[General]
Start=Deus Ex (Starting)
Exit=Deus Ex (Exiting)
Run=Deus Ex (Running)
Product=Deus Ex

[Progress]
Loading=Loading
Saving=Saving

[ScriptedPawn]
FamiliarName="DEFAULT FAMILIAR NAME - REPORT THIS AS A BUG"
UnfamiliarName="DEFAULT UNFAMILIAR NAME - REPORT THIS AS A BUG"

[DeusExPlayer]
InventoryFull="You don't have enough room in your inventory to pick up the %s"
TooMuchAmmo="You cannot carry any more of that type of ammo"
TooHeavyToLift="It's too heavy to lift"
CannotLift="You can't lift that"
NoRoomToLift="There's no room to lift that"
CanCarryOnlyOne="You can only carry one %s"
CannotDropHere="Can't drop that here"
HandsFull="Your hands are full"
NoteAdded="Note Received - Check DataVault For Details"
GoalAdded="Goal Received - Check DataVault For Details"
PrimaryGoalCompleted="Primary Goal Completed"
SecondaryGoalCompleted="Secondary Goal Completed"
EnergyDepleted="Bio-electric energy reserves depleted"
AddedNanoKey="%s added to Nano Key Ring"
HealedPointsLabel="Healed %d points"
HealedPointLabel="Healed %d point"
RechargedPointsLabel="Recharged %d points"
RechargedPointLabel="Recharged %d point"
SkillPointsAward="%d skill points awarded"
QuickSaveGameTitle="Quick Save"
FamiliarName="JC Denton"
UnfamiliarName="JC Denton"
WeaponUnCloak="Weapon drawn... Uncloaking"
TakenOverString="I've taken over the "
HeadString="Head"
TorsoString="Torso"
LegsString="Legs"
WithTheString=" with the "
WithString=" with "
PoisonString=" with deadly poison"
BurnString=" with excessive burning"
NoneString="None"
fatty="You cannot consume any more at this time"
noUsing="You cannot use it at this time"
NanoVirusLabel="Augmentation system scrambled for %d seconds"
msgAddicted="You are now addicted to %s"
msgWithdrawal="You are now suffering from %s withdrawal"
msgNotAddicted="You are no longer addicted to %s"
MsgDrugWornOff="%s has worn off"
drugLabels(0)="Nicotine"
drugLabels(1)="Alcohol"
druglabels(2)="Zyme"

[DeusExDecoration]
ItemName="DEFAULT DECORATION NAME - REPORT THIS AS A BUG"
ItemArticle="a"

[SkillManager]
NoToolMessage="You need the %s"
NoSkillMessage="Requires %s at %s"
SuccessMessage="Success!"
YourSkillLevelAt="Your skill level at %s is now %d"

[Skill]
skillLevelStrings[0]="UNTRAINED"
skillLevelStrings[1]="TRAINED"
skillLevelStrings[2]="ADVANCED"
skillLevelStrings[3]="MASTER"
SkillAtMaximum="Skill at Maximum Level"
SkillPointsToMaster="Total skill points to master: %n"

[AugmentationManager]
AugLocationFull="You can't add any more augmentations to that location!"
NoAugInSlot="There is no augmentation in that slot"

[Augmentation]
ConditionalLabel="(Conditional)"
EnergyRateLabel="Energy Rate: %d Units/Minute"
OccupiesSlotLabel="Occupies Slot: %s"
AugLocsText[0]="Cranial"
AugLocsText[1]="Eyes"
AugLocsText[2]="Torso"
AugLocsText[3]="Arms"
AugLocsText[4]="Legs"
AugLocsText[5]="Subdermal"
AugLocsText[6]="Default"
AugActivated="%s activated"
AugDeactivated="%s deactivated"
AugAlreadyHave="You already have the %s at the maximum level"
AugNowHave="%s upgraded to level %d"
AugNowHaveAtLevel="Augmentation %s at level %d"
AlwaysActiveLabel="[Always Active]"
CanUpgradeLabel="(Can Upgrade)"
CurrentLevelLabel="Current Level: %d"
MaximumLabel="(Maximum)"
MPInfo="DEFAULT AUG MP INFO - REPORT THIS AS A BUG"

[DeusExRootWindow]
QuickLoadTitle="Quick Load?"
QuickLoadMessage="You will lose your current game in progress, are you sure you wish to Quick Load?"

[DeusExWeapon]
msgCannotBeReloaded="This weapon can't be reloaded"
msgOutOf="Out of %s"
msgNowHas="%s now has %s loaded"
msgAlreadyHas="No other ammo to load"
msgNone="NONE"
msgLockInvalid="INVALID"
msgLockRange="RANGE"
msgLockAcquire="ACQUIRE"
msgLockLocked="LOCKED"
msgRangeUnit="FT"
msgTimeUnit="SEC"
msgMassUnit="LBS"
msgNotWorking="This weapon doesn't work underwater"
msgInfoAmmoLoaded="Ammo loaded:"
msgInfoAmmo="Ammo type(s):"
msgInfoDamage="Base damage:"
msgInfoClip="Clip size:"
msgInfoROF="Rate of fire:"
msgInfoReload="Reload time:"
msgInfoRecoil="Recoil:"
msgInfoAccuracy="Base Accuracy:"
msgInfoAccRange="Eff. range:"
msgInfoMaxRange="Max. range:"
msgInfoMass="Mass:"
msgInfoLaser="Laser sight:"
msgInfoScope="Scope:"
msgInfoSilencer="Silencer:"
msgInfoNA="N/A"
msgInfoYes="YES"
msgInfoNo="NO"
msgInfoAuto="AUTO"
msgInfoSingle="SINGLE"
msgInfoRounds="RDS"
msgInfoRoundsPerSec="RDS/SEC"
msgInfoSkill="Skill:"
msgInfoFullAuto="Firing Type:"
msgInfoWeaponStats="Weapon Stats:"
PickupMessage="You found"
ItemName="DEFAULT WEAPON NAME - REPORT THIS AS A BUG"
msgSemi="Semi-Automatic"
msgFull="Fully-Automatic"
msgPump="Pump-Action"
msgLethality="Lethality:"
msgNon="Non-Lethal"
msgLethal="Lethal"
msgVar="Variable"
msgSecondary="Secondary:"
msgAllMods="Installed Modifications:"
msgStamDrain="Stamina Drain:"
msgSpeedR="Speed Rating:"
msgNoise="Noise Level:"
msgSpec2="Special:"
msgSlow="Slow"
msgModerate="Moderate"
msgFast="Fast"
msgVeryFast="Very Fast"
msgHeadMultiplier="Head Multiplier:"
msgRelo="Reload:"
msgReco="Recoil:"
msgAccu="Accuracy:"
msgRang="Range:"
msgClip="Clip:"
msgDama="Damage:"
msgRate="Rate of Fire:"

[DeusExCarcass]
msgSearching="You found:"
msgEmpty="You don't find anything"
msgNotDead="Unconscious"
msgAnimalCarcass="Animal Carcass"
msgCannotPickup="You cannot pickup the %s"
ItemName="Dead Body"
msgRecharged="Recharged %d points"

[DeusExMover]
msgKeyLocked="Your NanoKey Ring locked it"
msgKeyUnlocked="Your NanoKey Ring unlocked it"
msgKeyLockedKey="Locked with %s"
msgKeyUnlockedKey="Unlocked with %s"
msgLockpickSuccess="You picked the lock"
msgOneWayFail="It won't open from this side"
msgLocked="It's locked"
msgPicking="Picking the lock..."
msgAlreadyUnlocked="It's already unlocked"
msgNoNanoKey="Your NanoKey Ring doesn't have the right code"

[DeusExPickup]
CountLabel="x"
msgTooMany="You can't carry any more of those"
PickupMessage="You found"
ItemName="DEFAULT PICKUP NAME - REPORT THIS AS A BUG"

[MenuUIChoice]
actionText="Choice"
FalseTrue[0]="False"
FalseTrue[1]="True"

[DataVaultImage]
PickupMessage="Image added to DataVault"
beltDescription="IMAGE"

[PersonaInventoryItemButton]
CountLabel="Count: %d"
CountLabel2="Count: %d/%d"
QtyLabel="Qty: %d/%d"
RoundLabel="%d Rd"
RoundsLabel="%d Rds"
RoundsLabel2="%d/%d Rds"

[Computers]
msgLockedOut="Terminal is locked out for %d more seconds"
NodeInfo[0]="(nodeName="UNATCO",nodeAddress="UN//UNATCO//RESTRICTED//923.128.6430",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoUNATCO')"
NodeInfo[1]="(nodeName="VersaLife",nodeDesc="VersaLife",nodeAddress="VERSALIFECORP//GLOBAL//3939.39.8",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoVersaLife')"
NodeInfo[2]="(nodeName="Queens Tower",nodeDesc="Queens Tower Luxury Suites",nodeAddress="QT_UTIL//LOCAL//673.9845.09531",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoQueensTower')"
NodeInfo[3]="(nodeName="USN",nodeDesc="United States Navy",nodeAddress="USGOV//MIL//USN//GLOBAL//0001",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoUSNavy')"
NodeInfo[4]="(nodeName="MJ12Net",nodeDesc="Majestic 12 Net",nodeAddress="MAJESTIC//GLOBAL//12.12.12",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoMJ12')"
NodeInfo[5]="(nodeName="Page Industries",nodeDesc="Page Industries",nodeAddress="PAGEIND//USERWEB//NODE.34@778",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoPage')"
NodeInfo[6]="(nodeName="X-51 SecureNet",nodeDesc="X-51 SecureNet",nodeAddress="X51//SECURENET//NODE.938@893",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoArea51')"
NodeInfo[7]="(nodeName="Everett Enterprises",nodeDesc="Everett Enterprises",nodeAddress="EE//INTSYS.TT//0232.98//TERMINAL",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoEverettEnt')"
NodeInfo[8]="(nodeName="NSF",nodeDesc="NSF",nodeAddress="HUB//RESISTANCE.7654//NSFNODES",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoNSF')"
NodeInfo[9]="(nodeName="NYComm",nodeDesc="NYC Communications",nodeAddress="USA//DOMESTIC//NYCCOM.USERS.PUB",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoNYComm')"
NodeInfo[10]="(nodeName="PRChina",nodeDesc="Peoples Republic of China",nodeAddress="PRC//GOV//RESTRICTED.HK.562",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoPRChina')"
NodeInfo[11]="(nodeName="HKNet",nodeDesc="HK Net",nodeAddress="PUB//HKNET//USERS.ACCTS.20435//2",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoHKNet')"
NodeInfo[12]="(nodeName="Quick Stop",nodeDesc="Quick Stop",nodeAddress="PUB//HKNET//QUICKSTOPINT//NODE98",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoQuickStop')"
NodeInfo[13]="(nodeName="Lucky Money",nodeDesc="Lucky Money Club",nodeAddress="PUB//HKNET//LUCKYMONEY/BUSSYS.294",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoLuckyMoney')"
NodeInfo[14]="(nodeName="IIS",nodeDesc="Illuminati Information Systems",nodeAddress="SECURE//IIS.INFTRANS.SYS//UEU",nodeTexture=Texture'DeusExUI.UserInterface.ComputerLogonLogoIlluminati')"
CompInUseMsg="The computer is already in use by %s."

[HUDObjectSlot]
RoundLabel="%d Rd"
RoundsLabel="%d Rds"
CountLabel="x"

[DeusExProjectile]
ItemName="DEFAULT PROJECTILE NAME - REPORT THIS AS A BUG"
ItemArticle="Error"

[DeusExAmmo]
msgInfoRounds="%d Rounds remaining"
PickupMessage="You found"
ItemName="DEFAULT AMMO NAME - REPORT THIS AS A BUG"
ItemArticle=""

[ComputerSecurityCameraWindow]
CameraLabel="Cam"
CameraStatusLabel="Camera:"
DoorStatusLabel="Door:"
TurretStatusLabel="Turret:"
OnLabel="On"
OffLabel="Off"
DisabledLabel="Bypassed"
AttackingAlliesLabel="Attacking Allies"
AttackingEnemiesLabel="Attacking Enemies"
AttackingEverythingLabel="Attacking Everything"
NoSignalLabel="NO SIGNAL"
OpenLabel="Open"
ClosedLabel="Closed"
LockedLabel="Locked"
UnlockedLabel="Unlocked"
FriendlyLabel="Detecting Enemies"
HostileLabel="Detecting Allies"

[MenuScreenLoadGame]
strHeaderNameLabel="Name"
strHeaderDateLabel="Date"
NewSaveGameButtonText="New Save Game"
DeleteGameButtonText="Delete Game"
LoadGameButtonText="Load Game"
OverwriteTitle="Overwrite Savegame?"
OverwritePrompt="Are you sure you wish to overwrite this savegame?"
DeleteTitle="Delete Savegame?"
DeletePrompt="Are you sure you wish to delete this savegame?"
LoadGameTitle="Load Game"
SaveGameTitle="Save Game"
SaveInfoMissing_Label="SAVEINFO.DXS Missing!!!"
TimeAMLabel="am"
TimePMLabel="pm"
LocationLabel="Location: %s|n"
SaveCountLabel="Save Count: %d|n"
FileSizeLabel="File Size: %dMB"
FreeSpaceLabel="Free Space: %dMB"
SaveIDLabel="Save ID: %s"
Title="Load Game"
PlayTimeLabel="Play Time: %s|n"
ConfirmDeleteLabel="Confirm Savegame Deletion"
CheatsEnabledLabel="- CHEATS ENABLED -"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_Other,Text="|&Load Game",Key="LOAD")"
actionButtons[2]="(Action=AB_Other,Text="|&Delete Game",Key="DELETE")"

[MenuUIWindow]
btnLabelOK="|&OK"
btnLabelCancel="|&Cancel"
btnLabelPrevious="|&Previous"
btnLabelResetToDefaults="|&Restore Defaults"
MessageBoxTitle="Please Confirm"
ExitMessage="Are you sure you|nwant to exit Deus Ex?"
TrainingWarningMessage="The current game you are playing will be lost if you have not already saved it.  Do you still wish to enter the training mission?"
IntroWarningMessage="The current game you are playing will be lost if you have not already saved it.  Do you still wish to view the intro?"
AskToTrainTitle="Training Mission"
AskToTrainMessage="Before starting a new game for the first time, we suggest running through the Training Mission.  Would you like to do this now?"

[DamageHUDDisplay]
msgAbsorbed="%d%% Absorb"

[BlackHelicopter]
ItemName="Black Helicopter"

[AugmentationDisplayWindow]
msgRange="Range"
msgRangeUnits="ft"
msgHigh="High"
msgMedium="Medium"
msgLow="Low"
msgHealth="health"
msgOverall="Overall"
msgPercent="%"
msgHead="Head"
msgTorso="Torso"
msgLeftArm="L Arm"
msgRightArm="R Arm"
msgLeftLeg="L Leg"
msgRightLeg="R Leg"
msgWeapon="Weapon:"
msgNone="None"
msgScanning1="* No Target *"
msgScanning2="* Scanning *"
msgADSTracking="* ADS Tracking *"
msgADSDetonating="* ADS Detonating *"
msgBehind="BEHIND"
msgDroneActive="Remote SpyDrone Active"
msgDroneStandby="Remote SpyDrone On Standby"
msgEnergyLow="BioElectric energy low!"
msgCantLaunch="ERROR - No room for SpyDrone construction!"
msgLightAmpActive="LightAmp Active"
msgIRAmpActive="IRAmp Active"
msgNoImage="Image Not Available"
msgDisabled="Disabled"
msgLegs="Legs"
SpottedTeamString="You have spotted a teammate!"
YouArePoisonedString="You have been poisoned!"
YouAreBurnedString="You are burning!"
TurretInvincibleString="Turrets are only affected by EMP damage!"
CameraInvincibleString="Cameras are only affected by EMP damage!"
NeutBurnPoisonString="(Use medkits to instantly neutralize)"
OnlyString="Only "
KillsToGoString=" more kills, and "
KillToGoString=" more kill, and "
LessThanMinuteString="Less than a minute to go, and "
LessThanXString1="Less than "
LessThanXString2=" minutes to go, and "
LeadsMatchString=" leads the match!"
TiedMatchString="it's a tied match!"
WillWinMatchString=" will win the match!"
OutOfRangeString="(Out of range)"
LostLegsString="You've lost your legs!"
DropItem1String="You can use <"
DropItem2String="> to drop an equipped item."
msgTeammateHit="You hit your teammate!"
msgTeamNsf="You're on Team NSF!"
msgTeamUnatco="You're on Team Unatco!"
UseString="Use <"
TeamTalkString="> to send team messages."
TalkString="> to send regular chat messages."
YouKilledTeammateString="You killed a teammate!"
TeamLAMString="You cannot pickup your teammate's grenade!"
TeamComputerString="That computer already belongs to your team!"
NoCloakWeaponString="You cannot cloak while a weapon is drawn!"
TeamHackTurretString="That turret already belongs to your team!"
KeyNotBoundString="Key Not Bound"
OutOfAmmoString="Out of Ammo!"

[ComputerUIWindow]
ButtonLabelLogin="|&Login"
ButtonLabelLogout="|&Logout"
ButtonLabelCancel="|&Cancel"
ButtonLabelSpecial="|&Special Options"

[PersonaInventoryInfoWindow]
AmmoLabel="Ammo:"
AmmoRoundsLabel="Rounds:"
ShowAmmoDescriptionsLabel="Show Ammo Descriptions"

[PersonaInfoWindow]
UpgradeButtonLabel="|&Upgrade"
PurchasedButtonLabel="|&Already Upgraded"
UnobtainableButtonLabel="|&Cannot Upgrade"
RequiredPoints="Points Needed: "
PerkTitle="PERKS"
ob="OBTAINED PERKS"
msgAssign="Assign as secondary item:"
msgDoAssign="Assign"
msgDoUnassign="Unassign"
msgAssigned="Secondary Item Assigned" 
msgUnassigned="Secondary Item Unassigned" 

[FrobDisplayWindow]
msgLocked="Locked"
msgUnlocked="Unlocked"
msgLockStr="Lock Complexity: "
msgDoorStr="Door Durability: "
msgHackStr="Defense Systems: "
msgInf="INF"
msgHacked="Bypassed"
msgPick="pick"
msgPicks="picks"
msgTool="tool"
msgTools="tools"
msgDoorThreshold="Damage Threshold: "
msgObjThreshold="Damage Threshold: "
msgMass="Mass: "
msgHP="Hitpoints: "
msgHP2="Hitpoints: 3"

[AutoTurretGun]
ItemName="Autonomous Defense Turret"

[HackableDevices]
msgMultitoolSuccess="You bypassed the device"
msgNotHacked="It's secure"
msgHacking="Bypassing the device..."
msgAlreadyHacked="It's already bypassed"

[AutoTurret]
ItemName="Turret Base"
titleString="AutoTurret"

[MedKit]
MustBeUsedOn="Use to heal critical body parts, or use on character screen to direct healing at a certain body part."
ItemName="Medkit"
Description="A first-aid kit.|n|n<UNATCO OPS FILE NOTE JR095-VIOLET> The nanomachines of an augmented agent will automatically metabolize the contents of a medkit to efficiently heal damaged areas. An agent with medical training could greatly expedite this process as well as nullify toxic poisoning. -- Jaime Reyes <END NOTE>"
beltDescription="MEDKIT"
HealsLabel="Heals %d points"

[UNATCOTroop]
FamiliarName="UNATCO Troop"
UnfamiliarName="UNATCO Troop"

[POVCorpse]
ItemName="body"

[PersonaScreenInventory]
InventoryTitleText="Inventory"
EquipButtonLabel="|&Equip"
UnequipButtonLabel="Un|&equip"
UseButtonLabel="|&Use"
DropButtonLabel="|&Drop"
ChangeAmmoButtonLabel="Change Amm|&o"
NanoKeyRingInfoText="Click icon to see Keys. R-Click to Select."
NanoKeyRingLabel="Keys: %s"
DroppedLabel="%s dropped"
AmmoLoadedLabel="%s loaded"
WeaponUpgradedLabel="%s upgraded"
CannotBeDroppedLabel="%s cannot be dropped here"
AmmoInfoText="Click icon to see a list of Ammo."
AmmoTitleLabel="Ammunition"
NoAmmoLabel="No Ammo Available"

[ATM]
msgLockedOut="Terminal is locked out for %d more seconds"
ItemName="Public Banking Terminal"

[AlarmUnit]
msgActivated="Alarm activated"
msgDeactivated="Alarm deactivated"
ItemName="Alarm Sounder Panel"

[ComputerScreenSecurity]
ActiveWindowOptionsHeader="Active Window Options"
CameraOptionsHeader="Camera Options"
PanZoomSpeedHeader="Pan/Zoom Speed"
ClickCameraWindowText="Click on a camera view to select that camera."
Title="Surveillance"
ComputerNodeFunctionLabel="Security"

[Terrorist]
FamiliarName="Terrorist"
UnfamiliarName="Terrorist"

[MenuScreenRGB_MenuExample]
ButtonMenuDisabledLabel="Disabled"
ButtonMenuNormalLabel="Normal"
ButtonMenuFocusLabel="Focus"
ButtonMenuPressedLabel="Pressed"
ButtonSmallPressedLabel="Pressed"
ButtonSmallNormalLabel="Normal"
ButtonActionDisabledLabel="Disabled"
ButtonActionNormalLabel="Normal"
ButtonActionFocusLabel="Focus"
ButtonActionPressedLabel="Pressed"
ListNormalLabel="Normal"
ListFocusLabel="Focus"
EditLabel="Edit"
TitleLabel="Title"

[PersonaScreenHealth]
MedKitUseText="To heal a specific region of the body, click on the region, then click the Heal button."
HealthTitleText="Health"
HealAllButtonLabel="H|&eal All"
HealthLocationHead="Head"
HealthLocationTorso="Torso"
HealthLocationRightArm="Right Arm"
HealthLocationLeftArm="Left Arm"
HealthLocationRightLeg="Right Leg"
HealthLocationLeftLeg="Left Leg"
PointsHealedLabel="%d points healed"
HealthPartDesc[0]="Head wounds are fatal in the vast majority of threat scenarios; however, in those cases where death is not instantaneous, agents will often find that head injuries impair vision and aim. Care should be taken to heal such injuries as quickly as possible or death may result.|n|nLight Wounds: Slightly decreased accuracy.|nMedium Wounds: Moderately decreased accuracy.|nHeavy Wounds: Death."
HealthPartDesc[1]="The torso is by far the portion of the human anatomy able to absorb the most damage, but it is also the easiest to target in close quarters combat. As progressively more damage is inflicted to the torso, agents may find their movements impaired and eventually bleed to death even if a mortal blow to a vital organ is not suffered.|n|nLight Wounds: Slightly impaired movement.|nMedium Wounds: Significantly impaired movement.|nMajor Wounds: Death."
HealthPartDesc[2]="Obviously damage to the arm is of concern in any combat situation as it has a direct effect on the agent's ability to utilize a variety of weapons. Losing the use of one arm will certainly lower the agent's combat efficiency, while the loss of both arms will render it nearly impossible for an agent to present even a nominal threat to most hostiles.|n|nLight Wounds: Slightly decreased accuracy.|nMedium Wounds: Moderately decreased accuracy.|nMajor Wounds: Significantly decreased accuracy."
HealthPartDesc[3]="Injuries to the leg will result in drastically diminished mobility. If an agent in hostile territory is unfortunate enough to lose the use of both legs but still remain otherwise viable, they are ordered to execute UNATCO Special Operations Order 99009 (Self-Termination).|n|nLight Wounds: Slightly impaired movement.|nMedium Wounds: Moderately impaired movement.|nHeavy Wounds: Significantly impaired movement."
AvgHealthStr=" Health: "
StaminaStr=" Fatigue: "
HungerStr=" Hunger: "
LocStr=" Location: "
MoralityStr=" Morality: "
speedLabel=" Speed Penalty: "
accuracyLabel=" Accuracy Penalty: "
stepsStr="Steps Taken: "
distStr="Distance Travelled: "
heartStr="Heart Rate: "
timeStr="Monitored Time: "
pedStr="PEDOMETER"
SatiatedStr=" (Satiated)"
HungryStr=" (Hungry)"
StatusTitle=" Status Evaluation"
MassMurdererStr="Mass Murderer"
KillerStr=" Total Kills: "
PacifistStr="Pacifist"
StatsButtonLabel="|&Status"
drugLabels(0)=" Nicotine "
drugLabels(1)=" Alcohol "
druglabels(2)=" Zyme "
addictionLabel=" Addiction Level: "
thresholdLabel="Threshold "
drugStatusLabel=" Status: "
drugActiveLabel="Active "
drugWithdrawalLabel="Withdrawal"
drugAddictedLabel="Addicted"
drugInactiveLabel="Inactive"
drugEffectLabel=" Effects: "
drugActiveEffects(0)="Aim Stabilization Rate +100%"
drugActiveEffects(1)="Max Torso Health +%d"
drugActiveEFfects(2)="Combat Strength/Speed +50%, Stamina Regen +100%, No Melee Stamina Drain"
drugWithdrawalEffects(0)="Stamina -50%"
drugWithdrawalEffects(1)="Accuracy -15%"
drugWithdrawalEffects(2)="Max Torso Health -10"
drugAddictedEffects="Prone To Withdrawal"

[WaltonSimons]
FamiliarName="Walton Simons"
UnfamiliarName="Walton Simons"

[SecurityCamera]
msgActivated="Camera activated"
msgDeactivated="Camera deactivated"
ItemName="Surveillance Camera"

[HUDHitDisplay]
O2Text="O2"
EnergyText="BE"

[PersonaAmmoDetailButton]
RoundLabel="%d Round"
RoundsLabel="%d Rounds"

[PersonaScreenImages]
ImagesTitleText="Images"
DeleteNoteButtonLabel="|&Delete Note"
AddNoteButtonLabel="Add |&Note"
ShowNotesLabel="Show N|&otes"

[PersonaScreenAugmentations]
AugmentationsTitleText="Augmentations"
UpgradeButtonLabel="|&Upgrade"
ActivateButtonLabel="Acti|&vate"
DeactivateButtonLabel="Deac|&tivate"
UseCellButtonLabel="Us|&e Cell"
AugCanUseText="To upgrade an Augmentation, click on the Augmentation you wish to upgrade, then on the Upgrade button."
BioCellUseText="To replenish Bioelectric Energy for your Augmentations, click on the Use Cell button."
AugLocationDefault="Default"
AugLocationCranial="Cranial"
AugLocationEyes="Eyes"
AugLocationArms="Arms"
AugLocationLegs="Legs"
AugLocationTorso="Torso"
AugLocationSubdermal="Subdermal"
titString="Augmentation Evaluation"
BioString="Bioelectrical Energy: "
AugsString="Installed Augmentations: "
curBioString=" Current Energy Usage: %d Units/Minute"
augTimeRem="Time Until Energy Depletion:"
btnAugStatusLabel="|&Status"
btnDeactAll="|&Deactivate All"
circuitLabel="Circuit Activity"
overviewLabel="Overview"
activeLabel="Active:"
passiveLabel="Passive:"
automaticLabel="Automatic:"

[WeaponMod]
DragToUpgrade="Drag over weapon to upgrade.  Weapons highlighted in GREEN can be upgraded with this mod."
BulkyText="This modification is bulky and will reduce weapon handling characteristics!"

[Faucet]
ItemName="Faucet"

[MenuScreenRGB]
HUDBackgroundTranslucentLabel="HUD Back|&grounds Translucent"
HUDBordersTranclucentLabel="HUD Bor|&ders Translucent"
MenusBackgroundTranslucentLabel="Menu Back|&grounds Translucent"
RedLabel="R|&ed"
GreenLabel="|&Green"
BlueLabel="|&Blue"
TabHUDLabel="|&HUD"
TabMenusLabel="|&Menus"
ThemeLabel="Theme:"
Title="Color Selection"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Other,Text="|&Close",Key="CLOSE")"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_Other,Text="|&Load",Key="LOAD")"
actionButtons[2]="(Align=HALIGN_Right,Action=AB_Other,Text="|&Save",Key="SAVE")"
actionButtons[3]="(Action=AB_Reset)"
InfoDescr="Use the sliders to select the color for each individual UI element on the right. When done, click the 'Save' button which will save both your HUD and Menu. You can only have one saved HUD & UI theme at a time."
InfoTit="Info"

[MenuChoice_NewGameIntro]
HelpText="If enabled, the new game intro is not loaded."
actionText="|&Skip Intro"

[ShowerFaucet]
ItemName="Shower Faucet"

[HUDInfoLinkDisplay]
strQueued="message waiting..."
IncomingTransmission="INCOMING TRANSMISSION..."

[Keypad]
ItemName="Security Keypad"

[MedicalBot]
FamiliarName="Medical Bot"
UnfamiliarName="Medical Bot"

[MenuScreenAdjustColorsExample]
TitleBarLabel="Title Bar"
TextHeaderLabel="Sample Text"
TextNormalLabel="Sample Text"
ButtonPressedLabel="Pressed"
ButtonNormalLabel="Normal"

[HUDAmmoDisplay]
NotAvailable="N/A"
msgReloading="---"
AmmoLabel="AMMO"
MagsLabel="MAGS"
ClipsLabel="CLIPS"
LaserLabel="LASER GUIDANCE"
RemoteLabel="REMOTE GUIDANCE"

[HUDAmmoDisplay2]
NotAvailable="N/A"
msgReloading="---"
AmmoLabel="AMMO"
ClipsLabel="MAGS"

[MJ12Commando]
FamiliarName="MJ12 Commando"
UnfamiliarName="MJ12 Commando"

[DataLinkPlay]
EndTransmission="END TRANSMISSION..."

[HUDRechargeWindow]
RechargeButtonLabel="  |&Recharge  "
CloseButtonLabel="  |&Close  "
RechargeTitle="REPAIRBOT INTERFACE"
RepairBotInfoText="The RepairBot can restore up to %d points of Bio Electric Energy every %d seconds."
RepairBotStatusLabel="RepairBot Status:"
ReadyLabel="Ready!"
SecondsPluralLabel="Recharging: %d seconds"
SecondsSingularLabel="Recharging: %d second"
BioStatusLabel="Bio Energy:"
RepairBotRechargingLabel="|n|nThe RepairBot is currently Recharging.  Please Wait."
RepairBotReadyLabel="|n|nThe RepairBot is Ready, you may now Recharge."
RepairBotYouAreHealed="|n|nYour BioElectric Energy is at Maximum."

[MenuUIChoiceSlider]
actionText="Slider Choice"

[MenuScreenNewGame]
ButtonUpgradeLabel="Upg|&rade"
ButtonDowngradeLabel="|&Downgrade"
HeaderNameLabel="Real Name"
HeaderCodeNameLabel="Code Name"
HeaderAppearanceLabel="Appearance"
HeaderSkillsLabel="Skills"
HeaderSkillPointsLabel="Skill Points"
HeaderSkillLevelLabel="Skill Level"
HeaderPointsNeededLabel="Points Needed"
NameBlankTitle="Name Blank!"
NameBlankPrompt="The Real Name cannot be blank, please enter a name."
Title="Start New Game"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_Other,Text="|&Start Game",Key="START")"
actionButtons[2]="(Action=AB_Reset)"

[MenuScreenRGB_HUDExample]
TitleLabel="Title"
HeaderLabel="Header"
TextNormalLabel="Normal"
GoalCompletedLabel="Completed Goal"
ListLabel="List Item"
ListHighlightLabel="List Highlight"
ListFocusLabel="List Focus"
EditSelectedLabel="Edit Text"
ButtonDisabledLabel="Disabled"
ButtonNormalLabel="Normal"
ButtonFocusLabel="Focus"
ButtonPressedLabel="Pressed"

[HUDKeypadWindow]
msgAccessDenied="~~DENIED~~"
msgAccessGranted="~~GRANTED~~"

[HUDReceivedDisplay]
TextReceivedLabel="Received:"

[InformationDevices]
msgNoText="There's nothing interesting to read"
ImageLabel="[Image: %s]"
AddedToDatavaultLabel="Image %s added to DataVault"

[GuntherHermann]
FamiliarName="Gunther Hermann"
UnfamiliarName="Gunther Hermann"

[SpyDrone]
ItemName="Remote Spy Drone"

[HUDMedBotHealthScreen]
MedbotInterfaceText="MEDBOT INTERFACE"
HealthInfoTextLabel="The MedBot will heal up to %d units, which are distributed evenly among your damaged body regions."
MedBotRechargingLabel="|nThe MedBot is currently Recharging.  Please Wait."
MedBotReadyLabel="|nThe MedBot is Ready, you may now be Healed."
MedBotYouAreHealed="|nYou are currently in Full Health."
SecondsPluralLabel="Recharging: %d seconds"
SecondsSingularLabel="Recharging: %d second"
ReadyLabel="Ready!"
HealAllButtonLabel="  H|&eal All  "

[PersonaItemDetailButton]
CountLabel="Count: %d"

[MenuScreenSaveGame]
Title="Save Game"
DiskSpaceTitle="Disk Space Low"
DiskSpaceMessage="You must have at least 100MB of free disk space before you can save.  Please delete some save games or free up space in Windows."
actionButtons[1]="(Text="|&Save Game",Key="SAVE")"

[RepairBot]
FamiliarName="Repair Bot"
UnfamiliarName="Repair Bot"

[PersonaNavBarWindow]
InventoryButtonLabel="|&Inventory"
HealthButtonLabel="|&Health"
AugsButtonLabel="|&Augs"
SkillsButtonLabel="|&Skills/Perks"
GoalsButtonLabel="|&Goals/Notes"
ConsButtonLabel="|&Comms"
ImagesButtonLabel="I|&mages"
LogsButtonLabel="|&Logs"

[PersonaNavBarBaseWindow]
ExitButtonLabel="E|&xit"

[PersonaScreenConversations]
ConversationsTitleText="Conversations"
ActorButtonLabel="Contact"
LocationButtonLabel="Location"
TypeButtonLabel="Type"

[MenuScreenCustomizeKeys]
strHeaderActionLabel="Action"
strHeaderAssignedLabel="Assigned Key/Button"
WaitingHelpText="Select the function you wish to remap and then press [Enter] or Double-Click.  Press [Delete] to remove key bindings."
InputHelpText="Please press the key or button you wish to assign to this function.  Press [ESC] to cancel."
ReassignedFromLabel="'%s' reassigned from '%s'"
Title="Keyboard/Mouse Settings"
FunctionText[0]="Fire Weapon/Use object in hand"
FunctionText[1]="Use object in world"
FunctionText[2]="Drop/Throw Item"
FunctionText[3]="Holster/Unholster Item"
FunctionText[4]="Move Forward"
FunctionText[5]="Move Backward"
FunctionText[6]="Turn Left"
FunctionText[7]="Turn Right"
FunctionText[8]="Strafe Left"
FunctionText[9]="Strafe Right"
FunctionText[10]="Lean Left"
FunctionText[11]="Lean Right"
FunctionText[12]="Jump"
FunctionText[13]="Crouch"
FunctionText[14]="Mouse Look"
FunctionText[15]="Look Up"
FunctionText[16]="Look Down"
FunctionText[17]="Center View"
FunctionText[18]="Walk/Run"
FunctionText[19]="Toggle Walk/Run"
FunctionText[20]="Strafe"
FunctionText[21]="Select Next Belt Item"
FunctionText[22]="Select Previous Belt Item"
FunctionText[23]="Reload Weapon"
FunctionText[24]="Toggle Scope"
FunctionText[25]="Toggle Laser Sight"
FunctionText[26]="Activate All Augmentations"
FunctionText[27]="Deactivate All Augmentations"
FunctionText[28]="Change Ammo"
FunctionText[29]="Take Screenshot"
FunctionText[30]="Activate Inventory Screen"
FunctionText[31]="Activate Health Screen"
FunctionText[32]="Activate Augmentations Screen"
FunctionText[33]="Activate Skills Screen"
FunctionText[34]="Activate Goals/Notes Screen"
FunctionText[35]="Activate Conversations Screen"
FunctionText[36]="Activate Images Screen"
FunctionText[37]="Activate Logs Screen"
FunctionText[38]="Quick Save"
FunctionText[39]="Quick Load"
FunctionText[40]="Toggle Crosshairs"
FunctionText[41]="Toggle Hit Display"
FunctionText[42]="Toggle Compass"
FunctionText[43]="Toggle Augmentation Display"
FunctionText[44]="Toggle Object Belt"
FunctionText[45]="Toggle Ammo Display"
keyDisplayNames[0]="(inputKey=IK_LeftMouse,displayName="Left Mouse Button")"
keyDisplayNames[1]="(inputKey=IK_RightMouse,displayName="Right Mouse Button")"
keyDisplayNames[2]="(inputKey=IK_MiddleMouse,displayName="Middle Mouse Button")"
keyDisplayNames[3]="(inputKey=IK_CapsLock,displayName="CAPS Lock")"
keyDisplayNames[4]="(inputKey=IK_PageUp,displayName="Page Up")"
keyDisplayNames[5]="(inputKey=IK_PageDown,displayName="Page Down")"
keyDisplayNames[6]="(inputKey=IK_PrintScrn,displayName="Print Screen")"
keyDisplayNames[7]="(inputKey=IK_GreyStar,displayName="NumPad Asterisk")"
keyDisplayNames[8]="(inputKey=IK_GreyPlus,displayName="NumPad Plus")"
keyDisplayNames[9]="(inputKey=IK_GreyMinus,displayName="NumPad Minus")"
keyDisplayNames[10]="(inputKey=IK_GreySlash,displayName="NumPad Slash")"
keyDisplayNames[11]="(inputKey=IK_NumPadPeriod,displayName="NumPad Period")"
keyDisplayNames[12]="(inputKey=IK_NumLock,displayName="Num Lock")"
keyDisplayNames[13]="(inputKey=IK_ScrollLock,displayName="Scroll Lock")"
keyDisplayNames[14]="(inputKey=IK_LShift,displayName="Left Shift")"
keyDisplayNames[15]="(inputKey=IK_RShift,displayName="Right Shift")"
keyDisplayNames[16]="(inputKey=IK_LControl,displayName="Left Control")"
keyDisplayNames[17]="(inputKey=IK_RControl,displayName="Right Control")"
keyDisplayNames[18]="(inputKey=IK_MouseWheelUp,displayName="Mouse Wheel Up")"
keyDisplayNames[19]="(inputKey=IK_MouseWheelDown,displayName="Mouse Wheel Down")"
keyDisplayNames[20]="(inputKey=IK_MouseX,displayName="Mouse X")"
keyDisplayNames[21]="(inputKey=IK_MouseY,displayName="Mouse Y")"
keyDisplayNames[22]="(inputKey=IK_MouseZ,displayName="Mouse Z")"
keyDisplayNames[23]="(inputKey=IK_MouseW,displayName="Mouse W")"
keyDisplayNames[24]="(inputKey=IK_LeftBracket,displayName="Left Bracket")"
keyDisplayNames[25]="(inputKey=IK_RightBracket,displayName="Right Bracket")"
keyDisplayNames[26]="(inputKey=IK_SingleQuote,displayName="Single Quote")"
keyDisplayNames[27]="(inputKey=IK_Joy1,displayName="Joystick Button 1")"
keyDisplayNames[28]="(inputKey=IK_Joy2,displayName="Joystick Button 2")"
keyDisplayNames[29]="(inputKey=IK_Joy3,displayName="Joystick Button 3")"
keyDisplayNames[30]="(inputKey=IK_Joy4,displayName="Joystick Button 4")"
keyDisplayNames[31]="(inputKey=IK_JoyX,displayName="Joystick X")"
keyDisplayNames[32]="(inputKey=IK_JoyY,displayName="Joystick Y")"
keyDisplayNames[33]="(inputKey=IK_JoyZ,displayName="Joystick Z")"
keyDisplayNames[34]="(inputKey=IK_JoyR,displayName="Joystick R")"
keyDisplayNames[35]="(inputKey=IK_JoyU,displayName="Joystick U")"
keyDisplayNames[36]="(inputKey=IK_JoyV,displayName="Joystick V")"
keyDisplayNames[37]="(inputKey=IK_JoyPovUp,displayName="Joystick Pov Up")"
keyDisplayNames[38]="(inputKey=IK_JoyPovDown,displayName="Joystick Pov Down")"
keyDisplayNames[39]="(inputKey=IK_JoyPovLeft,displayName="Joystick Pov Left")"
keyDisplayNames[40]="(inputKey=IK_JoyPovRight,displayName="Joystick Pov Right")"
keyDisplayNames[41]="(inputKey=IK_Ctrl,displayName="Control")"
keyDisplayNames[42]="(inputKey=IK_Left,displayName="Left Arrow")"
keyDisplayNames[43]="(inputKey=IK_Right,displayName="Right Arrow")"
keyDisplayNames[44]="(inputKey=IK_Up,displayName="Up Arrow")"
keyDisplayNames[45]="(inputKey=IK_Down,displayName="Down Arrow")"
keyDisplayNames[46]="(inputKey=IK_Insert,displayName="Insert")"
keyDisplayNames[47]="(inputKey=IK_Home,displayName="Home")"
keyDisplayNames[48]="(inputKey=IK_Delete,displayName="Delete")"
keyDisplayNames[49]="(inputKey=IK_End,displayName="End")"
keyDisplayNames[50]="(inputKey=IK_NumPad0,displayName="NumPad 0")"
keyDisplayNames[51]="(inputKey=IK_NumPad1,displayName="NumPad 1")"
keyDisplayNames[52]="(inputKey=IK_NumPad2,displayName="NumPad 2")"
keyDisplayNames[53]="(inputKey=IK_NumPad3,displayName="NumPad 3")"
keyDisplayNames[54]="(inputKey=IK_NumPad4,displayName="NumPad 4")"
keyDisplayNames[55]="(inputKey=IK_NumPad5,displayName="NumPad 5")"
keyDisplayNames[56]="(inputKey=IK_NumPad6,displayName="NumPad 6")"
keyDisplayNames[57]="(inputKey=IK_NumPad7,displayName="NumPad 7")"
keyDisplayNames[58]="(inputKey=IK_NumPad8,displayName="NumPad 8")"
keyDisplayNames[59]="(inputKey=IK_NumPad9,displayName="NumPad 9")"
keyDisplayNames[60]="(inputKey=IK_Period,displayName="Period")"
keyDisplayNames[61]="(inputKey=IK_Comma,displayName="Comma")"
keyDisplayNames[62]="(inputKey=IK_Backslash,displayName="Backslash")"
keyDisplayNames[63]="(inputKey=IK_Semicolon,displayName="Semicolon")"
keyDisplayNames[64]="(inputKey=IK_Equals,displayName="Equals")"
keyDisplayNames[65]="(inputKey=IK_Slash,displayName="Slash")"
keyDisplayNames[66]="(inputKey=IK_Enter,displayName="Enter")"
keyDisplayNames[67]="(inputKey=IK_Alt,displayName="Alt")"
keyDisplayNames[68]="(inputKey=IK_Backspace,displayName="Backspace")"
keyDisplayNames[69]="(inputKey=IK_Shift,displayName="Shift")"
keyDisplayNames[70]="(inputKey=IK_Space,displayName="Space")"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_OK)"
actionButtons[2]="(Action=AB_Reset)"
NoneText="[None]"
FunctionText[46]="Show/Hide HUD (Photo Mode)"
FunctionText[47]="F3 (Typically Subdermal Aug 1)"
FunctionText[48]="F4 (Typically Subdermal Aug 2)"
FunctionText[49]="F5 (Typically Cranial Aug 1)"
FunctionText[50]="F6 (Typically Arm Aug 1)"
FunctionText[51]="F7 (Typically Arm Aug 2)"
FunctionText[52]="F8 (Typically Leg Aug 1)"
FunctionText[53]="F9 (Typically Eye Aug 1)"
FunctionText[54]="F10 (Typically Torso Aug 1)"
FunctionText[55]="F11 (Typically Torso Aug 2)"
FunctionText[56]="F12 (Typically Torso Aug 3)"
FunctionText[57]="Flashlight Aug"
FunctionText[58]="Show Multiplayer Scores"
FunctionText[59]="Send Message To Team"
FunctionText[60]="Send Message To All"
FunctionText[61]="Activate Multiplayer Skill Menu"
FunctionText[62]="Show Multiplayer Kill Details"

[NanoKeyRing]
NoKeys="No Nano Keys Available!"
KeysAvailableLabel="Nano Keys Available:"
ItemName="Nanokey Ring"
ItemArticle="the"
Description="A nanokey ring can read and store the two-dimensional molecular patterns from different nanokeys, and then recreate those patterns on demand."
beltDescription="KEY RING"

[SkilledTool]
CountLabel="x"

[ComputerScreenEmail]
NoEmailTodayText="No Email Today!"
EmailFromHeader="From:"
EmailToHeader="To:"
EmailCarbonCopyHeader="CC:"
EmailSubjectHeader="Subj:"
HeaderFromLabel="From"
HeaderSubjectLabel="Subject"
Title="Email"
ComputerNodeFunctionLabel="Email"

[Ammo762mm]
ItemName="7.62x35mm Ammo"
ItemArticle="some"
Description="The 7.62x35mm (NATO) round, formerly known as the .300 AAC Blackout, was chiefly used by anti-terrorist units equipped with assault rifles for close-quarters combat until its widespread adoption among national security forces requiring enhanced combat responsiveness made it ubiquitous."
beltDescription="7.62 AMMO"

[Flare]
ExpireMessage="It's already been used"
ItemName="Flare"
Description="A flare.|n|n<UNATCO OPS FILE NOTE SC119-BLUE> Great for illuminating dark areas, and even works underwater. Be careful not to signal any unwanted attention to yourself. -- Sam Carter <END NOTE>"
beltDescription="FLARE"

[ComputerScreenHack]
HackButtonLabel="|&Hack"
ReturnButtonLabel="|&Return"
HackReadyLabel="Ice Breaker Ready..."
HackInitializingLabel="Initializing ICE Breaker..."
HackSuccessfulLabel="ICE Breaker Hack Successful..."
HackDetectedLabel="*** WARNING ***|nICE DETECTED! ABORT HACK!"
MPHackInitializingLabel="Hacking... Hit ESC to Abort"
hackRequirement1=Hacking Level ADVANCED Required 
hackRequirement2=Hacking Level MASTER Required

[Barrel1]
ItemName="Barrel"

[BioelectricCell]
msgRecharged="Recharged %d bioelectric energy units"
RechargesLabel="Recharges %d bioelectric energy units"
ItemName="Bioelectric Cell"
Description="A bioelectric cell provides efficient storage of energy in a form that can be utilized by a number of different devices.|n|n<UNATCO OPS FILE NOTE JR289-VIOLET> Augmented agents have been equipped with an interface that allows them to transparently absorb energy from bioelectric cells. -- Jaime Reyes <END NOTE>"
beltDescription="BIOCELL"

[AugmentationCannister]
AugsAvailable="Can Add:"
MustBeUsedOn="Can only be installed with the help of a MedBot."
ItemName="Augmentation Canister"
ItemArticle="an"
Description="An augmentation canister teems with nanoscale mechanocarbon ROM modules suspended in a carrier serum. When injected into a compatible host subject, these modules augment an individual with extra-sapient abilities. However, proper programming of augmentations must be conducted by a medical robot, otherwise terminal damage may occur. For more information, please see 'Face of the New Man' by Kelley Chance."
beltDescription="AUG CAN"

[PersonaSkillButtonWindow]
NotAvailableLabel="N/A"

[PaulDenton]
FamiliarName="Paul Denton"
UnfamiliarName="Paul Denton"

[BobPage]
FamiliarName="Bob Page"
UnfamiliarName="Bob Page"

[MJ12Troop]
FamiliarName="MJ12 Troop"
UnfamiliarName="MJ12 Troop"

[NanoKey]
ItemName="NanoKey"
Description="NO KEY DESCRIPTION - REPORT THIS AS A BUG!"
beltDescription="NANO"

[TAD]
ItemName="Telephone Answering Machine"

[Credits]
msgCreditsAdded="%d credits added"
ItemName="Credit Chit"
beltDescription="CREDITS"

[PersonaScreenGoals]
GoalsTitleText="Goals"
PrimaryGoalsHeader="Primary Goals"
SecondaryGoalsHeader="Secondary Goals"
DisplayCompletedGoals="Display C|&ompleted Goals"
NoGoalsLabel="None"
GoalCompletedText="[Completed]"
NotesTitleText="Notes"
defaultNoteText="New Note"
ClickToEditNote="Click on a Note to edit it:"
DeleteNoteTitle="Delete Note?"
DeleteNotePrompt="Are you sure you wish to delete this note?"
AddButtonLabel="|&Add"
DeleteButtonLabel="|&Delete"
MarkerButtonLabel="Add |&Marker"
PinButtonLabel="|&Pin"
ConfirmNoteDeletionLabel="Confirm Note Deletion"

[Greasel]
FamiliarName="Greasel"
UnfamiliarName="Greasel"

[PersonaScreenLogs]
LogsTitleText="Logs"
ClearButtonLabel="Cl|&ear Log"

[AugmentationUpgradeCannister]
MustBeUsedOn="Right-Click to switch to the Augmentations Screen."
ItemName="Augmentation Upgrade Canister"
ItemArticle="an"
Description="An augmentation upgrade canister contains highly specific nanomechanisms that, when combined with a previously programmed module, can increase the efficiency of an installed augmentation. Because no programming is required, upgrade canisters may be used by trained agents in the field with minimal risk."
beltDescription="AUG UPG"

[HKIncenseBurner]
ItemName="Incense Burner"

[PersonaImageWindow]
strNoImages="No Images Available"
PressSpace="Press [ESCAPE] when finished editing note"
EscapeToCancel="Click on image to create note, press [ESCAPE] to cancel"
NewNoteLabel="New Note"

[FireExtinguisher]
ItemName="Fire Extinguisher"
//Description="A chemical fire extinguisher.|n|n<UNATCO OPS FILE NOTE SC119-BLUE> In a pinch, the dry particulate spray from a fire extinguisher can be used to temporarily blind an assailant. Sometimes you have to improvise in the field. -- Sam Carter <END NOTE>"
Description="Be cool about fire safety!|n|n<UNATCO OPS FILE NOTE SC119-BLUE> In a pinch, the dry particulate spray from a fire extinguisher can be used to temporarily blind an assailant. Sometimes you have to improvise in the field. -- Sam Carter <END NOTE>"
beltDescription="FIRE EXT"

[AugLight]
AugmentationName="Light"
Description="Bioluminescent cells within the retina provide coherent illumination of the agent's field of view.|n|nTECH ONE: illumination radius is moderate and energy drain is normal. |n|nTECH TWO: illumination radius is doubled & energy drain is halved."

[ComputerScreenHackAccounts]
ChangeAccountButtonLabel="|&Change Account"
AllAccountsHeader="All User Accounts"
CurrentAccountHeader="Current User"

[AmmoShell]
ItemName="12 Gauge Buckshot Shells"
ItemArticle="some"
Description="Standard 12 gauge shotgun shell; very effective for close-quarters combat against soft targets, but useless against body armor."
beltDescription="BUCKSHOT"

[AnnaNavarre]
FamiliarName="Anna Navarre"
UnfamiliarName="Anna Navarre"

[HUDMedBotAddAugsScreen]
AvailableAugsText="Available Augmentations"
MedbotInterfaceText="MEDBOT INTERFACE"
InstallButtonLabel="|&Install"
NoCansAvailableText="No Augmentation Canisters Available!"
AlreadyHasItText="You already have this augmentation, therefore you cannot install it a second time."
SlotFullText="The slot that this augmentation occupies is already full, therefore you cannot install it."
SelectAnotherText="Please select another augmentation to install."

[CleanerBot]
FamiliarName="Cleaner Bot"
UnfamiliarName="Cleaner Bot"

[Button1]
ItemName="Button"

[MenuScreenThemesLoad]
LoadHelpText="Choose the color theme to load"
Title="Load Theme"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_Other,Text="|&Load Theme",Key="LOAD")"

[ComputerScreenATMWithdraw]
ButtonLabelWithdraw="|&Withdraw"
ButtonLabelClose="|&Close"
BalanceLabel="Current Balance:"
WithdrawAmountLabel="Amount to Withdraw:"
InstructionText="Account #: %d|nPlease enter the amount of|ncredits you wish to withdraw."
InvalidAmountLabel="INVALID AMOUNT ENTERED"
InsufficientCreditsLabel="INSUFFICIENT CREDITS"
CreditsWithdrawnLabel="CREDITS WITHDRAWN"
StatusText="PNGBS//GLOBAL//PUB:3902.9571[wd]"
HackedText="TERMINAL HACKED"
Title="PageNet Global Banking System"
ComputerNodeFunctionLabel="ATMWD"
ButtonLabelWithdrawAll="Withdraw |&All"

[Ammo10mm]
ItemName="10mm Ammo"
ItemArticle="some"
Description="With their combination of high stopping power and low recoil, pistols chambered for the 10mm round have become the sidearms of choice for paramilitary forces around the world."
beltDescription="10MM AMMO"

[ComputerScreenSpecialOptions]
SecurityButtonLabel="|&Security"
EmailButtonLabel="|&Email"
Title="Special Options"
ComputerNodeFunctionLabel="SpecialOptions"

[BumMale]
FamiliarName="Bum"
UnfamiliarName="Bum"

[Lockpick]
ItemName="Lockpick"
Description="A disposable lockpick. The tension wrench is steel, but appropriate needles are formed from fast congealing polymers.|n|n<UNATCO OPS FILE NOTE AJ006-BLACK> Here's what they don't tell you: despite the product literature, you can use a standard lockpick to bypass all but the most high-class nanolocks. -- Alex Jacobson <END NOTE>"
beltDescription="LOCKPICK"

[ComputerScreenBulletins]
NoBulletinsTodayText="No Bulletins Today!"
BulletinsHeaderText="Please choose a bulletin to view:"
Title="Bulletins"
ComputerNodeFunctionLabel="Bulletins"

[PersonaHealthActionButtonWindow]
HealButtonLabel="Heal"

[MenuUIMessageBoxWindow]
btnLabelYes="|&Yes"
btnLabelNo="|&No"
btnLabelOK="|&OK"
btnLabelCancel="|&Cancel"

[WeaponPistol]
ItemName="Pistol"
Description="A standard 10mm pistol."
beltDescription="PISTOL"

[Multitool]
ItemName="Multitool"
Description="A disposable electronics tool. By using electromagnetic resonance detection and frequency modulation to dynamically alter the flow of current through a circuit, skilled agents can use the multitool to manipulate code locks, cameras, autogun turrets, alarms, or other security systems."
beltDescription="MULTITOOL"

[SecurityBot3]
FamiliarName="Security Bot"
UnfamiliarName="Security Bot"

[MenuChoice_Resolution]
helpText="Change the video resolution"
actionText="|&Screen Resolution"

[PersonaItemDetailIconWindow]
CountLabel="Count: %d"

[VendingMachine]
msgDispensed="2 credits deducted from your account"
msgNoCredits="Costs 2 credits..."
msgEmpty="It's empty"
ItemName="Vending Machine (2 Credits)"

[PersonaScreenSkills]
SkillsTitleText="Skills"
UpgradeButtonLabel="|&Upgrade"
PointsNeededHeaderText="Points Needed"
SkillLevelHeaderText="Skill Level"
SkillPointsHeaderText="Skill Points"
SkillUpgradedLevelLabel="%s upgraded"

[JaimeReyes]
FamiliarName="Jaime Reyes"
UnfamiliarName="Jaime Reyes"

[WeaponCombatKnife]
ItemName="Combat Knife"
Description="An ultra-high carbon stainless steel knife."
beltDescription="KNIFE"
msgSpec="Equippable as Secondary"

[Switch2]
ItemName="Switch"

[ShowerHead]
ItemName="Shower Head"

[ComputerSecurity]
ItemName="Security Computer Terminal"

[TrashPaper]
ItemName="Paper"

[HUDMedBotAugCanWindow]
AugContainsText="Contains:|n"

[AugDefense]
EnergyRateLabel="Energy Rate: %d Units/Projectile"
AugmentationName="Aggressive Defense System"
Description="Aerosol nanoparticles are released upon the detection of objects fitting the electromagnetic threat profile of missiles and grenades; these nanoparticles will prematurely detonate such objects prior to reaching the agent. The particles will additionally shape the detonation away from the agent, resulting in a significant reduction in damage from detonated objects.|n|nTECH ONE: The range at which incoming rockets and grenades are detonated is short, and damage is reduced slightly.|n|nTECH TWO: The range at which detonation occurs is increased slightly and damage is reduced by a small amount.|n|nTECH THREE: The range at which detonation occurs is increased moderately and damage is reduced by a moderate amount.|n|nTECH FOUR: Rockets and grenades are detonated almost before they are fired and damage is reduced significantly.|n|nEnergy is only drained when destroying projectiles."
MPInfo="When active, enemy rockets detonate when they get close, doing reduced damage.  Some large rockets may still be close enough to do damage when they explode.  Energy Drain: Low"

[CigaretteMachine]
msgDispensed="8 credits deducted from your account"
msgNoCredits="Costs 8 credits..."
msgEmpty="It's empty"
ItemName="Cigarette Machine (8 Credits)"

[RiotCop]
FamiliarName="Riot Cop"
UnfamiliarName="Riot Cop"

[Fly]
FamiliarName="Fly"
UnfamiliarName="Fly"

[Gray]
FamiliarName="Gray"
UnfamiliarName="Gray"

[ComputerScreenLogin]
UserNameLabel="User Name"
PasswordLabel="Password"
InvalidLoginMessage="LOGIN ERROR - ACCESS DENIED"
Title="Welcome to %s"
ComputerNodeFunctionLabel="Login"

[Poolball]
ItemName="Poolball"

[HUDMedBotNavBarWindow]
HealthButtonLabel=" |&Health   "
AugsButtonLabel="   |&Augmentations   "

[SandraRenton]
FamiliarName="Sandra Renton"
UnfamiliarName="Sandra Renton"

[AmmoDart]
ItemName="Darts"
ItemArticle="some"
Description="The mini-crossbow dart is a favored weapon for many 'wet' operations; however, silent kills require a high degree of skill."
beltDescription="DART"

[ComputerScreenATM]
AccountLabel="Account #:"
PinLabel="PIN #:"
LoginInfoText="Please enter your Account # and Pin"
WarningText="WARNING: Unauthorized access will be met with excessive force!"
StatusText="PNGBS//GLOBAL//PUB:3902.9571[login]"
InvalidLoginMessage="LOGIN ERROR, ACCESS DENIED"
Title="PageNet Global Banking System"

[WeaponAssaultGun]
ItemName="Assault Rifle"
ItemArticle="an"
Description="The ZHL-U1953 7.62x35mm assault rifle is designed for close-quarters combat, utilizing a shortened barrel and 'bullpup' design for increased maneuverability. The weapon's unique recoil reduction system is optimized to always fire in five-round bursts, even when the trigger is held down for fully automatic fire. An additional underhand 20mm HE launcher increases the rifle's effectiveness against a variety of targets."
beltDescription="ASSAULT"

[ComputerScreenATMDisabled]
ButtonLabelClose="Close"
LoginInfoText="Sorry, this terminal is out of service (ERR 06MJ12)|n|nWe apologize for the inconvenience but would gladly service you at any of the other 231,000 PageNet Banking Terminals around the globe."
StatusText="PNGBS//GLOBAL//PUB:3902.9571[dsbld]"
Title="PageNet Global Banking System"

[MenuChoice_Volume]
VolumeOffText="OFF"
VolumeMaxText="MAX"

[PersonaInventoryCreditsWindow]
CreditsLabel="Credits"

[ThugMale]
FamiliarName="Thug"
UnfamiliarName="Thug"

[MenuScreenBrightness]
HelpMessage="Adjust the slider so the color bars fade smoothly to pure black at the bottom of the bars."
Title="Adjust Brightness"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_OK)"
actionButtons[2]="(Action=AB_Reset)"

[MenuMain]
Title="Give Me Deus Ex"
ButtonNames[0]="New Game"
ButtonNames[1]="Save Game"
ButtonNames[2]="Load Game"
ButtonNames[3]="Settings"
ButtonNames[4]="Training"
ButtonNames[5]="Play Intro"
ButtonNames[6]="Credits"
ButtonNames[7]="Back to Game"
ButtonNames[8]="Multiplayer"
ButtonNames[9]="Exit"

[LAM]
ItemName="Lightweight Attack Munition (LAM)"

[Cigarettes]
ItemName="Cigarettes"
ItemArticle="some"
Description="'COUGHING NAILS -- when you've just got to have a cigarette.'"
AddictionDescription="'COUGHING NAILS -- when you've just got to have a cigarette.'|n|n<UNATCO OPS FILE NOTE JR154-VIOLET> Nicotine intake stimulates an augmented agent's central nervous system and releases a surge of adrenaline, increasing alertness and fine motor control. Overstimulation will lead to addiction, with heightened fatigue in withdrawal. -- Jaime Reyes <END NOTE>|n|nActive Buff: Aim Stabilization Rate +100%|nWithdrawal Debuff: Running Stamina -50%|nUse Duration: 120 seconds (refreshes)"
beltDescription="CIGS"

[WeaponModAccuracy]
ItemName="Weapon Modification (Accuracy)"
Description="When clamped to the frame of most projectile weapons, a harmonic balancer will dampen the vertical motion produced by firing a projectile, resulting in increased accuracy.|n|n<UNATCO OPS FILE NOTE SC108-BLUE> Almost any weapon that has a significant amount of vibration can be modified with a balancer; I've even seen it work with the mini-crossbow and a prototype plasma gun. -- Sam Carter <END NOTE>"
beltDescription="MOD ACCRY"

[WeaponModRecoil]
ItemName="Weapon Modification (Recoil)"
Description="A stock cushioned with polycellular shock absorbing material will significantly reduce perceived recoil."
beltDescription="MOD RECOL"

[WeaponModReload]
ItemName="Weapon Modification (Reload)"
Description="A speed loader greatly decreases the time required to reload a weapon."
beltDescription="MOD RELOD"

[EMPGrenade]
ItemName="Electromagnetic Pulse (EMP) Grenade"

[NanoVirusGrenade]
ItemName="Scramble Grenade"

[WeaponSword]
ItemName="Sword"
Description="A rather nasty-looking sword."
beltDescription="SWORD"
msgSpec="5% chance to block bullets"

[WeaponCrowbar]
ItemName="Crowbar"
Description="A crowbar. Hit someone or something with it. Repeat.|n|n<UNATCO OPS FILE NOTE GH010-BLUE> Many crowbars we call 'murder of crowbars.'  Always have one for kombat. Ha. -- Gunther Hermann <END NOTE>"
beltDescription="CROWBAR"
msgSpec="x2 damage to doors, crates, and other static objects"

[TracerTong]
FamiliarName="Tracer Tong"
UnfamiliarName="Tracer Tong"

[WIB]
FamiliarName="Woman In Black"
UnfamiliarName="Woman In Black"

[MIB]
FamiliarName="Man In Black"
UnfamiliarName="Man In Black"

[AugMuscle]
AugmentationName="Microfibral Muscle"
Description="Muscle strength is amplified with ionic polymeric gel myofibrils that allow the agent to push, lift and throw extraordinarily heavy objects, as well as handle heavy weaponry with improved mobility.|nOnly drains energy when lifting and throwing heavy objects.|n|n<UNATCO OPS FILE NOTE JR214-VIOLET> To throw held objects with extreme force, press 'shoot' (default: Left Mouse). -- Jaime Reyes <END NOTE>|n|nTECH ONE: Strength is increased slightly.|n|nTECH TWO: Strength is increased moderately.|n|nTECH THREE: Strength is increased significantly.|n|nTECH FOUR: An agent is inhumanly strong and moves unhindered when carrying heavy objects."
MPInfo="When active, you can pick up large crates.  Energy Drain: None"

[DeathMatchGame]
TooManyPlayers=Too many players
VictoryConString1="Objective: First player that reaches "
VictoryConString2=" kills wins the match."
TimeLimitString1="Objective: Score the most kills before the clock ( "
TimeLimitString2=" ) runs out!"

[Rat]
FamiliarName="Rat"
UnfamiliarName="Rat"

[Karkian]
FamiliarName="Karkian"
UnfamiliarName="Karkian"

[AlarmLight]
ItemName="Alarm Light"

[Cat]
FamiliarName="Cat"
UnfamiliarName="Cat"

[Cart]
ItemName="Utility Push-Cart"

[WaterCooler]
msgEmpty="It's out of water"
ItemName="Water Cooler"

[WaterFountain]
msgEmpty="It's out of water"
ItemName="Water Fountain"

[MiniSub]
ItemName="Mini-Submarine"

[Dart]
ItemName="Dart"
ItemArticle="a"

[Ammo3006]
ItemName="30.06 Ammo"
ItemArticle="some"
Description="Its high velocity and accuracy have made sniper rifles using the 30.06 round the preferred tool of individuals requiring 'one shot, one kill' for over fifty years."
beltDescription="3006 AMMO"

[TechGoggles]
ItemName="Tech Goggles"
ItemArticle="some"
Description="Tech goggles are used by many special ops forces throughout the world under a number of different brand names, but they all provide some form of portable light amplification in a disposable package."
beltDescription="GOGGLES"

[MorganEverett]
FamiliarName="Morgan Everett"
UnfamiliarName="Morgan Everett"

[MenuChoice_ObjectTextureDetail]
helpText="Change the amount of texture detail on objects"
actionText="|&Object Texture Detail"
configSetting="ini:Engine.Engine.ViewportManager SkinDetail"
enumText[0]="Low"
enumText[1]="High"

[MenuChoice_WorldTextureDetail]
helpText="Change the amount of texture detail in the world"
actionText="|&World Texture Detail"
configSetting="ini:Engine.Engine.ViewportManager TextureDetail"

[MenuChoice_DetailTextures]
helpText="Disabling Detail Textures may improve performance on slower machines"
actionText="Detail T|&extures"
configSetting="ini:Engine.Engine.GameRenderDevice DetailTextures"

[MenuChoice_Decals]
helpText="Disabling Decals may improve performance on slower machines"
actionText="D|&ecals"
configSetting="ini:Engine.Engine.ViewportManager Decals"

[MenuChoice_MouseSensitivity]
helpText="Modifies the mouse sensitivity"
actionText="Mouse |&Sensitivity"

[MenuChoice_MaxLogLines]
helpText="Maximum number of log lines visible on the screen at any given time"
actionText="Max. Log Lines"

[MenuChoice_LogTimeoutValue]
msgSecond="s"
helpText="Select the amount of time log messages remain visible on the screen"
actionText="|&Log Timeout Value"

[HKMilitary]
FamiliarName="Chinese Military"
UnfamiliarName="Chinese Military"

[NicoletteDuClare]
FamiliarName="Nicolette DuClare"
UnfamiliarName="Nicolette DuClare"

[ThugMale2]
FamiliarName="Thug"
UnfamiliarName="Thug"

[AdaptiveArmor]
ItemName="Thermoptic Camo"
ItemArticle="some"
Description="Integrating woven fiber-optics and an advanced computing system, thermoptic camo can render an agent invisible to both humans and bots by dynamically refracting light and radar waves; however, the high power drain makes it impractial for more than short-term use, after which the circuitry is fused and it becomes useless."
beltDescription="THRM CAMO"

[AugRadarTrans]
AugmentationName="Radar Transparency"
Description="Radar-absorbent resin augments epithelial proteins; microprojection units distort agent's visual signature. Provides highly effective concealment from automated detection systems -- bots, cameras, turrets & laser beam triggers.|n|nTECH ONE: Power drain is normal.|n|nTECH TWO: Power drain is reduced slightly.|n|nTECH THREE: Power drain is reduced moderately.|n|nTECH FOUR: Power drain is reduced significantly."
MPInfo="When active, you are invisible to electronic devices such as cameras, turrets, and proximity mines.  Energy Drain: Very Low"

[MenuChoice_SoundQuality]
RestartTitle="Sound Quality"
RestartMessage="This change will not take effect until you restart Deus Ex."
helpText="16-bit sound is higher quality but uses twice as much memory as 8-bit sound, so if you're low on memory, use 8-bit."
actionText="Sound |&Quality"
configSetting="ini:Engine.Engine.AudioDevice LowSoundQuality"
enumText[0]="8-bit"
enumText[1]="16-bit"

[AmmoSabot]
ItemName="12 Gauge Sabot Shells"
ItemArticle="some"
Description="A 12 gauge shotgun shell surrounding a solid core of tungsten that can punch through all but the thickest hardened steel armor at close range; however, its ballistic profile will result in minimal damage to soft targets."
beltDescription="SABOT"

[MenuChoice_TextureColorBits]
RestartTitle="Texture Color Depth"
RestartMessage="This change will not take effect until you restart Deus Ex."
helpText="Determines the texture color depth.  32-bit textures look better if your hardware supports them."
actionText="|&Texture Color Depth"
configSetting="ini:Engine.Engine.ViewportManager FullscreenColorBits"
enumText[0]="16-bit"
enumText[1]="32-bit"

[Binoculars]
ItemName="Binoculars"
ItemArticle="some"
Description="A pair of military binoculars equipped with a digital rangefinder."
beltDescription="BINOCS"

[Liquor40oz]
ItemName="Forty"
Description="'COLD SWEAT forty ounce malt liquor. Never let 'em see your COLD SWEAT.'"
AddictionDescription="'COLD SWEAT forty ounce malt liquor. Never let 'em see your COLD SWEAT.'|n|n<UNATCO OPS FILE NOTE JR155-VIOLET> An augmented agent's immune system reacts to alcohol consumption with a pseudo-anesthetic effect, notably enhancing pain tolerance. While addiction is slow to take root, it will cause increased nerve activity in withdrawal, resulting in involuntary muscle spasms colloquially known as "the shakes". -- Jaime Reyes <END NOTE>|n|nActive Buff: Max Torso Health +5 (stacks x5)|nWithdrawal Debuff: Accuracy -15%|nUse Duration: 120 seconds (stacks x5)"
beltDescription="FORTY"

[LiquorBottle]
ItemName="Liquor"
ItemArticle="some"
Description="The label is torn off, but it looks like some of the good stuff."
AddictionDescription="The label is torn off, but it looks like some of the good stuff.|n|n<UNATCO OPS FILE NOTE JR155-VIOLET> An augmented agent's immune system reacts to alcohol consumption with a pseudo-anesthetic effect, notably enhancing pain tolerance. While addiction is slow to take root, it will cause increased nerve activity in withdrawal, resulting in involuntary muscle spasms colloquially known as "the shakes". -- Jaime Reyes <END NOTE>|n|nActive Buff: Max Torso Health +5 (stacks x5)|nWithdrawal Debuff: Accuracy -15%|nUse Duration: 120 seconds (stacks x5)"
beltDescription="LIQUOR"

[ComputerPublic]
ItemName="Public Computer Terminal"

[WeaponModClip]
ItemName="Weapon Modification (Clip)"
Description="An extended magazine that increases clip capacity beyond the factory default."
beltDescription="MOD CLIP"

[VialCrack]
ItemName="Zyme Vial"
Description="A vial of zyme, likely brewed up in some basement lab."
AddictionDescription="A vial of zyme, likely brewed up in some basement lab.|n|n<UNATCO OPS FILE NOTE JR156-VIOLET> This synthetic drug will flood an augmented agent's nervous system, acting as a potent stimulant to strength and stamina. The shock to the neurochemical receptors makes instant addiction almost guaranteed, with deleterious effects on vital functions in withdrawal. Extreme caution is advised. -- Jaime Reyes <END NOTE>|n|nActive Buff: Combat Strength/Speed +50%, Stamina Regen +100%, No Melee Stamina Drain|nWithdrawal Debuff: Max Torso Health -10|nUse Duration: 60 seconds (refreshes)|nAddiction Increment: 60%"
beltDescription="ZYME"

[HazMatSuit]
ItemName="Hazmat Suit"
Description="A standard hazardous materials suit that protects against a full range of environmental hazards including radiation, fire, biochemical toxins, electricity, and EMP. Hazmat suits contain an integrated bacterial oxygen scrubber that degrades with use and thus should not be reused."
beltDescription="HAZMAT"

[WeaponModRange]
ItemName="Weapon Modification (Range)"
Description="By lubricating the firing path with synthetic synovial fluid, the drag on fired projectiles is greatly reduced with a consequent increase in range.|n|n<UNATCO OPS FILE NOTE SC111-BLUE> Coating the primary valve system of a flamethrower in synovial lubricant and then over-pressuring the delivery system will also result in an increase in range. Little trick I learned during field testing. Similar knowledge in combination with range mods can be applied to just about any projectile weaponry to result in increased velocity. Know your firearms. -- Sam Carter <END NOTE>"
beltDescription="MOD RANGE"

[PersonaImageNewLegendLabel]
NewLegendLabel=" = New Image"

[BallisticArmor]
ItemName="Ballistic Armor"
ItemArticle="some"
Description="Ballistic armor is manufactured from electrically sensitive polymer sheets that intrinsically react to the violent impact of a bullet or an explosion by 'stiffening' in response and absorbing the majority of the damage. These polymer sheets lose their reflexive properties with sustained damage and must be recharged before they become totally inert."
beltDescription="BAL ARMOR"

[MenuChoice_EffectsChannels]
helpText="Number of sound effects channels"
actionText="E|&ffects Channels"
configSetting="ini:Engine.Engine.AudioDevice EffectsChannels"

[SkillAwardTrigger]
awardMessage="DEFAULT SKILL AWARD MESSAGE - REPORT THIS AS A BUG"
totalMessage="Total Skill Points Available:"

[Shuriken]
ItemName="Throwing Knife"
ItemArticle="a"

[ShipsWheel]
ItemName="Ship's Wheel"

[AmmoRocket]
ItemName="Rockets"
ItemArticle="some"
Description="A gyroscopically stabilized rocket with limited onboard guidance systems for in-flight course corrections. Engineered for use with the GEP gun."
beltDescription="ROCKET"

[CageLight]
ItemName="Light Fixture"

[AmmoBattery]
ItemName="Prod Charger"
ItemArticle="a"
Description="A portable charging unit for the riot prod."
beltDescription="CHARGER"

[AugDrone]
AugmentationName="Spy Drone"
Description="Advanced nanofactories can assemble a spy drone upon demand which can then be remotely controlled by the agent until released or destroyed, at which a point a new drone will be assembled over time. The agent can expend additional bioelectric energy to detonate the drone for an EMP blast, or set it to standby to enable extended remote surveillance with no energy drain.|n|nThe drone comes equipped with an experimental cloaking device, rendering it invisible while in standby mode.|n|nTECH ONE: The drone is very slow and has a very light EMP attack.|n|nTECH TWO: The drone is somewhat faster and has a light EMP attack.|n|nTECH THREE: The drone has notable speed and a medium EMP attack.|n|nTECH FOUR: The drone can move swiftly and has a strong EMP attack, as well as the ability to cloak while in-flight.|n|nUse the FIRE button to detonate the drone, or the INTERACTION button to set the drone into standby mode.|n|nThe reconstruction time can be removed by interacting with the drone in standby mode to reclaim it."
MPInfo="Activation creates a remote-controlled spy drone.  Deactivation disables the drone.  Firing while active detonates the drone in a massive EMP explosion.  Energy Drain: Medium"

[Basketball]
ItemName="Basketball"

[AugCombat]
AugmentationName="Combat Speed"
Description="Sorting rotors accelerate calcium ion concentration in the sarcoplasmic reticulum, increasing an agent's muscle speed several-fold. |n|nTECH ONE: An agent's striking and throwing speed with Low-Tech and Demolitions weapons is increased slightly, as is the speed in which an agent draws and holsters any weapon.|n|nTECH TWO: An agent's striking and throwing speed with Low-Tech and Demolitions weapons is increased moderately, as is the speed in which an agent draws and holsters any weapon.|n|nTECH THREE: Speed with Low-Tech and Demolitions weapons is increased significantly, as is the speed in which an agent draws and holsters all weapons.|n|nTECH FOUR: An agent achieves transcendence of dexterity."
MPInfo="When active, you do double damage with melee weapons.  Energy Drain: Low"

[AugAqualung]
AugmentationName="Aqualung"
Description="Soda lime exostructures embedded in the alveoli of the lungs convert CO2 to O2, extending the time an agent can stay underwater, improving stamina regeneration rate, and reducing the amount of exhaustion caused by exposure to poison.|n|nTECH ONE: Lung efficiency is increased slightly (15%), and stamina loss from poison is reduced by a small amount.|n|nTECH TWO: Lung efficiency is increased moderately (30%), and stamina loss from poison is reduced by a moderate amount.|n|nTECH THREE: Lung efficiency is increased significantly (45%), and stamina loss from poison is reduced by a significant amount.|n|nTECH FOUR: An agent is virtually never out of breath (60%), and stamina loss from poison is almost irrelevant."
MPInfo="When active, you can stay underwater 12 times as long and swim twice as fast.  Energy Drain: Low"

[RetinalScanner]
msgUsed="Clearance granted"
ItemName="Retinal Scanner"

[WineBottle]
ItemName="Wine"
ItemArticle="some"
Description="A nice bottle of wine."
AddictionDescription="A nice bottle of wine.|n|n<UNATCO OPS FILE NOTE JR155-VIOLET> An augmented agent's immune system reacts to alcohol consumption with a pseudo-anesthetic effect, notably enhancing pain tolerance. While addiction is slow to take root, it will cause increased nerve activity in withdrawal, resulting in involuntary muscle spasms colloquially known as "the shakes". -- Jaime Reyes <END NOTE>|n|nActive Buff: Max Torso Health +5 (stacks x5)|nWithdrawal Debuff: Accuracy -15%|nUse Duration: 120 seconds (stacks x5)|nAddiction Increment: 5%"
beltDescription="WINE"

[Valve]
ItemName="Valve"

[LowerClassFemale]
FamiliarName="Lower Class"
UnfamiliarName="Lower Class"

[TerroristCommander]
FamiliarName="Terrorist Commander"
UnfamiliarName="Terrorist Commander"

[GarySavage]
FamiliarName="Gary Savage"
UnfamiliarName="Gary Savage"

[SpiderBot]
FamiliarName="SpiderBot"
UnfamiliarName="SpiderBot"

[StantonDowd]
FamiliarName="Stanton Dowd"
UnfamiliarName="Stanton Dowd"

[FordSchick]
FamiliarName="Ford Schick"
UnfamiliarName="Ford Schick"

[MenuChoice_RenderDevice]
PromptTitle="Restart Deus Ex?"
GamePromptMessage="In order to choose a render device, Deus Ex must be restarted.  The current game you are playing will be lost if you have not already saved it.  Do you still wish to restart?"
RestartPromptMessage="In order to choose a render device, Deus Ex must be restarted.  Do you wish to proceed?"
helpText="Select the device to use for 3D rendering.  Deus Ex must EXIT to allow you to select a 3D hardware device."
actionText="Rendering |&Device..."

[WeaponModSilencer]
ItemName="Weapon Modification (Silencer)"
Description="A silencer will muffle the muzzle crack caused by rapidly expanding gases left in the wake of a bullet leaving the gun barrel.|n|n<UNATCO OPS FILE NOTE SC108-BLUE> Obviously, a silencer is only effective with firearms. -- Sam Carter <END NOTE>"
beltDescription="MOD SLNCR"

[WeaponModScope]
ItemName="Weapon Modification (Scope)"
Description="A telescopic scope attachment provides zoom capability and increases accuracy against distant targets."
beltDescription="MOD SCOPE"

[ScubaDiver]
FamiliarName="Scuba Diver"
UnfamiliarName="Scuba Diver"

[WeaponModLaser]
ItemName="Weapon Modification (Laser)"
Description="A laser targeting dot eliminates any inaccuracy resulting from the inability to visually guage a projectile's point of impact."
beltDescription="MOD LASER"

[VialAmbrosia]
msgNoEffect="Strange...nothing happens..."
ItemName="Ambrosia Vial"
ItemArticle="an"
Description="The only known vaccine against the 'Gray Death.' Unfortunately, it is quickly metabolized by the body making its effects temporary at best."
beltDescription="AMBROSIA"

[SoyFood]
ItemName="Soy Food"
ItemArticle="some"
Description="Fine print: 'Seasoned with nanoscale mechanochemical generators, this TSP (textured soy protein) not only tastes good but also self-heats when its package is opened.'"
beltDescription="SOY FOOD"

[Sodacan]
ItemName="Soda"
ItemArticle="some"
Description="The can is blank except for the phrase 'PRODUCT PLACEMENT HERE.' It is unclear whether this is a name or an invitation."
beltDescription="SODA"

[BookOpen]
ItemName="Book"

[Candybar]
ItemName="Candy Bar"
bioboost="Recharged 3 bioelectric energy units"
Description="'CHOC-O-LENT DREAM. IT'S CHOCOLATE! IT'S PEOPLE! IT'S BOTH!(tm) 85% Recycled Material.'"
beltDescription="CANDY BAR"

[Rebreather]
ItemName="Rebreather"
Description="A disposable chemical scrubber that can extract oxygen from water during brief submerged operations."
beltDescription="REBREATHR"

[MenuChoice_SampleRate]
helpText="Lower sample rates result in less CPU overhead, but also lower sound quality"
actionText="S|&ample Rate"
configSetting="ini:Engine.Engine.AudioDevice OutputRate"
enumText[0]="11025Hz"
enumText[1]="22050Hz"
enumText[2]="44100Hz"
RestartTitle="Sound Quality"
RestartMessage="This change will not take effect until you restart Deus Ex."

[SecurityBot2]
FamiliarName="Security Bot"
UnfamiliarName="Security Bot"

[AugSpeed]
AugmentationName="Speed Enhancement"
Description="Ionic polymeric gel myofibrils are woven into the leg muscles, increasing the speed at which an agent can run, the height they can jump, and reducing the damage they receive from falls.|n|nTECH ONE: Speed and jumping are increased slightly (10%), while falling damage is reduced.|n|nTECH TWO: Speed and jumping are increased moderately (20%), while falling damage is further reduced.|n|nTECH THREE: Speed and jumping are increased significantly (30%), while falling damage is substantially reduced.|n|nTECH FOUR: An agent can run like the wind and leap from the tallest building (40%)."
MPInfo="When active, you move twice as fast and jump twice as high.  Energy Drain: Very High"

[WeaponNanoVirusGrenade]
ItemName="Scramble Grenade"
Description="The detonation of a GUARDIAN scramble grenade broadcasts a short-range, polymorphic broadband assault on the command frequencies used by almost all bots manufactured since 2028. The ensuing electronic storm causes bots within its radius of effect to indiscriminately attack other bots until command control can be re-established. Like a LAM, scramble grenades can be attached to any surface."
beltDescription="SCRM GREN"

[WeaponEMPGrenade]
ItemName="Electromagnetic Pulse (EMP) Grenade"
ItemArticle="an"
Description="The EMP grenade creates a localized pulse that will temporarily disable all electronics within its area of effect, including cameras and security grids.|n|n<UNATCO OPS FILE NOTE JR134-VIOLET> While nanotech augmentations are largely unaffected by EMP, experiments have shown that it WILL cause the spontaneous dissipation of stored bioelectric energy. Like a LAM, Electromagnetic Pulse grenades can be attached to any surface. -- Jaime Reyes <END NOTE>"
beltDescription="EMP GREN"

[MenuSelectDifficulty]
Title="Select Difficulty"
ButtonNames[0]="Easy"
ButtonNames[1]="Medium"
ButtonNames[2]="Hard"
ButtonNames[3]="Realistic"
ButtonNames[4]="Hardcore"
ButtonNames[5]="Previous Menu"
InfoTitle="GMDX Difficulty Information"
InfoDescription="Difficulty levels primarily influence stealth, combat & exploration. You cannot change the difficulty in-game, so choose wisely. 'Medium' is recommended for a first-time playthrough of GMDX."
HardCoreTitle="Enable Hardcore Mode?"
HardCoreDescription="Disables manual saving, enables save points. |nAdditional rules: disabled console access, real-time inventory use, greater stamina drain, no weapon auto-reload, less ammo and more."
HardcoreUnlockInfo="Are you sure?"
HardcoreUnlockDescription="Hardcore difficulty will be extremely unforgiving and is not recommended for those new to GMDX.|nIt is strongly recommended that you choose a lower difficulty! Proceed?"
RealisticTitle="Warning"
RealisticDescription="Realistic difficulty will be a testing challenge and is not recommended for those new to GMDX.|nProceed Anyway?"
//ButtonNames[5]="Previous Menu"

[AttackHelicopter]
ItemName="Attack Helicopter"

[MilitaryBot]
FamiliarName="Military Bot"
UnfamiliarName="Military Bot"

[AmmoDartPoison]
ItemName="Tranquilizer Darts"
Description="A mini-crossbow dart tipped with a succinylcholine-variant that causes complete skeletal muscle relaxation, effectively incapacitating a target in a non-lethal manner."
beltDescription="TRQ DART"

[AlexJacobson]
FamiliarName="Alex Jacobson"
UnfamiliarName="Hacker"

[Phone]
ItemName="Telephone"

[Toilet2]
ItemName="Urinal"

[Toilet]
ItemName="Toilet"

[Switch1]
ItemName="Switch"

[LightSwitch]
ItemName="Switch"

[HKMarketTarp]
ItemName="Canvas Tarp"

[HKHangingPig]
ItemName="Slaughtered Pig"

[HangingChicken]
ItemName="Slaughtered Chicken"

[BarrelFire]
ItemName="Burning Barrel"

[Doctor]
FamiliarName="Doctor"
UnfamiliarName="Doctor"

[TobyAtanwe]
FamiliarName="Toby Atanwe"
UnfamiliarName="Toby Atanwe"

[WeaponStealthPistol]
ItemName="Stealth Pistol"
Description="The stealth pistol is a variant of the standard 10mm pistol with a larger clip and integrated silencer designed for wet work at very close ranges. Its advanced recoil compensator and modular rapid-firing action make it competitive with other silenced weaponry in all but raw stopping power."
beltDescription="STEALTH"

[WeaponShuriken]
ItemName="Throwing Knives"
ItemArticle="some"
Description="A favorite weapon of assassins in the Far East for centuries, throwing knives can be deadly when wielded by a master but are more generally used when it becomes desirable to send a message. The message is usually 'Your death is coming on swift feet.'"
beltDescription="TK"

[WeaponSawedOffShotgun]
ItemName="Sawed-off Shotgun"
Description="The sawed-off shotgun is manufactured with a short barrel and a full choke, producing a relatively narrow spread despite its compactness. Its pump action allows it to fire less-lethal rubber ammunition without sacrificing reliability or muzzle velocity. It accepts a wide variety of shells"
beltDescription="SAWED-OFF"
msgSpec="+30% rubber bullet damage"

[MenuScreenAdjustColors]
Title="Adjust Colors"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_OK)"
actionButtons[2]="(Action=AB_Reset)"

[WeaponProd]
ItemName="Riot Prod"
Description="The riot prod has been extensively used by security forces who wish to keep what remains of the crumbling peace and have found the prod to be an valuable tool. Its short range tetanizing effect is most effective when applied to the torso or when the subject is taken by surprise."
beltDescription="PROD"

[WeaponPlasmaRifle]
ItemName="Plasma Rifle"
Description="An experimental weapon that is currently being produced as a series of one-off prototypes, the plasma gun superheats slugs of magnetically-doped plastic and accelerates the resulting gas-liquid mix using an array of linear magnets. The resulting plasma stream is deadly when used against slow-moving targets."
beltDescription="PLASMA"

[SpiderBot2]
FamiliarName="Mini-SpiderBot"
UnfamiliarName="Mini-SpiderBot"

[HowardStrong]
FamiliarName="Howard Strong"
UnfamiliarName="Howard Strong"

[WeaponAssaultShotgun]
ItemName="Assault Shotgun"
ItemArticle="an"
Description="The Striker FA (sometimes referred to as the 'Street Sweeper FA') is known for exceptional reliability, rarely jamming despite its hairtrigger semi-automatic feed that can clear an area of hostiles in a matter of seconds. Particularly effective in urban combat, the assault shotgun features an open choke resulting in a wide shot pattern. It accepts a wide variety of shells."
beltDescription="SHOTGUN"

[WeaponFlamethrower]
ItemName="Flamethrower"
Description="A portable flamethrower that discards the old and highly dangerous backpack fuel delivery system in favor of pressurized canisters of napalm. Inexperienced agents will find that a flamethrower can be difficult to maneuver, however."
beltDescription="FLAMETHWR"

[WeaponGasGrenade]
ItemName="Gas Grenade"
Description="Upon detonation, the gas grenade releases a large amount of CS (a military-grade 'tear gas' agent) over its area of effect. CS will cause irritation to all exposed mucous membranes leading to temporary blindness and uncontrolled coughing. Like a LAM, gas grenades can be attached to any surface."
beltDescription="GAS GREN"

[TriadLumPath]
FamiliarName="Gang Member"
UnfamiliarName="Gang Member"

[WeaponLAM]
ItemName="Lightweight Attack Munitions (LAM)"
Description="A multi-functional explosive with electronic priming system that can either be thrown or attached to any surface with its polyhesive backing and used as a proximity mine.|n|n<UNATCO OPS FILE NOTE SC093-BLUE> Disarming a proximity device should only be attempted with the proper demolitions training. Trust me on this. -- Sam Carter <END NOTE>"
beltDescription="LAM"
ShortName="LAM"

[TriadRedArrow]
FamiliarName="Gang Member"
UnfamiliarName="Gang Member"

[ControlPanel]
ItemName="Electronic Control Panel"

[DartPoison]
ItemName="Tranquilizer Dart"

[AmmoDartFlare]
ItemName="Flare Darts"
Description="Mini-crossbow flare darts use a slow-burning incendiary device, ignited on impact, to provide illumination of a targeted area."
beltDescription="FLR DART"

[MenuChoice_MenuColor]
helpText="Color scheme used in all menus."
actionText="|&Menu Color Scheme"

[MenuChoice_HUDColor]
helpText="Color scheme used in all the in-game screens."
actionText="|&HUD Color Scheme"

[AmmoNapalm]
ItemName="Napalm Canister"
ItemArticle="a"
Description="A pressurized canister of jellied gasoline for use with flamethrowers.|n|n<UNATCO OPS FILE NOTE SC080-BLUE> The canister is double-walled to minimize accidental detonation caused by stray bullets during a firefight. -- Sam Carter <END NOTE>"
beltDescription="NAPALM"

[AmmoPlasma]
ItemName="Plasma Clip"
ItemArticle="a"
Description="A clip of extruded, magnetically-doped plastic slugs that can be heated and delivered with devastating effect using the plasma gun."
beltDescription="PMA CLIP"

[AugBallistic]
AugmentationName="Ballistic Protection"
Description="Monomolecular plates temporarily reinforce the skin's epithelial membrane, reducing the damage an agent receives from ballistic weapons, blades, and blunt objects and preventing an agent from flinching in response to physical trauma.|n|nThe effect overrides any protection provided by the augmentation's passive counterpart.|n|nTECH ONE: Damage from ballistic weapons, blades, and blunt objects is reduced significantly (35%).|n|nTECH TWO: Damage from ballistic weapons, blades, and blunt objects is reduced significantly more (45%).|n|nTECH THREE: Damage from ballistic weapons, blades, and blunt objects is reduced further still (55%).|n|nTECH FOUR: An agent can soak up damage from ballistic weapons, blades, and blunt objects (65%)."
MPInfo="When active, damage from projectiles and melee weapons is reduced by 40%.  Energy Drain: High"

[AugBallisticPassive]
AugmentationName="Ballistic Protection"
Description="A monomolecular wire lattice permanently reinforces the skin's epithelial membrane, reducing the damage an agent receives from ballistic weapons, blades, and blunt objects.|n|nThe strength of the lattice is proportional to the the agent's ambient bioelectric field, providing full protection (35%) only at a certain charge threshold.|n|nTECH ONE: The charge threshold for full protection is at a maximum (100%).|n|nTECH TWO: The charge threshold for full protection is reduced slightly (80%).|n|nTECH THREE: The charge threshold for full protection is reduced moderately (60%).|n|nTECH FOUR: The charge threshold for full protection is reduced significantly (40%)."

[AugCloak]
AugmentationName="Cloak"
Description="Subdermal pigmentation cells allow the agent to blend with their surrounding environment, rendering them effectively invisible to observation by organic hostiles.|n|nTECH ONE: Power drain is normal.|n|nTECH TWO: Power drain is reduced slightly.|n|nTECH THREE: Power drain is reduced moderately.|n|nTECH FOUR: Power drain is reduced significantly."
MPInfo="When active, you are invisible to enemy players.  Electronic devices and players with the vision augmentation can still detect you.  Cannot be used with a weapon.  Energy Drain: Moderate"

[AugDatalink]
AugmentationName="Infolink"
Description="One-way micro-transceiver array allows agents in the field to receive messages from Control, and to store and later retrieve relevant maps, conversations, and notes.|n|n<UNATCO OPS FILE NOTE JR133-VIOLET> This is top of the line all the way, so don't expect any upgrades. -- Jaime Reyes <END NOTE>|n|nNO UPGRADES"

[AugEMP]
AugmentationName="EMP Shield"
Description="Nanoscale EMP generators partially protect individual nanites and reduce bioelectrical drain by canceling incoming pulses.|n|nTECH ONE: Damage from EMP attacks is reduced slightly.|n|nTECH TWO: Damage from EMP attacks is reduced moderately.|n|nTECH THREE: Damage from EMP attacks is reduced significantly.|n|nTECH FOUR: An agent is nearly invulnerable to damage from EMP attacks."
MPInfo="When active, you only take 5% damage from EMP attacks.  Energy Drain: Very Low"

[Fan1]
ItemName="Fan"

[AugEnviro]
AugmentationName="Environmental Resistance"
Description="Induced keratin production strengthens all epithelial tissues and reduces the agent's vulnerability to a number of possible environmental hazards such as radiation, tear gas, toxic poisoning & fire.|nOnly drains energy when resisting environmental damage.|n|nTECH ONE: Hazard resistance is increased slightly (30%).|n|nTECH TWO: Hazard resistance is increased moderately (45%).|n|nTECH THREE: Hazard resistance is increased significantly (60%).|n|nTECH FOUR: An agent is nearly invulnerable to damage from environmental hazards (80%)."
MPInfo="When active, you only take 10% damage from poison and gas, and poison and gas will not affect your vision.  Energy Drain: Low"

[AugIFF]
AugmentationName="EUAS"
Description="The highly advanced Environmental and User Assessment Subroutine monitors conditions of the user & environment, returning relevant data to the user's cornea as a state of the art heads up display (HUD). If desired, the user can disable HUD elements individually or uniformly, and calibrate the EUAS to monitor & relay further data.|n|nTECH ONE: Default Settings:|n|nI) Vital signs, bioelectrical energy & stamina are displayed within the top-left region of the user's field of view.|n|nII) Automatic friend or foe identification uses advanced heuristic algorithms to associate visible objects with known threat categories.|n|nIII) User accuracy is approximated and visualized as dynamic crosshairs when the user is aiming weaponry at relevant targets.|n|nTECH TWO: Nearby environmental hazards are detected & associated data is relayed to the user's HUD (Togglable).|n|nTECH THREE: The user's visibility is displayed numerically alongside vital signs."

[AugShield]
AugmentationName="Energy Shield"
Description="Polyaniline capacitors below the skin absorb heat, electricity and some types of radiant energy, reducing the damage received from flame, electrical, EMP, explosive and plasma attacks. An agent's movement is unhindered whilst exposed to electrical and explosive damage.|n|nTECH ONE: Damage from energy attacks is reduced slightly (10%).|n|nTECH TWO: Damage from energy attacks is reduced moderately (30%).|n|nTECH THREE: Damage from energy attacks is reduced significantly (50%).|n|nTECH FOUR: In addition to polyanilene capacitors below the skin, nanobots are deployed that assemble a charged plasma particle shield around the body, rendering an agent nearly invulnerable to damage from energy attacks (70%)."
MPInfo="When active, you only take 50% damage from flame and plasma attacks.  Energy Drain: Low"

[AugStealth]
AugmentationName="Run Silent"
Description="The necessary muscle movements for faster sound-dampened running are determined continuously with reactive kinematics equations produced by embedded nanocomputers, which also calculate muscle movement upon landing to precisely counteract high-velocity falls. |n|nTECH ONE: Speed is increased marginally (5%) and sound made while moving is reduced slightly (25%), while falling damage is reduced somewhat.|n|nTECH TWO: Speed is increased slightly (10%) and sound made while moving is reduced moderately (50%), while falling damage is appreciably reduced.|n|nTECH THREE: Speed is increased considerably (15%) and sound made while moving is reduced significantly (75%), while falling damage is markedly reduced.|n|nTECH FOUR: An agent runs nimbly (+20%), is completely silent (100%), and can withstand high falls."
MPInfo="When active, you do not make footstep sounds.  Energy Drain: Low"

[AugTarget]
AugmentationName="Targeting"
Description="Image-scaling and recognition provided by multiplexing the optic nerve with doped polyacetylene 'quantum wires' not only increases accuracy & damage of ranged weapons, but also delivers limited situational info about a target.|n|nTECH ONE: Slight increase in accuracy & damage (+15%), as well as general target information.|n|nTECH TWO: Additional increase in accuracy and damage (+20%), as well as more target information.|n|nTECH THREE: Additional increase in accuracy & damage (+25%), as well as specific target information.|n|nTECH FOUR: moderate increase in accuracy & damage (+30%), and telescopic vision.|n|nNOTE: Optic nerve multiplexing has only been tested in ranged combat environments with conventional and heavy weapons, and has been shown to be ineffective for hand to hand weapons and throwing knives."
MPInfo="When active, all weapon skills are effectively increased by one level, and you can see an enemy's health.  The skill increases allow you to effectively surpass skill level 3.  Energy Drain: Moderate"

[AcousticSensor]
ItemName="Gunfire Acoustic Sensor"

[CeilingFan]
ItemName="Ceiling Fan Blades"

[CeilingFanMotor]
ItemName="Ceiling Fan Motor"

[Female4]
FamiliarName="Female"
UnfamiliarName="Female"

[ClothesRack]
ItemName="Hanging Clothes"

[HKHangingLantern2]
ItemName="Paper Lantern"

[ChairLeather]
ItemName="Comfy Chair"

[CouchLeather]
ItemName="Leather Couch"

[OfficeChair]
ItemName="Swivel Chair"

[WHChairPink]
ItemName="Chair"

[CoffeeTable]
ItemName="Coffee Table"

[FlagPole]
ItemName="Flag Pole"

[Female1]
FamiliarName="Female"
UnfamiliarName="Female"

[Female3]
FamiliarName="Female"
UnfamiliarName="Female"

[Female2]
FamiliarName="Female"
UnfamiliarName="Female"

[Male4]
FamiliarName="Male"
UnfamiliarName="Male"

[MenuChoice_Crosshairs]
helpText="Toggles Crosshairs visibility."
actionText="Cross|&hairs"

[DartFlare]
ItemName="Flare Dart"

[MenuChoice_ObjectNames]
helpText="If enabled, the name of the selected object in the world will be printed"
actionText="|&Object Names"

[MenuChoice_ReverseStereo]
helpText="If enabled, the left and right stereo channels are reversed."
actionText="|&Reverse Stereo"
configSetting="ini:Engine.Engine.AudioDevice ReverseStereo"

[MenuChoice_SoundVolume]
helpText="Adjusts the Sound Effects volume."
actionText="Sound |&Effects Volume"
configSetting="ini:Engine.Engine.AudioDevice SoundVolume"

[MenuChoice_Subtitles]
helpText="If subtitles are On, conversation dialogue will be displayed on-screen."
actionText="|&Subtitles"

[MenuChoice_ToggleCrouch]
helpText="If set to Enabled, the crouch key will act as a toggle"
actionText="|&Toggle Crouch"

[MenuScreenControls]
Title="Controls"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_OK)"
actionButtons[2]="(Action=AB_Reset)"

[MenuScreenDisplay]
Title="Display Settings"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_OK)"
actionButtons[2]="(Action=AB_Reset)"

[MenuScreenSound]
Title="Sound Settings"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_OK)"
actionButtons[2]="(Action=AB_Reset)"

[MenuScreenThemesSave]
LoadHelpText="Choose the color theme to save"
Title="Save Theme"
actionButtons[1]="(Text="Save Theme",Key="SAVE")"

[ComputerSecurityChoice_Turret]
actionText="|&Turret Status"
enumText[0]="Bypassed"
enumText[1]="Default"
enumText[2]="Enemies"
enumText[3]="Everything"

[ComputerSecurityChoice_DoorOpen]
actionText="|&Door Status"
enumText[0]="Open"
enumText[1]="Closed"

[ComputerSecurityChoice_DoorAccess]
actionText="Door |&Access"
enumText[0]="Locked"
enumText[1]="Unlocked"

[ComputerSecurityChoice_Camera]
actionText="|&Camera Status"
enumText[0]="On"
enumText[1]="Off"

[AmmoLAM]
beltDescription="LAM"

[WeaponMiniCrossbow]
ItemName="Mini-Crossbow"
Description="The mini-crossbow was specifically developed for espionage work, and its internal magazine accepts a range of dart types (normal, tranquilizer, flare, or taser) that can be changed depending upon the mission requirements."
beltDescription="CROSSBOW"

[MenuChoice_SpeechVolume]
helpText="Adjusts the Speech volume."
actionText="|&Speech Volume"
configSetting="ini:Engine.Engine.AudioDevice SpeechVolume"

[AmmoPepper]
ItemName="Pepper Cartridge"
ItemArticle="a"
Description="'ANTIGONE pepper spray will incapacitate your attacker in UNDER TWO SECONDS. ANTIGONE -- better BLIND than DEAD. NOTE: Keep away from children under the age of five. Contents under pressure.'"
beltDescription="PPR CART"

[MenuChoice_HUDAugDisplay]
helpText="This setting determines which Augmentations are displayed in the HUD."
actionText="HUD |&Augmentation Display"
enumText[0]="Active"
enumText[1]="All Augs"

[GasGrenade]
ItemName="Gas Grenade"

[Male2]
FamiliarName="Male"
UnfamiliarName="Male"

[Male3]
FamiliarName="Male"
UnfamiliarName="Male"

[MenuChoice_AdjustBrightness]
actionText="|&Brightness"
configSetting="ini:Engine.Engine.ViewportManager Brightness"

[MenuChoice_AlwaysRun]
helpText="If set to Enabled, the player will always run"
actionText="|&Always Run"

[MenuChoice_Brightness]
actionText="Adjust |&Brightness..."

[MenuChoice_HUDBordersVisible]
helpText="Determines whether the HUD Borders are displayed"
actionText="HUD Borders |&Visible"

[MenuChoice_HUDBorderTranslucency]
helpText="If translucency is enabled, the HUD borders will be translucent"
actionText="HUD |&Borders Translucency"

[MenuChoice_InvertMouse]
helpText="Inverts the vertical mouse axis so when you push up you look down and vice versa"
actionText="Invert |&Mouse"

[MenuChoice_HUDTranslucency]
helpText="If translucency is enabled, the background will be visible through the in-game HUD and User-Interface screens."
actionText="HUD Background Tr|&anslucency"

[MenuChoice_MenuTranslucency]
helpText="If translucency is enabled, the background will be visible through the menus."
actionText="Menu |&Translucency"

[MenuChoice_MusicVolume]
helpText="Adjusts the Music volume."
actionText="|&Music Volume"
configSetting="ini:Engine.Engine.AudioDevice MusicVolume"

[MenuChoice_SurroundSound]
helpText="Enables Dolby Surround Sound support.  Requires a Dolby Pro-Logic Surround Sound Processor."
actionText="|&Dolby Surround Sound"
configSetting="ini:Engine.Engine.AudioDevice UseSurround"

[MenuChoice_GoreLevel]
helpText="Setting to low will remove blood from the game"
actionText="|&Gore Level"
enumText[0]="Low"
enumText[1]="Normal"

[MenuChoice_FullScreen]
helpText="Toggle between running the game full-screen or in a window"
actionText="Toggle |&Full-Screen Mode"

[MenuChoice_Use3DHardware]
helpText="Enables Hardware 3D Sound Support."
actionText="|&Hardware 3D Support"
configSetting="ini:Engine.Engine.AudioDevice Use3dHardware"
RestartTitle="Sound Quality"
RestartMessage="This change will not take effect until you restart Deus Ex."

[MenuChoice_WeaponAutoReload]
helpText="If enabled, weapons will automatically reload when their ammo is depleted. Disabled by default on Hardcore mode."
actionText="|&Weapon Auto-Reload"

[MenuScreenOptions]
Title="Options"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_OK)"
actionButtons[2]="(Action=AB_Reset)"

[MenuSettings]
Title="Settings"
ButtonNames[0]="Keyboard/Mouse"
ButtonNames[1]="Controls"
ButtonNames[2]="Game Options"
ButtonNames[3]="GMDX Options"
ButtonNames[4]="Display"
ButtonNames[5]="Colors"
ButtonNames[6]="Sound"
ButtonNames[7]="Previous Menu"

[AmmoEMPGrenade]
beltDescription="EMP GREN"

[AmmoGasGrenade]
beltDescription="GAS GREN"

[AmmoNanoVirusGrenade]
beltDescription="SCRM GREN"

[Pigeon]
FamiliarName="Pigeon"
UnfamiliarName="Pigeon"

[AugHeartLung]
AugmentationName="Synthetic Heart"
Description="This synthetic heart circulates not only blood but a steady concentration of mechanochemical power cells, smart phagocytes, and liposomes containing prefab diamondoid machine parts, resulting in permanently upgraded performance for all augmentations, at the cost of permanently increased power drain for augmentation use, as well as an increase of reserved energy used by augmentations.|n|nTECH ONE: Additional power drain is at a maximum (+40%).|n|nTECH TWO: Additional power drain is reduced slightly (+30%).|n|nTECH THREE: Additional power drain is reduced moderately (+20%).|n|nTECH FOUR: Additional power drain is near-negligible (+10%)."

[Seagull]
FamiliarName="Seagull"
UnfamiliarName="Seagull"

[AugPower]
AugmentationName="Power Recirculator"
Description="Power consumption for all active augmentations is reduced by polyanilene circuits, plugged directly into cell membranes, that allow nanite particles to interconnect electronically without leaving their host cells. Additionally, battery efficiency is increased, allowing for more concurrent systems to be used.|n|nTECH ONE: Power drain of active augmentations is reduced slightly, and energy is reserved slightly more efficiently. (5%).|n|nTECH TWO: Power drain of active augmentations is reduced moderately, and energy is reserved moderately efficiently. (20%).|n|nTECH THREE: Power drain of active augmentations is reduced significantly, and energy is reserved very efficiently (35%).|n|nTECH FOUR: Power drain of active augmentations is halved, and energy is reserved at double efficiency (50%)."
MPInfo="Reduces the cost of other augs.  Automatically used when needed.  Energy Drain: None"

[BarrelAmbrosia]
ItemName="Ambrosia Storage Container"

[Tumbleweed]
ItemName="Tumbleweed"

[WeaponGEPGun]
ItemName="Guided Explosive Projectile (GEP) Gun"
Description="The GEP gun is a relatively recent invention in the field of armaments: a portable, shoulder-mounted launcher that can fire rockets and laser guide them to their target with pinpoint accuracy, or alternatively guide them remotely with built in navigational systems. While suitable for high-threat combat situations, it can be bulky for those agents who have not grown familiar with it.|n|n<UNATCO OPS FILE NOTE GEP14-BLUE> While a powerful weapon, keep a note of it's limited flight time. Rockets will run out of fuel after 5 seconds or so, be careful of them exploding prematurly. Range weapon mods can increase the flight time. -- Sam Carter <END NOTE>"
beltDescription="GEP GUN"
ShortName="GEP Gun"

[WeaponLAW]
ItemName="Light Anti-Tank Weapon (LAW)"
Description="The LAW provides cheap, dependable anti-armor capability in the form of an integrated one-shot rocket and delivery system, though at the expense of any laser guidance. Like other heavy weapons, the LAW can slow agents who have not trained with it extensively."
beltDescription="LAW"

[WeaponPepperGun]
ItemName="Pepper Gun"
Description="The pepper gun will accept a number of commercially available riot control agents in cartridge form and disperse them as a fine aerosol mist that can cause blindness or blistering at short-range."
beltDescription="PEPPER"

[WeaponNanoSword]
ItemName="Dragon's Tooth Sword"
ItemArticle="the"
Description="The true weapon of a modern warrior, the Dragon's Tooth is not a sword in the traditional sense, but a nanotechnologically constructed blade that is dynamically 'forged' on command into a non-eutactic solid. Nanoscale whetting devices insure that the blade is both unbreakable and lethally sharp. |n|n<TT//UnderNet.0924.243.886> According to old schematics the sword *does* appear to have some disadvantages:|n|n-Due to it's molecular nature, the sword requires a constant supply of power in order to function.|n-The Dragon's Tooth Sword emits a very distinct sound upon construction, so draw before moving in for the kill. |n-The sword can light your way in darkness but may also expose you to your enemies, as is its double-edged nature. |n-The sword must be honed with modification technology to reach its true potential.<END NOTE>"
beltDescription="DTS"
msgSpec="Emits light, accepts damage modifications"

[MenuChoice_UIBackground]
helpText="Determines what is displayed under menus and 2D screens.  Render 3D is good for fast machines, followed by Snapshot and then Black."
actionText="UI/Menu |&Background"
enumText[0]="Render 3D"
enumText[1]="Snapshot"
enumText[2]="Black"

[MenuChoice_HeadBob]
helpText="If enabled, the player will bob up and down slightly while walking."
actionText="|&Player Bob"

[Male1]
FamiliarName="Male"
UnfamiliarName="Male"

[Ammo20mm]
ItemName="20mm HE Ammo"
ItemArticle="some"
Description="The 20mm high-explosive round complements the standard 7.62x51mm assault rifle by adding the capability to clear small rooms, foxholes, and blind corners using an underhand launcher."
beltDescription="20MM AMMO"

[AmmoRocketWP]
ItemName="WP Rockets"
Description="The white-phosphorus rocket, or 'wooly peter,' was designed to expand the mission profile of the GEP gun. While it does minimal damage upon detonation, the explosion will spread a cloud of particularized white phosphorus that ignites immediately upon contact with the air.|n|n<UNATCO OPS FILE NOTE JR337-INDIGO>WP Rockets are made of a frangible substance and do not pack the direct-fire stopping power of a regular rocket, and should not be used for breaching doors or other structures. In these cases, it's better to use a regular rocket instead -- Sam Carter <END NOTE>"
beltDescription="WP ROCKET"

[AugHealing]
AugmentationName="Regeneration"
Description="Programmable polymerase automatically directs construction of proteins in injured cells, restoring an agent to full health over time.|n|nTECH ONE: Healing occurs at a normal rate.|n|nTECH TWO: Healing occurs at a slightly faster rate.|n|nTECH THREE: Healing occurs at a moderately faster rate.|n|nTECH FOUR: Healing occurs at a significantly faster rate."
MPInfo="When active, you heal, but at a rate insufficient for healing in combat.  Energy Drain: High"

[AugVision]
AugmentationName="Vision Enhancement"
Description="By bleaching selected rod photoreceptors and saturating them with metarhodopsin XII, the 'nightvision' present in most nocturnal animals can be duplicated, as well as infravision & sonar-resonance imaging that effectively allows an agent to see through walls and bypass advanced stealth cloaking technology.|nAdditionally provides sonar imaging, infravision as well as the ability to detect items, security systems and heat sources through solid material such as walls.|n|nTECH ONE: Extremely High Power Drain, Extremely Low Range.|n|nTECH TWO: High Power Drain, Low Range.|n|nTECH THREE: Moderate Power Drain, Moderate Range.|n|nTECH FOUR: Low Power Drain, Long Range."
MPInfo="When active, you can see enemy players in the dark from any distance, and for short distances you can see through walls and see cloaked enemies.  Energy Drain: Moderate"

[WeaponBaton]
ItemName="Baton"
Description="A hefty looking baton, typically used by riot police and national security forces to discourage civilian resistance."
beltDescription="BATON"
msgSpec="Silent attack"

[WeaponHideAGun]
ItemName="PS20"
Description="The PS20 is a disposable, plasma-based weapon developed by an unknown security organization as a next generation stealth pistol.  Unfortunately, the necessity of maintaining a small physical profile restricts the weapon to a single shot, yet it is exceptionally powerful."
beltDescription="PS20"

[WeaponRifle]
ItemName="Sniper Rifle"
Description="The military sniper rifle is the superior tool for the interdiction of long-range targets. When coupled with the proven 30.06 round, a marksman can achieve tight groupings at better than 1 MOA (minute of angle) depending on environmental conditions."
beltDescription="SNIPER"

[HangingShopLight]
ItemName="Fluorescent Light"

[GordonQuick]
FamiliarName="Gordon Quick"
UnfamiliarName="Gordon Quick"

[ChildMale]
FamiliarName="Child"
UnfamiliarName="Child"

[HKBuddha]
ItemName="Buddha Statue"

[HKBirdcage]
ItemName="Birdcage"

[Cop]
FamiliarName="Cop"
UnfamiliarName="Cop"

[CrateBreakableMedGeneral]
ItemName="General Supply Crate"

[Chef]
FamiliarName="Chef"
UnfamiliarName="Chef"

[CrateBreakableMedMedical]
ItemName="Medical Supply Crate"

[HKCouch]
ItemName="Bench"

[Chandelier]
ItemName="Chandelier"

[Flowers]
ItemName="Flowers"

[CrateExplosiveSmall]
ItemName="TNT Crate"

[CrateUnbreakableLarge]
ItemName="Metal Crate"

[CrateUnbreakableMed]
ItemName="Metal Crate"

[Flask]
ItemName="Lab Flask"

[HKHangingLantern]
ItemName="Paper Lantern"

[Chair1]
ItemName="Chair"

[Chad]
FamiliarName="Chad"
UnfamiliarName="Chad"

[ChildMale2]
FamiliarName="Child"
UnfamiliarName="Child"

[CrateUnbreakableSmall]
ItemName="Metal Crate"
StrIn="Battery"
StrOut="Battery Slot"

[HKMarketLight]
ItemName="Hanging Light"

[HKMarketTable]
ItemName="Table"

[Doberman]
FamiliarName="Doberman"
UnfamiliarName="Doberman"

[Cushion]
ItemName="Floor Cushion"

[GilbertRenton]
FamiliarName="Gilbert Renton"
UnfamiliarName="Gilbert Renton"

[ComputerPersonal]
ItemName="Personal Computer Terminal"

[HKChair]
ItemName="Chair"

[Butler]
FamiliarName="Butler"
UnfamiliarName="Butler"

[Businesswoman1]
FamiliarName="Businesswoman"
UnfamiliarName="Businesswoman"

[Businessman3]
FamiliarName="Businessman"
UnfamiliarName="Businessman"

[DataCube]
ItemName="DataCube"

[Businessman2]
FamiliarName="Businessman"
UnfamiliarName="Businessman"

[HKTable]
ItemName="Table"

[HKTukTuk]
ItemName="TukTuk"

[BobPageAugmented]
ItemName="Augmented Bob Page"

[Businessman1]
FamiliarName="Businessman"
UnfamiliarName="Businessman"

[Hooker1]
FamiliarName="Hooker"
UnfamiliarName="Hooker"

[CrateBreakableMedCombat]
ItemName="Combat Supply Crate"

[BumMale3]
FamiliarName="Bum"
UnfamiliarName="Bum"

[Hooker2]
FamiliarName="Hooker"
UnfamiliarName="Hooker"

[BumMale2]
FamiliarName="Older Bum"
UnfamiliarName="Older Bum"

[BumFemale]
FamiliarName="Bum"
UnfamiliarName="Bum"

[BoxSmall]
ItemName="Cardboard Box"

[DentonClone]
ItemName="JC Denton Clone"

[BoxMedium]
ItemName="Cardboard Box"

[BoxLarge]
ItemName="Cardboard Box"

[BookClosed]
ItemName="Book"

[BoneSkull]
ItemName="Human Skull"

[BoneFemur]
ItemName="Human Femur"

[HarleyFilben]
FamiliarName="Harley Filben"
UnfamiliarName="Bum"

[WHTableBlue]
ItemName="Table"

[WHRedVase]
ItemName="Vase"

[WHRedOvalTable]
ItemName="Table"

[WHRedLampTable]
ItemName="Table"

[WHRedEagleTable]
ItemName="Table"

[WHRedCouch]
ItemName="Couch"

[WHRedCandleabra]
ItemName="Candelabra"

[WHPiano]
ItemName="Grand Piano"

[WHPhone]
ItemName="Telephone"

[WHFireplaceLog]
ItemName="Log"

[WHFireplaceGrill]
ItemName="Fireplace Grating"

[WHEndtableLibrary]
ItemName="Table"

[WHDeskOvalOffice]
ItemName="Desk"

[BoatPerson]
FamiliarName="Boat Person"
UnfamiliarName="Boat Person"

[WHDeskLibrarySmall]
ItemName="Desk"

[WHChairOvalOffice]
ItemName="Leather Chair"

[WHChairDining]
ItemName="Chair"

[WHCabinet]
ItemName="Cabinet"

[WHBookstandLibrary]
ItemName="Bookstand"

[WHBenchLibrary]
ItemName="Bench"

[WHBenchEast]
ItemName="Bench"

[Basket]
ItemName="Wicker Basket"

[Vase2]
ItemName="Vase"

[Vase1]
ItemName="Vase"

[Van]
ItemName="Black Van"

[Bartender]
FamiliarName="Bartender"
UnfamiliarName="Bartender"

[Trophy]
ItemName="Trophy Cup"

[TriadLumPath2]
FamiliarName="Gang Leader"
UnfamiliarName="Gang Leader"

[BarrelVirus]
ItemName="NanoVirus Storage Container"

[TrashCan4]
ItemName="Trashcan"

[TrashCan3]
ItemName="Trashcan"

[Trashcan2]
ItemName="Trashcan"

[TrashCan1]
ItemName="Trashcan"

[Trashbag2]
ItemName="Trashbag"

[Trashbag]
ItemName="Trashbag"

[TrafficLight]
ItemName="Traffic Light"

[TiffanySavage]
FamiliarName="Tiffany Savage"
UnfamiliarName="Tiffany Savage"

[ThugMale3]
FamiliarName="Thug"
UnfamiliarName="Thug"

[SubwayControlPanel]
ItemName="Subway Control Panel"

[Soldier]
FamiliarName="Soldier"
UnfamiliarName="Soldier"

[Smuggler]
FamiliarName="Smuggler"
UnfamiliarName="Smuggler"

[SignFloor]
ItemName="Caution Sign"

[ShopLight]
ItemName="Fluorescent Light"

[SecurityBot4]
FamiliarName="Security Bot"
UnfamiliarName="Security Bot"

[SecretService]
FamiliarName="Secret Service Agent"
UnfamiliarName="Secret Service Agent"

[Secretary]
FamiliarName="Secretary"
UnfamiliarName="Secretary"

[ScientistMale]
FamiliarName="Scientist"
UnfamiliarName="Scientist"

[ScientistFemale]
FamiliarName="Scientist"
UnfamiliarName="Scientist"

[SarahMead]
FamiliarName="Sarah Mead"
UnfamiliarName="Sarah Mead"

[SamCarter]
FamiliarName="Sam Carter"
UnfamiliarName="Sam Carter"

[Sailor]
FamiliarName="Sailor"
UnfamiliarName="Sailor"

[RoadBlock]
ItemName="Concrete Barricade"

[RachelMead]
FamiliarName="Rachel Mead"
UnfamiliarName="Rachel Mead"

[Pot2]
ItemName="Metal Pot"

[Pot1]
ItemName="Metal Pot"

[PoolTableLight]
ItemName="Hanging Light"

[Plant3]
ItemName="Houseplant"

[Plant2]
ItemName="Houseplant"

[Plant1]
ItemName="Houseplant"

[Pinball]
ItemName="Pinball Machine"

[Pillow]
ItemName="Pillow"

[PhilipMead]
FamiliarName="Philip Mead"
UnfamiliarName="Philip Mead"

[Mutt]
FamiliarName="Dog"
UnfamiliarName="Dog"

[Fan1Vertical]
ItemName="Fan"

[Fan2]
ItemName="Fan"

[Pan4]
ItemName="Pot"

[Pan3]
ItemName="Saucepan"

[Pan2]
ItemName="Saucepan"

[Pan1]
ItemName="Frying Pan"

[NYPoliceBoat]
ItemName="Police Boat"
UnfamiliarName="UNATCO Boat Pilot"

[Nurse]
FamiliarName="Nurse"
UnfamiliarName="Nurse"

[NewspaperOpen]
ItemName="Newspaper"

[Newspaper]
ItemName="Newspaper"

[NathanMadison]
FamiliarName="Nathan Madison"
UnfamiliarName="Nathan Madison"

[Microscope]
ItemName="Microscope"

[MichaelHamner]
FamiliarName="Michael Hamner"
UnfamiliarName="Michael Hamner"

[Janitor]
FamiliarName="Janitor"
UnfamiliarName="Janitor"

[Jock]
FamiliarName="Jock"
UnfamiliarName="Jock"

[JoeGreene]
FamiliarName="Joe Greene"
UnfamiliarName="Joe Greene"

[JoJoFine]
FamiliarName="JoJo Fine"
UnfamiliarName="JoJo Fine"

[JordanShea]
FamiliarName="Jordan Shea"
UnfamiliarName="Jordan Shea"

[MenuChoice_AdjustColors]
helpText="Allows you to adjust the colors of the MENU and in-game HUD screens."
actionText="Adjust Colors..."

[JosephManderley]
FamiliarName="Joseph Manderley"
UnfamiliarName="Joseph Manderley"

[Mechanic]
FamiliarName="Mechanic"
UnfamiliarName="Mechanic"

[MaxChen]
FamiliarName="Max Chen"
UnfamiliarName="Max Chen"

[MargaretWilliams]
FamiliarName="Margaret Williams"
UnfamiliarName="Margaret Williams"

[AIPrototype]
ItemName="AI Prototype"

[Mailbox]
ItemName="Mailbox"

[Maid]
FamiliarName="Maid"
UnfamiliarName="Maid"

[MaggieChow]
FamiliarName="Maggie Chow"
UnfamiliarName="Maggie Chow"

[LuciusDeBeers]
ItemName="Lucius De Beers in a life support tube"

[LowerClassMale2]
FamiliarName="Lower Class"
UnfamiliarName="Lower Class"

[LowerClassMale]
FamiliarName="Lower Class"
UnfamiliarName="Lower Class"

[Lightbulb]
ItemName="Light Bulb"

[Lamp3]
ItemName="Desk Lamp"

[Lamp2]
ItemName="Halogen Lamp"

[Lamp1]
ItemName="Table Lamp"

[JuanLebedev]
FamiliarName="Juan Lebedev"
UnfamiliarName="Juan Lebedev"

[KarkianBaby]
FamiliarName="Baby Karkian"
UnfamiliarName="Baby Karkian"

[JunkieMale]
FamiliarName="Junkie"
UnfamiliarName="Junkie"

[JunkieFemale]
FamiliarName="Junkie"
UnfamiliarName="Junkie"

[JCDouble]
FamiliarName="JC Denton"
UnfamiliarName="JC Denton"

[SkillWeaponLowTech]
SkillName="Weapons: Low-Tech"
Description="The use of melee weapons such as knives, throwing knives, swords, pepper guns, and prods.|n|nUNTRAINED: An agent can use melee weaponry. |n|nTRAINED: Accuracy, damage, and reload speed increase slightly. More space is allocated to prod batteries, pepper cartridges, and throwing knives.|n|nADVANCED: Accuracy, damage, and reload speed increase moderately. Even more space is allocated to prod batteries, pepper cartridges, and throwing knives.|n|nMASTER: An agent can render most opponents unconscious or dead with a single blow: accuracy, damage, and carrying capacity are optimal, and melee strikes drain 50% less stamina."

[SkillEnviro]
SkillName="Environmental Training"
Description="Experience with using hazmat suits, ballistic armor, thermoptic camo, tech goggles and rebreathers in a number of dangerous situations.|n|nUNTRAINED: An agent can use environmental apparel: armors degrade with sustained damage, charged apparel lasts for a period of time until drained.|n|nTRAINED: Environmental apparel can be used more efficiently and carried in higher quantities.|n|nADVANCED: Apparel can be used yet more efficiently and carried in even greater quantities.|n|nMASTER: An agent wears environmental apparel like a second skin and comes prepared for any tactical situation."

[SkillWeaponRifle]
SkillName="Weapons: Rifle"
Description="The use of rifles, including assault rifles, sniper rifles, and shotguns.|n|nUNTRAINED: An agent can use rifles.|n|nTRAINED: Accuracy and damage increases slightly, while reloading is faster. More space is allocated to rifle rounds and shotgun shells.|n|nADVANCED: Accuracy and damage increases moderately, while reloading is even more rapid. Even more space is allocated to rifle rounds and shotgun shells.|n|nMASTER: An agent can take down a target a mile away with one shot: accuracy, damage, reload speed, and carrying capacity are optimal."

[SkillDemolition]
SkillName="Weapons: Demolition"
Description="The use of thrown explosive devices, including LAMs, gas grenades, EMP grenades, and electronic scrambler grenades.|n|nUNTRAINED: An agent can throw grenades, attach them to a surface as a proximity device, or attempt to disarm a proximity device. An agent can carry up to 2 grenades of each type. |n|nTRAINED: Grenade damage & blast radius increases slightly, and an agent can utilise their familiarity with explosive devices to rearm Gas Grenades. An agent can carry up to 4 grenades of each type.|n|nADVANCED: Grenade damage & blast radius increases moderately, and an agent can utilise their familiarity with explosive devices to rearm EMP and Scrambler grenades while carrying up to 7 grenades of each type.|n|nMASTER: An agent is an expert at all forms of demolition, allowing for maximum grenade damage and blast radius, as well as the ability to rearm even the most complex grenades. An agent can carry up to 12 grenades of each type."

[SkillWeaponPistol]
SkillName="Weapons: Pistol"
Description="The use of handheld weapons, including the standard 10mm pistol, its stealth variant, the PS20 and the mini-crossbow.|n|nUNTRAINED: An agent can use pistols.|n|nTRAINED: Accuracy and damage increases slightly, while reloading is faster. More space is allocated to pistol rounds and specialized darts.|n|nADVANCED: Accuracy and damage increases moderately, while reloading is even more rapid. Even more space is allocated to pistol rounds and specialized darts.|n|nMASTER: An agent is lethally precise with pistols: accuracy, damage, reloading speed, and carrying capacity are optimal."

[SkillWeaponHeavy]
SkillName="Weapons: Heavy"
Description="The use of heavy weaponry, including flamethrowers, LAWs, and the experimental plasma and GEP guns.|n|nUNTRAINED: An agent can use heavy weaponry, but their accuracy is low and movement is difficult.|n|nTRAINED: Accuracy and damage increases slightly, while reloading and movement is somewhat faster. More space is allocated to heavy ammunition.|n|nADVANCED: Accuracy and damage increases moderately, while reloading and movement is even more rapid. Even more space is allocated to heavy ammunition.|n|nMASTER: An agent is a walking tank when equipped with heavy weaponry: accuracy, damage, reloading speed, movement speed, and carrying capacity are optimal."

[SkillSwimming]
SkillName="Athletics"
Description="An agent with extreme physical dedication can develop the skills to climb tall heights and swim great distances.|n|nUNTRAINED: An agent can swim and climb onto short ledges.|n|nTRAINED: The swimming speed and stamina of an agent increases slightly, and an agent can climb onto moderate ledges.|n|nADVANCED: The swimming speed and stamina of an agent increases moderately, and an agent can climb onto tall ledges.|n|nMASTER: An agent moves like a dolphin underwater and climbs like a jaguar."

[SkillComputer]
SkillName="Computers"
Description="The covert manipulation of computers and security consoles.|n|nUNTRAINED: An agent can use terminals to read bulletins and news. |n|nTRAINED: An agent can hack computers and security consoles of intermediate security systems and siphon up to half of an ATM's funds. |n|nADVANCED: An agent can hack computers featuring advanced defense systems and siphon all credits from ATMs, and achieves a moderate increase in detection time.|n|nMASTER: An agent is an elite hacker that no system can withstand, gaining the ability to spoof additional credits from ATMs and evading detection for long periods."
strHardcore="HARDCORE MODE ADDITIONS:"
strNewHackSystem="NEW HACKING SYSTEM ADDITIONS:"
strDescExtra="Devices will reboot after a certain time, returning to their default state. Additionally, hacking the same terminal repeatedly will result in network detection, preventing future hacking attempts.|n|nReboot Times:|n2 minutes at TRAINED, plus 1 additional minute on ADVANCED and MASTER (4 Minutes Total)|n|nMaximum Successful Hacks:|n2 plus 1 additional hack on ADVANCED and MASTER (4 Total)"

[SkillTech]
SkillName="Electronics"
Description="By studying electronics and its practical application, agents can more efficiently bypass a number of security systems using multitools.|n|nUNTRAINED: An agent can bypass security systems (%d%%).|n|nTRAINED: The efficiency with which an agent bypasses security increases slightly (%d%%).|n|nADVANCED: The efficiency with which an agent bypasses security increases moderately (%d%%).|n|nMASTER: An agent encounters almost no security systems of any challenge (%d%)."
MultitoolString="Multitooling"

[SkillLockpicking]
SkillName="Lockpicking"
Description="Lockpicking is as much art as skill, but with intense study it can be mastered by any agent with patience and a set of lockpicks.|n|nUNTRAINED: An agent can pick locks (%d%% per pick).|n|nTRAINED: The efficiency with which an agent picks locks increases slightly (%d%%).|n|nADVANCED: The efficiency with which an agent picks locks increases moderately (%d%%).|n|nMASTER: An agent can defeat almost any mechanical lock (%d%)."

[SkillMedicine]
SkillName="Medicine"
Description="Practical knowledge of human physiology can be applied by an agent in the field allowing more efficient use of medkits and survival.|n|nUNTRAINED: An agent can use medkits (%d).|n|nTRAINED: An agent can heal slightly more damage (%d) and has slightly more maximum torso & head health (110).|n|nADVANCED: An agent can heal moderately more damage (%d) and has further improved maximum torso & head health (120).|n|nMASTER: An agent can perform a heart bypass with household materials (%d) and survive near-fatal injuries (130)."

[SkillStealth]
SkillName="Stealth"
Description="Covert ops require swift and precise stealth skills that must be developed by an agent over time via intensive training.|n|nTotal skill points to master: 5250|n|nUNTRAINED: An agent can sneak, most effective if sticking to the shadows. An agent learns to target weak points and attack unaware enemies from behind at close range for bonus damage (3x).|n|nTRAINED: An agent hides slightly more effectively when sneaking in the shadows, movement speed whilst walking, sneaking, leaning and climbing ladders increases slightly (+15%), and weak point damage increases to 6x.|n|nADVANCED: An agent hides much more effectively when sneaking in the shadows, movement speed whilst walking, crouched, leaning and climbing ladders increases moderately (+30%), and weak point damage increases to 9x.|n|nMASTER: An agent need not rely on advanced technology during infiltration (+45%) and can swiftly eliminate almost any unaware target (12x)."

[Image12_Tiffany_HostagePic]
imageDescription="Tiffany Hostage Picture"

[Image15_Area51_Sector4]
imageDescription="Area 51 Sector 4"

[Image15_BlueFusionDevice]
imageDescription="Blue Fusion Device"

[Image15_Area51_Sector3]
imageDescription="Area 51 Sector 3"

[Image03_WaltonSimons]
imageDescription="Walton Simons"

[Image02_BobPage_ManOfYear]
imageDescription="Millenium Magazine"

[Image15_GrayDisection]
imageDescription="Gray Disection"

[Image15_Area51Bunker]
imageDescription="Area 51 Bunker"

[Image14_Schematic]
imageDescription="Universal Constructor Component"

[Image14_OceanLab]
imageDescription="Ocean Lab"

[Image12_Vandenberg_Sub]
imageDescription="Vandenberg Sub"

[Image12_Vandenberg_Command]
imageDescription="Vandenberg Command Complex"

[Image11_Paris_CathedralEntrance]
imageDescription="Cathedral Entrance"

[Image11_Paris_Cathedral]
imageDescription="Paris Cathedral"

[Image10_Paris_Metro]
imageDescription="Paris Metro Map"

[Image10_Paris_CatacombsTunnels]
imageDescription="Paris Catacombs - Tunnels"

[Image10_Paris_Catacombs]
imageDescription="Paris Catacombs"

[Image09_NYC_Ship_Top]
imageDescription="PCRS Wall Cloud: Upper Decks"

[Image09_NYC_Ship_Bottom]
imageDescription="PCRS Wall Cloud: Lower Decks"

[Image08_JoeGreenMIBMJ12]
imageDescription="Joe Greene MIB MJ12"

[Image06_HK_WanChai]
imageDescription="Hong Kong, Wan Chai District"

[Image06_HK_Versalife]
imageDescription="Versalife Building"

[Image06_HK_MJ12Lab]
imageDescription="MJ12 Lab Facility"

[Image06_HK_MJ12Helipad]
imageDescription="MJ12 Helipad Facility"

[Image06_HK_Market]
imageDescription="Hong Kong Market"

[Image05_NYC_MJ12Lab]
imageDescription="MJ12 Lab Facility"

[Image05_GreaselDisection]
imageDescription="Greasel Dissection"

[Image04_UNATCONotice]
imageDescription="UNATCO Notice"

[Image04_NSFHeadquarters]
imageDescription="NSF Headquarters"

[Image03_NYC_Airfield]
imageDescription="NYC Airfield"

[Image03_747Diagram]
imageDescription="747 Diagram"

[Image02_NYC_Warehouse]
imageDescription="NYC Warehouse"

[Image02_Ambrosia_Flyer]
imageDescription="Ambrosia Flyer"

[Image01_TerroristCommander]
imageDescription="Terrorist Commander"

[Image01_LibertyIsland]
imageDescription="Liberty Island Satellite Photo"

[Image01_GunFireSensor]
imageDescription="Gun Fire Sensor"

[ChargedPickup]
ChargeRemainingLabel="Charge remaining: %d%%"
ChargeRemainingLabelSmall="%d%%"
CanOnlyBeOne="You cannot equip more than one torso armor piece" 

[MenuChoice_OnOff]
enumText[0]="Off"
enumText[1]="On"

[MenuChoice_EnabledDisabled]
enumText[0]="Enabled"
enumText[1]="Disabled"

[MenuChoice_LowMedHigh]
enumText[0]="Low"
enumText[1]="Medium"
enumText[2]="High"

[MenuChoice_VisibleHidden]
enumText[0]="Visible"
enumText[1]="Hidden"

[MissionEndgame]
endgameQuote[0]="YESTERDAY WE OBEYED KINGS AND BENT OUR NECKS BEFORE EMPERORS.  BUT TODAY WE KNEEL ONLY TO TRUTH..."
endgameQuote[1]="    -- KAHLIL GIBRAN"
endgameQuote[2]="IF THERE WERE NO GOD, IT WOULD BE NECESSARY TO INVENT HIM."
endgameQuote[3]="    -- VOLTAIRE"
endgameQuote[4]="BETTER TO REIGN IN HELL, THAN SERVE IN HEAVEN."
endgameQuote[5]="    -- PARADISE LOST, JOHN MILTON"

[deusexserverping]
AdminEmailText="Admin Email"
AdminNameText="Admin Name"
ChangeLevelsText="Change Levels"
MultiplayerBotsText="Bots in Multiplayer"
FragLimitText="Frag Limit"
TimeLimitText="Time Limit"
GameModeText="Game Mode"
GameTypeText="Game Type"
GameVersionText="Game Version"
WorldLogText="ngWorldStats"
MutatorsText="Mutators"
TrueString="Enabled"
FalseString="Disabled"
ServerAddressText="Server Address"
GoalTeamScoreText="Required Team Score"
MinPlayersText="Bots Enter Game for Min. of"
PlayersText="Players"
MaxTeamsText="Max Teams"
BalanceTeamsText="Bots Balance Teams"
PlayersBalanceTeamsText="Force Team Balance"
FriendlyFireText="Friendly Fire Damage"
MinNetVersionText="Min. Compatible Version"
BotSkillText="Bot Skill"
TournamentText="Tournament Mode"
ServerModeText="Server Mode"
DedicatedText="Dedicated"
NonDedicatedText="Non-Dedicated"
WorldLogWorkingText="ngWorldStats Status"
WorldLogWorkingTrue="Processing Stats Correctly"
WorldLogWorkingFalse="Not Processing Stats Correctly"
StartingSkillsText="Skill points at start"
SkillsPerKillText="Skill points per kill"
StartingAugsText="Augmentations at start"
AugsPerKillText="Augmentations per kill"
AugsAllowedText="Augmentations"
TargetKillsText="Frag limit"
TargetTimeText="Time limit(minutes)"

[DeusExMPGame]
TooManyPlayers="Too many players"
StreakString="Current Streak"
KillsString="Kills"
DeathsString="Deaths"
PlayerString="Player"
NewMapSecondsString=" seconds to new map."
WonMatchString=" has won the match!"
PingString="Ping"
EscapeString="Press <Escape> to disconnect."
MatchEnd1String="The match ended with "
MatchEnd2String=" taking out "
TeamNsfString="Team NSF"
TeamUnatcoString="Team Unatco"
TeamDrawString="The match is a draw!"

[teamdmgame]
EnemiesString="Enemies"
AlliesString="Allies"
VictoryConString1="Objective: First team that reaches "
VictoryConString2=" kills wins the match."
TimeLimitString1="Objective: Score the most kills before the clock ( "
TimeLimitString2=" ) runs out!"
TeamScoreString=" Team Score:"

[ThrownProjectile]
ItemName="ERROR ThrownProjectile Default-Report as bug!"
ItemArticle="a"

[MultiplayerMessageWin]
KilledByString="You have been killed by "
WereKilledString="You have been killed."
KilledYourselfString="You killed yourself!"
FireToContinueMsg="Press <Fire> to restart."
ActiveAugsString="Active Augs: "
WeaponString="Current Weapon: "
RelevantSkillString="Relevant Skill: "
LevelString="Skill Level: "
FinalBlowString="The final blow of "
ToTheString=" points of damage was delivered to your "
RemHealthString="At the time of your death, "
RemHealth2String=" had health: "
RemEnergyString=" and "
RemEnergy2String=" points of bio-energy left."
HealthHeadString=" Head: "
HealthMidString="  Mid-Section: "
HealthLowString="  Legs: "
StreakString=" now has a current streak of "
Detail1String="Press <"
Detail2String="> for details."
KeyNotBoundString="Key Not Bound"
VSString="VS"

[menuscreenjoingame]
HeaderIPWindowLabel="IP Address"
HostButtonName="Host Game"
JoinButtonName="Join Game"
RefreshButtonName="Refresh"
HostButtonHelpText="Host a multiplayer game"
JoinButtonHelpText="Join the currently selected game"
RefreshButtonHelpText="Refresh the list of servers"
strHostNameLabel="HostName"
strMapNameLabel="Map"
strGameTypeLabel="Game Type"
strNumPlayersLabel="Players"
strPingLabel="Ping"
GameTypeOneLabel="Show Deathmatch Games"
GameTypeTwoLabel="Show Team Deathmatch Games"
ShowAllGameTypesLabel="Show All Games"
GameHumanNames[0]="Deathmatch"
GameHumanNames[1]="Team Deathmatch"
GameHumanNames[2]="Adv. Team DM"
GameHumanNames[3]="Basic Team DM"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
Title="Start Multiplayer Game"

[HUDMultiSkills]
ToExitString="> to exit."
SkillsAvailableString="Skills available!"
PressString="Press <"
PressEndString=">"
SkillPointsString="Skill Points: "
skillString="Skill"
CostString="Cost"
NAString="MAX"
LevelString="Level"
KeyNotBoundString="Key Not Bound"

[menuscreenaugsetup]
HeaderAugChosenLabel="Augmentation Priorities"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_Reset)"
actionButtons[2]="(Action=AB_OK)"
Title="Multiplayer Augmentation Setup"

[dxmaplist]
CycleNames[0]="Repeat map"
CycleNames[1]="Random map"
CycleNames[2]="Loop maps"

[HECannister20mm]
ItemName="HE 20mm Shell"
ItemArticle="a"

[PlasmaBolt]
ItemName="Plasma Bolt"
ItemArticle="a"

[Rocket]
ItemName="GEP Rocket"
ItemArticle="a"

[menuscreenjoininternet]
Title="Start Multiplayer Internet Game"

[menuscreenhostgame]
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_Reset)"
actionButtons[2]="(Action=AB_Other,Text="Start Game",Key="BEGINHOST")"
Title="Host Multiplayer Game"

[Cloud]
ItemName="Gas Cloud"
ItemArticle="a"

[deusexgspylink]
ResolveFailedError="The master server could not be resolved: "
TimeOutError="Timeout talking to the master server"
CouldNotConnectError="Connecting to the master server timed out: "

[RocketWP]
ItemName="WP Rocket"

[menuchoice_victoryvalue]
TimeLimitActionText="Time Limit(minutes)"
FragLimitActionText="Kill Limit"
TimeLimitHelpText="Number of minutes until game ends"
FragLimitHelpText="Number of kills needed to win"
actionText=""
configSetting="DeusExMPGame ScoreToWin"

[menuscreenjoinlan]
Title="Start Multiplayer LAN Game"

[menuchoice_gametype]
gameNames[0]="Deathmatch"
gameNames[1]="Basic Team Deathmatch"
gameNames[2]="Advanced Team Deathmatch"
gameNames[3]="Custom Team Deathmatch"
HelpText="Type of game to play"
actionText="Game Type"
configSetting="MenuScreenHostGame CurrentGameType"

[RocketLAW]
ItemName="LAW Rocket"

[menuchoice_map]
HelpText="Map on which to begin play(includes suggested number of players for that map)"
actionText="Map"
configSetting="DXMapList MapNum"

[ammocrate]
AmmoReceived="Ammo restocked"
ItemName="Ammo Crate"
AmmoReceivedSP
AmmoReceivedSP="Ammo retrieved"
NoMoreAmmoSP="The crate is empty"

[menuscreenplayersetup]
HeaderPlayerNameLabel="Player Name"
actionButtons[0]="(Align=HALIGN_Right,Action=AB_Cancel)"
actionButtons[1]="(Align=HALIGN_Right,Action=AB_Reset)"
actionButtons[2]="(Action=AB_OK)"
Title="Multiplayer Player Setup"

[Fireball]
ItemName="Fireball"
ItemArticle="a"

[menuchoice_victorytype]
VictoryNames[0]="Kill Limit"
VictoryNames[1]="Time Limit"
HelpText="Determines under what circumstances the game ends."
actionText="Victory Condition"
configSetting="DeusEXMPGame VictoryCondition"

[menuchoice_cycle]
HelpText="Determines how the server picks the next map when the current map is done"
actionText="Map Cycling"
configSetting="DXMapList CycleType"

[menuchoice_team]
TeamNames[0]="UNATCO"
TeamNames[1]="NSF"
TeamNames[2]="AUTO"
HelpText="Choice of team on which to play."
actionText="Team Model"

[menuchoice_skilllevel]
LevelNames[0]="Trained(1)"
LevelNames[1]="Advanced(2)"
LevelNames[2]="Master(3)"
HelpText="Starting level for player skills, Trained, Advanced, or Master."
actionText="Starting Skill Level"
configSetting="DeusExMPGame MPSkillStartLevel"

[menuchoice_servermode]
ModeNames[0]="Dedicated"
ModeNames[1]="Non-Dedicated"
HelpText="Type of server to run.  Dedicated servers do not have a local player, but run faster."
actionText="Server Mode"
configSetting="MenuScreenHostGame ServerMode"

[menuchoice_class]
ClassNames[0]="JC Denton"
ClassNames[1]="NSF Terrorist"
ClassNames[2]="UNATCO Trooper"
ClassNames[3]="Majestic-12 Agent"
HelpText="Model for your character in non-team games."
actionText="Non-Team Model"

[menuchoice_connection]
ConnectionNames[0]="Modem"
ConnectionNames[1]="DSL or better"
HelpText="Type of Internet Connection"
actionText="Connection Type"
configSetting="Player ConfiguredInternetSpeed"

[ComputerSecurityChoice_MPCamera]
enumText[0]="Off"
enumText[1]="Enemies"
enumText[2]="Allies"
actionText="|&Camera Status"

[menuchoice_multihelp]
HelpText="Whether or not to display messages during multiplayer games to inform you about gameplay rules."
actionText="Help Messages"
configSetting="DeusExPlayer bHelpMessages"

[menuchoice_augsallowed]
HelpText="Sets whether players receive starting augmentations and augmentations for kills."
actionText="Augmentations"
configSetting="DeusExMPGame bAugsAllowed"

[menumpmain]
ButtonNames[0]="Internet Game"
ButtonNames[1]="LAN Game"
ButtonNames[2]="Player Setup"
ButtonNames[3]="Augmentations"
ButtonNames[4]="Disconnect"
ButtonNames[5]="Previous Menu"
Title="Multiplayer Main Menu"

[menuscreenhostlan]
Title="Host LAN Game"

[menuchoice_maxplayers]
HelpText="Sets the maximum number of players allowed in the game."
actionText="Maximum # of Players"
configSetting="DeusExMPGame MaxPlayers"

[menuchoice_augbonus]
HelpText="Sets the number of additional augs granted to a player for a kill."
actionText="Augmentations Per Kill"
configSetting="DeusExMPGame AugsPerKill"

[menuchoice_Startingaugs]
HelpText="Sets the initial number of augmentations a player has."
actionText="Initial Augmentations"
configSetting="DeusExMPGame InitialAugs"

[menuscreenhostnet]
Title="Host Internet Game"

[menuchoice_startingskills]
HelpText="Sets the initial number of skill points a player has."
actionText="Initial Skill Points"
configSetting="DeusExMPGame SkillsAvail"

[menuchoice_skillbonus]
HelpText="Sets the number of additional skill points granted to a player for a kill."
actionText="Skill Points Per Kill"
configSetting="DeusExMPGame SkillsPerKill"

[menuchoice_friendlyfire]
HelpText="Percentage of full damage received from friendly fire."
actionText="Friendly Fire"
configSetting="DeusExMPGame fFriendlyFireMult"

[AmmoDartTaser]
ItemName="Taser Darts"
ItemArticle="some"
Description="A dart that delivers a high-voltage electrical current via an internal electrode on contact, causing involuntary muscle spasms. Due to its compact size, it does not carry enough charge to incapacitate a target."
beltDescription="TASER"

[Ammo10mmAP]
ItemName="10mm AP Ammo"
ItemArticle="some"
Description="10mm armour piercing ammo designed to penetrate armour. 10mm AP ammo withstands the shock of attempting to punch through thin armor only due to the very small ammo calibre."
beltDescription="AP AMMO"

[Ammo20mmEMP]
ItemName="20mm EMP Ammo"
ItemArticle="some"
Description="20mm EMP Grenade that explodes upon contact. It's moderately weak due to a combination of it's size and method of detonation."
beltDescription="20MM EMP"

[AmmoRubber]
ItemName="12 Gauge Rubber Shells"
ItemArticle="some"
Description="A law enforcement tool for non-lethal crowd control. Each box comes with a barrel attachment similar in function to a blank-firing adaptor, which allows automatic shotguns to cycle this ammo at the expense of muzzle velocity."
beltDescription="RUBBER"

[SoftwareStop]
ItemName="STOP! Worm Software"
Description="Hacking Software. This program freezes any diagnostic attempt by the network for approximately 7 seconds, granting the user precious time."
beltDescription="STOPWORM"

[SoftwareNuke]
ItemName="NUKE Virus Software"
Description="Hacking Software. A virus that shuts down the local network firewall, enabling the user to attempt to hack systems above their skill level. The firewall will become active again once the user logs out."
beltDescription="NUKEVIRUS"

[UMP762c]
ItemName="UMP7.62c"
ItemArticle="a"
Description="The UMP762c (Universale Maschinenpistole, German for 'Universal Machine Pistol') is a renowned 7.62mm submachine gun pre-equipped with an underslung 20mm grenade launcher. Highly reliable and effective overall, the UMP762c has seen action widespread since it's production in 2021. Its only widely recognised flaw is in it suffering in accuracy at long ranges, a trait common to nearly all SMGs manufactured before the 2030s. A firearm fanatic favorite, the UMP762c is often modified 'to perfection' by those who know their firearms."
beltDescription="UMP7.62c"

[WeaponUSP]
ItemName="USP.10"
ItemArticle="a"
Description="A vintage USP modified to chamber 10mm rounds."
beltDescription="USP"

[WepLSSR]
ItemName="Laser Rifle"
ItemArticle="a"
Description="A Laser rifle seemingly developed by Versalife. A high-tech weapon that emits a concentrated beam of coherent light with sufficient wattage to do considerable damage & pierce through thick armor."
beltDescription="LASER R"

[WeaponModAuto]
ItemName="Weapon Modification (Rate of Fire)"
Description="A universal rate of fire modification pack equipped with various tools used for modifying key mechanisms commonly found in many firearms such as bolts, case ejectors, springs and even magnetic accelerators found in hi-tech weaponry resulting in increased RPM (Rounds Per Minute)."
beltDescription="MOD ROF"

[WeaponModDamage]
ItemName="Weapon Modification (Damage)"
Description="Cutting edge combustion mechanisms & pressurized gas formulas result in increased muzzle velocity and therefore potential lethality."
beltDescription="MOD DAM"

[WeaponModFullAuto]
ItemName="Weapon Modification (Full-Auto)"
Description="Contains all the tools necessary to modify a wide range of weapon semi-automatic firing mechanisms into fully-automatic. Instructions also included."
beltDescription="MOD AUTO"

[RockchipXL]
ItemName="Rock"

[WallSocket]
ItemName="Plug Socket"

[GMDXUnatcoDamHelmet]
ItemName="Damaged Helmet"

[BoxSeat]
ItemName="Wooden Box"

[FlareShell]
ItemName="Used Flare"

[BoxRectangle]
ItemName="Cardboard Box"

[BoxPaperClip]
ItemName="Paper Clips"

[FireExtinguisherEmpty]
ItemName="Empty Fire Extinguisher"

[MenuChoice_GMDXAdvancedOption]
actionText="Advanced Options..."
HelpText="Click to access more options."

[MenuChoice_SkillMessage]
HelpText="If enabled, when receiving skill points you will also occasionally be notified of your total number of skill points available."
actionText="|&Skill Points Notification"

[MenuChoice_AIOptionsFake]
actionText="????"
HelpText="Finish GMDX on any difficulty level to unlock these options."

[MenuChoice_AlternBelt]
HelpText="If true, belt selection uses 'interact' (default: right click) to confirm selection. Classic mode additionally makes interact switch back after using the number keys."
actionText="|&Invisible War Toolbelt"

[MenuChoice_RealTimeUI]
HelpText="If enabled, time is not paused whilst in the inventory & during general UI navigation. Note: hardcore mode features real time UI use by default."
actionText="|&Real Time UI"

[MenuChoice_ObjectTranslucency]
HelpText="Realism option. If set to Enabled, carried objects are no longer translucent."
actionText="|&Toggle Object Translucency"

[MenuChoice_AnimatedBar1]
HelpText="Alternate visuals for the bioenergy meter. Toggle has no effect during gameplay."
actionText="|&Animated Bioenergy Bar"

[MenuChoice_AnimatedBar2]
HelpText="Alternate visuals for the stamina meter. Toggle has no effect during gameplay."
actionText="|&Animated Stamina Bar"

[MenuChoice_NewGameIntro]
HelpText="If enabled, the new game intro is not loaded."
actionText="|&Skip Intro"

[MenuChoice_ExtraDetails]
HelpText="Breakable objects display hitpoints & throwable objects display mass. Not recommended for the sake of consistency."
actionText="|&Extra Object Details"

[MenuChoice_AutoSaving]
HelpText="Enable/disable level transition autosaving."
actionText="|&Toggle Autosaving"

[MenuChoice_AutoSaveSlots]
HelpText="Select how many autosave slots are cycled through."
actionText="|&Autosave Slots"

[MenuChoice_AIOptions]
actionText="Gameplay Options..."
HelpText="It is strongly recommended that you complete the game at least once before modifying these!"

[MenuChoice_CreateCustomColor]
actionText="Create Custom Color Theme"
HelpText="Create your own color theme for both the HUD & Menu. When finished, click the save button to save your custom theme."

[MenuChoice_ColorCodedAmmo]
HelpText="If set to Enabled, alternate ammo is color-coded in the toolbelt."
actionText="|&Color Coded Ammo"

[MenuChoice_DoubleClickHolster]
HelpText="If Enabled, double right click to holster items in hand. Prevents accidentally putting away items when attempting to interact with the world."
actionText="|&Double Click Holstering"

[MenuChoice_FirstPersonDeath]
HelpText="If set to Enabled, death event is in first person perspective, else third person."
actionText="|&Death Perspective"

[MenuChoice_AutomaticHolster]
HelpText="If set to Enabled, right clicking on carryable objects will automatically holster your held weapon and thus enable you to pick up the object."
actionText="|&Interaction Auto Holster"

[MenuChoice_Hitmarker]
HelpText="If Enabled, a marker appears within your crosshairs that indicates whether you damaged the enemy."
actionText="|&Hit Indicator"

[MenuChoice_Mantling]
HelpText="If Enabled, you can mantle objects within view by pressing jump (default: Space) whilst airborne."
actionText="|&Mantling"

[MenuChoice_CameraState]
HelpText="Cameras detect downed NPCs in their field of view and sound an alarm. Note: hardcore mode features this behaviour by default."
actionText="|&Advanced Security A"

[MenuChoice_CameraState2]
HelpText="All cameras behave as those encountered in Area 51: beep only once upon target aquisition, and are more durable."
actionText="|&Advanced Security B"

[MenuChoice_HardcoreAI1]
HelpText="Nearby human AI notice when a camera is beeping at you and seek in the direction it is facing. Note: hardcore mode features this behaviour by default."
actionText="|&AI Choice"

[MenuChoice_HalveAmmoCapacity]
HelpText="If set to Enabled, total ammo carrying capacity is halved for all weapons. Choose before starting a new game on any difficulty mode."
actionText="|&Halve Ammo Capacity"

[MenuChoice_HardcoreFilter]
HelpText="In hardcore mode you face enemies in greater numbers. Enable this option to have this feature in other difficulty modes."
actionText="|&Overwhelming Odds"

[MenuChoice_USP]
HelpText="You unlocked the USP.10 by completing GMDX. Enabling this option will cause it to appear in a number of locations."
actionText="|&USP.10"

[MenuChoice_LaserRifle]
HelpText="You unlocked the laser rifle by completing GMDX. Enabling this option will cause it to appear in the Hong Kong Versalife Labs."
actionText="|&Laser Rifle"

[MenuChoice_RealisticCarci]
HelpText="Corpses can only be destroyed by realistic means and do not deal throw damage with the muscle aug. Note: hardcore mode features this by default."
actionText="|&Persistent Corpses"

[MenuChoice_SkillMessage]
HelpText="If enabled, when receiving skill points you will also occasionally be notified of your total number of skill points available."
actionText="|&Skill Points Notification"

[MenuChoice_KnifeRemoval]
HelpText="If set to Enabled, you never retrieve combat knives from corpses."
actionText="|&Decline Knives"

[MenuChoice_XhairShrink]
HelpText="If set to Enabled, the dynamic crosshair scales in thickness based on current accuracy."
actionText="|&Scaling Crosshair"

[MenuScreenGMDXOptions2]
ss1="TIP: You can rebind augmentation activation keys in the 'Keyboard/Mouse' settings menu."
ss2="TIP: A sneak attack from behind grants you a damage multiplier of twelve with any weapon."
ss3="TIP: A headshot with a poison dart is an instant non-lethal takedown to any unarmoured human NPC."
ss4="TIP: Standing still for a variable period of time grants an accuracy bonus."
ss5="TIP: Some surfaces when stepped on are louder than others. Metal is the loudest."
ss6="TIP: Assign weapons to use as secondary items via the inventory. The default keybind to use secondary weapons is 'F'"
ss7="ADVANCED TIP: When hacking, press ESC immediately if detected to disconnect without consequence."
ss8="ADVANCED TIP: Variations of mouse clicking on items in the inventory acts as shortcuts. Right click to equip or use, middle mouse to drop."
ss9="ADVANCED TIP: Out of ammo? Throw your held weapon at the enemy (DEFAULT: Middle Mouse Button). Especially effective if you have the Microfibral Muscle augmentation installed."
ss10="TIP: Only drop combat knives when your inventory is full."
ss11="TIP: Double press interact (DEFAULT: Right Mouse Button) to pick up a corpse regardless of inventory limitations."
ss12="TIP: Press jump whilst airbourne to mantle onto nearby objects."
ss13="TIP: Apparel such as Hazmat and ballistic vests only degrade with sustained damage. Aim to keep one equipped at all times."
ss14="ADVANCED TIP: Next Belt Item/Prev Belt Item (DEFAULT: Mousewheel) can be used to zoom in/out when looking through scopes."
ss15="ADVANCED TIP: With two hands free, press fire (DEFAULT: Left Mouse Button) whilst looking at objects to use them where they stand."
ss16="TIP: GMDX features extensive difficulty modes that caters to newcomers, veterans and everything in between. Choose wisely."
ss17="ADVANCED TIP: CTRL + C/V applies when highlighting datavault notes. Useful to copy & paste computer passwords."
ss18="ADVANCED TIP: Leaning is better than strafing under certain circumstances as whilst leaning your aim stability is retained."
ss19="TIP: There are many ways in which you can distract the enemy."
ss20="Your Deus Ex is Augmented."

[AugmentationUpgradeCannisterOverdrive]
MustBeUsedOn="Right-Click to switch to the Augmentations Screen."
ItemName="Augmentation Override Cannister"
Description="An augmentation upgrade cannister with intricately-programmed scripts designed to override certain functionality of the 'Environmental Resistance' and 'Aqualung' augmentations. |nThis specialized upgrade cannister can be used to upgrade any augmentation by two tech levels, however using it on one of the two specified augmentations it was designed for will upgrade it from an 'Active' augmentation to 'Automatic', but will only increase its tech level by one.|n|n<UNATCO OPS FILE NOTE JR189-VIOLET> The Environmental Resistance and Aqualung augmentations share the same sub-routines. Hypothetically-speaking both would benefit from this device even if applied to one, should you happen to have both installed. -- Jaime Reyes <END NOTE>"
beltDescription="AUG OVER"

[ScopedAssaultGun]
ItemName="Custom Assault Gun"
Description="Custom 7.62x51mm assault rifle. Clearly the work of a gun nut, as it is heavily modified.|n|n+Four-Round Burst Fire Mode|n+Damage|n+Base Accuracy|n+Reload Speed|n|n-Range|n-Recoil|n-Clip Size|n-Loudness"

[AugCombatStrength]
AugmentationName="Combat Strength"
Description="Sorting rotors accelerate actin and myosin concentration in the sarcoplasmic reticulum, increasing an agent's muscle strength and thereby multiplying the damage they inflict in melee combat.|n|nTECH ONE: The power of Low-Tech attacks is increased slightly (25%).|n|nTECH TWO: The power of Low-Tech attacks is increased moderately (50%).|n|nTECH THREE: The power of Low-Tech attacks is increased significantly (75%).|n|nTECH FOUR: Low-Tech attacks are almost instantly lethal (100%)."

[AugEnergyTransfer]
AugmentationName="Energy Transference"
Description="Nanoconducters in the arms absorb energy upon sustained contact with a perished or unconscious organic lifeform.|nAs a measure to prevent unlawful killings, the augmentation's manufacturer designed it to only function if the IFF identifies the victim to be a hostile threat.|n|nTECH ONE: Stamina and bioelectrical energy are transfered from the victim to the host when the victim is killed or knocked out through physical contact (10% Stamina, 3% Bioenergy). Knocking an unaware target out will result in additional energy transference as a result of less energy expenditure (+50%).|n|nTECH TWO: Energy transference is increased moderately (20%, 6%).|n|nTECH THREE: Energy transference is increased significantly (30%, 9%).|n|nTECH FOUR: Energy transference is optimal (40%, 12%)."

[MenuChoice_StaminaSystem]
HelpText="Enable/Disable the stamina system. Disabling is not recommended for multiple reasons. Note: hardcore mode features this behaviour by default."
actionText="|&Stamina System"

[MenuChoice_AltHeadbob]
HelpText="Alternate realistic headbobbing effect. True = On. False = Original headbob. To disable headbobbing outright, see the vanilla options."
actionText="|&Realistic Headbob"

[NewCup]
ItemName="Cup"

[NewCD]
ItemName="Compact Disk"

[NewIronFile]
ItemName="Iron File"

[NewPencilPot]
ItemName="Pot"

[NewRuler]
ItemName="Ruler"

[NewPetriDish]
ItemName="Petri Dish"

[NewAshtray]
ItemName="Ashtray"

[DeusExScopeView]
msgRange="Range"
msgRangeUnits="ft"

[AugAmmoCap]
AugmentationName="Ammo Capacity"
Description="A nanofiber composite weave in the upper appendicular skeleton gives an agent expanded weight-carrying capabilities.|n|nTECH ONE: Capacity increases slightly for all ammunition types (25%)|n|nTECH TWO: Capacity increases moderately for all ammunition types (50%).|n|nTECH THREE: Capacity increases significantly for all ammunition types (75%).|n|nTECH FOUR: An agent can carry enough ammunition to supply a small army (100%)."


[GMDXTutorialCube]
StringTable(0)="Excellent.|n|nRemember doors can also be unlocked if you have the matching door key, or there may be alternate ways around."
StringTable(1)="Ladders are not the only way to surface from water. Swim up to a ledge, look up and keep moving forward to 'dolphin jump' from the water."
StringTable(2)="Turn around and press the 'Jump' key to jump from the ladder. Moving forward as you do this will increase your reach.|n|nStruggling to reach the platform? Remember that you can mantle and climb anything within reach."
StringTable(3)="ACCURACY BREAKDOWN|n|nAccuracy is negatively modified by damage to your arms, head and/or torso.|n|nAccuracy is positively modified by standing/crouching still, modifying your weapon with accessories such as a laser sight, increasing your weapon skill level from the 'Skills/Perks' menu, and more. |n|nAgents do not usually become a crack shot without extensive field experience."
StringTable(4)="SECONDARY ITEMS|n|nPick up the grenade from this table, open your inventory (default = TAB or F1), select the grenade and click the 'Assign' button, which will equip it as your secondary item. You can then use the grenade at any time by pressing the 'secondary item' key (default= F)."
StringTable(5)="WARNING|nBefore you is the final test of basic training. Now would be a good time to save your game (press 'Esc' key)."
StringTable(6)="DEFAULT WEAPON CONTROLS|n|nShoot: Left Mouse Button|nHolster: Right Mouse Button|nReload: R|nChange Weapon: Mouse Wheel|nDrop Weapon: J|nChange Ammo Type: X|nToggle Scope: Middle Mouse|nToggle Laser Sight: z|n|nAdvanced Controls: |n|nScope Zoom In/Out: Mouse Wheel (while scope is active)|nUse Secondary Weapon: F (if you have a Secondary Weapon)|nCancel Reload: Left Mouse Button (while reloading. Shotguns/crossbow only)|n|nYou can rebind keys at any time from the 'Keyboard/Mouse' menu."
StringTable(7)="ADVANCED MOVEMENT TRAINING|n|nAttention Recruits,|n|nDue to a high rate of incidents the Advanced Movement Training Course is no longer required participation. Take the key from the table and exit the course to receive your evaluation, or venture forward if you think you have what it takes. Be warned, recruits receive no comms assistance on the course.|n|n-J.Reyes"
StringTable(8)="TAKEDOWNS|n|nPerform a takedown! To do so, equip a melee weapon, sneak right up behind the hologram and aim for the midsection or the back of the head, then press 'Fire Weapon' (default = Left Mouse Button). |n|nThe Baton or Riot Prod are best suited to this task as a result of their silent and non-lethal nature, though any weapon can be used. |n|nA takedown can only be performed if the target is unaware of your presence."
StringTable(9)="DOOR INTERACTIVITY|n|nDoors that can be interacted with will display relevant information before your eyes (via your HUD augmentation): |n|nLock Complexity: complexity of the lock (if any); the number of lockpicks required to pick the lock.|nDoor Durability: a representation of door sturdiness, simplified as a 'health bar'.|nDamage Threshold: if your weapon does not deal greater damage than this number you will not be able to break the door with that weapon.|n|nSee if you can bypass all three doors."
StringTable(10)="MANTLING|n|nYou can mantle onto objects by pressing the 'Jump' key (default = SPACE BAR) whilst facing an object. |n|nTo begin, mantle up the stack of crates, and from there climb up onto the ledge."
StringTable(11)="AMMO TYPES|n|nCycle through available ammo types by pressing the 'Cycle Ammo' key (default = X).|nAmmo types offer specific advantages and disadvatages depending on the situation at hand."
StringTable(12)="This is a tougher jump. Get a run-up. If you don't quite make it, you can mantle the ledge to save yourself from falling down."
StringTable(13)="You can mantle into crawl-spaces you'd have trouble getting into otherwise.|n|nCrouch, Jump then Mantle."
StringTable(14)="Walkway bridge code: 154"
StringTable(15)="Did you suffer a nasty fall? Keep an eye on your health monitor displayed in the upper-left hand corner of your field of view. If your legs are injured, apply the medkit on the table directly to your legs via the Health Interface (navigate to the health menu through your inventory, or bind a shortcut directly to it if you wish).|n|nBeware, critically injured body parts results in great consequences."
StringTable(16)="ADVANCED INTERACTIVITY|n|nWith two hands free, you can interact with inventory items where they stand with a left click. Holster your weapon, look at the items on the table and press the left mouse button."
StringTable(17)="Cousin,|n|nI'm just leaving the perimeter to shift some zyme. If you're in trouble press the alarm panel as instructed. |nYou try to hide it, but I know you're scared. We all have our part to play. Don't worry I'll hear the alarm, that thing is LOUD."
StringTable(18)="You Mantled from a Dolphin Jump, or found a cunning alternative to get up here.|n|nThis will amount positively toward your final evaluation."
StringTable(19)="STORAGE INVENTORY LEDGER|n|nBatch#    Units         Product                          Date|n|n 0001      x4     Sokolo Nano-Lithium Battery       01/24/2052|n 0001      x7     Catering Container                  01/24/2052|n 0001      x1      Augmentation Upgrade Cannister   01/24/2052|n 0001      x3     GDI Combat Supply Crate           01/24/2052|n 0001      x2     GDI Medical Supply Crate           01/24/2052|n 0001      x1      GDI General Supply Crate           01/24/2052|n 0001      x5     Lab Materials Container             01/24/2052|n 0001      x1      Universal Damage Modification        01/24/2052"
StringTable(20)="Welcome to your first shift in the lockup, newbie.|n|nSo you're curious about the cannister. You want to hold it, examine it, and think of the possibilities. Don't worry, we've all been there and we're not going to fire you if you do the same. It's unrealistic to expect extreme curiosity to be kept at bay, and we're pretty laid back and fun here. HOWEVER, you're going to have to earn the right to touch it by proving you're not an utter dimwit: |n|nSolve the following problems. Solving the first will give you the first portion of the nano-containment container code. Solve the second problem for the second portion of the code. IF you manage to get it open be gentle with the thing. Lord knows how much it costs to manufacture.|n|n1. How many times does a broken mechanical 12-hour clock display an accurate readout over a period of two weeks? |n|n2. [(12*6)/2]-1 = Second Passcode|n|nIf you attempt to run off with the thing it's your funeral. The cameras are watching."
StringTable(21)="UNATCO MedDirectorate|nNano-Augmentation Guidelines|n|n...nano-augmentations, once 'installed,' irrevocably alter the physiological system they affect and in many cases cause all subsequent augmentations to be rejected; however, the exact number of augmentations each system can support varies. The various interdependencies between these systems can be seen in the following table that details possible nano-augmentation combinations.|n|nArms (1): Combat Speed or Microfibral Muscle|nArms (2): Combat Strength or Ammo Capacity|nLegs: Speed Enhancement or Run Silent|nSubdermal (1): Ballistic Protection (Active) or Ballistic Protection (Passive)|nSubdermal (2): Cloak or Radar Transparency|nTorso (1): Aqualung or Environmental Resistance|nTorso (2): Regeneration or Energy Resistance|nTorso (3): Synthetic Heart or Power Recirculator|nCranium: Aggressive Defense System or Spy Drone|nOptics: Targeting or Vision Enhancement|n|nSpecific nano-augmentations should be selected based on the mission profile of the particular agent..."
StringTable(22)="We've a request to send these up to level 1. Be careful with them as they are very expensive. Dropping one will likely be grounds for instant dismissal."
StringTable(23)="Dave,|n|nI understand we've all been working hard, but you can't keep ignoring your responsibilities. I know the camera doesn't beep when we're asleep, but that doesn't mean the base commander isn't going to come down here in person one day and find you asleep. If a real attack happens we don't want to be caught off guard because you weren't watching your post."

[PerkLocksport]
PerkDescription="An agent can pick any mechanical lock with a single lockpick. Additionally, any locks that are successfully picked will be added to your keyring."
