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.
Experience counts assume "Interested", i.e. neutral, experience gain.
Colonists have the ability to tame and handle a variety of wild animals. These animals can then be trained in four basic categories:
Obedience: (Training intelligence required: Simple, Steps: 1)
- An animal trained in obedience follows its master and will attack nearby aggressors. An animal's master is listed on the Training tab and on the Animals menu. The assigned master can be changed to another colonist with sufficient animal skill for that animal. Multiple animals may be assigned to a single master. Note that assigning an animal to the pawn it is bonded with will give that pawn a permanent +5 moodlet, and if a bonded animal is not assigned to its bonded pawn, that pawn gets a permanent -3 moodlet. This effect does not stack with multiple bonded animals, however one pawn can have both the positive and negative moodlets from two bonded animals.
Release: (Training intelligence required: Intermediate, Steps: 2)
- When animals are released by their master, using the 'release animals' command, they may leave their master's immediate area to attack enemies. When the 'release animals' command is turned off, animals will guard their master and only attack enemies nearby.
Rescue: (Training intelligence required: Advanced, Steps: 2)
- Animals trained in rescue will rescue its master as well as nearby colonists. Only species of sufficient size can rescue.
Haul: (Training intelligence required: Advanced, Steps: 7)
- Animals trained in hauling will haul just as colonists do, although each species has a specific carrying capacity according to its size. Only species of sufficient size can haul, but the size required is less than it is for rescuing, meaning some animals can haul items but cannot rescue. Animals will perform hauling intermittently.
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.
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|
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.
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.
The mining skill determines how long it takes for a colonist to mine out each rock.
Each point increases speed by 15%.
The shooting skill affects a characters' accuracy with a ranged weapon.
The melee skill determines a characters' chance to land a hit in melee.
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 and butchering increase cooking skill.
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|
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.
- Main article: Health
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.
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.
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 Alpha 14 (July 15th, 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.
Skills with no flames. Characters with no passion for a skill only gain experience toward that skill at 33% of the standard rate.
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|
|12||Very Strong Expert||78000||13000|