///////////////////////////////
// Deus Ex: Human Revolution //
/// Augmentation Guide v1.01 //
///////////////////////////////

Copyright 2011 Andrew Young
Email: andrewwhy@yahoo.com


Contents
--------

A. About This Guide
  - Experience & Praxis Points
  - Ratings
  - Summary
  

B. Cranium Augmentations

  B1. Social Enhancer
  
  B2. Radar System
    - Radar 1
	
  B3. Stealth Enhancer
    - Noise Feedback
	- Cones of Vision
	- Last Known Location Marker
	- Mark and Track
	
  B4. Hacking: Capture
    - Capture
	- Turret Domination
	- Robot Domination
	
  B5. Hacking Analyze Add-On
    - Detection Feedback
	- Analyze All Datastores
	
  B6. Hacking: Fortify
    - Fortify
	
  B7. Hacking: Stealth
    - Stealth
	

C. Torso Augmentations

  C1. Sarif Series 8 Energy Converter
    - Energy Level Upgrade
	- Recharge Rate Upgrade
	
  C2. Implanted Rebreather
    - Chemical Resistance
	- Hyper-Oxygenation
	
  C3. Typhoon Explosive System
    - Heavy Damage Variant
	
	
D. Arm Augmentations

  D1. Cybernetic Arm Prosthesis
    - Punch Through Wall
	- Move/Throw Heavy Objects
	- Recoil Compensation
	- Carrying Capacity
	
  D2. Aim Stabilizer
    - Aiming Motion Control
	
	
E. Eye Augmentations

  E1. Smart Vision
  
  E2. Retinal Prosthesis
    - Cooldown Timer
	- Flash Suppressant
	

F. Back Augmentations

  F1. Quicksilver Reflex Booster
  
  F2. Icarus Landing System
  
  
G. Skin Augmentations

  G1. Dermal Armor
    - Damage Reduction
	- EMP Shielding
	
  G2. Cloaking System
    - Longevity Upgrade
	
	
H. Leg Augmentations

  H1. Cybernetic Leg Prosthesis
    - Sprint Enhancement
	- Run Silently
	- Sprint Silently
	- Jump Silently
	


/////////////////////////
// A. About This Guide //
/////////////////////////


The purpose of this guide is to inform the player which augmentations are worth
upgrading, and which should be left alone. Although it's not possible to max
out every augmentation, it is possible to build a well-rounded character by the
end of the game.

Some augmentations are more important than others, and should be upgraded as
soon as possible. Others are useful only for certain play styles, or if the
player manages to find them useful. A few aren't very useful at all. 

This guide lists augmentations in order of their appearance on the
Augmentations screen, starting in the top-left corner of the screen, from left
to right across each row, and down the screen. 

We've left out augmentations that are already fully upgraded, such as the
Infolink and the Sentinal RX Health System. Some upgrades that are
automatically activated when the augmentation is activated are not listed
separately, unless neccessary.

These recommendations are the opinion of the author, and you may find that you
disagree with my ratings. As long as an augmentation is useful to you, that's
all that matters. Ultimately, the intent is to inform new players of which
augmentations they should be using, so they don't waste points on useless
augmentations.



Experience & Praxis Points
--------------------------

To upgrade your augmentations, you'll need as many Praxis points as possible.
The easiest way to get these is by leveling up. You get one Praxis point per
level. Here are some suggestions for gaining maximum experience:

- Explore, explore, explore! You'll get experience for traveling through vents,
  punching holes in walls, finding hidden areas and more. You can find Praxis
  packs in elevator shafts, desk drawers and behind walls.

- Use non-lethal methods as much as possible. Neutralizing an enemy is 10
  experience points. If you use a non-lethal method, you get another 20 points.
  If it was a melee takedown, you get an additional 20 points. Headshots also
  grant an additional 10 points of experience.

- Read every eBook you come across. (You don't have to literally read them --
  just open them). Any eBook written by Hugh Darrow will give you 200 
  experience points. 
  
- Capture datastore nodes while hacking to gain experience, credits and worms.
  If you're able to capture the red security node, you'll automatically capture
  all datastores!

- Look for hidden side-quests in city hubs. My Hidden Side Quests Guide offers
  spoiler-free hints on finding the game's hidden side-quests.

- Make sure you finish all objectives in your quests. If you fail an optional
  objective, consider going back to a previous save to try it again.

You can also buy Praxis packs at LIMB clinics. Each LIMB clinic has two Praxis
packs for sale at 5000 credits each, so be sure to buy up the available stock
before you leave. Remember, you'll visit each city twice in the game, and
there's a LIMB clinic on Panchea, so you'll be able to purchase 10 Praxis 
packs during the game.



Ratings
-------

This document uses four rating categories for augmentation upgrades, based on
the importance and usefulness of the upgrade:

ESSENTIAL: Important upgrades you'll want to perform early to get the most out
of the game.

USEFUL: Upgrades for certain play styles that are worth putting a few points
into.

OPTIONAL: Worth putting points into later in the game after you've upgraded
everything else.

MARGINAL: Upgrades of little or no benefit. Save your points.



Summary
-------

Here's a summary of which augmentations you should consider upgrading, and
which you should skip altogether. The remainder of the document goes into more
detail as to which upgrades you should consider.

ESSENTIAL: Important augmentations for any play style.

- Hacking: Capture
- Hacking: Stealth
- Typhoon Explosive System
- Cybernetic Arm Prosthesis
- Icarus Landing System
- Dermal Armor


USEFUL: Worth putting points into, depending on your play style.

- Social Enhancer
- Sarif Series 8 Energy Converter
- Quicksilver Reflex Booster
- Cloaking System


OPTIONAL: Put some points into these later in the game, after you've upgraded
everything else.

- Hacking: Fortify
- Implanted Rebreather
- Smart Vision
- Cybernetic Leg Prosthesis


MARGINAL: Don't bother upgrading these.

- Stealth Enhancer
- Hacking Analyze Add-On
- Aim Stabilizer
- Retinal Prosthesis



//////////////////////////////
// B. Cranium Augmentations //
//////////////////////////////


*************************
** B1. Social Enhancer **
*************************

Activation Cost: 2 points

Rating: USEFUL

The Social Enhancer allows Jensen to analyse the personality of the person that
he's talking to, which helps you in selecting dialog choices. At a certain
point in the conversation, you have the option of using pherhormones to
influence the person. 

Activating the social enhancer aug will unlock dialog options that will
otherwise not be available, and it makes persuasion very easy. The end result
is usually the same however, so the social enhancer is not absolutely
necessary. Try one playthough with and one playthrough without.



**********************
** B2. Radar System **
**********************

Activation Cost: None

Also Activates: Radar 1

Rating: USEFUL

The Radar upgrade increases the range and effectiveness of Jensen's radar.


Radar 2
-------

Activation Cost: 1 point

Rating: USEFUL

Doubles the range of Jensen's radar, and shows enemies before sight contact is
established.



**************************
** B3. Stealth Enhancer **
**************************

Activation Cost: 2 points

Also Activates: Noise Feedback

Rating: MARGINAL

The Stealth Enhancer augs provide upgrades to your radar system. Overall, these
augs aren't very useful, and can be skipped.


Noise Feedback
--------------

Activation Cost: None

Rating: MARGINAL

The Noise Feedback aug displays a pulsating circle radiating from your position
on the radar, representing your noise level. It's required if you want to get
any of the other Stealth Enhancer augs, but not very useful on it's own.


Cones of Vision
---------------

Activation Cost: 1

Rating: MARGINAL

The Cones of Vision displays the sight cones of enemies on the radar, ala Metal
Gear Solid. Not very useful, as you can already ascertain which way the enemy
is facing by the enemy icon on the radar, plus it has a tendency to clutter up
the radar screen.


Last Known Location Marker
--------------------------

Activation Cost: 1 

Rating: MARGINAL

The Last Known Location Marker aug shows on the radar where the enemy is
expecting you to be hiding. Again, not very useful, as you can probably
remember the location where the enemy spotted you.


Mark and Track 1.0, Mark and Track 2.0, Mark and Track 3.0
----------------------------------------------------------

Activation Cost: 1

Rating: MARGINAL

Allows you to track targets by placing the reticule over them and pressing the
Interaction button. The target will be marked on the radar. I have no idea what
this would be useful for.



**************************
** B4. Hacking: Capture **
**************************

Activation Cost: None

Also Activates: Capture 1, Camera Domination

Rating: ESSENTIAL

The Hacking: Capture aug allows you to hack terminals and computers of
increasing security levels, as well as allowing you to hack turrets and robots.
Hacking is a very important skill in this game, and it is recommended that you
upgrade all of these early in the game.

By default, you are able to hack level 1 terminals and switch off cameras from
security terminals. Additional upgrades allow you to hack higher level
terminals, as well as control robots and turrets. 


Capture 2, Capture 3, Capture 4, Capture 5
------------------------------------------

Activation Cost: 1 point

Requires: Previous Capture upgrade

Rating: ESSENTIAL

Allows you to hack into terminals and computers of that security level.
Activate 2 and 3 early, as you will encounter them very soon in the game. You
can wait until later in the game to activate 4 and 5.


Turret Domination
-----------------

Activation Cost: 1 point

Rating: USEFUL

Allows you to control turrets when hacking into security terminals. You can
turn them against your enemies, or disable them altogether. There's nothing
more satisfying that watching a rogue turret hack down a room full of enemies.


Robot Domination
----------------

Activation Cost: 1 point

Requires: Turret Domination

Rating: USEFUL

Allows you to control robots when hacking into security terminals. You can turn
them against your enemies, or disable them altogether. You can sometimes clear
a whole room before you even set foot in it. 



********************************
** B5. Hacking Analyze Add-On **
********************************

Activation Cost: 1 point

Also Activates: Detection Feedback

Rating: MARGINAL

The Hacking Analyze Add-On provides additional information on nodes in the
hacking mini-game. Since most of this information is either redundant or
useless, I suggest passing on this upgrade.


Detection Feedback
------------------

Activation Cost: None

Rating: MARGINAL

Shows the detection chance for all nodes, including currently inactive nodes.
Since the hacking mini-game always shows the detection chance for the active
nodes, this aug is pointless.


Analyze All Datastores
----------------------

Activation Cost: 1 point

Rating: MARGINAL

Shows the contents of a datastore node. Since you'll be hacking these for
experience, credits and nuke/stop worms anyway, I don't see the point in
wasting two points for this. 



**************************
** B6. Hacking: Fortify **
**************************

Activation Cost: None

Also Activates: Fortify 1

Rating: OPTIONAL

Fortify increases the strength of a captured node, thus slowing down the
tracing process if you trigger an alert. Fortify has a higher chance of
detection than Capture, so it is recommended that you put your points into
Hacking: Stealth instead.


Fortify 2, Fortify 3
--------------------

Activation Cost: 1 point

Requires: Previous Fortify upgrade

Rating: OPTIONAL

Add 2 or 3 points to a node's strength rating, respectively. 



**************************
** B7. Hacking: Stealth **
**************************

Activation Cost: None

Also Activates: Capture 1

Rating: ESSENTIAL

Stealth upgrades decrease the chance of detection in the hacking mini-game. If
you're having difficulty hacking terminals, putting a point or two into Stealth
will help greatly. I suggest you max this out as early in the game as possible.


Stealth 2, Stealth 3
--------------------

Activation Cost: 1 point

Requires: Previous Stealth upgrade

Rating: ESSENTIAL

Reduces the detection chance by 30% and 45% respectively. By the time you
upgrade to Stealth 3, most nodes will have a detection chance of 15%. This
makes it easy to hack almost anything.



////////////////////////////
// C. Torso Augmentations //
////////////////////////////


*****************************************
** C1. Sarif Series 8 Energy Converter **
*****************************************

Activation Cost: None

Also Activates: Base Energy Level, Base Recharge Rate

Rating: USEFUL

The Energy Converter upgrades increase the number of energy cells available, as
well as the recharge rate for a single energy cell. If you use augs that
require a constant supply of energy, such as cloaking, silent running or seeing
through walls, then these upgrades will be useful. 


Energy Level Upgrade 1, Energy Level Upgrade 2, Energy Level Upgrade 3
-----------------------------------------------------------------------

Activation Cost: 1 point

Requires: Previous Energy Level Upgrade

Rating: USEFUL

Adds additional energy cells, up to a total of 5. If you use augs that require
a lot of energy, such as the Cloaking System, then adding additional cells will
allow you to remain cloaked longer.


Recharge Rate Upgrade 1, Recharge Rate Upgrade 2
------------------------------------------------

Activation Cost: 1 point

Requires: Previous Recharge Rate Upgrade

Rating: USEFUL

Even if you don't use energy-hungry augs, you'll find some benefit in the
shorter recharge time. The Base Recharge Rate is 40 seconds. Recharge Rate
Upgrade 1 will reduce that to 30 seconds, and Recharge Rate Upgrade 2 will
halve that to 20 seconds. Note that only one energy cell will be recharged,
regardless of the number of energy cells.



******************************
** C2. Implanted Rebreather **
******************************

Activation Cost: 2 points

Also Activates: Chemical Resistance

Rating: OPTIONAL

These upgrades give you immunity to poison gas and gas grenades, and increases
the amount of time which you can sprint.


Chemical Resistance
-------------------

Activation Cost: None

Rating: OPTIONAL

Grants you complete immunity to poison gas. While not absolutely necessary,
this aug will keep you from dying when being exposed to poison gas, as well as
allowing you access to certain areas.


Hyper-Oxygenation 1, Hyper-Oxygenation 2
----------------------------------------

Activation Cost: 1 point

Requires: Chemical Resistance

Rating: OPTIONAL

Jensen's ridiculously short sprint time is a common annoyance. These upgrades
increase Jensen's sprint time to 5 and 7.5 seconds respectively.



**********************************
** C3. Typhoon Explosive System **
**********************************

Activation Cost: 2 points

Also Activates: Light Damage Variant

Rating: ESSENTIAL

The Typhoon lanches explosives in a 360 degree arc around Jensen. It is very
useful against bosses and when you're cornered by enemies. 


Heavy Damage Variant
--------------------

Activation Cost: 1 point

Rating: OPTIONAL

The Heavy Damage Variant upgrade allows you to take out robots with one hit.
There are many ways of dealing with robots (EMP grenades, hacking, heavy
weapons), so this upgrade is not recommended.



//////////////////////////
// D. Arm Augmentations //
//////////////////////////


***********************************
** D1. Cybernetic Arm Prosthesis **
***********************************

Activation Cost: None

Also Activates: Instant Take-Down

Rating: ESSENTIAL

Upgrades related to take-downs, inventory size and recoil.


Punch Through Wall
------------------

Activation Cost: 1 point

Rating: ESSENTIAL

This is a incredibly useful aug, allowing you to go places you wouldn't be able
to go otherwise. You can find hidden item caches and alternate paths. Upgrade
this as soon as possible.


Move/Throw Heavy Objects
------------------------

Activation Cost: 1 point

Rating: ESSENTIAL

Allows you to move and throw heavy objects, such as dumpsters, vending machines
and large boxes. A lot of vents and hidden pathways are located behind these
objects, so be sure to upgrade this as soon as possible.


Recoil Compensation 1, Recoil Compensation 2
--------------------------------------------

Activation Cost: 1 point

Requires: Punch Through Wall, Move/Throw Heavy Objects

Rating: OPTIONAL

Recoil Compensation 1 reduces recoil by half, while Recoil Compensation 2
eliminates it completely. This also results in arm stability when you're using
a rifle scope. Useful if you frequently use rifles in combat.


Carrying Capacity 1, Carrying Capacity 2, Carrying Capacity 3
-------------------------------------------------------------

Activation Cost: 1 point

Requires: Previous Carrying Capacity upgrade

Rating: ESSENTIAL

Increases your inventory space. I don't need to tell you why you need this.



************************
** D2. Aim Stabilizer **
************************

Activation Cost: 2 points

Also Activates: Aiming Motion Control 1

Rating: MARGINAL

The Aim Stabilizer reduces or eliminates reticule growth due to movement. Since
Deus Ex: HR is cover-based, and not a run-and-gun shooter, this upgrade is not
very useful.


Aiming Motion Control 2
-----------------------

Activation Cost: 1

Rating: MARGINAL

Eliminates reticule growth due to movement.



//////////////////////////
// E. Eye Augmentations //
//////////////////////////


**********************
** E1. Smart Vision **
**********************

Activation Cost: 2 points

Also Activates: Wall-Penetrating Imager

Rating: OPTIONAL

Smart Vision allows you to see enemies, computer terminals and other
interactive objects through walls. This aug has a constant low level energy
drain when activated. 



****************************
** E2. Retinal Prosthesis **
****************************

Activation Cost: None

Also Activates: Retinal HUD

Rating: MARGINAL

The Retinal Prosthesis upgrades are not terribly useful. I'd recommend skipping
them.


Cooldown Timer
--------------

Activation Cost: 1 point

Rating: MARGINAL

Shows exactly how much time remains until the enemy drops out of an alarmed
state. You can simply hide until the Alarmed display disappears from the HUD
without having to spend an extra point.


Flash Suppressant
-----------------

Activation Cost: 1 point

Rating: MARGINAL

Makes Jensen immune to concussion grenades. Since concussion grenades deal no
damage, and Jensen can simply turn away from them (or wait 5 seconds for his
sight to return), this upgrade is not very useful.



///////////////////////////
// F. Back Augmentations //
///////////////////////////


************************************
** F1. Quicksilver Reflex Booster **
************************************

Activation Cost: 2 points

Also Activates: Multiple Take-Down

Rating: USEFUL

If you like performing non-lethal takedowns, this upgrade will allow you to
take down two enemies at once, with no additional energy usage. The enemies
must be standing close together.



*******************************
** F2. Icarus Landing System **
*******************************

Activation Cost: 2 points

Also Activates: Descent Velocity Modulator

Rating: ESSENTIAL

Fall damage sucks. A fall from any reasonable height will severely damage or
kill Jensen. This upgrade allows you to fall from any distance without injury.
You can optionally stun enemies upon landing. 

This aug will allow you to get into a few areas that would be otherwise
inaccesible. It also makes navigating around the city hubs much more
convenient. Upgrade this as soon as possible.



///////////////////////////
// G. Skin Augmentations //
///////////////////////////


**********************
** G1. Dermal Armor **
**********************

Activation Cost: 2 points

Also Activates: Damage Reduction 1

Rating: ESSENTIAL

Jensen may be an augmented superman, but his tolerance for bullets and frag
grenades is quite low. Activating Dermal Armor will provide a 15% increase in
damage reduction.


Damage Reduction 2, Damage Reduction 3
--------------------------------------

Activation Cost: 1 point

Rating: ESSENTIAL

Each Damage Reduction upgrade adds an additonal 15% of damage reduction, up to
a maximum of 45%


EMP Shielding
-------------

Activation Cost: 1 point

Requires: Damage Reduction 2

Rating: USEFUL

EMP Shielding makes Jensen immune to the effects of EMP grenades. Even more
useful, it makes Jensen immune to electricity, which allows easy access to
several areas of the game.



*************************
** G2. Cloaking System **
*************************

Activation Cost: 2 points

Also Activates: Base Longevity

Rating: USEFUL

The Cloaking System aug makes you invisible to all enemies for a short amount
of time. This aug consumes a lot of energy, so make sure you upgrade the Sarif
Series 8 Energy Converter aug as well. Base Longevity allows you to operate the
cloak for 3 seconds per energy cell.


Longevity Upgrade 1, Longevity Upgrade 2
----------------------------------------

Activation Cost: 1 point

Rating: USEFUL

Longevity Upgrade 1 decreases the power drain to 5 seconds per energy cell,
while Longevity Upgrade 2 maxes out the power drain to 7 seconds per energy
cell.



//////////////////////////
// H. Leg Augmentations //
//////////////////////////


***********************************
** H1. Cybernetic Leg Prosthesis **
***********************************

Activation Cost: 2 points

Also Activates: Jump Enhancement

Rating: OPTIONAL

This aug allows Jensen to jump higher, sprint faster and walk, run and jump
silently. The Jump Enhancement upgrade allows Jensen to jump much higher than
before, which allows you to get into a few hidden areas more easily.


Sprint Enhancement
------------------

Activation Cost: 1 point

Rating: OPTIONAL

Allows Jensen to sprint faster. Combined with the Hyper-Oxygenation upgrades,
Jensen can become a sprinting machine.


Run Silently
------------

Activation Cost: 1 point

Rating: MARGINAL

There's not much benefit in being able to run silently. This aug has a constant
low energy drain when activated. Combined with the Cloaking System, you can be
silent and invisible, but not for very long due to the high energy drain.


Sprint Silently
---------------

Activation Cost: 1 point

Requires: Run Silently

Rating: MARGINAL

Perhaps if you were able to run very fast and be invisible, the power drain 
might be worth it. But you'd have to spend four points to do it.


Jump/Land Silently
------------------

Activation Cost: 1 point

Requires: Run Silently, Sprint Silently

Rating: MARGINAL

You've just spent five points to become the quietest augmented Olympic athlete
in the world.