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Every pawn in RimWorld has a set of '''skills''' which govern their speed and success in the various types of [[work]]. | Every pawn in RimWorld has a set of '''skills''' which govern their speed and success in the various types of [[work]]. | ||
− | Performing certain jobs will award '''experience points''' (XP) towards improving a pawn's skill, reflected by their skill '''level'''. A pawn's skill levels can be viewed by selecting the pawn with the cursor, then navigating to the Bio tab in the | + | Performing certain jobs will award '''experience points''' (XP) towards improving a pawn's skill, reflected by their skill '''level'''. A pawn's skill levels can be viewed by selecting the pawn with the cursor, then navigating to the Bio tab in the pop-up menu. |
Pawns may have a '''Passion''' for a skill which increases the rate of XP gain and [[mood]], represented by an adjacent fire symbol in the pawn's Bio menu. Conversely, a skill may be entirely prevented by a pawn's [[backstory]] or [[trait]]s, which is represented by " -- " dashes in place of the level number. | Pawns may have a '''Passion''' for a skill which increases the rate of XP gain and [[mood]], represented by an adjacent fire symbol in the pawn's Bio menu. Conversely, a skill may be entirely prevented by a pawn's [[backstory]] or [[trait]]s, which is represented by " -- " dashes in place of the level number. | ||
A high skill level will grant improved speed and success in relevant jobs, up to Level 20. A low skill level will result in slow, poor performance at a related job, including Construction failure, wild animal revenge, surgery failure, low harvest yields, or poor [[quality]] crafting products. | A high skill level will grant improved speed and success in relevant jobs, up to Level 20. A low skill level will result in slow, poor performance at a related job, including Construction failure, wild animal revenge, surgery failure, low harvest yields, or poor [[quality]] crafting products. | ||
+ | |||
+ | Possible pawn skills are Shooting, Melee, Construction, Mining, Cooking, Plants, Animals, Crafting, Artistic, Medical, Social, and Intelligence. | ||
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== Summary == | == Summary == | ||
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=== Improving skills === | === Improving skills === | ||
− | {{Rewrite|section=1|reason= | + | {{Rewrite|section=1|reason=Other things affect GLF now, and table no longer accounts for every possible combination of GLF and passion}} |
Skill leveling in ''RimWorld'' is very similar to many role playing games: ''experience points'' are constantly earned, and the skill is ''leveled 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 leveling in ''RimWorld'' is very similar to many role playing games: ''experience points'' are constantly earned, and the skill is ''leveled 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.''' | ||
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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> | ||
− | Additionally, there is a soft cap of 4000 '''net''' XP gained per day | + | Additionally, there is a soft cap of 4000 '''net''' XP gained per day. Any XP gains past this point are multiplied by 20%.{{Check Tag|Clarify|How does this work for chunks of experience? If some action were assigned to give a lump sum of 5000 experience, would a pawn gain the full 5000, or would the pawn gain 4200?}} This cap resets a few seconds after midnight. Any XP losses will apply against the net gain (e.g. if a pawn were to gain 4500 XP, but lose 1000, they would still remain 500 XP under the cap). Experience from [[Skilltrainer]]s do not apply to this cap. |
==== Passion ==== | ==== 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 | + | 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. | ||
The three levels of passion are: | The three levels of passion are: | ||
{| | {| | ||
|- | |- | ||
− | | || '''''None: ''''' || | + | | || '''''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. |
|- | |- | ||
− | | [[File:PassionMinor.png|24px|left]] || '''Interested: ''' || | + | | [[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. |
|- | |- | ||
− | | [[File:PassionMajor.png|24px|left]] || '''Burning: ''' || | + | | [[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. |
|} | |} | ||
− | ==== Global Learning Factor ==== | + | ====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. | |
− | + | The [[Traits#Great memory|Great Memory]] trait halves the skill decay rate for a pawn. | |
− | + | 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. | |
+ | |||
+ | 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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| 3600 | | 3600 | ||
|} | |} | ||
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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 |
− | |||
| 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]]. | ||
+ | |||
+ | 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 === | ||
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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 |
− | |||
| limit = 999 | | limit = 999 | ||
− | + | }} | |
− | + | </div> | |
− | + | </div> | |
− | </ | ||
=== Medical === | === Medical === | ||
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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 | ||
+ | |} | ||
+ | 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]] |