Neuromod Skills
Soon after you start exploring the Talos 1, Morgan will find Neuromods, items that allow you to learn advanced skills through the memories of others (of course, uninstalling these mods will erase your memory prior to installing them - but don't worry about it!).
Using Neuromods, you can learn skills in multiple categories that will allow you to become proficient at several different things like hacking, repairing, and combat. Many skills are locked behind other prerequisites, and will require multiple Neuromods to unlock. for a full list of skills, see below:
Jump To: | ||
Human Skills | ||
Scientist Neuromods | Engineer Neuromods | Security Neuromods |
Typhon Skills | ||
Energy Neuromods | Morph Neuromods | Telepathy Neuromods |
Best Neuromods to Get Early
Not long after you start your adventure on Talos 1, you're given an important choice: picking your first Neuromods. Below are some of our recommendations for the best skills to pick up early on in the game.
Found something you picked early to be incredibly useful later on? Feel free to add it to our recommendations!
Hacking 1
This is our most loved early pick. Very early on in the Neuromod Labs you'll come across a locked terminal that can be hacked at level 1. If you get hacking and come back to it, you can get the Huntress Boltcaster Fabrication Plan. It's also useful for unlocking other terminals and low-level doors you'll find in the Talos 1 Lobby area.
Repair 1 and repair
Getting these early not only opens an important Neuromod tree, but also allows you to repair turrets. Early on, turrets are helpful tools that'll watch your back while you explore. They're also helpful for taking down swarms of Mimics and Phantoms. Turrets unfortunately take a lot of damage fast, so you'll need to be able to repair them to make the most out of their presence.
Dismantle
To repair those turrets, you're going to need spare parts. Get Dismantle. With this you'll save space in your inventory by breaking down weapons and other equipment you don't need. The equipment turns into spare parts, which you can use to repair all sorts of things. Keep these handy to access damaged areas around Talos 1.
Suit Modification 1
If you're not returning to Morgan's office frequently to use the Recycler but you like collecting items, go ahead and pick up this modification to expand your inventory. It's not a huge expansion, but it's enough for the items you'll find early on, especially if you're breaking down any extra weapons you find with Dismantle.
Backlash
You won't be able to get this until you get a little deeper into the game, but it's worthing hanging onto Neuromods for this Psionic. It gives Morgan a shield against attacks, and it also does a little bit of damage to the creature attacking.
Mind Jack 1
This is also available a little later on. Mind Jack allows you to get allies when you have none. With it, biological enemies will fight for you, and you can also use it to free humans from Typhon mind control.
Scientist Neuromods
There are three core Scientist mods with several branching skills that follow.
Health Neuromods
Physician 1 | |
Cost: 1 | Prereq: N/A |
Use: Increase the effectiveness of Medkits by 150% | |
Physician 2 | |
Cost: 3 | Prereq: Physician 1 |
Use: Increase the effectiveness of Medkits by 300% | |
Metabolic Boost | |
Cost: 2 | Prereq: Physician 1 |
Use: Doubles duration and bonus of being Well Fed | |
Necropsy | |
Cost: 4 | Prereq: Physician 1 |
Use: Recover valuable organs from Typhon remains |
Hacking
Hacking 1 | |
Cost: 1 | Prereq: N/A |
Use: Bypass level 1 security measures on computers and systems | |
Hacking 2 | |
Cost: 4 | Prereq: Hacking 1 |
Use: Bypass level 2 security measures on computers and systems | |
Hacking 3 | |
Cost: 6 | Prereq: Hacking 2 |
Use: Bypass level 3 security measures on computers and systems | |
Hacking 4 | |
Cost: 8 | Prereq: Hacking 3 |
Use: Bypass level 4 security measures on computers and systems |
Psionics
Psionic Aptitude 1 | |
Cost: 2 | Prereq: N/A |
Use: Increase your Psi pool to 120. | |
Psionic Aptitude 2 | |
Cost: 3 | Prereq: Psionic Aptitude 1 |
Use: Increase your Psi pool to 150. | |
Psionic Aptitude 3 | |
Cost: 5 | Prereq: Psionic Aptitude 2 |
Use: Increases your Psi pool to 200. | |
Psychotronics 1 | |
Cost: 2 | Prereq: Psionic Aptitude 1 |
Use: Allows installation of two additional chipsets on your Psychoscope. | |
Psychotronics 2 | |
Cost: 3 | Prereq: Psychotronics 1 |
Use: Allows installation of two additional chipsets on your Psychoscope. | |
Psychotronics 3 | |
Cost: 4 | Prereq: Psychotronics 2 |
Use: Allows installation of two additional chipsets on your Psychoscope. | |
Neurostimulant 1 | |
Cost: 2 | Prereq: Psionic Aptitude 1 |
Use: Increase the effectiveness of Psi Hypos by 50%. | |
Neurostimulant 2 | |
Cost: 3 | Prereq: Neurostimulant 1 |
Use: Increase the effectiveness of Psi hypos by 100%. |
Engineer Neuromods
The Engineer neuromods have four paths, with one that has significant branching options.
Leverage
Leverage 1 | |
Cost: 1 | Prereq: N/A |
Use: Lift heavy objects with ease and damage enemies | |
Leverage 2 | |
Cost: 4 | Prereq: Leverage 1 |
Use: Life heavier objects with ease and damage enemies | |
Leverage 3 | |
Cost: 6 | Prereq: Leverage 2 |
Use: Lift the heaviest objects with ease and damage enemies or open unpowered doors. |
Repair
Repair 1 | |
Cost: 1 | Prereq: N/A |
Use: Fix broken Grav Shafts, Fabricators, and Recyclers with Spare Parts | |
Repair 2 | |
Cost: 4 | Prereq: Repair 1 |
Use: Fix broken Turrets, Operators, and Electrical Junctions with Spare Parts | |
Repair 3 | |
Cost: 8 | Prereq: Repair 2 |
Use: Fortify Turrets with Spare Parts | |
Suit Modification 1 | |
Cost: 2 | Prereq: Repair 1 |
Use: Upgrade uniform with extra inventory spcae and 2 more chipsets | |
Suit Modificaion 2 | |
Cost: 4 | Prereq: Suit Modification 1 |
Use: Upgrade uniform withe extra inventory space and 2 more chipsets. | |
Suit Modification 3 | |
Cost: 6 | Prereq: Suit Modification 2 |
Use: Upgrade uniform with extra inventory space and 2 more chipsets | |
Dismantle | |
Cost: 3 | Prereq: Repair 1 |
Use: Break down equipment into Spare Parts and recover them from Operators | |
Gunsmith 1 | |
Cost: 4 | Prereq: Repair 2 |
Use: Can use Weapon Upgrade Kits to upgrade weapons beyond level 1 | |
Gunsmith 2 | |
Cost: 6 | Prereq: Gunsmith 1 |
Use: Can use Weapon Upgrade Kits to fully upgrade weapons. |
Materials
Materials Expert | |
Cost: 3 | Prereq: N/A |
Use: Increase recycling yield by 20% | |
Lab Tech 1 | |
Cost: 4 | Prereq: Materials Expert |
Use: Can use Weapon Upgrade Kits to upgrade non-standard weapons beyond level 1 | |
Lab Tech 2 | |
Cost: 6 | Prereq: Lab Tech 1 |
Use: Can use Weapon Upgrade Kits to fully upgrade non-standard weapons |
Impact Calibration
Impact Calibration 1 | |
Cost: 3 | Prereq: N/A |
Use: Reduce stamina cost of Wrench attacks by 25% | |
Impact Calibration 2 | |
Cost: 5 | Prereq: Impact Calibration 1 |
Use: Wrench attacks deal 50% more damage | |
Pulverize | |
Cost: 6 | Prereq: Impact Calibration 2 |
Use: Attacking with a Wrench has a 25% chance to deal bonus damage |
Security Neuromods
The Security neuromods are used to enhance combat and sustainability. There are four core paths, and two have branching options.
Firearms
Firearms 1 | |
Cost: 4 | Prereq: N/A |
Use: Increase damage with security weapons to 120% and crit chance to 6% | |
Firearms 2 | |
Cost: 6 | Prereq: Firearms 1 |
Use: Increase damage with security weapons to 150% and crit chance to 10% |
Conditioning
Conditioning | |
Cost: 1 | Prereq: N/A |
Use: Increase health to 115 and stamina to 105. Increases movement speed by 5% | |
Toughness 1 | |
Cost: 3 | Prereq: Conditioning |
Use: Increase health to 150 and lifespan by 25 years | |
Toughness 2 | |
Cost: 5 | Prereq: Toughness 1 |
Use: Increase health to 200 and lifespan by 50 years | |
Toughness 3 | |
Cost: 8 | Prereq: Toughness 2 |
Use: Increase health to 300 and lifespan by 75 years | |
Stamina 1 | |
Cost: 3 | Prereq: Conditioning |
Use: Increase Stamina to 125 | |
Stamina 2 | |
Cost: 5 | Prereq: Stamina 1 |
Use: Increase Stamina to 150 | |
Mobility 1 | |
Cost: 3 | Prereq: Conditioning |
Use: Increase overall movement speed by 25% | |
Mobility 2 | |
Cost: 6 | Prereq: Mobility 1 |
Use: Gain ability to sprint faster and jump higher |
Combat Focus
Combat Focus 1 | |
Cost: 2 | Prereq: N/A |
Use: Slow down times for 10 seconds while actions cost 50% less stamina | |
Combat Focus 2 | |
Cost: 5 | Prereq: Combat Focus 1 |
Use: Slow down time further for 12 seconds will actions cost 75% less stamina and damage is increased to 110% | |
Combat Focus 3 | |
Cost: 8 | Prereq: Combat Focus 2 |
Use: Slow time further for 15 seconds while actions cost no stamina and damage dealt is increased to 125% |
Stealth
Stealth 1 | |
Cost: 2 | Prereq: N/A |
Use: Enemies take longer to detect you when sneaking or crawling | |
Stealth 2 | |
Cost: 5 | Prereq: Stealth 1 |
Use: Walk and run without making noise | |
Stealth 3 | |
Cost: 8 | Prereq: Stealth 2 |
Use: Sprint without making noise | |
Sneak Attack 1 | |
Cost: 4 | Prereq: Stealth 1 |
Use: Deal 200% damage to enemies while they are unaware of you. | |
Sneak Attack 2 | |
Cost: 6 | Prereq: Sneak Attack 1 |
Use: Deal 250% damage to enemies while they are unaware of you. |
Energy Neuromods
There are three core paths for the Energy neuromods, each with their own branching abilities. These are Typhon abilities.
Kinetic Blast
Kinetic Blast 1 | ||
Cost: 2 | Prereq: N/A | Psi: 30 |
Research: Scan 2 Phantoms and 3 Cystoids. Use: Create a physical blast that deals up to 70 damage and pushes away anything within 5 meters of the targeted area. | ||
Kinetic Blast 2 | ||
Cost: 4 | Prereq: Kinetic Blast 1 | Psi: 30 |
Research: Scan 4 Phantoms and 3 Telepaths. Use: Create a physical blast that deals up to 105 damage and pushes away anything within 6.5 meters of the targeted area. | ||
Kinetic Blast 3 | ||
Cost: 5 | Prereq: Kinetic Blast 2 | Psi: 30 |
Research: Scan 5 Telepaths. Use: Create a physical blast that deals up to 140 damage and pushes away anything within 8 meters of the targeted area. | ||
Lift Field 1 | ||
Cost: 2 | Prereq: Kinetic Blast 1 | Psi: 15 |
Research: Scan 2 Poltergeist. Use: Manipulate gravity to create a column of upward force up to 7m tall that lasts 15 seconds and can trap enemies. | ||
Lift Field 2 | ||
Cost: 5 | Prereq: Lift Field 1 | Psi: 15 |
Research: Scan 4 Poltergeist. Use: Manipulate gravity to create a column of upward force up to 12m tall that lasts 15 seconds and can trap enemies. |
Electrostatic
Electrostatic Burst 1 | ||
Cost: 2 | Prereq: N/A | Psi: 25 |
Research: Scan 1 Voltaic Phantom and 1 Technopath. Use: Create an electrostatic burst that deals up to 25 damage wihtin 3 meters of the target area. Additionally, the burst disrupts electronic equipment, stuns robotic targets for 3 seconds, and stuns biological targets for 2 seconds. | ||
Electrostatic Burst 2 | ||
Cost: 4 | Prereq: Electrostatic Burst 1 | Psi: 25 |
Research: Scan 3 Voltaic Phantom and 3 Technopath. Use: Create an electrostatic burst that deals up to 40 damage wihtin 4 meters of the target area. Additionally, the burst disrupts electronic equipment, stuns robotic targets for 6 seconds, and stuns biological targets for 4 seconds. | ||
Electrostatic Burst 3 | ||
Cost: 5 | Prereq: Electrostatic Burst 2 | Psi: 25 |
Research: Scan 5 Voltaic Phantom and 5 Technopaths. Use: Create an electrostatic burst that deals up to 55 damage wihtin 5 meters of the target area. Additionally, the burst disrupts electronic equipment, stuns robotic targets for 9 seconds, and stuns biological targets for 6 seconds. | ||
Electrostatic Resistance | ||
Cost: 2 | Prereq: Electrostatic Burst 1 | Psi: 15 |
Research: Scan 2 Poltergeist. Use: Manipulate gravity to create a column of upward force up to 7m tall that lasts 15 seconds and can trap enemies. | ||
Electrostatic Absorption | ||
Cost: 5 | Prereq: Lift Field 1 | Psi: 15 |
Research: Scan 4 Poltergeist. Use: Manipulate gravity to create a column of upward force up to 12m tall that lasts 15 seconds and can trap enemies. |
Thermal
Superthermal 1 | ||
Cost: 2 | Prereq: N/A | Psi: 35 |
Research: Scan 1 Thermal Phantom. Use: Create a trap of super-heated plasma that deals up to 80 fire damage within 4 meters when triggered. | ||
Superthermal 2 | ||
Cost: 4 | Prereq: Superthermal 1 | Psi: 35 |
Research: Scan 2 Thermal Phantoms. Use: Create 2 traps of super-heated plasma that deal up to 130 fire damage within 5 meters when triggered. | ||
Superthermal 3 | ||
Cost: 5 | Prereq: Superthermal 2 | Psi: 35 |
Research: Scan 5 Telepaths. Use: Create 3 traps of super-heated plasma that deal up to 180 fire damage within 6 meters when triggered. | ||
Thermal Resistance | ||
Cost: 2 | Prereq: Superthermal 1 | Psi: N/A |
Research: Scan 3 Thermal Phantoms. Use: Take 50% less damage from fire attacks and hazards. | ||
Thermal Absorption | ||
Cost: 4 | Prereq: Thermal Resistance | Psi: N/A |
Research: Scan 4 Thermal Phantoms. Use: Absorb 50% of all fire damage as Psi points. |
Morph Neuromods
There are two core paths of Morph neuromods. Both have branching power options.
Mimic
Mimic Matter 1 | ||
Cost: 2 | Prereq: N/A | Psi: 10 |
Research: Scan 2 Mimics and 1 Greater Mimic. Use: Camouflage yourself by taking the form of a nearby object. Movement is possible, but may draw attention. Uses 2 Psi per second in addition to activation cost. | ||
Mimic Matter 2 | ||
Cost: 4 | Prereq: Mimic Matter 1 | Psi: 10 |
Research: Scan 3 Greater Mimic. Use: 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 in addition to activation cost. | ||
Mimic Matter 3 | ||
Cost: 5 | Prereq: Mimic Matter 2 | Psi: 10 |
Research: Scan 4 Greater Mimic. Use: 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 in addition to activation cost. | ||
Regeneration 1 | ||
Cost: 3 | Prereq: Mimic Matter 1 | Psi: N/A |
Research: Scan 4 Mimics and 2 Greater Mimics. Use: Regenerate up to 10 health immediately after taking damage. | ||
Regeneration 2 | ||
Cost: 5 | Prereq: Regernation 1 | Psi: N/A |
Research: Scan 4 Nightmare. Use: Regenerate up to 25 health immediately after taking damage. |
Phantom
Phantom Shift 1 | ||
Cost: 2 | Prereq: N/A | Psi: 10 |
Research: Scan 2 Etheric Phantom. Use: Rapidly change position up to 6 meters away and leave behind a double that fools enemies for 4 seconds. | ||
Phantom Shift 2 | ||
Cost: 4 | Prereq: Phantom Shift 1 | Psi: 10 |
Research: Scan 4 Etheric Phantoms. Use: apidly change position up to 12 meters away and leave behind a double that fools enemies for 8 seconds. | ||
Phantom Genesis 1 | ||
Cost: 4 | Prereq: Phantom Shift 1 | Psi: 50 |
Research: Scan 2 Weaver. Use: Create a Phantom that will fight for you from a human corpse. | ||
Phantom Genesis 2 | ||
Cost: 5 | Prereq: Phantom Genesis 1 | Psi: 50 |
Research: Scan 4 Weaver. Use: Create a more powerful Phantom to fight for you from a human corpse. Phantom type is randomly determined. | ||
Ether Resistance | ||
Cost: 1 | Prereq: Phantom Shift 1 | Psi: N/A |
Research: Scan 3 Etheric Phantoms and 1 Apex Tendril. Use: Take 50% less damage from ether attacks and hazards. | ||
Ether Absorption | ||
Cost: 3 | Prereq: Ether Resistance | Psi: N/A |
Research: Scan 5 Etheric Phantoms and 3 Apex Tendril. Use: Absorb 50% of all ether damage as Psi points. |
Telepathy Neuromods
The Telepathy neuromods have three main abilities each with their own branching extensions.
Backlash
Backlash 1 | ||
Cost: 2 | Prereq: N/A | Psi: 20 |
Research: Scan 1 Weaver and 1 Nightmare. Use: Create a shield for 20 seconds which prevents the next enemy attack from damaging you. Enemies that attack the shield are repelled. | ||
Backlash 2 | ||
Cost: 4 | Prereq: Backlash 1 | Psi: 20 |
Research: Scan 3 Weaver and 3 Nightmares. Use: Create a shield for 20 seconds which prevents the next 2 enemy attacks from damaging you. Enemies that attack the shield are repelled. | ||
Backlash 3 | ||
Cost: 6 | Prereq: Backlash 2 | Psi: 20 |
Research: Scan 5 Weaver and 5 Nightmare. Use: Create a shield for 20 seconds which prevents the next 3 enemy attacks from damaging you. Enemies that attack the shield are repelled. | ||
Fear Resistance | ||
Cost: 2 | Prereq: Backlash 1 | Psi: N/A |
Research: Scan 2 Nightmare. Use: Reduce the duration of fear effects by 25%. |
Psychoshock
Psychoshock 1 | ||
Cost: 2 | Prereq: N/A | Psi: 20 |
Research: Scan 1 Telepath. Use: Execute a direct psychic attack against biological targets for 45 damage and nullify Psi abilities for 10 seconds. | ||
Psychoshock 2 | ||
Cost: 3 | Prereq: Psychoshock 1 | Psi: 20 |
Research: Scan 3 Telepaths. Use: Execute a direct psychic attack against biological targets for 65 damage and nullify Psi abilities for 15 seconds. | ||
Psychoshock 3 | ||
Cost: 5 | Prereq: Psychoshock 2 | Psi: 20 |
Research: Scan 5 Telepaths. Use: Execute a direct psychic attack against biological targets for 90 damage and nullify Psi abilities for 20 seconds. | ||
Mind Jack 1 | ||
Cost: 2 | Prereq: Psychoshock 1 | Psi: 15 |
Research: Scan 2 Telepath. Use: Force biological enemies to end hostilities and fight for you up to 20 seconds. Also frees humans from Typhon mind control. | ||
Mind Jack 2 | ||
Cost: 4 | Prereq: Mind Jack 1 | Psi: 15 |
Research: Scan 4 Telepath. Use: Force biological enemies to end hostilities and fight for you up to 40 seconds. Also frees humans from Typhon mind control. | ||
Mind Jack 3 | ||
Cost: 6 | Prereq: Mind Jack 2 | Psi: 15 |
Research: Scan 5 Telepath. Use: Force biological enemies to end hostilities and fight for you up to 60 seconds. Also frees humans from Typhon mind control. |
Remote Manipulation
Remote Manipulation 1 | ||
Cost: 2 | Prereq: N/A | Psi: 5 |
Research: Scan 1 Poltergeist and 1 Technopath. Use: Use your mind to retrieve distant objects and interact with devices up to 10 meters away. | ||
Remote Manipulation 2 | ||
Cost: 3 | Prereq: Remote Manipulation 1 | Psi: 5 |
Research: Scan 3 Poltergeist and 2 Technopath. Use: Use your mind to retrieve distant objects and interact with devices up to 20 meters away. | ||
Remote Manipulation 3 | ||
Cost: 5 | Prereq: Remote Manipulation 2 | Psi: 5 |
Research: Scan 5 Poltergeist and 4 Technopath. Use: Use your mind to retrieve distant objects and interact with devices up to 30 meters away. | ||
Machine Mind 1 | ||
Cost: 2 | Prereq: Remote Manipulation 1 | Psi: 15 |
Research: Scan 1 Technopath. Use: Force robotic enemies to end hostilities and fight for you for 30 seconds. | ||
Machine Mind 2 | ||
Cost: 3 | Prereq: Machine Mind 1 | Psi: 15 |
Research: Scan 2 Technopath. Use: Force robotic enemies to end hostilities and fight for you for 60 seconds. | ||
Machine Mind 3 | ||
Cost: 5 | Prereq: Machine Mind 2 | Psi: 15 |
Research: Scan 4 Technopath. Use: Force robotic enemies to end hostilities and fight for you for 90 seconds. |