Weapon Descriptions

 

Heavy

Mag Rail

Description - Fires a narrow but extremely poweful energy beam. Alternate firing mode delivers an EMP blast that passes through walls.
Mods Accepted - Increased Damage, Ammo Scavenger, Increased Range, Refire Rate, Silencer, Glass Destabilizer
Tips - Best use of this weapon is to combine its alt-fire with Vision Enhancement. Bots, turrets, and cameras are defenseless against shots that go through walls. Definitely use Ammo Scavenger and either Refire Rate or Silencer. Though the primary fire can hurt organics you can't use it through wallls and compared to other weapons its not very effective.

Flamethrower

Description - Causes heavy damage. Alternate fire mode blasts out a mass of napalm that will stick to the target surface and burn.
Mods Accepted - Ammo Scavenger, Increased Damage
Tips - Like the Flamethower in the first Deus Ex, this weapon is a lot of fun and not always very useful. It will deplete your ammo very quickly and can be difficult to target enemies with given its short range and some uncertainty as to how long you need to flame your target before they are on fire. However, a better type of "flamethrower" can be found as a Unique Weapon.

Rocket Launcher

Description - Fires a missile that detonates on impact. Alternate firing mode grants the user first-person control of the missile via an on-board camera.
Mods Accepted - Ammo Scavenger, Increased Range, Refire Rate
Tips - Once you get this weapon its hard to put down. Works against organics, bots, and various doors and chests. The alt-fire allows you to control the missile fired though the turning radius is so wide its impossible to turn a corner. In open areas alt-fire makes quick work of targets without them every seeing you.

 

 

Grenades & Proximity Mines

Concussion  EMP  Flashbomb  Gas  Noisemaker  Scrambler
Assorted Grenades

Concussion - Does damage to anything within blast radius.
EMP - Damages anything electrical including bots, cameras, turrets, and biomod enhanced organics.
Flashbomb - Temporarily blinds any organic including yourself but only if you (or anyone) is looking at it when it detonates.
Gas - Causes any organic to choke and with prolonged exposure lose consciousness.
Noisemaker - Does no damage but can draw guards/bots towards the place in which it lands.
Scrambler - Causes any bot/turret to align against its allies. So, if it was your enemy and you scramble it you have a new friend. Effect is not permanent.

Using alt-fire causes the grenade to explode immediately rather than the normal time delay.

 

Concussion  EMP  Scrambler  Spiderbomb
Proximity Mines & Spiderbomb

Concussion, EMP, and Scrambler work like their grenade twins.

Using alt-fire when placing any proximity mine causes it to detonate after several seconds.

Spiderbomb - Releases a Spiderbot allied to you when tossed. Spiderbots will attack any enemy within its viewing range. If no targets found, Spiderbot will follow you as long as it can see where you are going.

 

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