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{{Rewrite|reason=Verbose and circumspect. Needs cleanup, better layout and general tightening up. Over used of italics and bold.}}
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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.
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= Learning skills =
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.
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{{see also|Training}}
 
 
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.
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All skills are acquired and improved by performing their associated work types or tasks.  Doing so will earn the character ''experience points'' per skill, which in turn will ''level up'' the skills.  The resulting ''skill level'' then improves the performance in all associated tasks and types of work.  Skills are levelled up individually, and there is no single "character level" as in many role playing games.
  
== Summary ==
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In some cases, special tactics can be employed to more effectively steer the skill training in the colony, especially during periods of low work in colony developmentSee the [[Training|main article]] on skill training for more information.
{{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.
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== Skills vs work types ==
  
=== 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").
 
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.
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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).  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).
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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).
  
=== Improving skills ===
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== Game mechanics related to skills and levels ==
{{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.
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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.
  
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 itAs 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.
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Importantly, the effect of a skill improves ''by level'', but it costs more and more XP to gain another level in a skillThis means that '''skill training is more effective the lower the skill level is.'''
  
Regardless of how XP is gained, it is multiplied by Passion and [[Global Learning Factor]] in the following way:
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As an example, consider the influence of ''mining skill'' on ''mining speed'':  12% additional mining speed is granted (additively, and relative to a "base speed") by each skill level.  However, each additional 12% costs more and more XP, which translates into more and more time spent mining.  The same principle applies to many other skills, such as researching and the ''intellectual'' skill.
  
<code>Real XP gained = Global Learning Factor x [[Skills#Passion|Passion Multiplier]] x Base XP gained </code>
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=== Skill point acquisition strategy ===
 
 
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:
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The above implies that on average it is better to spread out the skill training over several colonists instead of having only one "expert".  You probably still want masters in certain skills, but investment in skill mastery always comes at the opportunity cost of some productivity loss.
{|
 
|-
 
| || '''''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 ====
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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.
{{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 ===
 
=== 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.  
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Furthermore, there is another mechanic in play called ''decay'': starting at skill level 10, XP points are continously drained away, at a faster and faster rate with higher skill levels.  This means that all XP earned after 55,000 total XP is effectively worth ''zero'' (at the limit, that means in the very long term!), 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.
  
The [[Traits#Great memory|Great Memory]] trait halves the skill decay rate for a pawn.
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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.
  
=== Skill point acquisition strategy ===
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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 autistically spamming a single ability (such as ''research'' or crafting artworks).
{{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.
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= List of skills =
 
 
=== 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 ==
 
  
 
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.
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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 ===
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== Animals ==
{{For|a list of skills that animals can learn|Animals#Training}}
 
 
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.
  
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* 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
 
| ?Skill Base Factor=Base Factor
 
| ?Skill Bonus Factor=Bonus Factor
 
}}
 
  
=== Artistic ===
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: ''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 an [[art bench]].   
+
 
 +
== 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. Note that higher skill levels do not increase the speed of creating sculptures.
+
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.
  
Not very useful in the early game, but once you have a well-established colony, having a permanent artist would be beneficial to it.
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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.
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* 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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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.
  
{{#ask:  [[Category:Stat]] [[Skill::Construction]]
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== Cooking ==
| ?Description
+
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.
| ?Skill Base Factor=Base Factor
 
| ?Skill Bonus Factor=Bonus Factor
 
}}
 
  
<div><li style="display: inline-table;">
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Cooking and butchering increase cooking skill.  It is also trained by smaking [[smokeleaf joint]]s at a drug lab.
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}
 
|+ 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 ===
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A cooking skill of at least 6 is required to make a [[fine meal]].<br/>
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.
+
A cooking skill of at least 10 is required to make a [[lavish meal]].
  
Cooking and butchering increase cooking skill. It is also trained by making [[smokeleaf joint]]s at a drug lab.
+
* ''Each skill level increases cooking speed by 11% (additively).''
 +
* ''Each skill level increases butchering speed by 10% (additively).''
 +
* ''Each skill level increases meat and leather amount by 2.5% (additively), up to a maximum of 100%.''
  
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.  
+
These additive increases are relative to a base value; that means each increase corresponds to a fixed amount.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 336: Line 123:
 
|}
 
|}
  
{{#ask:  [[Category:Stat]] [[Skill::Cooking]]
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== Crafting ==
| ?Description
+
The crafting skill affects the [[Menus#Smith|smith]], [[Menus#Tailor|tailor]] and [[Menus#Craft|craft]] work types.
| ?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 ===
+
The Crafter's skill is a driving factor in the [[quality]] of crafted [[clothing]] and [[Neolithic Weapons|neolithic weapons]].
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.
 
  
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 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.
  
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.
+
''Each point decreases crafting time by 10%''
  
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.
+
''Each point increases the resource yield by 2.5%''
 
 
The Crafting skill also determines the time required to shred [[mechanoid]]s, and the amount of resources produced from doing so.
 
 
 
{{#ask:  [[Category:Stat]] [[Skill::Crafting]]
 
| ?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 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 ===
+
== Medical ==
{{Main|Doctoring}}
+
{{Main Article|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 145:
 
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.
  
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.
+
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).
  
{{#ask:  [[Category:Stat]] [[Skill::Medical]]
+
== Melee ==
| ?Description
+
The melee skill determines a characters' chance to:
| ?Skill Base Factor=Base Factor
 
| ?Skill Bonus Factor=Bonus Factor
 
}}
 
 
 
=== Melee ===
 
The melee skill determines a characters' effectiveness with [[melee weapons]] namely, their 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 242:
 
|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 331:
 
|}
 
|}
 
{{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%.''
  
{{#ask:  [[Category:Stat]] [[Skill::Plants]]
+
{| class="wikitable"
| ?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;" | '''Plants with a minimum Plants skill level to sow:'''
 
 
|-
 
|-
! Name !! Level
+
! 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
| format = template
+
| sort=Minimum Required Growing Skill
| template = Ask Table Formatter
+
| order=asc
| 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 519:
 
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]]
+
== Social ==
| ?Description
 
| ?Skill Base Factor=Base Factor
 
| ?Skill Bonus Factor=Bonus Factor
 
}}
 
 
 
=== 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
  
{{#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''
 +
 
 +
= 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.
  
== Version history ==
+
The [[Traits|Great Memory]] trait halves the decay rate for a pawn.
* [[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.
 
* [[Version/0.9.722|0.9.722]] - Old pawns now tend to spawn with higher skills. Low skill cooks can now cause food poisoning.
 
* [[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.
 
* 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.
 
  
 
[[Category:Characters]]
 
[[Category:Characters]]

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