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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 Bio tab. Experience points are gained by performing a relevant task or may be boosted by using a [[neurotrainer]]. | |
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== List of skills == | == List of skills == | ||
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=== Animals === | === Animals === | ||
− | + | The Animals skill helps determine a colonist's chance to tame animals, see [[Tame Animal Chance]]. Certain animals require a minimum Animals skill level to tame them. The higher the animal's wildness, the higher the skill level needed. See the animal's Minimum Handling Skill stat. | |
− | The ' | ||
− | + | : ''For a list of skills that animals can learn, see [[List of animal skills]].'' | |
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=== Artistic === | === Artistic === | ||
− | + | [[Sculptures]] add beauty to any space that they occupy once they are installed. | |
+ | |||
+ | They 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 sculpture|small]], [[Large sculpture|large]] and [[Grand sculpture|grand]] sculpture pages are tables detailing statistics on that sculpture type. | |
− | |||
=== Construction === | === Construction === | ||
− | The | + | The construction skill affects how long a colonist takes to complete a construction or repair task. It also affects the [[quality]] outcome of some items such as beds, chairs, tables, etc. |
− | + | ||
− | + | ''Each point increases speed by 15%.'' | |
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− | + | 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. | |
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− | + | === Cooking === | |
+ | The cooking skill affects how long it takes to cook meals and butcher dead creatures, as well as the [[Food Poison Chance]] for the person who eats the meal. It also affects [[Butchery Speed]] and [[Butchery Efficiency]], how much meat is produced when butchering. | ||
− | + | Cooking and butchering increase cooking skill. | |
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− | < | + | A cooking skill of at least 6 is required to make a [[fine meal]].<br/> |
− | + | A cooking skill of at least 10 is required to make a [[lavish meal]]. | |
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− | + | ''Each point decreases cooking time by 11%'' | |
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− | + | ''Each point decreases butchering time by 10%'' | |
− | + | ''Each point increases meat and leather amount by 2.5%, up to a max. of 100%'' | |
{| class="wikitable" | {| class="wikitable" | ||
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| 80 | | 80 | ||
|} | |} | ||
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=== Crafting === | === Crafting === | ||
− | The crafting skill affects | + | The crafting skill affects the [[Menus#Smith|smith]], [[Menus#Tailor|tailor]] and [[Menus#Craft|craft]] work types. |
− | + | The Crafter's skill is a driving factor in the [[quality]] of crafted [[clothing]] and [[Neolithic Weapons|neolithic weapons]]. | |
− | The | + | The crafting skill determines the time it takes for a colonist to cut stone, extract metal from slag, and disassemble [[mechanoid]]s. It also determines the amount of resources produced. |
− | + | ''Each point decreases crafting time by 10%'' | |
− | + | ''Each point increases the resource yield by 2.5%'' | |
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− | + | === Medicine === | |
− | + | {{Main Article|Doctoring}} | |
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− | + | 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. | |
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− | The | + | 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. |
− | + | Medicine can be trained very quickly by performing euthanasia on fast-breeding animals such as chickens. | |
− | + | Upon completing an operation, the surgeon gets 2500-8000 expirience regardless of the surgery outcome. | |
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=== Melee === | === Melee === | ||
− | The melee skill determines a characters' | + | The melee skill determines a characters' chance to: |
* Land a hit in melee (''see [[Melee Hit Chance]]'') | * Land a hit in melee (''see [[Melee Hit Chance]]'') | ||
* Dodge a melee attack, when not aiming or firing a ranged weapon (''see [[Melee Dodge Chance]]'') | * Dodge a melee attack, when not aiming or firing a ranged weapon (''see [[Melee Dodge Chance]]'') | ||
The tables below are post-processed chances for a healthy pawn. | The tables below are post-processed chances for a healthy pawn. | ||
+ | |||
{{col-begin|width=60}} | {{col-begin|width=60}} | ||
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">'''Chance to hit'''</div> | <div class="center" style="width:auto; margin-left:auto; margin-right:auto;">'''Chance to hit'''</div> | ||
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|91.2% | |91.2% | ||
|} | |} | ||
+ | |||
{{col-2|width=60}} | {{col-2|width=60}} | ||
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">'''Chance to dodge'''</div> | <div class="center" style="width:auto; margin-left:auto; margin-right:auto;">'''Chance to dodge'''</div> | ||
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|} | |} | ||
{{col-end}} | {{col-end}} | ||
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=== Mining === | === Mining === | ||
The mining skill determines how long it takes for a colonist to mine out each rock, and how much they can obtain from each mineral vein mined. | The mining skill determines how long it takes for a colonist to mine out each rock, and how much they can obtain from each mineral vein mined. | ||
− | {{ | + | ''Each point increases speed by 15%.'' |
− | | | + | |
− | | | + | {| {{STDT| c_12 text-center}} |
− | | | + | !Skill Level |
− | } | + | !Mining Yield |
+ | |- | ||
+ | !0 | ||
+ | |60% | ||
+ | |- | ||
+ | !1 | ||
+ | |70% | ||
+ | |- | ||
+ | !2 | ||
+ | |80% | ||
+ | |- | ||
+ | !3 | ||
+ | |85% | ||
+ | |- | ||
+ | !4 | ||
+ | |90% | ||
+ | |- | ||
+ | !5 | ||
+ | |92% | ||
+ | |- | ||
+ | !6 | ||
+ | |95% | ||
+ | |- | ||
+ | !7 | ||
+ | |98% | ||
+ | |- | ||
+ | !8 - 20 | ||
+ | |100% | ||
+ | |- | ||
+ | |} | ||
+ | |||
=== Intellectual === | === Intellectual === | ||
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%'' | |
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=== Plants === | === Plants === | ||
− | The plants skill affects how fast a colonist sows and harvests growing zones, hydroponics and flower pots, and how fast trees and other vegetation is cut down | + | The plants skill affects how fast a colonist sows and harvests growing zones, hydroponics and flower pots, and how fast trees and other vegetation is cut down. |
+ | ''Each point increases speed by 12%.'' | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Project | ||
+ | ! Experience Given Per Task | ||
+ | |- | ||
+ | | Harvesting | ||
+ | | 50 | ||
+ | |} | ||
− | {{#ask: | + | Some plants require a minimum plants skill in order to plant them: |
− | | ? | + | {{#ask: [[Category:Plants]] [[Minimum Required Growing Skill::>1]] |
− | | | + | | ?Minimum Required Growing Skill = Required skill |+align=center |
− | | | + | | sort=Minimum Required Growing Skill |
+ | | order=asc | ||
}} | }} | ||
− | < | + | <!-- |
− | + | Some plants require a minimum plants skill in order to plant them: | |
− | | | + | {| class="wikitable" style="text-align: center;" |
+ | ! Plant !! Min. Skill | ||
+ | |- | ||
+ | | style="text-align: left;" | [[File:Smokeleaf_plant.png|12px|left|link=]] [[Smokeleaf_plant|Smokeleaf]] || {{Q|Smokeleaf plant|Minimum Required Growing Skill}} | ||
|- | |- | ||
− | + | | style="text-align: left;" | [[File:Strawberry_plant.png|12px|left|link=]] [[Strawberry plant|Strawberries]] || {{Q|Strawberry plant|Minimum Required Growing Skill}} | |
|- | |- | ||
− | {{ | + | | style="text-align: left;" | [[File:Psychoid_plant.png|12px|left|link=]] [[Psychoid plant|Psychoid]] || {{Q|Psychoid plant|Minimum Required Growing Skill}} |
− | | | + | |- |
− | | | + | | style="text-align: left;" | [[File:Hop_plant.png|12px|left|link=]] [[Hop plant|Hops]] || {{Q|Hop plant|Minimum Required Growing Skill}} |
− | | | + | |- |
− | | | + | | style="text-align: left;" | [[File:Healroot.png|12px|left|link=]] [[Healroot|Healroot]] || {{Q|Healroot|Minimum Required Growing Skill}} |
− | | link = | + | |- |
− | | | + | | style="text-align: left;" | [[File:Devilstrand mushroom.png|12px|left|link=]] [[Devilstrand mushroom|Devilstrand]] || {{Q|Devilstrand mushroom|Minimum Required Growing Skill}} |
|} | |} | ||
− | + | --> | |
=== Shooting === | === Shooting === | ||
− | The shooting skill affects a character's [[Shooting Accuracy|accuracy]] with | + | The shooting skill affects a character's [[Shooting Accuracy|accuracy]] with a ranged weapon. |
The table below shows post-processed shooting accuracy per tile of distance for each skill level and trait combination, assuming the pawn is healthy: | The table below shows post-processed shooting accuracy per tile of distance for each skill level and trait combination, assuming the pawn is healthy: | ||
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The base accuracy at various distances are listed when you check the information of a pawn. This can show the actual shooting performance of a pawn, especially at long ranges. | The base accuracy at various distances are listed when you check the information of a pawn. This can show the actual shooting performance of a pawn, especially at long ranges. | ||
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=== Social === | === Social === | ||
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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 | 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 diplomatic power by 5%'' | |
+ | |||
+ | ''Each point makes trade prices 1.5% better'' | ||
+ | |||
+ | == Training == | ||
+ | {{main|Training}} | ||
+ | |||
+ | There are ways to train up your colonists to have better skills. | ||
+ | |||
+ | == Passion == | ||
+ | |||
+ | [[File:Skill acquirement.png|525px|thumb|right|This character is currently learning "construction". The "soft" XP cap of 4000 per day has been reached. This character's skill gains are further modified by the "Fast Learner" trait, and effectively also by the "Neurotic" trait that increases work speed. (The green arrow on the "construction" skill bar is added by the popular "TD Enhancement Pack', and not visible in the unmodified game.)]] | ||
+ | |||
+ | How fast a character gains proficiency (experience points) in a skill depends on the ''passion'' for the skill. Passions are indicated by a flame icon next to the skill experience bar on the character's ''Bio'' tab. | ||
+ | |||
+ | The "default" for most skills is "no passion", and a learning rate of only 35%. | ||
+ | |||
+ | There are colonist [[trait]]s that give global bonuses to skill learning: "Too smart" and "Fast Learner" both increase all skill acquirement by 75%. Effects that increase the work speed of a character will, effectively, also increase the learning potential in many cases, because the skill will be applied more often in a given time. Effects from traits are not correctly shown in a skill's tooltip information. | ||
+ | |||
+ | ''Once colonists have acquired 4000 XP in a given skill on this day, further learning is sharply reduced to 20% of the usual rate.'' This is indicated when mousing over a skill bar in the ''Bio'' tab. | ||
+ | |||
+ | === Effect on [[mood]] === | ||
+ | |||
+ | ''Passion'' influences a character's [[mood]]. If the pawn is "interested" or "burning" to use a certain ability, this gives them a substantial mood boost for the duration of the activity. | ||
+ | * ''Interested'' gives +8 mood ("Minor passion for my work"). | ||
+ | * ''Burning'' gives +14 mood ("Burning passion for my work"). | ||
+ | |||
+ | In some cases this effect is not visible, if the activity is intermittent such as hunting animals. | ||
+ | |||
+ | The three levels of passion are: | ||
+ | |||
+ | === None === | ||
+ | Skills with no flames; can be considered the default passion for a skill, and is the most common. Characters with no passion for a skill only gain experience at 35% of the standard rate. | ||
+ | |||
+ | === Interested === | ||
+ | [[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 === | ||
+ | [[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 == | ||
+ | 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. It doesn't fall below 9 (Skilled Professional) either, remaining maxed at 10,000XP. | ||
− | = | + | {| class="wikitable" |
− | + | |- | |
− | + | ! Level | |
− | + | ! Name | |
− | + | ! Total experience required | |
− | + | ! Experience till next level | |
− | + | |- | |
− | + | | - | |
− | + | | Incapable | |
+ | | - | ||
+ | | - | ||
+ | |- | ||
+ | | 0 | ||
+ | | Barely heard of it | ||
+ | | 0 | ||
+ | | 1000 | ||
+ | |- | ||
+ | | 1 | ||
+ | | Utter Beginner | ||
+ | | 1000 | ||
+ | | 2000 | ||
+ | |- | ||
+ | | 2 | ||
+ | | Beginner | ||
+ | | 3000 | ||
+ | | 3000 | ||
+ | |- | ||
+ | | 3 | ||
+ | | Basic Familiarity | ||
+ | | 6000 | ||
+ | | 4000 | ||
+ | |- | ||
+ | | 4 | ||
+ | | Some Familiarity | ||
+ | | 10000 | ||
+ | | 5000 | ||
+ | |- | ||
+ | | 5 | ||
+ | | Significant Familiarity | ||
+ | | 15000 | ||
+ | | 6000 | ||
+ | |- | ||
+ | | 6 | ||
+ | | Capable Amateur | ||
+ | | 21000 | ||
+ | | 7000 | ||
+ | |- | ||
+ | | 7 | ||
+ | | Weak Professional | ||
+ | | 28000 | ||
+ | | 8000 | ||
+ | |- | ||
+ | | 8 | ||
+ | | Employable Professional | ||
+ | | 36000 | ||
+ | | 9000 | ||
+ | |- | ||
+ | | 9 | ||
+ | | Solid Professional | ||
+ | | 45000 | ||
+ | | 10000 | ||
+ | |- | ||
+ | | 10 | ||
+ | | Skilled Professional | ||
+ | | 55000 | ||
+ | | 12000 | ||
+ | |- | ||
+ | | 11 | ||
+ | | Very skilled Professional | ||
+ | | 67000 | ||
+ | | 14000 | ||
+ | |- | ||
+ | | 12 | ||
+ | | Expert | ||
+ | | 81000 | ||
+ | | 16000 | ||
+ | |- | ||
+ | | 13 | ||
+ | | Strong Expert | ||
+ | | 97000 | ||
+ | | 18000 | ||
+ | |- | ||
+ | | 14 | ||
+ | | Master | ||
+ | | 115000 | ||
+ | | 20000 | ||
+ | |- | ||
+ | | 15 | ||
+ | | Strong Master | ||
+ | | 135000 | ||
+ | | 22000 | ||
+ | |- | ||
+ | | 16 | ||
+ | | Region-Known Master | ||
+ | | 157000 | ||
+ | | 24000 | ||
+ | |- | ||
+ | | 17 | ||
+ | | Region-Leading Master | ||
+ | | 181000 | ||
+ | | 26000 | ||
+ | |- | ||
+ | | 18 | ||
+ | | Planet-Known Master | ||
+ | | 207000 | ||
+ | | 28000 | ||
+ | |- | ||
+ | | 19 | ||
+ | | Planet-Leading Master | ||
+ | | 235000 | ||
+ | | 30000 | ||
+ | |- | ||
+ | | 20 | ||
+ | | Legendary Master | ||
+ | | 265000 | ||
+ | | 32000 | ||
+ | |} | ||
[[Category:Characters]] | [[Category:Characters]] |