Skills

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Skills preview.png
Increasing skills of a colonist that's currently building something.

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 traits, 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 Intelligence.

Summary

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 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

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:

Real XP gained = Global Learning Factor x Passion Multiplier x Base XP gained

Additionally, there is a soft cap of 4000 net XP gained per day. Any XP gains past this point are multiplied by 20%.[Clarify] 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 Skilltrainers do not apply to this cap.

Passion

Passion for a given skill is indicated by the presence of flame icons next to the skill experience bar on the character's Bio tab. These passions increases the rate at which a pawn learns the skill in question and provides them with a substantial mood boost when performing activities related to the skill. There is absolutely no way to change a character's skill passions in the unmodified game.

Skill gains from using a skilltrainer are influenced by passion. This makes the item a lot more valuable when used by characters with a passion for the associated skill.

The three levels of passion are:

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.
PassionMinor.png
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.
PassionMajor.png
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

While some traits directly add or subtract from the skills of the pawn - such as 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:

Additionally, the learning assistant Content added by the Royalty DLC implant increases Global Learning Factor +20%.

Experience multiplier table

Global Learning Factor 25% 45% 50% 70% 100% 120% 125% 145% 175% 195% 200% 220% 250% 270% 275% 295%
None 8.75% 15.75% 17.5% 24.5% 35% 42% 43.75% 50.75% 61.25% 68.25% 70% 77% 87.5% 94.5% 96.25% 103.25%
PassionMinor.png 25% 45% 50% 70% 100% 120% 125% 145% 175% 195% 200% 220% 250% 270% 275% 295%
PassionMajor.png 37.5% 67.5% 75% 105% 150% 180% 187.5% 217.5% 262.5% 292.5% 300% 330% 87.5% 405% 412.5% 442.5%

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 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

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.

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

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 passion below.

On this page, where experience gains are listed, an "Interested" passion with 100% skill gain is assumed. Note that this is not the "default" passion; "no passion" at 35% gain is far more common.

Animals

The animals skill determines how well a character handles wild and domesticated animals, and increases the chance to go undetected while hunting wild animals.

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 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.
  • 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.
 DescriptionBase FactorBonus Factor
Animal Gather SpeedThe speed at which this person milks, shears, and otherwise gathers resources from animals.0.040.12
Animal Gather YieldThe percentage yield someone receives when they shear, milk, or otherwise gather resources from a living animal. Higher percentages reduce the chance of wasting the product.
Hunting StealthThis stat reduces the chance of hunted animals attacking the hunter. A 0% score means no reduction. A 100% score means animals never attack.00.05
Tame Animal ChanceThe base chance this person will successfully tame an animal on any given attempt. The actual chance is also affected by the animal's wildness. Failed tame attempt can induce animal attacks, especially for more vicious animals.0.040.03
Train Animal ChanceThe base chance this person will make progress training an animal on a given attempt. The actual chance for a given attempt will also depend on the animal's wildness, whether it is bonded with the trainer, and so on.0.10.05

Artistic

The artistic skill is the proficiency to create 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 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.

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:

  • 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

  • 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.

 DescriptionBase FactorBonus Factor
Construct Success ChanceThe chance that this person will succeed in constructing something. Failing means wasting time and resources.
Construction SpeedSpeed at which this person constructs and repairs buildings.0.30.0875
Repair Success ChanceThe chance that this person will successfully repair a broken down building using a component. Failing means wasting time and resources. Note that this only applies to repairing breakdowns, which is different from repairing damage.
Smoothing SpeedA multiplier on the speed at which this person smooths rough stone floors and walls.0.30.0875
  • Items with a required Construction skill level:
    Name Level
    Holding Platform 0
    Gold tile 3
    IED EMP trap 3
    IED antigrain warhead trap 3
    IED firefoam trap 3
    IED incendiary trap 3
    IED smoke trap 3
    IED trap 3
    Silver tile 3
    Spike trap 3
    Steel tile 3
    Stone tile 3
    Biofuel refinery 4
    Deep drill 4
    Dining chair 4
    Drug lab 4
    Electric crematorium 4
    Electric smelter 4
    Electric stove 4
    Electric tailor bench 4
    Fueled smithy 4
    Hydroponics basin 4
    Machining table 4
    Tool cabinet 4
    Wind turbine 4
    Wood-fired generator 4
    Armchair 5
    Comms console 5
    Cooler 5
    Electric smithy 5
    Firefoam popper 5
    Foam turret 5
    Heater 5
    Mini-turret 5
    Mortar 5
    Nutrient paste dispenser 5
    Rocketswarm launcher 5
    Sarcophagus 5
    Ship structural beam 5
    Autocannon turret 6
    Autodoor 6
    Billiards table 6
    Chemfuel powered generator 6
    Fabrication bench 6
    Hi-tech research bench 6
    Moisture pump 6
    Pod launcher 6
    Poker table 6
    Solar generator 6
    Sterile tile 6
    Transport pod 6
    Uranium slug turret 6
    Watermill generator 6
    Tube television 7
    Cryptosleep casket 8
    Flatscreen television 8
    Geothermal generator 8
    Ground-penetrating scanner 8
    Hospital bed 8
    Long-range mineral scanner 8
    Multi-analyzer 8
    Royal bed 8
    Sensor cluster 8
    Ship computer core 8
    Ship cryptosleep casket 8
    Ship engine 8
    Ship reactor 8
    Vitals monitor 8
    Electric inhibitor Content added by the Anomaly DLC 4
    IED tox trap Content added by the Biotech DLC 3
    Pollution pump Content added by the Biotech DLC 3
    Band node Content added by the Biotech DLC 4
    Deathrest accelerator Content added by the Biotech DLC 4
    Gene assembler Content added by the Biotech DLC 4
    Gene bank Content added by the Biotech DLC 4
    Gene extractor Content added by the Biotech DLC 4
    Glucosoid pump Content added by the Biotech DLC 4
    Hemogen amplifier Content added by the Biotech DLC 4
    Hemopump Content added by the Biotech DLC 4
    Psychofluid pump Content added by the Biotech DLC 4
    Subcore encoder Content added by the Biotech DLC 4
    Toxifier generator Content added by the Biotech DLC 4
    Large mech recharger Content added by the Biotech DLC 5
    Mech booster Content added by the Biotech DLC 5
    Subcore softscanner Content added by the Biotech DLC 5
    Gene processor Content added by the Biotech DLC 6
    Large mech gestator Content added by the Biotech DLC 6
    Subcore ripscanner Content added by the Biotech DLC 6
    Wastepack atomizer Content added by the Biotech DLC 8
    Gibbet cage Content added by the Ideology DLC 4
    Skullspike Content added by the Ideology DLC 4
    Hex carpet Content added by the Ideology DLC 6
    Hex tile Content added by the Ideology DLC 6
    Mindbend carpet Content added by the Ideology DLC 6
    Morbid carpet Content added by the Ideology DLC 6
    Morbid stone tile Content added by the Ideology DLC 6
    Spikecore plates Content added by the Ideology DLC 6
    Spikecore stone tile Content added by the Ideology DLC 6
    Totemic boards Content added by the Ideology DLC 6
    Totemic stone tile Content added by the Ideology DLC 6
    Biosculpter pod Content added by the Ideology DLC 8
    Sleep accelerator Content added by the Ideology DLC 8
    Meditation throne Content added by the Royalty DLC 4
    Fine carpet Content added by the Royalty DLC 6
    Fine stone tile Content added by the Royalty DLC 6
    Grand meditation throne Content added by the Royalty DLC 6
  • Cooking

    The cooking skill affects how long it takes to cook meals and butcher dead creatures, as well as the Food Poison Chance for the person who eats the meal. It also affects Butchery Speed and Butchery Efficiency, how much meat is produced when butchering.

    Cooking and butchering increase cooking skill. It is also trained by making smokeleaf joints at a drug lab.

    A cooking skill of at least 6 is required to make a fine meal.
    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.

    Project Experience Given Per Task
    Simple Meal 60
    Fine Meal 110
    Lavish meal 160
    Pemmican 80
     DescriptionBase FactorBonus Factor
    Butchery EfficiencyThe amount of meat produced when butchering flesh creatures. The actual amount is also related to the creature's size.0.750.025
    Butchery SpeedSpeed at which this person butchers flesh creatures.0.40.06
    Cooking SpeedThe speed at which this person cooks meals.
    Drug Cooking SpeedThe speed at which this person brews beer and tea, or makes simple drug products like smokeleaf joints.0.40.06
    Food Poison ChanceThe probability that this character will inadvertently poison a meal they cook. Anyone who eats a food-poisoned meal will be temporarily debilitated with pain, weakness, and vomiting

    Crafting

    The crafting skill affects the creation of many of the items under the smith, tailor and 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 and 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 bills of the Smith, Tailor and 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 mechanoids, and the amount of resources produced from doing so.

     DescriptionBase FactorBonus Factor
    Mech Gestation SpeedA multiplier on the speed at which this mechanitor can form new mechanoids at a gestator.0.750.025
    Mechanoid Shredding EfficiencyThe amount of materials yielded when this person shreds a dead mechanoid for resources.
    The actual amount is also related to the mechanoid's size.
    0.750.025
    Mechanoid Shredding SpeedThe speed at which this person can shred a mechanoid for resources.0.40.06

    Items with a required Crafting skill level:

     Level
    Short bow2
    Smokepop pack3
    Sash3
    Tox pack3
    Breach axe3
    Revolver3
    Mace3
    Firefoam pop pack3
    Nerve spiker3
    Gladius3
    Harp3
    Pila3
    Ikwa3
    Axe3
    EMP shell4
    Tox shell4
    EMP launcher4
    Firefoam shell4
    Toxbomb launcher4
    Tribal headdress4
    Smoke shell4
    Jump pack4
    Smoke launcher4
    Flak vest4
    Incendiary shell4
    Spear4
    Heavy bandolier4
    Low-shield pack4
    Incendiary launcher4
    Bandwidth pack4
    Control pack4
    Flak pants4
    High-explosive shell4
    Autopistol4
    Machine pistol4
    Airwire headset4
    Flak jacket4
    Harpsichord5
    Painstopper5
    Prosthetic leg5
    Drill arm5
    Field hand5
    Warhammer5
    Array headset5
    Mindscrew5
    Recurve bow5
    Joywire5
    Prosthetic arm5
    Venom fangs5
    Pump shotgun5
    Heavy SMG5
    Power claw5
    Cochlear implant5
    Venom talon5
    Prosthetic heart5
    Knee spike5
    Flak helmet5
    Elbow blade5
    Longsword5
    Hand talon5
    Bolt-action rifle5
    Assault rifle6
    Locust armor6
    Recon helmet6
    Greatbow6
    Remote shielder6
    LMG6
    Piano6
    Chain shotgun6
    Prestige recon armor6
    Repair probe6
    Mechcommander helmet6
    Integrator headset6
    Prestige recon helmet6
    Control sublink (standard)6
    Mech gestation processor6
    Gunlink6
    Control sublink (high)6
    Recon armor6
    Shield belt6
    Remote repairer6
    Minigun7
    Mechlord helmet7
    Marine armor7
    Plate armor7
    Prestige marine armor7
    Grenadier armor7
    Prestige marine helmet7
    Sniper rifle7
    Marine helmet7
    Mechlord suit7
    Charge rifle7
    Circadian assistant8
    Bionic tongue8
    Healing enhancer8
    Bionic leg8
    Prestige cataphract armor8
    Stoneskin gland8
    Nuclear stomach8
    Coagulator8
    Cataphract armor8
    Armorskin gland8
    Bionic ear8
    Aesthetic shaper8
    Bionic arm8
    Neurocalculator8
    Cataphract helmet8
    Learning assistant8
    Reprocessor stomach8
    Bionic spine8
    Bionic eye8
    Detoxifier kidney8
    Component8
    Gastro-analyzer8
    Bionic heart8
    Prestige cataphract helmet8
    Aesthetic nose8
    Circadian half-cycler8
    Detoxifier lung8
    Love enhancer8
    Sterilizing stomach8
    Advanced component8
    Toughskin gland8
    Immunoenhancer8
    Phoenix armor8
    Bionic stomach8
    Charge lance9

    Medical

    The Medical skill level is the main factor for medical treatment quality and speed, surgery speed and surgery success chance.

    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.

    Higher grade medicine and medical equipment like hospital beds and a 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.

    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).

     DescriptionBase FactorBonus Factor
    Medical Operation SpeedThe speed at which the character performs medical operations.0.40.06
    Medical Surgery Success ChanceThe likelihood that a colonist will succeed when attempting to perform a surgery. The actual success chance is also affected by factors like facilities, room cleanliness, medicine used, the difficulty of the surgery, and inspirations. No matter how high this stat is, there is always a small chance of failure on any operation.
    Medical Tend QualityThe base quality of tending given when tending wounds and illnesses.

    Final Tend Quality:

    ( ( ( ( (Medical Tend Quality Stat from Doctor) * (Medical Potency) ) + ( Medical Tend Quality Offset from Bed ) ) * ( 0.7 if Self-Tend) ). Multiplied by a random + or - 25% and clamped to between 0% and the Maximum Tend Quality from the medicine used.

    Standard bed is not a factor. Only hospital beds have a Medical Tend Quality offset.

    Light is not a factor of Medical Tend Quality. Light is likely a factor of Medical Tend Speed and Surgery Success chance.

    Cleanliness is not a factor of Medical Tend Quality. Cleanliness is a factor of Infection Chance.

    Indoors is not a factor of Medical Tend Quality. Indoors is a factor of cleanliness and thus Infection Chance.


    Higher tend quality will speed the recovery from injury.
    0.20.1
    Medical Tend SpeedSpeed at which the character tends to wounds and illnesses.0.40.06

    Melee

    The melee skill determines a characters' effectiveness with melee weapons namely, their chance to:

    The tables below are post-processed chances for a healthy pawn.

    Chance to hit
    Skill Level Standard Brawler Skill Level Standard Brawler
    0 50% 62% - - -
    1 53% 65% 11 81% 85%
    2 56% 68% 12 82% 86%
    3 59% 71% 13 83% 87%
    4 62% 74% 14 84% 88%
    5 65% 77% 15 85% 89%
    6 68% 80% 16 86% 90%
    7 71% 81% 17 87% 90.3%
    8 74% 82% 18 88% 90.6%
    9 77% 83% 19 89% 90.9%
    10 80% 84% 20 90% 91.2%
    Chance to dodge
    Skill Level Standard Nimble Skill Level Standard Nimble
    0 0% 20% - - -
    1 0% 22% 11 12% 33%
    2 0% 24% 12 14% 33.5%
    3 0% 26% 13 16% 34%
    4 0% 28% 14 18% 34.5%
    5 0% 30% 15 20% 35%
    6 2% 30.5% 16 22% 35.5%
    7 4% 31% 17 24% 36%
    8 6% 31.5% 18 26% 36.5%
    9 8% 32% 19 28% 37%
    10 10% 32.5% 20 30% 37.5%
     DescriptionBase FactorBonus Factor
    Melee Dodge ChanceChance to dodge a melee attack that would've otherwise hit. Characters will not dodge while aiming or firing a ranged weapon.
    Melee Hit ChanceChance to hit a target in melee. The target can still dodge even if we would've hit.

    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.

     DescriptionBase FactorBonus Factor
    Deep Drilling SpeedA speed at which this person uses a deep drill to extract underground resources.0.040.12
    Mining SpeedA speed at which this person mines away walls.0.040.12
    Mining YieldThe percentage of mined resources a miner will produce. This applies to both wall mining and deep drill mining. This doesn't affect the production rate of rock chunks from deep drills.

    Intellectual

    This skill affects the speed at which research is completed.

     DescriptionBase FactorBonus Factor
    Drug Synthesis SpeedHow fast this character synthesizes complex chemical drugs.0.30.0875
    Hacking SpeedHow fast this person can hack into computer terminals.0.750.025
    Research SpeedHow fast this person performs research and how quickly they can find things using scanning equipment.0.080.115

    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 forages while in a caravan. See Plant Work Speed Each point increases speed by 11.5%.

    Project Experience Given Per Task
    Harvesting 50

    Some plants require a minimum plants skill in order to plant them:

     Required skill
    Hop plant3
    Smokeleaf plant4
    Strawberry plant5
    Psychoid plant6
    Bonsai tree6
    Timbershroom6
    Bamboo tree6
    Birch tree6
    Cecropia tree6
    Cypress tree6
    Drago tree6
    Maple tree6
    Oak tree6
    Palm tree6
    Pine tree6
    Poplar tree6
    Saguaro cactus6
    Teak tree6
    Willow tree6
    Witchwood tree6
    Gray pine tree6
    Rat palm tree6
    Pebble cactus6
    Healroot8
    Cocoa tree8
    Devilstrand mushroom10
     DescriptionBase FactorBonus Factor
    Foraged Food AmountThe amount of nutrition this person will automatically forage per day while traveling by caravan.00.09
    Plant Harvest YieldThe yield this person gets when harvesting plants. Low yields give a chance that this person will accidentally waste the harvest.0.6
    Plant Work SpeedSpeed at which this person sows and harvests plants.0.080.115
    Pruning SpeedA multiplier on how fast this person can prune a Gauranlen tree to maintain their connection with it. Pruning is more of a contemplative psychic task than a physical one, so health factors like vision are unimportant here.0.920.01

    Shooting

    The shooting skill affects a character's accuracy with ranged weapons.

    The table below shows post-processed shooting accuracy per tile of distance for each skill level and trait combination, assuming the pawn is healthy:

    Skill Level Standard Careful Shooter Trigger-Happy Skill Level Standard Careful Shooter Trigger-Happy
    0 89% 94.5% 84% - - - -
    1 91% 95% 85% 11 97.25% 98.333% 95%
    2 93% 95.5% 86% 12 97.5% 98.5% 95.5%
    3 93.5% 96% 87% 13 97.75% 98.666% 96%
    4 94% 96.5% 88% 14 98% 98.833% 96.5%
    5 94.5% 97% 89% 15 98.167% 99% 97%
    6 95% 97.25% 91% 16 98.333% 99.125% 97.25%
    7 95.5% 97.5% 93% 17 98.5% 99.25% 97.5%
    8 96% 97.75% 93.5% 18 98.666% 99.313% 97.75%
    9 96.5% 98% 94% 19 98.833% 99.375% 98%
    10 97% 98.167% 94.5% 20 99% 99.438% 98.167%

    Note that shooting accuracy for the pawn is calculated per tile, meaning that while a trivial increase (like 1% or so) in shooting accuracy may not matter up close, it can make a huge difference in long distances.

    For example:

    • A colonist with shooting accuracy of 99% has a base accuracy of 72.5% against a target 32 tiles away.
    • With 98% accuracy, the base accuracy against the same target becomes only 52.4%.

    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.

     DescriptionBase FactorBonus Factor
    Hunting StealthThis stat reduces the chance of hunted animals attacking the hunter. A 0% score means no reduction. A 100% score means animals never attack.00.05
    Mortar Miss Radius MultiplierA multiplier on the miss radius of a mortar used by this person. Smaller numbers means more accurate mortar shells.0.2-0.025
    Shooting AccuracyBase chance to not miss per cell of shot distance. Chance to hit is also affected by many other factors. A hit chance explanation for any shot can be seen by selecting a shooter and mousing over a target.

    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. 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

     DescriptionBase FactorBonus Factor
    Arrest Success ChanceHow effective this person is in arresting people. This affects chance that this person will be able to arrest someone without resistance.0.60.075
    Conversion PowerHow effective this person is at converting others to their own ideoligion. When this person attempts to convert someone else, this value multiplies the amount of certainty the other person loses.0.30.0875
    Negotiation AbilityHow effective this person is as a negotiator. This affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks.0.40.075
    Social ImpactA multiplier on how much other people are affected by this person's social interactions.0.820.0275
    Suppression PowerA multiplier on a warden's ability to suppress slaves.0.050.0225
    Trade Price ImprovementWhen this person acts as a trade negotiator, buy and sell prices are improved by this percentage.00.015

    Version history

    • 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.
    • 0.2.363 - High level skills now decay. Passions system added.
    • 0.9.722 - Old pawns now tend to spawn with higher skills. Low skill cooks can now cause food poisoning.
    • 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.
    • 0.12.906 - Animals skill added.
    • B19/1.0 - Doing passionate work now affects mood instead of recreation.
    • 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.