Difference between revisions of "Skills"
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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 character tab. | 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 character tab. | ||
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Experience counts assume "Interested", i.e. neutral, experience gain. | Experience counts assume "Interested", i.e. neutral, experience gain. | ||
− | ==Construction== | + | ===Construction=== |
The construction skill affects how long a colonist takes to complete a construction or repair task. | The construction skill affects how long a colonist takes to complete a construction or repair task. | ||
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Each point of 'work' required to build a structure provides you with 1 experience. | Each point of 'work' required to build a structure provides you with 1 experience. | ||
− | ==Growing== | + | ===Growing=== |
The growing skill affects how fast a colonists sows and harvests growing zones, hydroponics and flower pots. | The growing skill affects how fast a colonists sows and harvests growing zones, hydroponics and flower pots. | ||
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− | ==Research== | + | ===Research=== |
This skill affects the speed at which research is completed. | This skill affects the speed at which research is completed. | ||
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Each point in research provides you with 1 experience. | Each point in research provides you with 1 experience. | ||
− | ==Mining== | + | ===Mining=== |
The mining skill determines how long it takes for a colonist to mine out each rock. | The mining skill determines how long it takes for a colonist to mine out each rock. | ||
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''Each point increases speed by 15%.'' | ''Each point increases speed by 15%.'' | ||
− | ==Shooting== | + | ===Shooting=== |
The shooting skill affects a characters' accuracy with a ranged weapon. | The shooting skill affects a characters' accuracy with a ranged weapon. | ||
− | ==Melee== | + | ===Melee=== |
The melee skill determines a characters' chance to land a hit in melee. | The melee skill determines a characters' chance to land a hit in melee. | ||
− | ==Social== | + | ===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. | ||
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''Each makes trade prices 0.5% better'' | ''Each makes trade prices 0.5% better'' | ||
− | ==Cooking== | + | ===Cooking=== |
The cooking skill affects how long it takes to cook meals and butcher dead creatures. It also affects how much meat is produced when butchering. | The cooking skill affects how long it takes to cook meals and butcher dead creatures. It also affects how much meat is produced when butchering. | ||
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− | ==Crafting== | + | ===Crafting=== |
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. | 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. | ||
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Each stone cut into blocks provides 100 experience. | Each stone cut into blocks provides 100 experience. | ||
− | ==Medicine== | + | ===Medicine=== |
Main Article: [[Health]] | Main Article: [[Health]] | ||
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The medicine skill determines the likelihood that a doctor will administer a good quality treatment. Poor quality treatments may leave scars, permanently lowering the health of the body part by a small amount, making it easier to injure in future. | The medicine skill determines the likelihood that a doctor will administer a good quality treatment. Poor quality treatments may leave scars, permanently lowering the health of the body part by a small amount, making it easier to injure in future. | ||
− | ==Artistic== | + | ===Artistic=== |
4000 exp for each finished sculpture. | 4000 exp for each finished sculpture. | ||
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− | =Passion= | + | ==Passion== |
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. The levels of passion are: | 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. The levels of passion are: | ||
− | ==None== | + | ===None=== |
Skills with no flames. Characters with no passion for a skill only gain experience toward that skill at 30% of the standard rate. | Skills with no flames. Characters with no passion for a skill only gain experience toward that skill at 30% of the standard rate. | ||
− | ==Interested== | + | ===Interested=== |
Skills with one flame. Characters that are interested in a skill will gain experience at the standard rate. | Skills with one flame. Characters that are interested in a skill will gain experience at the standard rate. | ||
− | ==Burning== | + | ===Burning=== |
Skills with two flames. Characters with a burning passion for a skill will gain experience at 150% of the standard rate. | Skills with two flames. Characters with a burning passion for a skill will gain experience at 150% of the standard rate. |
Revision as of 09:18, 27 February 2015
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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 backstory elements, and as such, the relevant skills will be disabled entirely, and show " - " under skills on the character tab.
Skills
The skills available as of Alpha 6 are as follows:
Experience counts assume "Interested", i.e. neutral, experience gain.
Construction
The construction skill affects how long a colonist takes to complete a construction or repair task.
Each point increases speed by 15%.
Each point of 'work' required to build a structure provides you with 1 experience.
Growing
The growing skill affects how fast a colonists sows and harvests growing zones, hydroponics and flower pots.
Each point increases speed by 12%.
Project | Experience Given Per Task |
---|---|
Harvesting | 50 |
Research
This skill affects the speed at which research is completed.
Each point increases speed by 15%
Each point in research provides you with 1 experience.
Mining
The mining skill determines how long it takes for a colonist to mine out each rock.
Each point increases speed by 15%.
Shooting
The shooting skill affects a characters' accuracy with a ranged weapon.
Melee
The melee skill determines a characters' chance to land a hit in melee.
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.
Each point increases social interaction impact by 10%
Each point increases gift impact by 5%
Each point increases recruitment chance by 5%
Each makes trade prices 0.5% better
Cooking
The cooking skill affects how long it takes to cook meals and butcher dead creatures. It also affects how much meat is produced when butchering.
Each point decreases cooking time by 11%
Each point decreases butchering time by 10%
Each point increases meat amount by 2.5%
Project | Experience Given Per Task |
---|---|
Simple Meal | 60 |
Fine Meal | 110 |
Lavish meal |
Crafting
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%
Each stone cut into blocks provides 100 experience.
Medicine
Main Article: Health
The medicine skill determines the likelihood that a doctor will administer a good quality treatment. Poor quality treatments may leave scars, permanently lowering the health of the body part by a small amount, making it easier to injure in future.
Artistic
4000 exp for each finished sculpture.
This is a placeholder for Sculptures until a page is made.
Art Sculptures have a quality when they are made. The Artists skill is a driving factor in the quality of the sculpture. Below is a list of possible qualities.
Quality | Beauty Factor | Market Value Factor |
---|---|---|
Awful | -0.1 | 0.4 |
Shoddy | 0.1 | 0.6 |
Poor | 0.5 | 0.8 |
Normal | 1 | 1 |
Good | 1.5 | 1.25 |
Superior | 2 | 1.5 |
Excellent | 3 | 2.5 |
Masterwork | 5 | 4.5 |
Legendary | 10 | 10 |
Sculptures are created at the Sculpting Table. Below is a table detailing statistics on sculptures. As of Alpha 8
Material | Beauty (Normal) | Max HP | Marketplace Value (Normal) | Flammability |
---|---|---|---|---|
Sandstone_Sculpture | 122 | 360 | 202 | 0% |
Granite_Sculpture | 133 | 405 | 222 | 0% |
Limestone_Sculpture | 133 | 380 | 202 | 0% |
Marble_Sculpture | 164 | 330 | 202 | 0% |
Slate_Sculpture | 100 | 345 | 202 | 0% |
Silver_Sculpture | 318 | 105 | 2012 | 20% |
Gold_Sculpture | 708 | 90 | 40012 | 20% |
Steel_Sculpture | 100 | 150 | 212 | 20% |
Plasteel_Sculpture | 120 | 2712 | 410 | 10% |
Wood_Sculpture | 153 | 75 | 152 | 100% |
Uranium_Sculpture | 40 | 375 | 10012 | 0% |
Passion
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. The levels of passion are:
None
Skills with no flames. Characters with no passion for a skill only gain experience toward that skill at 30% of the standard rate.
Interested
Skills with one flame. Characters that are interested in a skill will gain experience at the standard rate.
Burning
Skills with two flames. Characters with a burning passion for a skill will gain experience at 150% of the standard rate.
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 220999, 1 exp short of leveling up.
Level | Name | Total experience required | Experience till next level |
---|---|---|---|
0 | Incapabale | 0 | 1000 |
1 | Incompetent | 1000 | 2000 |
2 | Basic Awareness | 3000 | 3000 |
3 | Basic Familiarity | 6000 | 4000 |
4 | Amateur | 10000 | 5000 |
5 | Strong Amateur | 15000 | 6000 |
6 | Practitioner | 21000 | 7000 |
7 | Skilled Practitioner | 28000 | 8000 |
8 | Professional | 36000 | 9000 |
9 | Skilled Professional | 45000 | 10000 |
10 | Expert | 55000 | 11000 |
11 | Strong Expert | 66000 | 12000 |
12 | Very Strong Expert | 78000 | 13000 |
13 | Master | 91000 | 14000 |
14 | Strong Master | 105000 | 15000 |
15 | Planet-Class Master | 120000 | 16000 |
16 | System-Class Master | 136000 | 17000 |
17 | Revered Master | 153000 | 18000 |
18 | Visionary | 171000 | 19000 |
19 | Legendary | 190000 | 20000 |
20 | Godlike | 210000 | 21000 |