Body
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.