Difference between revisions of "Skills"
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* increase the chance to make higher quality items, for items that have a quality rating, such as furniture. | * 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]] | + | 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. | 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. |
Revision as of 02:54, 9 September 2019
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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 Bio tab. Experience points are gained by performing a relevant task or may be boosted by using a neurotrainer.
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 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
The animals skill determines how well a character handles wild and domesticated animals, and influences their hunting ability.
Higher animals skill has the following benefits:
- Chance to tame a wild animal increases. Some animals can not be even attempted to tame 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.
- For a list of skills that animals can learn, see the list of animal skills.
Artistic
The artistic skill is the proficiency to create 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.
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:
- 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.
Cooking
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.
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 and leather amount by 2.5%, up to a max. of 100%
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%
Medicine
The Medicine Skill is the driving factor in determining base medical treatment quality, surgery success chance, and the speed at which medical operations are performed. People with lower medicine skill are more likely to give Poor quality treatment, meaning that poorly treated open wounds are still susceptible to infection and also have a chance to leave a scar - which permanently lowers the health of the affected body part, along with giving a constant amount of pain. Certain scars can be painful enough that they give more than 10% pain, meaning that the consciousness of the affected individual is permanently weakened, which affects their performance in all aspects from work to shooting.
Doctors which are either physically hindered (e.g. missing an arm) or sick (e.g. food poisoning) and/or have low medicine skill are significantly more likely to fail at surgery. The severity of an operational failure varies from only a minor failure; where the part being installed (if installing) may still be re-usable and only do moderate damage to the patient. However, there can also be a catastrophic failure where the part being installed will be destroyed, and there will be surgical cuts doing severe damage, and possibly even being fatal.
Medicine can be trained very quickly by performing euthanasia on fast-breeding animals such as chickens.
Upon completing an operation, the surgeon gets 2500-8000 expirience regardless of the surgery outcome.
Melee
The melee skill determines a characters' chance to:
- Land a hit in melee (see Melee Hit Chance)
- Dodge a melee attack, when not aiming or firing a ranged weapon (see Melee Dodge Chance)
The tables below are post-processed chances for a healthy pawn.
Chance to hit
|
Chance to dodge
|
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.
Each point increases speed by 15%.
Skill Level | Mining Yield |
---|---|
0 | 60% |
1 | 70% |
2 | 80% |
3 | 85% |
4 | 90% |
5 | 92% |
6 | 95% |
7 | 98% |
8 - 20 | 100% |
Intellectual
This skill affects the speed at which research is completed.
Each point increases speed by 15%
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.
Each point increases speed by 12%.
Project | Experience Given Per Task |
---|---|
Harvesting | 50 |
Some plants require a minimum plants skill in order to plant them:
Shooting
The shooting skill affects a character's accuracy with a ranged weapon.
The table below shows post-processed shooting accuracy per tile of distance for each skill level and trait combination, assuming the pawn is healthy:
Skill Level | Standard | Careful Shooter | Trigger-Happy | Skill Level | Standard | Careful Shooter | Trigger-Happy |
---|---|---|---|---|---|---|---|
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.
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 diplomatic power by 5%
Each point makes trade prices 1.5% better
Training
There are ways to train up your colonists to have better skills.
Passion
How fast a character gains proficiency (experience points) 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 traits 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
Skills with one flame. Characters that are interested in a skill will gain experience at the standard rate of 100%.
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 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 | 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 |