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First Tier Neural Capacity (10 Cyber Modules) |
Description: Enables first-tier Psi Powers and raises Psi Points by 2. All first-tier Psi Powers cost 1 Psi Point to use. |
Assessment: First-tier Psi Powers are generally fairly useful; unless you plan to ignore Psi entirely, you'll want to spend some Cyber Modules here. |
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Psycho-Reflective Screen (3 Cyber Modules) |
Description: Protects from 15% of combat damage. Duration: 20 seconds + 30 seconds per Psi skill level. |
Assessment: Simple, effective, and lasts a long time with any more than a single point. Use this to augment your existing armor. Since it lasts so long, you can leave it on all the time, instead of needing to prepare it in advance. |
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Neuro-Reflex Dampening (3 Cyber Modules) |
Description: Eliminates all weapon kickback. Duration: 1 minute + 20 seconds per Psi level. |
Assessment: Moderately useful for players who aren't so good at shooters, or for some weapons with high recoil, like the Assault Rifle. Otherwise, you're better off putting a couple of points into Agility and skipping this. |
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Kinetic Redirection (3 Cyber Modules) |
Description: Pulls an object towards you. Duration: 1 second per Psi level. |
Assessment: Also referred to a Psi Pull and Telekinesis, this skill is handy for the handful of times you'll spot items in the distance but can't reach them. There are a few items that are impossible to get without the help of Psi Pull, but they're fairly minor. Unless you're playing on a high difficulty, this Psi Power is so cheap that you'd might as well just get it when you have some spare Cyber Modules on hand. |
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Psychogenic Agility (3 Cyber Modules) |
Description: Increases your Agility by 2. Duration: 2 minutes + 1 minute per Psi level. |
Assessment: One of the better Psi Powers. Agility is not a priority stat like Strength or Cyber Affinity, and even a small increase provides a big improvement to movement speed and weapon handling. The long duration and low cost (1 Psi Point) seal the deal. |
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Psychogenic Cyber Affinity (3 Cyber Modules) |
Description: Increases your Cyber Affinity by 2. Duration: 2 minutes + 1 minute per Psi level. |
Assessment: Another very useful ability, and cheap to use. Lay this down before hacking anything and you will see a marked reduction in hack difficulty. This skill alone makes it hard to justify spending Cyber Modules to increase Cyber Affinity past 4. |
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Projected Cryokinesis (3 Cyber Modules) |
Description: Launches a heat-draining projectile at a target. Higher Psi level increases damge. |
Assessment: A weak projectile attack. Unfortunately, it's one of the only direct damage Psi attacks, and the only one that can do damage to robotic enemies. The lack of ammo cost makes this useful for taking out the occasional Security Camera or Turret, but unless you are going 100% Psi, you can probably skip this. |
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Remote Electron Tampering (3 Cyber Modules) |
Description: Makes alarms time out faster. Reduction: 5 seconds + 5 seconds per Psi level. |
Assessment: Security Control Stations are common, and will in most cases only take you half a minute to backtrack to. Save for the occasional unexpected alarm, it is very hard to justify this Psi Power, especially with such a low time reduction. |
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