Difference between revisions of "Skills"

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Every character in RimWorld has a set of skills; these skills govern their effectiveness in the relevant tasks. A character may be unable to undertake certain work types due to [[backstories|backstory]] elements, and as such, the relevant skills will be disabled entirely, and show " - " under skills on the character tab.
+
Every character in RimWorld has a set of skills; these skills govern their effectiveness in the relevant tasks. A character may be unable to undertake certain work types due to [[backstories|backstory]] elements, and as such, the relevant skills will be disabled entirely, and show " - " under skills on the character tab. Experience points are gained by performing a relevant task or may be boosted by using a [[neurotrainer]].
  
 
=Skills=
 
=Skills=
  
The skills available as of Alpha 11 are as follows:
+
Experience counts assume "Interested", i.e. neutral, experience gain.
  
Experience counts assume "Interested", i.e. neutral, experience gain.
+
===Animals===
 +
Colonists have the ability to tame and handle a variety of wild animals. These animals can then be trained in four basic categories:
  
==Construction==
+
{{:List of animal skills}}
  
 +
===Construction===
 
The construction skill affects how long a colonist takes to complete a construction or repair task.
 
The construction skill affects how long a colonist takes to complete a construction or repair task.
 
  
 
''Each point increases speed by 15%.''
 
''Each point increases speed by 15%.''
  
Each point of 'work' required to build a structure provides you with 1 experience.
+
Experience is gained each tick spent working on a construction project. At 100% work speed this seems to translate to roughly 82 experience per point of 'work required' for a construction job. At 200% work speed, disregarding colonist passions, each unit of 'work required' would reward only 41 experience.
 
 
==Growing==
 
  
 +
===Growing===
 
The growing skill affects how fast a colonists sows and harvests growing zones, hydroponics and flower pots.
 
The growing skill affects how fast a colonists sows and harvests growing zones, hydroponics and flower pots.
 
  
 
''Each point increases speed by 12%.''
 
''Each point increases speed by 12%.''
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|}
 
|}
  
==Research==
+
A growing skill of at least 4 is required to grow [[Smokeleaf_Plant|smokeleaf]].
  
 +
A growing skill of at least 5 is required to grow [[Strawberry Plant|strawberries]].
 +
 +
A growing skill of at least 6 is required to grow [[Psychoid Plant|psychoid]].
 +
 +
A growing skill of at least 7 is required to grow [[hops]].
 +
 +
A growing skill of at least 8 is required to grow [[healroot]].
 +
 +
A growing skill of at least 10 is required to grow [[devilstrand]].
 +
 +
===Research===
 
This skill affects the speed at which research is completed.
 
This skill affects the speed at which research is completed.
 
  
 
''Each point increases speed by 15%''
 
''Each point increases speed by 15%''
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Each point in research provides you with 1 experience.
 
Each point in research provides you with 1 experience.
  
==Mining==
+
===Mining===
 
 
 
The mining skill determines how long it takes for a colonist to mine out each rock.
 
The mining skill determines how long it takes for a colonist to mine out each rock.
 
  
 
''Each point increases speed by 15%.''
 
''Each point increases speed by 15%.''
  
==Shooting==
+
===Shooting===
 
 
 
The shooting skill affects a characters' accuracy with a ranged weapon.
 
The shooting skill affects a characters' accuracy with a ranged weapon.
  
==Melee==
+
===Melee===
 
 
 
The melee skill determines a characters' chance to land a hit in melee.
 
The melee skill determines a characters' chance to land a hit in melee.
  
==Social==
+
===Social===
 
 
 
The social skill affects the impact of social interactions on other characters' mood, the impact of gifts on faction relations, the recruitment chance for prisoners and trader prices.
 
The social skill affects the impact of social interactions on other characters' mood, the impact of gifts on faction relations, the recruitment chance for prisoners and trader prices.
 
+
A small amount of experience is gained every time two colonists have a social interaction with each other. Characters have a [[talking]] stat that somehow interacts with this skill
  
 
''Each point increases social interaction impact by 10%''
 
''Each point increases social interaction impact by 10%''
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''Each point increases recruitment chance by 5%''
 
''Each point increases recruitment chance by 5%''
  
''Each makes trade prices 0.5% better''
+
''Each point makes trade prices 0.5% better''
 
 
==Cooking==
 
  
 +
===Cooking===
 
The cooking skill affects how long it takes to cook meals and butcher dead creatures. It also affects [[Butchery Speed]] and [[Butchery Efficiency]], how much meat is produced when butchering.
 
The cooking skill affects how long it takes to cook meals and butcher dead creatures. It also affects [[Butchery Speed]] and [[Butchery Efficiency]], how much meat is produced when butchering.
  
 
Cooking and butchering increase cooking skill.
 
Cooking and butchering increase cooking skill.
 
  
 
A cooking skill of at least 6 is required to make a [[Fine Meal|fine meal]].<BR>
 
A cooking skill of at least 6 is required to make a [[Fine Meal|fine meal]].<BR>
 
A cooking skill of at least 10 is required to make a [[Lavish Meal|lavish meal]].
 
A cooking skill of at least 10 is required to make a [[Lavish Meal|lavish meal]].
 
  
 
''Each point decreases cooking time by 11%''
 
''Each point decreases cooking time by 11%''
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| Lavish meal
 
| Lavish meal
 
| 160
 
| 160
 +
|-
 +
| Pemmican
 +
| 80
 
|}
 
|}
  
==Crafting==
+
===Crafting===
 +
The crafting skill affects the [[Menus#Smith|smith]], [[Menus#Tailor|tailor]] and [[Menus#Craft|craft]] work types.
  
The crafting skill determines the time it takes for a colonist to cut stone, extract metal from slag, and disassemble mechanoids. It also determines the amount of resources produced.
+
The Crafter's skill is a driving factor in the [[quality]] of crafted [[clothing]] and [[Neolithic_Weapons|neolithic weapons]].
  
 +
The crafting skill determines the time it takes for a colonist to cut stone, extract metal from slag, and disassemble [[Mechanoid|mechanoids]]. It also determines the amount of resources produced.
  
 
''Each point decreases crafting time by 10%''
 
''Each point decreases crafting time by 10%''
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Each stone cut into blocks provides 100 experience.
 
Each stone cut into blocks provides 100 experience.
  
==Medicine==
+
===Medicine===
 
+
{{Main Article|Health}}
Main Article: [[Health]]
 
  
The medicine skill determines the likelihood that a doctor will administer a good quality treatment. Poor quality treatments may leave scars. Scars give the colonist persistent pain and permanently lower the maximum health of the body part by a small amount, making it easier to lose that body part in the future.<br>
+
The Medicine Skill is the driving factor in determining base medical treatment quality, surgery success chance, and the speed at which medical operations are performed. People with lower medicine skill are more likely to give Poor quality treatment, meaning that poorly treated open wounds are still susceptible to infection and also have a chance to leave a scar - which permanently lowers the health of the affected body part, along with giving a constant amount of pain. Certain scars can be painful enough that they give more than 10% pain, meaning that the consciousness of the affected individual is permanently weakened, which affects their performance in all aspects from work to shooting.
Sometimes during surgery a doctor may accidentally injure the patient. A surgical operation may also fail catastrophically. Failure chance is related to the surgeon’s medical skill and the quality of the medicine.
 
  
==Artistic==
+
Doctors which are either physically hindered (e.g. missing an arm) or sick (e.g. food poisoning) and/or have low medicine skill are significantly more likely to fail at surgery. The severity of an operational failure varies from only a minor failure; where the part being installed (if installing) may still be re-usable and only do moderate damage to the patient. However, there can also be a catastrophic failure where the part being installed will be destroyed, and there will be surgical cuts doing severe damage, and possibly even being fatal.
  
[[Sculptures|Sculptures]] add beauty to any space that they occupy once they are installed.
+
===Artistic===
 
+
[[Sculptures|Sculptures]] add beauty to any space that they occupy once they are installed.
A colonist must install the sculpture and may uninstall it for movement via the "deconstruct" button.
 
  
 
They grant 4000 exp for each finished sculpture and come in 3 different sizes.
 
They grant 4000 exp for each finished sculpture and come in 3 different sizes.
  
 +
Sculptures are created at the [[sculptor's table]] and they have a [[quality]] when they are made. The Artists skill is a driving factor in the quality of the sculpture.
  
Art Sculptures have a [[quality]] when they are made.  The Artists skill is a driving factor in the quality of the sculpture.  Below is a list of possible qualities.
+
On the [[Small_Sculpture|small]], [[Large_Sculpture|large]] and [[Grand_Sculpture|grand]] sculpture pages are tables detailing statistics on that sculpture type.
{| {{STDT| sortable c_24 text-center}}
 
! Quality!! Beauty Factor!! Market Value Factor
 
|-
 
|Awful || | -0.1 || | 0.4
 
|-
 
|Shoddy|| | 0.1 || | 0.6
 
|-
 
|Poor|| | 0.5 || | 0.8
 
|-
 
|Normal|| | 1 || | 1
 
|-
 
|Good|| | 1.5 || | 1.2
 
|-
 
|Superior|| | 2 || | 1.5
 
|-
 
|Excellent|| | 3.5 || | 2
 
|-
 
|Masterwork|| | 5 || | 3
 
|-
 
|Legendary|| | 10 || | 6
 
|}
 
 
 
 
 
Sculptures are created at the Sculpting Table.  Below is a table detailing statistics on sculptures.
 
As of Alpha 8
 
{| {{STDT| sortable c_24 text-center}}
 
! Material!! Beauty (Normal)!! Max HP !! Marketplace Value (Normal)!! Flammability
 
|-
 
! [[Sandstone Blocks]]
 
| 122 || | 360 || | 202 || | 0%
 
|-
 
! [[Granite Blocks]]
 
| 133 || | 405 || | 222 || | 0%
 
|-
 
! [[Limestone Blocks]]
 
| 133 || | 380 || | 202 || | 0%
 
|-
 
! [[Marble Blocks]]  
 
| 164 || | 330 || | 202 || | 0%
 
|-
 
! [[Slate Blocks]]
 
| 100 || | 345 || | 202 || | 0%
 
|-
 
! [[Silver]]  
 
| 318 || | 105 || | 2012 || | 20%
 
|-
 
! [[Gold]]
 
| 708 || | 90 || | 40012 || | 20%
 
|-
 
! [[Steel]]  
 
| 100 || | 150 || | 212 || | 20%
 
|-
 
! [[Plasteel]]
 
| 120 || | 2712 || | 410 || | 10%
 
|-
 
! [[Wood]]
 
| 153 || | 75 || | 152 || | 100%
 
|-
 
! [[Uranium]]
 
| 40 || | 375 || | 10012 || | 0%
 
|}
 
  
 
=Passion=
 
=Passion=
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As well as their skill levels, each character can have a level of passion for each skill. The level of passion determines the rate at which the character will develop that skill. A characters' passion level for a particular skill is depicted by a flame icon beside the skill on the character tab. The levels of passion are:
 
As well as their skill levels, each character can have a level of passion for each skill. The level of passion determines the rate at which the character will develop that skill. A characters' passion level for a particular skill is depicted by a flame icon beside the skill on the character tab. The levels of passion are:
  
==None==
+
{{asof|A14}} once colonists have learned a certain (4000) amount in a day, they’ll learn at a much-reduced rate(20%) until the next day.
Skills with no flames. Characters with no passion for a skill only gain experience toward that skill at 30% of the standard rate.
+
===None===
 +
Skills with no flames. Characters with no passion for a skill only gain experience toward that skill at 33% of the standard rate.
  
==Interested==
+
===Interested===
[[File:PassionMinor.png|24px|left]]Skills with one flame. Characters that are interested in a skill will gain experience at the standard rate.{{clear}}
+
[[File:PassionMinor.png|24px|left]]Skills with one flame. Characters that are interested in a skill will gain experience at the standard rate of 100%.{{clear}}
  
==Burning==
+
===Burning===
 
[[File:PassionMajor.png|24px|left]]Skills with two flames. Characters with a burning passion for a skill will gain experience at 150% of the standard rate.{{clear}}
 
[[File:PassionMajor.png|24px|left]]Skills with two flames. Characters with a burning passion for a skill will gain experience at 150% of the standard rate.{{clear}}
  
 
=Experience Table=
 
=Experience Table=
 
+
Note that level decay begins at level 10 (Expert), at which point colonists will be constantly losing experience at an increasing rate the higher the skill is. There is no level 21, as the max experience in the game is capped at 200999, 1 exp short of leveling up.
Note that level decay begins at level 10 (Expert), at which point colonists will be constantly losing experience at an increasing rate the higher the skill is. There is no level 21, as the max experience in the game is capped at 20999, 1 exp short of leveling up. As of Alpha 9, getting a colonist to reach level 20 (Godlike) activates a reward which makes the xp unable to go back down past level 20, 0/21000 is what it will stay at.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
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! Total experience required
 
! Total experience required
 
! Experience till next level
 
! Experience till next level
 +
|-
 +
| -
 +
| Incapable
 +
| -
 +
| -
 
|-
 
|-
 
| 0
 
| 0
| Incapabale
+
| Unaware
 
| 0
 
| 0
 
| 1000
 
| 1000

Revision as of 22:54, 10 November 2016

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Pawns Menu Character Properties Character Types
Character Properties Health Mood Needs Skills Thoughts Traits Social

Every character in RimWorld has a set of skills; these skills govern their effectiveness in the relevant tasks. A character may be unable to undertake certain work types due to backstory elements, and as such, the relevant skills will be disabled entirely, and show " - " under skills on the character tab. Experience points are gained by performing a relevant task or may be boosted by using a neurotrainer.

Skills

Experience counts assume "Interested", i.e. neutral, experience gain.

Animals

Colonists have the ability to tame and handle a variety of wild animals. These animals can then be trained in four basic categories:

List of animal skills

Construction

The construction skill affects how long a colonist takes to complete a construction or repair task.

Each point increases speed by 15%.

Experience is gained each tick spent working on a construction project. At 100% work speed this seems to translate to roughly 82 experience per point of 'work required' for a construction job. At 200% work speed, disregarding colonist passions, each unit of 'work required' would reward only 41 experience.

Growing

The growing skill affects how fast a colonists sows and harvests growing zones, hydroponics and flower pots.

Each point increases speed by 12%.

Project Experience Given Per Task
Harvesting 50

A growing skill of at least 4 is required to grow smokeleaf.

A growing skill of at least 5 is required to grow strawberries.

A growing skill of at least 6 is required to grow psychoid.

A growing skill of at least 7 is required to grow hops.

A growing skill of at least 8 is required to grow healroot.

A growing skill of at least 10 is required to grow devilstrand.

Research

This skill affects the speed at which research is completed.

Each point increases speed by 15%

Each point in research provides you with 1 experience.

Mining

The mining skill determines how long it takes for a colonist to mine out each rock.

Each point increases speed by 15%.

Shooting

The shooting skill affects a characters' accuracy with a ranged weapon.

Melee

The melee skill determines a characters' chance to land a hit in melee.

Social

The social skill affects the impact of social interactions on other characters' mood, the impact of gifts on faction relations, the recruitment chance for prisoners and trader prices. A small amount of experience is gained every time two colonists have a social interaction with each other. Characters have a talking stat that somehow interacts with this skill

Each point increases social interaction impact by 10%

Each point increases gift impact by 5%

Each point increases recruitment chance by 5%

Each point makes trade prices 0.5% better

Cooking

The cooking skill affects how long it takes to cook meals and butcher dead creatures. It also affects Butchery Speed and Butchery Efficiency, how much meat is produced when butchering.

Cooking and butchering increase cooking skill.

A cooking skill of at least 6 is required to make a fine meal.
A cooking skill of at least 10 is required to make a lavish meal.

Each point decreases cooking time by 11%

Each point decreases butchering time by 10%

Each point increases meat amount by 2.5%

Project Experience Given Per Task
Simple Meal 60
Fine Meal 110
Lavish meal 160
Pemmican 80

Crafting

The crafting skill affects the smith, tailor and craft work types.

The Crafter's skill is a driving factor in the quality of crafted clothing and neolithic weapons.

The crafting skill determines the time it takes for a colonist to cut stone, extract metal from slag, and disassemble mechanoids. It also determines the amount of resources produced.

Each point decreases crafting time by 10%

Each point increases the resource yield by 2.5%

Each stone cut into blocks provides 100 experience.

Medicine

Template:Main Article

The Medicine Skill is the driving factor in determining base medical treatment quality, surgery success chance, and the speed at which medical operations are performed. People with lower medicine skill are more likely to give Poor quality treatment, meaning that poorly treated open wounds are still susceptible to infection and also have a chance to leave a scar - which permanently lowers the health of the affected body part, along with giving a constant amount of pain. Certain scars can be painful enough that they give more than 10% pain, meaning that the consciousness of the affected individual is permanently weakened, which affects their performance in all aspects from work to shooting.

Doctors which are either physically hindered (e.g. missing an arm) or sick (e.g. food poisoning) and/or have low medicine skill are significantly more likely to fail at surgery. The severity of an operational failure varies from only a minor failure; where the part being installed (if installing) may still be re-usable and only do moderate damage to the patient. However, there can also be a catastrophic failure where the part being installed will be destroyed, and there will be surgical cuts doing severe damage, and possibly even being fatal.

Artistic

Sculptures add beauty to any space that they occupy once they are installed.

They grant 4000 exp for each finished sculpture and come in 3 different sizes.

Sculptures are created at the sculptor's table and they have a quality when they are made. The Artists skill is a driving factor in the quality of the sculpture.

On the small, large and grand sculpture pages are tables detailing statistics on that sculpture type.

Passion

As well as their skill levels, each character can have a level of passion for each skill. The level of passion determines the rate at which the character will develop that skill. A characters' passion level for a particular skill is depicted by a flame icon beside the skill on the character tab. The levels of passion are:

As of version 0.14.1234 (15 July 2016) once colonists have learned a certain (4000) amount in a day, they’ll learn at a much-reduced rate(20%) until the next day.

None

Skills with no flames. Characters with no passion for a skill only gain experience toward that skill at 33% of the standard rate.

Interested

PassionMinor.png

Skills with one flame. Characters that are interested in a skill will gain experience at the standard rate of 100%.

Burning

PassionMajor.png

Skills with two flames. Characters with a burning passion for a skill will gain experience at 150% of the standard rate.

Experience Table

Note that level decay begins at level 10 (Expert), at which point colonists will be constantly losing experience at an increasing rate the higher the skill is. There is no level 21, as the max experience in the game is capped at 200999, 1 exp short of leveling up.

Level Name Total experience required Experience till next level
- Incapable - -
0 Unaware 0 1000
1 Incompetent 1000 2000
2 Basic Awareness 3000 3000
3 Basic Familiarity 6000 4000
4 Amateur 10000 5000
5 Strong Amateur 15000 6000
6 Practitioner 21000 7000
7 Skilled Practitioner 28000 8000
8 Professional 36000 9000
9 Skilled Professional 45000 10000
10 Expert 55000 11000
11 Strong Expert 66000 12000
12 Very Strong Expert 78000 13000
13 Master 91000 14000
14 Strong Master 105000 15000
15 Planet-Class Master 120000 16000
16 System-Class Master 136000 17000
17 Revered Master 153000 18000
18 Visionary 171000 19000
19 Legendary 190000 20000
20 Godlike 210000 21000