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Most important to gaining skills are those that affect Global Learning Factor as this acts as a direct multiplier to experience gained. While some traits directly add or subtract from the skills of the pawn - such as Brawler which increases the Melee skill by +4 and decreases Shooting skill by -4, others affect skill mechanics themselves. Characters with no passion in a skill have a 35% multiplier on their experience gain. This can be considered the default for a skill, and is the most common. This makes the item a lot more valuable when used by characters with a passion for the associated skill. Skill gains from using a skilltrainer are influenced by passion. There is absolutely no way to change a character's skill passions in the unmodified game. These passions increases the rate at which a pawn learns the skill in question and provides them with a substantial mood boost when performing activities related to the skill. 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. Real XP gained = Global Learning Factor x Passion Multiplier x Base XP gained Passion Regardless of how XP is gained, it is multiplied by Passion and Global Learning Factor in the following way: This is not true for all tasks however, and some will simply give a lump sum of experience for each task completed. As higher skill levels often increase the speed a pawn performs tasks, this means that more tasks must be performed to spend the same amount of time working and thus gain the same amount of XP. When a player pawn gains a new level in a skill, a text mote will be displayed.Įxperience points are generally gained at consistent rate per unit time - that is, while the rate may vary from one task to another, when performing a given task the only other factor is the time spent doing it. This means that skill training is more effective the lower the skill level is. Importantly, the effect of a skill improves by level, but it costs more and more XP to gain another level in a skill. Skill levelling in RimWorld is very similar to many role playing games: experience points are constantly earned, and the skill is levelled up when certain thresholds are reached. In general, you want a colonist to perform tasks they are good at (it is productive for your colony), as well as tasks they are passionate for (have them improve the associated skill and also keep them happy while working).
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All these aspects are important for deciding how to assign tasks and types of work. Passions appear as extremely small flames at the bottom-right hand side of the work box. When assigning work to a pawn with low skill in a certain job, the box will have a red outline. Extremely proficient pawns have a golden box. Lower skill pawns have their work box darker, and higher skill pawns have it lighter. It also shows you if the colonist has a passion for those skills (with an icon in the tick box), and if a significant proficiency has already been acquired (by emphasizing the tick box border). The Work tab, where you assign tasks to colonists, indicates which skills are relevant for a given task (by mousing over a tick box). Some tasks listed on the work tab do not even have an associated skill (eg. In some cases, like "mine" (work type) and "mining" (skill), there is an almost perfect correspondence, but in many other cases there is not: the work types "tailor" and "smith", for example, are associated with the crafting skill. Skills and work types (or "tasks") are two different, but related, concepts. See the main article on skill training for more information. In some cases, special management tactics can be employed to more effectively or specifically steer the skill training in the colony, especially during periods of low work in colony development. Skills are leveled up individually, and there is no single "character level" as in many role playing games. The resulting higher skill level then improves the performance in all associated tasks and types of work. Performing these tasks will earn the character experience points either per task completed or per second they are pursuing that task, which in turn will eventually level up the skills.
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Skills are improved by performing associated work types or tasks, although some few related tasks do not provide experience.
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