Skills

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Every character in RimWorld has a set of skills; these skills govern their effectiveness in the relevant tasks. A character may be unable to undertake certain work types due to 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 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, 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

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.

Upon completing an operation, the surgeon gets 2500-8000 expirience regardless of the surgery outcome.

Melee

The melee skill determines a characters' 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%


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:

 Required skill
Hop plant3
Smokeleaf plant4
Strawberry plant5
Psychoid plant6
Bonsai tree6
Timbershroom6
Bamboo tree6
Birch tree6
Cecropia tree6
Cypress tree6
Drago tree6
Maple tree6
Oak tree6
Palm tree6
Pine tree6
Poplar tree6
Saguaro cactus6
Teak tree6
Willow tree6
Witchwood tree6
Gray pine tree6
Rat palm tree6
Pebble cactus6
Healroot8
Cocoa tree8
Devilstrand mushroom10


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

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.)

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

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.

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