Difference between revisions of "Intelligence"
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− | | Intelligence determines how well the character learns and reasons. It is important for a character that focuses on science as all disciplines are dependent on it. | + | | Intelligence determines how well the character learns and reasons. It is important for a character that focuses on science as all disciplines are dependent on it. It also determines the number of different psi abilities that can be invoked during combat and affects psi point regeneration. |
| In-game description | | In-game description | ||
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'''Intelligence''' determines your character's ability to craft items from components of any kind, as well as the ability to concieve and understand complex concepts such as hacking computer terminals and electrical locks. Intelligence also increases your mercantile skill, allowing you to buy and sell items for better prices. No items require intelligence in order to be used or equipped. | '''Intelligence''' determines your character's ability to craft items from components of any kind, as well as the ability to concieve and understand complex concepts such as hacking computer terminals and electrical locks. Intelligence also increases your mercantile skill, allowing you to buy and sell items for better prices. No items require intelligence in order to be used or equipped. | ||
− | + | Psi point regeneration scales with [[Will (Base Ability)|will]] and [[intelligence]]: psi regen = 5 + (will+int)/2 | |
+ | |||
+ | Intelligence also determines the number of psi different abilities that can be invoked during combat: 2 + intelligence/2, up to 8. | ||
High intelligence score is important for crafters and psionic characters. | High intelligence score is important for crafters and psionic characters. | ||
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== Related feats == | == Related feats == | ||
See [[:Category:Intelligence feats]]. | See [[:Category:Intelligence feats]]. | ||
+ | * [[Increased Intelligence]] veteran feat increases it by 2. | ||
== Related items == | == Related items == | ||
− | Food | + | === Armor === |
− | * | + | * {{Itemlink|Lemurian Engineer Suit}}{{expedition-inline}} (requires 5 Intelligence) |
+ | * {{Itemlink|Technomedic Exoskeleton}}{{heavyduty-inline}} (requires 5 Intelligence) | ||
+ | * {{Itemlink|Tesla Armor}}{{expedition-inline}} (requires 6 Intelligence) | ||
+ | === Weapons === | ||
+ | * {{Itemlink|Remote Control Energizer Glove}} (requires 6 Intelligence) | ||
+ | * {{Itemlink|Red Dragon}}{{expedition-inline}} (requires 6 Intelligence) | ||
+ | |||
+ | === Food === | ||
+ | * {{Itemlink|All-in}} (temporary -3 Intelligence) | ||
+ | * {{Itemlink|Boolean}} (temporarily -3 all base abilities) | ||
+ | * {{Itemlink|Junkyard Surprise}} (temporary random base ability effect, can only decrease Intelligence) | ||
+ | * {{Itemlink|Slackjaw (cocktail)}} (temporary -3 Intelligence) | ||
+ | |||
+ | === Drugs === | ||
+ | * {{Itemlink|Hypercerebrix}}{{expedition-inline}} (temporary +2 Intelligence) | ||
+ | |||
+ | == Intelligence checks == | ||
+ | Intelligence occasionally unlocks new dialog options. | ||
+ | |||
+ | {{incomplete list}} | ||
+ | * [[Zoner Ma]], 4 Intelligence (8 base before the [[Heavy Intoxication]] debuff) - successfully insult her into allowing you to search her apartment{{expedition-inline}} | ||
+ | * [[Synesthete]], 7 Intelligence - get some money in exchange for [[the Juice]]{{expedition-inline}} | ||
+ | * [[Knuckles]], 8 Intelligence - allows to guess the password without finding [[Note (The Rig)]]{{expedition-inline}} | ||
+ | * [[Exiled Mutie Guard]], 8 Intelligence - allows to enter the [[Mutie Refuge]] for free{{expedition-inline}} | ||
+ | * [[Captain Grim]], 8 Intelligence - allows the player to join the pirates while negotiating for {{spoiler|the professor's release}}{{expedition-inline}} | ||
+ | * [[Ferryman]], 8 Intelligence - unlocks his special merchandise before discussing [[Philosophy]] with him{{expedition-inline}} | ||
+ | * [[Ferryman]], 7 Intelligence - required to learn the first tier of the [[Philosophy]] feat{{expedition-inline}} | ||
+ | * [[Ferryman]], 8 Intelligence - required to learn the second tier of the [[Philosophy]] feat{{expedition-inline}} | ||
+ | * [[Ferryman]], 9 Intelligence - required to learn the third tier of the [[Philosophy]] feat{{expedition-inline}} | ||
+ | * [[Ferryman]], 8 Intelligence - get a free towing of the [[Obtain a Submarine|submarine]] (also requires discussing philosophy with him earlier){{expedition-inline}} | ||
+ | * [[Yngwar]], 8 Intelligence - required to convince him to draw the [[Rune Sketch]]{{expedition-inline}} | ||
+ | * [[Yngwar]], 9 Intelligence - learn about [[Sjörsr]] from him without hearing [[Ferryman]]'s story first{{expedition-inline}} | ||
+ | * [[Yngwar]], 10 Intelligence - be able to understand everything he is saying{{expedition-inline}} | ||
+ | * {{spoiler|[[Six]]}}, 12 Intelligence - {{spoiler|allows to confront him about his motives in the [[Epilogue]]}} | ||
− | + | == History == | |
− | * | + | * [[1.1.2.1]]: psi slots changed from 1+int/3 (max 6) to 2+int/2 (max 8) |
+ | * [[1.1.2.0]]: now determines psi slots, updated in-game description | ||
+ | * [[0.2.0.1]]: psi point regeneration scales with will and intelligence | ||
{{Base abilities navbox}} | {{Base abilities navbox}} | ||
[[Category: Base Abilities]] | [[Category: Base Abilities]] |
Latest revision as of 11:50, 13 April 2024
Details
Intelligence determines your character's ability to craft items from components of any kind, as well as the ability to concieve and understand complex concepts such as hacking computer terminals and electrical locks. Intelligence also increases your mercantile skill, allowing you to buy and sell items for better prices. No items require intelligence in order to be used or equipped.
Psi point regeneration scales with will and intelligence: psi regen = 5 + (will+int)/2
Intelligence also determines the number of psi different abilities that can be invoked during combat: 2 + intelligence/2, up to 8.
High intelligence score is important for crafters and psionic characters.
Directly affected skills |
Other effects |
|
Related feats
See Category:Intelligence feats.
- Increased Intelligence veteran feat increases it by 2.
Related items
Armor
- Lemurian Engineer Suit E (requires 5 Intelligence)
- Technomedic Exoskeleton HD (requires 5 Intelligence)
- Tesla Armor E (requires 6 Intelligence)
Weapons
- Remote Control Energizer Glove (requires 6 Intelligence)
- Red Dragon E (requires 6 Intelligence)
Food
- All-in (temporary -3 Intelligence)
- Boolean (temporarily -3 all base abilities)
- Junkyard Surprise (temporary random base ability effect, can only decrease Intelligence)
- Slackjaw (cocktail) (temporary -3 Intelligence)
Drugs
- Hypercerebrix E (temporary +2 Intelligence)
Intelligence checks
Intelligence occasionally unlocks new dialog options.
- This list is incomplete; you can help by expanding it.
- Zoner Ma, 4 Intelligence (8 base before the Heavy Intoxication debuff) - successfully insult her into allowing you to search her apartment E
- Synesthete, 7 Intelligence - get some money in exchange for the Juice E
- Knuckles, 8 Intelligence - allows to guess the password without finding Note (The Rig) E
- Exiled Mutie Guard, 8 Intelligence - allows to enter the Mutie Refuge for free E
- Captain Grim, 8 Intelligence - allows the player to join the pirates while negotiating for the professor's release E
- Ferryman, 8 Intelligence - unlocks his special merchandise before discussing Philosophy with him E
- Ferryman, 7 Intelligence - required to learn the first tier of the Philosophy feat E
- Ferryman, 8 Intelligence - required to learn the second tier of the Philosophy feat E
- Ferryman, 9 Intelligence - required to learn the third tier of the Philosophy feat E
- Ferryman, 8 Intelligence - get a free towing of the submarine (also requires discussing philosophy with him earlier) E
- Yngwar, 8 Intelligence - required to convince him to draw the Rune Sketch E
- Yngwar, 9 Intelligence - learn about Sjörsr from him without hearing Ferryman's story first E
- Yngwar, 10 Intelligence - be able to understand everything he is saying E
- Six, 12 Intelligence - allows to confront him about his motives in the Epilogue
History
- 1.1.2.1: psi slots changed from 1+int/3 (max 6) to 2+int/2 (max 8)
- 1.1.2.0: now determines psi slots, updated in-game description
- 0.2.0.1: psi point regeneration scales with will and intelligence
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