Difference between revisions of "Skills"

From RimWorld Wiki
Jump to navigation Jump to search
(→‎Decay: It's too strong of a statement to say that all xp above level 10 is "worth zero," even if it's mentioned that it's a long-time limit. It's a limit that's not practically relevant in most colonies, where colonists are more likely to die than they are to actually regress back to level 10.)
(Merge edit by ZeeHedgehog)
Tag: merged edit of another user
 
(111 intermediate revisions by 23 users not shown)
Line 5: Line 5:
 
----
 
----
 
<!-- End Nav -->
 
<!-- End Nav -->
 +
{{Rewrite|reason=Verbose and circumspect. Needs cleanup, better layout and general tightening up. Over used of italics and bold.}}
 +
{{TOCright}}
 +
[[File:skills_preview.png|right]][[File:skill_increase_anim.gif|268px|right|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 [[trait]]s, which is represented by " -- " dashes in place of the level number.
 +
 +
A high skill level will grant improved speed and success in relevant jobs, up to Level 20. A low skill level will result in slow, poor performance at a related job, including Construction failure, wild animal revenge, surgery failure, low harvest yields, or poor [[quality]] crafting products.
  
{{TOCright}}
+
Possible pawn skills are Shooting, Melee, Construction, Mining, Cooking, Plants, Animals, Crafting, Artistic, Medical, Social, and Intellectual.
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]].
 
  
= Learning skills =
+
== Summary ==
 
{{see also|Training}}
 
{{see also|Training}}
 +
Skills are improved by performing certain associated jobs, although some few related tasks do not provide skill experience.  Performing these tasks will earn the character experience points either per task completed or per second they are pursuing that task, both of which will eventually level up the skill. The resulting higher skill level then improves the performance in all associated tasks and types of work.  Skills are leveled up individually, and there is no single "character level" as in many role playing games.
 +
 +
In some cases, special management tactics can be employed to more effectively or specifically steer the skill training in the colony, especially during periods of low work in colony development.  See the [[Training|main article on skill training]] for more information.
 +
 +
=== Skills vs work types ===
 +
Skills and work types (or "tasks") are two different, but related, concepts.  In some cases, like "mine" (work type) and "mining" (skill), there is an almost perfect correspondence, but in many other cases there is not: the ''work types'' "tailor" and "smith", for example, are associated with the ''crafting skill''.  Some tasks listed on the work tab do not even have an associated ''skill'' (eg. "haul", "clean" and "firefight").
  
All skills are acquired and improved by performing their associated work types or tasksDoing 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.
+
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 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 development.  See the [[Training|main article]] on skill training for more information.
+
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).
  
== Skills vs work types ==
+
=== Improving skills ===
 +
{{Rewrite|section=1|reason=1) Other things affect GLF now, and table no longer accounts for every possible combination of GLF and passion 2) [[Ideoligion#Ranching]] precept inc effect and order of operations}}
 +
Skill leveling in ''RimWorld'' is very similar to many role playing games: ''experience points'' are constantly earned, and the skill is ''leveled up'' when certain thresholds are reached. Importantly, the effect of a skill improves ''by level'', but it costs more and more XP to gain another level in a skill.  This means that '''skill training is more effective the lower the skill level is.'''
  
Skills and work types (or "tasks") are two different, but related, conceptsIn 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").
+
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 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.
  
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.
+
Regardless of how XP is gained, it is multiplied by Passion and [[Global Learning Factor]] in the following way:
  
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).
+
<code>Real XP gained = Global Learning Factor x [[Skills#Passion|Passion Multiplier]] x Base XP gained </code>
  
== Game mechanics related to skills and levels ==
+
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.
  
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.
+
==== 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}}
  
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.'''
+
The three levels of passion are:
 +
{|
 +
|-
 +
| || '''''None: ''''' || &nbsp;No flames. 35% multiplier on experience gain. This is the most common passion level.
 +
|-
 +
| [[File:PassionMinor.png|24px|left]] || '''Interested: ''' || &nbsp;One flame. 100% multiplier on experience gain and +8 mood ("Minor passion for my work") while performing related tasks.
 +
|-
 +
| [[File:PassionMajor.png|24px|left]] || '''Burning: ''' || &nbsp;Two flames. 150% multiplier on experience gain and +14 mood ("Burning passion for my work") while performing related tasks.
 +
|}
  
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.
+
==== Global Learning Factor ====
 +
{{See also|Global Learning Factor}}
  
An exception can be made for the '''artisan''' skills: ''crafting'' (ie. smithing and tailoring), ''artistic'' and ''construction''. A high level in these skills allows creating items of exceptional quality (''excellent'' or better), and gives a good chance to create a ''legendary'' item when the pawn is ''inspired''. Items get disproportionately more valuable at high quality levels.  This may compensate for the lost efficiency when training a master in a skill.
+
A pawn has a default Global Learning Factor of 100%. Some traits, implants, Genes, and Hediffs can effect Global Learning Factor as an Offset, or a factor. Offsets are added to the base value of 100%. Then, the sum is multiplied by any applicable factors. For example, a pawn with the Fast Learner trait and a Learning Assistant implant has a final Global Learning Factor of 195%.
  
=== Skill point acquisition strategy ===
+
'''Offsets'''
 +
* [[Too smart|Too Smart]] trait: {{+|75%}}, while also inflicting a penalty to [[Mental Break Threshold|mental break threshold]].
 +
* [[Fast learner|Fast Learner]] trait: {{+|75%}}
 +
* [[Slow learner|Slow Learner]] trait: {{--|75%}}
 +
* [[Learning assistant]] implant {{RoyaltyIcon}}: {{+|20%}}
 +
* [[Neural supercharger]] building {{IdeologyIcon}}: {{+|25%}}
 +
* [[Gene#Quick study|Quick study]] gene {{BiotechIcon}}: {{+|50%}}
  
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.
+
'''Factors'''
 +
* [[Gene#Slow study|Slow study]] gene {{BiotechIcon}}: {{Bad|×50%}}
  
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.
+
==== Experience multiplier table ====
 +
{| class="wikitable"
 +
|-
 +
! Global Learning Factor !! 25% !! 45% !! 50% !! 70% !! 100% !! 120% !! 125% !! 145% !! 175% !! 195% !! 200% !! 220% !! 250% !! 270% !! 275% !! 295% !! 300% !! 305% !! 320% !! 325% !! 345%
 +
|-
 +
! ''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}}% || {{#expr: 0.35* 300}}% || {{#expr: 0.35* 305}}% || {{#expr: 0.35* 320}}% || {{#expr: 0.35* 325}}% || {{#expr: 0.35* 345}}%
 +
|-
 +
! [[File:PassionMinor.png|frameless]]
 +
| 25% || 45% || 50% || 70% || 100% || 120% || 125% || 145% || 175% || 195% || 200% || 220% || 250% || 270% || 275% || 295% || 300% || 305% || 320% || 325% || 345%
 +
|-
 +
! [[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}}% || {{#expr: 1.5* 300}}% || {{#expr: 1.5* 305}}% || {{#expr: 1.5* 320}}% || {{#expr: 1.5* 325}}% || {{#expr: 1.5* 345}}%
 +
|}
  
 
=== 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.
  
Furthermore, there is another mechanic in play called ''decay'': starting at skill level 10, XP points are continuously drained away, 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.
+
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.  
  
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 20In 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.
+
The [[Traits#Great memory|Great Memory]] trait halves the skill decay rate for a pawn.
 +
 
 +
=== Skill point acquisition strategy ===
 +
{{Stub|section=1|reason=Need at least simple introduction on which jobs and skills benefit from experts vs more hands and why - e.g. cooks beyond skill 9 = More hands, plant harvesting and crafting = experts.}}
 +
The above implies that on average it is better to spread out the skill training over several colonists instead of having only one "expert", except for the artisan professions where it is usually good to have true experts in the colony.
 +
 
 +
For example, you need to acquire about 150,000 XP to make one colonist a "region-known master" (level 16); the same amount of XP would be enough to have ''three'' colonists at level 9 ("solid professional")This avoids the risk of losing the only pawn that is capable of the task, and in most cases three level-9 workers are better than a single level-16 expert. Creating anything [[quality]] is a notable exception to this.
 +
 
 +
=== Experience table ===
 +
Level 20 is the highest skill level achievable for a pawn.
 +
 
 +
{| class="wikitable"
 +
|-
 +
! Level
 +
! Name
 +
! Total experience required
 +
! Experience till next level
 +
! Experience decay rate (exp/day)
 +
|-
 +
| -
 +
| Incapable
 +
| -
 +
| -
 +
| -
 +
|-
 +
| 0
 +
| Barely heard of it
 +
| 0
 +
| 1000
 +
| 0
 +
|-
 +
| 1
 +
| Utter Beginner
 +
| 1000
 +
| 2000
 +
| 0
 +
|-
 +
| 2
 +
| Beginner
 +
| 3000
 +
| 3000
 +
| 0
 +
|-
 +
| 3
 +
| Basic Familiarity
 +
| 6000
 +
| 4000
 +
| 0
 +
|-
 +
| 4
 +
| Some Familiarity
 +
| 10000
 +
| 5000
 +
| 0
 +
|-
 +
| 5
 +
| Significant Familiarity
 +
| 15000
 +
| 6000
 +
| 0
 +
|-
 +
| 6
 +
| Capable Amateur
 +
| 21000
 +
| 7000
 +
| 0
 +
|-
 +
| 7
 +
| Weak Professional
 +
| 28000
 +
| 8000
 +
| 0
 +
|-
 +
| 8
 +
| Employable Professional
 +
| 36000
 +
| 9000
 +
| 0
 +
|-
 +
| 9
 +
| Solid Professional
 +
| 45000
 +
| 10000
 +
| 0
 +
|-
 +
| 10
 +
| Skilled Professional
 +
| 55000
 +
| 12000
 +
| 30
 +
|-
 +
| 11
 +
| Very skilled Professional
 +
| 67000
 +
| 14000
 +
| 60
 +
|-
 +
| 12
 +
| Expert
 +
| 81000
 +
| 16000
 +
| 120
 +
|-
 +
| 13
 +
| Strong Expert
 +
| 97000
 +
| 18000
 +
| 180
 +
|-
 +
| 14
 +
| Master
 +
| 115000
 +
| 20000
 +
| 300
 +
|-
 +
| 15
 +
| Strong Master
 +
| 135000
 +
| 22000
 +
| 540
 +
|-
 +
| 16
 +
| Region-Known Master
 +
| 157000
 +
| 24000
 +
| 840
 +
|-
 +
| 17
 +
| Region-Leading Master
 +
| 181000
 +
| 26000
 +
| 1200
 +
|-
 +
| 18
 +
| Planet-Known Master
 +
| 207000
 +
| 28000
 +
| 1800
 +
|-
 +
| 19
 +
| Planet-Leading Master
 +
| 235000
 +
| 30000
 +
| 2400
 +
|-
 +
| 20
 +
| Legendary Master
 +
| 265000
 +
| 32000
 +
| 3600
 +
|}
  
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).
+
Note that these values are considered before gene levels (exp) if a pawn with good (skill) wants to go from level 4 to 5, they need 1000 skill exp points
  
= List of skills =
+
== List of skills ==
  
 
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.
Line 54: Line 253:
 
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 ==
+
=== 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.
  
Line 63: Line 263:
 
* 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
 +
}}
  
: ''For a list of skills that animals can learn, see the [[list of animal skills]].''
+
=== Artistic ===
 +
The ''artistic'' skill is the proficiency to create [[beauty|beautiful]] works of art at an [[art bench]].
  
== Artistic ==
+
Higher skill increases the chance for a higher quality, in this case more beautiful, sculpture. Note that higher skill levels do not increase the speed of creating sculptures.
 
 
The ''artistic'' skill is the proficiency to create [[beauty|beautiful]] works of art at a [[sculptor's table]]. 
 
 
 
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.
  
== Construction ==
+
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:
 
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.
+
* 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.
Line 93: Line 296:
 
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.
  
== Cooking ==
+
{{#ask:  [[Category:Stat]] [[Skill::Construction]]
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.
+
| ?Description
 +
| ?Skill Base Factor=Base Factor
 +
| ?Skill Bonus Factor=Bonus Factor
 +
}}
  
Cooking and butchering increase cooking skill.  It is also trained by making [[smokeleaf joint]]s at a drug lab.
+
<div><li style="display: inline-table;">
 +
{| {{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>
  
A cooking skill of at least 6 is required to make a [[fine meal]].<br/>
+
=== Cooking ===
A cooking skill of at least 10 is required to make a [[lavish meal]].
+
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.
  
* ''Each skill level increases cooking speed by 11% (additively).''
+
Cooking and butchering increase cooking skill. It is also trained by making [[smokeleaf joint]]s at a drug lab.
* ''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%.''
 
  
These additive increases are relative to a base value; that means each increase corresponds to a fixed amount.
+
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.  
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 125: Line 343:
 
|}
 
|}
  
== Crafting ==
+
{{#ask:  [[Category:Stat]] [[Skill::Cooking]]
The crafting skill affects the [[Menus#Smith|smith]], [[Menus#Tailor|tailor]] and [[Menus#Craft|craft]] work types.
+
| ?Description
 +
| ?Skill Base Factor=Base Factor
 +
| ?Skill Bonus Factor=Bonus Factor
 +
}}
 +
 
 +
<div><li style="display: inline-table;">
 +
{| {{STDT| sortable text-center mw-collapsible mw-collapsed}}
 +
|+ style="white-space: nowrap;" |'''Items with a required Cooking skill level:'''
 +
|-
 +
! Name !! Level
 +
|-
 +
{{#ask: [[Skill 1::Cooking]]
 +
| ?Skill 1 Level=
 +
| format = template
 +
| template = Ask Table Formatter
 +
| limit = 999
 +
| link = none
 +
| sort = From DLC, Skill 1 Level, Name}}
 +
|}
 +
</li><div>
 +
 
 +
=== Crafting ===
 +
The crafting skill affects the creation of many of the items under the [[Work#Smith|smith]], [[Work#Tailor|tailor]] and [[Work#Craft|craft]] work types. It does so in two ways; crafting quality and minimum crafting levels.
  
The Crafter's skill is a driving factor in the [[quality]] of crafted [[clothing]] and [[Neolithic Weapons|neolithic weapons]].
+
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.
  
== Medical ==
+
{{#ask:  [[Category:Stat]] [[Skill::Crafting]]
{{Main Article|Doctoring}}
+
| ?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 ===
 +
{{Main|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 147: Line 409:
 
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.
  
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.
+
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).
 
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).
  
== Melee ==
+
{{#ask:  [[Category:Stat]] [[Skill::Medical]]
The melee skill determines a characters' chance to:
+
| ?Description
 +
| ?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 244: Line 511:
 
|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 333: Line 599:
 
|}
 
|}
 
{{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.
  
''Each point increases speed by 15%.''
+
{{#ask:  [[Category:Stat]] [[Skill::Mining]]
 +
| ?Description
 +
| ?Skill Base Factor=Base Factor
 +
| ?Skill Bonus Factor=Bonus Factor
 +
}}
  
{| {{STDT| c_12 text-center}}
+
=== Intellectual ===
!Skill Level
+
This skill affects the speed at which [[research]] is completed.
!Mining Yield
+
 
|-
+
{{#ask:  [[Category:Stat]] [[Skill::Intellectual]]
!0
+
| ?Description
|60%
+
| ?Skill Base Factor=Base Factor
|-
+
| ?Skill Bonus Factor=Bonus Factor
!1
+
}}
|70%
 
|-
 
!2
 
|80%
 
|-
 
!3
 
|85%
 
|-
 
!4
 
|90%
 
|-
 
!5
 
|92%
 
|-
 
!6
 
|95%
 
|-
 
!7
 
|98%
 
|-
 
!8 - 20
 
|100%
 
|-
 
|}
 
  
== Intellectual ==
+
=== Plants ===
This skill affects the speed at which [[research]] is completed.
+
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.
  
''Each point increases speed by 15%''
 
  
== Plants ==
+
{{#ask:  [[Category:Stat]] [[Skill::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. See [[Plant Work Speed]]
+
| ?Description
Each point increases speed by 11.5%.
+
| ?Skill Base Factor=Base Factor
 +
| ?Skill Bonus Factor=Bonus Factor
 +
}}
  
{| class="wikitable"
+
<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:'''
 
|-
 
|-
! Project
+
! Name !! Level
! Experience Given Per Task
 
 
|-
 
|-
| Harvesting
+
{{#ask: [[Category:Plants]] [[Minimum Required Growing Skill::>1]]
| 50
+
| ?Minimum Required Growing Skill=
 +
| format = template
 +
| template = Ask Table Formatter
 +
| limit = 999
 +
| link = none
 +
| sort = From DLC, Minimum Required Growing Skill, Name}}
 
|}
 
|}
 +
</li><div>
  
Some plants require a minimum plants skill in order to plant them:
+
=== Shooting ===
{{#ask: [[Category:Plants]] [[Minimum Required Growing Skill::>1]]
+
The shooting skill affects a character's [[Shooting Accuracy|accuracy]] with [[ranged weapons]].
| ?Minimum Required Growing Skill = Required skill |+align=center
 
| sort=Minimum Required Growing Skill
 
| order=asc
 
}}
 
 
 
== Shooting ==
 
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 520: Line 772:
 
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.
  
== Social ==
+
{{#ask:  [[Category:Stat]] [[Skill::Shooting]]
 +
| ?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
  
''Each point increases social interaction impact by 10%''
+
{{#ask:  [[Category:Stat]] [[Skill::Social]]
 
+
| ?Description
''Each point increases gift impact by 5%''
+
| ?Skill Base Factor=Base Factor
 
+
| ?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.)]]
 
 
 
The learning speed 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.
 
  
The [[Traits|Great Memory]] trait halves the decay rate for a pawn.
+
== Version history ==
 +
* [[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]]

Latest revision as of 15:59, 24 September 2024

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Pawns Menu Character Properties Character Types
Character Properties Health Mood Needs Skills Thoughts Traits Social

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 Intellectual.

Summary[edit]

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[edit]

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[edit]

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 per skill. 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 does not apply to this cap, nor is it affected by the 20% multiplier.

Passion[edit]

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 childrenContent added by the Biotech DLC may gain passions at growth moments and the addition or removal of Skill Aptitude xenogenesContent added by the Biotech DLC can also affect passions.[Incapable of?]

The three levels of passion are:

None:  No flames. 35% multiplier on experience gain. This is the most common passion level.
PassionMinor.png
Interested:  One flame. 100% multiplier on experience gain and +8 mood ("Minor passion for my work") while performing related tasks.
PassionMajor.png
Burning:  Two flames. 150% multiplier on experience gain and +14 mood ("Burning passion for my work") while performing related tasks.

Global Learning Factor[edit]

A pawn has a default Global Learning Factor of 100%. Some traits, implants, Genes, and Hediffs can effect Global Learning Factor as an Offset, or a factor. Offsets are added to the base value of 100%. Then, the sum is multiplied by any applicable factors. For example, a pawn with the Fast Learner trait and a Learning Assistant implant has a final Global Learning Factor of 195%.

Offsets

Factors

Experience multiplier table[edit]

Global Learning Factor 25% 45% 50% 70% 100% 120% 125% 145% 175% 195% 200% 220% 250% 270% 275% 295% 300% 305% 320% 325% 345%
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% 105% 106.75% 112% 113.75% 120.75%
PassionMinor.png 25% 45% 50% 70% 100% 120% 125% 145% 175% 195% 200% 220% 250% 270% 275% 295% 300% 305% 320% 325% 345%
PassionMajor.png 37.5% 67.5% 75% 105% 150% 180% 187.5% 217.5% 262.5% 292.5% 300% 330% 375% 405% 412.5% 442.5% 450% 457.5% 480% 487.5% 517.5%

Decay[edit]

Beyond skill level 10, XP points are continuously drained away. A skill level is lost only after falling to 0 XP points, and then losing a further 1000 points, preventing repeated level loss and gain right around a level threshold. Experience decay is strictly calculated based on the current skill level and is not directly affected by skill use; Instead, gained XP simply cancels out loss, and vice versa.

XP decays at an accelerated rate with higher skill levels. This means that all XP earned after 55,000 total XP (level 10) effectively has less value, especially for skills that a colonist does not use frequently, because it will disappear. In most cases, XP is gained by time spent on a skill, and not by effective work performed: Working faster does not make it easier or faster to gain XP, or compensate the decay loss. Level 20 (max level) is very difficult to acquire, usually only achievable by colonists solely dedicated to a single profession.

The Great Memory trait halves the skill decay rate for a pawn.

Skill point acquisition strategy[edit]

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[edit]

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

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[edit]

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[edit]

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[edit]

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[edit]

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
    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
    Couch 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
    Ornate door 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
    IED deadlife trap Content added by the Anomaly DLC
    Bioferrite plate Content added by the Anomaly DLC 4
    Electric inhibitor Content added by the Anomaly DLC 4
    Electroharvester Content added by the Anomaly DLC 4
    Atmospheric heater Content added by the Anomaly DLC 6
    Bioferrite generator Content added by the Anomaly DLC 6
    Security door Content added by the Anomaly DLC 7
    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[edit]

    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 8 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.

    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
  • Items with a required Cooking skill level:
    Name Level
    Psychite tea 2
    Carnivore fine meal 6
    Fine meal 6
    Vegetarian fine meal 6
    Carnivore lavish meal 8
    Lavish meal 8
    Packaged survival meal 8
    Vegetarian lavish meal 8
  • Crafting[edit]

    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
    Mech Repair SpeedA multiplier on how fast a mechanitor can repair mechanoids.0.80.1
    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
    Subcore Encoding SpeedA multiplier on how fast a mechanitor can create subcores.0.750.1
  • Items with a required Crafting skill level:
    Name Level
    Short bow 2
    Breach axe 3
    Firefoam pop pack 3
    Gladius 3
    Ikwa 3
    Mace 3
    Pila 3
    Revolver 3
    Smokepop pack 3
    Autopistol 4
    EMP launcher 4
    EMP shell 4
    Firefoam shell 4
    Flak jacket 4
    Flak pants 4
    Flak vest 4
    High-explosive shell 4
    Incendiary launcher 4
    Incendiary shell 4
    Machine pistol 4
    Smoke launcher 4
    Smoke shell 4
    Spear 4
    Tribal headdress 4
    Bolt-action rifle 5
    Cochlear implant 5
    Flak helmet 5
    Heavy SMG 5
    Joywire 5
    Longsword 5
    Painstopper 5
    Power claw 5
    Prosthetic arm 5
    Prosthetic heart 5
    Prosthetic leg 5
    Pump shotgun 5
    Recurve bow 5
    Assault rifle 6
    Chain shotgun 6
    Greatbow 6
    LMG 6
    Recon armor 6
    Recon helmet 6
    Shield belt 6
    Charge rifle 7
    Marine armor 7
    Marine helmet 7
    Minigun 7
    Plate armor 7
    Sniper rifle 7
    Advanced component 8
    Bionic arm 8
    Bionic ear 8
    Bionic eye 8
    Bionic heart 8
    Bionic jaw 8
    Bionic leg 8
    Bionic spine 8
    Bionic stomach 8
    Bionic tongue 8
    Component 8
    Charge lance 9
    Mind-numb serum Content added by the Anomaly DLC 3
    Nerve spiker Content added by the Anomaly DLC 3
    Adrenal heart Content added by the Anomaly DLC 4
    Corrosive heart Content added by the Anomaly DLC 4
    Deadlife pack Content added by the Anomaly DLC 4
    Deadlife shell Content added by the Anomaly DLC 4
    Disruptor flare pack Content added by the Anomaly DLC 4
    Juggernaut serum Content added by the Anomaly DLC 4
    Metalblood heart Content added by the Anomaly DLC 4
    Metalblood serum Content added by the Anomaly DLC 4
    Shard shock lance Content added by the Anomaly DLC 4
    Shard insanity lance Content added by the Anomaly DLC 5
    Biomutation lance Content added by the Anomaly DLC 6
    Biomutation pulser Content added by the Anomaly DLC 6
    Hellcat rifle Content added by the Anomaly DLC 6
    Shard animal pulser Content added by the Anomaly DLC 6
    Revenant vertebrae Content added by the Anomaly DLC 8
    Sash Content added by the Biotech DLC 3
    Tox pack Content added by the Biotech DLC 3
    Airwire headset Content added by the Biotech DLC 4
    Bandwidth pack Content added by the Biotech DLC 4
    Control pack Content added by the Biotech DLC 4
    Heavy bandolier Content added by the Biotech DLC 4
    Tox shell Content added by the Biotech DLC 4
    Toxbomb launcher Content added by the Biotech DLC 4
    Array headset Content added by the Biotech DLC 5
    Control sublink (high) Content added by the Biotech DLC 6
    Control sublink (standard) Content added by the Biotech DLC 6
    Integrator headset Content added by the Biotech DLC 6
    Mech gestation processor Content added by the Biotech DLC 6
    Mechcommander helmet Content added by the Biotech DLC 6
    Remote repairer Content added by the Biotech DLC 6
    Remote shielder Content added by the Biotech DLC 6
    Repair probe Content added by the Biotech DLC 6
    Mechlord helmet Content added by the Biotech DLC 7
    Mechlord suit Content added by the Biotech DLC 7
    Detoxifier kidney Content added by the Biotech DLC 8
    Detoxifier lung Content added by the Biotech DLC 8
    Axe Content added by the Royalty DLC 3
    Harp Content added by the Royalty DLC 3
    Jump pack Content added by the Royalty DLC 4
    Low-shield pack Content added by the Royalty DLC 4
    Drill arm Content added by the Royalty DLC 5
    Elbow blade Content added by the Royalty DLC 5
    Field hand Content added by the Royalty DLC 5
    Hand talon Content added by the Royalty DLC 5
    Harpsichord Content added by the Royalty DLC 5
    Knee spike Content added by the Royalty DLC 5
    Mindscrew Content added by the Royalty DLC 5
    Venom fangs Content added by the Royalty DLC 5
    Venom talon Content added by the Royalty DLC 5
    Warhammer Content added by the Royalty DLC 5
    Gunlink Content added by the Royalty DLC 6
    Locust armor Content added by the Royalty DLC 6
    Piano Content added by the Royalty DLC 6
    Prestige recon armor Content added by the Royalty DLC 6
    Prestige recon helmet Content added by the Royalty DLC 6
    Grenadier armor Content added by the Royalty DLC 7
    Prestige marine armor Content added by the Royalty DLC 7
    Prestige marine helmet Content added by the Royalty DLC 7
    Aesthetic nose Content added by the Royalty DLC 8
    Aesthetic shaper Content added by the Royalty DLC 8
    Armorskin gland Content added by the Royalty DLC 8
    Cataphract armor Content added by the Royalty DLC 8
    Cataphract helmet Content added by the Royalty DLC 8
    Circadian assistant Content added by the Royalty DLC 8
    Circadian half-cycler Content added by the Royalty DLC 8
    Coagulator Content added by the Royalty DLC 8
    Gastro-analyzer Content added by the Royalty DLC 8
    Healing enhancer Content added by the Royalty DLC 8
    Immunoenhancer Content added by the Royalty DLC 8
    Learning assistant Content added by the Royalty DLC 8
    Love enhancer Content added by the Royalty DLC 8
    Neurocalculator Content added by the Royalty DLC 8
    Nuclear stomach Content added by the Royalty DLC 8
    Phoenix armor Content added by the Royalty DLC 8
    Prestige cataphract armor Content added by the Royalty DLC 8
    Prestige cataphract helmet Content added by the Royalty DLC 8
    Reprocessor stomach Content added by the Royalty DLC 8
    Sterilizing stomach Content added by the Royalty DLC 8
    Stoneskin gland Content added by the Royalty DLC 8
    Toughskin gland Content added by the Royalty DLC 8
  • Medical[edit]

    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[edit]

    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[edit]

    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[edit]

    This skill affects the speed at which research is completed.

     DescriptionBase FactorBonus Factor
    Activity Suppression SpeedThe speed at which this person can suppress unnatural entities. A higher speed means they take less time to suppress each entity.
    Drug Synthesis SpeedHow fast this character synthesizes complex chemical drugs.0.30.0875
    Entity Study RateThe rate at which this person generates knowledge from studying unnatural entities.0.080.115
    Hacking SpeedHow fast this person can hack into computer terminals.0.750.025
    Reading SpeedA multiplier on how fast this person can read.10.02
    Research SpeedHow fast this person performs research and how quickly they can find things using scanning equipment.0.080.115

    Plants[edit]

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


     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
  • Plants with a minimum Plants skill level to sow:
    Name Level
    Hop plant 3
    Smokeleaf plant 4
    Strawberry plant 5
    Bamboo tree 6
    Birch tree 6
    Cecropia tree 6
    Cypress tree 6
    Drago tree 6
    Maple tree 6
    Oak tree 6
    Palm tree 6
    Pine tree 6
    Poplar tree 6
    Psychoid plant 6
    Saguaro cactus 6
    Teak tree 6
    Willow tree 6
    Cocoa tree 8
    Healroot 8
    Devilstrand 10
    Gray pine tree Content added by the Biotech DLC 6
    Pebble cactus Content added by the Biotech DLC 6
    Rat palm tree Content added by the Biotech DLC 6
    Witchwood tree Content added by the Biotech DLC 6
    Bonsai tree Content added by the Ideology DLC 6
    Timbershroom Content added by the Ideology DLC 6
  • Shooting[edit]

    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[edit]

    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
    Activity Suppression SpeedThe speed at which this person can suppress unnatural entities. A higher speed means they take less time to suppress each entity.
    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[edit]

    • 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.
    • 1.4.3527 - Fix: Can train shooting and melee on colony mechanoids.