Cybernetic Arm Prosthesis (DXMD)

Cybernetic Arm Prosthesis returns as an augmentation in Deus Ex: Mankind Divided. It is very similar to its earlier version, though gun recoil has been moved to another augmentation, Cybernetic Weapon Handling.

Description
The Cybernetic Arm Prosthesis replaces the user's organic limbs with enhanced-function mechanical substitutes.

''In place of muscles, these limbs utilize electro-active polymers that can be contracted using fields of electricity with a 10,000% increase in force for an unlimited time period. Initially, the augmentation allows the user to engage in impressive feats of close-quarters unarmed combat.''

As the user grows more comfortable with the arm, the range of available skills widens to include light demolitions, displacement of heavy objects, and the carrying of heavier loads.

A cybernetic arm that grants enhanced strength and expanded combat abilities, while also providing a platform for other augmentations.
 * Activation cost: N/A
 * Energy consumption: none

Punch Through Wall
Slight modifications to the Cybernetic Arm's shock buffers, sim-bone frames, and timing software allow the user to break through light or damaged walls with a powerful strike.

Additional Retinal Prosthesis upgrades also identify vulnerable substructures and project that information on the HUD.

Destroy light or damaged walls. If an enemy is behind the demolition site, and Adam has smart vision, the on-screen prompt changes. Like with a normal takedown, you're given the option to kill, or subdue, and both options cause a lot of noise (as is to be expected when you're breaking down concrete walls). A special experience bonus is awarded for combining takedowns with punch through walls. Like the stand-alone takedown, the energy expended is consumed utterly.
 * Upgrade requirement: Cybernetic Arm Prosthesis
 * Upgrade cost: 1 Praxis
 * Activation: contextual
 * Energy consumption: medium

Instant Takedown
Closed loop recording and electro-stimulation transmits 1016 channels of recording data to an onboard processor which supplements the Cybernetic Arm and enables improved agility and hand-to-hand combat prowess, allowing the user to engage individual targets in confined quarters.

Additional augmentations, including the Nanoblade wrist weapon and rotating cuffs, can be implicated in the takedown maneuvers.

Rapidly kill or incapacitate (non-lethally) individual targets in close-quarters combat. The energy cost is rather high, but the results can't be argued with. Unlike the majority of augs, takedowns consume chunks of your energy, which means there's no energy to recover, as with, say, glass shield cloaking. Note that no matter how tough, durable, or powerful your target is, a takedown will put them down. Only Victor and EXO-suits can resist, but there are ways around their pseudo-immunity.
 * Upgrade requirement: Cybernetic Arm Prosthesis
 * Upgrade cost: N/A
 * Activation: contextual
 * Energy consumption: medium

Optimized Musculature
''The user may activate a schedule of coupled, pulsed electric field exposure treatments, which augment and restore the bone marrow cell population. This grants the user the strength to briefly lift and throw very large objects.''

Lift and throw heavy objects, such as fridges, metal dumpsters, car wheels, big metal and plastic crates, and the classic: vending machines. It goes without saying that throwing heavy objects at Adam's enemies is likely to lead to injury, even death. This aug can also be used to completely block off access points for 'normals,' like Dvali gangsters, and a well-placed crate can knock a whole group of baddies down, allowing time to escape, or to deal with them as the player sees fit. But wait, there's more. Once this aug is unlocked. Adam can throw human bodies as if they were ragdolls, and drag unconscious EXO-suits out of the way, so they won't be woken up by their allies.
 * Upgrade requirement: Instant Takedown
 * Upgrade cost: 1 Praxis
 * Activation: contextual
 * Energy consumption: none

Carry Capacity: 70kg
Heat generated from electroactive polymers in the Cybernetic Arm Prosthesis enables thermal actuation of the polymers, allowing users to carry larger inventory loads.

Increase the number of objects you can physically carry in your inventory by 7x2; that is, 14 spaces, for a total of 84 spaces. This is typically enough for dedicated stealth players.
 * Upgrade requirement: Cybernetic Arm Prosthesis
 * Upgrade cost: N/A
 * Activation: automatic
 * Energy consumption: none

Carry Capacity: 90kg
''Users can transfer air pressure captured from the rapid contractions of the artificial muscle to provide further power to the arm's pneumatic actuators. This allows the user to carry even greater physical loads.''

Further increase the number of objects by another 14 spaces. A good ending point for players focused on using two or three weapons, who also wish to have access to all grenade types.
 * Upgrade requirement: Carry Capacity: 70kg
 * Upgrade cost: 1 Praxis
 * Activation: automatic
 * Energy consumption: none

Carry Capacity: 110kg
Ionic, electro-active polymers can be actuated through the diffusion of ions throughout the arm's musculature and thus provide greater dexterity and strength.

Maximize the number of objects you can physically carry in your inventory to a staggering 112 spaces. Mandatory if you want to make the most of the game's Big Gun, the sniper rifle.
 * Upgrade requirement: Carry Capacity: 90kg
 * Upgrade cost: 1 Praxis
 * Activation: automatic
 * Energy consumption: none

Trivia

 * Although Jensen can carry 110 Kg when fully upgraded, real-life weight-lifting athletes defeat Jensen. At 56 Kg class, Long Qingquan did 307 Kg while at +105 Kg class, Lasha Talakhadze did 477 Kg.