Editing Skills
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 5: | Line 5: | ||
---- | ---- | ||
<!-- End Nav --> | <!-- End Nav --> | ||
− | + | ||
{{TOCright}} | {{TOCright}} | ||
− | + | 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]]. | |
− | Every | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | = List of skills = | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
Using or applying skills will give ''experience'' in the skill, and improve the character's proficiency. How much experience is gained depends on the ''passion'' for the skill. See [[Skills#Passion|passion]] below. | Using or applying skills will give ''experience'' in the skill, and improve the character's proficiency. How much experience is gained depends on the ''passion'' for the skill. See [[Skills#Passion|passion]] below. | ||
Line 246: | Line 15: | ||
On this page, where experience gains are listed, an "Interested" passion with 100% skill gain is assumed. Note that this is not the "default" passion; "no passion" at 35% gain is far more common. | On this page, where experience gains are listed, an "Interested" passion with 100% skill gain is assumed. Note that this is not the "default" passion; "no passion" at 35% gain is far more common. | ||
− | + | == Animals == | |
− | |||
The ''animals'' skill determines how well a character handles wild and domesticated animals, and increases the chance to go undetected while ''hunting'' wild animals. | The ''animals'' skill determines how well a character handles wild and domesticated animals, and increases the chance to go undetected while ''hunting'' wild animals. | ||
Line 256: | Line 24: | ||
* Mastering an animal, as in having it follow you and obey your commands, becomes possible for more animal races. The more ''wild'' a race is, the higher the ''animals'' skill required to be assigned its master. | * Mastering an animal, as in having it follow you and obey your commands, becomes possible for more animal races. The more ''wild'' a race is, the higher the ''animals'' skill required to be assigned its master. | ||
* It becomes less likely for a colonist hunting an animal to be detected by the animal, and the animal retaliating. It still requires ''shooting'' skill for the colonist to be able to kill the animal. | * It becomes less likely for a colonist hunting an animal to be detected by the animal, and the animal retaliating. It still requires ''shooting'' skill for the colonist to be able to kill the animal. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | : ''For a list of skills that animals can learn, see the [[list of animal skills]].'' | |
− | The ''artistic'' skill is the proficiency to create [[beauty|beautiful]] works of art at | + | |
+ | == Artistic == | ||
+ | |||
+ | The ''artistic'' skill is the proficiency to create [[beauty|beautiful]] works of art at a [[sculptor's table]]. | ||
− | Higher skill increases the chance for a higher quality, in this case more beautiful, sculpture | + | Higher skill makes the artist work faster, and increases the chance for a higher quality, in this case more beautiful, sculpture. |
The beauty and market value of sculptures increases tremendously at the highest quality levels. Combined with the fact that trade partners pay more for works of art compared to other items, this makes ''artistic'' a useful skill outside of decorating the home base. | The beauty and market value of sculptures increases tremendously at the highest quality levels. Combined with the fact that trade partners pay more for works of art compared to other items, this makes ''artistic'' a useful skill outside of decorating the home base. | ||
− | + | == Construction == | |
− | |||
The ''construction'' skill governs a wide variety of colonist tasks, centered around creating structures in the game world; it is an essential skill in any colony: | The ''construction'' skill governs a wide variety of colonist tasks, centered around creating structures in the game world; it is an essential skill in any colony: | ||
− | * Making all kinds of structures, like furniture, walls, power lines and spaceship parts. If a structure can be placed on the ground in form of a blueprint, its construction is usually facilitated by this skill. Many structures require a minimum skill to make. | + | * Making all kinds of structures, like furniture, walls, power lines and spaceship parts. If a structure can be placed on the ground in form of a [[blueprint]], its construction is usually facilitated by this skill. Many structures require a minimum skill to make. |
* Deconstructing existing structures back into raw materials. | * Deconstructing existing structures back into raw materials. | ||
* Building and tearing down roofs. | * Building and tearing down roofs. | ||
Line 289: | Line 54: | ||
Experience is gained continuously while working on a construction project. At 100% work speed this seems to translate to roughly 82 experience per point of work required. | Experience is gained continuously while working on a construction project. At 100% work speed this seems to translate to roughly 82 experience per point of work required. | ||
− | + | == 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. | |
− | |||
− | < | + | 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]]. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | ''Each point decreases cooking time by 11%'' | |
− | |||
− | + | ''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" | ||
Line 336: | Line 86: | ||
|} | |} | ||
− | + | == Crafting == | |
− | + | 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 | + | 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%'' | |
− | + | == Medical == | |
− | + | {{Main Article|Doctoring}} | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | {{Main|Doctoring}} | ||
The ''Medical'' skill level is the main factor for medical treatment quality and speed, surgery speed and surgery success chance. | The ''Medical'' skill level is the main factor for medical treatment quality and speed, surgery speed and surgery success chance. | ||
Line 402: | Line 108: | ||
Higher grade [[medicine]] and medical equipment like [[hospital bed]]s and a [[sterile tile|sterile]] environment significantly boost the effectiveness of all medical treatments, independent of the skill level of the doctor. | Higher grade [[medicine]] and medical equipment like [[hospital bed]]s and a [[sterile tile|sterile]] environment significantly boost the effectiveness of all medical treatments, independent of the skill level of the doctor. | ||
− | + | Medicine can be trained very quickly by performing euthanasia on fast-breeding animals such as chickens. This costs 1 medicine per procedure, but only requires [[herbal medicine]]. The procedure can be scheduled in the respective animal's ''health'' tab, and an animal sleeping spot must be available to perform the euthanasia. | |
Performing ''surgery'' trains the ''medical'' skill. The amount of XP that is awarded only depends on the duration of the procedure (varying by procedure and ''medical operation speed'' of the surgeon). | Performing ''surgery'' trains the ''medical'' skill. The amount of XP that is awarded only depends on the duration of the procedure (varying by procedure and ''medical operation speed'' of the surgeon). | ||
− | + | == Melee == | |
− | + | The melee skill determines a characters' chance to: | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | The melee skill determines a characters' | ||
* 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> | ||
Line 504: | Line 205: | ||
|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> | ||
Line 592: | Line 294: | ||
|} | |} | ||
{{col-end}} | {{col-end}} | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | == 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 == | |
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%'' | |
− | |||
− | |||
− | |||
− | |||
− | + | == 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 | ||
+ | |} | ||
+ | |||
+ | Some plants require a minimum plants skill in order to plant them: | ||
{{#ask: [[Category:Plants]] [[Minimum Required Growing Skill::>1]] | {{#ask: [[Category:Plants]] [[Minimum Required Growing Skill::>1]] | ||
− | | ?Minimum Required Growing Skill= | + | | ?Minimum Required Growing Skill = Required skill |+align=center |
− | | | + | | sort=Minimum Required Growing Skill |
− | + | | order=asc | |
− | + | }} | |
− | |||
− | | sort = | ||
− | |} | ||
− | |||
− | + | == 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: | ||
Line 765: | Line 482: | ||
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. | ||
− | + | == 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 | 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 skills = | ||
+ | {{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. | ||
+ | |||
+ | Most commonly there is no ''passion'' for a skill, and the character learns this skill at 35% of the base rate. | ||
+ | |||
+ | There is absolutely no way to change a character's skill passions in the unmodified game. | ||
+ | |||
+ | There are colonist [[trait]]s that give global bonuses to skill learning: "Too smart" and "Fast Learner" both increase all skill acquirement by 75%. This is independent of the passions for the individual skills. Effects from these traits are not correctly explained in a skill's tooltip information. | ||
+ | |||
+ | ''Once colonists have acquired 4000 XP in a skill, per day, further learning of this skill is sharply reduced to 20% of the usual rate.'' This is indicated when mousing over a skill bar in the ''Bio'' tab. | ||
+ | |||
+ | Skill gains from using a [[neurotrainer mech serum]] are influenced by ''passion''. This makes the item a lot more valuable when used by characters with a passion for the associated skill. | ||
+ | |||
+ | == Effect on [[mood]] == | ||
+ | |||
+ | ''Passion'' influences a character's [[mood]]. If the pawn is "interested in" or "burning for" learning a skill, 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 significant mood boosts can be used to keep a pawn from heaving a ''mental break'' by putting them on a task they are passionate for. | ||
+ | |||
+ | == Degrees of ''passion'' == | ||
+ | |||
+ | 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 = | ||
+ | |||
+ | Level 20 is the highest skill level achievable for a pawn. | ||
+ | |||
+ | {| 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 | ||
+ | |} | ||
+ | |||
+ | == Experience decay == | ||
+ | |||
+ | Starting at skill level 10, the experience for a skill will decay automatically until dropping back to level 9. The rate of decay depends on the skill level and increases with level. | ||
+ | |||
+ | Experience decay is an automatic mechanism and is independent of which and how many skills are used – not using or frequently using a skill (or other, unrelated skills) has no effect on the rate of decay, which only depends on the current skill level. | ||
− | + | The [[Traits|Great Memory]] trait halves the decay rate for a pawn. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
[[Category:Characters]] | [[Category:Characters]] |