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A high skill level will grant improved speed and success in relevant jobs, up to Level 20. A low skill level will result in slow, poor performance at a related job, including Construction failure, wild animal revenge, surgery failure, low harvest yields, or poor [[quality]] crafting products.  
 
A high skill level will grant improved speed and success in relevant jobs, up to Level 20. A low skill level will result in slow, poor performance at a related job, including Construction failure, wild animal revenge, surgery failure, low harvest yields, or poor [[quality]] crafting products.  
  
Possible pawn skills are Shooting, Melee, Construction, Mining, Cooking, Plants, Animals, Crafting, Artistic, Medical, Social, and Intellectual.
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Possible pawn skills are Shooting, Melee, Construction, Mining, Cooking, Plants, Animals, Crafting, Artistic, Medical, Social, and Intelligence.
  
 
== Summary ==
 
== Summary ==
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<code>Real XP gained = Global Learning Factor x [[Skills#Passion|Passion Multiplier]] x Base XP gained </code>
 
<code>Real XP gained = Global Learning Factor x [[Skills#Passion|Passion Multiplier]] x Base XP gained </code>
  
Additionally, there is a soft cap of 4000 '''net''' XP gained per day per skill. Any XP gains past this point are multiplied by 20%.{{Check Tag|Clarify|How does this work for chunks of experience? If some action were assigned to give a lump sum of 5000 experience, would a pawn gain the full 5000, or would the pawn gain 4200?}} This cap resets a few seconds after midnight. Any XP losses will apply against the net gain (e.g. if a pawn were to gain 4500 XP, but lose 1000, they would still remain 500 XP under the cap). Experience from [[Skilltrainer]]s does not apply to this cap, nor is it affected by the 20% multiplier.
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Additionally, there is a soft cap of 4000 '''net''' XP gained per day. Any XP gains past this point are multiplied by 20%.{{Check Tag|Clarify|How does this work for chunks of experience? If some action were assigned to give a lump sum of 5000 experience, would a pawn gain the full 5000, or would the pawn gain 4200?}} This cap resets a few seconds after midnight. Any XP losses will apply against the net gain (e.g. if a pawn were to gain 4500 XP, but lose 1000, they would still remain 500 XP under the cap). Experience from [[Skilltrainer]]s do not apply to this cap.
  
 
==== Passion ====
 
==== Passion ====
Passion for a given skill is indicated by the presence of flame icons next to the skill experience bar on the character's [[Bio]] tab. These passions increases the rate at which a pawn learns specific skills, and may provide them a [[mood]] boost when performing activities related to the skill. Skill gains from using a [[skilltrainer]] are influenced by ''passion'', making the item more valuable when used by characters with a passion for the associated skill. Typically, passion cannot be gained or lost in an adult pawn's lifetime, however [[children]]{{BiotechIcon}} may gain passions at [[Children#Growth moments|growth moments]] and the addition or removal of [[Genes#Aptitudes|Skill Aptitude xenogenes]]{{BiotechIcon}} can also affect passions.{{Check Tag|Incapable of?|What happens to passions on a suppressed skill when a pawns becomes incapable? Some tasks that use that skill can still be performed, despite the incapability and its effects are needed}}
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Passion for a given skill is indicated by the presence of flame icons next to the skill experience bar on the character's [[Bio]] tab. These passions increases the rate at which a pawn learns specific skills, and may provide them a [[mood]] boost when performing activities related to the skill. Skill gains from using a [[skilltrainer]] are influenced by ''passion'', making the item more valuable when used by characters with a passion for the associated skill. Passion cannot be gained or lost in an adult pawn's lifetime, but [[children]]{{BiotechIcon}} may gain passions at learning moments.
  
 
The three levels of passion are:
 
The three levels of passion are:
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| [[File:PassionMinor.png|24px|left]] || '''Interested: ''' || &nbsp;One flame. 100% multiplier on experience gain and +8 mood ("Minor passion for my work") while performing related tasks.
 
| [[File:PassionMinor.png|24px|left]] || '''Interested: ''' || &nbsp;One flame. 100% multiplier on experience gain and +8 mood ("Minor passion for my work") while performing related tasks.
 
|-
 
|-
| [[File:PassionMajor.png|24px|left]]  || '''Burning: ''' || &nbsp;Two flames. 150% multiplier on experience gain and +14 mood ("Burning passion for my work") while performing related tasks.
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| [[File:PassionMajor.png|24px|left]]  || '''Burning: ''' || &nbsp;Two flames. 150% multiplier on experience gain +14 mood ("Burning passion for my work") while performing related tasks.
 
|}
 
|}
  
==== Global Learning Factor ====
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====Global Learning Factor====
 
{{See also|Global Learning Factor}}
 
{{See also|Global Learning Factor}}
 
While some [[traits]]  directly add or subtract from the skills of the pawn - such as [[Traits#Brawler|Brawler]] which increases the Melee skill by +4 and decreases Shooting skill by -4, others affect skill mechanics themselves. Most important to gaining skills are those that affect [[Global Learning Factor]] as this acts as a direct multiplier to experience gained. These traits include:  
 
While some [[traits]]  directly add or subtract from the skills of the pawn - such as [[Traits#Brawler|Brawler]] which increases the Melee skill by +4 and decreases Shooting skill by -4, others affect skill mechanics themselves. Most important to gaining skills are those that affect [[Global Learning Factor]] as this acts as a direct multiplier to experience gained. These traits include:  
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| 3600
 
| 3600
 
|}
 
|}
 
Note that these values are considered before gene levels (exp) if a pawn with good (skill) wants to go from level 4 to 5, they need 1000 skill exp points
 
  
 
== List of skills ==
 
== List of skills ==
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=== Construction ===
 
=== 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:
 
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.
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* 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.
 
* Deconstructing existing structures back into raw materials.
 
* Building and tearing down roofs.
 
* Building and tearing down roofs.
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Cooking and butchering increase cooking skill.  It is also trained by making [[smokeleaf joint]]s at a drug lab.
 
Cooking and butchering increase cooking skill.  It is also trained by making [[smokeleaf joint]]s at a drug lab.
  
A Cooking skill of {{Q|Lavish meal|Skill 1 Level}} is required to be able to cook every item, a skill of 9 achieves the minimum [[Food Poison Chance]], and a skill of 10 gives maximum [[Butchery Efficiency]] - assuming a healthy but otherwise unaugmented pawn. Levels above this only increase the speed of tasks.  
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A cooking skill of at least 6 is required to make a [[fine meal]].<br/>
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A cooking skill of at least 10 is required to make a [[lavish meal]].
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These additive increases are relative to a base value; that means each increase corresponds to a fixed amount.
  
 
{| class="wikitable"
 
{| class="wikitable"
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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. It also influences how much a colonist [[Caravan#Foraging| forages]] while in a caravan. Some plants require a minimum plants skill in order to plant them.
 
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. It also influences how much a colonist [[Caravan#Foraging| forages]] while in a caravan. Some plants require a minimum plants skill in order to plant them.
  
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{| class="wikitable"
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|-
 +
! Project
 +
! Experience Given Per Task
 +
|-
 +
| Harvesting
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| 50
 +
|}
  
 
{{#ask:  [[Category:Stat]] [[Skill::Plants]]
 
{{#ask:  [[Category:Stat]] [[Skill::Plants]]
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* B19/1.0 - Doing passionate work now affects mood instead of recreation.
 
* B19/1.0 - Doing passionate work now affects mood instead of recreation.
 
* [[Version/1.2.2753|1.2.2753]] - Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.  We now display a text mote when a player pawn gains a new level in a skill.
 
* [[Version/1.2.2753|1.2.2753]] - Pawns will now not lose their skill levels until they fall 1000 XP under zero. This stops pawns from quickly leveling up and down around a threshold.  We now display a text mote when a player pawn gains a new level in a skill.
* [[Version/1.4.3527|1.4.3527]] - Fix: Can train shooting and melee on colony mechanoids.
 
 
 
[[Category:Characters]]
 
[[Category:Characters]]

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