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