Kenshi guides

Kenshi training: skills and experience
The experience rates, skill modifiers and level 1 and 99 values Kenshi sets for training each skill.

Assassination and stealth equipment in Kenshi
Which armour raises or cuts a character's assassination and stealth by its own record, where assassination is trained, and what the records leave unsaid about a failed attempt.

What brings a faction's army to you in Kenshi
The actions that set the Holy Nation, the Shek Kingdom and the United Cities marching on your squad, read from each campaign's own conditions, and the states that stop them.

Kenshi races and their differences
How each race changes hunger, healing, blood loss and the armour slots a character can fill, which new-game starts force a race, and a squad to plan with each.

Kenshi recruits: where to find them and what joining needs
Where a named recruit lives or travels, which town states move them, what joining costs in the records, and which recruits have no joining conversation at all.

Kenshi research: prerequisites and materials
What a research topic needs before it can be researched, what it consumes, which research level it belongs to and where its materials are sold, worked through Light Post.

Planning your squad's equipment in Kenshi
Which armour suits a fighter, an assassin or a runner by the multipliers each piece's record carries, what boots add, which races cannot fill a slot, and what the records leave unknown about grade.

Kenshi trading: finding items and reading prices
Where a shop stocks the item you need, how the game builds the price you see, what a trader pays you, and why the same item costs differently from town to town.

Kenshi weapon types explained
What each weapon class does well by the multipliers in its weapons' records, against humans, animals and robots, indoors and in the open, and which weapons carry a bonus against named creatures.

Protection from acid rain and burns in Kenshi
Which armour protects from acid and from burning weather by its own record and by how much, and which races acid, gas or dust storms do not touch.