'Deus Ex: Human Revolution' Augmentations Guide

Deus Ex Human Revolution

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.










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.


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.


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.


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.


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.


Part 2 of this section focuses solely on hacking augmentations.


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.


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.


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.


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.


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.


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.


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.


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.


These augmentations will improve your aim with handheld weapons and affect your overall strength.


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.


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.


These augmentations will help you to see your world a bit better.


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.


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.



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.


Fall from any height without fear of injury.


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.


In addition to providing protection from attacks, these augs can also make invisible to the naked eye.


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.


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).


As you'd imagine,these augmentations will improve your movement abilities.


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.