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 base experience. This is multiplied by the colonist's passion bonus, giving 33%/100%/150% XP. The skill it will upgrade is listed as a prefix, e.g. 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|The ''neurotrainer mech serum'' is a rare item that will give a significant skill increase to the colonist using it. It is a one-time use and will disappear afterwards. Any neurotrainer is attuned to a specific skill and will increase this skill only.
  
Neurotrainers aren't installed via operations like bionics are.  To use the device, select a colonist, right-click the neurotrainer, then click 'Use neurotrainer'. It is consumed upon use.
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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. The skill it will upgrade is listed as a prefix, e.g. "'''melee''' neurotrainer mech serum". It will have no effect on a colonist that is incapable of using that skill, but the item will still be used up.
  
The daily max learning and "too smart" traits do not affect experience gain and the neutrotrainer will not count against daily XP gain.
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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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To use the device, select a colonist, right-click the neurotrainer, then click "Use neurotrainer". It is consumed upon use.
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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 neurotrainer applies the full gain even for colonists who have reached the XP cap for the day.
 
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== Obtaining ==
 
== Obtaining ==
They can be bought from traders. Occasionally, they can also be found in item stashes.
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The item can be bought from traders, obtained as a quest reward and found in item stashes.
  
==Version history==
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== Version history ==
In Beta 18 it received a rename and a different description.
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In Beta 18 the name of the item and its description was changed.

Revision as of 21:46, 8 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

Stat Modifiers

The neurotrainer mech serum is a rare item that will give a significant skill increase to the colonist using it. It is a one-time use and will disappear afterwards. Any neurotrainer is attuned to a specific skill and will increase this skill only.

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. The skill it will upgrade is listed as a prefix, e.g. "melee neurotrainer mech serum". It will have no effect on a colonist that is incapable of using that skill, but the item will still be used up.

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

To use the device, select a colonist, right-click the neurotrainer, then click "Use neurotrainer". It is consumed upon use.

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 neurotrainer applies the full gain even for colonists who have reached the XP cap for the day.


Obtaining

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

Version history

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