Deus Ex: Human Revolution augmentations guide

Augmentations are a huge part of Deus Ex: Human Revolution, and picking the right ones can make a huge difference with how you play the game. The thing is, until you’ve spent your Praxis points, it’s not always clear how each upgrade functions. We take a look at all of your options and explain how each of the upgrades works and what kind of playstyle it’s best suited for.

Cranium Augmentations

Social Enhancer

This is an interesting aug that modifies how you can handle the game’s conversation and dialogue situations. During dialogue with a major character, three boxes will appear, one gives you some insight into the character’s background and personality, one is a meter indicating what your current level of influence with that character is, and the one in the upper left helps you determine what emotional type the person is. (Conversations with minor characters only get the last box displayed.)

While the character talks, each personality type box will flicker, indicating what kind of person you’re dealing with. At certain points during the conversation, you will be allowed to “chemically persuade” them by releasing pheromones and asking a question based on their personality type. Note that in some cases this chemical persuasion tactic will allow you to get information or rewards from characters that would otherwise not be possible.

Worth Buying? 

Yes. It can be a huge help when trying to outwit the major plot characters, but the fact it can be used to get special outcomes definitely makes it worth it.

Radar 1 

Tracks hostile targets/cameras on your radar, though you actually have to see them before they’ll pop up on your map.

Worth Buying? 

N/A You get this one for free when you start the game, so enjoy.



Radar 2 

Doubles your radar’s range and eliminates the need for you to see them before they’ll appear on the map.

Worth Buying? 

Yes. There’s a lot of upgrades available for your map, but this is probably the only one you need. The extended range is good, but the fact it automatically detects enemies in the area makes it great. This should be one of your very first augments. It's also an easy way to unlock the Transhumanism Achievement Trophy.



Infolink

You begin the game with this maxed out, so there’s not much to say about this other than that it’s what allows you to talk to people on your coms without being heard by nearby enemies.

Worth Buying? 

N/A

Stealth Enhancer (contd.)

Last Known Location Marker

Indicates on the map where enemies are currently looking for you after you’ve been detected.

Worth Buying? 

No. Possibly one of the lamest augments in the game, this is of almost no use. There’s very little need for this as you can easily tell where the enemy soldiers are looking by glancing at the large cluster of enemies yelling "WHERE IS HE?" on your map.

Typhoon Explosive System

Light Damage Variant/Heavy Damage Variant

Undoubtedly one of the more badass augments, this causes a mini shitstorm around Adam that kills anyone in the blast radius. Each use consumes one energy bar and one Typhoon ammo. The upgraded Heavy Damage Variant allows you to take out robots.

Worth Buying? 

Yes. If you’re not interested in a stealth or kill-free run, go ahead and grab the Typhoon. Typhoon ammo is fairly uncommon, so try and save it for special occasions. The Typhoon is particularly useful towards the game’s end.



Arm Augmentations

Instant Take-Down

Allows you to instantly incapacitate lethally or non-lethally an enemy at close range.

Worth Buying? 

Yes. This is an awesome augment that works well with any build, as it allows for both lethal and non-lethal takedowns. The only down side is that it can quickly eat up your energy reserves if you try and take down multiple enemies at a time.



Punch Through Wall

Adam uses one energy bar and breaks through a weak portion of a wall.

Worth Buying? 

Yes. Surprisingly, this is rarely ever used as an attack. Its main function is opening hidden paths, and is generally a great option for players trying to go stealth or take hidden routes. Any path you take that seems to just dead end usually has a wall you can punch through. Weak portions of walls are highlighted once you get this augment, so you’ll know when to use it.

Move/Throw Heavy Objects

Allows Adam to lift large objects, like fridges and vending machines. Consumes a small amount of energy as it’s used.

Worth Buying? 

Yes. A lot of the game's hidden paths and vents are tucked behind vending machines, so this is actually a great augment for players looking for a stealth run. It also lets you carry large boxes around as makeshift cover, or to help boost you over fences and walls. Blocking doorways or narrow paths with large objects can also be helpful when escaping patrolling guards.



Carrying Capacity

Each level adds 2 additional columns of space to your inventory.

Worth Buying? 

Yes. More inventory space is always good, though if you’re stringent about what you carry around, one or two levels of this is generally enough to get you through the game. You’ll definitely need all 3 if you’re a real pack-rat though.



Recoil Compensation

Initial upgrade eliminates weapon recoil by 50%, level 2 eliminates all weapon recoil.

Worth Buying? 

Maybe. If you’re going for a full combat build it’s definitely worth having, especially if you’re using the Heavy Rifle.



Aim Stabilizer

Each level of Aiming Motion Control removes 50% and then 100% of aiming penalties from shooting while moving.

Worth Buying? 

No. Even if you’re making a full combat build, you’ll still usually need to take cover. Running and gunning in the open will usually get you killed in any area with more than 3 soldiers, so there’s not a whole lot of use for this augment.

Hacking Analyze Add-On

Detection Feedback

Allows you to see the detection rate of any node on the grid during the hacking mini-game

Worth Buying? 

No. One of the most useless augmentations in the game. Knowing the likelihood of detection isn’t useful, as you can just use Worm software to bypass difficult ones, or back out of the terminal before the alarm is set. Investing this point in any other hacking augment is infinitely more useful.

Analyze all Datastores

Allows you to see what items are hidden in the datastore nodes during the hacking mini-game.

Worth Buying? 

No. The most worthless augment in the game. Datastores always contain nominal credit/XP bonuses or Nuke/Worm software. Knowing which of those 4 things is in Datastore is totally pointless as the rewards are never that exciting. Do not buy this augment ever.



Hacking: Fortify

Each level adds an additional point to a node when fortified, drastically slowing down security detection.

Worth Buying?

No. Fortification is a gamble, as fortifying a node carries the same kind of detection risk as capturing a new one. Personally, I think that any point you’re thinking of investing in this should go to Hacking: Stealth first, but if you’re the kind of person that reinforces nodes this might be useful.



Hacking: Stealth

Each level of this augment decreases your likelihhod of detection while capturing a node by 15%

Worth Buying? 

Yes. After Hacking: Capture, this is the most useful hacking upgrade. It makes getting through most levels of the hacking mini-game much easier, and when maxed out generally reduces your likelihood of being detected down to 15-30% per node.

Torso Augmentations

Sentinel RX Health System

You begin the game with this maxed out. It’s what causes your health to regenerate.

Worth Buying? 

N/A



Sarif Series 8 Energy Converter

Each level of this augmentation awards you another storage bar for your energy reserves.

Worth Buying? 

Yes. Depending on how much energy your build uses, you may only need 1-2 energy cells. Energy hungry builds that use stealth camo or lots of takedowns will need all 4 levels of this upgrade. While more energy reserves seems better, remember that if you deplete your energy reserves entirely, you can only naturally regenerate the first battery cell. The rest will have to be restored with Cyberboost food. The other bonus to having a lot of cells is that it spares you inventory space, as you can immediately use large Cyberboost jugs as soon as you get them.



Base Recharge Rate 1-3

Speeds up your natural energy recharge rate, reducing the amount of time it takes to naturally replenish your energy.

Worth Buying? 

Yes. This is a good upgrade that can drastically reduce the amount of time it takes to restore lost energy. As noted above though, you are only capable of regenerating 1 entire cell of energy of you completely deplete your reserves. The recharge ability also kicks in if you only partially deplete a cell, so if possible, try and stop using an ability right before it depletes a battery cell so you can naturally recharge as much as possible.



Implanted Rebreather

The chemical resistance augment makes Adam immune to gas grenades or poisonous gas.

Worth Buying? 

No. While there are one or gas filled two paths in the game that require this augment, enemies don’t use gas grenades often enough to make it worth it, and running to a different piece of cover when they do use them is generally not a big deal.



Hyper-Oxygenation 1-2

Each level grants 2.5 seconds of additional sprinting time.

Worth Buying? 

Maybe. If you’re working on a stealth build and have some points to spare, this isn’t a bad choice, as you can cover more ground faster while using stealth camo. It also takes the pain out of some of the errand boy side-missions in the city hub.

Back Augmentations

Reflex Booster

Upgrades your take-down ability so that you can simultaneously neutralize two nearby enemies. Take-down ability still uses one energy bar.

Worth Buying? 

Yes. Anything that makes your take-down ability better is worth having, though this one does technically cost two points since it’s a Back augment. The two enemies also have to be fairly close together for this to work which can sometimes be a pain.

Icarus Landing System

The Descent Velocity Modulator allows for you to fall from any distance and not die.

Worth Buying? 

Yes. There are one or two areas in the game that expressly make use of this, allowing you to bypass large portions of the level. It can also aide in escaping from patrols, especially in Shanghai where a lot of the conflicts take place on rooftops. It doesn't hurt that it'll save you from looking like an idiot if you accidentally fall off of a building.



Skin Augmentations

Damage Reduction

Each level of dermal armor reduces damage taken by 15%.

Worth Buying? 

Given Adam’s initially squishy nature, 2 levels of this are generally a good choice for any build. Especially as EMP shielding is unlocked at level 2.



EMP Shielding

Prevents damage and energy/augment ability loss from contact with EMP grenades and electricity.

Worth Buying? 

Yes. This is a surprisingly useful augment, as it prevents you from taking any damage whatsoever from electrical sources. This means that you can ignore EMP grenades and electrified water entirely. This augment is also great as it comes in very handy for two specific boss fights.

Cloaking System

Temporarily grants you total invisibility though you can still be heard. Can be upgraded to up to 7 seconds of invisibility per energy cell.

Worth Buying? 

Yes. This augment is incredibly powerful despite the fact it sucks energy like nobody’s business. If you plan on using this you’ll need as much Cyberboost food as possible to stay charged. A basic non-violent stealth playthrough relies heavily on this augment as it will allow you to make short work of even complicated sections provided you have the energy to fuel it. Even though enemies can still hear you while you’re invisible, this is rarely a problem if you make sure to always stealth from cover to cover



Leg Augmentations

Jump Enhancement

Adam’s jumping abillity is increased three fold.

Worth Buying? 

Yes. This augment allows you to explore much more efficiently, and makes escaping from guards easier if you can find a high spot to jump up onto. A lot of secret paths and items are inaccessible without this augment, so try and get it as soon as possible.



Sprint Enhancement

Increases the speed with which Adam sprints.

Worth Buying? 

Yes. Since you should already be buying the jump enhancement, a single point on the sprint enhancement can make everything a little faster. Especially useful if you also take the lung capacity upgrades that increase how long you can sprint for.



Run Silently

Adam can run (standard move speed) without making any sound. This augment has to be manually activated and continuously consumes a small amount of energy.

Worth Buying? 

No. While the game gives you a lot of options for moving silently, not many of them are very useful. Any stealth build will be based around the optic camo, and even if enemies can hear you, they wont be able to attack you unless they can see you.

Sprint Silently

Adam is completely silent when sprinting. This augment has to be manually activated and continuously consumes a small amount of energy.

Worth Buying? 

No. Again, if you’re worried an enemy can hear you, you can usually just crouch walk past. While it’s tempting to use this with the optic camo, you already need every ounce of energy just for the stealth augment.



Jump/Land Silently

Adam is completely silent when jumping and landing. This augment has to be manually activated and continuously consumes a small amount of energy.

Worth Buying? 

No. This augment is even less useful, as jumping around near enemies while trying to be stealth  is virtually never necessary.

Aug 26, 2011