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. | + | {{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. |
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. | ||
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Revision as of 11:29, 26 September 2016
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 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.
To use the device, select a colonist, right-click the neurotrainer, then click 'Use neurotrainer'. It is only usable once and is then destroyed.