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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.]]
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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]].
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 pawn inspect pane.
 
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.
 
 
 
Possible pawn skills are Shooting, Melee, Construction, Mining, Cooking, Plants, Animals, Crafting, Artistic, Medical, Social, and Intellectual.
 
 
 
== Summary ==
 
{{see also|Training}}
 
Skills are improved by performing certain associated jobs, although some few related tasks do not provide skill experience.  Performing these tasks will earn the character experience points either per task completed or per second they are pursuing that task, both of which will eventually level up the skill. 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.
 
 
 
=== Skills vs work types ===
 
Skills and work types (or "tasks") are two different, but related, concepts.  In some cases, like "mine" (work type) and "mining" (skill), there is an almost perfect correspondence, but in many other cases there is not: the ''work types'' "tailor" and "smith", for example, are associated with the ''crafting skill''.  Some tasks listed on the work tab do not even have an associated ''skill'' (eg. "haul", "clean" and "firefight").
 
 
 
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 colonists to perform tasks they are ''good at'' (it is productive for your colony), as well as tasks they are ''passionate for'' (improves the associated skill faster and also keep them happy while working).
 
 
 
=== Improving skills ===
 
{{Rewrite|section=1|reason=1) Other things affect GLF now, and table no longer accounts for every possible combination of GLF and passion 2) [[Ideoligion#Ranching]] precept inc effect and order of operations}}
 
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.'''
 
 
 
When a player pawn gains a new level in a skill, a text mote will be displayed.
 
 
 
Experience points are generally gained at consistent rate per unit [[time]] - that is, while the rate may vary from one task to another, when performing a given task the only other factor is the time spent doing it.  As higher skill levels often increase the speed a pawn performs tasks, this means that more tasks must be performed to spend the same amount of time working and thus gain the same amount of XP. This is not true for all tasks however, and some will simply give a lump sum of experience for each task completed.
 
 
 
Regardless of how XP is gained, it is multiplied by Passion and [[Global Learning Factor]] in the following way:
 
 
 
<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 per skill. 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 does not apply to this cap, nor is it affected by the 20% multiplier.
 
 
 
==== 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 specific skills, and may provide them a [[mood]] boost when performing activities related to the skill. Skill gains from using a [[skilltrainer]] are influenced by ''passion'', making the item more valuable when used by characters with a passion for the associated skill. Typically, passion cannot be gained or lost in an adult pawn's lifetime, however [[children]]{{BiotechIcon}} may gain passions at [[Children#Growth moments|growth moments]] and the addition or removal of [[Genes#Aptitudes|Skill Aptitude xenogenes]]{{BiotechIcon}} can also affect passions.{{Check Tag|Incapable of?|What happens to passions on a suppressed skill when a pawns becomes incapable? Some tasks that use that skill can still be performed, despite the incapability and its effects are needed}}
 
 
 
The three levels of passion are:
 
{|
 
|-
 
| || '''''None: ''''' || &nbsp;No flames. 35% multiplier on experience gain. This is the most common passion level.
 
|-
 
| [[File:PassionMinor.png|24px|left]] || '''Interested: ''' || &nbsp;One flame. 100% multiplier on experience gain and +8 mood ("Minor passion for my work") while performing related tasks.
 
|-
 
| [[File:PassionMajor.png|24px|left]]  || '''Burning: ''' || &nbsp;Two flames. 150% multiplier on experience gain and +14 mood ("Burning passion for my work") while performing related tasks.
 
|}
 
 
 
==== 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:
 
* [[Traits#Too smart|Too Smart]] - which increases Global Learning Factor +75%, while also inflicting a penalty to [[mental break threshold]].
 
* [[Traits#Fast learner|Fast Learner]] - which increases Global Learning Factor +75%
 
* [[Traits#Slow learner|Slow Learner]] - which decreases Global Learning Factor -75%
 
 
 
Additionally, the [[learning assistant]] {{RoyaltyIcon}} implant increases Global Learning Factor +20%.
 
 
 
==== Experience multiplier table ====
 
{| class="wikitable"
 
|-
 
! Global Learning Factor !! 25% !! 45% !! 50% !! 70% !! 100% !! 120% !! 125% !! 145% !! 175% !! 195% !! 200% !! 220% !! 250% !! 270% !! 275% !! 295%
 
|-
 
! ''None''
 
| {{#expr: 0.35* 25}}% || {{#expr: 0.35* 45}}% || {{#expr: 0.35* 50}}% || {{#expr: 0.35* 70}}% || {{#expr: 0.35* 100}}% || {{#expr: 0.35* 120}}% || {{#expr: 0.35* 125}}% || {{#expr: 0.35* 145}}% || {{#expr: 0.35* 175}}% || {{#expr: 0.35* 195}}% || {{#expr: 0.35* 200}}% || {{#expr: 0.35* 220}}% || {{#expr: 0.35* 250}}% || {{#expr: 0.35* 270}}% || {{#expr: 0.35* 275}}% || {{#expr: 0.35* 295}}%
 
|-
 
! [[File:PassionMinor.png|frameless]]
 
| 25% || 45% || 50% || 70% || 100% || 120% || 125% || 145% || 175% || 195% || 200% || 220% || 250% || 270% || 275% || 295%
 
|-
 
! [[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: 1.5* 250}}% || {{#expr: 1.5* 270}}% || {{#expr: 1.5* 275}}% || {{#expr: 1.5* 295}}%
 
|}
 
 
 
=== Decay ===
 
Beyond 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 repeated level loss and gain right around a level threshold. Experience decay is strictly calculated based on the current skill level and is not directly affected by skill use; Instead, gained XP simply cancels out loss, and vice versa.
 
 
 
XP decays at an accelerated rate with higher skill levels.  This means that all XP earned after 55,000 total XP (level 10) effectively has less value, especially for skills that a colonist does not use frequently, because it will disappear. 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. Level 20 (max level) is very difficult to acquire, usually only achievable by colonists solely dedicated to a single profession.
 
 
 
The [[Traits#Great memory|Great Memory]] trait halves the skill decay rate for a pawn.
 
 
 
=== Skill point acquisition strategy ===
 
{{Stub|section=1|reason=Need at least simple introduction on which jobs and skills benefit from experts vs more hands and why - e.g. cooks beyond skill 9 = More hands, plant harvesting and crafting = experts.}}
 
The above implies that on average it is better to spread out the skill training over several colonists instead of having only one "expert", except for the artisan professions where it is usually good to have true experts in the colony.
 
 
 
For example, you need to acquire about 150,000 XP to make one colonist a "region-known master" (level 16); the same amount of XP would be enough to have ''three'' colonists at level 9 ("solid professional").  This avoids the risk of losing the only pawn that is capable of the task, and in most cases three level-9 workers are better than a single level-16 expert. Creating anything [[quality]] is a notable exception to this.
 
 
 
=== Experience table ===
 
Level 20 is the highest skill level achievable for a pawn.
 
 
 
{| class="wikitable"
 
|-
 
! Level
 
! Name
 
! Total experience required
 
! Experience till next level
 
! Experience decay rate (exp/day)
 
|-
 
| -
 
| Incapable
 
| -
 
| -
 
| -
 
|-
 
| 0
 
| Barely heard of it
 
| 0
 
| 1000
 
| 0
 
|-
 
| 1
 
| Utter Beginner
 
| 1000
 
| 2000
 
| 0
 
|-
 
| 2
 
| Beginner
 
| 3000
 
| 3000
 
| 0
 
|-
 
| 3
 
| Basic Familiarity
 
| 6000
 
| 4000
 
| 0
 
|-
 
| 4
 
| Some Familiarity
 
| 10000
 
| 5000
 
| 0
 
|-
 
| 5
 
| Significant Familiarity
 
| 15000
 
| 6000
 
| 0
 
|-
 
| 6
 
| Capable Amateur
 
| 21000
 
| 7000
 
| 0
 
|-
 
| 7
 
| Weak Professional
 
| 28000
 
| 8000
 
| 0
 
|-
 
| 8
 
| Employable Professional
 
| 36000
 
| 9000
 
| 0
 
|-
 
| 9
 
| Solid Professional
 
| 45000
 
| 10000
 
| 0
 
|-
 
| 10
 
| Skilled Professional
 
| 55000
 
| 12000
 
| 30
 
|-
 
| 11
 
| Very skilled Professional
 
| 67000
 
| 14000
 
| 60
 
|-
 
| 12
 
| Expert
 
| 81000
 
| 16000
 
| 120
 
|-
 
| 13
 
| Strong Expert
 
| 97000
 
| 18000
 
| 180
 
|-
 
| 14
 
| Master
 
| 115000
 
| 20000
 
| 300
 
|-
 
| 15
 
| Strong Master
 
| 135000
 
| 22000
 
| 540
 
|-
 
| 16
 
| Region-Known Master
 
| 157000
 
| 24000
 
| 840
 
|-
 
| 17
 
| Region-Leading Master
 
| 181000
 
| 26000
 
| 1200
 
|-
 
| 18
 
| Planet-Known Master
 
| 207000
 
| 28000
 
| 1800
 
|-
 
| 19
 
| Planet-Leading Master
 
| 235000
 
| 30000
 
| 2400
 
|-
 
| 20
 
| Legendary Master
 
| 265000
 
| 32000
 
| 3600
 
|}
 
 
 
Note that these values are considered before gene levels (exp) if a pawn with good (skill) wants to go from level 4 to 5, they need 1000 skill exp points
 
  
 
== List of skills ==
 
== List of skills ==
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=== Animals ===
 
=== Animals ===
{{For|a list of skills that animals can learn|Animals#Training}}
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The ''animals'' skill determines how well a character handles wild and domesticated animals, and influences their ''hunting'' ability.
The ''animals'' skill determines how well a character handles wild and domesticated animals, and increases the chance to go undetected while ''hunting'' wild animals.
 
  
 
Higher ''animals'' skill has the following benefits:
 
Higher ''animals'' skill has the following benefits:
* Chance to tame a wild animal increases.  Some animals can not even be attempted to be tamed if the ''animals'' skill is too low.
+
* Chance to tame a wild animal increases.  Some animals can not be even attempted to tame if the ''animals'' skill is too low.
 
* Chance to successfully train a domesticated animal increases.
 
* Chance to successfully train a domesticated animal increases.
 
* Animal handling, such as ''milking'' and ''shearing'' certain livestock, becomes more efficient, with a lower chance of wasting products.
 
* Animal handling, such as ''milking'' and ''shearing'' certain livestock, becomes more efficient, with a lower chance of wasting products.
 
* 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.
{{#ask:  [[Category:Stat]] [[Skill::Animals]]
+
 
| ?Description
+
: ''For a list of skills that animals can learn, see the [[list of animal skills]].''
| ?Skill Base Factor=Base Factor
 
| ?Skill Bonus Factor=Bonus Factor
 
}}
 
  
 
=== Artistic ===
 
=== Artistic ===
The ''artistic'' skill is the proficiency to create [[beauty|beautiful]] works of art at an [[art bench]]. 
 
  
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.
+
The ''artistic'' skill is the proficiency to create [[beauty|beautiful]] works of art at a [[sculptor's table]].
  
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.
+
Higher skill makes the artist work faster, and increases the chance for a higher quality, in this case more beautiful, sculpture.
  
Not very useful in the early game, but once you have a well-established colony, having a permanent artist would be beneficial to it.
+
=== Construction ===
 +
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.
  
=== Construction ===
+
''Each point increases speed by 15%.''
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.
 
* Deconstructing existing structures back into raw materials.
 
* Building and tearing down roofs.
 
* Laying and removing flooring, like carpet, concrete and stone tiles.
 
* Smoothing rock walls and stone floors.
 
  
Higher ''construction'' skill will
+
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.
* allow the construction of more difficult to build structures.
 
* increase construction speed; the base speed at 0 construction skill is 50%, this is increased additively by 15% for every skill level.
 
* reduce the chance of a construction effort to be "botched", which will result in some resources going to waste, and require the construction effort to be restarted (ie. all work is wasted).  The base chance of success is 75%, increasing by about 3% per skill level to 100% at skill level 8.
 
* increase the chance to make higher quality items, for items that have a quality rating, such as furniture.
 
  
Construction outcomes are influenced by the [[manipulation]] and [[sight]] capacities of the colonist.
 
  
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.
  
{{#ask:  [[Category:Stat]] [[Skill::Construction]]
+
Cooking and butchering increase cooking skill.
| ?Description
 
| ?Skill Base Factor=Base Factor
 
| ?Skill Bonus Factor=Bonus Factor
 
}}
 
  
<div><li style="display: inline-table;">
+
A cooking skill of at least 6 is required to make a [[fine meal]].<br/>
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}
+
A cooking skill of at least 10 is required to make a [[lavish meal]].
|+ style="white-space: nowrap;" |'''Items with a required Construction skill level:'''
 
|-
 
! Name !! Level
 
|-
 
{{#ask: [[Skill 1::Construction]]
 
| ?Skill 1 Level=
 
| format = template
 
| template = Ask Table Formatter
 
| limit = 999
 
| link = none
 
| sort = From DLC, Skill 1 Level, Name}}
 
|}
 
</li><div>
 
  
=== Cooking ===
+
''Each point decreases cooking time by 11%''
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.  It is also trained by making [[smokeleaf joint]]s at a drug lab.
+
''Each point decreases butchering time by 10%''
  
A Cooking skill of {{Q|Lavish meal|Skill 1 Level}} is required to be able to cook every item, a skill of 9 achieves the minimum [[Food Poison Chance]], and a skill of 10 gives maximum [[Butchery Efficiency]] - assuming a healthy but otherwise unaugmented pawn. Levels above this only increase the speed of tasks.
+
''Each point increases meat and leather amount by 2.5%, up to a max. of 100%''
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 335: Line 72:
 
| 80
 
| 80
 
|}
 
|}
 
{{#ask:  [[Category:Stat]] [[Skill::Cooking]]
 
| ?Description
 
| ?Skill Base Factor=Base Factor
 
| ?Skill Bonus Factor=Bonus Factor
 
}}
 
 
<div><li style="display: inline-table;">
 
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}
 
|+ style="white-space: nowrap;" |'''Items with a required Cooking skill level:'''
 
|-
 
! Name !! Level
 
|-
 
{{#ask: [[Skill 1::Cooking]]
 
| ?Skill 1 Level=
 
| format = template
 
| template = Ask Table Formatter
 
| limit = 999
 
| link = none
 
| sort = From DLC, Skill 1 Level, Name}}
 
|}
 
</li><div>
 
  
 
=== Crafting ===
 
=== Crafting ===
The crafting skill affects the creation of many of the items under the [[Work#Smith|smith]], [[Work#Tailor|tailor]] and [[Work#Craft|craft]] work types. It does so in two ways; crafting quality and minimum crafting levels.
+
The crafting skill affects the [[Menus#Smith|smith]], [[Menus#Tailor|tailor]] and [[Menus#Craft|craft]] work types.
 
 
A pawn's Crafting skill is a driving factor in the [[Quality]] of produced [[Clothing]], [[Armor]], and [[Weapons]]. The quality of things such as [[Sculptures]] and [[Buildings]] are instead controlled by the [[#Artistic|Artistic]] and [[#Construction|Construction]] skills respectively.
 
 
 
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.
 
 
 
Many work [[bill|bills]] of the [[Work#Smith|Smith]], [[Work#Tailor|Tailor]] and [[Work#Craft|Craft]] work types have a required minimum Crafting skill level. This restricts the creation of some items to skilled crafters regardless of their possible quality.
 
  
The Crafting skill also determines the time required to shred [[mechanoid]]s, and the amount of resources produced from doing so.
+
The Crafter's skill is a driving factor in the [[quality]] of crafted [[clothing]] and [[Neolithic Weapons|neolithic weapons]].
 
 
{{#ask:  [[Category:Stat]] [[Skill::Crafting]]
 
| ?Description
 
| ?Skill Base Factor=Base Factor
 
| ?Skill Bonus Factor=Bonus Factor
 
}}
 
  
<div><li style="display: inline-table;">
+
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.
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}
 
|+ style="white-space: nowrap;" | '''Items with a required Crafting skill level:'''
 
|-
 
! Name !! Level
 
|-
 
{{#ask: [[Skill 1::Crafting]]
 
| ?Skill 1 Level=
 
| format = template
 
| template = Ask Table Formatter
 
| limit = 999
 
| link = none
 
| sort = From DLC, Skill 1 Level, Name}}
 
|}
 
</li><div>
 
  
=== Medical ===
+
''Each point decreases crafting time by 10%''
{{Main|Doctoring}}
 
  
The ''Medical'' skill level is the main factor for medical treatment quality and speed, surgery speed and surgery success chance.
+
''Each point increases the resource yield by 2.5%''
  
Low quality treatment will increase the chance of [[infection]], and the likelihood of permanent health conditions such as ''scars'', in turn leading to chronic pain.  Certain scars cause more than 10% pain, permanently weakening the ''consciousness'' of the patient, which reduces their work performance.
 
  
Medical ''surgery'', if not successful, can fail in minor or major ways, even causing the death of the patient.  The success rate is not only determined by the ''medical'' skill, but also other character stats like ''manipulation'', ''eye sight'' and ''consciousness''.  It is not advisable to let an incapacitated doctor perform surgery.
+
=== Medicine ===
 +
{{Main Article|Doctoring}}
  
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.
+
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.
  
Medical skill 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.
+
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.
  
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).
+
Medicine can be trained very quickly by performing euthanasia on fast-breeding animals such as chickens.
  
{{#ask:  [[Category:Stat]] [[Skill::Medical]]
+
Upon completing an operation, the surgeon gets 2500-8000 expirience regardless of the surgery outcome.
| ?Description
 
| ?Skill Base Factor=Base Factor
 
| ?Skill Bonus Factor=Bonus Factor
 
}}
 
  
 
=== Melee ===
 
=== Melee ===
The melee skill determines a characters' effectiveness with [[melee weapons]] namely, their chance to:
+
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>
Line 504: Line 189:
 
|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 278:
 
|}
 
|}
 
{{col-end}}
 
{{col-end}}
{{#ask:  [[Category:Stat]] [[Skill::Melee]]
+
 
| ?Description
 
| ?Skill Base Factor=Base Factor
 
| ?Skill Bonus Factor=Bonus Factor
 
}}
 
  
 
=== 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.
  
{{#ask:  [[Category:Stat]] [[Skill::Mining]]
+
''Each point increases speed by 15%.''
| ?Description
+
 
| ?Skill Base Factor=Base Factor
+
{| {{STDT| c_12 text-center}}
| ?Skill Bonus Factor=Bonus Factor
+
!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.
  
{{#ask:  [[Category:Stat]] [[Skill::Intellectual]]
+
''Each point increases speed by 15%''
| ?Description
+
 
| ?Skill Base Factor=Base Factor
 
| ?Skill Bonus Factor=Bonus Factor
 
}}
 
  
 
=== 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. Some plants require a minimum plants skill in order to plant them.
+
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: [[Category:Stat]] [[Skill::Plants]]
+
Some plants require a minimum plants skill in order to plant them:
| ?Description
+
{{#ask: [[Category:Plants]] [[Minimum Required Growing Skill::>1]]
| ?Skill Base Factor=Base Factor
+
| ?Minimum Required Growing Skill = Required skill |+align=center
| ?Skill Bonus Factor=Bonus Factor
+
| sort=Minimum Required Growing Skill
 +
| order=asc
 
}}
 
}}
  
<div><li style="display: inline-table;">
+
<!--
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}
+
Some plants require a minimum plants skill in order to plant them:
|+ style="white-space: nowrap;" | '''Plants with a minimum Plants skill level to sow:'''
+
{| 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}}
 
|-
 
|-
! Name !! Level
+
| style="text-align: left;" | [[File:Healroot.png|12px|left|link=]] [[Healroot|Healroot]] || {{Q|Healroot|Minimum Required Growing Skill}}
 
|-
 
|-
{{#ask: [[Category:Plants]] [[Minimum Required Growing Skill::>1]]
+
| style="text-align: left;" | [[File:Devilstrand mushroom.png|12px|left|link=]] [[Devilstrand mushroom|Devilstrand]] || {{Q|Devilstrand mushroom|Minimum Required Growing Skill}}
| ?Minimum Required Growing Skill=
 
| format = template
 
| template = Ask Table Formatter
 
| limit = 999
 
| link = none
 
| sort = From DLC, Minimum Required Growing Skill, Name}}
 
 
|}
 
|}
</li><div>
+
-->
  
 
=== Shooting ===
 
=== Shooting ===
The shooting skill affects a character's [[Shooting Accuracy|accuracy]] with [[ranged weapons]].
+
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 488:
 
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.
  
{{#ask:  [[Category:Stat]] [[Skill::Shooting]]
 
| ?Description
 
| ?Skill Base Factor=Base Factor
 
| ?Skill Bonus Factor=Bonus Factor
 
}}
 
  
 
=== Social ===
 
=== Social ===
Line 775: Line 493:
 
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
  
{{#ask:  [[Category:Stat]] [[Skill::Social]]
+
''Each point increases social interaction impact by 10%''
| ?Description
+
 
| ?Skill Base Factor=Base Factor
+
''Each point increases gift impact by 5%''
| ?Skill Bonus Factor=Bonus Factor
+
 
}}
+
''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.
 +
 
 +
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 ==
 +
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.
  
== Version history ==
+
{| class="wikitable"
* [[Version/0.0.245|0.0.245]] - Skills now cap at 20. Added cooking, medicine, artistic, crafting but currently do nothing. Rebalanced shooting and melee to make skill more important. Shooting accuracy split into into misses due to equipment and misses due to skill.
+
|-
* [[Version/0.2.363|0.2.363]] - High level skills now decay. Passions system added.
+
! Level
* [[Version/0.9.722|0.9.722]] - Old pawns now tend to spawn with higher skills. Low skill cooks can now cause food poisoning.
+
! Name
* [[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.
+
! Total experience required
* [[Version/0.12.906|0.12.906]] - Animals skill added.
+
! Experience till next level
* B19/1.0 - Doing passionate work now affects mood instead of recreation.
+
|-
* [[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/1.4.3527|1.4.3527]] - Fix: Can train shooting and melee on colony mechanoids.
+
| 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]]

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