Skilltrainer - RimWorld Wiki (2024)

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.

Base Stats

Type
Exotic item
Tech Level
Ultra
Market Value
750
Stack Limit
1
Mass
0.2 kg
HP
80
Flammability
20%
Rotatable
False
Path Cost
14

Technical

defName
Neurotrainer
thingSetMakerTags
RewardStandardHighFreq, SkillNeurotrainer
tradeTags
ExoticMisc

Skilltrainers are rare, consumable items that will substantially increase a single, specific skill of the colonist using the item. It will then be used up and disappear.

Contents

  • 1 Acquisition
  • 2 Summary
  • 3 Analysis
  • 4 Trivia
  • 5 Version history

Acquisition[edit]

Skilltrainers cannot be crafted. Instead they can be bought from traders, obtained as a quest reward, found in item stashes quests. Skilltrainers of all types can also be found in ancient shrines, however the absolute and relative rarity of skilltrainers of each skill varies by both the associated skill and the DLC active at the time, even to the point where some variants are not available through this method if certain DLC are active. See the ancient shrine page for details.

Summary[edit]

See also: Skill experience table

Each trainer is attuned to one specific skill and will increase this skill only, which is given as part of the name, such as "Skilltrainer (Construction)" or "Skilltrainer (Social)". The skill cannot be chosen by the player, it is a fixed property of the item and is assigned automatically and randomly when the item is generated by the game.

To use the device, select a colonist, right-click the skilltrainer, then click "Use skilltrainer to learn <Skill Name>". The skill will increase immediately, the game will display an on-screen message to this effect, and the item will disappear.

Using the device gives 50,000 base experience, modified by the passion the colonist has for the skill, giving either 35%, 100% or 150% of the base XP depending on the level of passion. Traits like Too smart or Fast learner have no effect on the skill gain. Similarly, the learning penalty from reaching the "soft cap" of 4000 XP per day is ignored; the trainer always provides the same amount of XP for a given character.

PassionXP Gain
None17,500
50,000
75,000

While the amount of XP granted is fixed, the effect on the skill level of the colonist may vary depending on how skilled the they already were. For example:

  • With an "interested" passion (one flame) and 0 XP in a skill (no knowledge), a pawn will be at skill level 9 ("solid professional"), halfway through level 10, after using the skilltrainer.
  • The same pawn without any passion would be at level 5 ("significant familiarity"), about halfway through level 6.
  • Starting at exactly skill level 16 ("region-known master") and 0 points, the same pawn would get to level 18 ("planet-known master") and no points to spare (ie. after 1000 points of decay, it would take them back to level 17 with 1000 under the requirement for level 18).

See the Experience Table for more detail.

It will have no effect on a colonist that is incapable of using that skill, but the item will still be consumed. A skill upgraded above or beyond level 10 is still subject to decay, as if the skill was learned in the natural way.

Analysis[edit]

  • 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. This gives the highest number of effective levels, which is usually the most impactful change for the colony.
  • The trainer is very valuable if naturally training the skill in the field would be difficult, be it for lack of opportunity, or because it 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 skilltrainer 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 item gives a fixed number of XP points, as opposed to increasing the skill level by a percentage, it is usually more effective to raise low skill levels with it (as this translates into more levels). Getting a character from level 0 to level 9 in a skill is worth significantly more than getting somebody from level 16 to 18. This is amplified further by every skill point from level 10 onward being subject to decay.
  • Skilltrainers can be useful for colonists with the "slow learner" trait, as the xp is applied based on passion alone.

Trivia[edit]

Skilltrainers and psytrainers are the only members of the "neurotrainer" category which is an old name of the skilltrainers. So in some instances when both trainers are referenced interchangeably "neurotrainer" is used.

Version history[edit]

  • 0.7.581 - Added as Neurotrainer
  • Beta 18 - name was changed from Neurotrainer to Neurotrainer mech serum, and its description was changed.
  • 1.1 - the name was reverted back from Neurotrainer mech serum to Neurotrainer.
  • 1.2.2719 - Renamed yet again from Neurotrainer to Skilltrainer and gave them their own category similar to psytrainers.
Skilltrainer - RimWorld Wiki (2024)

FAQs

Are skill trainers worth it in RimWorld? ›

The trainer is very valuable if naturally training the skill in the field would be difficult, be it for lack of opportunity, or because it would require spending resources or a lot of time.

What is the highest skill level in RimWorld? ›

Level 20 (max level) is very difficult to acquire, usually only achievable by colonists solely dedicated to a single profession. The Great Memory trait halves the skill decay rate for a pawn.

How many skills are in RimWorld? ›

There are 12 RimWorld skills every colonist has a certain level of expertise in.

How do you increase intellectual skill in RimWorld? ›

Intellectual skill is gained by doing research, and by making hard drugs and medicine. There are no special techniques available to make this more efficient.

What is the most profitable thing in Rimworld? ›

Rice and Corn are equally affected by soil, but corn cannot be grown in hydroponics. Nutrifungus, then potatoes, are affected the least by both poor and good soil. Corn is the best crop for both human food/work and cash/work. It is actually more profitable per unit work than any crop in the game, including every drug.

Are cougars worth it Rimworld? ›

Panthers and cougars can make for good hauling animals and decent attack animals, if you can keep them fed. While they are more wild than a husky, meaning they create more filth and need to be retrained, panthers will not be attacked by other predators.

What is the best weapon for high skill RimWorld? ›

Best Weapons In RimWorld
  • Bolt-Action Rifle.
  • Heavy SMG.
  • Chain Shotgun.
  • Sniper Rifle.
  • Minigun.
  • Doomsday Launcher.
Aug 1, 2024

What is the optimal colonist number RimWorld? ›

Personally, I find that six to eight colonists is the ideal number. It's manageable while still increasing the colony's power, allowing you to take on most raids or random events in the game. I know many people prefer 10-12, however. It's up to you!

What is the most efficient farm size RimWorld? ›

A quick rule of thumb is to grow 10+ tiles of food crops per colonist in a biome with year-round growing. If the colony hunts as well, it will accumulate some food reserves, which can be saved for winter, fed to prisoners, or sold.

Does age matter in RimWorld? ›

Biologically older characters will tend to have higher skills, developed by experience. They may also have gray hair and age-related health difficulties such as cataracts, a bad back, dementia, or frailty.

How many hours does it take to beat RimWorld? ›

Powered by IGN Wiki Guides
Single-PlayerPolledAverage
Main Story6566h 3m
Main + Extras40140h 22m
Completionist19338h 10m
All PlayStyles124131h 43m

What age do you mature RimWorld? ›

Children are human pawns from 3 to 13 years old. Younger pawns are babies. Older pawns, between 13 and 18, are teenagers - considered adults for most purposes.

What is the best trait in RimWorld? ›

With that in mind, here are the best character traits for your colonists.
  • 8 Fast Learner.
  • 7 Perfect Memory.
  • 6 Industrious.
  • 5 Bloodlust.
  • 4 Super-Immune.
  • 3 Too Smart.
  • 2 Tough.
  • 1 Quick Sleeper.
Jun 4, 2024

Can you win RimWorld? ›

There are four ways to officially "win" the game, two of which are DLC-exclusive: Research and build a spaceship, then launch it. Travel to Charlon Whitestone's "event ship", which is offered to every colony at some point early in the campaign.

What is the skill limit in RimWorld? ›

Level 20 skill cap :: RimWorld General Discussions.

What is the best trait in Rimworld? ›

With that in mind, here are the best character traits for your colonists.
  • 8 Fast Learner.
  • 7 Perfect Memory.
  • 6 Industrious.
  • 5 Bloodlust.
  • 4 Super-Immune.
  • 3 Too Smart.
  • 2 Tough.
  • 1 Quick Sleeper.
Jun 4, 2024

What animals are worth keeping Rimworld? ›

Especially as you need to tame each animal with your handler and the animals that are more valuable take much longer to tame.
  1. 1 Trumbo.
  2. 2 Muffalo. Lots Of Resources. ...
  3. 3 Horses. You Can Ride Them. ...
  4. 4 Alpaca. Can Carry Goods. ...
  5. 5 Cows. Reliable, Producing Tons. ...
  6. 6 Goats. Not Very Hungry. ...
  7. 7 Pigs. They Eat A Lot. ...
  8. 8 Chickens. They Produce Eggs. ...
May 22, 2024

What are the benefits of pets in Rimworld? ›

In Rimworld, the importance of animals is often overlooked, and they are seen as a waste of resources. However, they are extremely useful and life-saving. Many animals can protect you, attack enemies, haul things, and rescue wounded colonists from the hot battlefield and take them out of the conflict.

Is there a goal in Rimworld? ›

Gameplay. The objective of the game is to ensure the survival of a colony of people, fighting against various environmental and/or internal events through randomly generated events in a customizable world.

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