https://rimworldwiki.com/api.php?action=feedcontributions&user=Kinetic+Colin&feedformat=atomRimWorld Wiki - User contributions [en]2024-03-28T10:28:30ZUser contributionsMediaWiki 1.35.8https://rimworldwiki.com/index.php?title=Armor&diff=45939Armor2017-03-01T19:48:05Z<p>Kinetic Colin: Made it obvious that the Military Helmet lowers Psychic Sensitivity.</p>
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{| align=center<br />
| {{Gear_Nav}}<br />
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</noinclude><br />
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<includeonly><br />
:''Main article: [[Armor]]''<br />
</includeonly><br />
<noinclude>{{TOCright}}</noinclude><br />
Armor is a type of [[Gear|gear]] that offers superior protection to [[Clothing|clothing]], and can be worn over clothing. Armor tends to carry heavier movement speed penalties than clothing, though. Default colonist move speed is 4.61 cells per second (c/s).<br />
<br />
If left exposed with no roof, armor will [[Deterioration|deteriorate]] until it disintegrates.<br />
<br />
A colonist wearing any apparel with health between 21% and 50% will get the 'Wearing frayed apparel' thought, and armor is no exception to this. A colonist wearing any apparel with health 20% or below will get the 'Wearing tattered apparel' thought, replacing the 'frayed apparel' thought. These thoughts do not stack.<br />
<br />
Aside from the percent decreases to certain kinds of damage that armor confers, a colonist wearing armor has a passive chance of outright avoiding all damage from some attacks, as the reinforced plates can sometimes utterly deflect a bullet. This will be represented by a "chunk" sound and a spark, akin to a colonist with the mining job striking a rock wall. The chance of this happening is unknown, but it seems to happen more often against lower-damage attacks, like those from pistols. In addition, armored enemies (such as [[Mechanoid|Mechanoids]], especially Centipedes) have this same chance of simply ignoring damage, so it is advised to bring your heaviest weapons to bear against these deadly foes, and against any raiders who happen to be wearing powered armor.<br />
<br />
The Overview screen has an [[Overview#Outfits|Outfits]] tab that manages apparel profiles. The Outfits system provides a way to exclude colonists from wearing damaged apparel that causes mood debuffs.<noinclude><br />
<br />
== Clothing Layers ==<br />
{{:Clothing Layers}}<br />
<br />
== Middle Layer ==<br />
<br />
{{Item<br />
| name = Armor Vest<br />
| image = ArmorVest.png<br />
| description = A vest with armor plates inserted on the chest and back. Protects against gunfire.<br />
| note = A basic plate, strapped to a [[colonist]]'s or [[raider]]'s chest to protect their torso from gunshots and some other injuries.<br />
| tags =<br />
{{Tag/Worth (old) | 600 }}<!-- MaxHitPoints = 200 --><br />
{{Tag/Protect+ | Torso | blunt = 20 | sharp = 60 }}<br />
{{Tag/MoveSpd- | 0.08 c/s }}<br />
}}<br />
<br />
== Middle and Shell Layers ==<br />
<br />
{{Item<br />
| name = Power Armor<br />
| image = PoweredArmor.png<br />
| description = Powered armor usually used by assault troops from advanced glitterworld planets.<br />
| note = Durable but heavy armor. Not advised for 24/7 wearing on [[colonist]]s due to the movement speed and work penalties, unless they have to wear [[Clothing#Parka|parkas]] anyway.<br />
| tags =<br />
{{Tag/Worth (old) | 4,500 }}<!-- MaxHitPoints = 400 --><br />
{{Tag/Protect+ | Torso, Arms and Legs | blunt = 35 | sharp = 65 | heat = 30 }}<br />
{{Tag/TempMin- | 45 }}<br />
{{Tag/MoveSpd- | 0.1 c/s }}<br />
{{Tag/WorkSpd- | 10% }}<br />
}}<br />
<br />
== Over Head Layer ==<br />
<br />
{{Item<br />
| name = Power Armor Helmet<br />
| image = PoweredArmorHelmet.png<br />
| description = A part of a [[#Power Armor|power armor]] set, mostly used by heavy infantry.<br />
| note = Advanced, but uncomfortable. It is currently the only helmet that covers the entire face.<br />
| tags =<br />
{{Tag/Worth (old) | 2,000 }}<!-- MaxHitPoints = 180 --><br />
{{Tag/Protect+ | Full Head | blunt = 35 | sharp = 60 | heat = 50 }}<br />
{{Tag/TempMin- | 3 }}<br />
{{Tag/TempMax+ | 3 }}<br />
{{Tag/MoveSpd- | 0.04 c/s }}<br />
}}<br />
<br />
<br />
{{Item<br />
| name = Kevlar Helmet<br />
| image = KevlarHelmet.png<br />
| description = A lightweight combat helmet.<br />
| note = Companion to the [[#Armor Vest|Armor Vest]]. Protects your head.<br />
| tags =<br />
{{Tag/Worth (old) | 300 }}<!-- MaxHitPoints = 120 --><br />
{{Tag/Protect+ | Upper Head | blunt = 10 | sharp = 35 }}<br />
{{Tag/MoveSpd- | 0.02 c/s }}<br />
}}<br />
<br />
{{Item<br />
| name = Military Helmet<br />
| image = M1Helmet.png<br />
| description = Old-looking and heavy, but effective. Protects against low-velocity projectiles, shrapnel, falling debris, and cuts to the head.<br />
| note = Cheap, but bulky protection for one's noggin. Can be made out of various [[material]]s to potentially improve durability and therefore lifetime. Less protective than a Kevlar Helmet, but is cheaper and lowers the psychic sensitivity due to it's bulky metal covering.<br />
| tags =<br />
{{Tag/Worth (old) | 40 }}<!-- MaxHitPoints = 100 --><br />
{{Tag/Protect+ | Upper Head | blunt = 10 | sharp = 25 }}<br />
{{Tag/MoveSpd- | 0.04 c/s }}<br />
{{Tag/PsySens- | 10% }}<br />
}}<br />
<br />
{{Item<br />
| name = Psychic Foil Helmet<br />
| image = psychicfoilhelmet.png<br />
| description = A thin helmet containing finely-tuned sheets of psychically-absorptive foil. Reduces the impact of psychic events.<br />
| note = Great protection against mind-reading lizard men. Not so great at stopping bullets.<br />
| tags =<br />
{{Tag/Worth (old) | 350 }}<!-- MaxHitPoints = 90 --><br />
{{Tag/Protect+ | Upper Head | blunt = 5 | sharp = 5 }}<br />
{{Tag/PsySens- | 90% }}<br />
}}<br />
<br />
== Accessory Layer ==<br />
<br />
{{Item<br />
| name = Personal Shield<br />
| image = PersonalShield.png<br />
| description = A single-person energy shield device. It will attempt to stop any rapidly-moving projectile or energy attack that comes from a distance. It does nothing against melee attacks or shots from point-blank range. Additionally, it prevents the wearer from firing outside their own shield, as well (you will be notified via in-game message if you have any shooters wearing personal shields).<br />
| note = A personal shield is most effective for melee combatants to allow them to close ground on a ranged attacker with no or little risk of taking weapons fire. Note also that as of version 11c, the shields block attacks from [[deadfall trap|Deadfall traps]] as if they were ranged attacks.<br />
| tags =<br />
{{Tag/Worth (old) | 1,200 }}<!-- MaxHitPoints = 100 --><br />
}}<br />
<br />
== Table ==<br />
{| {{STDT| sortable c_08 text-center}}<br />
!Name !! Move Speed<ref>Bonus/penalty on movement speed.</ref> !! Layer<ref>What part this armor covers (may be multiple).</ref> !! Covers !! Commonality<ref>Statistic of how common this armor should be.</ref> !! Blunt !! Piercing !! Heat !! Electric !! Toxic<br />
|-<br />
! [[#Armor Vest|Armor Vest]]<br />
| -0.08 c/s || | Middle || | Torso || | 25% || | 20% || | 60% || | 0% || | 0% || | 0%<br />
|-<br />
! [[#Kevlar Helmet|Kevlar Helmet]]<br />
| -0.02 c/s || | Overhead || | Upper Head || | 40% || | 10% || | 35% || | 0% || | 0% || | 0%<br />
|-<br />
! [[#Military Helmet|Military Helmet]]<br />
| -0.04 c/s || | Overhead || | Upper Head || | 40% || | 10% || | 25% || | 0% || | 0% || | 0%<br />
|-<br />
! [[#Power Armor Helmet|Power Armor Helmet]]<br />
| -0.04 c/s || | Overhead || | Full Head || | 30% || | 35% || | 60% || | 50% || | 0% || | 0%<br />
|-<br />
! [[#Power Armor|Power Armor]]<br />
| -0.1 c/s || | Middle, Shell || Torso, Arms, Legs || | 5% || | 35% || | 65% || | 30% || | 0% || | 0%<br />
|-<br />
|}<br />
<br />
<references/><br />
</noinclude><br />
<br />
[[Category: Gear]]</div>Kinetic Colinhttps://rimworldwiki.com/index.php?title=Skills&diff=45896Skills2017-02-24T23:17:27Z<p>Kinetic Colin: Changed Level 0 to from "Unaware" to "Barely heard of it" and Level 2 from "Basic Understanding" to Beginner.</p>
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<div><!--Top Nav Box--><br />
{| align=center<br />
| {{Character_Properties_Nav}}<br />
|}<br />
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{{TOCright}}<br />
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]].<br />
<br />
=Skills=<br />
<br />
Experience counts assume "Interested", i.e. neutral, experience gain.<br />
<br />
===Animals===<br />
Colonists have the ability to tame and handle a variety of wild animals. These animals can then be trained in four basic categories:<br />
<br />
{{:List of animal skills}}<br />
<br />
===Construction===<br />
The construction skill affects how long a colonist takes to complete a construction or repair task.<br />
<br />
''Each point increases speed by 15%.''<br />
<br />
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.<br />
<br />
===Growing===<br />
The growing skill affects how fast a colonists sows and harvests growing zones, hydroponics and flower pots.<br />
<br />
''Each point increases speed by 12%.''<br />
<br />
{| class="wikitable"<br />
|-<br />
! Project<br />
! Experience Given Per Task<br />
|-<br />
| Harvesting<br />
| 50<br />
|}<br />
<br />
Some plants require a minimum growing skill in order to plant them:<br />
{| class="wikitable" style="text-align: center;"<br />
! Plant !! Min. Skill<br />
|-<br />
| style="text-align: left;" | [[File:Smokeleaf_plant.png|12px|left|link=]] [[Smokeleaf_plant|Smokeleaf]] || {{Q|Smokeleaf plant|Minimum Required Growing Skill}}<br />
|-<br />
| style="text-align: left;" | [[File:Strawberry_plant.png|12px|left|link=]] [[Strawberry plant|Strawberries]] || {{Q|Strawberry plant|Minimum Required Growing Skill}}<br />
|-<br />
| style="text-align: left;" | [[File:Psychoid_plant.png|12px|left|link=]] [[Psychoid plant|Psychoid]] || {{Q|Psychoid plant|Minimum Required Growing Skill}}<br />
|-<br />
| style="text-align: left;" | [[File:Hop_plant.png|12px|left|link=]] [[Hop plant|Hops]] || {{Q|Hop plant|Minimum Required Growing Skill}}<br />
|-<br />
| style="text-align: left;" | [[File:Healroot.png|12px|left|link=]] [[Healroot|Healroot]] || {{Q|Healroot|Minimum Required Growing Skill}}<br />
|-<br />
| style="text-align: left;" | [[File:Devilstrand mushroom.png|12px|left|link=]] [[Devilstrand mushroom|Devilstrand]] || {{Q|Devilstrand mushroom|Minimum Required Growing Skill}}<br />
|}<br />
<br />
===Research===<br />
This skill affects the speed at which research is completed.<br />
<br />
''Each point increases speed by 15%''<br />
<br />
Each point in research provides you with 1 experience.<br />
<br />
===Mining===<br />
The mining skill determines how long it takes for a colonist to mine out each rock.<br />
<br />
''Each point increases speed by 15%.''<br />
<br />
===Shooting===<br />
The shooting skill affects a characters' accuracy with a ranged weapon.<br />
<br />
===Melee===<br />
The melee skill determines a characters' chance to land a hit in melee.<br />
<br />
===Social===<br />
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.<br />
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<br />
<br />
''Each point increases social interaction impact by 10%''<br />
<br />
''Each point increases gift impact by 5%''<br />
<br />
''Each point increases recruitment chance by 5%''<br />
<br />
''Each point makes trade prices 0.5% better''<br />
<br />
===Cooking===<br />
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.<br />
<br />
Cooking and butchering increase cooking skill.<br />
<br />
A cooking skill of at least 6 is required to make a [[Fine Meal|fine meal]].<BR><br />
A cooking skill of at least 10 is required to make a [[Lavish Meal|lavish meal]].<br />
<br />
''Each point decreases cooking time by 11%''<br />
<br />
''Each point decreases butchering time by 10%''<br />
<br />
''Each point increases meat amount by 2.5%''<br />
<br />
{| class="wikitable"<br />
|-<br />
! Project<br />
! Experience Given Per Task<br />
|-<br />
| Simple Meal<br />
| 60<br />
|-<br />
| Fine Meal<br />
| 110<br />
|-<br />
| Lavish meal<br />
| 160<br />
|-<br />
| Pemmican<br />
| 80<br />
|}<br />
<br />
===Crafting===<br />
The crafting skill affects the [[Menus#Smith|smith]], [[Menus#Tailor|tailor]] and [[Menus#Craft|craft]] work types.<br />
<br />
The Crafter's skill is a driving factor in the [[quality]] of crafted [[clothing]] and [[Neolithic_Weapons|neolithic weapons]].<br />
<br />
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.<br />
<br />
''Each point decreases crafting time by 10%''<br />
<br />
''Each point increases the resource yield by 2.5%''<br />
<br />
Each stone cut into blocks provides 100 experience.<br />
<br />
===Medicine===<br />
{{Main Article|Health}}<br />
<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.<br />
<br />
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.<br />
<br />
Medicine can be trained very quickly by performing euthanasia on fast-breeding animals such as chickens.<br />
<br />
===Artistic===<br />
[[Sculptures|Sculptures]] add beauty to any space that they occupy once they are installed.<br />
<br />
They grant 4000 exp for each finished sculpture and come in 3 different sizes.<br />
<br />
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.<br />
<br />
On the [[Small_Sculpture|small]], [[Large_Sculpture|large]] and [[Grand_Sculpture|grand]] sculpture pages are tables detailing statistics on that sculpture type.<br />
<br />
=Passion=<br />
<br />
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:<br />
<br />
{{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.<br />
===None===<br />
Skills with no flames. Characters with no passion for a skill only gain experience toward that skill at 33% of the standard rate.<br />
<br />
===Interested===<br />
[[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}}<br />
<br />
===Burning===<br />
[[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}}<br />
<br />
=Experience Table=<br />
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 230999, 1 exp short of leveling up.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level<br />
! Name<br />
! Total experience required<br />
! Experience till next level<br />
|-<br />
| -<br />
| Incapable<br />
| -<br />
| -<br />
|-<br />
| 0<br />
| Barely heard of it<br />
| 0<br />
| 1000<br />
|-<br />
| 1<br />
| Utter Beginner<br />
| 1000<br />
| 2000<br />
|-<br />
| 2<br />
| Beginner<br />
| 3000<br />
| 3000<br />
|-<br />
| 3<br />
| Basic Familiarity<br />
| 6000<br />
| 4000<br />
|-<br />
| 4<br />
| Amateur<br />
| 10000<br />
| 5000<br />
|-<br />
| 5<br />
| Strong Amateur<br />
| 15000<br />
| 6000<br />
|-<br />
| 6<br />
| Practitioner<br />
| 21000<br />
| 7000<br />
|-<br />
| 7<br />
| Skilled Practitioner<br />
| 28000<br />
| 8000<br />
|-<br />
| 8<br />
| Professional<br />
| 36000<br />
| 9000<br />
|-<br />
| 9<br />
| Skilled Professional<br />
| 45000<br />
| 10000<br />
|-<br />
| 10<br />
| Expert<br />
| 55000<br />
| 11000<br />
|-<br />
| 11<br />
| Strong Expert<br />
| 66000<br />
| 12000<br />
|-<br />
| 12<br />
| Very Strong Expert<br />
| 78000<br />
| 13000<br />
|-<br />
| 13<br />
| Master<br />
| 91000<br />
| 14000<br />
|-<br />
| 14<br />
| Strong Master<br />
| 105000<br />
| 15000<br />
|-<br />
| 15<br />
| Planet-Class Master<br />
| 120000<br />
| 16000<br />
|-<br />
| 16<br />
| System-Class Master<br />
| 136000<br />
| 17000<br />
|-<br />
| 17<br />
| Revered Master<br />
| 153000<br />
| 18000<br />
|-<br />
| 18<br />
| Visionary<br />
| 171000<br />
| 19000<br />
|-<br />
| 19<br />
| Legendary<br />
| 190000<br />
| 20000<br />
|-<br />
| 20<br />
| Godlike<br />
| 210000<br />
| 21000<br />
|}<br />
<br />
[[Category:Characters]]</div>Kinetic Colinhttps://rimworldwiki.com/index.php?title=User:Kinetic_Colin&diff=45895User:Kinetic Colin2017-02-24T20:59:49Z<p>Kinetic Colin: </p>
<hr />
<div>'''Hi! I'm Colin!'''<br />
----<br />
<br />
Hi! I'm Kinetic_Colin and this is my User page, I think. I'll have some info about me here.<br />
<br />
== Rimworld Origins ==<br />
<br />
I got into Rimworld when EnterElysium started playing it in Alpha 13 (I'm pretty sure.) <br />
After that, I started watching Tom Fulton (Now Rhadamant) and Blitzkriegsler (Technically Blitz After Dark.)</div>Kinetic Colinhttps://rimworldwiki.com/index.php?title=User:Kinetic_Colin&diff=45894User:Kinetic Colin2017-02-24T20:59:19Z<p>Kinetic Colin: </p>
<hr />
<div>'''Hi! I'm Colin!'''<br />
----<br />
Hi! I'm Kinetic_Colin and this is my User page, I think. I'll have some info about me here.<br />
<br />
== Rimworld Origins ==<br />
I got into Rimworld when EnterElysium started playing it in Alpha 13 (I'm pretty sure.) <br />
After that, I started watching Tom Fulton (Now Rhadamant) and Blitzkriegsler (Technically Blitz After Dark.)</div>Kinetic Colinhttps://rimworldwiki.com/index.php?title=User:Kinetic_Colin&diff=45893User:Kinetic Colin2017-02-24T20:58:36Z<p>Kinetic Colin: Trying out</p>
<hr />
<div>'''Hi! I'm Colin!'''<br />
----<br />
Hi! I'm Kinetic_Colin and this is my User page, I think. I'll have some info about me here.<br />
<br />
== Rimworld Origins ==<br />
I got into Rimworld when EnterElysium started playing it in Alpha 13 (I'm pretty sure.) After that, I started watching Tom Fulton (Now Rhadamant) and Blitzkriegsler (Technically Blitz After Dark.)</div>Kinetic Colinhttps://rimworldwiki.com/index.php?title=Skills&diff=45889Skills2017-02-24T17:15:26Z<p>Kinetic Colin: Changed Level One Skill Name to "Utter Beginner" from "Incompetent."</p>
<hr />
<div><!--Top Nav Box--><br />
{| align=center<br />
| {{Character_Properties_Nav}}<br />
|}<br />
<hr><br />
<!-- End Nav --><br />
<br />
{{TOCright}}<br />
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]].<br />
<br />
=Skills=<br />
<br />
Experience counts assume "Interested", i.e. neutral, experience gain.<br />
<br />
===Animals===<br />
Colonists have the ability to tame and handle a variety of wild animals. These animals can then be trained in four basic categories:<br />
<br />
{{:List of animal skills}}<br />
<br />
===Construction===<br />
The construction skill affects how long a colonist takes to complete a construction or repair task.<br />
<br />
''Each point increases speed by 15%.''<br />
<br />
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.<br />
<br />
===Growing===<br />
The growing skill affects how fast a colonists sows and harvests growing zones, hydroponics and flower pots.<br />
<br />
''Each point increases speed by 12%.''<br />
<br />
{| class="wikitable"<br />
|-<br />
! Project<br />
! Experience Given Per Task<br />
|-<br />
| Harvesting<br />
| 50<br />
|}<br />
<br />
Some plants require a minimum growing skill in order to plant them:<br />
{| class="wikitable" style="text-align: center;"<br />
! Plant !! Min. Skill<br />
|-<br />
| style="text-align: left;" | [[File:Smokeleaf_plant.png|12px|left|link=]] [[Smokeleaf_plant|Smokeleaf]] || {{Q|Smokeleaf plant|Minimum Required Growing Skill}}<br />
|-<br />
| style="text-align: left;" | [[File:Strawberry_plant.png|12px|left|link=]] [[Strawberry plant|Strawberries]] || {{Q|Strawberry plant|Minimum Required Growing Skill}}<br />
|-<br />
| style="text-align: left;" | [[File:Psychoid_plant.png|12px|left|link=]] [[Psychoid plant|Psychoid]] || {{Q|Psychoid plant|Minimum Required Growing Skill}}<br />
|-<br />
| style="text-align: left;" | [[File:Hop_plant.png|12px|left|link=]] [[Hop plant|Hops]] || {{Q|Hop plant|Minimum Required Growing Skill}}<br />
|-<br />
| style="text-align: left;" | [[File:Healroot.png|12px|left|link=]] [[Healroot|Healroot]] || {{Q|Healroot|Minimum Required Growing Skill}}<br />
|-<br />
| style="text-align: left;" | [[File:Devilstrand mushroom.png|12px|left|link=]] [[Devilstrand mushroom|Devilstrand]] || {{Q|Devilstrand mushroom|Minimum Required Growing Skill}}<br />
|}<br />
<br />
===Research===<br />
This skill affects the speed at which research is completed.<br />
<br />
''Each point increases speed by 15%''<br />
<br />
Each point in research provides you with 1 experience.<br />
<br />
===Mining===<br />
The mining skill determines how long it takes for a colonist to mine out each rock.<br />
<br />
''Each point increases speed by 15%.''<br />
<br />
===Shooting===<br />
The shooting skill affects a characters' accuracy with a ranged weapon.<br />
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===Melee===<br />
The melee skill determines a characters' chance to land a hit in melee.<br />
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===Social===<br />
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.<br />
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<br />
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''Each point increases social interaction impact by 10%''<br />
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''Each point increases gift impact by 5%''<br />
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''Each point increases recruitment chance by 5%''<br />
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''Each point makes trade prices 0.5% better''<br />
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===Cooking===<br />
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.<br />
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Cooking and butchering increase cooking skill.<br />
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A cooking skill of at least 6 is required to make a [[Fine Meal|fine meal]].<BR><br />
A cooking skill of at least 10 is required to make a [[Lavish Meal|lavish meal]].<br />
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''Each point decreases cooking time by 11%''<br />
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''Each point decreases butchering time by 10%''<br />
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''Each point increases meat amount by 2.5%''<br />
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{| class="wikitable"<br />
|-<br />
! Project<br />
! Experience Given Per Task<br />
|-<br />
| Simple Meal<br />
| 60<br />
|-<br />
| Fine Meal<br />
| 110<br />
|-<br />
| Lavish meal<br />
| 160<br />
|-<br />
| Pemmican<br />
| 80<br />
|}<br />
<br />
===Crafting===<br />
The crafting skill affects the [[Menus#Smith|smith]], [[Menus#Tailor|tailor]] and [[Menus#Craft|craft]] work types.<br />
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The Crafter's skill is a driving factor in the [[quality]] of crafted [[clothing]] and [[Neolithic_Weapons|neolithic weapons]].<br />
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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.<br />
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''Each point decreases crafting time by 10%''<br />
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''Each point increases the resource yield by 2.5%''<br />
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Each stone cut into blocks provides 100 experience.<br />
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===Medicine===<br />
{{Main Article|Health}}<br />
<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.<br />
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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.<br />
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Medicine can be trained very quickly by performing euthanasia on fast-breeding animals such as chickens.<br />
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===Artistic===<br />
[[Sculptures|Sculptures]] add beauty to any space that they occupy once they are installed.<br />
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They grant 4000 exp for each finished sculpture and come in 3 different sizes.<br />
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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.<br />
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On the [[Small_Sculpture|small]], [[Large_Sculpture|large]] and [[Grand_Sculpture|grand]] sculpture pages are tables detailing statistics on that sculpture type.<br />
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=Passion=<br />
<br />
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:<br />
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{{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.<br />
===None===<br />
Skills with no flames. Characters with no passion for a skill only gain experience toward that skill at 33% of the standard rate.<br />
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===Interested===<br />
[[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}}<br />
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===Burning===<br />
[[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}}<br />
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=Experience Table=<br />
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 230999, 1 exp short of leveling up.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level<br />
! Name<br />
! Total experience required<br />
! Experience till next level<br />
|-<br />
| -<br />
| Incapable<br />
| -<br />
| -<br />
|-<br />
| 0<br />
| Unaware<br />
| 0<br />
| 1000<br />
|-<br />
| 1<br />
| Utter Beginner<br />
| 1000<br />
| 2000<br />
|-<br />
| 2<br />
| Basic Awareness<br />
| 3000<br />
| 3000<br />
|-<br />
| 3<br />
| Basic Familiarity<br />
| 6000<br />
| 4000<br />
|-<br />
| 4<br />
| Amateur<br />
| 10000<br />
| 5000<br />
|-<br />
| 5<br />
| Strong Amateur<br />
| 15000<br />
| 6000<br />
|-<br />
| 6<br />
| Practitioner<br />
| 21000<br />
| 7000<br />
|-<br />
| 7<br />
| Skilled Practitioner<br />
| 28000<br />
| 8000<br />
|-<br />
| 8<br />
| Professional<br />
| 36000<br />
| 9000<br />
|-<br />
| 9<br />
| Skilled Professional<br />
| 45000<br />
| 10000<br />
|-<br />
| 10<br />
| Expert<br />
| 55000<br />
| 11000<br />
|-<br />
| 11<br />
| Strong Expert<br />
| 66000<br />
| 12000<br />
|-<br />
| 12<br />
| Very Strong Expert<br />
| 78000<br />
| 13000<br />
|-<br />
| 13<br />
| Master<br />
| 91000<br />
| 14000<br />
|-<br />
| 14<br />
| Strong Master<br />
| 105000<br />
| 15000<br />
|-<br />
| 15<br />
| Planet-Class Master<br />
| 120000<br />
| 16000<br />
|-<br />
| 16<br />
| System-Class Master<br />
| 136000<br />
| 17000<br />
|-<br />
| 17<br />
| Revered Master<br />
| 153000<br />
| 18000<br />
|-<br />
| 18<br />
| Visionary<br />
| 171000<br />
| 19000<br />
|-<br />
| 19<br />
| Legendary<br />
| 190000<br />
| 20000<br />
|-<br />
| 20<br />
| Godlike<br />
| 210000<br />
| 21000<br />
|}<br />
<br />
[[Category:Characters]]</div>Kinetic Colin