- 1 Overview
- 2 Image Codes
- 3 Neuronal Energy
- 4 Acquiring Neurons
- 5 Genetic Mutations
- 6 Neuronal Branches
- 6.1 Communication
- 6.2 Intelligence
- 6.3 Metabolism
- 6.4 Motricity
- 6.5 Orrorin Tugenensis
- 6.6 Senses
- 7 List of Neurons
Neurons are an interconnected set of skills and abilities that can be acquired during game play.
Neurons have a large circular image showing the neuron in use, the neuron name, the neuronal branch the neuron belongs to, and a description of what the neuron does when it is learned.
It is important to note that there are 297 different neurons and some neuron images and names are used multiple times. These aren't errors. There are multiple neurons with the same name and same neuron image but they actually are distinct neurons that provide additional benefits.
To be able to differentiate these duplicate neurons, there is an image code from the in-game files for each circular neuron image. This image code is used to differentiate neurons. There are some rules for these image codes.
- Image codes are either four digits or six digits.
- Regular neurons are always four digit image codes - two letters and two numbers. AB 01 is an example of a four digit image code.
- Genetic Mutations are always six digit image codes - the letters "BB" and then two letters and two numbers. BB AB 01 is an example of a six digit image code.
- Some image circles (image codes) are reused and have the same exact name. Both regular and genetic mutations have this issue. They may or may not have the exact same descriptions. In these cases the only way to tell the difference between the neurons is to unofficially add a suffix number to the end of the image code. These suffix numbers start at "-2" and increase each time there is an additional duplication. BB AB 01-2 is an example of a suffix based image code.
Note: Each neuron on this wiki uses a unique image code. Article titles use this image code and all neuron maps use this same image code due to the crowded nature of the maps.
Performing actions trains your body and your brain. This training also provides neuronal energy which can be accumulated. This neuronal energy pool is indicated in two places - the Clan HUD and the Neuronal menu. This central circle will begin to fill with white indicating the amount of neuronal energy you have acquired.
To acquire neuronal energy, you need to experiment. You develop your neurons by performing actions multiple times while at the same time gaining neuronal energy when you discover new functionalities and possibilities.
This neuronal energy can then be spent to learn revealed neurons. Learning new neurons costs neuronal energy but permits you to perform more actions or to perform the already available ones more efficiently.
Neuronal energy is a finite pool and only so many neurons can be learned before it is depleted. The longer the connection, and the more connections, the more neuronal energy required to complete a successful connection. If you attempt a connection but run out of energy, it will stop the connection and return the energy.
Try to make connections even if it appears that the neuronal energy reserve is small. Sometimes when it appears that there isn't enough energy, a connection can still be made.
At the start of the game, your neuronal skill tree will be empty. There will be a central zone that represents the quantity of neuronal energy you have available but everything else will be dark.
The neuronal skill tree is organized into groups of similar skills and abilities. There is a single neuron that starts a group of skills and this neuron "branches out" into all of the other skills that make up the neuronal branch.
The process for acquiring a neuron is as follows:
- Revealing the neuron - Your potential is hidden from you.
- Growing Neuron - What was hidden is now revealed. You have a vague idea that there is something new for you to acquire.
- Matured Neuron - You have trained your mind and body through struggle and toil.
- Neuron Initiated - You have begun the path of permanently changing your mind and body.
- Learn - Your have changed your mind and body by realizing your potential.
Neurons will be hidden until they are revealed. New neurons are revealed by learning existing neurons. When a neuron is learned, any neurons that it connects forwards to will be revealed (as long as there are no special requirements keeping the neuron hidden).
Because all neurons are part of a neuronal branch, most neurons connect backwards and forwards to other neurons. Learning a basic neuron makes it possible for your hominid to use a basic skill and to begin the process of learning more advanced skills. As you learn neurons, new neurons will be revealed as you have learned the skills required to make that advanced learning possible.
Be aware that not all neurons will reveal new neurons when learned though. It you have reached the end of the neuronal branch, that is all that is possible to learn. No new neurons will be revealed.
Some neurons are hidden by special requirements and won't be revealed right away. You may be required to learn a genetic mutation or have evolved using evolution leaps to a new species before these neurons will be revealed.
Any revealed neurons will be black circles and are now growing neurons.
Initially, neurons are black and have no name, but you can guess the actions to perform to mature the neuron by hovering over the darkened neuron and it will show a vague description.
Repeatedly perform actions linked to that vague description of the neuron you want and this will cause it to mature. When you have completed enough actions to cause the neuron to mature, there will be a "Matured Neuron" pop-up on your screen. Go to the Neuronal menu and the newly matured neuron will now be glowing white. Hovering over the now glowing white circle will give the name of the neuron as well as a more detailed description of what the neuron does.
As long as you have enough neuronal energy showing in the large central circle, you can use up a small amount of neuronal energy to initiate the newly matured neuron. This will place a small white circle around the glowing white neuron.
By selecting the glowing white neuron with the initiated white circle and pressing the appropriate button, you will grow a neuronal connection. Neuronal connections will be created between your already acquired neurons and the new one you are learning. An onscreen display will show the full details of the newly learned neuron. Closing out the onscreen display, if there are additional neurons that connect forwards from newly learned neuron, these new neurons will be revealed. However, sometimes several neurons will need to be learned before a hidden neuron will be revealed. The newly learned neuron will now be a large glowing white circle. Hovering over the neuron will give full details about the neuron.
Each Meteorite that you find will automatically mature, initiate, and learn one random neuron. As long as the neuron has been revealed and is in the growing neuron phase, there is a chance that it can be automatically learned.
Meteorites are rare objects and this opportunity for a free neuron shouldn't be wasted. Check your Neuronal skill tree before you discover a Meteorite Site. If you have no growing neurons you will lose the free neuron!
In addition to the neurons acquired by experimentation, repetition, and spending neuronal energy, there are some special neurons known as Genetic Mutations. These neurons are a golden yellow color instead of a white color. These neurons don't require being connected to the main neuronal branches to be revealed but will interconnect with the main neuronal branches.
Acquiring genetic mutations is different than normal white neurons. Rather than learning these special neurons, they are only acquired at birth.
- Each time a baby is born, there is a 50% chance that it has a genetic mutation.
- If the baby has a genetic mutation, the genetic mutation neuron will be appear. Similar to the revealed normal white neurons that haven't been matured yet, genetic neurons will be dull gold color in color and have a vague description.
- When the baby grows up into an adult, there will be an onscreen pop-up similar to normal white neurons and the genetic mutation will be revealed. The small neuron circle will begin glowing bright gold. You will be able to read a more detailed description similar to other matured neurons.
- When an evolution takes place, the revealed genetic mutation neuron will grow to the larger size of a white neuron, glow bright gold, and the full description will be shown if you hover over it. The genetic mutation is now permanent for all of your hominids.
It is important to note that mutations are not hereditary and will not be transmitted to the children of your character. Genetic mutations can't be reinforced like normal neurons and the only way to conserve these mutations is by evolving (you must have already done one Evolution Feat).
The easiest way to understand acquiring and passing on genetic mutations is this:
- A baby is born with a genetic mutation. It isn't activated until they are an adult. (Dull gold small circle neuron)
- You pass a generation and the baby grows up. The genetic mutation is revealed and that adult hominid only has the benefits of the mutation. (Bright gold small circle neuron)
- You can pass one more generation and your adult grows up into an elder. Your elder hominid still has the mutation and the benefits of the mutation. (Bright gold small circle neuron)
- You complete an evolution and jump forward into time. As long as your Adult or Elder hominid was alive when you completed the evolution, your genetic mutation is now permanent. (Bright gold large circle neuron)
- If your baby/adult/elder with a genetic mutation dies before you complete an evolution, the mutation is lost. You will have to give birth to a new baby to get the mutation back, pass a generation to get them to grow into an adult, and then complete an evolution to make it permanent for all future hominids.
Some normal white neurons require that a genetic mutation be acquired before you are able to mature them. The vague description when hovering over a neuron will indicate if a genetic mutation needs to be acquired. The easy rule of thumb is that if a neuron connects backwards to a genetic mutation, it will require that genetic mutation be acquired.
There are eighteen distinct neuronal branches. These neuronal branches are broken down into six primary neuronal branches and twelve sub-branches.
The Communication neuronal branch deals with fear in combat, intimidation, and mimicking behavior. Neurons in this branch reduce detriments or improve abilities related to communication with your clan. It is also possible to upgrade neurons to automate the bonding and giving birth mechanisms with this neuronal branch.
The Communication neuronal branch is a primary branch. This branch is self-contained and has no sub-branches.
The Communication branch has twenty total neurons: fifteen regular neurons and five genetic mutations.
The Intelligence neuronal branch deals with intelligence, focusing, identifying, and memorizing. Neurons in this branch reduce detriments or improve abilities related to intelligence and intelligence based actions.
The Intelligence neuronal branch is a primary branch. This branch is self-contained and has no sub-branches.
The Intelligence branch has fourteen total neurons: eight regular neurons and six genetic mutations.
The Metabolism neuronal branch deals with food and energy. Neurons in this branch reduce detriments or improve abilities related to food. This is a limited neuronal branch but opens up multiple specialized branches.
The Metabolism branch has four total neurons: two regular neurons and two genetic mutations.
The Omnivore neuronal branch deals with specific foods, energy, and reducing and finally eliminating Non-Omnivore. Neurons in this branch reduce detriments or improve abilities related to specific foods that cause non-omnivore.
The Omnivore neuronal branch is a sub-branch of the primary Metabolism branch. This is a self-contained sub-branch.
The Omnivore branch has eleven total neurons: nine regular neurons and two genetic mutations.
The Preventive Medication neuronal branch deals with the protective benefits from medicines and the reduction of harmful effects to your hominid. Neurons in this branch reduce detriments or improve abilities related to all status effects.
The Preventive Medication neuronal branch is a sub-branch of the primary Metabolism branch. This is a self-contained sub-branch.
The Preventive Medication branch has thirty total neurons: twenty-two regular neurons and eight genetic mutations.
The Therapeutic Medication neuronal branch deals with the curative benefits from medicines, improving self-healing, and the reduction of harmful effects to your hominid. Neurons in this branch reduce detriments or improve abilities related to all status effects.
The Therapeutic Medication neuronal branch is a sub-branch of the primary Metabolism branch. This is a self-contained sub-branch.
The Therapeutic Medication branch has twenty-four total neurons: sixteen regular neurons and eight genetic mutations.
The Motricity neuronal branch deals with movement speed, standing up, swinging, switching hands, and walking on two legs. Neurons in this branch reduce detriments or improve abilities related to movement.
The Motricity branch has twenty total neurons: eleven regular neurons and nine genetic mutations.
The Ambulation neuronal branch deals with carrying, climbing, jumping, and movement speed. Neurons in this branch reduce detriments or improve abilities related to specialized movements.
The Ambulation branch has twenty-six total neurons: twelve regular neurons and fourteen genetic mutations.
The Attack branch has eight total neurons: six regular neurons and two genetic mutations.
The Dexterity neuronal branch deals with altering, carrying, counterattacking, dodging, dropping, striking, and tools. Neurons in this branch reduce detriments or improve abilities related to these actions.
The Dexterity branch has thirty-three total neurons: twenty-four regular neurons and genetic mutations.
The Dodge neuronal branch deals with dodging and the effects of dodging. Neurons in this branch reduce detriments or improve abilities related to dodging.
The Dodge branch has ten total neurons: seven regular neurons and three genetic mutations.
The Self-Control neuronal branch deals with dopamine and reaction times during combat. Neurons in this branch reduce detriments or improve abilities related to dangerous situations.
The Self-Control branch has twelve total neurons: eight regular neurons and four genetic mutations.
The Settlement neuronal branch is a sub-branch of the primary Motricity branch. This is a self-contained sub-branch.
The Settlement branch has ten total neurons: seven regular neurons and three genetic mutations.
The Swim neuronal branch deals with swimming and the effects of swimming. Neurons in this branch reduce detriments or improve abilities related to swimming.
The Swim neuronal branch is a sub-branch of the primary Motricity branch. This is a self-contained sub-branch.
The Swim branch has five total neurons: three regular neurons and two genetic mutations.
The Orrorin Tugenensis neuronal branch deals with dopamine levels, life expectancy, neuronal energy, and reducing the effects of fear. Neurons in this branch are the first overall upgrade to your hominid.
The Orrorin Tugenensis branch has eight total neurons: eight regular neurons and zero genetic mutations.
The Ardipithecus Ramidus neuronal branch deals with dopamine levels, energy usage, life expectancy, neuronal energy, and reducing the effects of fear. Neurons in this branch are a continued overall upgrade to your hominid.
The Ardipithecus Ramidus neuronal branch is a sub-branch of the primary Orrorin Tugenensis branch.
The Ardipithecus Ramidus branch has thirteen total neurons: ten regular neurons and three genetic mutations.
The Australopithecus Afarensis neuronal branch deals with dopamine levels, life expectancy, neuronal energy, reducing the effects of fear, and vitality. Neurons in this branch are the final overall upgrade to your hominid.
The Australopithecus Afarensis neuronal branch is a sub-branch of the primary Orrorin Tugenensis branch.
The Australopithecus Afarensis branch has twelve total neurons: nine regular neurons and three genetic mutations.
The Senses neuronal branch deals with senses, hearing, smelling, focusing, identifying, and memorizing. Neurons in this branch reduce detriments or improve abilities related to senses and senses based actions.
The Senses neuronal branch is a primary branch. This branch is self-contained and has no sub-branches.
The Senses branch has thirty-seven total neurons: thirty-one regular neurons and six genetic mutations.
List of Neurons
There are 297 total neurons that can be learned. There are 208 regular neurons and 89 genetic mutations.