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 character tab.

Skills

The skills available as of Alpha 6 are as follows:

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

Construction

The construction skill affects how long a colonist takes to complete a construction or repair task.


Each point increases speed by 15%.

Each point of 'work' required to build a structure provides you with 1 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 how much meat is produced when butchering.


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

Crafting

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, permanently lowering the health of the body part by a small amount, making it easier to injure in future.

Artistic

4000 exp for each finished sculpture.

This is a placeholder for Sculptures until a page is made.

Art Sculptures have a quality when they are made. The Artists skill is a driving factor in the quality of the sculpture. Below is a list of possible qualities.

Quality Beauty Factor
Awful -
Shoddy -
Poor -
Normal -
Good -
Superior -
Excellent -
Masterwork -
Legendary -

Sculptures are created at the Sculpting Table. Below is a table detailing statistics on sculptures. As of Alpha 8

Material Beauty HP Marketplace Value Flammability
Sandstone_Sculpture - - - 0%
Granite_Sculpture - - - 0%
Limestone_Sculpture - - - 0%
Marble_Sculpture - - - 0%
Slate_Sculpture - - - 0%
Silver_Sculpture - - - 20%
Gold_Sculpture - - - -%
Steel_Sculpture - - - -%
Plasteel_Sculpture - - - -%
Wood_Sculpture - - - -%
Uranium_Sculpture - - - -%

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 220999, 1 exp short of leveling up.

Level Name Total experience required Experience till next level
0 Incapabale 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