[3]

  • Civilian – Civilians are commonly seen in populated areas. Most civilians will not retaliate against the player and will flee at any sign of combat. Most named characters belong to this class.
  • Thug – Unlike civilians, thugs will attack the player in some circumstances. In combat, thugs are more proficient than civilians but less proficient than military-class NPCs.
  • Military – Military-class NPCs are typically armed and are the most proficient in combat. The vast majority of hostile NPCs encountered in the game are of this class.

Internally, these base classes are named HumanCivilian, HumanThug, and Human Military, respectively, and serve as superclasses for specific types of NPCs. These base classes have different default (baseline) stats, as shown below.[4]

Attribute Base Class
Civilian
(HumanCivilian)
Thug
(HumanThug)
Military
(HumanMilitary)
Health 100 HP 100 HP 100 HP
Accuracy Modifier -60% -60% -10%
Maximum Range 25 feet 43.75 feet 62.5 feet
Search Duration 1.5 sec 3.5 sec 5.0 sec
Crouch Rate 0 0.2 1.0
Reacts to Projectiles No Yes Yes
Flee Threshold 40 HP 30 HP 20 HP
Other Fear Triggers Yes N/A N/A

These stats serve as baseline values only, and are often overridden in sub-classes. Specific instances of a character may have specially assigned stat values that override the defaults of the character's base class or sub-class.

The stats shown in the above table include the following:

  • Health – The amount of damage that a character can take before dying or being rendered unconscious. Human NPCs have six health values corresponding to each of the six body parts, as well as a seventh parameter that tracks the "overall" health of the NPC. With the exception of a few named characters, the value for all seven health parameters are the same. For more information, please see the detailed article on health gameplay mechanics, linked above.
    • If the character is invincible, the health attribute is of no practical consequence.
    • All civilian characters have 100 HP, except for children, who have 50 HP.
    • The "military" class also has a default health value of 100 HP. However, specific sub-classes in the "military" class have health values ranging from 75 to 350 HP (for sub-classes corresponding to generic enemy types), and up to 600 HP (for sub-classes corresponding to specific named characters).
  • Accuracy Modifier – This attribute imposes an accuracy penalty on the NPC when using a weapon.
    • In the single player campaign, the default value is very often overridden by custom values assigned to particular character instances.
    • For characters of the "military" class, accuracy modifiers typically fall within the range of -5% to -45%. There is a great deal of variety even among character instances of the same sub-class.
  • Maximum Range – This attribute limits the maximum range of weapons when used by an NPC, even if the weapon has a higher maximum range.
  • Search Duration – When the NPC is hostile, the search duration defines the amount of time the NPC will spend looking for an out-of-sight the player.
  • Crouch Rate – The likelihood that an NPC will crouch while engaged in combat.
  • Reacts to Projectiles – Whether an NPC will react to a projectile, such as a crossbow bolt.
  • Flee Threshold – The NPC will flee when his or her health drops to this level. Internally, this attribute is known as MinHealth.
  • Other Fear Triggers – Civilians, by default, will also flee when they detect combat or signs of combat (such as a carcass or an alarm).
    • Specific civilian characters that are intended to fight the player character, such as Howard Strong, do not have these fear triggers.

Many NPC types of the military class have graphical models depicting combat gear, such as helmets and body armor. However, features of graphical models are not necessarily reflected by actual stats. For example, although the MJ12 Trooper is depicted as wearing a helmet, the trooper has no special damage resistances and is subject to the same damage modifiers as other humans. Therefore, the trooper is no more durable than an unarmored civilian with 100 HP.

Data for NPC classes[]

All NPC classes in the game are listed in the sections below. Each class is a subclass of one of the three base classes (civilian, thug, or military), and inherits the default properties of its respective base class unless the property is specifically redefined. Important named characters generally have corresponding unique character classes, as listed below. However, many other named characters are portrayed using a generic NPC class (for example, Janice Reed is portrayed using the generic Secretary class).

The data tables in the sections below include the following information:

  • Class – The internal class name of the NPC type or named character. The internal class name is also the identifier used to summon an NPC via console commands.
  • Name – The default displayed name defined for the class (specifically, the FamiliarName, which is the name that is displayed after having engaged in conversation). If the class is exclusively or predominantly used with a name that is different from the default one, that name is listed in parentheses.
  • HP – The default health defined for the class.
  • Speed – The ground speed attribute (GroundSpeed), which defines how quickly the character moves.
  • Invincibility
    • "Default" invincibility – A filled circle (●) indicates that invincibility is a default property of the character class. Instances of character classes that are invincible by default may still be set to be non-invincible (and thus killable) during specific part of the game. Similarly, instances of character classes that are not invincible by default may be set to be invincible.
    • "Actual" invincibility – A check mark (✔) indicates that the character is invincible throughout the entire game. An unfilled circle (○) indicates that the character is invincible only during part of the game.
    • Invincibility is shown only for classes for unique characters. None of the classes for generic NPCs have invincibility as a default property. However, during certain parts of the game, specific instances of generic NPCs may also be set to be invincible.
  • Collision Size – The collision radius and collision height defined for the class. Collision radius is 20 for most characters. Collision height is 47.5 for most male characters and 43 for most female characters.
    • 16 units is equivalent to 1 feet depicted in-game. Collision height is measured from the vertical center; thus, the total height of the character is double the collision height. For example, a collision height of 47.5 corresponds to 47.5 × 2 / 16 = 5.9375 feet. In most cases, collision height accurately reflects the mesh-model height, but some classes use mesh models whose sizes are somewhat inconsistent with collision height.
  • Notes
    • "Common troopers" – This term is used to denote a military NPC that does not have any unique default attributes other than default inventory. All types of common troopers have 100 HP, 200 ground speed, and the same general combat behavior.
    • Resistances/immunities – This annotation indicates that the NPC class has resistance or full immunity to one or more damage types. For details, please see the respective articles.
    • Shield – This annotation indicates that the resistances or immunities are implemented through the "shield" ability, which causes a visual effect of a blue barrier to be generated around the NPC when the resistance or immunity is in effect.
    • Cloak - This annotation indicates that the NPC has the "cloak" ability.

Generic NPC classes[]

Class Name HP Speed Collision Size Notes
Radius Height
Military (HumanMilitary) NPCs
Cop Cop 100 200 20 47.5 "Common trooper"
HKMilitary Chinese Military (Chinese Military Police) 100 200 20 47.5 "Common trooper"
MiB Man In Black 350 180 20 52.25 Explodes on death, Flee Threshold: 0 HP
MJ12Commando MJ12 Commando 250 200 28 49.88 Resistances/immunities (shield), Flee Threshold: 0 HP
MJ12Troop MJ12 Troop 100 200 20 47.5 "Common trooper"
RiotCop Riot Cop 100 200 20 47.5 Resistances/immunities
Soldier Soldier 100 200 20 47.5 "Common trooper"
Terrorist Terrorist 75 200 20 47.5 Flee Threshold: 40 HP
UNATCOTroop UNATCO Troop 100 200 20 47.5 "Common trooper"
WiB Woman in Black 300 200 22 47.3 Explodes on death, Flee Threshold: 0 HP
Thug (HumanThug) NPCs
ThugMale Thug 100 180 20 47.5
ThugMale2 Thug 100 200 20 47.5
ThugMale3 Thug 100 210 20 47.5
TriadLumPath Gang Member (Luminous Path Triad Member) 100 200 16 46.5
TriadLumPath2 Gang Leader (Luminous Path Triad Member) 100 200 16.8 48.83
TriadRedArrow Gang Member (Red Arrow Triad Member) 100 200 14 47.5
Civilian (HumanCivilian) NPCs
Bartender Bartender 100 200 20 47.5
BoatPerson Boat Person 100 200 20 47.5
BumFemale Bum 100 120 20 43
BumMale Bum 100 180 20 47.5
BumMale2 Older Bum 100 180 20 47.5
BumMale3 Bum 100 180 20, 47.5
Butler Butler 100 180 20 47.5
Businessman1 Businessman 100 180 20 47.5
Businessman2 Businessman 100 180 20 47.5
Businessman3 Businessman 100 180 20 47.5
Businesswoman1 Businesswoman 100 140 20 43
Chef Chef 100 180 20 47.5
ChildMale Child 50 150 17 32.5
ChildMale2 Child 50 150 17 32.5
Doctor Doctor 100 180 20 47.5
Female1 Female 100 120 20 43
Female2 Female 100 120 20 43
Female3 Female 100 120 20 43
Female4 Female 100 120 20 43
Hooker1 Hooker 100 120 20 43
Hooker2 Hooker 100 120 20 43
Janitor Janitor 100 200 20 47.5
JunkieFemale Junkie 100 120 20 43
JunkieMale Junkie 100 200 20 47.5
LowerClassFemale Lower Class 100 120 20 43
LowerClassMale Lower Class 100 200 20 47.5
LowerClassMale2 Lower Class 100 180 20 47.5
Maid Maid 100 140 20 43
Male1 Male 100 200 20 47.5
Male2 Male 100 200 20 47.5
Male3 Male 100 200 20 47.5
Male4 Male 100 200 20 47.5
Mechanic Mechanic 100 200 20 47.5
Nurse Nurse 100 120 20 43
Sailor Sailor 100 180 20 47.5
ScientistFemale Scientist 100 120 20 43
ScientistMale Scientist 100 180 19 45.13
ScubaDiver Scuba Diver 100 200 20 47.5 Unlimited oxygen duration
Secretary Secretary 100 120 20 43
SecretService Secret Service Agent 100 180 20 47.5 Unused NPC type

Gallery[]

Classes for unique characters[]

Class Character Invincibility HP Speed Collision Size Notes
Default Actual Radius Height
Military-class unique characters
AnnaNavarre Anna Navarre 300 220 22 47.3 Resistances/immunities, Cloak, 400 HP Head Health
BobPage Bob Page 100 180 20 47.5
GordonQuick Gordon Quick 100 180 20 47.5
GuntherHermann Gunther Hermann 400 210 24.2 55.66 Resistances/immunities (shield), 600 HP Head Health
Jock Jock 100 200 20 47.5
JosephManderley Joseph Manderley 100 180 20 47.5
JuanLebedev Juan Lebedev 100 180 20 47.5
MaxChen Max Chen 100 180 20 47.5
PaulDenton Paul Denton 200 320 20 47.5 Resistances/immunities (shield), Cloak
SamCarter Sam Carter 100 200 20 47.5
WaltonSimons Walton Simons 600 240 20 47.5 Resistances/immunities (shield), Cloak, 900 HP Head Heath
Thug-class unique characters
Chad Chad 100 180 21 49.88
JoJoFine JoJo Fine 100 200 20 47.5 150 HP Head Health
NicoletteDuClare Nicolette DuClare 100 280 20 43
Smuggler Smuggler 100 180 20 47.5
TerroristCommander Terrorist Commander (NSF Terrorist Leader) 100 180 20 47.5
TobyAtanwe Toby Atanwe 180 180 20 47.5
Civilian-class unique characters
AlexJacobson Alex Jacobson 100 200 20 47.5
FordSchick Ford Schick 100 180 20 47.5
GilbertRenton Gilbert Renton 100 180 20 47.5
GarySavage Gary Savage 100 180 20 47.5
HarleyFilben Harley Filben 100 180 20 47.5
HowardStrong Howard Strong 100 200 20 47.5
JaimeReyes Jaime Reyes 100 160 20 42.8
JoeGreene Joe Greene 100 200 20 47.5
JordanShea Jordan Shea 100 200 20 43
MaggieChow Maggie Chow 100 120 20 43
MargaretWilliams Margaret Williams 100 120 20 43 Cut character; model used for Charlotte
MichaelHamner Michael Hamner 100 180 20 47.5 Cut character; model used for Antoine
MorganEverett Morgan Everett 100 200 20 47.5
NathanMadison Nathan Madison 100 180 20 47.5 Cut (or renamed) character; model used for Vinny
PhilipMead Philip Mead 100 180 20 47.5
RachelMead Rachel Mead 100 120 20 43
SandraRenton Sandra Renton 100 120 20 43
SarahMead Sarah Mead 100 120 20 43 Cut character; model used for various generic characters
StantonDowd Stanton Dowd 100 180 20 47.5
TiffanySavage Tiffany Savage 100 120 20 43
TracerTong Tracer Tong 100 250 16 46

See also[]

References[]

  1. ScriptedPawn class in DeusEx.u.
  2. DeusExCarcass.Frob in DeusEx.u, which contains the line "W.PickupAmmoCount = Rand(4) + 1;" for non-grenade pickups.
  3. "Base class," "Civilian," "Thug," and "Military" are terminologies used by the game developers in Deus Ex design document version 13.12.
  4. Default properties for the classes HumanCivilian, HumanThug, and HumanMilitary, as defined in DeusEx.u.