Neurons

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SPOILER ALERT! Ancestors is best experienced with the least knowledge possible. A lot of the fun while playing the game comes from learning gameplay mechanics. Try to use our FAQ or ask your questions on Discord before reading this page.
The Complete Neurons Map

Overview[edit | edit source]

Newly Learned Neuron

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.

Image Codes[edit | edit source]

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 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.

There is a single exception to the digit image coding because a regular dodge neuron Evasive Action (BB DO 03) shares an image with the dodge genetic mutation Infundibular Pathway (BB DO 03-2).

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.

Neuronal Energy[edit | edit source]

Main article: Neuronal Energy
Spending neuronal energy to grow a neuronal connection

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.

Acquiring Neurons[edit | edit source]

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.

Reveal Neurons[edit | edit source]

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.

Grow Neurons[edit | edit source]

Growing Neuron

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.

Mature Neurons[edit | edit source]

Matured Neuron

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.

Initiate Neurons[edit | edit source]

Neuron Initiated

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.

Learn Neurons[edit | edit source]

Learned 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.

Meteorites[edit | edit source]

Meteorite Effects

Each SenseIcon Meteorite.png 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 SenseIcon Meteorite site.png Meteorite Site. If you have no growing neurons you will lose the free neuron!

Genetic Mutations[edit | edit source]

Main article: Genetic Mutations

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).

It is important to note that mutations are conserved when the adults become elders, allowing you to pass one more generation before evolving to conserve the mutation.

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.

Neuronal Branches[edit | edit source]

The Neuronal Branches

There are eighteen distinct neuronal branches. These neuronal branches are broken down into six primary neuronal branches and twelve sub-branches.

Communication[edit | edit source]

The Communication Neuronal Branch

The Communication neuronal branch deals with fear in combat, Intimidate ico 128.png 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.

Intelligence[edit | edit source]

The Intelligence Neuronal Branch

The Intelligence neuronal branch deals with Intelligence ico.pngintelligence, focusing, identifying, and Memorize ico.pngmemorizing. 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.

Metabolism[edit | edit source]

The Metabolism Neuronal Branch

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 neuronal branch is a primary branch. This branch contains the Omnivore, Preventive Medication, and Therapeutic Medication sub-branches.

The Metabolism branch has four total neurons: two regular neurons and two genetic mutations.

Omnivore[edit | edit source]

The Omnivore Neuronal Branch

The Omnivore neuronal branch deals with specific foods, energy, and reducing and finally eliminating Non-Omnivore minor ico.png Non-Omnivore major ico.png 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.

Preventive Medication[edit | edit source]

The Preventive Medication Neuronal Branch

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.

Therapeutic Medication[edit | edit source]

The Therapeutic Medication Neuronal Branch

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.

Motricity[edit | edit source]

The Motricity Neuronal Branch

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 neuronal branch is a primary branch. This branch contains the Ambulation, Attack, Dexterity, Dodge, Self-Control, Settlement, and Swim sub-branches.

The Motricity branch has twenty total neurons: eleven regular neurons and nine genetic mutations.

Ambulation[edit | edit source]

The Ambulation Neuronal Branch

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 neuronal branch is a sub-branch of the primary Motricity branch. The Ambulation branch interconnects with the Dexterity sub-branch.

The Ambulation branch has twenty-six total neurons: twelve regular neurons and fourteen genetic mutations.

Attack[edit | edit source]

The Attack Neuronal Branch

The Attack neuronal branch deals with counterattacking and Strike ico 128.png striking. Neurons in this branch reduce detriments or improve abilities related to combat.

The Attack neuronal branch is a sub-branch of the primary Motricity branch. The Attack branch interconnects with the Dodge and Self-Control sub-branches.

The Attack branch has eight total neurons: six regular neurons and two genetic mutations.

Dexterity[edit | edit source]

The Dexterity Neuronal Branch

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 neuronal branch is a sub-branch of the primary Motricity branch. The Dexterity branch interconnects with the Ambulation and Dodge sub-branches.

The Dexterity branch has thirty-three total neurons: twenty-four regular neurons and genetic mutations.

Dodge[edit | edit source]

The Dodge Neuronal Branch

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 neuronal branch is a sub-branch of the primary Motricity branch. The Dodge branch interconnects with the Attack, Dexterity, and Self-Control sub-branches.

The Dodge branch has ten total neurons: seven regular neurons and three genetic mutations.

Self-Control[edit | edit source]

The Self-Control Neuronal Branch

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 neuronal branch is a sub-branch of the primary Motricity branch. The Self-Control branch interconnects with the Attack and Dodge sub-branches.

The Self-Control branch has twelve total neurons: eight regular neurons and four genetic mutations.

Settlement[edit | edit source]

The Settlement Neuronal Branch

The Settlement neuronal branch deals with construction, MindIcon SleepSpot.pngsleeping, and energy. Neurons in this branch reduce detriments or improve abilities related to construction and sleep based activities.

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.

Swim[edit | edit source]

The Swim Neuronal Branch

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.

Orrorin Tugenensis[edit | edit source]

The Orrorin Tugenensis Neuronal Branch

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 neuronal branch is a primary branch. This branch contains the Ardipithecus Ramidus and Australopithecus Afarensis sub-branches.

The Orrorin Tugenensis branch has eight total neurons: eight regular neurons and zero genetic mutations.

Ardipithecus Ramidus[edit | edit source]

The Ardipithecus Ramidus Neuronal Branch

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.

Australopithecus Afarensis[edit | edit source]

The Australopithecus Afarensis Neuronal Branch

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.

Senses[edit | edit source]

The Senses Neuronal Branch

The Senses neuronal branch deals with Sense ico.png senses, hearing, smelling, focusing, identifying, and Memorize ico.pngmemorizing. 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[edit | edit source]

There are 297 total neurons that can be learned. There are 208 regular neurons and 89 genetic mutations.

Neuronal Branch Neuron Connects Back To / Revealed By Connects Forward To / Reveals Genetic
Mutation?
Ambulation Endurance (AB 01)  •  Bipedalism (BI 01)  •  Climb Endurance (AB 04)
 •  Movement Endurance (AB 02)
 •  Pain Endurance (AB 10)
No
Ambulation Movement Endurance (AB 02)  •  Ambulation Speed (BB AB 02)
 •  Endurance (AB 01)
 •  Movement Endurance (AB 03) No
Ambulation Movement Endurance (AB 03)  •  Lower Body Strength (BB AB 04)
 •  Movement Endurance (AB 02)
No
Ambulation Climb Endurance (AB 04)  •  Climb Speed (BB AB 06)
 •  Endurance (AB 01)
 •  Climb Endurance (AB 05) No
Ambulation Climb Endurance (AB 05)  •  Climb Endurance (AB 04)  •  Climb Endurance (AB 06) No
Ambulation Climb Endurance (AB 06)  •  Climb Endurance (AB 05)
 •  Lower Body Strength (BB AB 05)
No
Ambulation Carrying Endurance (AB 07)  •  Bipedalism (BI 01)
 •  Carrying Ability (DE 04)
 •  Carrying Endurance (AB 08) No
Ambulation Carrying Endurance (AB 08)  •  Carrying Endurance (AB 07)  •  Carrying Endurance (AB 09) No
Ambulation Carrying Endurance (AB 09)  •  Carrying Endurance (AB 08)
 •  Carrying Speed (BB AB 11)
No
Ambulation Pain Endurance (AB 10)  •  Endurance (AB 01)  •  Pain Endurance (AB 11) No
Ambulation Pain Endurance (AB 11)  •  Pain Endurance (AB 10)
 •  Pain Threshold (BB AB 12)
 •  Pain Endurance (AB 12) No
Ambulation Pain Endurance (AB 12)  •  Pain Endurance (AB 11)
 •  Pain Threshold (BB AB 13)
No
Ambulation Ambulation Speed (BB AB 01) Yes
Ambulation Ambulation Speed (BB AB 02)  •  Movement Endurance (AB 02) Yes
Ambulation Ambulation Speed (BB AB 03) Yes
Ambulation Lower Body Strength (BB AB 04)  •  Movement Endurance (AB 03) Yes
Ambulation Lower Body Strength (BB AB 05)  •  Climb Endurance (AB 06) Yes
Ambulation Climb Speed (BB AB 06)  •  Climb Endurance (AB 04) Yes
Ambulation Climb Speed (BB AB 07) Yes
Ambulation Climb Speed (BB AB 08) Yes
Ambulation Carrying Speed (BB AB 09) Yes
Ambulation Carrying Speed (BB AB 10) Yes
Ambulation Carrying Speed (BB AB 11)  •  Carrying Endurance (AB 09) Yes
Ambulation Pain Threshold (BB AB 12)  •  Pain Endurance (AB 11) Yes
Ambulation Pain Threshold (BB AB 13)  •  Pain Endurance (AB 12) Yes
Ambulation Pain Threshold (BB AB 14) Yes
Ardipithecus Ramidus Autotelic Personality (BB ZO 01)  •  Locus of Control (ZO 02) Yes
Ardipithecus Ramidus Autotelic Personality (BB ZO 02)  •  Locus of Control (ZO 03) Yes
Ardipithecus Ramidus Autotelic Personality (BB ZO 03) Yes
Ardipithecus Ramidus Cognitive Inhibition (CC 03)  •  Encephalization (NP 02) No
Ardipithecus Ramidus Mesolimbic Pathway (DP 05)  •  Dopaminergic Pathways (DP 06)
 •  Dopaminergic Pathways (DP 07)
 •  Dopaminergic Pathways (DP 08)
 •  Dopaminergic Pathways (DP 13)
No
Ardipithecus Ramidus Dopaminergic Pathways (DP 06)  •  Mesolimbic Pathway (DP 05) No
Ardipithecus Ramidus Dopaminergic Pathways (DP 07)  •  Mesolimbic Pathway (DP 05) No
Ardipithecus Ramidus Dopaminergic Pathways (DP 08)  •  Mesolimbic Pathway (DP 05) No
Ardipithecus Ramidus Life Expectancy (LF 02) No
Ardipithecus Ramidus Encephalization (NP 02)  •  Cognitive Inhibition (CC 03)
 •  Hyperfocus (ZO 01)
No
Ardipithecus Ramidus Hyperfocus (ZO 01)  •  Cognitive Control (CC 01)
 •  Encephalization (NP 02)
 •  Locus of Control (ZO 02) No
Ardipithecus Ramidus Locus of Control (ZO 02)  •  Autotelic Personality (BB ZO 01)
 •  Hyperfocus (ZO 01)
 •  Locus of Control (ZO 03) No
Ardipithecus Ramidus Locus of Control (ZO 03)  •  Autotelic Personality (BB ZO 02)
 •  Locus of Control (ZO 02)
No
Attack Released Strength (BB CO 01) Yes
Attack Released Strength (BB CO 02)  •  Startle Response (CO 05) Yes
Attack Fight Response (CO 01)  •  Acute Stress Response (MS 02)  •  Counter Maneuver (CO 02)
 •  Counter Maneuver (CO 03)
 •  Counter Maneuver (CO 04)
 •  Group Defense (CO 06)
 •  Temporal Distortion (FR 02)
No
Attack Counter Maneuver (CO 02)  •  Fight Response (CO 01)  •  Startle Response (CO 05) No
Attack Counter Maneuver (CO 03)  •  Fight Response (CO 01) No
Attack Counter Maneuver (CO 04)  •  Fight Response (CO 01)  •  Startle Response (CO 05) No
Attack Startle Response (CO 05)  •  Counter Maneuver (CO 02)
 •  Counter Maneuver (CO 04)
 •  Released Strength (BB CO 02)
 •  Ataraxia (DO 06)
 •  Temporal Distortion (FR 04)
No
Attack Group Defense (CO 06)  •  Fight Response (CO 01) No
Australopithecus Afarensis Thermoreceptors Efficiency (BB TH 01) Yes
Australopithecus Afarensis Preoptic Area Efficiency (BB TH 02) Yes
Australopithecus Afarensis Hypothalamic Nucleus Efficiency (BB TH 03) Yes
Australopithecus Afarensis Inhibitory Control (CC 04)  •  Encephalization (NP 03) No
Australopithecus Afarensis Nigrostriatal Pathway (DP 09)  •  Dopaminergic Pathways (DP 10)
 •  Dopaminergic Pathways (DP 11)
 •  Dopaminergic Pathways (DP 12)
 •  Dopaminergic Pathways (DP 13)
No
Australopithecus Afarensis Dopaminergic Pathways (DP 10)  •  Nigrostriatal Pathway (DP 09) No
Australopithecus Afarensis Dopaminergic Pathways (DP 11)  •  Nigrostriatal Pathway (DP 09) No
Australopithecus Afarensis Dopaminergic Pathways (DP 12)  •  Nigrostriatal Pathway (DP 09) No
Australopithecus Afarensis Dopaminergic Pathways (DP 13)  •  Mesocortical Pathway (DP 01)
 •  Mesolimbic Pathway (DP 05)
 •  Nigrostriatal Pathway (DP 09)
No
Australopithecus Afarensis Life Expectancy (LF 03) No
Australopithecus Afarensis Encephalization (NP 03)  •  Inhibitory Control (CC 04) No
Australopithecus Afarensis Thermo Regulation (TH 01) No
Communication Social Confidence (BB CM 01) Yes
Communication Attachment Need (BB HB 01)  •  Attachment Need (HB 01) Yes
Communication Willpower (BB IT 01)  •  Deimatic Behavior (IT 01) Yes
Communication Willpower (BB IT 02) Yes
Communication Willpower (BB IT 03)  •  Dominant Species (IT 06) Yes
Communication Kinesics (CM 01)  •  Body Language (CM 03)
 •  Self Empowerment (CM 02)
No
Communication Self Empowerment (CM 02)  •  Kinesics (CM 01)  •  Deimatic Behavior (IT 01) No
Communication Body Language (CM 03)  •  Kinesics (CM 01)  •  Group Unity (CM 04)
 •  Mirror Neuron (CM 05)
No
Communication Group Unity (CM 04)  •  Body Language (CM 03)
 •  Deimatic Behavior (IT 01)
 •  Group Unity (CM 07) No
Communication Mirror Neuron (CM 05)  •  Body Language (CM 03)  •  Imitation (CM 06) No
Communication Imitation (CM 06)  •  Mirror Neuron (CM 05)  •  Group Unity (CM 07) No
Communication Group Unity (CM 07)  •  Dominant Species (IT 06)
 •  Group Unity (CM 04)
 •  Imitation (CM 06)
No
Communication Attachment Need (HB 01)  •  Attachment Need (BB HB 01)  •  Attachment Need (HB 02) No
Communication Attachment Need (HB 02)  •  Attachment Need (HB 01) No
Communication Deimatic Behavior (IT 01)  •  Self Empowerment (CM 02)
 •  Willpower (BB IT 01)
 •  Group Unity (CM 04)
 •  Induced Fear (IT 02)
 •  Induced Fear (IT 03)
No
Communication Induced Fear (IT 02)  •  Deimatic Behavior (IT 01)  •  Danger Perception (IT 04)
 •  Dominant Species (IT 06)
No
Communication Induced Fear (IT 03)  •  Deimatic Behavior (IT 01)  •  Danger Perception (IT 05)
 •  Dominant Species (IT 06)
No
Communication Danger Perception (IT 04)  •  Induced Fear (IT 02) No
Communication Danger Perception (IT 05)  •  Induced Fear (IT 03) No
Communication Dominant Species (IT 06)  •  Induced Fear (IT 02)
 •  Induced Fear (IT 03)
 •  Willpower (BB IT 03)
 •  Group Unity (CM 07) No
Dexterity Controlling Strength (AL 01)  •  Applied Force (DE 06)  •  Controlling Strength (AL 02) No
Dexterity Controlling Strength (AL 02)  •  Controlling Strength (AL 01)  •  Controlling Strength (AL 03) No
Dexterity Controlling Strength (AL 03)  •  Controlling Strength (AL 02)
 •  Manual Dexterity (BB AL 01)
 •  Fine Motor Skill (AL 07) No
Dexterity Stripping (AL 04)  •  Applied Force (DE 06)  •  Stripping (AL 05) No
Dexterity Stripping (AL 05)  •  Stripping (AL 04)  •  Stripping (AL 06) No
Dexterity Stripping (AL 06)  •  Manual Dexterity (BB AL 01)
 •  Stripping (AL 05)
 •  Fine Motor Skill (AL 07) No
Dexterity Fine Motor Skill (AL 07)  •  Controlling Strength (AL 03)
 •  Manual Dexterity (BB AL 01-2)
 •  Stripping (AL 06)
No
Dexterity Manual Dexterity (BB AL 01)  •  Controlling Strength (AL 03)
 •  Stripping (AL 06)
Yes
Dexterity Manual Dexterity (BB AL 01-2)  •  Fine Motor Skill (AL 07) Yes
Dexterity Manual Dexterity (BB AL 01-3) Yes
Dexterity Manual Dexterity (BB AL 01-4) Yes
Dexterity Proprioceptor Efficiency (BB WH 01)  •  Kinesthetic Sense (WH 01) Yes
Dexterity Proprioceptor Efficiency (BB WH 01-2) Yes
Dexterity Proprioceptor Efficiency (BB WH 01-3) Yes
Dexterity Proprioceptor Efficiency (BB WH 01-4) Yes
Dexterity Proprioceptor Efficiency (BB WH 01-5) Yes
Dexterity Item Manipulation (DE 01)  •  Motor Skill (MS 01)  •  Carrying Ability (DE 02)
 •  Gross Motor Skill (DE 05)
 •  Handling (HA 01)
No
Dexterity Carrying Ability (DE 02)  •  Equilibrioception (WA 02)
 •  Item Manipulation (DE 01)
 •  Carrying Ability (DE 03) No
Dexterity Carrying Ability (DE 03)  •  Carrying Ability (DE 02)  •  Carrying Ability (DE 04) No
Dexterity Carrying Ability (DE 04)  •  Carrying Ability (DE 03)
 •  Vestibular System (WA 05)
 •  Carrying Endurance (AB 07) No
Dexterity Gross Motor Skill (DE 05)  •  Item Manipulation (DE 01)  •  Applied Force (DE 06)
 •  Kinesthetic Sense (WH 01)
No
Dexterity Applied Force (DE 06)  •  Gross Motor Skill (DE 05)  •  Controlling Strength (AL 01)
 •  Kinesthetic Sense (WH 02)
 •  Stripping (AL 04)
No
Dexterity Handling (HA 01)  •  Item Manipulation (DE 01)  •  Grasp Control (HA 02) No
Dexterity Grasp Control (HA 02)  •  Acute Stress Response (MS 02)
 •  Handling (HA 01)
 •  Grasp Control (HA 03) No
Dexterity Grasp Control (HA 03)  •  Grasp Control (HA 02)
 •  Kinesthetic Sense (WH 02)
 •  Grasp Control (HA 04) No
Dexterity Grasp Control (HA 04)  •  Flee Response (DO 01)
 •  Grasp Control (HA 03)
 •  True Grip (HA 05) No
Dexterity True Grip (HA 05)  •  Grasp Control (HA 04) No
Dexterity Kinesthetic Sense (WH 01)  •  Gross Motor Skill (DE 05)
 •  Proprioceptor Efficiency (BB WH 01)
 •  Kinesthetic Sense (WH 02) No
Dexterity Kinesthetic Sense (WH 02)  •  Applied Force (DE 06)
 •  Kinesthetic Sense (WH 01)
 •  Grasp Control (HA 03)
 •  Thrusting Aim (WH 03)
 •  Thrusting Aim (WH 04)
 •  Thrusting Aim (WH 05)
No
Dexterity Thrusting Aim (WH 03)  •  Kinesthetic Sense (WH 02)  •  True Aim (WH 06) No
Dexterity Thrusting Aim (WH 04)  •  Kinesthetic Sense (WH 02)  •  True Aim (WH 06) No
Dexterity Thrusting Aim (WH 05)  •  Kinesthetic Sense (WH 02) No
Dexterity True Aim (WH 06)  •  Thrusting Aim (WH 03)
 •  Thrusting Aim (WH 04)
No
Dodge Infundibular Pathway (BB DO 01) Yes
Dodge Infundibular Pathway (BB DO 02) Yes
Dodge Evasive Action (BB DO 03)  •  Flee Response (DO 01)  •  Withdrawal Reflex (DO 05) No
Dodge Infundibular Pathway (BB DO 03-2) Yes
Dodge Flee Response (DO 01)  •  Acute Stress Response (MS 02)  •  Evasive Action (BB DO 03)
 •  Evasive Action (DO 02)
 •  Evasive Action (DO 04)
 •  Grasp Control (HA 04)
 •  Group Preservation (DO 07)
 •  Temporal Distortion (FR 02)
No
Dodge Evasive Action (DO 02)  •  Flee Response (DO 01)  •  Withdrawal Reflex (DO 05) No
Dodge Evasive Action (DO 04)  •  Flee Response (DO 01) No
Dodge Withdrawal Reflex (DO 05)  •  Evasive Action (BB DO 03)
 •  Evasive Action (DO 02)
 •  Ataraxia (DO 06)
 •  Temporal Distortion (FR 03)
No
Dodge Ataraxia (DO 06)  •  Startle Response (CO 05)
 •  Withdrawal Reflex (DO 05)
No
Dodge Group Preservation (DO 07)  •  Flee Response (DO 01) No
Intelligence Spatial Perception (AN 01)  •  Memory (IN 01)  •  Evaluation Speed (AN 02)
 •  Form Recognition (AN 05)
 •  Spatial Perception (AN 03)
No
Intelligence Evaluation Speed (AN 02)  •  Spatial Perception (AN 01) No
Intelligence Spatial Perception (AN 03)  •  Orientation (BB IN 05)
 •  Spatial Perception (AN 01)
 •  Spatial Perception (AN 04) No
Intelligence Spatial Perception (AN 04)  •  Spatial Perception (AN 03)
 •  Wayfinding (BB IN 03)
No
Intelligence Form Recognition (AN 05)  •  Spatial Perception (AN 01)  •  Form Recognition (AN 06) No
Intelligence Form Recognition (AN 06)  •  Form Recognition (AN 05)  •  Form Recognition (AN 07) No
Intelligence Form Recognition (AN 07)  •  Form Recognition (AN 06) No
Intelligence Long Term Memory (BB IN 01) Yes
Intelligence Long Term Memory (BB IN 01-2) Yes
Intelligence Wayfinding (BB IN 03)  •  Spatial Perception (AN 04) Yes
Intelligence Wayfinding (BB IN 03-2) Yes
Intelligence Orientation (BB IN 05)  •  Spatial Perception (AN 03) Yes
Intelligence Orientation (BB IN 05-2) Yes
Intelligence Memory (IN 01)  •  Spatial Perception (AN 01) No
Metabolism Nutrient Absorption (BB ME 01)  •  Analeptic Ability (ME 02)
 •  Eumycota Food Acclimatization (OM 01)
 •  Mammal Food Acclimatization (OM 07)
 •  Oviparous Food Acclimatization (OM 05)
 •  Prophylactic Ability (ME 01)
 •  Zygote Food Acclimatization (OM 03)
Yes
Metabolism Nutrient Absorption (BB ME 02) Yes
Metabolism Prophylactic Ability (ME 01)  •  Nutrient Absorption (BB ME 01)  •  Analgesia (SI 01)
 •  Laceration Prevention (SB 01)
 •  Toxin Immunity (ST 01)
No
Metabolism Analeptic Ability (ME 02)  •  Nutrient Absorption (BB ME 01)  •  Healing Injury (CI 01)
 •  Laceration Tolerance (CB 01)
 •  Metabolic Detoxification (CT 01)
No
Motricity Anabolism (BB WA 01) Yes
Motricity Speed (BB WA 02)  •  Vestibular System (WA 05) Yes
Motricity Orientation (BB WA 03) Yes
Motricity Lower Body Strength (BB WA 04)  •  Bipedalism (BI 01) Yes
Motricity Anabolism-Water (BB WA 05) Yes
Motricity Stability Control (BB WA 06) Yes
Motricity Stability Control (BB WA 07) Yes
Motricity Upper Body Strength (BB WA 08)  •  Postural Balance (WA 12) Yes
Motricity Anabolism-Water (BB WA 09) Yes
Motricity Bipedalism (BI 01)  •  Lower Body Strength (BB WA 04)
 •  Vestibular System (WA 05)
 •  Aquatic Locomotion (SW 01)
 •  Carrying Endurance (AB 07)
 •  Endurance (AB 01)
No
Motricity Motor Skill (MS 01)  •  Acute Stress Response (MS 02)
 •  Building (NE 01)
 •  Contextual Orthostatis (WA 01)
 •  Item Manipulation (DE 01)
 •  Orthostasis & Senses (WA 00)
No
Motricity Acute Stress Response (MS 02)  •  Motor Skill (MS 01)  •  Fight Response (CO 01)
 •  Flee Response (DO 01)
 •  Grasp Control (HA 02)
 •  Tachypsychia (FR 01)
No
Motricity Orthostasis & Senses (WA 00)  •  Motor Skill (MS 01)  •  Equilibrioception (WA 02) No
Motricity Contextual Orthostatis (WA 01)  •  Motor Skill (MS 01)  •  Equilibrioception (WA 02) No
Motricity Equilibrioception (WA 02)  •  Contextual Orthostatis (WA 01)
 •  Orthostasis & Senses (WA 00)
 •  Carrying Ability (DE 02)
 •  Medial-Lateral Stability (WA 09)
 •  Proprioception (WA 03)
No
Motricity Proprioception (WA 03)  •  Equilibrioception (WA 02)  •  Vestibular System (WA 05) No
Motricity Vestibular System (WA 05)  •  Proprioception (WA 03)
 •  Speed (BB WA 02)
 •  Bipedalism (BI 01)
 •  Carrying Ability (DE 04)
No
Motricity Medial-Lateral Stability (WA 09)  •  Equilibrioception (WA 02)  •  Postural Balance (WA 11) No
Motricity Postural Balance (WA 11)  •  Medial-Lateral Stability (WA 09)  •  Postural Balance (WA 12) No
Motricity Postural Balance (WA 12)  •  Postural Balance (WA 11)
 •  Upper Body Strength (BB WA 08)
No
Omnivore Xenobiotic Metabolism (BB OM 01)  •  Oviparous Food Acclimatization (OM 05) Yes
Omnivore Xenobiotic Metabolism (BB OM 02)  •  Mammal Food Acclimatization (OM 08) Yes
Omnivore Eumycota Food Acclimatization (OM 01)  •  Nutrient Absorption (BB ME 01)  •  Eumycota Food Acclimatization (OM 02) No
Omnivore Eumycota Food Acclimatization (OM 02)  •  Eumycota Food Acclimatization (OM 01)  •  Omnivorous (OM 09) No
Omnivore Zygote Food Acclimatization (OM 03)  •  Nutrient Absorption (BB ME 01)  •  Zygote Food Acclimatization (OM 04) No
Omnivore Zygote Food Acclimatization (OM 04)  •  Zygote Food Acclimatization (OM 03)  •  Omnivorous (OM 09) No
Omnivore Oviparous Food Acclimatization (OM 05)  •  Nutrient Absorption (BB ME 01)
 •  Xenobiotic Metabolism (BB OM 01)
 •  Oviparous Food Acclimatization (OM 06) No
Omnivore Oviparous Food Acclimatization (OM 06)  •  Oviparous Food Acclimatization (OM 05)  •  Omnivorous (OM 09) No
Omnivore Mammal Food Acclimatization (OM 07)  •  Nutrient Absorption (BB ME 01)  •  Mammal Food Acclimatization (OM 08) No
Omnivore Mammal Food Acclimatization (OM 08)  •  Mammal Food Acclimatization (OM 07)
 •  Xenobiotic Metabolism (BB OM 02)
 •  Omnivorous (OM 09) No
Omnivore Omnivorous (OM 09)  •  Eumycota Food Acclimatization (OM 02)
 •  Mammal Food Acclimatization (OM 08)
 •  Oviparous Food Acclimatization (OM 06)
 •  Zygote Food Acclimatization (OM 04)
No
Orrorin Tugenensis Cognitive Control (CC 01)  •  Attentional Control (CC 02)
 •  Hyperfocus (ZO 01)
No
Orrorin Tugenensis Attentional Control (CC 02)  •  Cognitive Control (CC 01)
 •  Encephalization (NP 01)
No
Orrorin Tugenensis Mesocortical Pathway (DP 01)  •  Dopaminergic Pathways (DP 02)
 •  Dopaminergic Pathways (DP 03)
 •  Dopaminergic Pathways (DP 04)
 •  Dopaminergic Pathways (DP 13)
No
Orrorin Tugenensis Dopaminergic Pathways (DP 02)  •  Mesocortical Pathway (DP 01) No
Orrorin Tugenensis Dopaminergic Pathways (DP 03)  •  Mesocortical Pathway (DP 01) No
Orrorin Tugenensis Dopaminergic Pathways (DP 04)  •  Mesocortical Pathway (DP 01) No
Orrorin Tugenensis Life Expectancy (LF 01) No
Orrorin Tugenensis Encephalization (NP 01)  •  Attentional Control (CC 02) No
Preventive Medication Vitamin K Efficiency (BB SB 01)  •  Bleeding Resistance (SB 05)
 •  External Clotting Efficiency (SB 02)
Yes
Preventive Medication Vitamin K Efficiency (BB SB 02)  •  Bleeding Resistance (SB 05)
 •  External Clotting Efficiency (SB 03)
Yes
Preventive Medication Endorphins Efficiency (BB SI 01)  •  Trauma Prevention (SI 03)
 •  Trauma Resistance (SI 06)
Yes
Preventive Medication Endorphins Efficiency (BB SI 02)  •  Trauma Prevention (SI 04)
 •  Trauma Resistance (SI 06)
Yes
Preventive Medication Xenobiotic Resistance (BB ST 01)  •  Venom Tolerance (ST 03)
 •  Venom Resistance (ST 06)
Yes
Preventive Medication Xenobiotic Resistance (BB ST 02)  •  Food Poisoning Resistance (ST 11)
 •  Food Poisoning Tolerance (ST 08)
Yes
Preventive Medication Xenobiotic Metabolism (BB ST 03)  •  Venom Resistance (ST 06)
 •  Venom Tolerance (ST 04)
Yes
Preventive Medication Xenobiotic Metabolism (BB ST 04)  •  Food Poisoning Resistance (ST 11)
 •  Food Poisoning Tolerance (ST 09)
Yes
Preventive Medication Laceration Prevention (SB 01)  •  Prophylactic Ability (ME 01)  •  External Clotting Efficiency (SB 02) No
Preventive Medication External Clotting Efficiency (SB 02)  •  Laceration Prevention (SB 01)
 •  Vitamin K Efficiency (BB SB 01)
 •  External Clotting Efficiency (SB 03) No
Preventive Medication External Clotting Efficiency (SB 03)  •  External Clotting Efficiency (SB 02)
 •  Vitamin K Efficiency (BB SB 02)
 •  Bleeding Resistance (SB 04) No
Preventive Medication Bleeding Resistance (SB 04)  •  External Clotting Efficiency (SB 03)  •  Bleeding Resistance (SB 05) No
Preventive Medication Bleeding Resistance (SB 05)  •  Bleeding Resistance (SB 04)
 •  Vitamin K Efficiency (BB SB 01)
 •  Vitamin K Efficiency (BB SB 02)
No
Preventive Medication Analgesia (SI 01)  •  Prophylactic Ability (ME 01)  •  Trauma Prevention (SI 02) No
Preventive Medication Trauma Prevention (SI 02)  •  Analgesia (SI 01)  •  Trauma Prevention (SI 03) No
Preventive Medication Trauma Prevention (SI 03)  •  Endorphins Efficiency (BB SI 01)
 •  Trauma Prevention (SI 02)
 •  Trauma Prevention (SI 04) No
Preventive Medication Trauma Prevention (SI 04)  •  Endorphins Efficiency (BB SI 02)
 •  Trauma Prevention (SI 03)
 •  Trauma Resistance (SI 05) No
Preventive Medication Trauma Resistance (SI 05)  •  Trauma Prevention (SI 04)  •  Trauma Resistance (SI 06) No
Preventive Medication Trauma Resistance (SI 06)  •  Endorphins Efficiency (BB SI 01)
 •  Endorphins Efficiency (BB SI 02)
 •  Trauma Resistance (SI 05)
No
Preventive Medication Toxin Immunity (ST 01)  •  Prophylactic Ability (ME 01)  •  Food Poisoning Tolerance (ST 07)
 •  Venom Tolerance (ST 02)
No
Preventive Medication Venom Tolerance (ST 02)  •  Toxin Immunity (ST 01)  •  Venom Tolerance (ST 03) No
Preventive Medication Venom Tolerance (ST 03)  •  Venom Tolerance (ST 02)
 •  Xenobiotic Resistance (BB ST 01)
 •  Venom Tolerance (ST 04) No
Preventive Medication Venom Tolerance (ST 04)  •  Venom Tolerance (ST 03)
 •  Xenobiotic Metabolism (BB ST 03)
 •  Venom Resistance (ST 05) No
Preventive Medication Venom Resistance (ST 05)  •  Venom Tolerance (ST 04)  •  Venom Resistance (ST 06) No
Preventive Medication Venom Resistance (ST 06)  •  Venom Resistance (ST 05)
 •  Xenobiotic Metabolism (BB ST 03)
 •  Xenobiotic Resistance (BB ST 01)
No
Preventive Medication Food Poisoning Tolerance (ST 07)  •  Toxin Immunity (ST 01)  •  Food Poisoning Tolerance (ST 08) No
Preventive Medication Food Poisoning Tolerance (ST 08)  •  Food Poisoning Tolerance (ST 07)
 •  Xenobiotic Resistance (BB ST 02)
 •  Food Poisoning Tolerance (ST 09) No
Preventive Medication Food Poisoning Tolerance (ST 09)  •  Food Poisoning Tolerance (ST 08)
 •  Xenobiotic Metabolism (BB ST 04)
 •  Food Poisoning Resistance (ST 10) No
Preventive Medication Food Poisoning Resistance (ST 10)  •  Food Poisoning Tolerance (ST 09)  •  Food Poisoning Resistance (ST 11) No
Preventive Medication Food Poisoning Resistance (ST 11)  •  Food Poisoning Resistance (ST 10)
 •  Xenobiotic Metabolism (BB ST 04)
 •  Xenobiotic Resistance (BB ST 02)
No
Self-Control Determination (BB FR 01) Yes
Self-Control Determination (BB FR 02) Yes
Self-Control Determination (BB FR 03) Yes
Self-Control Determination (BB FR 04) Yes
Self-Control Tachypsychia (FR 01)  •  Acute Stress Response (MS 02)  •  Temporal Distortion (FR 02) No
Self-Control Temporal Distortion (FR 02)  •  Fight Response (CO 01)
 •  Flee Response (DO 01)
 •  Tachypsychia (FR 01)
 •  Perceptual Time Dilation (FR 05)
 •  Temporal Distortion (FR 03)
No
Self-Control Temporal Distortion (FR 03)  •  Temporal Distortion (FR 02)
 •  Withdrawal Reflex (DO 05)
 •  Temporal Distortion (FR 04) No
Self-Control Temporal Distortion (FR 04)  •  Startle Response (CO 05)
 •  Temporal Distortion (FR 03)
No
Self-Control Perceptual Time Dilation (FR 05)  •  Temporal Distortion (FR 02)  •  Internal Process Speed (FR 06)
 •  Internal Process Speed (FR 07)
 •  Internal Process Speed (FR 08)
No
Self-Control Internal Process Speed (FR 06)  •  Perceptual Time Dilation (FR 05) No
Self-Control Internal Process Speed (FR 07)  •  Perceptual Time Dilation (FR 05) No
Self-Control Internal Process Speed (FR 08)  •  Perceptual Time Dilation (FR 05) No
Senses Echoic Memory (BB SS 01) Yes
Senses Echoic Memory (BB SS 01-2)  •  Interaural Time Difference (SS 04)
 •  Sound Detection (SS 08)
Yes
Senses Olfactory Memory (BB SX 01)  •  Sensory Memory (SX 02) Yes
Senses Iconic Memory (BB SX 01-2)  •  Odorant Identification (SO 07) Yes
Senses Olfactory Memory (BB SX 01-3)  •  Sensory Memory (SX 03) Yes
Senses Iconic Memory (BB SX 01-4)  •  Threat Localization (SO 04) Yes
Senses Perception (SE 01)  •  Olfaction (SO 01)
 •  Sensory Memory (SX 01)
 •  Sound Localization (SS 01)
No
Senses Olfaction (SO 01)  •  Perception (SE 01)  •  Chemoreceptor Acuity (SO 02)
 •  Odorant Chemotopy (SO 09)
 •  Threat Chemotopy (SO 13)
No
Senses Chemoreceptor Acuity (SO 02)  •  Olfaction (SO 01)  •  Odorant Identification (SO 06)
 •  Threat Localization (SO 03)
No
Senses Threat Localization (SO 03)  •  Chemoreceptor Acuity (SO 02)  •  Sensory Transduction Speed (SO 05)
 •  Threat Chemotopy (SO 14)
 •  Threat Localization (SO 04)
No
Senses Threat Localization (SO 04)  •  Iconic Memory (BB SX 01-4)
 •  Threat Localization (SO 03)
No
Senses Sensory Transduction Speed (SO 05)  •  Threat Localization (SO 03) No
Senses Odorant Identification (SO 06)  •  Chemoreceptor Acuity (SO 02)  •  Odorant Chemotopy (SO 11)
 •  Odorant Identification (SO 07)
 •  Sensory Transduction Speed (SO 08)
No
Senses Odorant Identification (SO 07)  •  Iconic Memory (BB SX 01-2)
 •  Odorant Identification (SO 06)
No
Senses Sensory Transduction Speed (SO 08)  •  Odorant Identification (SO 06) No
Senses Odorant Chemotopy (SO 09)  •  Olfaction (SO 01)  •  Odorant Chemotopy (SO 10) No
Senses Odorant Chemotopy (SO 10)  •  Odorant Chemotopy (SO 09)  •  Odorant Chemotopy (SO 11) No
Senses Odorant Chemotopy (SO 11)  •  Odorant Chemotopy (SO 10)
 •  Odorant Identification (SO 06)
 •  Odorant Chemotopy (SO 12) No
Senses Odorant Chemotopy (SO 12)  •  Odorant Chemotopy (SO 11) No
Senses Threat Chemotopy (SO 13)  •  Olfaction (SO 01)  •  Threat Chemotopy (SO 14) No
Senses Threat Chemotopy (SO 14)  •  Threat Chemotopy (SO 13)
 •  Threat Localization (SO 03)
 •  Threat Chemotopy (SO 15) No
Senses Threat Chemotopy (SO 15)  •  Threat Chemotopy (SO 14) No
Senses Sound Localization (SS 01)  •  Perception (SE 01)  •  Interaural Time Difference (SS 02)
 •  Sound Awareness (SS 10)
 •  Sound Detection (SS 06)
No
Senses Interaural Time Difference (SS 02)  •  Sound Localization (SS 01)  •  Interaural Time Difference (SS 03)
 •  Sound Localization Speed (SS 05)
No
Senses Interaural Time Difference (SS 03)  •  Interaural Time Difference (SS 02)  •  Interaural Time Difference (SS 04) No
Senses Interaural Time Difference (SS 04)  •  Echoic Memory (BB SS 01-2)
 •  Interaural Time Difference (SS 03)
No
Senses Sound Localization Speed (SS 05)  •  Interaural Time Difference (SS 02) No
Senses Sound Detection (SS 06)  •  Sound Localization (SS 01)  •  Sound Detection (SS 07)
 •  Sound Localization Speed (SS 09)
No
Senses Sound Detection (SS 07)  •  Sound Detection (SS 06)  •  Sound Detection (SS 08) No
Senses Sound Detection (SS 08)  •  Echoic Memory (BB SS 01-2)
 •  Sound Detection (SS 07)
No
Senses Sound Localization Speed (SS 09)  •  Sound Detection (SS 06) No
Senses Sound Awareness (SS 10)  •  Sound Localization (SS 01)  •  Sound Awareness (SS 10-2) No
Senses Sound Awareness (SS 10-2)  •  Sound Awareness (SS 10)  •  Sound Awareness (SS 10-3) No
Senses Sound Awareness (SS 10-3)  •  Sound Awareness (SS 10-2) No
Senses Sensory Memory (SX 01)  •  Perception (SE 01)  •  Sensory Memory (SX 02) No
Senses Sensory Memory (SX 02)  •  Olfactory Memory (BB SX 01)
 •  Sensory Memory (SX 01)
 •  Sensory Memory (SX 03) No
Senses Sensory Memory (SX 03)  •  Olfactory Memory (BB SX 01-3)
 •  Sensory Memory (SX 02)
No
Settlement Sleep - Healing Efficiency (BB NE 01)  •  Deep Sleep (NE 06) Yes
Settlement Sleep - Healing Efficiency (BB NE 01-2)  •  Deep Sleep (NE 07) Yes
Settlement Sleep - Healing Efficiency (BB NE 01-3)  •  Sleep Recovery (NE 08) Yes
Settlement Building (NE 01)  •  Motor Skill (MS 01)  •  Building Efficiency (NE 02)
 •  Deep Sleep (NE 06)
No
Settlement Building Efficiency (NE 02)  •  Building (NE 01) No
Settlement Deep Sleep (NE 06)  •  Building (NE 01)
 •  Sleep - Healing Efficiency (BB NE 01)
 •  Deep Sleep (NE 07) No
Settlement Deep Sleep (NE 07)  •  Deep Sleep (NE 06)
 •  Sleep - Healing Efficiency (BB NE 01-2)
 •  Sleep Recovery (NE 08) No
Settlement Sleep Recovery (NE 08)  •  Deep Sleep (NE 07)
 •  Sleep - Healing Efficiency (BB NE 01-3)
 •  Well Rested Boost (NE 09) No
Settlement Well Rested Boost (NE 09)  •  Sleep Recovery (NE 08)  •  Well Rested Boost (NE 09-2) No
Settlement Well Rested Boost (NE 09-2)  •  Well Rested Boost (NE 09) No
Swim Stroke Force (BB SW 01)  •  Hydro-Dynamics (SW 03) Yes
Swim Stroke Force (BB SW 01-2) Yes
Swim Aquatic Locomotion (SW 01)  •  Bipedalism (BI 01)  •  Swim Endurance (SW 02) No
Swim Swim Endurance (SW 02)  •  Aquatic Locomotion (SW 01)  •  Hydro-Dynamics (SW 03) No
Swim Hydro-Dynamics (SW 03)  •  Stroke Force (BB SW 01)
 •  Swim Endurance (SW 02)
No
Therapeutic Medication Nociceptors Tolerance (BB CI 01) Yes
Therapeutic Medication Nociceptors Tolerance (BB CI 02)  •  Trauma Relief (CI 03) Yes
Therapeutic Medication Nociceptors Tolerance (BB CI 03)  •  Trauma Relief Efficiency (CI 05) Yes
Therapeutic Medication Hydration-Detoxification Efficiency (BB CT 01) Yes
Therapeutic Medication Hydration-Detoxification Efficiency (BB CT 02) Yes
Therapeutic Medication Hydration-Detoxification Efficiency (BB CT 03) Yes
Therapeutic Medication Xenobiotic Metabolism (BB CT 04)  •  Venom Elimination (CT 03) Yes
Therapeutic Medication Xenobiotic Metabolism (BB CT 05)  •  Food Poison Elimination (CT 07) Yes
Therapeutic Medication Laceration Tolerance (CB 01)  •  Analeptic Ability (ME 02)  •  Internal Clotting Efficiency (CB 02) No
Therapeutic Medication Internal Clotting Efficiency (CB 02)  •  Laceration Tolerance (CB 01)  •  Internal Clotting Efficiency (CB 03) No
Therapeutic Medication Internal Clotting Efficiency (CB 03)  •  Internal Clotting Efficiency (CB 02) No
Therapeutic Medication Healing Injury (CI 01)  •  Analeptic Ability (ME 02)  •  Trauma Relief (CI 02) No
Therapeutic Medication Trauma Relief (CI 02)  •  Healing Injury (CI 01)  •  Trauma Relief (CI 03) No
Therapeutic Medication Trauma Relief (CI 03)  •  Nociceptors Tolerance (BB CI 02)
 •  Trauma Relief (CI 02)
 •  Trauma Relief (CI 04) No
Therapeutic Medication Trauma Relief (CI 04)  •  Trauma Relief (CI 03)  •  Trauma Relief Efficiency (CI 05) No
Therapeutic Medication Trauma Relief Efficiency (CI 05)  •  Nociceptors Tolerance (BB CI 03)
 •  Trauma Relief (CI 04)
No
Therapeutic Medication Metabolic Detoxification (CT 01)  •  Analeptic Ability (ME 02)  •  Food Poison Elimination (CT 05)
 •  Venom Elimination (CT 02)
No
Therapeutic Medication Venom Elimination (CT 02)  •  Metabolic Detoxification (CT 01)  •  Venom Elimination (CT 03) No
Therapeutic Medication Venom Elimination (CT 03)  •  Venom Elimination (CT 02)
 •  Xenobiotic Metabolism (BB CT 04)
 •  Venom Elimination (CT 04) No
Therapeutic Medication Venom Elimination (CT 04)  •  Venom Elimination (CT 03)  •  Detoxification Efficiency (CT 08) No
Therapeutic Medication Food Poison Elimination (CT 05)  •  Metabolic Detoxification (CT 01)  •  Food Poison Elimination (CT 06) No
Therapeutic Medication Food Poison Elimination (CT 06)  •  Food Poison Elimination (CT 05)  •  Food Poison Elimination (CT 07) No
Therapeutic Medication Food Poison Elimination (CT 07)  •  Food Poison Elimination (CT 06)
 •  Xenobiotic Metabolism (BB CT 05)
 •  Detoxification Efficiency (CT 08) No
Therapeutic Medication Detoxification Efficiency (CT 08)  •  Food Poison Elimination (CT 07)
 •  Venom Elimination (CT 04)
No