Augmentations (DXHR)

- Please don't create specific pages, only after the game is out - 

In Deus Ex: Human Revolution, Adam Jensen has several mechanical augmentations implanted in his body save his life, after he is almost killed by Jaron Namir, during the attack on Sarif Industries by the black-ops team known as the Tyrants. Unlike in previous games, nano-augmentations are not used, since the nanotechnology has not advanced to sufficient level yet. Most of the augmentations remain inactive until Jensen has mentally healed and adapted to them or an upgrade software is installed.

These augmentations are installed into slots in various parts of the body. This choice is permanent, so once the augmentation is installed, it cannot be undone in the remainder of the game.

The augmentation menu is divided between body parts: Head, Eyes, Torso, Arms, Back, Skin and Legs.

Below is a list of the augmentations and their functions:

Hacking: Capture
This augmentation allows you to hack higher level terminals and disable security devices linked to security hubs.

Activation Cost: N/A

Capture 1 (Upgrade)


 * Upgrade Requirement: Hacking: Capture Augmentation
 * Upgrade Cost: N/A
 * Use: Hack level 1 terminals
 * Activation: Automatic
 * Energy Consumption: None

Capture 2 (Upgrade)


 * Upgrade Requirement: Capture 1 Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Hack level 2 terminals
 * Activation: Automatic
 * Energy Consumption: None

Capture 3 (Upgrade)


 * Upgrade Requirement: Capture 2 Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Hack level 3 terminals
 * Activation: Automatic
 * Energy Consumption: None

Capture 4 (Upgrade)


 * Upgrade Requirement: Capture 3 Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Hack level 4 terminals
 * Activation: Automatic
 * Energy Consumption: None

Capture 5 (Upgrade)


 * Upgrade Requirement: Capture 4 Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Hack level 5 terminals
 * Activation: Automatic
 * Energy Consumption: None

Camera Domination (Upgrade)


 * Upgrade Requirement: Hacking: Capture Augmentation
 * Upgrade Cost: 1 Praxis Point
 * Use: Deactivate cameras linked to security hubs
 * Activation: Automatic
 * Energy Consumption: None

Turret Domination (Upgrade)


 * Upgrade Requirement: Camera Domination Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Disable turrets linked to security hubs or turn them against their allies
 * Activation: Automatic
 * Energy Consumption: None

Robot Domination (Upgrade)


 * Upgrade Requirement: Turret Domination Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Disable robots linked to security hubs or turn them against their allies
 * Activation: Automatic
 * Energy Consumption: None

Hacking Analyze
Gain information about nodes on a network before making a decision

Add-on Activation Cost: 2 Praxis Points

Detection Feedback (Upgrade)


 * Upgrade Requirement: Hacking Analyze Add-on Augmentation
 * Upgrade Cost: 1 Praxis Point
 * Use: Place cursor over any node to see the chances of detection

Analyze All Datastores (Upgrade)


 * Upgrade Requirement: Detection Feedback Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Place cursor over datastore to view its content.

Hacking: Fortify
Increases a node's rating to slow down trace attempts.

Add-on Activation Cost: 2 Praxis Points

Fortify 1 (Upgrade)


 * Upgrade Requirement: Hacking: Fortify Augmentation
 * Upgrade Cost: N/A
 * Use: Adds one point to a node's rating
 * Activation: Automatic
 * Energy Consumption: None

Fortify 2 (Upgrade)


 * Upgrade Requirement: Fortify 1 Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Adds two points to a node's rating
 * Activation: Automatic
 * Energy Consumption: None

Fortify 3 (Upgrade)


 * Upgrade Requirement: Fortify 2 Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Adds three points to a node's rating
 * Activation: Automatic
 * Energy Consumption: None

Hacking: Stealth
This augmentation decreases the chances of detection when capturing or fortifying nodes.

Activation Cost: 2 Praxis Points

Stealth 1 (Upgrade)


 * Upgrade Requirement: Hacking: Stealth Augmentation
 * Upgrade Cost: N/A
 * Use: Decreases chances of detection by 15%
 * Activation: Automatic
 * Energy Consumption: None

Stealth 2 (Upgrade)

Stealth 3 (Upgrade)
 * Upgrade Requirement: Stealth 1 Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Decreases chances of detection by 30%
 * Activation: Automatic
 * Energy Consumption: None


 * Upgrade Requirement: Stealth 1 Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Decreases chances of detection by 45%
 * Activation: Automatic
 * Energy Consumption: None

Wayfinder Radar System
A small radar that displays the location of nearby enemies, cameras, turrets and objectives. Unlocked after the prologue. Can be upgraded to increase the radar range.

Activation Cost: N/A

Radar 1 (Upgrade)


 * Upgrade Requirement: Wayfinder Radar System Augmentation
 * Upgrade Cost: N/A
 * Use: Track hostile targets up to a range of 25m
 * Activation: Automatic
 * Energy Consumption: None

Radar 2 (Upgrade)


 * Upgrade Requirement: Radar 1 Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Doubles the radar's range to 50m
 * Activation: Automatic
 * Energy Consumption: None

Infolink
Allows you to communicate wirelessly anywhere. Seriously, anywhere.

Activation Cost: N/A

Cochlear Implant (Upgrade)


 * Upgrade Requirement: Infolink Augmentation Upgrade
 * Upgrade Cost: N/A
 * Use: Receive communications without fearing of behing overheard
 * Activation: Automatic
 * Energy Consumption: None

Subvocal Communication Implant (Upgrade)


 * Upgrade Requrement: Infolink Augmentation
 * Upgrade Cost: N/A
 * Use: Communicate without being heard
 * Activation: Automatic
 * Energy Consumption: None

Social Enhancer
Provides its user with a direct monitor of behavior patterns and likely responses from conversational subjects. In real terms, this means the user can gain an insight into which conversational methods to employ in any situation. You can permanently ruin important conversations by saying the wrong thing, this aug gives you some inkling of what to pick. It can be upgraded with a pheromone emitting system that allows additional conversation options.

Activation Cost: 2 Praxis Points

Emotional Intelligence Enhancer (Upgrade)


 * Upgrade Requirement: Social Enhancer Augmentation
 * Upgrade Cost: N/A
 * Use: Analyze and persuade people into following a certain course of action
 * Activation: Contextual
 * Energy Consumption: None, but this upgrade will introduce a number of overlays in the upper-left corner of the screen.

Stealth Enhancer
Contains a set of upgrades used to track enemy movement: a noise monitor (displays the noise you make while moving, similar to the one used in the Soldier of Fortune series), a device that calculates the vision cones of nearby enemies and an ability to mark enemies with a "tag" viewable on the HUD.

Activation Cost: 2

Cones of Vision (Upgrade)


 * Upgrade Requirement: Stealth Enhancer Augmentation
 * Upgrade Cost: 1 Praxis Point
 * Use: Displays the enemy's cones of vision
 * Activation: Automatic
 * Energy Consumption: None

Noise Feedback (Upgrade)


 * Upgrade Requirement: Stealth Enhancer Augmentation
 * Upgrade Cost: 1 Praxis Point
 * Use: Displays the range at which the noise you produce travels
 * Activation: Automatic
 * Energy Consumption: None

Last Known Location Marker (Upgrade)


 * Upgrade Requirement: Noise Feedback Upgrade
 * Upgrade Cost: N/A
 * Use: Once detected, displays an icon at the location the enemy last saw you Activation: Automatic
 * Energy Consumption: None

Mark and Track 1.0, 2.0, 3.0 (Upgrade)


 * Upgrade Requirement: Noise Feedback Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Displays an icon over up to three targets, so they can be easily tracked.
 * Activation: From a distance, place the reticule over an opponent and hold the Interaction Button to mark him.
 * Deactivation: Aim at the tracking icon and hold the Interaction Button.

Mark and Track 2.0 (Upgrade)


 * Upgrade Requirement: Mark and Track 1.0
 * Upgrade Cost: 1 Praxis Point
 * Use: Displays an icon over up to five targets, so they can be easily tracked.
 * Activation: From a distance, place the reticule over an opponent and hold the Interaction Button to mark him.
 * Deactivation: Aim at the tracking icon and hold the Interaction Button.

Mark and Track 3.0 (Upgrade)


 * Upgrade Requirement: Mark and Track 2.0
 * Upgrade Cost: 1 Praxis Point
 * Use: Displays an icon over up to seven targets, so they can be easily tracked.
 * Activation: From a distance, place the reticule over an opponent and hold the Interaction Button to mark him.
 * Deactivation: Aim at the tracking icon and hold the Interaction Button.

Smart Vision
Allows vision through walls.

Upgrade Cost: 2 Praxis Points

Wall-Penetrating Imager (Upgrade)


 * Upgrade Requirement: Smart Vision Augmentation
 * Upgrade Cost: N/A
 * Use: Track threats through walls
 * Activation: Manual
 * Energy Consumption: Low

Retinal Prosthesis
Unlocked after the prologue. Has two independent upgrades: one protects from being blinded (i.e. by flash grenades), other one displays the time left before the guards stand down from "Alarmed" mode.

Upgrade Cost: N/A

Retinal HUD (Upgrade)


 * Upgrade Requirement: Retinal Prosthesis
 * Upgrade Cost: N/A
 * Use: Displays the HUD and augmented reality.
 * Activation: Automatic
 * Energy Consumption: None

Flash Suppressant (Upgrade)


 * Upgrade Requirement: Retinal HUD Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Protects against the effects of concussion grenades
 * Activation: Automatic
 * Energy Consumption: None

Cooldown Timer (Upgrade)


 * Upgrade Requirement: Retinal HUD Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Know exactly when enemy combatants will drop out of their alarmed state and return to a relaxed standing.
 * Activation: Automatic
 * Energy Consumption: None

Arms
There are 10 total arm augmentations available in-game, split into 2 separate augmentation trees. 8 augmentations upgrade Adam's actual cybernetic arms, which increase his overall strength and inventory capacity. While the other two upgrade the arm's stabilization which help with aiming the currently equipped firearm.

One of the upgrades will already be applied at the start of the game, which enable take-down actions on a single opponent. Another upgrade in Back Augmentations will eventually allow for taking down multiple opponents.

Cybernetic Arm Prosthesis
Activation Cost: N/A

Instant Take-Down (Upgrade)


 * Upgrade Requirement: Cybernetic Arm Prosthesis Augmentation
 * Upgrade Cost: N/A
 * Use: Take-down a single individual
 * Activation: Contextual
 * Energy Consumption: One Energy Cell

Punch Through Wall (Upgrade)


 * Upgrade Requirement: Instant Take-Down Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Blast through weakened walls
 * Activation: Contextual
 * Energy Consumption: 1 Energy Cell

Recoil Compensation 1 (Upgrade)


 * Upgrade Requirement: Punch Through Wall Upgrade, Move/Throw Heavy Objects
 * Upgrade Upgrade Cost: 1 Praxis Point
 * Use: Reduces recoil by half
 * Activation: Automatic
 * Energy Consumption: None

Recoil Compensation 2 (Upgrade)


 * Upgrade Requirement: Recoil Compensation 1
 * Upgrade Upgrade Cost: 1 Praxis Point
 * Use: Eliminates all recoil
 * Activation: Automatic
 * Energy Consumption: None

Move/Throw Heavy Objects (Upgrade)


 * Upgrade Requirement: Instant Take-Down Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Move and throw heavier objects
 * Activation: Contextual
 * Energy Consumption: Low

Carrying Capacity 1


 * Upgrade Requirement: Instant Take-Down Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Increases inventory size by two columns

Carrying Capacity 2


 * Upgrade Requirement: Carrying Capacity 1
 * Upgrade Upgrade Cost: 1 Praxis Point
 * Use: Increases inventory size by an additional two columns

Carrying Capacity 3


 * Upgrade Requirement: Carrying Capacity 2
 * Upgrade Upgrade Cost: 1 Praxis Point
 * Use: Unlocks inventory total size

Aim Stabilizer
This is designed to reduce your movement-induced aiming penalties.

Activation Cost: 2 Praxis Points

Aiming Motion Control 1 (Upgrade)


 * Upgrade Requirement: Aim Stabilizer Augmentation
 * Upgrade Cost: N/A
 * Use: Reduces reticule growth due to movement by 50%
 * Activation: Automatic Energy Consumption: None

Aiming Motion Control 2 (Upgrade)


 * Upgrade Requirement: Aiming Motion Control 1 Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Negates all movement-induced reticule growth
 * Activation: Automatic
 * Energy Consumption: None

Sentinel RX Health System
This is your standard health system that allows you to regenerate your health when you take damage. It unlocked after the prologue.

Activation Cost: N/A

Cardiovertor Defibrillator (Upgrade)


 * Upgrade Requirement: Sentinel RX Health System
 * Upgrade Cost: N/A
 * Use: Regnerates Health
 * Activation: Automatic
 * Energy Consumption: None

Angiogenesis Protein Therapy (Default Upgrade)


 * Upgrade Requirement: Sentinel RX Health System
 * Upgrade Cost: N/A
 * Use: Regenerates Health
 * Activation: Automatic
 * Energy Consumption: None

Implanted Rebreather
It gives immunity to poison gas, can be upgraded to increase sprint duration.

Chemical Resistance (Upgrade)


 * Upgrade Requirement: Implanted Rebreather Augmentation
 * Upgrade Cost: 1 Praxis Point
 * Use: Renders immune to toxic gas and gas grenades
 * Activation: Automatic
 * Energy Consumption: None

Hyper-Oxygenation 1 (Upgrade)


 * Upgrade Requirement: Implanted Rebreather
 * Upgrade Cost: 1 Praxis Point
 * Use: Sprint for an extra 2.5 seconds
 * Activation: Automatic
 * Energy Consumption: None

Hyper-Oxygenation 2 (Upgrade)


 * Upgrade Requirement: Hyper-Oxygenation 1 Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Sprint for an additional 2.5 seconds
 * Activation: Automatic
 * Energy Consumption: None

Sarif Series 8 Energy Converter
It increases the amount of energy used to power other implants and the speed at which energy regenerates. Unlocked at level 2 after the prologue. It has five capacity upgrades and three energy regen upgrades.

Base Energy Level (Upgrade)


 * Upgrade Requirement: Sarif Series 8 Energy Converter Augmentation
 * Upgrade Cost: None
 * Use: Grants two energy cells
 * Energy Consumption: None

Energy Level Upgrade 1 (Upgrade)


 * Upgrade Requirement: Base Energy Level Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Grants an extra energy cell
 * Energy Consumption: None

Energy Level Upgrade 2 (Upgrade)


 * Upgrade Requirement: Energy Level 1 Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Upgrade Use: Grants an extra energy cell
 * Energy Consumption: None

Energy Level Upgrade 3 (Upgrade)


 * Upgrade Requirement: Energy Level Upgrade 2 Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Grants an extra energy cell
 * Energy Consumption: None

Base Recharge Rate (Default Upgrade)


 * Upgrade Requirement: Sarif Series 8 Energy Converter
 * Upgrade Cost: None
 * Use: Recharges partially-depleted energy cells
 * Energy Consumption: None

Recharge Rate Upgrade 1 (Upgrade)


 * Upgrade Requirement: Base Recharge Rate
 * Upgrade Cost: 1 Praxis Point
 * Use: Speeds up energy recharge

Recharge Rate Upgrade 2 (Upgrade)


 * Upgrade Requirement: Recharge Rate Upgrade 1
 * Upgrade Cost: 1 Praxis Point
 * Use: Speeds up energy recharge

Typhoon Explosive System
An offensive augmentation that allows you to launch mini-explosives in a 360-degree arc around you with a range of 8m.

Activation Cost: 2 Praxis Points

Light Damage Variant (Upgrade)


 * Upgrade Requirement: Typhoon Explosive System Augmentation
 * Upgrade Cost: N/A
 * Use: Deals enough damage to kill all living targets. Robots get damaged, but not enough to be destroyed.
 * Activation: Manual
 * Energy Consumption: One Energy Cell

Heavy Damage Variant (Upgrade)


 * Upgrade Requirement: Light Damage Variant Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Deals enough damage to kill any enemy, including all robot types.
 * Activation: Manual
 * Energy Consumption: One Energy Cell

Icarus Landing System
A discreet augmentation surgically implanted in the user's lower back, slightly above the coccyx at the base of the vertebral column. The device has an accelerative descent sensor built in; in freefall, the unit will automatically activate the patented High-Fall Safeguard System, an EMF decelerator generating a fixed-focus electromagnetic lensing field, projected downward along the plane of the drop. This field pushes against the Earth's magnetosphere and slows the user's descent to a manageable velocity, allowing him to fall from almost any height (within reason) to a relatively soft landing. The Icarus system can be upgraded to stun nearby enemies upon landing by pressing the fire button.

Activation Cost: 2 Praxis Points

Descent Velocity Modulator (Upgrade)


 * Upgrade Requirement: Icarus Landing System
 * Upgrade Cost: N/A
 * Use: Fall from any height without fear of injury.
 * Activation: Automatic. To stun nearby targets upon landing, press the "fire" button while falling.
 * Energy Consumption: None

Quicksilver Reflex Booster
Allows you to take out two targets in close proximity to each other simultaneously with a single Takedown.

Activation Cost: 2 Praxis Points

Multiple Take-Down Upgrade


 * Upgrade Requirement: Reflex Booster Augmentation
 * Upgrade Cost: N/A
 * Use: Take-down two opponents at once.
 * Activation: Contextual Energy
 * Consumption: One Energy Cell

"Glass Shield" Cloaking System
This allows invisibility and ability to pass through laser tripwires. Invisibility lasts for three seconds per energy cell. It can be upgraded, extending the maximum cloaking time per energy cell to five seconds at level 2 and seven seconds at level 3.

Activation Cost: 2 Praxis Points

Activation: Manual

Energy Consumption: High

Base Longevity


 * Upgrade Requirement: Cloaking System Augmentation
 * Upgrade Cost: N/A
 * Use: Regulates the rate at which energy is consumed while cloaking.
 * Activation: Three seconds per Energy Cell

Longevity Upgrade 1 (Upgrade)


 * Upgrade Requirement: Base Longevity Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Reduces energy consumption by 40%
 * Activation: Five seconds per Energy Cell

Longevity Upgrade 2 (Upgrade)


 * Upgrade Requirement: Longevity Upgrade 1 Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Reduces energy consumption by 60%
 * Activation: Seven seconds per Energy Cell

Dermal Armor
Increases damage resistance.

Activation Cost: 2 Praxis Points

Damage Reduction 1 (Upgrade)


 * Upgrade Requirement: Dermal Armor Augmentation
 * Upgrade Cost: N/A
 * Use: Reduces damage by 15%
 * Activation: Automatic
 * Consumption: None

Damage Reduction 2


 * Upgrade Requirement: Damage Reduction 1 Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Reduces damage by 30%
 * Activation: Automatic
 * Consumption: None

Damage Reduction 3


 * Upgrade Requirement: Damage Reduction 2 Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Reduces damage by 45%
 * Activation: Automatic
 * Consumption: None

EMP Shielding


 * Upgrade Requirement: Damage Reduction 2 Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Prevents augmentation deactivation and energy loss from EMP grenades and electricity
 * Activation: Automatic
 * Consumption: None

Cybernetic Leg Prosthesis
This ability will allow you to sprint faster, jump higher, and run silently

Activation Cost: 2 Praxis Points

Jump Enhancement (Upgrade)


 * Upgrade Requirement: Cybernetic Leg Prosthesis Augmentation
 * Upgrade Cost: N/A
 * Use: Jump up to 3m high
 * Activation: Automatic
 * Energy Consumption: None

Sprint Enhancement (Upgrade)


 * Upgrade Requirement: Cybernetic Leg Prosthesis Augmentation
 * Upgrade Cost: 1 Praxis Point
 * Use: Sprint faster
 * Activation: Automatic
 * Energy Consumption: None

Run Silently (Upgrade)


 * Upgrade Requirement: Cybernetic Leg Prosthesis
 * Upgrade Cost: 1 Praxis Point
 * Use: Run and walk silently
 * Activation: Manual
 * Energy Consumption: Low

Sprint Silently (Upgrade)


 * Upgrade Requirement: Run Silently Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Spring without generating any audible sound
 * Activation: Manual
 * Energy Consumption: Low

Jump/Land Silently (Upgrade)


 * Upgrade Requirement: Sprint Silently Upgrade
 * Upgrade Cost: 1 Praxis Point
 * Use: Jump and land from any height in total silence
 * Activation: Manual
 * Energy Consumption: Low