This is a Prey neuromod guide on the Energy neuromod. Here you will find details on upgrades, and strategy guides.
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Energy Neuromod Guide
Harness the power of kinetic energy to defeat your enemies and defend yourself from their shocking and fiery attacks. Energy neuromods focus on manipulating physics (much like biotics functioned in Mass Effect: Andromeda) in order to neutralize typhon.
Kinetic Blast
Main article and strategy guide: Kinetic Blast
Level | Upgrade Description | Required Neuromods |
---|---|---|
Kinetic Blast I |
Create a physical blast that deals up to 70 damage and pushes away anything within 5 meters of the targeted area. |
2 |
Kinetic Blast 2 |
Create a physical blast that deals up to 105 damage and pushes away anything within 6.5 meters of the targeted area. |
4 |
Kinetic Blast 3 |
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. |
5 |
Lift Field
Main article and strategy guide: Lift Field
Level | Upgrade Description | Required Neuromods |
---|---|---|
Lift Field I |
Manipulate gravity to create a column of upward force up to 7 meters tall that last 15 seconds and can trap enemies. |
2 |
Lift Field II | Manipulate gravity to create a column of upward force up to 12m tall that lasts 15 seconds and can trap enemies. | 5 |
Electrostatic Burst
Main article and strategy guide: Electrostatic Burst
Level | Upgrade Description | Required Neuromods |
---|---|---|
Electrostatic Burst I |
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. |
2 |
Electrostatic Burst II | 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. | 4 |
Electrostatic Burst III | 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. | 5 |
Electrostatic Passive Skills
Name | Upgrade Description | Required Neuromods |
---|---|---|
Electrostatic Absorption |
Absorb 50% of all electrical damage as psi points. |
2 |
Electrostatic Resistance |
Negate stun and take 50% less damage from electrical attacks and hazards. |
4 |
Superthermal
Main article and strategy guide: Superthermal
Level | Upgrade Description | Required Neuromods |
---|---|---|
Superthermal Level I |
Create a trap of super-heated plasma that deals up to 80 fire damage within 4 meters when triggered. |
2 |
Superthermal Level II | Create 2 traps of super-heated plasma that deal up to 130 fire damage within 5 meters when triggered. | 4 |
Superthermal Level III | Create 3 traps of super-heated plasma that deal up to 180 fire damage within 6 meters when triggered. | 5 |
Thermal Passive Skills
Name | Upgrade Description | Required Neuromods |
---|---|---|
Thermal Absorption |
Absorb 50% of all fire damage as psi points. |
4 |
Thermal Resistance |
Take 50% less damage from fire attacks and hazards. |
2 |
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Neuromods | ||
---|---|---|
Scientist | Engineer | Security |
Morph | Telepathy |
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