Difference between revisions of "Skills"

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(Stonecutting does not increase crafting as of A17.)
(→‎Animals: Rewrite. Text was mistakenly describing the trainable skills of animals, instead of the Animals skill of colonists.)
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=== Animals ===
 
=== Animals ===
Colonists have the ability to tame and handle a variety of wild animals. These animals can then be trained in four basic categories:
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The Animals skill helps determine a colonist's chance to tame animals, see [[Tame Animal Chance]]. Certain animals require a minimum Animals skill level to tame them. The higher the animal's wildness, the higher the skill level needed. See the animal's Minimum Handling Skill stat.
 
 
{{:List of animal skills}}
 
  
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: ''For a list of skills that animals can learn, see [[List of animal skills]].''
  
 
=== Artistic ===
 
=== Artistic ===

Revision as of 05:50, 1 June 2017

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

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. Experience points are gained by performing a relevant task or may be boosted by using a neurotrainer.

Skills

Experience counts assume "Interested", i.e. neutral, experience gain.


Animals

The Animals skill helps determine a colonist's chance to tame animals, see Tame Animal Chance. Certain animals require a minimum Animals skill level to tame them. The higher the animal's wildness, the higher the skill level needed. See the animal's Minimum Handling Skill stat.

For a list of skills that animals can learn, see List of animal skills.

Artistic

Sculptures add beauty to any space that they occupy once they are installed.

They 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.


Construction

The construction skill affects how long a colonist takes to complete a construction or repair task. It also affects the quality outcome of some items such as beds, chairs, tables, etc.

Each point increases speed by 15%.

Experience is gained each tick spent working on a construction project. At 100% work speed this seems to translate to roughly 82 experience per point of 'work required' for a construction job. At 200% work speed, disregarding colonist passions, each unit of 'work required' would reward only 41 experience.


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
Pemmican 80


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%


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

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

Plant Min. Skill
Smokeleaf plant.png
Smokeleaf
4
Strawberry plant.png
Strawberries
5
Psychoid plant.png
Psychoid
6
Hop plant.png
Hops
3
Healroot.png
Healroot
8
Devilstrand 10


Medicine

Template:Main Article

The Medicine Skill is the driving factor in determining base medical treatment quality, surgery success chance, and the speed at which medical operations are performed. People with lower medicine skill are more likely to give Poor quality treatment, meaning that poorly treated open wounds are still susceptible to infection and also have a chance to leave a scar - which permanently lowers the health of the affected body part, along with giving a constant amount of pain. Certain scars can be painful enough that they give more than 10% pain, meaning that the consciousness of the affected individual is permanently weakened, which affects their performance in all aspects from work to shooting.

Doctors which are either physically hindered (e.g. missing an arm) or sick (e.g. food poisoning) and/or have low medicine skill are significantly more likely to fail at surgery. The severity of an operational failure varies from only a minor failure; where the part being installed (if installing) may still be re-usable and only do moderate damage to the patient. However, there can also be a catastrophic failure where the part being installed will be destroyed, and there will be surgical cuts doing severe damage, and possibly even being fatal.

Medicine can be trained very quickly by performing euthanasia on fast-breeding animals such as chickens.


Melee

The melee skill determines a characters' chance to land a hit in melee.


Mining

The mining skill determines how long it takes for a colonist to mine out each rock.

Each point increases speed by 15%.


Intellectual

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.


Shooting

The shooting skill affects a characters' accuracy with a ranged weapon. Each level increases pre-curved shooting accuracy by 5%, with level 0 starting at 0%

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% 89% 89% - - - -
1 91% 91.5% 90.5% 11 97.25% 97.938% 96.125%
2 93% 93.25% 92% 12 97.5% 98.167% 96.5%
3 93.5% 93.875% 93.125% 13 97.75% 98.375% 96.875%
4 94% 94.5% 93.5% 14 98% 98.583% 97.125%
5 94.5% 95.125% 93.875% 15 98.167% 98.791% 97.313%
6 95% 95.75% 94.25% 16 98.333% 99% 97.5%
7 95.5% 96.375% 94.625% 17 98.5% 99.156% 97.688%
8 96% 97% 95% 18 98.666% 99.281% 97.875%
9 96.5% 97.313% 95.375% 19 98.833% 99.194% 98.042%
10 97% 97.625% 95.75% 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%.

Social

The social skill affects the impact of social interactions on other characters' mood, the impact of gifts on faction relations, the recruitment chance for prisoners and trader prices. A small amount of experience is gained every time two colonists have a social interaction with each other. Characters have a talking stat that somehow interacts with this skill

Each point increases social interaction impact by 10%

Each point increases gift impact by 5%

Each point increases recruitment chance by 5%

Each point makes trade prices 0.5% better

Training

There are ways to train up your colonists to have better skills.

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.

As of version 0.14.1234 (15 July 2016) once colonists have learned 4000 exp amount in a day, they’ll learn at a much-reduced rate (20%) until the next day.

The levels of passion are:

None

Skills with no flames. Characters with no passion for a skill only gain experience toward that skill at 33% of the standard rate.

Interested

PassionMinor.png

Skills with one flame. Characters that are interested in a skill will gain experience at the standard rate of 100%.

Burning

PassionMajor.png

Skills with two flames. Characters with a burning passion for a skill will gain experience at 150% of the standard rate.

The above stacks with global learning speed modifiers such as the Too Smart trait. For example, a colonist with a Burning passion on a skill and the Too Smart trait will learn at 270% the standard speed.

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 230999, 1 exp short of leveling up. It doesn't fall below 9 (Skilled Professional) either, remaining maxed at 10,000XP.

Level Name Total experience required Experience till next level
- Incapable - -
0 Barely heard of it 0 1000
1 Utter Beginner 1000 2000
2 Beginner 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