9/10/2023 0 Comments Fallout 3 perksOnly permanent increases in Intelligence will increase points received when leveling up.Completing the quest The Apocalypse or The End will allow raising any one primary statistic by 1.Intelligence Implant available at the New Vegas medical clinic (+1).10.5 for INT 1) it will be saved for the next even level up (see Skill Rate). If one gets a non-whole number of skill points per level (e.g. The number of skill points gained each level is based on the formula 10 + (0.5 * IN) per level, including level 1, where IN is the Courier's Intelligence. Intelligence affects skill points differently from how it did in Fallout 3. Modifies: Medicine, Repair, and Science skills, as well as skill rate. If the Lone Wanderer has an Intelligence below 4, Dean Dewey will call them a "special needs" child and escort them to a classroom. Night Person perk (+2 between 6:00 PM and 6:00 AM).Almost Perfect perk (will raise base to 9 if below 9.).No Weaknesses perk (will raise base to 5 if below 5.).from Night Person or Button's wig) do not affect the number of skill points gained when leveling up, meaning the only impact of such modifiers is the +2 to the three Intelligence skills. Also, temporary modifiers to Intelligence (e.g. Skill points gained for raised Intelligence are not retroactive for past levels, so increasing this primary statistic early, if at all, is the best. The base number of skill points gained per level is 10 + INT. Intelligence determines the number of skill points earned per level up. Modifies: Medicine, Repair, and Science skills, as well as the number of new skill points per level. Pilot 60%, Unavailable to deathclaws and dogs Traps 60%, Unavailable to deathclaws and dogs In Fallout 2, Intelligence can be temporarily raised by 1 point by the Purchase the Kesting Special quest given by Miss Kitty in the Cat's Paw brothel.In both Fallout 1 and 2, Mentats can be used to temporarily raise Intelligence by 2.In both Fallout 1 and 2, it can be increased by +1 for purposes of dialogue only, by taking the Smooth Talker perk.The bonuses from these methods stack for a total of +3 Intelligence. The last method is to take the Gain Intelligence Perk. Second, by the Hubologist zeta scan/alignment in San Francisco (which can also provide +1 Luck, though the game may need save-scumming to get a bonus rather than a penalty). First, by using ACE and the yellow memory module (+1). Intelligence can be raised permanently in Fallout 2 in three ways.The surgery can be done twice should the Vault Dweller have an Intelligence below 4 the first time it is performed. In Fallout, the Brotherhood of Steel doctor in Lost Hills can perform an operation to permanently increase Intelligence by 1, assuming it can be afforded.In some cases, where a character with normal vocabulary would need to persuade them or offer a service in exchange, these characters will often give the character gifts or allow them entrance in certain areas for free out of pity. On the other hand, certain characters will take pity on the character's stumped intellect, and might treat them as innocent children. With a dimwitted player character, many non-player characters will simply shrug one off, while others will insult or even attack them. One of the unique qualities of Fallout and Fallout 2 is the difference in gameplay caused by creating a low-Intelligence character. Modifies: the number of new skill points per level, numerous dialogue options, and many skills. 4.4 Intelligence in quests and explorationįallout, Fallout 2 and Fallout Tactics.3.4 Intelligence in quests and exploration.1 Fallout, Fallout 2 and Fallout Tactics.
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