A hyper-advanced computer core that houses a superhumanlike artificial intelligence. In its isolated state the core is dormant. Installed in a proper support structure, however, it can become a mind of frightening power.
An elephant's tusk. Very durable and valuable. Deadly but somewhat unwieldy as a weapon.
Advanced medical supplies from a high-tech glitterworld.
A one-use nanotech trainer device. The neurotrainer is inserted through the orbit of the eye and releases nanomachines into the subject's brain, quickly improving their skills in a specific area.
This device is used by a colonist to raise one particular 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, 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 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. The daily max learning and "too smart" traits do not affect experience gain and the neutrotrainer will not count against daily XP gain.
"A thrumbo's horn. It's razor sharp, very hard, and priceless in most markets. This is a true trophy."
A single-use rocket launcher that fires 3 projectiles in quick succession.