Deus Ex: Human Revolution/Augmentations

When Adam Jensen was hospitalized after an attack on Sarif Industries, it was necessary to heavily augment his destroyed body to save his life. Due to the extent of his injuries, it was unknown which portions of his body would need special stimulation to assist in his recuperation, so every part of his body was fitted with augmentation upgrade capabilities. Now that Jensen has made a full recovery, he can upgrade his different body parts at will, extending the utility of existing functions and giving him new augmented powers.

Augmentation upgrading is performed by spending Praxis points, which can be gained through the accumulation of experience points or by finding them throughout the game. Praxis points can be found in the game world like other items or they can be given to you by people as a reward for performing certain tasks. Additionally, a Praxis point will be added to your inventory automatically after every 5,000 experience points you earn.

You can spend Praxis points in the Augmentations tab of the menu. Augmentations are split up into sections by body part, and each augmentation can be a single upgrade or a tree of upgrades. For trees, you must purchase the upgrades in order to unlock the next level.

Social Enhancer
digraph social_enhancer { graph [nodesep=.2, ranksep=.2]; node [shape=box, color=darkgoldenrod, fontcolor=gold, style=filled, fillcolor=dimgray, fixedsize=true, fontsize=8, width=1]; edge [arrowsize=.5, color=darkgoldenrod]; "Social\nEnhancer" -> "Emotional\nIntelligence\nEnhancer"; } The Social Enhancer, or CASIE aug, displays emotional analysis data during conversations and allows you to release pheromones to influence people. During certain conversations where you can choose your dialog, you will see a persuasion meter, personality type meter and emotional makeup synopsis. As you select dialog choices, the dotted line running across the persuasion meter will rise or fall indicating your success in achieving a beneficial outcome. The personality type meter will flash one to three bars under Alpha, Beta or Omega depending on the person's mood and personality and these indicators can help you choose the right dialog choices. Whichever trait flashes last, choose the dialog option in the corresponding direction, with Alpha being the left choice, Beta the middle choice and Omega being the right choice. If you persuasion level is high enough, you will be prompted during the conversation to release your pheromones and choose a dialog option. As before, choose the option that corresponds with the last trait to flash. In the personality synopsis, you can read what is motivating the person and use this information to inform your dialog choices.
 * Activation cost: 2 Praxis
 * Energy: Passive

Radar System
digraph radar_system { graph [nodesep=.2, ranksep=.2]; node [shape=box, color=darkgoldenrod, fontcolor=gold, style=filled, fillcolor=dimgray, fixedsize=true, fontsize=8, width=1]; edge [arrowsize=.5, color=darkgoldenrod]; "Radar\nSystem" -> "Radar 1" -> "Radar 2"; } Your radar will show people, bots, turrets and cameras displayed in relation to your position. Initially it has a range of 25 meters and you must spot each element before they will be added to the HUD. With the upgrade, the distance expands to 50 meters and elements are added to your display automatically.
 * Activation cost: None (starting aug)
 * Energy: Passive

Infolink
digraph infolink { graph [nodesep=.2, ranksep=.2]; node [shape=box, color=darkgoldenrod, fontcolor=gold, style=filled, fillcolor=dimgray, fixedsize=true, fontsize=8, width=1]; edge [arrowsize=.5, color=darkgoldenrod]; "Infolink" -> "Cochlear\nImplant"; "Infolink" -> "Subvocal\nCommunication\nImplant"; } The Infolink is a standard communication device that allows anyone who knows your frequency to contact you via radio signal. This is the normal way Sarif personnel keep in contact and update you with objectives. However, others you come in contact with throughout the game will also use the Infolink to talk to you and add objective markers to your HUD.
 * Activation cost: None (starting aug)
 * Energy: Passive

Stealth Enhancer
digraph stealth_enhancer { graph [nodesep=.2, ranksep=.2, outputorder=edgesfirst]; node [shape=box, color=darkgoldenrod, fontcolor=gold, style=filled, fillcolor=dimgray, fixedsize=true, fontsize=8, width=1]; edge [arrowsize=.5, color=darkgoldenrod]; invisible [label="", style=plaintext, color=white]; "Stealth\nEnhancer" -> "Noise\nFeedback" -> "Last Known\nLocation\nMarker"; invisible -> "Noise\nFeedback" [dir=back, color=white]; "Cones of\nVision" -> "Noise\nFeedback" [dir=back]; invisible -> "Cones of\nVision" [color=white]; "Noise\nFeedback" -> "Mark &\nTrack 1.0"; "Mark &\nTrack 1.0" -> "Mark &\nTrack 2.0" -> "Mark &\nTrack 3.0"; {rank=same; invisible "Noise\nFeedback" "Mark &\nTrack 1.0"} {rank=same; "Cones of\nVision" "Last Known\nLocation\nMarker" "Mark &\nTrack 2.0"} }
 * Activation cost: 2 Praxis
 * Energy: Passive

Hacking: Capture
digraph hacking_capture { graph [nodesep=.2, ranksep=.2, outputorder=edgesfirst]; node [shape=box, color=darkgoldenrod, fontcolor=gold, style=filled, fillcolor=dimgray, fixedsize=true, fontsize=8, width=1]; edge [arrowsize=.5, color=darkgoldenrod]; invisible [label="", style=plaintext, color=white]; "Hacking:\nCapture" -> invisible -> "Robot\nDomination" [color=white]; "Hacking:\nCapture" -> "Capture 1"; "Hacking:\nCapture" -> "Camera\nDomination"; "Capture 1" -> invisible [color=white]; invisible -> "Camera\nDomination" [color=white]; "Capture 1" -> "Capture 2" -> "Capture 3" -> "Capture 4" -> "Capture 5"; "Camera\nDomination" -> "Turret\nDomination"; "Robot\nDomination" -> "Turret\nDomination" [dir=back]; {rank=same; "Capture 1" invisible "Camera\nDomination"}; {rank=same; "Capture 2" "Robot\nDomination" "Turret\nDomination"}; {rank=same; "Capture 3" "Capture 4" "Capture 5"}; }
 * Activation cost: None (starting aug)
 * Energy: Passive

Hacking Analyze Add-On
digraph hacking_analyze { graph [nodesep=.2, ranksep=.2]; node [shape=box, color=darkgoldenrod, fontcolor=gold, style=filled, fillcolor=dimgray, fixedsize=true, fontsize=8, width=1]; edge [arrowsize=.5, color=darkgoldenrod]; "Hacking\nAnalyze\nAdd-On" -> "Detection\nFeedback" -> "Analyze All\nDatastores"; }
 * Activation cost: 1 Praxis
 * Energy: Passive

Hacking: Fortify
digraph hacking_fortify { graph [nodesep=.2, ranksep=.2]; node [shape=box, color=darkgoldenrod, fontcolor=gold, style=filled, fillcolor=dimgray, fixedsize=true, fontsize=8, width=1]; edge [arrowsize=.5, color=darkgoldenrod]; "Hacking:\nFortify" -> "Fortify 1" -> "Fortify 2" -> "Fortify 3"; }
 * Activation cost: None (starting aug)
 * Energy: Passive

Hacking: Stealth
digraph hacking_stealth { graph [nodesep=.2, ranksep=.2]; node [shape=box, color=darkgoldenrod, fontcolor=gold, style=filled, fillcolor=dimgray, fixedsize=true, fontsize=8, width=1]; edge [arrowsize=.5, color=darkgoldenrod]; "Hacking:\nStealth" -> "Stealth 1" -> "Stealth 2" -> "Stealth 3"; }
 * Activation cost: 1 Praxis
 * Energy: Passive

Sentinel RX Health System
digraph sentinel_rx_health_system { graph [nodesep=.2, ranksep=.2]; node [shape=box, color=darkgoldenrod, fontcolor=gold, style=filled, fillcolor=dimgray, fixedsize=true, fontsize=8, width=1]; edge [arrowsize=.5, color=darkgoldenrod]; "Sentinel RX\nHealth\nSystem" -> "Cardiovertor\nDefibrillator"; "Sentinel RX\nHealth\nSystem" -> "Angiogenesis\nProtein\nTherapy"; }
 * Activation cost: None (starting aug)
 * Energy: Passive

Sarif Series 8 Energy Converter
digraph series_8_energy_converter { graph [nodesep=.2, ranksep=.2, outputorder=edgesfirst]; node [shape=box, color=darkgoldenrod, fontcolor=gold, style=filled, fillcolor=dimgray, fixedsize=true, fontsize=8, width=1]; edge [arrowsize=.5, color=darkgoldenrod]; invisible [label="", style=plaintext, color=white]; "Series 8\nEnergy\nConverter" -> invisible [color=white]; "Series 8\nEnergy\nConverter" -> "Base Energy\nLevel"; "Series 8\nEnergy\nConverter" -> "Base\nRecharge\nRate"; "Base Energy\nLevel" -> invisible [color=white]; invisible -> "Base\nRecharge\nRate" [color=white]; "Base Energy\nLevel" -> "Energy\nLevel\nUpgrade 1" -> "Energy\nLevel\nUpgrade 2" -> "Energy\nLevel\nUpgrade 3"; "Base\nRecharge\nRate" -> "Recharge\nRate\nUpgrade 1" -> "Recharge\nRate\nUpgrade 2"; {rank=same; "Base Energy\nLevel" invisible "Base\nRecharge\nRate"}; {rank=same; "Energy\nLevel\nUpgrade 2" "Energy\nLevel\nUpgrade 3" "Recharge\nRate\nUpgrade 2"}; }
 * Activation cost: None (starting aug)
 * Energy: Passive

Implanted Rebreather
digraph implanted_rebreather { graph [nodesep=.2, ranksep=.2]; node [shape=box, color=darkgoldenrod, fontcolor=gold, style=filled, fillcolor=dimgray, fixedsize=true, fontsize=8, width=1]; edge [arrowsize=.5, color=darkgoldenrod]; "Implanted\nRebreather" -> "Chemical\nResistance" -> "Hyper-\nOxygenation 1" -> "Hyper-\nOxygenation 2"; }
 * Activation cost: 2 Praxis
 * Energy: Passive

Typhoon Explosive System
digraph typhoon { graph [nodesep=.2, ranksep=.2]; node [shape=box, color=darkgoldenrod, fontcolor=gold, style=filled, fillcolor=dimgray, fixedsize=true, fontsize=8, width=1]; edge [arrowsize=.5, color=darkgoldenrod]; "Typhoon\nExplosive\nSystem" -> "Light\nDamage\nVariant" -> "Heavy\nDamage\nVariant"; }
 * Activation cost: 2 Praxis
 * Energy: 1 Energy Cell

Cybernetic Arm Prosthesis
digraph cybernetic_arm_prosthesis { graph [nodesep=.2, ranksep=.2]; node [shape=box, color=darkgoldenrod, fontcolor=gold, style=filled, fillcolor=dimgray, fixedsize=true, fontsize=8, width=1]; edge [arrowsize=.5, color=darkgoldenrod]; "Cybernetic Arm\nProsthesis" -> "Instant\nTake-Down" -> "Move/Throw\nHeavy\nObjects"; "Punch\nThrough\nWall" -> "Instant\nTake-Down" [dir=back]; "Instant\nTake-Down" -> "Carrying\nCapacity 1"; "Punch\nThrough\nWall" -> "Recoil\nCompensation 1" -> "Recoil\nCompensation 2"; "Recoil\nCompensation 1" -> "Move/Throw\nHeavy\nObjects" [dir=back]; "Carrying\nCapacity 1" -> "Carrying\nCapacity 2" -> "Carrying\nCapacity 3"; {rank=same; "Instant\nTake-Down" "Punch\nThrough\nWall" "Carrying\nCapacity 1"} {rank=same; "Recoil\nCompensation 1" "Move/Throw\nHeavy\nObjects" "Carrying\nCapacity 2"} }
 * Activation cost: None (starting aug)
 * Energy
 * Punch Through Wall: 1 Energy Cell
 * Instant Take-Down: 1 Energy Cell
 * Move/Throw Heavy Objects: Low

Aim Stabilizer
digraph aim_stabilizer { graph [nodesep=.2, ranksep=.2]; node [shape=box, color=darkgoldenrod, fontcolor=gold, style=filled, fillcolor=dimgray, fixedsize=true, fontsize=8, width=1]; edge [arrowsize=.5, color=darkgoldenrod]; "Aim Stabilizer" -> "Aiming Motion\nControl 1" -> "Aiming Motion\nControl 2"; }
 * Activation cost: 2 Praxis
 * Energy: 1 Energy Cell

Smart Vision
digraph smart_vision { graph [nodesep=.2, ranksep=.2]; node [shape=box, color=darkgoldenrod, fontcolor=gold, style=filled, fillcolor=dimgray, fixedsize=true, fontsize=8, width=1]; edge [arrowsize=.5, color=darkgoldenrod]; "Smart Vision" -> "Wall-Penetrating\nImager"; }
 * Activation cost: 2 Praxis
 * Energy: Low

Retinal Prosthesis
digraph retinal_prosthesis { graph [nodesep=.2, ranksep=.2]; node [shape=box, color=darkgoldenrod, fontcolor=gold, style=filled, fillcolor=dimgray, fixedsize=true, fontsize=8, width=1]; edge [arrowsize=.5, color=darkgoldenrod]; "Retinal\nProsthesis" -> "Retinal HUD" -> "Flash\nSuppressant"; "Retinal HUD" -> "Cooldown\nTimer"; {rank=same; "Retinal HUD" "Cooldown\nTimer"} }
 * Activation cost: None (starting aug)
 * Energy: Low

Reflex Booster
digraph reflex_booster { graph [nodesep=.2, ranksep=.2]; node [shape=box, color=darkgoldenrod, fontcolor=gold, style=filled, fillcolor=dimgray, fixedsize=true, fontsize=8, width=1]; edge [arrowsize=.5, color=darkgoldenrod]; "Reflex Booster" -> "Multiple\nTake-Down"; }
 * Activation cost: 2 Praxis
 * Energy: 1 Energy Cell

Icarus Landing System
digraph icarus { graph [nodesep=.2, ranksep=.2]; node [shape=box, color=darkgoldenrod, fontcolor=gold, style=filled, fillcolor=dimgray, fixedsize=true, fontsize=8, width=1]; edge [arrowsize=.5, color=darkgoldenrod]; "Icarus Landing\nSystem" -> "Descent\nVelocity\nModulator"; }
 * Activation cost: 2 Praxis
 * Energy: Passive

Dermal Armor
digraph dermal_armor { graph [nodesep=.2, ranksep=.2, outputorder=edgesfirst]; node [shape=box, color=darkgoldenrod, fontcolor=gold, style=filled, fillcolor=dimgray, fixedsize=true, fontsize=8, width=1]; edge [arrowsize=.5, color=darkgoldenrod]; invisible [label="", style=plaintext, color=white]; "Dermal Armor" -> invisible [color=white]; "Dermal Armor" -> "Damage\nReduction 1" -> "Damage\nReduction 2" -> "Damage\nReduction 3"; invisible -> "EMP Shielding" [color=white]; "Damage\nReduction 2" -> "EMP Shielding"; {rank=same; "Damage\nReduction 1" invisible}; {rank=same; "Damage\nReduction 2" "EMP Shielding"}; }
 * Activation cost: 2 Praxis
 * Energy: Passive

Cloaking System
digraph cloaking_system { graph [nodesep=.2, ranksep=.2]; node [shape=box, color=darkgoldenrod, fontcolor=gold, style=filled, fillcolor=dimgray, fixedsize=true, fontsize=8, width=1]; edge [arrowsize=.5, color=darkgoldenrod]; "Cloaking\nSystem" -> "Base\nLongevity" -> "Longevity\nUpgrade 1" -> "Longevity\nUpgrade 2"; }
 * Activation cost: 2 Praxis
 * Energy: High

Cybernetic Leg Prosthesis
digraph cybernetic_leg_prosthesis { graph [nodesep=.2, ranksep=.2, outputorder=edgesfirst]; node [shape=box, color=darkgoldenrod, fontcolor=gold, style=filled, fillcolor=dimgray, fixedsize=true, fontsize=8, width=1]; edge [arrowsize=.5, color=darkgoldenrod]; "Cybernetic Leg\nProsthesis" -> "Run Silently" -> "Sprint Silently" -> "Jump/Land\nSilently"; "Cybernetic Leg\nProsthesis" -> "Jump\nEnhancement"; "Cybernetic Leg\nProsthesis" -> "Sprint\nEnhancement"; {rank=same; "Run Silently" "Jump\nEnhancement" "Sprint\nEnhancement"} }
 * Activation cost: 2 Praxis
 * Energy
 * Run, Sprint, Jump/Land Silently: Low