Statistics and SkillsReport
English:Statistics and Skills · Game Mechanics
Kenshi has no character level — only thirty-odd skills that each advance on their own. Experience comes from actually performing the matching action, and combat skills are additionally governed by Stronger Opponent Logic: you improve fast only by beating opponents better than you.
There is no "Lv." field on a Kenshi character sheet. In its place sit some thirty independent progress bars, each of which only rises when the character actually does the corresponding thing. That alone makes character development the main content of the game.
The four attributes
Attributes are the bottom layer of the stat system, and they reach across combat and non-combat play alike.
| Attribute | What it does |
|---|---|
| Strength | Whether a weapon can be wielded effectively, carry capacity (15 + Strength), blunt and Martial Arts damage |
| Dexterity | Attack speed, block speed, reload speed, weapon cut damage |
| Toughness | Damage resistance, wound degeneration rate, KO threshold, KO duration, resistance to assassination and stagger |
| Perception | Ranged accuracy — critical against distant and moving targets |
Toughness is the most consistently underrated of the four, because all three of its formulas are linear: damage resistance = -65 + Toughness × 1.3 (range ±65%), KO threshold = -10 - Toughness × 0.75, wound degeneration = 1.7 - Toughness × 0.0167. A character below 50 Toughness is actually taking extra damage, not merely failing to reduce it.
The skill groups
| Group | Skills |
|---|---|
| Attributes | Strength, Dexterity, Toughness, Perception |
| Weapon skills | Katanas, Sabres, Hackers, Heavy Weapons, Blunt, Polearms |
| Ranged skills | Crossbows, Turrets, Precision Shooting |
| Combat skills | Melee Attack, Melee Defence, Dodge, Martial Arts |
| Thievery skills | Stealth, Lockpicking, Thievery, Assassination |
| Athletic skills | Athletics, Swimming |
| Science skills | Field Medic, Engineer, Robotics, Science |
| Trade skills | Weapon Smith, Armour Smith, Crossbow Smith, Labouring, Farming, Cooking |
How experience is calculated
Kenshi's XP requirements do not scale with level. What changes is how much each action awards. The full chain is:
XP gained = base XP × global multiplier × racial multiplier × level multiplier × Stronger Opponent Logic
- The global multiplier defaults to 3. This is the value that almost every "faster levelling" mod edits.
- Racial multipliers are usually 1.2x or 0.8x. Shek and Hivers, for instance, gain 1.2x Toughness XP, while Shek gain only 0.8x Dexterity XP.
- The level multiplier is
(1 - level/101)². That is square decay: at level 50 you are down to roughly 25% efficiency, and at level 90 to about 1.2%. Aside from Field Medic and Robotics (which are computed from time spent working), no skill can be trained anywhere near 101, and many cannot even reach 100. - Stronger Opponent Logic applies only to combat-related skills.
Stronger Opponent Logic: the heart of the system
Stronger Opponent Logic (commonly abbreviated SOL) dictates Kenshi's entire training philosophy. Every swing compares one of your skills against one of your opponent's:
| What you are doing | Your skill | Against their |
|---|---|---|
| Swinging a weapon | Melee Attack | Melee Defence (Martial Arts if unarmed) |
| Blocking | Melee Defence | Melee Attack (Martial Arts if unarmed) |
| Attacking unarmed | Martial Arts | Melee Defence (Martial Arts if unarmed) |
| Dodging | Dodge | Melee Attack (Martial Arts if unarmed) |
The comparison converts into a multiplier:
- Each level below your opponent gives +0.1x XP, capping at 6x at 50 levels down
- Each level above your opponent gives -0.04x XP, bottoming out at 0.1x at 22.5 levels up
- On top of that comes the outnumbering bonus: +0.1x per additional attacker, capping at roughly 1.667x in a 1v8
Multiplied together, the theoretical ceiling is around 10x XP — which is exactly why veterans deliberately send one lightly equipped character to bait an entire squad of stronger enemies.
A few details catch people out. A blocked attack awards only 40%–50% of the XP a landed hit would give; failing a block awards 8x the defence XP of a successful one; a successful dodge awards half the XP of getting hit. In other words, defence and Toughness are both skills that only grow quickly when you take the hits.
Training efficiency: why veterans fight in rusted junk
Since XP comes from relative weakness, the most efficient approach is to deliberately make yourself worse. The usual debuff kit:
| Slot | Equipment | Effect |
|---|---|---|
| Head | Tin Can | -5 attack |
| Body | Hive Prisoner Shackles | -15 attack and defence (extremely risky) |
| Body | Crab Armour / Samurai Armour | -10 / -8 attack |
| Back | Large Backpack | -10 attack and defence |
| Weapon | Rusted Junk quality sabre | -1 attack and defence or worse, and the highest cut ratio |
| Weather | Dust Storm | up to -10 to Melee Attack and Martial Arts |
The lower a weapon's quality, the higher its cut damage is relative to its blunt damage — and Dexterity XP is awarded on cut ÷ (cut + blunt). That makes a Rusted Junk quality sabre the best training weapon in the game: slow, weak, lands plenty of hits, cut-heavy, and it comes with its own negative modifiers. A pure blunt weapon such as a Jitte has zero cut and trains no Dexterity at all.
How each skill is actually trained
| Skill | Most effective method |
|---|---|
| Athletics | XP is 1.5x at 0% encumbrance — send characters running across the map |
| Strength | Keep an ore-filled backpack in the inventory rather than the backpack slot to hold encumbrance high; carrying another character doubles it again |
| Toughness | Take hits; after being knocked down, order the character to stand up instead of playing dead for a large XP payout |
| Melee Attack | Kiting, retreating into town to fight alongside the guards, sparring with caged prisoners |
| Melee Defence | Get hit by high-attack enemies; a failed block awards 8x XP |
| Dexterity | Land many hits with a low-quality, cut-heavy weapon; reloading crossbows and turrets counts too, but is extremely slow |
| Martial Arts | Wear gear that penalises Martial Arts and stay overloaded; fight juvenile animals such as the small crabs in a crab nest |
| Dodge | Take hits unarmed, or while sleeping, lockpicking or bandaging; XP is reduced in proportion to your encumbrance percentage |
| Stealth | Move around large numbers of NPCs; it levels even when you are seen |
| Lockpicking | Enter a cage, pick your way out, get back in. Success awards 5x the XP of a failure |
| Assassination | Repeatedly attempt knockouts on a caged prisoner; failure awards 3x XP |
| Engineer | Dismantle and rebuild the same finished structure over and over (both actions award XP) |
| Field Medic | Use the lowest-tier first aid kits (slower = more XP); treating enemies and animals works just as well |
| Robotics | Station characters where cut damage is frequent and keep repairing damaged Skeletons |
Read that table through once and one thing becomes obvious: the base game has no safe training ground. Strength and Athletics can realistically only be trained by hauling bodies or stuffing a backpack with scrap iron, and training Toughness requires letting a character be beaten half to death — which is precisely why many players fill the gap with gym-equipment mods[V1 1:02:06]. This is not an oversight. Every skill in Kenshi is tied to something you actually did, and in this world the only way to get stronger has always been to pay for it first.
The truth about skill caps
The "cap of 100" is only what the interface shows. In practice, XP is rounded to zero once one term in the multiplication chain approaches zero, and training simply stalls. The hard cap on Martial Arts, for instance, sits at about 100.77; training Strength purely by walking, as a Shek and with no town loaded, tops out at roughly 96.66.
Field Medic and Robotics are the exceptions: both are computed from time invested and can pass 100. A handful of NPCs — Esata and Eyegore among them — also spawn with over 102 Toughness, which turns their wound degeneration negative: their injuries heal on their own.
See also
Video citations
- Kenshi Base Building - Lagoon CitadelHeroInHisHead