Telekinesis Mutation
Kinetic Shield: Physical Armor Buff
Gamma Cost: 23,
Casting Time: 1 second
Reuse Time: No significant reuse
Kinetic Shield 1: This injetion activates the Kinetic Shield 1 mutation knowledge. This Telekinetic mutation increases the user's physical armor
by 180 for 20 minutes.
Requirement: Telekinesis 45
Kinetic Shield 2: This injetion activates the Kinetic Shield 2 mutation knowledge. This Telekinetic mutation increases the user's physical armor
by 252 for 20 minutes.
Requirement: Telekinesis 63
Kinetic Shield 3: This injetion activates the Kinetic Shield 3 mutation knowledge. This Telekinetic mutation increases the user's physical armor
by 324 for 20 minutes.
Requirement: Telekinesis 81
Kinetic Shield 4: This injetion activates the Kinetic Shield 4 mutation knowledge. This Telekinetic mutation increases the user's physical armor
by 396 for 20 minutes.
Requirement: Telekinesis 99
Kinetic Shield 5: This injetion activates the Kinetic Shield 5 mutation knowledge. This Telekinetic mutation increases the user's physical armor
by 468 for 20 minutes.
Requirement: Telekinesis 117
Kinetic Shield 6: This injetion activates the Kinetic Shield 6 mutation knowledge. This Telekinetic mutation increases the user's physical armor
by 540 for 20 minutes.
Requirement: Telekinesis 135
Kinetic Shield 7: This injetion activates the Kinetic Shield 7 mutation knowledge. This Telekinetic mutation increases the user's physical armor
by 612 for 20 minutes.
Requirement: Telekinesis 153
Gamma Cost: 23,
Casting Time: 1 second
Reuse Time: No significant reuse
Kinetic Shield 1: This injetion activates the Kinetic Shield 1 mutation knowledge. This Telekinetic mutation increases the user's physical armor
by 180 for 20 minutes.
Requirement: Telekinesis 45
Kinetic Shield 2: This injetion activates the Kinetic Shield 2 mutation knowledge. This Telekinetic mutation increases the user's physical armor
by 252 for 20 minutes.
Requirement: Telekinesis 63
Kinetic Shield 3: This injetion activates the Kinetic Shield 3 mutation knowledge. This Telekinetic mutation increases the user's physical armor
by 324 for 20 minutes.
Requirement: Telekinesis 81
Kinetic Shield 4: This injetion activates the Kinetic Shield 4 mutation knowledge. This Telekinetic mutation increases the user's physical armor
by 396 for 20 minutes.
Requirement: Telekinesis 99
Kinetic Shield 5: This injetion activates the Kinetic Shield 5 mutation knowledge. This Telekinetic mutation increases the user's physical armor
by 468 for 20 minutes.
Requirement: Telekinesis 117
Kinetic Shield 6: This injetion activates the Kinetic Shield 6 mutation knowledge. This Telekinetic mutation increases the user's physical armor
by 540 for 20 minutes.
Requirement: Telekinesis 135
Kinetic Shield 7: This injetion activates the Kinetic Shield 7 mutation knowledge. This Telekinetic mutation increases the user's physical armor
by 612 for 20 minutes.
Requirement: Telekinesis 153
Repel: Short AoE Knockdown and Damage
Gamma Cost: 32,
Casting Time: 1 second
Reuse Time: 2 minutes
Repel 1: This injection activates the Repel 1 mutation knowledge. This Telekinetic mutation knocks all enemies within 5 meters to the ground for
four seconds and deals 32 crushing damage.
Requirement: Telekinesis 48
Repel 2: This injection activates the Repel 2 mutation knowledge. This Telekinetic mutation knocks all enemies within 5 meters to the ground for
four seconds and deals 44 crushing damage.
Requirement: Telekinesis 66
Repel 3: This injection activates the Repel 3 mutation knowledge. This Telekinetic mutation knocks all enemies within 5 meters to the ground for
four seconds and deals 56 crushing damage.
Requirement: Telekinesis 84
Repel 4: This injection activates the Repel 4 mutation knowledge. This Telekinetic mutation knocks all enemies within 5 meters to the ground for
four seconds and deals 68 crushing damage.
Requirement: Telekinesis 102
Repel 5: This injection activates the Repel 5 mutation knowledge. This Telekinetic mutation knocks all enemies within 5 meters to the ground for
four seconds and deals 80 crushing damage.
Requirement: Telekinesis 120
Repel 6: This injection activates the Repel 6 mutation knowledge. This Telekinetic mutation knocks all enemies within 5 meters to the ground for
four seconds and deals 92 crushing damage.
Requirement: Telekinesis 138
Repel 7: This injection activates the Repel 7 mutation knowledge. This Telekinetic mutation knocks all enemies within 5 meters to the ground for
four seconds and deals 104 crushing damage.
Requirement: Telekinesis 156
Gamma Cost: 32,
Casting Time: 1 second
Reuse Time: 2 minutes
Repel 1: This injection activates the Repel 1 mutation knowledge. This Telekinetic mutation knocks all enemies within 5 meters to the ground for
four seconds and deals 32 crushing damage.
Requirement: Telekinesis 48
Repel 2: This injection activates the Repel 2 mutation knowledge. This Telekinetic mutation knocks all enemies within 5 meters to the ground for
four seconds and deals 44 crushing damage.
Requirement: Telekinesis 66
Repel 3: This injection activates the Repel 3 mutation knowledge. This Telekinetic mutation knocks all enemies within 5 meters to the ground for
four seconds and deals 56 crushing damage.
Requirement: Telekinesis 84
Repel 4: This injection activates the Repel 4 mutation knowledge. This Telekinetic mutation knocks all enemies within 5 meters to the ground for
four seconds and deals 68 crushing damage.
Requirement: Telekinesis 102
Repel 5: This injection activates the Repel 5 mutation knowledge. This Telekinetic mutation knocks all enemies within 5 meters to the ground for
four seconds and deals 80 crushing damage.
Requirement: Telekinesis 120
Repel 6: This injection activates the Repel 6 mutation knowledge. This Telekinetic mutation knocks all enemies within 5 meters to the ground for
four seconds and deals 92 crushing damage.
Requirement: Telekinesis 138
Repel 7: This injection activates the Repel 7 mutation knowledge. This Telekinetic mutation knocks all enemies within 5 meters to the ground for
four seconds and deals 104 crushing damage.
Requirement: Telekinesis 156
Alacrity: Single TargetShort Duration Speed buff
Gamma Cost: 34,
Casting Time: 1 second
Reuse Time: 2 minutes
Alacrity 1: This injection activates the Alacrity 1 mutation knowledge. This Telekinesis mutation increases the speed of a target within 10
meters by 20 percent for 6 seconds.
Requirement: Telekinesis 51
Alacrity 2: This injection activates the Alacrity 2 mutation knowledge. This Telekinesis mutation increases the speed of a target within 10
meters by 30 percent for 6 seconds.
Requirement: Telekinesis 69
Alacrity 3: This injection activates the Alacrity 3 mutation knowledge. This Telekinesis mutation increases the speed of a target within 10
meters by 40 percent for 6 seconds.
Requirement: Telekinesis 87
Alacrity 4: This injection activates the Alacrity 4 mutation knowledge. This Telekinesis mutation increases the speed of a target within 10
meters by 50 percent for 6 seconds.
Requirement: Telekinesis 105
Alacrity 5: This injection activates the Alacrity 5 mutation knowledge. This Telekinesis mutation increases the speed of a target within 10
meters by 60 percent for 6 seconds.
Requirement: Telekinesis 123
Alacrity 6: This injection activates the Alacrity 6 mutation knowledge. This Telekinesis mutation increases the speed of a target within 10
meters by 65 percent for 6 seconds.
Requirement: Telekinesis 141
Alacrity 7: This injection activates the Alacrity 7 mutation knowledge. This Telekinesis mutation increases the speed of a target within 10
meters by 70 percent for 6 seconds.
Requirement: Telekinesis 159
Gamma Cost: 34,
Casting Time: 1 second
Reuse Time: 2 minutes
Alacrity 1: This injection activates the Alacrity 1 mutation knowledge. This Telekinesis mutation increases the speed of a target within 10
meters by 20 percent for 6 seconds.
Requirement: Telekinesis 51
Alacrity 2: This injection activates the Alacrity 2 mutation knowledge. This Telekinesis mutation increases the speed of a target within 10
meters by 30 percent for 6 seconds.
Requirement: Telekinesis 69
Alacrity 3: This injection activates the Alacrity 3 mutation knowledge. This Telekinesis mutation increases the speed of a target within 10
meters by 40 percent for 6 seconds.
Requirement: Telekinesis 87
Alacrity 4: This injection activates the Alacrity 4 mutation knowledge. This Telekinesis mutation increases the speed of a target within 10
meters by 50 percent for 6 seconds.
Requirement: Telekinesis 105
Alacrity 5: This injection activates the Alacrity 5 mutation knowledge. This Telekinesis mutation increases the speed of a target within 10
meters by 60 percent for 6 seconds.
Requirement: Telekinesis 123
Alacrity 6: This injection activates the Alacrity 6 mutation knowledge. This Telekinesis mutation increases the speed of a target within 10
meters by 65 percent for 6 seconds.
Requirement: Telekinesis 141
Alacrity 7: This injection activates the Alacrity 7 mutation knowledge. This Telekinesis mutation increases the speed of a target within 10
meters by 70 percent for 6 seconds.
Requirement: Telekinesis 159
Kinetic Curtain: Team AoE Long duration physical armor buff
Gamma Cost: ??
Casting Time: ??
Reuse Time: ??
Kinetic Curtain 1: This injection activates the Kinetic Curtain 1 mutation knowledge. This Telekinetic power affects all team members within 10
meters, increasing physical armor by 180 for 3 minutes.
Requirement: Telekinesis 54
Kinetic Curtain 2: This injection activates the Kinetic Curtain 2 mutation knowledge. This Telekinetic power affects all team members within 10
meters, increasing physical armor by 252 for 3 minutes.
Requirement: Telekinesis 72
Kinetic Curtain 3: This injection activates the Kinetic Curtain 3 mutation knowledge. This Telekinetic power affects all team members within 10
meters, increasing physical armor by 324 for 3 minutes.
Requirement: Telekinesis 90
Kinetic Curtain 4: This injection activates the Kinetic Curtain 4 mutation knowledge. This Telekinetic power affects all team members within 10
meters, increasing physical armor by 396 for 3 minutes.
Requirement: Telekinesis 108
Kinetic Curtain 5: This injection activates the Kinetic Curtain 5 mutation knowledge. This Telekinetic power affects all team members within 10
meters, increasing physical armor by 468 for 3 minutes.
Requirement: Telekinesis 126
Kinetic Curtain 6: This injection activates the Kinetic Curtain 6 mutation knowledge. This Telekinetic power affects all team members within 10
meters, increasing physical armor by 540 for 3 minutes.
Requirement: Telekinesis 144
Kinetic Curtain 7: This injection activates the Kinetic Curtain 7 mutation knowledge. This Telekinetic power affects all team members within 10
meters, increasing physical armor by 612 for 3 minutes.
Requirement: Telekinesis 162
Gamma Cost: ??
Casting Time: ??
Reuse Time: ??
Kinetic Curtain 1: This injection activates the Kinetic Curtain 1 mutation knowledge. This Telekinetic power affects all team members within 10
meters, increasing physical armor by 180 for 3 minutes.
Requirement: Telekinesis 54
Kinetic Curtain 2: This injection activates the Kinetic Curtain 2 mutation knowledge. This Telekinetic power affects all team members within 10
meters, increasing physical armor by 252 for 3 minutes.
Requirement: Telekinesis 72
Kinetic Curtain 3: This injection activates the Kinetic Curtain 3 mutation knowledge. This Telekinetic power affects all team members within 10
meters, increasing physical armor by 324 for 3 minutes.
Requirement: Telekinesis 90
Kinetic Curtain 4: This injection activates the Kinetic Curtain 4 mutation knowledge. This Telekinetic power affects all team members within 10
meters, increasing physical armor by 396 for 3 minutes.
Requirement: Telekinesis 108
Kinetic Curtain 5: This injection activates the Kinetic Curtain 5 mutation knowledge. This Telekinetic power affects all team members within 10
meters, increasing physical armor by 468 for 3 minutes.
Requirement: Telekinesis 126
Kinetic Curtain 6: This injection activates the Kinetic Curtain 6 mutation knowledge. This Telekinetic power affects all team members within 10
meters, increasing physical armor by 540 for 3 minutes.
Requirement: Telekinesis 144
Kinetic Curtain 7: This injection activates the Kinetic Curtain 7 mutation knowledge. This Telekinetic power affects all team members within 10
meters, increasing physical armor by 612 for 3 minutes.
Requirement: Telekinesis 162
Ambient Absorption: Long Duration Gamma Regeneration Buff
Gamma Cost: ??
Casting Time: ??
Reuse Time: ??
Ambient Absorption 1: This injection actiavtes the Ambient Absorption 1 mutation knowldge. This Telekinesis mutation increases the user's
natural gamma regeneration by 12 for 10 minutes.
Requirement: Telekinesis 57
Ambient Absorption 2: This injection actiavtes the Ambient Absorption 2 mutation knowldge. This Telekinesis mutation increases the user's
natural gamma regeneration by 14 for 10 minutes.
Requirement: Telekinesis 75
Ambient Absorption 3: This injection actiavtes the Ambient Absorption 3 mutation knowldge. This Telekinesis mutation increases the user's
natural gamma regeneration by 16 for 10 minutes.
Requirement: Telekinesis 93
Ambient Absorption 4: This injection actiavtes the Ambient Absorption 4 mutation knowldge. This Telekinesis mutation increases the user's
natural gamma regeneration by 18 for 10 minutes.
Requirement: Telekinesis 111
Ambient Absorption 5: This injection actiavtes the Ambient Absorption 5 mutation knowldge. This Telekinesis mutation increases the user's
natural gamma regeneration by 20 for 10 minutes.
Requirement: Telekinesis 129
Ambient Absorption 6: This injection actiavtes the Ambient Absorption 6 mutation knowldge. This Telekinesis mutation increases the user's
natural gamma regeneration by 22 for 10 minutes.
Requirement: Telekinesis 147
Ambient Absorption 7: This injection actiavtes the Ambient Absorption 7 mutation knowldge. This Telekinesis mutation increases the user's
natural gamma regeneration by 24 for 10 minutes.
Requirement: Telekinesis 164
Gamma Cost: ??
Casting Time: ??
Reuse Time: ??
Ambient Absorption 1: This injection actiavtes the Ambient Absorption 1 mutation knowldge. This Telekinesis mutation increases the user's
natural gamma regeneration by 12 for 10 minutes.
Requirement: Telekinesis 57
Ambient Absorption 2: This injection actiavtes the Ambient Absorption 2 mutation knowldge. This Telekinesis mutation increases the user's
natural gamma regeneration by 14 for 10 minutes.
Requirement: Telekinesis 75
Ambient Absorption 3: This injection actiavtes the Ambient Absorption 3 mutation knowldge. This Telekinesis mutation increases the user's
natural gamma regeneration by 16 for 10 minutes.
Requirement: Telekinesis 93
Ambient Absorption 4: This injection actiavtes the Ambient Absorption 4 mutation knowldge. This Telekinesis mutation increases the user's
natural gamma regeneration by 18 for 10 minutes.
Requirement: Telekinesis 111
Ambient Absorption 5: This injection actiavtes the Ambient Absorption 5 mutation knowldge. This Telekinesis mutation increases the user's
natural gamma regeneration by 20 for 10 minutes.
Requirement: Telekinesis 129
Ambient Absorption 6: This injection actiavtes the Ambient Absorption 6 mutation knowldge. This Telekinesis mutation increases the user's
natural gamma regeneration by 22 for 10 minutes.
Requirement: Telekinesis 147
Ambient Absorption 7: This injection actiavtes the Ambient Absorption 7 mutation knowldge. This Telekinesis mutation increases the user's
natural gamma regeneration by 24 for 10 minutes.
Requirement: Telekinesis 164
Forced Restraint: Short Duration Immobilization and Dexterity debuff
Gamma Cost: ??
Casting Time: ??
Reuse Time: ??
Forced Restraint 1: This injection activates the Forced Restraint 1 mutation knowledge. This Telekinetic mutation immobilizes a target within
10 meters and reduces Dexterity by 30 for 6 seconds.
Requirement: Telekinesis 60
Forced Restraint 2: This injection activates the Forced Restraint 2 mutation knowledge. This Telekinetic mutation immobilizes a target within
10 meters and reduces Dexterity by 36 for 6 seconds.
Requirement: Telekinesis 88
Forced Restraint 3: This injection activates the Forced Restraint 3 mutation knowledge. This Telekinetic mutation immobilizes a target within
10 meters and reduces Dexterity by 42 for 6 seconds.
Requirement: Telekinesis 96
Forced Restraint 4: This injection activates the Forced Restraint 4 mutation knowledge. This Telekinetic mutation immobilizes a target within
10 meters and reduces Dexterity by 48 for 6 seconds.
Requirement: Telekinesis 114
Forced Restraint 2: This injection activates the Forced Restraint 2 mutation knowledge. This Telekinetic mutation immobilizes a target within
10 meters and reduces Dexterity by 54 for 6 seconds.
Requirement: Telekinesis 132
Forced Restraint 3: This injection activates the Forced Restraint 3 mutation knowledge. This Telekinetic mutation immobilizes a target within
10 meters and reduces Dexterity by 60 for 6 seconds.
Requirement: Telekinesis 150
Forced Restraint 4: This injection activates the Forced Restraint 4 mutation knowledge. This Telekinetic mutation immobilizes a target within
10 meters and reduces Dexterity by 66 for 6 seconds.
Requirement: Telekinesis 168
Gamma Cost: ??
Casting Time: ??
Reuse Time: ??
Forced Restraint 1: This injection activates the Forced Restraint 1 mutation knowledge. This Telekinetic mutation immobilizes a target within
10 meters and reduces Dexterity by 30 for 6 seconds.
Requirement: Telekinesis 60
Forced Restraint 2: This injection activates the Forced Restraint 2 mutation knowledge. This Telekinetic mutation immobilizes a target within
10 meters and reduces Dexterity by 36 for 6 seconds.
Requirement: Telekinesis 88
Forced Restraint 3: This injection activates the Forced Restraint 3 mutation knowledge. This Telekinetic mutation immobilizes a target within
10 meters and reduces Dexterity by 42 for 6 seconds.
Requirement: Telekinesis 96
Forced Restraint 4: This injection activates the Forced Restraint 4 mutation knowledge. This Telekinetic mutation immobilizes a target within
10 meters and reduces Dexterity by 48 for 6 seconds.
Requirement: Telekinesis 114
Forced Restraint 2: This injection activates the Forced Restraint 2 mutation knowledge. This Telekinetic mutation immobilizes a target within
10 meters and reduces Dexterity by 54 for 6 seconds.
Requirement: Telekinesis 132
Forced Restraint 3: This injection activates the Forced Restraint 3 mutation knowledge. This Telekinetic mutation immobilizes a target within
10 meters and reduces Dexterity by 60 for 6 seconds.
Requirement: Telekinesis 150
Forced Restraint 4: This injection activates the Forced Restraint 4 mutation knowledge. This Telekinetic mutation immobilizes a target within
10 meters and reduces Dexterity by 66 for 6 seconds.
Requirement: Telekinesis 168