Going Medieval Specialist Training: Skills, XP, and the Passion Multiplier

Every settler in Going Medieval is a bundle of fourteen skills, each running from level 0 to 50, and every hour of work is also an hour of training. The catch is that the game's XP math punishes generalists: the first level costs 350 XP, the fiftieth costs 8000, and a settler's attitude toward the work multiplies everything they earn — from a miserable 0.2× for the Resentful to a roaring 4× for the Passionate. Train a settler against their preferences and you pay twenty times the time for the same level. Train with the grain and a single Passionate specialist will out-produce three dabblers. Here is the full system: the skills, the XP curve, and the training setups that work.

The Fourteen Skills and What They Feed

SkillWhat It GovernsJobs That Train It
Animal HandlingTaming, feeding, training and hunting animalsFish, Animal Husbandry
ArtStatues, paintings, tapestriesArtist
BotanySowing, growing, harvesting and gathering plantsGrow, Harvest, Cut Plants
CarpentryWooden items and bowsCarpentry (woodwork bench, bowyer's table)
ConstructionBricks, chiseling rock, overall construction speedConstruct
CulinaryCooking and butcheringCooking
IntellectualResearch speed; brewing spirits and medicinal drugsResearch, Alchemy
MarksmanRanged weapons — bows and crossbowsHunt, combat, training
MedicineHealing others and self-healingTend
MeleeWeapon damage; higher levels unlock advanced weapons, dodge, critMelee combat, training
MiningMining and diggingMine
SmithingMetal weapons and armour; faster ingot productionSmithing
SpeechcraftBargaining, cheering up settlers, turning enemies to alliesBartering, Gaoler, Bard, Prison Warden
TailoringClothing and leather armourTailoring

The XP Curve: 350 to 8000, Cap 50

Two anchor numbers define the whole curve: level 1 costs 350 XP; level 50 costs 8000 XP, with the per-level requirement rising all the way. Everything else is multipliers:

FactorEffect on XP GainSource
Level 1 requirement350 XPGame data
Level 50 requirement (the cap)8000 XPGame data
Job preference: Resentful0.2× XPGame data
Job preference: Unwilling0.5× XPGame data
Job preference: Eager2.5× XPGame data
Job preference: Passionate4× XPGame data
Perk: Erudite+30% XP gain (and +5 Intellectual)Game data
Perk: Dullard−25% XP gain (and −5 Intellectual, −3 Speechcraft, +10% clumsiness)Game data
Bar chart of Going Medieval job preference XP multipliers: Resentful 0.2x, Unwilling 0.5x, neutral 1.0x, Eager 2.5x and Passionate 4.0x, showing a Passionate settler learns twenty times faster than a Resentful one
Job preference is the single biggest training variable in the game: 4× versus 0.2× is a twenty-fold gap. Assign professions by passion first, skill second — skill follows passion.
The specialist ladder — what one level costs at each stageLevel 1350 XPMid levelsrising per levelLevel 50 (cap)8000 XPXP rate = work × preference × perksPassionate 4× · Eager 2.5× · neutral 1×Unwilling 0.5× · Resentful 0.2×Erudite +30% XP · Dullard −25% XP→ level with passion, retrain the restWhy specialiseOne Passionate specialist at 4×out-trains three neutral dabblers.Cap is 50 — nobody maxeseverything. Pick their craft early.XP figures: in-game settler data · multiplier figures: job preference and perk tables
The ladder: steepening XP costs meet multiplicative preference and perk bonuses. Training with the grain is worth more than any schedule trick.

Building a Specialist: The Working Rules

RuleWhy It Works
Recruit and assign by passion, not by current level4× XP closes any level gap in weeks; a level-15 Resentful miner trains at 0.2× forever
One profession per settler, protected by the Jobs panelEvery hour on a side job is an hour not training the main skill — blank the rest
Keep specialists on the job daily, even in small dosesXP comes from doing the work; a smith who forges one item a day still climbs the curve
Use the Train job for combat skills before raids force the issueTraining builds Melee and Marksman safely; higher Melee levels unlock advanced weapons, dodge, crit and precision
Protect your low-skill colony from itselfFailed work can destroy output — a low-Botany settler can ruin a harvest outright, so gate delicate jobs behind skill
Let Speechcraft specialists work people, not benchesBartering, gaoler and bard duties train the skill no workshop touches — and better traders pay for themselves

The priority setup that makes all of this automatic — profession at priority 1, everything harmful blanked — is in work priorities setup. And the mood payoff is real: working a preferred job grants Job Satisfaction (+4 mood for 12 hours), so passion assignments train faster and keep settlers happier — the numbers are in settler mood system.

The math of one great hire: a Passionate (4×) Erudite (+30%) scholar earns XP at roughly 5.2× the neutral rate. Against the 350→8000 XP curve, that settler reaches useful mid-levels before a neutral scholar finishes the early ones — and research is the colony's tech gate. When choosing between recruits, a passion match beats five starting levels.

Frequently Asked Questions

How do settlers level up skills in Going Medieval?

By doing jobs governed by the skill — cooking levels Culinary, mining levels Mining, research levels Intellectual. Skills run 0–50; level 1 costs 350 XP and level 50 costs 8000 XP, with the per-level cost rising throughout. Job preferences multiply all XP earned, from 0.2× (Resentful) to 4× (Passionate).

What is the maximum skill level in Going Medieval?

Level 50 for every skill in the base game. The XP curve runs from 350 XP for level 1 to 8000 XP for level 50 — the top level alone costs more than twenty times the first, so a settler realistically maxes only one or two skills per playthrough.

How much does passion affect skill gain?

Enormously: Resentful 0.2×, Unwilling 0.5×, Eager 2.5×, Passionate 4× XP — a twenty-fold gap between best and worst. Preferences also apply positive or negative mood modifiers when doing the associated work, so passion is a training stat and a mood stat at once.

Which skills should I specialize first?

Follow the survival chain: Botany (food — low skill can ruin harvests), Culinary (better meals with mood bonuses), Construction (all building speed), and Intellectual (the research gate). Melee and Marksman follow as raids scale, and Medicine deserves one dedicated settler from the first winter.

Do perks affect skill training?

Yes. Erudite gives +5 Intellectual and +30% XP gain; Dullard gives −5 Intellectual, −3 Speechcraft, −25% XP gain and +10% clumsiness. Backstories also bundle starting levels with preferences — an Erudite, Passionate scholar is the best research engine available, while a Dullard settler belongs on simple labour.

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Last updated: July 19, 2026. Game mechanics may change with future updates.