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Prey eGuide Abilities

Typhon Abilities

Unlike human abilities, Typhon abilities aren’t available until the Psychoscope is obtained in Psychotronics. This reveals the Energy, Morph, and Telepathy skill trees in the TranScribe’s Neuromod section. Even then, all Typhon abilities are unknown until they are researched by scanning Typhon organisms with the Psychoscope. Each new scan may lead to the discovery of a new ability. For example, scanning a Phantom for the second time reveals the Kinetic Blast I ability. Or scan a Greater Mimic once to discover the Mimic Matter I ability. Once an ability is researched, it can be installed through the application of Neuromods via the TranScribe. There are a mix of passive and active Typhon abilities available. Passive abilities are always active, requiring no activation. Active abilities require Psi energy upon activation. Psi energy can be replenished by consuming Psi Hypos or interacting with Science Operators.

Scan Typhon organisms with your Psychoscope to discover new Typhon abilities. Each organism requires multiple scans to complete its research.

Installing Typhon abilities comes with some risks. If two or more Typhon abilities are installed, the station’s security turrets will no longer recognize you as human and attack. Hostile turrets pose a significant threat but can be temporarily disabled with the Disruptor Stun Gun, EMP Charges, or the Electrostatic Burst ability. Once disabled, turrets can be hacked, causing them to ignore you. When installing three Typhon abilities, you’ll draw the attention of a Nightmare, a massive and deadly Typhon organism. Nightmares appear somewhere in your current level, but they won’t necessarily detect you immediately. Stay away from Nightmares at all costs to avoid a chase or confrontation.

Typhon Abilities: Achievements and Trophies
Image Name/Ability Description Gamerscore Trophy
A Different Side of Yu (Phantom Shift) You scanned your Phantom Shift duplicate with the Psychoscope. 15 Bronze
Ball Lightning (Electrostatic Burst) You used Electrostatic Burst to drop two or more Operators at once. 15 Bronze
Deprogramming (Mindjack) You used Mindjack to free a mind-controlled human. 15 Bronze
Escape Velocity (Kinetic Blast) You blasted yourself as an object for at least 20 meters while in normal gravity. 15 Bronze
It’s Alive (Phantom Genesis) You created a Phantom using Phantom Genesis. 15 Bronze
Mimesis (Mimic Matter) You mimicked a Mimic. 15 Bronze
Shapeshifter (Mimic Matter) You mimicked 20 or more unique objects. 15 Bronze
Tee One Up (Lift Field) You killed an enemy while they were Lifted. 15 Bronze
Thoughts Can Kill (Psychoshock) You killed a Human using Psychoshock. 15 Bronze

Energy

Description Harness the destructive power of electricity, fire, and kinetic energy.
Recommended Abilities Kinetic Blast I & II, Electrostatic Burst I & II, Superthermal I & II

Kinetic Blast I

Neuromods Required 2
Prerequisite None
Acitvation Cost 30 Psi
Psychoscope Research Phantom (2nd Scan), Cystoid (3rd Scan)
Description Create a physical blast that deals up to 70 damage and pushes away anything within 5 meters of the targeted area.
Notes

Kinetic Blast I is a good alternative to traditional weapons, particularly if you’re running low on ammo. This is a powerful Area of Effect (AoE) attack, dealing physical damage to any object or entity within the blast radius. If you’re interested in Typhon abilities, make this one of your first choices—it’s an extremely versatile and effective ability.

Kinetic Blast II

Neuromods Required 4
Prerequisite Kinetic Blast I
Acitvation Cost 30 Psi
Psychoscope Research Phantom (4th Scan), Telepath (3rd Scan)
Description Create a physical blast that deals up to 105 damage and pushes away anything within 6.5 meters of the targeted area.
Notes

This is an upgrade to Kinetic Blast I, offering more damage output and a slightly larger blast radius. Consider acquiring this upgrade when confronting tougher Typhon opponents, like the Voltaic Phantom and Technopath. Just make sure you’re clear of the blast radius when activating it.

Kinetic Blast III

Neuromods Required 5
Prerequisite Kinetic Blast II
Acitvation Cost 30 Psi
Psychoscope Research Telepath (5th Scan)
Description Create a physical blast that deals up to 140 damage and pushes away anything within 8 meters of the targeted area.
Notes

Kinetic Blast III is the final and most devastating variant of this ability, dealing massive damage over a wide blast radius. This makes the ability extremely effective against most enemies, including Nightmares. However, the ability can only be acquired by completing research for the Telepath, requiring five Psychoscope scans.

Lift Field I

Neuromods Required 2
Prerequisite Kinetic Blast I
Acitvation Cost 15 Psi
Psychoscope Research Poltergeist (2nd Scan)
Description Manipulate gravity to create a column of upward force up to 7m tall that lasts 15 seconds and can trap enemies.
Notes

If you’ve encountered a Poltergeist, you’re very familiar with this ability. Target an area to create a column of upward force, ideal for lifting yourself or enemies into the air. Enemies lifted with this ability become disoriented and take light fall damage when they drop to the floor. While this ability can be unlocked by scanning a Poltergeist, it can also be unlocked by downloading research from Sylvain Bellamy’s cabin in Crew Quarters.

Lift Field II

Neuromods Required 5
Prerequisite Lift Field I
Acitvation Cost 15 Psi
Psychoscope Research Poltergeist (4th Scan)
Description Manipulate gravity to create a column of upward force up to 12m tall that lasts 15 seconds and can trap enemies.
Notes

Lift Field II launches anything within its radius high into the air. If you don’t like climbing with the GLOO Cannon, this is an excellent alternative when you need to reach an out-of-reach ledge or duct. Enemies lofted with this ability take increased fall damage when dropped to the floor.

Electrostatic Burst I

Neuromods Required 2
Prerequisite None
Acitvation Cost 25 Psi
Psychoscope Research Voltaic Phantom (1st Scan), Technopath (1st Scan)
Description Create an electrostatic burst that deals up to 25 damage within 3 meters of the targeted area. Additionally, the burst disrupts electronic equipment, stuns robotic targets for 3 seconds, and stuns biological targets for 2 seconds.
Notes

If you’re constantly harassed by corrupted Operators, turrets, and other hostile machines, this is a good option for temporarily stunning such enemies. It delivers a small electrostatic explosion, dealing a small amount of damage while temporarily stunning both biological and robotic targets. Just don’t use it against Voltaic Phantoms—they’ll feed on the electricity.

Electrostatic Burst II

Neuromods Required 4
Prerequisite Electrostatic Burst I
Acitvation Cost 25 Psi
Psychoscope Research Voltaic Phantom (3rd Scan), Technopath (3rd Scan)
Description Create an electrostatic burst that deals up to 40 damage within 4 meters of the targeted area. Additionally, the burst disrupts electronic equipment, stuns robotic targets for 6 seconds, and stuns biological targets for 4 seconds.
Notes

This upgraded ability deals slightly more damage over an increased blast radius making it suitable for targeting tight groups of hostile Operators or turrets. It’s also very effective against airborne Technopaths, particularly when you can’t land an EMP Charge next to one.

Electrostatic Burst III

Neuromods Required 5
Prerequisite Electrostatic Burst II
Acitvation Cost 25 Psi
Psychoscope Research Voltaic Phantom (5th Scan), Technopath (5th Scan)
Description Create an electrostatic burst that deals up to 55 damage within 5 meters of the targeted area. Additionally, the burst disrupts electronic equipment, stuns robotic targets for 9 seconds, and stuns biological targets for 6 seconds.
Notes

Complete research for either the Voltaic Phantom or Technopath to unlock this ability. Given its large blast radius and damage output, Electrostatic Burst III is more versatile than its predecessors, ideal for taking on large groups of robotic and biological targets. Use conventional weapons (or other Typhon abilities) to attack the stunned targets and follow up with another electrostatic burst if needed.

Electrostatic Resistance

Neuromods Required 2
Prerequisite Electrostatic Burst I
Acitvation Cost N/A
Psychoscope Research Voltaic Phantom (2nd Scan)
Description Take 50% less damage from electrical attacks and hazards and negate stun.
Notes

Tired of getting electrocuted by damaged electrical junctions and Voltaic Phantoms? Consider applying this passive ability to reduce the amount of damage taken from electrical-based hazards and attacks. This is a passive ability and requires no Psi points to activate.

Electrostatic Absorption

Neuromods Required 4
Prerequisite Electrostatic Resistance
Acitvation Cost N/A
Psychoscope Research Voltaic Phantom (4th Scan)
Description Absorb 50% of all electrical damage as Psi points.
Notes

Acquiring this ability allows you to benefit from electrical damage, converting some of the damage into Psi points. However, don’t seek out electrical hazards, as you’ll still incur significant damage, even with Electrostatic Resistance in effect. Like Electrostatic Resistance, this ability is passive and requires no activation.

Superthermal I

Neuromods Required 2
Prerequisite None
Acitvation Cost 35 Psi
Psychoscope Research Thermal Phantom (1st Scan)
Description Create a trap of super-heated plasma that deals up to 80 fire damage within 4 meters when triggered.
Notes

Scan a Thermal Phantom with your Psychoscope to unlock this devastating ability. Activating Superthermal creates a small, fiery, proximity-triggered trap that explodes when an enemy moves within its radius. Place these in the paths of enemies to inflict heavy damage. They’re also great for staging ambushes—the traps remain until triggered by an enemy.

Superthermal II

Neuromods Required 4
Prerequisite Superthermal I
Acitvation Cost 35 Psi
Psychoscope Research Thermal Phantom (2nd Scan)
Description Create 2 traps of super-heated plasma that deal up to 130 fire damage within 5 meters when triggered.
Notes

Superthermal II creates two fiery traps, each capable of dealing more damage over a wider blast radius. This is particularly effective when confronting Poltergeists and Telepaths. Try to lure them through tight corridors or doorways where you’re confident they’ll trigger the traps.

Superthermal III

Neuromods Required 5
Prerequisite Superthermal II
Acitvation Cost 35 Psi
Psychoscope Research Thermal Phantom (5th Scan)
Description Create 3 traps of super-heated plasma that deal up to 180 fire damage within 6 meters when triggered.
Notes

Complete research on the Thermal Phantom to unlock this final ability in the Superthermal line. This improves upon Superthermal II, allowing you to place three fiery traps, each capable of dealing massive damage over a wide blast radius. This ability is best reserved when ambushing large groups of enemies—use in conjunction with a Typhon Lure to help direct traffic through your traps.

Thermal Resistance

Neuromods Required 2
Prerequisite Superthermal I
Acitvation Cost N/A
Psychoscope Research Thermal Phantom (3rd Scan)
Description Take 50% less damage from fire attacks and hazards.
Notes

This passive ability, unlocked by researching the Thermal Phantom, negates half the damage dealt by fire-based hazards and attacks. Fire damage is relatively easy to avoid or extinguish, so think twice before investing Neuromods in this ability—there are more versatile options. If selected, the ability is always active, requiring no Psi points to activate.

Thermal Absorption

Neuromods Required 4
Prerequisite Thermal Resistance
Acitvation Cost N/A
Psychoscope Research Thermal Phantom (4th Scan)
Description Absorb 50% of all fire damage as Psi points.
Notes

Similar to Electrostatic Absorption, this ability converts some damage dealt by fire into Psi points. Unless you’re well-stocked on Medkits, fire should always be avoided when possible. The small amount of Psi points accrued from fire damage makes this ability a tough sell. Like Thermal Resistance, this ability is passive and requires no Psi points to activate.

Morph

Description Manipulate the psychoactive ether to change shape and dupe your enemies.
Recommended Abilities Mimic Matter I, Phantom Shift I, Phantom Genesis I & II

Mimic Matter I

Neuromods Required 2
Prerequisite None
Acitvation Cost 10 Psi
Psychoscope Research Mimic (2nd Scan), Greater Mimic (1st Scan)
Description Camouflage yourself by taking the form of a nearby object. Movement is possible, but may draw attention. Uses 2 Psi per second.
Notes

Mimic Matter I is one of the most useful Typhon abilities, making it a good candidate for early installation. Target a small object to transform yourself into a duplicate object. While taking the form of an object, you can move and jump, allowing you to slip into tight spaces. But Psi is consumed at the rate of two points per second while taking the form of an object, so plan your movements carefully to avoid draining your Psi meter. When Psi runs out, you’ll return to human form.

Mimic Matter II

Neuromods Required 4
Prerequisite Mimic Matter I
Acitvation Cost 10 Psi
Psychoscope Research Greater Mimic (3rd Scan)
Description Camouflage yourself by taking the form of a nearby object. Movement is possible, but may draw attention. Mimic slightly more complex machines such as turrets. Uses 2 Psi per second.
Notes

This ability builds on Mimic Matter I, allowing you to take the form of slightly larger and more complex objects, including turrets. When taking the form of a turret, you can open fire on enemies using the turret’s light machine gun—but you can’t move, making you vulnerable to incoming attacks. However, unlike standard turrets, you can rotate 360-degrees. Turrets never run out of ammo, but you may run out of Psi (you still consume 2 Psi points per second while taking the form of any object). So make sure your Psi meter is full before morphing.

Mimic Matter III

Neuromods Required 5
Prerequisite Mimic Matter II
Acitvation Cost 10 Psi
Psychoscope Research Greater Mimic (4th Scan)
Description Camouflage yourself by taking the form of a nearby object. Movement is possible, but may draw attention. Mimic complex machinery such as Operators. Uses 2 Psi per second.
Notes

Mimic Matter III improves upon its predecessors, allowing you to take the form of larger objects, including Operators. When transforming into an Operator, you can fly using the same controls during microgravity maneuvers. This allows you to reach some tough-to-reach spots that would otherwise require Lift Field or the clever use of your GLOO Cannon. You can also attack using the Operator’s equipped device. Mimic a Military Operator and use its powerful beam weapon to attack enemies. But keep an eye on your Psi meter (it slowly depletes while taking the form of an object or Operator).

Regeneration I

Neuromods Required 3
Prerequisite Mimic Matter I
Acitvation Cost N/A
Psychoscope Research Mimic (4th Scan), Greater Mimic (2nd Scan)
Description Regenerate up to 10 health immediately after taking damage.
Notes

Once you’ve acquired Mimic Matter I, consider adding this ability to your collection, particularly if you’re playing on Hard or Nightmare difficulty. This passive ability instantly gives you 10 health after sustaining damage. While this won’t stop you from receiving a lethal blow, it gives you some time to recoup following an attack.

Regeneration II

Neuromods Required 5
Prerequisite Regeneration I
Acitvation Cost N/A
Psychoscope Research Nightmare (4th Scan)
Description Regenerate up to 25 health immediately after taking damage.
Notes

This ability can only be unlocked by scanning Nightmares (it takes four scans to unlock Regeneration II). Similar to Regeneration I, this ability gives you 25 health immediately after you take damage. Given its cost, consider holding off on this ability unless you find yourself low on health, Medkits, and food—in such circumstances, this ability can prove crucial.

Phantom Shift I

Neuromods Required 2
Prerequisite None
Acitvation Cost 10 Psi
Psychoscope Research Etheric Phantom (2nd Scan)
Description Rapidly change position up to 6 meters away and leave behind a double that fools enemies for 4 seconds.
Notes

Unlock this ability by researching Etheric Phantoms. The ability allows you to create a decoy of yourself before shifting to a new position. In most instances, enemies will continue to attack your decoy, giving you the chance to escape or flank. Before activating, move in the direction you wish to shift—you will reappear approximately 6 meters away from your decoy. The ability can be activated in rapid succession, confusing your enemies while allowing you to evade attacks.

Phantom Shift II

Neuromods Required 4
Prerequisite Phantom Shift I
Acitvation Cost 10 Psi
Psychoscope Research Etheric Phantom (4th Scan)
Description Rapidly change position up to 12 meters away and leave behind a double that fools enemies for 8 seconds.
Notes

Phantom Shift II offers a significant upgrade over the original ability, allowing you to shift greater distances while extending the time your decoy is present. The longer-lasting decoy gives you more tactical opportunities to attack or flee. As usual, move in the direction you wish to reappear before activating the ability—you’ll reappear 12 meters away from your decoy. Scan your decoy to complete research on Morgan Yu.

Ether Resistance

Neuromods Required 1
Prerequisite Phantom Shift I
Acitvation Cost N/A
Psychoscope Research Etheric Phantom (3rd Scan), Apex Tendril (1st Scan)
Description Take 50% less damage from ether attacks and hazards.
Notes

This passive ability reduces the damage sustained from ether-based attacks and hazards. Ether is associated with the Etheric Phantom, Nightmare, and Apex Tendril. Given its low cost, this ability is a safe bet, assuming you already have Phantom Shift I. This ability is particularly helpful when encountering Apex Tendrils during the game’s finale.

Ether Absorption

Neuromods Required 3
Prerequisite Ether Resistance
Acitvation Cost N/A
Psychoscope Research Etheric Phantom (5th Scan), Apex Tendril (3rd Scan)
Description Absorb 50% of all ether damage as Psi points.
Notes

Like the other absorption-based abilities, this one converts some ether damage into Psi points. Exposure to ether is relatively rare, and should still be avoided when encountered. As a result, you’re unlikely to gain many Psi points from this ability. Consider using your Neuromods on more versatile abilities.

Phantom Genesis I

Neuromods Required 4
Prerequisite Phantom Shift I
Acitvation Cost 50 Psi
Psychoscope Research Weaver (2nd Scan)
Description Create a Phantom that will fight for you from a human corpse.
Notes

Talos I has no shortage of human corpses. Put them to work for you by creating a Phantom. Phantoms created with Phantom Genesis I will fight for you, attacking all hostile units with melee and Kinetic Blast attacks. You can create up to three Phantoms at a time. They will continually patrol the area where they were created and attack any threats, including other Typhon organisms.

Phantom Genesis II

Neuromods Required 5
Prerequisite Phantom Genesis I
Acitvation Cost 50 Psi
Psychoscope Research Weaver (4th Scan)
Description Create a more powerful Phantom to fight for you from a human corpse. Phantom type is randomly determined.
Notes

When creating a Phantom with this ability, you have a randomized chance of creating a Voltaic, Etheric, or Thermal Phantom. These Phantoms are much more durable and have more powerful attacks than their standard counterparts. This makes them extremely powerful allies, particularly during fights where you’re outnumbered.

Telepathy

Description Use your mind as a weapon or manipulate technology and objects at a distance.
Recommended Abilities Backlash I & II, Psychoshock I & II, Remote Manipulation I

Backlash I

Neuromods Required 2
Prerequisite None
Acitvation Cost 20 Psi
Psychoscope Research Weaver (1st Scan), Nightmare (1st Scan)
Description Create a shield for 20 seconds which prevents the next enemy attack from damaging you. Enemies that attack the shield are repelled.
Notes

Backlash I is an excellent defensive ability best deployed before engaging enemies. The shield lasts for 20 seconds and prevents you from sustaining damage from the next attack. Once the shield has absorbed a hit, it dissipates, leaving you vulnerable to subsequent attacks. Still, blocking damage from one attack can make a huge difference when encountering Phantoms.

Backlash II

Neuromods Required 4
Prerequisite Backlash I
Acitvation Cost 20 Psi
Psychoscope Research Weaver (3rd Scan), Nightmare (3rd Scan)
Description Create a shield for 20 seconds which prevents the next 2 enemy attacks from damaging you. Enemies that attack the shield are repelled.
Notes

This ability functions just like Backlash I, but the shield is capable of absorbing two attacks instead of one. Consider activating this ability when engaging more advanced Typhon organisms, like the Voltaic/Etheric/Thermal Phantoms or Technopath. Still, even while the shield is deployed, do your best to evade attacks as long as possible. Don’t stand still and let these enemies wear down the shield.

Backlash III

Neuromods Required 6
Prerequisite Backlash II
Acitvation Cost 20 Psi
Psychoscope Research Weaver (5th Scan), Nightmare (5th Scan)
Description Create a shield for 20 seconds which prevents the next 3 enemy attacks from damaging you. Enemies that attack the shield are repelled.
Notes

Backlash III is unlocked by completing research on the Weaver or Nightmare. This improves upon the other Backlash abilities, allowing the shield to absorb three attacks. This ability is extremely useful when fighting Nightmares and other advanced Typhon. This allows you to hold your ground while continuously firing the Q-Beam. The shield usually buys you enough time to take down your target, but be ready to move once the shield has been destroyed.

Fear Resistance

Neuromods Required 2
Prerequisite Backlash I
Acitvation Cost N/A
Psychoscope Research Nightmare (2nd Scan)
Description Reduce duration of fear effects by 25%.
Notes

Attacks by the Nightmare cause the fear status effect, negatively affecting your performance for a few seconds. Fear Resistance reduces how long the status effect is applied by 25%. If you’re planning to hunt down and kill every Nightmare you encounter, this is a worthwhile ability. But if you’re planning to evade Nightmares, consider skipping this one.

Psychoshock I

Neuromods Required 2
Prerequisite None
Acitvation Cost 20 Psi
Psychoscope Research Telepath (1st Scan)
Description Execute a direct psychic attack against biological targets for 45 damage and nullify Psi abilities for 10 seconds.
Notes

Psychoshock I is an extremely useful ability when confronting Typhon organisms—not only does it inflict physical damage, but it also nullifies their Psi abilities, similar to a Nullwave Transmitter. Incapable of using Psi abilities, most Typhon will attempt to perform melee attacks. So keep your distance and finish them off before they regain their Psi abilities. Acquire this ability as soon as you scan your first Telepath.

Psychoshock II

Neuromods Required 3
Prerequisite 3
Acitvation Cost 20 Psi
Psychoscope Research Telepath (3rd Scan)
Description Execute a direct psychic attack against biological targets for 65 damage and nullify Psi abilities for 15 seconds.
Notes

This upgraded ability increases the effectiveness of Psychoshock I, dealing more damage and extending the Psi-nullifying effect. This makes Psychoshock II more effective against durable enemies like Weavers, Telepaths, and Technopaths—15 seconds should buy you enough time to eliminate these enemies before they regain their Psi abilities.

Psychoshock III

Neuromods Required 5
Prerequisite Psychoshock II
Acitvation Cost 20 Psi
Psychoscope Research Telepath (5th Scan)
Description Execute a direct psychic attack against biological targets for 90 damage and nullify Psi abilities for 20 seconds.
Notes

Psychoshock III is best reserved for dedicated Nightmare hunters. In addition to dealing heavy damage, the ability also nullifies Psi abilities for a generous 20 seconds. This gives you plenty of time to attack with other weapons and abilities before the target regains its Psi abilities—use this time to hit the target with the Q-Beam, Recycler Charges, or Kinetic Blasts.

Mindjack I

Neuromods Required 2
Prerequisite Psychoshock I
Acitvation Cost 15 Psi
Psychoscope Research Telepath (2nd Scan)
Description Force biological enemies to end hostilities and fight for you up to 20 seconds. Also frees humans from Typhon mind control.
Notes

Unlocked by researching the Telepath, Mindjack I temporarily turns an enemy into an ally. Once an enemy has been targeted, they will cease hostilities toward you and attack your enemies. This is extremely helpful when fighting multiple enemies at once. Just keep an eye on your new ally—after 20 seconds they’ll turn against you. Mindjack can also free mind-controlled humans from the control of a Telepath.

Mindjack II

Neuromods Required 4
Prerequisite Mindjack I
Acitvation Cost 15 Psi
Psychoscope Research Telepath (4th Scan)
Description Force biological enemies to end hostilities and fight for you up to 40 seconds. Also frees humans from Typhon mind control.
Notes

Mindjack II is an incremental upgrade, doubling the time an enemy will fight for you. If you find yourself using Mindjack I often, the upgrade may make perfect sense. But Mindjack I is usually sufficient for most situations—consider investing your Neuromods elsewhere.

Mindjack III

Neuromods Required 6
Prerequisite Mindjack II
Acitvation Cost 15 Psi
Psychoscope Research Telepath (5th Scan)
Description Force biological enemies to end hostilities and fight for you up to 60 seconds. Also frees humans from Typhon mind control.
Notes

When targeted with Mindjack III, an enemy will fight for you for a full minute. This can come in handy when targeting a Phantom (or other Typhon organism) in the presence of a Nightmare, making the two fight each other. But given the steep Neuromod cost, this ability is more of a novelty than a necessity.

Remote Manipulation I

Neuromods Required 2
Prerequisite None
Acitvation Cost 5 Psi
Psychoscope Research Poltergeist (1st Scan), Technopath (1st Scan)
Description Use your mind to retrieve distant objects and interact with devices up to 10 meters away.
Notes

Sometimes items and workstations are just out of reach, located behind locked security booths or other barriers. Remote Manipulation addresses this very problem, allowing you to access items and devices up to ten meters away. Simply target a device or item within range and access it as normal. While accessing workstations and security stations, no Psi is consumed beyond the initial activation cost, so don’t feel rushed. If targeting an item, it will come flying into your hand, assuming it hits no objects or barriers along the way.

Remote Manipulation II

Neuromods Required 3
Prerequisite Remote Manipulation I
Acitvation Cost 5 Psi
Psychoscope Research Poltergeist (3rd Scan), Technopath (2nd Scan)
Description Use your mind to retrieve distant objects and interact with devices up to 20 meters away.
Notes

Remote Manipulation II increases the range at which you can retrieve objects and access devices. Beyond that, it functions identically as Remote Manipulation I. Hold off on this ability until you absolutely need it. Even then, there are usually other ways to gain access to the item or device you’re attempting to reach.

Remote Manipulation III

Neuromods Required 5
Prerequisite Remote Manipulation II
Acitvation Cost 5 Psi
Psychoscope Research Poltergeist (5th Scan), Technopath (4th Scan)
Description Use your mind to retrieve distant objects and interact with devices up to 30 meters away.
Notes

This is another incremental upgrade, increasing the range of the ability to 30 meters. As with Remote Manipulation II, hold off on acquiring this ability until you need it. In most instances, Remote Manipulation I will suffice.

Machine Mind I

Neuromods Required 2
Prerequisite Remote Manipulation I
Acitvation Cost 15 Psi
Psychoscope Research Technopath (1st Scan)
Description Force robotic enemies to end hostilities and fight for you for 30 seconds.
Notes

Think of Machine Mind as the robotic version of Mindjack. This allows you to force hostile Operators and turrets to fight for you for 30 seconds. Before engaging these units in combat, use Machine Mind to make hostile Operators and turrets ignore you, allowing you to slip past an area without coming under attack—or approach these allies and hack them, causing them to permanently cease hostilities toward you.

Machine Mind II

Neuromods Required 3
Prerequisite Machine Mind I
Acitvation Cost 15 Psi
Psychoscope Research Technopath (2nd Scan)
Description Force robotic enemies to end hostilities and fight for you for 60 seconds.
Notes

Machine Mind II doubles the time a hostile turret or Operator fights for you. This can come in handy for turning corrupted Operators against nearby Technopaths or Nightmares. Kick back and watch the fight or assist from the periphery by firing weapons and tossing Nullwave Transmitters.

Machine Mind III

Neuromods Required 5
Prerequisite Machine Mind II
Acitvation Cost 15 Psi
Psychoscope Research Technopath (4th Scan)
Description Force robotic enemies to end hostilities and fight for you for 90 seconds.
Notes

This final variant of Machine Mind extends the time a hostile turret or Operator will fight for you to 90 seconds. If you find the 60 seconds offered by Machine Mind II isn’t sufficient, this upgrade may be worthwhile. But hold off on this ability until you absolutely discover a need for it.