Difference between revisions of "Skilltrainer"

From RimWorld Wiki
Jump to navigation Jump to search
((Bot) XML data extraction: All resource values)
 
(Added initial text.)
Line 19: Line 19:
 
| market value base = 2000
 
| market value base = 2000
 
| max health base = 80
 
| max health base = 80
 +
}}
 +
 +
{{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.
 +
 +
Neurotrainers can only be obtained from a [[Trade|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.
 
}}
 
}}

Revision as of 15:12, 2 April 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

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.