Difference between revisions of "Skills"
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m (→Crafting: rewritten to look more like the text in the art section.) |
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The crafting skill affects the [[Menus#Smith|smith]], [[Menus#Tailor|tailor]] and [[Menus#Craft|craft]] work types. | The crafting skill affects the [[Menus#Smith|smith]], [[Menus#Tailor|tailor]] and [[Menus#Craft|craft]] work types. | ||
− | + | The Crafter's skill is a driving factor in the [[quality]] of crafted [[clothing]] and [[Neolithic_Weapons|neolithic weapons]]. | |
− | + | The crafting skill determines the time it takes for a colonist to cut stone, extract metal from slag, and disassemble [[Mechanoid|mechanoids]]. It also determines the amount of resources produced. | |
''Each point decreases crafting time by 10%'' | ''Each point decreases crafting time by 10%'' |
Revision as of 17:42, 26 March 2016
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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 12 are as follows:
Experience counts assume "Interested", i.e. neutral, experience gain.
Animals
As of Alpha 12, colonists now have the ability to tame and handle a variety of wild animals. These animals can then be trained in four basic categories:
Obedience - Allows the colonist to have the animal follow them around.
Release - Allows the colonist to send the animal into battle, melee attacking any threats.
Rescue - Trains the animals to take any fallen colonists to a medical area/ bed.
Haul - Trains the animals to carry items to their designated stockpiles.
Construction
The construction skill affects how long a colonist takes to complete a construction or repair task.
Each point increases speed by 15%.
Experience is gained each tick spent working on a construction project. At 100% work speed this seems to translate to roughly 82 experience per point of 'work required' for a construction job. At 200% work speed, disregarding colonist passions, each unit of 'work required' would reward only 41 experience.
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 Butchery Speed and Butchery Efficiency, how much meat is produced when butchering.
Cooking and butchering increase cooking skill.
A cooking skill of at least 6 is required to make a fine meal.
A cooking skill of at least 10 is required to make a lavish meal.
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 | 160 |
Crafting
The crafting skill affects the smith, tailor and craft work types.
The Crafter's skill is a driving factor in the quality of crafted clothing and neolithic weapons.
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. Scars give the colonist persistent pain and permanently lower the maximum health of the body part by a small amount, making it easier to lose that body part in the future.
Sometimes during surgery a doctor may accidentally injure the patient. A surgical operation may also fail catastrophically. Failure chance is related to the surgeon’s medical skill and the quality of the medicine.
Artistic
Sculptures add beauty to any space that they occupy once they are installed.
They grant 4000 exp for each finished sculpture and come in 3 different sizes.
Sculptures are created at the sculptor's table and they have a quality when they are made. The Artists skill is a driving factor in the quality of the sculpture.
On the small, large and grand sculpture pages are tables detailing statistics on that sculpture type.
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 20999, 1 exp short of leveling up. As of Alpha 9, getting a colonist to reach level 20 (Godlike) activates a reward which makes the xp unable to go back down past level 20, 0/21000 is what it will stay at.
Level | Name | Total experience required | Experience till next level |
---|---|---|---|
0 | Incapable | 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 |