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.
A tiny ultra-tech warhead usually used by spacecraft or glitterworld war machines. Powered by a grain of antimatter, it creates a huge explosion and starts fires around the target. Can be fired from mortars or installed as a trap. Explodes when damaged.
An elephant's tusk. Very durable and valuable. Deadly but somewhat unwieldy as a weapon.
A kit of advanced ultra-tech medical supplies, probably manufactured on a distant glitterworld. It contains advanced polymorphic drugs, nanite diagnostic and healing assisters, a mini-imager, and various multi-use tools.
A one-use super-dose of mechanites tuned to heal health conditions. The mechanites will target and heal the single worst health condition affecting someone at any given time. Works even on health conditions that would otherwise be incurable. The mechanites can even transmute themselves into organic matter, forming new limbs or organs as needed.
A one-use super-dose of mechanites tuned to train 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.
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". The skill can not be chosen, it is a property of the item and chosen randomly when the item is generated by the game. 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. As the amount of XP granted is fixed, the effect on the skill level of the colonist varies, depending on how skilled the character already was. 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 or beyond level 10 is still subject to decay, as if the skill was learned in the natural way.
A one-use super-dose of mechanites tuned to resurrect the dead. Administered to a corpse soon after death, mechanites repair broken-down tissues and kickstart the body back to life. Unfortunately, the resurrected sometimes come back with brain damage, blindness, or progressive psychosis. Outcomes are better when the mechanites are administered to a fresher body. Well-preserved bodies can be resurrected, even long after death.
A small AI core housing a low-grade subpersona specialized in teaching technology. When used, the AI will teach you the technology you're currently researching, instantly and for free. Can only be used once.
"A thrumbo's horn. It's razor sharp, very hard, and priceless in most markets. This is a true trophy."