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 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.
Experience counts assume "Interested", i.e. neutral, experience gain.
The Animals skill helps determine a colonist's chance to tame animals, see Tame Animal Chance. Certain animals require a minimum Animals skill level to tame them. The higher the animal's wildness, the higher the skill level needed. See the animal's Minimum Handling Skill stat.
- For a list of skills that animals can learn, see List of animal skills.
Sculptures add beauty to any space that they occupy once they are installed.
They come in 3 different sizes.
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.
Each point increases speed by 15%.
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.
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.
Each point decreases cooking time by 11%
Each point decreases butchering time by 10%
Each point increases meat and leather amount by 2.5%, up to a max. of 100%
|Project||Experience Given Per Task|
The crafting skill determines the time it takes for a colonist to cut stone, extract metal from slag, and disassemble mechanoids. It also determines the amount of resources produced.
Each point decreases crafting time by 10%
Each point increases the resource yield by 2.5%
- Main article: Doctoring
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.
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.
Medicine can be trained very quickly by performing euthanasia on fast-breeding animals such as chickens.
Upon completing an operation, the surgeon gets 2500-8000 expirience regardless of the surgery outcome.
The melee skill determines a characters' chance to:
- 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)
The tables below are post-processed chances for a healthy pawn.
Chance to hit
Chance to dodge
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.
Each point increases speed by 15%.
|Skill Level||Mining Yield|
|8 - 20||100%|
This skill affects the speed at which research is completed.
Each point increases speed by 15%
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%.
|Project||Experience Given Per Task|
Some plants require a minimum plants skill in order to plant them:
The shooting skill affects a character's 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:
|Skill Level||Standard||Careful Shooter||Trigger-Happy||Skill Level||Standard||Careful Shooter||Trigger-Happy|
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.
- 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.
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
Each point increases social interaction impact by 10%
Each point increases gift impact by 5%
Each point increases diplomatic power by 5%
Each point makes trade prices 1.5% better
There are ways to train up your colonists to have better skills.
As well as their skill levels, each character can have a level of passion for each skill. The level of passion determines the rate at which the character will develop that skill. A characters' passion level for a particular skill is depicted by a flame icon beside the skill on the character tab.
Once colonists have learned 4000 XP in a day, they'll learn at a much-reduced rate (20%) until the next day.
The levels of passion are:
Skills with no flames. Characters with no passion for a skill only gain experience toward that skill at 33% of the standard rate.
Skills with one flame. Characters that are interested in a skill will gain experience at the standard rate of 100%.
Skills with two flames. Characters with a burning passion for a skill will gain experience at 150% of the standard rate.
The above stacks with global learning speed modifiers such as the Too Smart or Fast Learner trait. For example, a colonist with a Burning passion on a skill and the Too Smart trait will learn at 262.5% the standard speed.
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.
|Level||Name||Total experience required||Experience till next level|
|0||Barely heard of it||0||1000|
|11||Very skilled Professional||67000||14000|