Deus Ex Human Revolution Guides

Deus Ex Human Revolution Game Guide: Arm Augmentations

In Deus Ex Human Revolution, an Arm Augmentation is an implant, usually mechanical, which acts like an upgrade and modifies important features, such as Jensen’s capacity to carry more items, and his ability to minimize the recoil while handling a weapon.

All Arm Augmentations available in Deus Ex Human Revolution, are presented in the game guide below. These augmentations require Praxis Points, and they can be upgraded multiple times. Players, who invest enough Praxis Points in Arm Augmentations, will be able to move heavy objects and even to break through light walls. Some Arm Augmentations should be purchased and correlated with other existing upgrades that will eventually allow Adam Jensen to master various combat techniques.

For example, Instant Take-Down is an Arm Augmentation unlocked automatically in the beginning of the game. This augmentation unlocks an ability used especially when the player wishes to kill an enemy silently; but sometimes it is impossible since enemy units can be found in groups. In this case, the player can opt to purchase a Back Augmentation that allows Jensen to take out two opponents at once.

There are various Arm Augmentations (upgrades) available in Deus Ex Human Revolution, all of them being detailed in the following game guide.

Players who have purchased Deus Ex: Human Revolution can use this guide to find additional information, regarding each implant that can be applied on Jensen’s arms.

Deus Ex Human Revolution Arm Augmentations

Cybernetic Arm Prosthesis
Use: Variable per upgrade.
Maximum upgrades: 8
Activation cost: 0 Praxis Points
DescriptionThe Cybernetic Arm Prosthesis replaces the user’s organic limbs with enhanced-function mechanical substitutes. Initially, the augmentation allows the user to engage in impressive feats of close-quarter unarmed combat. As the user grows more comfortable with his or her new arm, the range of available skills widens to include punching through light walls, displacing heavy objects, carrying at an increased capacity, and compensating for weapon recoil. The Cybernetic Arm Prosthesis is an augmented artificial limb built on a framework of advanced polymers and lightweight metals. In place of an organic musculature, these augmentations utilize myomers –bunches of electro-stimulated plastic cables that mimic the actions of muscle tissues , but to a greatly strengthened degree. In combination with tiny motors and shock-absorbing liquid polymer buffers, these cyber-limbs are capable of far exceeding human physical abilities.

Instant Take-Down
Requires: Cybernetic Arm Prosthesis
Use: Take-down a single individual.
Activation: Contextual
Energy consumption: 1 Energy Cell
Cost: 0 Praxis Points
DescriptionFast link neural servos inside the Cybernetic Arm, improve agility and hand-to-hand combat prowess, allowing users to engage individual targets in close quarter and incapacitate them instantaneously.

Move/Throw Heavy Objects
Requires: Instant Take-Down
Use: Move and throw heavier objects.
Activation: Contextual
Energy consumption: Low
Cost: 1 Praxis Point
DescriptionWith practice, people equipped with the Cybernetic Arm Prosthesis will be able to optimize the limb’s myomer muscle modules to greatly increase brute strength when picking up and tossing heavy objects.

Punch Through Wall
Requires: Instant Take-Down
Use: Blast through weakened walls.
Activation: Contextual
Energy consumption: 1 Energy Cell
Cost: 1 Praxis Point
DescriptionMastering use of the Cybernetic Arm’s shock buffers strengthened bone frames allows people equipped with the prothesis to break through light wall with a powerful punch.

Recoil Compensation 1
Requires: Instant Take-Down and Punch Through Wall
Use: Reduces recoil by 1/2.
Activation: Automatic
Energy consumption: None
Cost: 1 Praxis Point
DescriptionA series of liquid-polymer reaction-management buffers installed in the Cybernetic Arm’s wrist end elbow joints will reduce by half the recoil from any firearm once users become familiar with them.

Recoil Compensation 2
Requires: Recoil Compensation 1
Use: Eliminates all recoil
Activation: Automatic
Energy consumption: None
Cost: 1 Praxis Point
DescriptionLearning how to utilize the Cybernetic Arm’s reaction-management buffers in conjunction with its bioplastic shock absorption compressor will completely eliminate all recoil generated by any firearm, allowing for a stabilized aim even while firing in fully automatic mode.

Carrying Capacity +1
Requires: Instant Take-Down
Use: Increase inventory size by 2 columns.
Cost: 1 Praxis Point
DescriptionLearning to use the denser, heavy-duty bone frames inside the Cybernetic Arm allows people equipped with the prothesis to carry about 30% more inventory loads than normal.

Carrying Capacity +2
Requires: Carrying Capacity +1
Use: Increase inventory size by another 2 columns.
Cost: 1 Praxis Point
DescriptionBecoming adept with the limb’s hex-frame reinforcement allows users to carry up to about 70% more inventory loads than normal.

Carrying Capacity +3
Requires: Carrying Capacity +2
Use: Unlocks the inventory’s full size.
Cost: 1 Praxis Point
DescriptionMastering the durable, military-specification, survivable myomer muscle units inside the Cybernetic Arm allows users to carry about 110% more inventory loads than normal.

Aim Stabilizer
Use: Reduces movement-induced aiming penalties.
Maximum upgrades: 2
Activation cost: 2 Praxis Points
DescriptionThe direct practical effect of the Aim Stabilizer is to reduce the radius of the “traveling reticule” displayed on the user’s optic interface, designating the target zone generated by a given firearm. The motion-dampening, stability-inducing augmentation narrows the fire zone, allowing the user to aim at targets with greater efficiency while moving. A cranial implant mechanism, the Aim Stabilizer is a decentralized augmentation with elements embedded in the user’s nerve-brain connections, inner ear structure and optic nerves. From second to second, the augmentation reads and processes inputs from the user’s innate senses for balance and orientation, and modifies them accordingly based on current circumstances; thus, the user’s sense of balance and hand-to-eye muscle control is regulated and enhanced, providing a greater stability even at speed or while in extreme motion.

Aiming Motion Control 1
Requires: Aim Stabilizer
Use: Reduces reticule growth due to movement by 50%.
Activation: Automatic
Energy consumption: None
Cost: 0 Praxis Points
DescriptionThe Aim Stabilizer’s base functionalities enables the users to retain up to 50% of their targeting accuracy while in motion.

Aiming Motion Control 2
Requires: Aiming Motion Control 1
Use: Negates all movement-induced reticule growth.
Activation: Automatic
Energy consumption: None
Cost: 1 Praxis Point
DescriptionIncreased familiarity with signals coming from the Aim Stabilizer’s implanted elements enables users to maintain up to 100% of their targeting accuracy while in motion.

Deus Ex Human Revolution Guides
Source: alphacoders.com
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