Difference between revisions of "Skilltrainer"
(Added initial text.) |
m ((Bot) XML data extraction: Update to Alpha 10) |
||
Line 16: | Line 16: | ||
| trade never stack = true | | trade never stack = true | ||
| use standard health = true | | use standard health = true | ||
+ | | max health base = 80 | ||
+ | | use hit points = true | ||
| flammability base = 1.0 | | flammability base = 1.0 | ||
| market value base = 2000 | | market value base = 2000 | ||
− | | max | + | | max hit points base = 80 |
}} | }} | ||
Revision as of 19:46, 15 April 2015
Skilltrainer
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
Stat Modifiers
This device is used by a colonist to raise one particular skill by five to seven levels (these numbers are unconfirmed). 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.
Neurotrainers can only be obtained from a trade ship.
To use the device, select a colonist, right-click the neurotrainer, then click 'Use neurotrainer'. It is usable one time only then destroyed.