Difference between revisions of "Skilltrainer"

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{{Info|This device is used by a colonist to raise one particular [[Skills|skill]] by giving 50000 experience (affected by learning factors) . The skill it will upgrade is listed as a prefix, i.e. Melee Neurotrainer. It will have no effect on a colonist that is incapable of that skill. A skill upgraded above level 10 is still subject to decay.
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{{Info|This device is used by a colonist to raise one particular [[Skills|skill]] by giving 50000 base experience. This is multiplied by the colonist's passion bonus, giving 33%/100%/150% XP. The skill it will upgrade is listed as a prefix, i.e. Melee Neurotrainer. It will have no effect on a colonist that is incapable of that skill. A skill upgraded above level 10 is still subject to decay.
  
 
To use the device, select a colonist, right-click the neurotrainer, then click 'Use neurotrainer'. It is only usable once and is then destroyed.
 
To use the device, select a colonist, right-click the neurotrainer, then click 'Use neurotrainer'. It is only usable once and is then destroyed.
  
As stated before the experience given by a neurotrainer is affected by learning factors, this means that a colonist that has an interest or passion for a skill will get more experience than one without any interest at all.
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The daily max learning and "too smart" traits do not affect experience gain and the neutrotrainer will not count against daily XP gain.
 
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Revision as of 18:41, 5 March 2017

Skilltrainer

Neurotrainer mech serum.png

A one-use super-dose of mechanites which trains a specific skill.
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.


Type
Exotic Item
Stack Limit
1

Base Stats

Flammability
0.2
Market Value
750
Mass
0.2
Max Hit Points
80
... further results

Stat Modifiers

... further results

This device is used by a colonist to raise one particular skill by giving 50000 base experience. This is multiplied by the colonist's passion bonus, giving 33%/100%/150% XP. The skill it will upgrade is listed as a prefix, i.e. Melee Neurotrainer. It will have no effect on a colonist that is incapable of that skill. A skill upgraded above level 10 is still subject to decay.

To use the device, select a colonist, right-click the neurotrainer, then click 'Use neurotrainer'. It is only usable once and is then destroyed.

The daily max learning and "too smart" traits do not affect experience gain and the neutrotrainer will not count against daily XP gain.