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Intelligence

Your general knowledge level. Affects what objects you can recognize and craft, and trading skill. Increased by crafting new recipes, reading blueprints, trading and progressing down a layer.

XP sources

Crafting a recipe for the first time

10 XP and Mood +1

Reading a blueprint

25 XP

Reading the Nano-tech scanner the first time

200 XP when it unlocks the M.E.R.C. scarf recipe

Reading an ePDA note for the first time

35 XP

A successful haggle

2.5 XP, for the first 7 haggles with each survivor

Buying from a survivor

1 XP

Descending to the next layer

80 XP per layer, 160 for a drill pod trip of 2 layers

What each level changes

Recognize items

Items that need more Intelligence than you have show as unknown, with the level they need.

See recipes up to 3 levels above you

Recipes further above stay hidden. A blueprint sets its recipe's need to 0, and the Nano-tech scanner reveals the M.E.R.C. scarf recipe.

Crafting above your level

1 short gives a 50% chance of a result at 20 to 90% condition. 2 short gives a 50% chance of nothing. 3 short gives a 50% chance of nothing and both hands hurt. Ingredients are always used.

Hurt hands from failed crafting

Pain +40, Skin health -15, bleeding +2 to 5 on both hands.

Blueprints remove the requirement

Reading a blueprint sets that recipe's Intelligence need to 0.

Reading notes needs 5

Not possible for Dune or after a mind wipe.

Lockpicking kit from 10

Below 10 you pick locks without the kit.

Prosthesis attachment

Peg limb 7, Steel prosthesis 10, P.E.O. limb 14. Below that, the fail chance is 100% minus 40% x your Intelligence / the need.

Manual defibrillator reading

The monitor's range is plus or minus 70, 5 narrower per level above 10, at least 5.

Survivor reputation +4 per level above 10

-4 per level below 10, when you first meet them.

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