Difference between revisions of "Skilltrainer"

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{{Info|The ''neurotrainer mech serum'' is a rare item that will substantially increase a single, specific skill of the colonist using the serum. It will then be used up and disappear. Each serum is attuned to one specific skill and will increase this skill only, which is given as part of the name, as in "''melee'' neurotrainer mech serum".
 
{{Info|The ''neurotrainer mech serum'' is a rare item that will substantially increase a single, specific skill of the colonist using the serum. It will then be used up and disappear. Each serum is attuned to one specific skill and will increase this skill only, which is given as part of the name, as in "''melee'' neurotrainer mech serum".
  
Using the device gives 50,000 base experience, multiplied by the colonist's passion factor, effectively giving 35%, 100% or 150% XP depending on skill passion. It will have no effect on a colonist that is incapable of using that skill, but the item will still be used up.
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To use the device, select a colonist, right-click the neurotrainer, then click "Use neurotrainer". The skill will increase immediately, the game will display an on-screen message to this effect, and the serum will disappear.
  
A skill upgraded above level 10 is still subject to decay, as if the skill was learned in the natural way.
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Using the device gives 50,000 base experience, modified by the [[Skills#Passion|passion]] the colonist has for the skill, effectively giving either 35%, 100% or 150% of the base XP, depending on the ''passion''. It will have no effect on a colonist that is incapable of using that skill, but the item will still be used up.
  
To use the device, select a colonist, right-click the neurotrainer, then click "Use neurotrainer". It is consumed upon use.  The game will alert you of the fact that skill has been acquired with an on-screen message.
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Traits like "Too smart" or "Fast learner" have no effect when using the neurotrainer.
  
Traits like "Too smart" or "Fast learner" have no effect when using the neurotrainer.
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The learning penalty from reaching the "soft cap" of 4000 XP per day is ignored; the serum always provides the same amount of XP for a given character.
  
The learning penalty from reaching the "soft cap" of 4000 XP per day is ignored.  The neurotrainer applies the full gain even for colonists who have reached the XP cap for the day.
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A skill upgraded above level 10 is still subject to decay, as if the skill was learned in the natural way.
 
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== Strategy ==
 
== Strategy ==
  
Since skill ''passions'' are in effect when learning from this item, it is most effective when used by a colonist with a ''low skill'' but ''high passion'' for the skill, especially in cases where naturally training the skill is difficult (either for lack of opportunity, or because training would require spending resources).
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* Skill ''passions'' are in effect when learning from this item, so it is most effective when used by a colonist with a ''low skill level'' but ''high passion'' for the skill
 
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* The serum is very valuable when training the skill in the field is difficult, be it for lack of opportunity, or because training 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 serum to train a passionate, but low-skilled ''miner'' would instantly allow you to mine valuable ores without wasting yield from the ore mine.
Using a serum to train a passionate, but low-skilled ''miner'' for example, will instantly allow you to mine valuable ores without wasting yield from the ore mine.  This can even recoup the cost of the serum if there is no other miner available at this point.
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* Skill increases in general have diminishing returnsThe lower the current skill level, the more valuable a given amount of XP points isSince the serum gives a fixed number of XP points, as opposed to increase the skill level by a percentage, it is usually more effective to raise low skill levels with it.  Getting a character from level 2 to level 9 in a skill is worth more than getting somebody from level 16 to 18.
 
 
Training a skill close to level 10, but not beyond, has the most value, because below that level the skill will never decay naturally, and the full value from the item will be retainedEventually this could become moot if the skill was to be trained beyond the decay point in any case.
 
 
 
In many cases, skill levels have diminishing returns.  Getting a person from level 2 to level 9 in a skill is often more useful than getting them from level 16 to level 18.  Use the serum accordingly.
 
  
 
== Version history ==
 
== Version history ==
 
In Beta 18 the name of the item and its description was changed.
 
In Beta 18 the name of the item and its description was changed.

Revision as of 01:05, 9 September 2019

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

The neurotrainer mech serum is a rare item that will substantially increase a single, specific skill of the colonist using the serum. It will then be used up and disappear. Each serum is attuned to one specific skill and will increase this skill only, which is given as part of the name, as in "melee neurotrainer mech serum".

To use the device, select a colonist, right-click the neurotrainer, then click "Use neurotrainer". The skill will increase immediately, the game will display an on-screen message to this effect, and the serum will disappear.

Using the device gives 50,000 base experience, modified by the passion the colonist has for the skill, effectively giving either 35%, 100% or 150% of the base XP, depending on the passion. It will have no effect on a colonist that is incapable of using that skill, but the item will still be used up.

Traits like "Too smart" or "Fast learner" have no effect when using the neurotrainer.

The learning penalty from reaching the "soft cap" of 4000 XP per day is ignored; the serum always provides the same amount of XP for a given character.

A skill upgraded above level 10 is still subject to decay, as if the skill was learned in the natural way.


Obtaining

The item can be bought from traders, obtained as a quest reward and found in item stashes.

Strategy

  • Skill passions are in effect when learning from this item, so it is most effective when used by a colonist with a low skill level but high passion for the skill
  • The serum is very valuable when training the skill in the field is difficult, be it for lack of opportunity, or because training 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 serum 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 serum gives a fixed number of XP points, as opposed to increase the skill level by a percentage, it is usually more effective to raise low skill levels with it. Getting a character from level 2 to level 9 in a skill is worth more than getting somebody from level 16 to 18.

Version history

In Beta 18 the name of the item and its description was changed.