Fifth Tier Psi Powers
Antipersonnel Pistol Rounds Fifth Tier Neural Capacity (75 Cyber Modules)
Description: Enables fifth-tier Psi Powers and raises Psi Points by 10. All fifth-tier Psi Powers cost 5 Psi Points to use.
Assessment: The abilities on the fifth tier are characterised by being either extremely powerful, or rather unique, but are all quite expensive. If you are going for the long haul with Psi, then these abilities will provide a lot of payoff for your patience, but be aware that many of them may not fit into your play-style. Otherwise, this tier is simply too expensive to bother with for anyone else.

Antipersonnel Pistol Rounds Advanced Cerebro-Stimulated Regeneration (20 Cyber Modules)
Description: Regenerates lost Hit Points. Amount: 5 Hit Points + 5 Hit Points per Psi level.
Assessment: The only downside to this extremely powerful healing power is that the lower-level version is already probably good enough. Unlike the second-tier version, however, this one can be used in combat to instantly fill up your entire health bar. Probably not worth the Nanites objectively, but it's nice to feel like you're cheating the system from time to time.

Antipersonnel Pistol Rounds Soma Transference (20 Cyber Modules)
Description: Drains target non-robotic creature of Hit Points, and adds those Hit Points to your total.
Assessment: This is your classic "vampire" skill. While it can be fun to use against Rumblers, especially if you aren't in direct danger, there are probably faster and more efficient ways to kill your enemies. However, this is the only "attack" that works through Metacreative Barrier, which means that you can always block off your enemies and slowly bleed them dry. Pick this up depending on your preferences and play-style.

Antipersonnel Pistol Rounds Instantaneous Quantum Relocation (20 Cyber Modules)
Description: Teleports you to a marked location. If there is no marked location, this will set a marker at your current position. You can clear old markers by hitting Alt+T.
Assessment: This is an excellent time-saver and can be used to escape dangerous situations, to pick up supplies from a safe zone, or to avoid a lot of backtracking. The only downside, aside from cost, is that you have to have visited the location you wish to teleport to first, and remembered to leave a marker. Essential for speed runners and pacifists, mildly entertaining for everyone else. Less useful during the end-game, when the level layouts become significantly more linear.

Antipersonnel Pistol Rounds Imposed Neural Restructuring (20 Cyber Modules)
Description: Causes a non-robotic taget to become hostile toward all non-human creatures. Duration: 10 seconds per Psi level, or until damaged by a human.
Assessment: Brilliantly useful in the later game when you'll be fighting multiple Rumblers at once, either to do your dirty work for you or simply as a distraction.

Antipersonnel Pistol Rounds Metacreative Barrier (20 Cyber Modules)
Description: Creates a wall of psionic force directly in front of you. Wall HP: 150 + 50 per Psi level over 5, Duration: 4 minutes.
Assessment: Huge amounts of Hit Points and a large diameter makes this skill extremely useful for "redirecting" enemies, avoiding combat, or just messing around. Can be a life-saver during some of the late-game battles and even boss fights. Can be combined with Soma Transference to damage enemies from afar, with no chances of retaliation.

Antipersonnel Pistol Rounds External Psionic Detonation (20 Cyber Modules)
Description: Drops a psionic proximity mine. Does no damage to robots, and double damage to psionically sensitive creatures. Duration: 4 minutes.
Assessment: Curious, but unfortunately, nearly useless. You get it so late in the game that the amount of damage it does is pitiful, it relies on you preparing for fights in advance, and it's expensive. Fun to play with, but don't expect to find many true uses for it.

Antipersonnel Pistol Rounds Psycho-Reflective Aura (20 Cyber Modules)
Description: Protects you from 60% of all combat damage. Duration: 10 seconds + 20 seconds per Psi level.
Assessment: This is a life-saver in certain situations. Due to the high amount of protection, when combined with high-level armor, you'll be nearly immortal for the duration of this ability. The only downside is the short amount of time it lasts, as you'll have to re-cast it frequently.