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Prey: All Neuromods and What They Do

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All Neuromods in Prey

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There are a lot of Neuromods in Prey. These are essentially different stat buffs and abilities that you can apply to Morgan in order to give yourself an edge while exploring the Talos-I space station. There are a lot to choose from, though they aren’t free and you’ll need to collect Neuromod injections to unlock them. Below, you’ll find every single one available, along with their cost (in parentheses) as well as a quick description of what they do for you.

Scientist Neuromods

All Neuromods in Prey

The Scientist tree has two branches (Physician and Hacking) which help to give an edge during exploration and survival. Physician focuses on working on your own body as well as gaining something extra from those twisted Typhons. Hacking lets you… well, hack.

Physician

Physician I (1) – Medkits are now 50% more effective.

Physician II (3) – The effectiveness of Medkits is increased to 300%

Metabolic Boost (2) – Doubles the duration of the Well Fed bonus and health gained by eating.

Necropsy (4) – Recover more valuable organs from Typhon corpses which can then be recycled for exotic material (used in fabrication of Neuromods).

Hacking

Hacking I (1) – Able to bypass Level 1 security.

Hacking II (4) – Level 2 security now hackable.

Hacking III (6) – Level 3 can’t stop you.

Hacking IV (8) – Level 4 security measures on computers and robotic systems can now be bypassed.

Engineer Neuromods

All Neuromods in Prey

The Engineer tree has four branches which center around your ability to interact with the world around you as well as use your wrench like a pro. There are a lot of skills here, so depending on your playstyle, you may find yourself in this tree more than others (though they can get pretty expensive).

Leverage

Leverage I (1) – Lift heavier objects as well as throw objects further. You can now hurt enemies with thrown objects.

Leverage II (4) – Even heavier objects can be picked up and thrown.

Leverage III (6) – If it’s not bolted down, you can pick it up. Also, you can force open doors that haven’t been powered up.

Repair

Repair I (1) – You can now fix broken Grav Shafts, Fabricators, and Recyclers by using Spare Parts you collect.

Repair II (4) – Turrets, Operators, and Electrical Junctions can be fixed now, and the cost of fixing things is lower.

Repair III (6) – Costs of repairs is lower and you can fortify turrets.

Gunsmith I (4) – Morgan can use Weapon Upgrade Kits to upgrade security weapons beyond modification level 1.

Gunsmith II (6) – Security weapons can be fully upgraded with Kits.

Suit Modification I (2) – Upgrade TranStar uniform with extra space and two extra chipset slots.

Suit Modification II (4) – Two more slots for chipsets as well as more inventory space.

Suit Modification III (6) – Another two additional slots as well as extra inventory space.

Dismantle (3) – You can break down inventory for Spare Parts as well as recover some from destroyed Operators.

Materials Expert

Materials Expert (3) – Increase recycling yield by 20%.

Lab Tech I (4) – You can use those Weapon Upgrade Kits to upgrade non-standard tech weapons beyond level 1.

Lab Tech II (6) – Fully upgrade the same weapon type.

Impact Calibration

Impact Calibration I (3) – Lower the amount of stamina used by wrench attacks by 25%.

Impact Calibration II (5) – Your wrench now does 50% more damage.

Pulverize (6) – 25% chance to do bonus damage with wrench attacks.

Security Neuromods

All Neuromods in Prey

While it’s called the Security tree, it oddly isn’t about hacking or anything of that nature. Instead, this tree has several branches that focus on improving your ability to move unseen, survive, and dish out more damage.

Firearms

Firearms I (4) – Increases damage with security weapons to 120% and raises critical hit chance to 6%.

Firearms II (6) – Critical hit chance is now 10% while damage with security weapons is raised to 150%.

Conditioning

Conditioning (1) – Raises health to 115 and stamina to 105. Your overall speed is increased by 5%.

Mobility I (3) – Overall speed raised by 25%.

Mobility II (6) – You can now run really fast and jump very high.

Stamina I (3) – Increases stamina to 125.

Stamina II (5) – Stamina is now 150.

Toughness I (3) – Health is increased to 150 and natural life span increased by 25 years.

Toughness II (5) – 200 Health and a life expectancy that is raised by 50 years.

Toughness III (8) – 300 health points and 75 years added to natural life span.

Combat Focus

Combat Focus I (2) – Enter Combat Focus for 10 seconds where time slows down and all actions cost 50% less stamina.

Combat Focus II (5) – 12-second duration for combat focus, all attacks now do 110% damage, and action cost is reduced to 25%.

Combat Focus III (8) – 15-second duration, 125% damage, and no stamina costs.

Stealth

Stealth I (2) – Enemies take longer to detect you while you’re sneaking.

Stealth II (5) – Move without making noise. (excluding sprinting)

Stealth II (8) – No noise while sprinting.

Sneak Attack I (4) – Do 200% damage to enemies that have yet to spot you.

Sneak Attack II (6) – Do 250% damage to unaware enemies.

That’s all you need to know about all of the Neuromods in Prey. For more tips, tricks, and information on the game, be sure to check out our wiki guide.


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Ishmael Romero
Just a wandering character from Brooklyn, NY. A fan of horrible Spider-Man games, anime, and corny jokes.