Editing Skilltrainer
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| name = Skilltrainer | | name = Skilltrainer | ||
| image = Skilltrainer.png | | image = Skilltrainer.png | ||
− | | description = A one-use super-dose of mechanites which trains a specific skill.<br | + | | description = A one-use super-dose of mechanites which trains a specific skill.<br>The dose is administered through the orbit of the eye. Once released into the brain, the mechanites quickly improve the subject's skills in a specific area, transmuting themselves into neural tissue as needed. |
<!-- Base Stats --> | <!-- Base Stats --> | ||
| type = Exotic item | | type = Exotic item | ||
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| trade never stack = true | | trade never stack = true | ||
| use hit points = true | | use hit points = true | ||
− | }} | + | }}{{Info|'''Skilltrainers''' are rare, consumable items that will substantially increase a single, specific [[skill]] of the colonist using the item. It will then be used up and disappear.}} |
− | {{Info|'''Skilltrainers''' are rare, consumable items that will substantially increase a single, specific [[skill]] of the colonist using the item. It will then be used up and disappear.}} | + | |
+ | In places, the game still refers to this item as a "'''neurotrainer'''" (see [[Skilltrainer#Version history|Version history]], below).{{Check Tag|Where?|Fact check - If it is, Where is it still refered to as such and what is the context?}} | ||
== Acquisition == | == Acquisition == | ||
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* The trainer is very valuable if naturally training the skill in the field would be difficult, be it for lack of opportunity, or because it would require spending resources or a lot of time. It will allow you to make a colonist immediately viable and productive for a given task: for example, using a skilltrainer to train a passionate, but low-skilled ''miner'' would instantly allow you to mine valuable ores without wasting yield from the ore mine. | * The trainer is very valuable if naturally training the skill in the field would be difficult, be it for lack of opportunity, or because it would require spending resources or a lot of time. It will allow you to make a colonist immediately viable and productive for a given task: for example, using a skilltrainer to train a passionate, but low-skilled ''miner'' would instantly allow you to mine valuable ores without wasting yield from the ore mine. | ||
* Skill increases in general have diminishing returns. The lower the current skill level, the more valuable a given amount of XP points is. Since the item gives a fixed number of XP ''points'', as opposed to increasing the skill level by a ''percentage'', it is usually more effective to raise ''low'' skill levels with it (as this translates into more ''levels''). Getting a character from level 0 to level 9 in a skill is worth significantly more than getting somebody from level 16 to 18. This is amplified further by every skill point from level 10 onward being subject to decay. | * Skill increases in general have diminishing returns. The lower the current skill level, the more valuable a given amount of XP points is. Since the item gives a fixed number of XP ''points'', as opposed to increasing the skill level by a ''percentage'', it is usually more effective to raise ''low'' skill levels with it (as this translates into more ''levels''). Getting a character from level 0 to level 9 in a skill is worth significantly more than getting somebody from level 16 to 18. This is amplified further by every skill point from level 10 onward being subject to decay. | ||
− | * | + | * Skilltrainer's can be useful for colonist's with the "slow learner" trait, as the xp is applied based on passion alone. |
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== Version history == | == Version history == | ||
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[[Category:Exotic Item]] | [[Category:Exotic Item]] | ||
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