Neural rewiring draft

Part of the Agent training guide

A neural rewire lets you move one skill point of an agent to another skill. Agents earn rewires on University courses.

  • You spend rewires while the agent is in your deck.
  • One rewire moves one point. You take it from one skill and give it to another.
  • Two rewires add one point to a skill, with nothing taken from another.
  • No skill can go above 12.
  • No skill can go above the agent's main skill.
  • You can take points from the main skill. The other skills must then fit under its new value.

For example, with two rewires:

two points moved: skills 5, 3, 1 → 7, 2, 0
one point added: skills 5, 3, 1 → 6, 3, 1

Adding suits an agent with no points to spare. Five rewires add two points and move one.

An agent with a rewire left takes no new duty. You cannot make it a governor, send it to the field or send it back to a school. You cannot sell it either. Spend every rewire first, or discard the ones you do not want.

Discarded rewires are lost for good. The agent's skills stay as they are.

Numbers shown for Tactic games. This page is the same at every speed.