Deus Ex Augmentations Guide
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Deus Ex Augmentations Guide
by loder » August 27th, 2011, 2:05 pm

In Deus Ex: Human Revolution, players can upgrade their augmentations to enhance Adam Jenson's special abilities, such as increased defense, invisibility, toxic resistance, improve combat and many more. Players can obtain these augmentation in two ways; The first way is to obtain enough XP to level up and the second way is to find Praxis Kits throughout the game world of Deus Ex. You start off automatically with a couple of augmentations, and can upgrade when available.
Once you have your augmentations, some need to be activated in order to take effect; for example, the Cloaking System. Active augmentations draw on the player's reserved battery energy at specific rates. With a range of augmentations, some players don't know which ability to upgrade first. However, G4tv has created a helpful Deus Ex: Human Revolution augmentations guide to improve your chance of survival.
Stealth Playing
High Priority
Cloaking System
- Cloaking System - Use: Become invisible for a short period of time. Warning: people can still hear you move! Activation Cost: 2
Longevity Upgrade 1 - Use: Reduces energy consumption by 40%. Upgrade Cost: 1
Longevity Upgrade 2 - Reduces energy consumption by 60%. Upgrade Cost: 1
Stealth Enhancer
- Stealth Enhancer - Use: Displays stealth-related information: such as cones of vision, last know location and allows to mark and track targets at a distance. Activation Cost: 2
Noise Feedback - Use: Display the range at which the noise you produce travels. Upgrade Cost: 0
Cones of Vision - Use: Displays the enemy's cones of vision. Upgrade Cost: 1
Social Enhancer
- Social Enhancer - Use: Analyze people and persuade them. Activation Cost 2
Energy Converter
- Sarif Series 8 Energy Converter - Use: Grants additional energy cells and speeds up energy recovery. Activation Cost: 0
Base Recharge Rate - Use: Recharges partially-depleted energy cells. Upgrade Cost: 0
Recharge Rate Upgrade 1 - Use: Speeds up energy recharge. Upgrade Cost: 1
Recharge Rate Upgrade 2 - Use: Speeds up energy recharge. Upgrade Cost: 1
Base Energy Level - Use: Grants 2 energy cells. Upgrade Cost: 0
Energy Level Upgrade 1 - Use: Grants an extra energy cell. Upgrade Cost: 1
Energy Level Upgrade 2 - Use: Grants an extra energy cell. Upgrade Cost: 1
Low Priority:
Hacking Capture
- Hacking: Capture - Use: Hack higher level terminals and disable devices linked to security hubs. Activation Cost: 0
Capture 1 - Use: Hack Level 1 terminals. Upgrade Cost: 0
Capture 2 - Use: Hack level 2 terminals. Upgrade Cost: 1
Capture 3 - Use: Hack level 3 terminals. Upgrade Cost: 1
Capture 4 - Use: Hack level 4 terminals. Upgrade Cost: 1
Capture 5 - Use: Hack level 5 terminals. Upgrade Cost: 1
Camera Domination - Use: Deactivate cameras linked to security hubs. Upgrade Cost: 0
Turret Domination - Use: Disable turrets linked to security hubs or turn them against their allies. Upgrade Cost: 1
Robot Domination - Use: Disable robots linked to security hubs or turn them against their allies. Upgrade Cost: 1
Cyberinetic Arm Prosthesis
- Cyberinetic Arm Prosthesis - Use: Variable per upgrade. Acivation Cost: 0
Move/Throw Heavy Objects - Use: Move and throw heavier objects. Upgrade Cost: 1
Carrying Capacity 1 - Use: Increases inventory size by 2 column. Upgrade Cost 1.
Carrying Capacity 2 - Use: Increases inventory size by another 2 column.
Icarus Landing System
- Icarus Landing System - Use: Fall from any height without fear of injury. Activation Cost: 2
Cybernetic Leg Prosthesis
- Cybernetic Leg Prosthesis - Use: Variable per upgrade. Activation Cost: 2
Sprint Enhancement - Use: Sprint faster. Upgrade Cost: 1
Run Silently - Use: Run and walk silently. Upgrade Cost: 1
Sprint Silently - use: Sprint without generating any audible sound. Upgrade Cost: 1
Jump/Land Silently - Use: Jump and land any height in total silence. Upgrade Cost: 1
Combat Playthrough
High Priority:
Cyberinetic Arm Prosthesis
- Cyberinetic Arm Prosthesis - Use: Variable per upgrade. Acivation Cost: 0
Punch Through Wall - Use: Blast through weakened walls. Upgrade Cost: 1
Move/Throw Heavy Objects - Use: Move and throw heavier objects. Upgrade Cost: 1
Recoil Compensation 1 - Use: Reduces recoil by 1/2. Upgrade Cost 1
Recoil Compensation 2 - Use: Eliminates all recoil. Upgrade Cost: 1
Carrying Capacity 1 - Use: Increases inventory size by 2 column. Upgrade Cost 1.
Carrying Capacity 2 - Use: Increases inventory size by another 2 column.
Carrying Capacity 3 - Use: Unlocks the inventory's full size.
Aim Stabilizer
- Aim Stabilizer - Use: Reduces movement-induced aiming penalties. Upgrade Cost: 2
Aiming Motion Control 1 - Use: Reduces reticule growth due to movement by 50%. Upgrade Cost: 0
Aiming Motion Control 2 - Use: Negates all movement-induced reticule growth. Upgrade Cost: 1.
Typhoon Explosive System
- Typhoon Explosive System - Use: Launch mini-explosives in a 360 arc, at a range of 8m. Activation Cost: 2
Heavy Damage Variant - Use: Deals enough damage to kill any enemy, including all robot types. Upgrade Cost: 1
Dermal Armor
- Dermal Armor - Use: Protects from damage. Activation Cost: 2
Damage Reduction 2 - Use: Reduces damage by 30%. Upgrade Cost: 1
Damage Reduction 3 - Use: Reduces damage by 45%. Upgrade Cost: 1
EMP Shielding - Use: Prevents augmentation deactivation and energy loss from EMP grenades and electricity. Upgrade Cost: 1
Low Priority:
Energy Converter
- Sarif Series 8 Energy Converter - Use: Grants additional energy cells and speeds up energy recovery. Activation Cost: 0
Base Energy Level - Use: Grants 2 energy cells. Upgrade Cost: 0
Energy Level Upgrade 1 - Use: Grants an extra energy cell. Upgrade Cost: 1
Energy Level Upgrade 2 - Use: Grants an extra energy cell. Upgrade Cost: 1
Energy Level Upgrade 3 - Use: Grants an extra energy cell. Upgrade Cost: 1
Base Recharge Rate - Use: Recharges partially-depleted energy cells. Upgrade Cost: 0
Recharge Rate Upgrade 1 - Use: Speeds up energy recharge. Upgrade Cost: 1
Recharge Rate Upgrade 2 - Use: Speeds up energy recharge. Upgrade Cost: 1
Implanted Rebreather
- Implanted Rebreather - Use: Protects against harmful gases: allows to sprint for longer periods. Activation Cost: 2
Chemical Resistance - Use: Renders immune to toxic gas and gas grenades. Upgrade Cost: 0
Hyper-Oxygenation 1 - Sprint for an extra 2.5 seconds. Upgrade Cost: 1
Hyper-Oxygenation 2 - Sprint for additional 2.5 seconds. Upgrade Cost: 1
Reflex Booster
- Reflex Booster - use: Take-down multiple opponents. Activation Cost: 2
Icarus Landing System
- Icarus Landing System - Use: Fall from any height without fear of injury. Activation Cost: 2
Hacking Play
High Priority:
Hacking: Capture
- Hacking: Capture - Use: Hack higher level terminals and disable devices linked to security hubs. Activation Cost: 0
Capture 2 - Use: Hack level 2 terminals. Upgrade Cost: 1
Capture 3 - Use: Hack level 3 terminals. Upgrade Cost: 1
Capture 4 - Use: Hack level 4 terminals. Upgrade Cost: 1
Capture 5 - Use: Hack level 5 terminals. Upgrade Cost: 1
Camera Domination - Use: Deactivate cameras linked to security hubs. Upgrade Cost: 0
Turret Domination - Use: Disable turrets linked to security hubs or turn them against their allies. Upgrade cost: 1
Robot Domination - Use: Disable robots linked to security hubs or turn them against their allies. Upgrade Cost: 1
Hacking Analyze Add-On
- Hacking Analyze Add-On - Use: Gain information about nodes on a network before making a decision. Activation Cost: 1
Detection Feedback - Use: Place the cursor over any node to see the chances of detection. Upgrade Cost: 0
Analyze All Datastores - Use: Place the cursor over a datastore to view its content. Upgrade Cost: 1
Hacking: Fortify
- Hacking: Fortify - Use: When used on a node, it increases its rating in order to slow down trace attempts. Activation Cost: 1
Fortify 1 - Use: adds 1 point to a node's ration. Upgrade Cost: 0
Fortify 2 - Use: Adds 2 points to a node's rating. Upgrade Cost: 1
Fortify 3 - Use: Adds 3 points to a node's rating. Upgrade Cost: 1
Hacking Stealth
- Hacking Stealth<em> </em>- Use: Decreases the chances of detection when capturing or fortifying nodes. Activation Cost: 2
Stealth 2 - Use: Decreases chances of detection by 30%. Upgrade Cost: 1
Stealth 3 - Use: Decreases chances of detection by 45%. Upgrade Cost: 1
Low Priority:
Cyberinetic Arm Prosthesis
- Cyberinetic Arm Prosthesis - Use: Variable per upgrade. Acivation Cost: 0
Instant Take-Down - Use: Take-down a single individual. Upgrade Cost: 0
Move/Throw Heavy Objects - Use: Move and throw heavier objects. Upgrade Cost: 1
Carrying Capacity 1 - Use: Increases inventory size by 2 column. Upgrade Cost 1.
Cloaking System
- Cloaking System - Use: Become invisible for a short period of time. Warning: people can still hear you move! Activation Cost: 2
Longevity Upgrade 1 - Use: Reduces energy consumption by 40%. Upgrade Cost: 1
Stealth Enhancer
- Stealth Enhancer - Use: Displays stealth-related information: such as cones of vision, last known location and allows you to mark and track targets at a distance. Activation Cost: 2
Noise Feedback - Use: Display the range at which the noise you produce travels. Upgrade Cost: 0
Cones of Vision - Use: Displays the enemy's cones of vision. Upgrade Cost: 1
Cranuum Augmentations
Radar System
- Radar System - Use: track enemy combatants, security cameras, turrets and robots via an on-screen radar. Activation Cost: 0
Radar 1 - Use Track hostile targets up to a range of 25m.Targets must be visually acquired before they can be displayed. Upgrade Cost 0
- InfoLink - Use: Communicate wirelessly anywhere. Activation Cost: 0
Hacking Capture
- Hacking: Capture - Use: Hack higher level terminals and disable devices linked to security hubs. Activation Cost: 0
Torso Augmentations
Torso Augmentations
- Sentinel RX Health System - Use: Regenerates health. Activation Cost: 0
Cardiovertor Defibrillator - Use: Regenerates health. Upgrade Cost: 0
Angiogenesis Protein Therapy - Use: Regenerates health. Upgrade Cost: 0
Sarif Series 8 Energy Converter
- Sarif Series 8 Energy Converter - Use: Grants additional energy cells and speeds up energy recovery. Activation Cost: 0
Base Energy Level - Use: Grants 2 energy cells. Upgrade Cost: 0
Base Recharge Rate - Use: Recharges partially-depleted energy cells. Upgrade Cost: 0
Arm Augmentations
- Cyberinetic Arm Prosthesis - Use: Variable per upgrade. Acivation Cost: 0
Eye Augmentations
- Retinal Prosthesis - Use: Main function is to display the HUD. Other possible upgrades are: a cooldown timer and a flash suppressant. Activation Cost: 0
Retinal HUD - Use: Displays the HUD and augmented reality. Upgrade Cost: 0
Back Augmentations
None
Skin Augmentations
None
Leg Augmentations
None
We are only temporary custodians of the particles which made us - Stephen Hawking

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Re: Deus Ex Augmentations Guide
by Martian » August 27th, 2011, 2:35 pm
Thanks for posting this!
Ive just started playing, so far i have activated my social enhancer, upgraded my hacking capture to level 2, nothing else yet.
This is a really good game! I love the variety of ways to get through an area, the graphics are impressive, the enhancements list is quite extensive which i like!
Im very pleased i bought the game
Ive just started playing, so far i have activated my social enhancer, upgraded my hacking capture to level 2, nothing else yet.
This is a really good game! I love the variety of ways to get through an area, the graphics are impressive, the enhancements list is quite extensive which i like!
Im very pleased i bought the game

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Deus Ex Human Revolution Augmentations Guide
by Martian » August 31st, 2011, 1:22 pm

In the world of "Deus Ex: Human Revolution," the augmentations make the man. And in this case, the man is Adam Jensen, the head of security for Sarif Industries. After a particuarly nasty terrorist attack, Jensen is forced to become augmented to save his life. He's none too thrilled, but you should be, as augmentations give you all sorts of awesome powers as you play through the game.
Admittedly some of the augmentations are more useful than others, and having spent a considerable time with the game, we thought it proper to give you the rundown on all of the augmentations in "Deus Ex: Human Revolution," letting you know which ones are mandatory, which ones are fun and which ones are best left to the non-cybernetic squares.
A quick note about how you unlock new augmentations in the game. Completing objectives will earn Jensen experience points and eventually level him up. Every time he reaches a new level, he'll earn a Praxis point. These are basically skill points which you can use to unlock new augmentations. You can also earn Praxis points as items hidden in the world, and you can purchase them for a hefty sum at a nearby med clinic.
CRANIUM AUGMENTATIONS PART 1
All of the cranium augmentations focus on brain-related activities. Who needs college when you have nanites? Hacking, charisma and general situation awareness are the focus here.
SOCIAL ENHANCER
Analyze people and persuade them.
Emotional Intelligence Enhancer (Cost: 2 Praxis Points)
When speaking to people, having this aug unlocks a minigame which basically indicates the personality of the subject and what kind of things they respond to. For example, do they react better to aggression or passive reasoning? If you like to talk your way out of a problem, this is the aug for you.
WAYFINDER RADAR SYSTEM
Track enemy combatants, security cameras, turrets and robots via an on-screen radar.
RADAR 1 (Cost: Unlocked at start)
Visual radar in the lower-left screen which shows enemy targets and security. At the first level, it has a range of 25 meters.
RADAR 2 (Cost: 1 Praxis Point)
Works the same as RADAR 1, but your scan range is doubled to 50 meters.
INFOLINK
Communicate wirelessly anywhere.
Cochlear Implant (Cost: Unlocked at start)
You can receive communications directly to your brain, so you don't have to worry about being overheard.
Subvocal Communication Implant (Cost: Unlocked at start)
You can communicate with contacts wirelessly without making a sound.
STEALTH ENHANCER
Displays stealth-related information, such as cones of vision, last known location, and allows to mark and track targets at a distance.
Noise Feedback (Cost: 2 Praxis points)
Displays the amount of noise you're making on your radar. If you're the sneaky type, this is somewhat helpful, but you're better off just crouching when you want to be sneaking, which ensures you're making the least amount of noise possible.
Last Known Location Marker (Cost: 1 Praxis point - Requires Noise Feedback)
If you're detected and then manage to escape line-of-sight, this will place an icon showing you where your enemies last saw you. Handy, as it shows you where your enemies are likely heading, allowing you to slip by in the confusion.
Cones of Vision (Cost: 1 Praxis point - Requires Noise Feedback)
Lets you see the cones of vision for enemies on your RADAR. Think "Metal Gear Solid." This also works for cameras. It's a decent aug, especially since it let's you see when an enemy is coming towards you but is still outside your RADAR range. Far from mandatory, though.
Mark and Track 1.0 (Cost: 1 Praxis point - Requires Noise Feedback)
This allows you to place an icon over the head of up to three targets, thus letting you track their movements through walls. Similar to the marking system in "Splinter Cell: Conviction." This skill has two more levels (each for a Praxis point), letting you mark 5 and then 7 targets at once.
CRANIUM AUGMENTATIONS PART 2
Part 2 of this section focuses solely on hacking augmentations.
HACKING: CAPTURE
Hack higher level terminals and disable security devices linked to security hubs.
CAPTURE 1 - 5 (Cost: Level 1 unlocked from start, subsequent levels cost 1 Praxis point)
Lets you hack terminals at that level. This is one of the most important skills in the game, as there are tons of terminals scattered throughout "Human Revolution," and many of them contain valuable information and allow you to access hidden areas. If you don't have the terminal's level of clearance or higher, the only thing that'll get you into that terminal is the correct password, which is sometimes hidden in the vicinity.
CAMERA DOMINATION
(Cost: Unlocked from start)Lets you deactivate cameras linked to security hubs. If you don't have a high enough Capture aug, though, you won't be able to even access the hub, so it's important to keep that skill up to date.
ROBOT DOMINATION
(Cost: 1 Praxis point)Lets you deactivate enemy robots through a security hub or take direct control over them, turning them against their allies. Great for clearing a room.
HACKING ANALYZE ADD-ON
Gain information about nodes on a network before making a decision.
DETECTION FEEDBACK
(Cost: 1 Praxis point)The hacking minigame has you scanning files as you attempt to find the data you're looking for. As you scan each file, there's a chance of detection. With this aug, you can see what those chances are before you start scanning.
ANALYZE ALL DATASTORES
(Cost: 1 Praxis point)In addition to the normal files in the hacking minigame, there are also datastores. These can net you random goodies like cash, but going after them increases your risk of detection. With this aug, you can see what the datastore contains before you go chasing after it.
HACKING: FORTIFY
Increases a node's rating to slow down trace attempts.
FORTIFY 1 - 3
(Cost: Level 1 Unlocked from start, 1 Praxis point per level above)When detected during the hacking minigame, it doesn't mean you instantly fail. A timer will start to count down as the security teams attempt to trace your signal. Leveling up this aug will give you more time to complete the hack once that timer has started.
HACKING STEALTH ADD-ON
Decreases the chances of detection when capturing or fortifying nodes.
STEALTH 1 - 3
(Cost: 2 Praxis points for level 1, 1 Praxis point for level 2 and 3)Each level of the Hacking Stealth aug decreases your chance of detection by 15%, up to 45%. At higher level terminals, this could mean the difference between success and disaster.
TORSO AUGMENTATIONS
As you might guess, these augmentations have a lot to do with survivability in the field. It's also home to one of the most effective area attacks in the game.
SENTINEL RX HEALTH SYSTEM
(Cost: Unlocked from the start.)Regenerates health.
SARIF SERIES 8 ENERGY CONVERTER
Grants additional energy cells and speeds up energy recovery.
ENERGY LEVEL UPGRADE 1 - 4
(Cost: Level 1 unlocked from start, additional levels cost 1 Praxis point)
Energy is required to use many of your special abilities and augmentations. At the start of the game, you'll have two energy cells, but you can invest in this aug to have up to five. Important to note that only the first energy cell will regenerate automatically. In order to refill all of your energy cells, you need to consume an energy item such as a power bar. Personally I found that spending points here was a bit of a waste, as I was able to get by with just the initial two cells.
BASE RECHARGE RATE 1 - 3
(Cost: Level 1 unlocked from start, additional levels cost 1 Praxis point)
Your first energy cell will recharge automatically. Spending more points in this aug makes that first cell recharge even faster. You can also recharge cells that have only been partially depleted. At the base level, a cell will recharge in about 25 seconds. At max level, it's about half that. Extremely useful if you're a heavy aug user.
IMPLANTED REBREATHER
Protects against harmful gases; allows to sprint for longer periods.
CHEMICAL RESISTANCE
(Cost: 2 Praxis points)You become immune to toxic gas and gas grenades. This isn't really valuable until later on in the game, so feel free to hold off for the first 10 hours.
HYPER-OXYGENATION 1 - 2
(Cost: 1 Praxis point for each level - Requires Chemical Resistance)Lets you sprint for an extra 2.5 seconds at level 1, 5 seconds at level 2. Again, there are plenty more valuable augs, so you're fine skipping these at the start.
TYPHOON EXPLOSIVE SYSTEM
Launch mini-explosions in a 360 degree arc, at a range of 8m.
Light Damage Variant (Cost: 2 Praxis points)
When activated (costs 1 energy cell), will kill any living targets within eight meters. Robots will be damaged, but not destroyed. If you are the full-on assault type, this is an interesting option. Just make sure you have plenty of energy to spare and a good exit strategy.
Heavy Damage Variant (Cost: 1 Praxis point - Requires Light Damage Variant)
Exactly like the Light Damage Variant, but this will also destroy all robots within 8 meters as well as living targets.
ARM AUGMENTATIONS
These augmentations will improve your aim with handheld weapons and affect your overall strength.
CYBERNETIC ARM PROSTHESIS
You have robot arms! Hooray!
INSTANT TAKE-DOWN
(Cost: Unlocked from start)When within melee range of an enemy, you can perform a lethal or non-lethal take-down, either knocking them unconscious or killing them. This costs one energy cell, so unless you have a full meter, you won't be able to perform take-downs on an entire room of bad guys.
MOVE/THROW HEAVY OBJECTS
(Cost: 1 Praxis point)As advertised. This is actually a surprisingly useful aug for stealth classes, as there are plenty of shortcuts which are often blocked by heavy objects like dumpsters. For non-stealth classes, being able to hurl heavy objects as enemies is lots of fun.
PUNCH THROUGH WALL
(Cost: 1 Praxis point)From time to time you'll come across weakened walls in the map. With this aug you can blast through them, creating a shortcut for yourself while taking out any unlucky foes who happen to be standing on the other side. Costs 1 energy cell.
RECOIL COMPENSATION 1 - 2
(Cost: 1 Praxis point per level - Requires Move/Throw Heavy Objects or Punch Through Wall)The weapons in "Deus Ex: Human Revolution" have recoil when fired. At level one of this aug, that recoil will be reduced by 50%. At level 2, all recoil is eliminated.
CARRYING CAPACITY 1 - 3
(Cost: 1 Praxis point per level)The inventory system in "DXHR" is identical to the one in the original "Deus Ex," which means you've got a limited number of inventory slots to work with. Putting points here will increase the amount of stuff you can carry with you. Handy, but not mandatory early on, since you should really just be focusing on two or three guns in most encounters.
AIM STABILIZER
Reduces movement-induced aiming penalties.
Aiming Motion Control 1 - 2
(Cost: 2 Praxis points for first level, 1 for second level)
This aug limits the amount of bloom you'll see in your aiming reticule when you're moving around. At level 1, the bloom is reduced by 50%. At level 2, you'll see no bloom when moving. Great for folks who like to run and gun.
EYE AUGMENTATIONS
These augmentations will help you to see your world a bit better.
SMART VISION
See through walls.
WALL-PENETRATING IMAGER
(Cost: 2 Praxis points)This lets you see the outlines of living and non-living threats, even through walls and ceilings. A likely candidate for one of the most useful augmentations in the game, as once you unlock it, you'll constantly use it to get the lay of the land. It also has relatively low power usage when activated, so you don't need to constantly worry about running out of juice.
RETINAL PROSTHESIS
Main function is to display the HUD. Other possible upgrades are: a cooldown timer and a flash suppressant.
COOLDOWN TIMER
(Cost: 1 Praxis point)After being spotted, enemies will switch to Alert mode for a certain amount of time. With this upgrade, you'll know exactly when those enemies will go back to their normal, passive mode.
FLASH SUPPRESSANT
(Cost: 1 Praxis point)Some enemies will attempt to use flash and concussion grenades against you. With this upgrade, they'll have no effect.
BACK AUGMENTATIONS
REFLEX BOOSTER
Unlocks the ability to take down two targets at once.
MULTIPLE TAKE-DOWN
(Cost: 2 Praxis points)If two targets are standing next to each other and you have this aug, you'll be able to take them both out at the same time with a melee attack. Even though you're taking down two enemies, this still only uses one energy cell. Pretty useful in certain situations.
ICARUS LANDING SYSTEM
Fall from any height without fear of injury.
DESCENT VELOCITY MODULATOR
(Cost: 2 Praxis points)In addition to being able to fall off a building without taking damage, you can also activate a ground pound which will stun nearby enemies, opening them up to a devastating area attack like the Typhoon.
SKIN AUGMENTATIONS
In addition to providing protection from attacks, these augs can also make invisible to the naked eye.
DERMAL ARMOR
Protects from damage.
DAMAGE REDUCTION 1 - 3
(Cost: 2 Praxis points for level 1, 1 point for each additional level)
At the first level, this aug decreases the damage you take by 15%. Each level increases that by an additional 15%, up to 45%.
EMP SHIELDING
(Cost: 1 Praxis point - Requires Damage Reduction 2)
Without this aug, being hit by an EMP grenade or walking through electricity will cause your energy to drain rapidly. This aug blocks that effect, leaving you free to party in that pool of sparking water.
CLOAKING SYSTEM
Become invisible for a short period of time. Warning: people can still hear you move.
CLOAKING LONGEVITY 1 - 3 (Cost: 2 Praxis points for first level, 1 point for each additional level)
Pretty straight-foward...you become invisible to the naked eye. Sounds like a dream come true, but the hook is that the energy usage on this power is through the roof. At level 1, you'll burn through an energy cell in 3 seconds. However, as you level this aug up, it'll use considerably less energy. At level 2 you get 5 seconds per cell, and at level 3 you get 7 seconds. This aug, combined with the energy recharge aug, makes a great combo for those looking to get through missions without being seen (which grants a huge experience boost).
LEG AUGMENTATIONS
As you'd imagine,these augmentations will improve your movement abilities.
CYBERNETIC LEG PROSTHESIS
You've got robot legs! Hooray!
JUMP ENHANCEMENT
(Cost: 2 Praxis points)
This aug lets you jump up to 9 feet high. Another good option for those who don't like to be spotted, as you can access hidden passageways this way.
SPRINT ENHANCEMENT
(Cost: 1 Praxis point - Requires Jump Enhancement)Lets you sprint faster, in case you're really in a hurry.
RUN SILENTLY
(Cost: 1 Praxis point - Requires Jump Enhancement)When running normally, you'll make noise. The cheap way to prevent this is to simply move while crouched. This, of course, limits your speed drastically. If you're looking to move around quickly AND silently, take note of this aug. Worth noting that the Run Silently aug does use energy when activated, so you can't just buy it and forget to sneak. Personally I found crouching to be the better option.
SPRINT SILENTLY
(Cost: 1 Praxis point - Requires Run Silently)Even though Run Silently does make you super quiet when running, you'll still make noise when sprinting. But not with this upgrade.
JUMP/LAND SILENTLY
(Cost: 1 Praxis point - Requires Run Silently and Sprint Silently)If you're looking for completely silent movement, you'll need this final upgrade, which makes any of your hard landings as quiet as a mouse fart.

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