hide results

    Augmentation Guide by andrewhy

    Version: 1.01 | Updated: 10/02/11 | Printable Version | Search Guide | Bookmark Guide

    ///////////////////////////////
    // 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.