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− | [[File:skills_preview.png|right]][[File:skill_increase_anim.gif|236px|right|Increasing skills of a colonist that's currently building something.]] | + | [[File:skills_preview.png|right]][[File:skill_increase_anim.gif|thumb|236px|right|Increasing skills of a colonist that's currently building something.]]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 [[skilltrainer]]. |
− | Every | ||
− | + | == Learning skills == | |
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{{see also|Training}} | {{see also|Training}} | ||
− | Skills are improved by performing | + | Skills are improved by performing associated work types or tasks, although some few related tasks do not provide experience. Performing these tasks will earn the character '''experience points''' either per task completed or per second they are pursuing that task, which in turn will eventually ''level up'' the skills. The resulting higher '''skill level''' then improves the performance in all associated tasks and types of work. Skills are leveled up individually, and there is no single "character level" as in many role playing games. |
In some cases, special management tactics can be employed to more effectively or specifically steer the skill training in the colony, especially during periods of low work in colony development. See the [[Training|main article on skill training]] for more information. | In some cases, special management tactics can be employed to more effectively or specifically steer the skill training in the colony, especially during periods of low work in colony development. See the [[Training|main article on skill training]] for more information. | ||
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The ''Work'' tab, where you assign tasks to colonists, indicates which skills are relevant for a given task (by mousing over a tick box). It also shows you if the colonist has a ''passion'' for those skills (with an icon in the tick box), and if a significant proficiency has already been acquired (by emphasizing the tick box border). Lower skill pawns have their work box darker, and higher skill pawns have it lighter. Extremely proficient pawns have a golden box. When assigning work to a pawn with low skill in a certain job, the box will have a red outline. Passions appear as extremely small flames at the bottom-right hand side of the work box. All these aspects are important for deciding how to assign tasks and types of work. | The ''Work'' tab, where you assign tasks to colonists, indicates which skills are relevant for a given task (by mousing over a tick box). It also shows you if the colonist has a ''passion'' for those skills (with an icon in the tick box), and if a significant proficiency has already been acquired (by emphasizing the tick box border). Lower skill pawns have their work box darker, and higher skill pawns have it lighter. Extremely proficient pawns have a golden box. When assigning work to a pawn with low skill in a certain job, the box will have a red outline. Passions appear as extremely small flames at the bottom-right hand side of the work box. All these aspects are important for deciding how to assign tasks and types of work. | ||
− | In general, you want | + | In general, you want a colonist to perform tasks they are ''good at'' (it is productive for your colony), as well as tasks they are ''passionate for'' (have them improve the associated skill and also keep them happy while working). |
=== Improving skills === | === Improving skills === | ||
− | + | Skill levelling in ''RimWorld'' is very similar to many role playing games: ''experience points'' are constantly earned, and the skill is ''levelled up'' when certain thresholds are reached. Importantly, the effect of a skill improves ''by level'', but it costs more and more XP to gain another level in a skill. This means that '''skill training is more effective the lower the skill level is.''' | |
− | Skill | ||
When a player pawn gains a new level in a skill, a text mote will be displayed. | When a player pawn gains a new level in a skill, a text mote will be displayed. | ||
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<code>Real XP gained = Global Learning Factor x [[Skills#Passion|Passion Multiplier]] x Base XP gained </code> | <code>Real XP gained = Global Learning Factor x [[Skills#Passion|Passion Multiplier]] x Base XP gained </code> | ||
− | + | ==== Passion ==== | |
+ | Passion for a given skill is indicated by the presence of flame icons next to the skill experience bar on the character's ''Bio'' tab. These passions increases the rate at which a pawn learns the skill in question and provides them with a substantial [[mood]] boost when performing activities related to the skill. There is absolutely no way to change a character's skill passions in the unmodified game. | ||
− | + | Skill gains from using a [[skilltrainer]] are influenced by ''passion''. This makes the item a lot more valuable when used by characters with a passion for the associated skill. | |
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The three levels of passion are: | The three levels of passion are: | ||
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− | ==== Global Learning Factor ==== | + | '''''None''''': Skills with no flames. This can be considered the default for a skill, and is the most common. Characters with no passion in a skill have a 35% multiplier on their experience gain. |
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+ | [[File:PassionMinor.png|24px|left]] '''Interested''': Skills with one flame. Characters that are ''interested'' in a skill have a 100% multiplier on their experience gain and gain a +8 mood ("Minor passion for my work") while performing related tasks. | ||
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+ | [[File:PassionMajor.png|24px|left]] '''Burning''': Skills with two flames. Characters with a ''burning'' passion for a skill have a 150% multiplier on their experience gain and gain +14 mood ("Burning passion for my work") while performing related tasks.{{Clear}} | ||
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+ | ====Global Learning Factor==== | ||
{{See also|Global Learning Factor}} | {{See also|Global Learning Factor}} | ||
While some [[traits]] directly add or subtract from the skills of the pawn - such as [[Traits#Brawler|Brawler]] which increases the Melee skill by +4 and decreases Shooting skill by -4, others affect skill mechanics themselves. Most important to gaining skills are those that affect [[Global Learning Factor]] as this acts as a direct multiplier to experience gained. These traits include: | While some [[traits]] directly add or subtract from the skills of the pawn - such as [[Traits#Brawler|Brawler]] which increases the Melee skill by +4 and decreases Shooting skill by -4, others affect skill mechanics themselves. Most important to gaining skills are those that affect [[Global Learning Factor]] as this acts as a direct multiplier to experience gained. These traits include: | ||
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! [[File:PassionMajor.png|frameless]] | ! [[File:PassionMajor.png|frameless]] | ||
− | | {{#expr: 1.5* 25}}% || {{#expr: 1.5* 45}}% || {{#expr: 1.5* 50}}% || {{#expr: 1.5* 70}}% || {{#expr: 1.5* 100}}% || {{#expr: 1.5* 120}}% || {{#expr: 1.5* 125}}% || {{#expr: 1.5* 145}}% || {{#expr: 1.5* 175}}% || {{#expr: 1.5* 195}}% || {{#expr: 1.5* 200}}% || {{#expr: 1.5* 220}}% || {{#expr: | + | | {{#expr: 1.5* 25}}% || {{#expr: 1.5* 45}}% || {{#expr: 1.5* 50}}% || {{#expr: 1.5* 70}}% || {{#expr: 1.5* 100}}% || {{#expr: 1.5* 120}}% || {{#expr: 1.5* 125}}% || {{#expr: 1.5* 145}}% || {{#expr: 1.5* 175}}% || {{#expr: 1.5* 195}}% || {{#expr: 1.5* 200}}% || {{#expr: 1.5* 220}}% || {{#expr: 0.35* 250}}% || {{#expr: 1.5* 270}}% || {{#expr: 1.5* 275}}% || {{#expr: 1.5* 295}}% |
|} | |} | ||
=== Decay === | === Decay === | ||
− | + | Furthermore, there is another mechanic in play called ''decay'': starting at skill level 10, XP points are continuously drained away. A skill level is lost only after falling to 0 XP points and then losing a further 1000 points, preventing pawns from bouncing between levels when right around the threshold. 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. Instead, gained XP simply cancels out loss and vice versa on a 1:1 basis. | |
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+ | The [[Traits#Great memory|Great Memory]] trait halves the skill decay rate for a pawn. | ||
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+ | XP is lost at a faster and faster rate with higher skill levels. This means that all XP earned after 55,000 total XP effectively has less value, especially for skills that a colonist does not use frequently, because it will disappear. It becomes more and more expensive to even keep a master at his or her current level, let alone have them improve further. | ||
− | XP | + | As an example, consider that roughly 3,500 XP is lost per day by a colonist at skill level 20. This usually means that the colonist would have to be applying that skill more or less ''continuously'' during her work hours in order to never lose level 20. In most cases, XP is gained by ''time spent'' on a skill, and not by effective work performed! Working faster does not make it easier or faster to gain XP, or compensate the decay loss. |
− | + | So the higher you go, the harder it becomes to even maintain the current skill level. This is why actual "legendary masters" are very rare, usually only achievable by colonists who are non-stop spamming a single ability (such as ''research'' or crafting artworks). | |
=== Skill point acquisition strategy === | === Skill point acquisition strategy === | ||
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== List of skills == | == List of skills == | ||
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=== Artistic === | === Artistic === | ||
− | The ''artistic'' skill is the proficiency to create [[beauty|beautiful]] works of art at | + | 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. Note that higher skill levels do not increase the speed of creating sculptures. | Higher skill increases the chance for a higher quality, in this case more beautiful, sculpture. Note that higher skill levels do not increase the speed of creating sculptures. | ||
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=== Construction === | === 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. | ||
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}} | }} | ||
− | <div | + | <div class="toccolours mw-collapsible mw-collapsed" style="width:20%"> |
− | + | '''Items with a required Construction skill level:''' | |
− | + | <div class="mw-collapsible-content"> | |
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{{#ask: [[Skill 1::Construction]] | {{#ask: [[Skill 1::Construction]] | ||
− | | ?Skill 1 Level= | + | | ?Skill 1 Level=Level |
− | | | + | | sort = Skill 1 Level |
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| limit = 999 | | limit = 999 | ||
− | + | }} | |
− | + | </div> | |
− | + | </div> | |
− | </ | ||
=== Cooking === | === Cooking === | ||
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Cooking and butchering increase cooking skill. It is also trained by making [[smokeleaf joint]]s at a drug lab. | Cooking and butchering increase cooking skill. It is also trained by making [[smokeleaf joint]]s at a drug lab. | ||
− | A | + | 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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+ | These additive increases are relative to a base value; that means each increase corresponds to a fixed amount. | ||
{| class="wikitable" | {| class="wikitable" | ||
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| ?Skill Bonus Factor=Bonus Factor | | ?Skill Bonus Factor=Bonus Factor | ||
}} | }} | ||
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=== Crafting === | === Crafting === | ||
− | + | Many work [[bill|bills]] of the [[Menus#Smith|Smith]], [[Menus#Tailor|Tailor]] and [[Menus#Craft|Craft]] work types have a required minimum Crafting skill level, except cutting [[Stone Blocks]] or [[Electric smelter|Smelting]] which do not have a minimum required skill level. | |
− | A pawn's Crafting skill is a driving factor in the [[Quality]] of produced [[Clothing]], [[Armor]], | + | A pawn's Crafting skill is a driving factor in the [[Quality]] of produced [[Clothing]], [[Armor]], [[Neolithic Weapons|Neolithic weapons]], [[Weapons#Melee weapons|Melee weapons]], and [[Weapons#Ranged weapons|Ranged weapons]]. The speed of production for these tasks is unrelated to Crafting level, however, and is instead completely dependent on a pawn's [[General Labor Speed]] and the amount of labor required in the bill. |
− | + | The Crafting skill determines the time it takes for a colonist to extract metal from slag and disassemble [[mechanoid]]s, and it also determines the amount of resources produced from these tasks. | |
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− | The Crafting skill | ||
{{#ask: [[Category:Stat]] [[Skill::Crafting]] | {{#ask: [[Category:Stat]] [[Skill::Crafting]] | ||
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}} | }} | ||
− | <div | + | <div class="toccolours mw-collapsible mw-collapsed" style="width:20%"> |
− | + | '''Items with a required Crafting skill level:''' | |
− | + | <div class="mw-collapsible-content"> | |
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{{#ask: [[Skill 1::Crafting]] | {{#ask: [[Skill 1::Crafting]] | ||
− | | ?Skill 1 Level= | + | | ?Skill 1 Level=Level |
− | | | + | | sort = Skill 1 Level |
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| limit = 999 | | limit = 999 | ||
− | + | }} | |
− | + | </div> | |
− | + | </div> | |
− | </ | ||
=== Medical === | === Medical === | ||
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* 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. | ||
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{{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% | ||
|} | |} | ||
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{{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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{{#ask: [[Category:Stat]] [[Skill::Melee]] | {{#ask: [[Category:Stat]] [[Skill::Melee]] | ||
| ?Description | | ?Description | ||
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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. It also influences how much a colonist [[Caravan#Foraging| forages]] while in a caravan. | + | 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. It also influences how much a colonist [[Caravan#Foraging| forages]] while in a caravan. See [[Plant Work Speed]] |
+ | Each point increases speed by 11.5%. | ||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Project | ||
+ | ! Experience Given Per Task | ||
+ | |- | ||
+ | | Harvesting | ||
+ | | 50 | ||
+ | |} | ||
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+ | 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 | ||
+ | }} | ||
{{#ask: [[Category:Stat]] [[Skill::Plants]] | {{#ask: [[Category:Stat]] [[Skill::Plants]] | ||
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| ?Skill Bonus Factor=Bonus Factor | | ?Skill Bonus Factor=Bonus Factor | ||
}} | }} | ||
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=== Shooting === | === Shooting === | ||
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* [[Version/0.10.785|0.10.785]] - Passion flames are now displayed subtly on the work overview screen. Reduced skill degradation rate. Reworked how skills generate so there will be more initial skill variation and age affect starting skills more. | * [[Version/0.10.785|0.10.785]] - Passion flames are now displayed subtly on the work overview screen. Reduced skill degradation rate. Reworked how skills generate so there will be more initial skill variation and age affect starting skills more. | ||
* [[Version/0.12.906|0.12.906]] - Animals skill added. | * [[Version/0.12.906|0.12.906]] - Animals skill added. | ||
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* [[Version/1.2.2753|1.2.2753]] - Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold. We now display a text mote when a player pawn gains a new level in a skill. | * [[Version/1.2.2753|1.2.2753]] - Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold. We now display a text mote when a player pawn gains a new level in a skill. | ||
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[[Category:Characters]] | [[Category:Characters]] |