Difference between revisions of "Skilltrainer"

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{{Info|This device is used by a colonist to raise one particular [[Skills|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.
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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.
  
 
Neurotrainers can only be obtained from a [[Trade|trade ship]].
 
Neurotrainers can only be obtained from a [[Trade|trade ship]].

Revision as of 09:25, 10 December 2015

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 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.

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.