Difference between revisions of "Intelligence"

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(Drugs that affect Intelligence)
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{{Special
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#REDIRECT [[SPECIAL#Intelligence]]
|name=Intelligence
 
|image=Imp intelligence.png
 
|modifies=Initial level of some [[skills]], dialogue options, the number of new [[skill points]] per [[level]]
 
|negative=Increase targets Stealth by 5 each Intelligence<br>Lower 0,5% Attack Speed each Intelligence
 
|perks=[[Bonus Rate of Fire]], [[Educated]], [[Gain Intelligence]], [[Healer]], [[Rad Resistance]], [[Sharpshooter]], [[Swift Learner]]
 
|traits=
 
}}
 
Knowledge, wisdom and the ability to think quickly. A high Intelligence is important for any character. Modifies: the number of new [[Skill points]] per level, dialogue options, and many [[Skills]]. A character with very low Intelligence will suffer from a limited vocabulary and this will be evident when he talks via the [[In-Game Chat]] feature; his words will be spelled incorrectly and some words will be utterly replaced by other words. For example, with IN of only 3, saying "FA" will show up as "stich meh!" and saying "I will go" will often come out as "me will go".
 
 
 
'''Note:''' Each point of Intelligence represents 2 [[Skill Points]] per level.
 
 
 
'''Note:''' Your Intelligence can be permanently increased by 1 point with an [[Logic Co-Processor|implant]], unless it is already 20, the maximum.
 
 
 
Also you cannot become [[Slavery|Slaver]] with less than 4 intelligence.
 
 
 
 
 
==Mastery==
 
*Immunity to Electric Damage
 
You gain this by having 20 Intelligence.
 
 
 
==Bonuses==
 
Bonuses for per Intelligence:
 
{| class="wikitable" style="text-align: center"
 
!Bonus 1
 
!Bonus 2
 
!Bonus 3
 
!Bonus 4
 
!Bonus 5
 
!Bonus 6
 
!Bonus 7
 
!Bonus 8
 
!Bonus 9
 
|-
 
| +3 Skill points per level (1 with [[Gifted]])
 
| +1 extra Skill point from reading [[Books]]
 
| +10 [[Science]] to get materials from dismantling items
 
| +3% Experience earned on worn gear
 
| +0.5 DR penetration resistance
 
| +1% Slow Effect protection
 
| +1% max Skill Caps
 
| -1 second for respawn
 
| +1 [[Flat Damage]]
 
|}
 
 
 
== Skills affected ==
 
* [[Doctor]]
 
* [[First Aid]]
 
* [[Outdoorsman]]
 
* [[Repair]]
 
* [[Science]]
 
 
 
==Drugs that affect Intelligence==
 
*[[Mentats]] +2
 
*[[Roentgen Rum]] +1
 
*Cannibal [[drugs|drug]] brain +2
 
 
 
==Tips==
 
 
 
The number of [[Skill points]] you will earn at each level is important and the difference between IN 9 and IN 10 is 46, which might considerably affect a character's final outcome. So it might be vital for a crafting character to have 10 in Intelligence, for example, to be able to have all the skills up as fast as possible.
 
 
 
If you are an experimented fallout player, you can calculate the exact number of skill points you will need for your character, so you can choose the value in intelligence which you will really need and to optimize the rest of your build.
 
 
 
Serious PVPers tend to leave intelligence at 2 or 3, sacrificing the high amount of skill points gained per level so they may instead invest the SPECIAL points into endurance, agility, luck, or perception. It is suggested not to leave intelligence at 1 unless you're experienced with character builds, as it may be difficult, if not impossible, to meet the skill requirements for the perks you want.
 
 
 
[[Category:SPECIAL]]
 

Latest revision as of 00:26, 10 April 2026