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Here and Now head.png | 翻訳が必要 |
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Primary statistic Intelligence | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Vault Boy icon as it appears in Fallout 3 and Fallout: New Vegas | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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FoT Intelligence.png Fallout version | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Knowledge, wisdom and the ability to think quickly. A high Intelligence is important for any character.
”— Fallout in-game descriptionIntelligence is one of seven primary statistics in the SPECIAL character system.
Modifies: the number of new skill points per level, dialogue options, and many skills.
One of the unique qualities of Fallout and Fallout 2 was the difference in gameplay caused by creating a low-Intelligence character. With a dimwitted player character, many non-player characters will simply shrug one off, while others will insult or even attack them. It is possible to complete the game as an idiot, but most side-quests are impossible to do, and character growth is limited, as is the story involvement possible - while it is possible to bumble through the main quests, almost all plot details and background information will be left missing. Furthermore, due to limited-at-best non-player character interaction, almost all side-quests are unavailable. Because of this, playing as a low Intelligence character is only recommended for experienced players looking to role-play, or as a humorous replay option.
Modifies: Medicine, Repair, and Science skills, as well as the number of new skill points per level.
Intelligence determines the number of skill points earned per level up. The base number of skill points gained per level is 10 + INT. Skill points gained for raised Intelligence are not retroactive for past levels, so increasing this primary stat early, if at all, is the best. Also, temporary modifiers to Intelligence (e.g. from Night Person or Button's wig) do not affect the number of skill points gained when leveling up.
Value | Skill Points / Level | Skill Modifiers |
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1 | 11 | Medicine +2, Repair +2, Science +2 |
2 | 12 | Medicine +4, Repair +4, Science +4 |
3 | 13 | Medicine +6, Repair +6, Science +6 |
4 | 14 | Medicine +8, Repair +8, Science +8 |
5 | 15 | Medicine +10, Repair +10, Science +10 |
6 | 16 | Medicine +12, Repair +12, Science +12 |
7 | 17 | Medicine +14, Repair +14, Science +14 |
8 | 18 | Medicine +16, Repair +16, Science +16 |
9 | 19 | Medicine +18, Repair +18, Science +18 |
10 | 20 | Medicine +20, Repair +20, Science +20 |
Perk | Requirement | Level | Additional Requirements |
---|---|---|---|
Daddy's Boy / Daddy's Girl | 4 | 2 | |
Gun Nut | 4 | 2 | Agility 4 |
Swift Learner | 4 | 2 | |
Comprehension | 4 | 4 | |
Educated | 4 | 4 | |
Entomologist | 4 | 4 | Science 40 |
Nerd Rage! | 5 | 10 | Science 50 |
Computer Whiz | 7 | 18 | Science 70 |
Warmonger | 7 | 26 |
Intelligence affects skill points differently from how it did in Fallout 3. 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. If one gets a non-whole number of skill points per level (e.g. 10.5 for INT 1) it will be saved for the next even level up (see Skill Rate).
Perk | Requirement | Level | Additional Requirements |
---|---|---|---|
Retention | 5 | 2 | — |
Swift Learner | 4 | 2 | — |
Comprehension | 4 | 4 | — |
Educated | 4 | 4 | — |
Entomologist | 4 | 4 | Survival 45 |
Pack Rat | 5 | 8 | Barter 70 |
Nerd Rage! | 5 | 10 | Science 50 |
Computer Whiz | 7 | 18 | Science 70 |
Voracious Reader Gametitle-FNV_LR.png | 7 | 22 | — |
Lessons Learned | 6 | 26 | — |
Value | Name | Skill Points | Skill Modifiers |
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1 | Sub-brick | 10.5 | Medicine/Repair/Science +2 |
2 | Vegetable | 11 | Medicine/Repair/Science +4 |
3 | Cretin | 11.5 | Medicine/Repair/Science +6 |
4 | Knucklehead | 12 | Medicine/Repair/Science +8 |
5 | Knowledgeable | 12.5 | Medicine/Repair/Science +10 |
6 | Gifted | 13 | Medicine/Repair/Science +12 |
7 | Smartypants | 13.5 | Medicine/Repair/Science +14 |
8 | Know-it-all | 14 | Medicine/Repair/Science +16 |
9 | Genius | 14.5 | Medicine/Repair/Science +18 |
10 | Omniscient | 15 | Medicine/Repair/Science +20 |
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When the player character in Fallout and Fallout 2 has less than 4 Intelligence, the biggest change in gameplay is undoubtedly the dialogue. Upon reaching Shady Sands, the villagers take pity on the Vault Dweller, and Aradesh will simply shrug them off. The best they can speak is half-word sentences or gibberish.
The real downside, though, is the nigh impossibility to do about 90% of the side quests. No one will talk to a moron or even give them the time of day (even though it can be seen on the Pip-Boy 2000).
In Fallout 2, the Chosen One may meet Torr, the "town simpleton of Klamath," who would normally give them a quest to under go protection of his brahmin against "the evil bugmen." He will appear highly intelligent as if slightly smarter, and being stupid as a culture and language all its own. Two flat-headed people can have a complete, thought-provoking, and fully articulated conversation between them.
Another person one may have an "intelligent" conversation with in Fallout 2 is AHS-9, who becomes able to understand what the Chosen One tries to say after the alignment, and gives the quest to kill the Shi Emperor.
When talking to Algernon in the basement of New Reno Arms, the Chosen One can start a "childhood cop and robbers" type dialog in which they accidentally shoot and kill him.
A character with a low Intelligence is unable to gamble. When they observe a roulette table or a slot machine, the character will respond to it as a fun toy or an interactive character, respectively. Visiting a craps table will result in a dumb Chosen One commenting to the dealer that they "play craps in pants".
In Fallout 3, there are conversation situations where characters with low Intelligence are granted other dialog options, often relating to their low intellect. However, these options are few and far between, unlike the other Fallout games where one could play the entire game as a person without Intelligence. One instance is in Roosevelt Academy, where if the Lone Wanderer activates Dean Dewey while having an Intelligence below 4, he will deem them a "special needs" child, and escort them to a "proper room."
In addition to alternative Intelligence checks, low Intelligence changes some dialog options when speaking to vendors and non-player characters. For example, when speaking to Miguel at Miguel's Pawn Shop, the option to start trading is "Me buy things," and when speaking with Dr. Usanagi at the New Vegas medical clinic, after she gives the Courier the initial description about implants they get the dialogue option "You sell plants, too?", which will make her to re-explain the implants and suggest [the player character] take the implant to make them smarter. If taking her up on this deal, she will state that she thinks the Courier "could really benefit from it," and offer the implant at a discount.
In place of the gibberish of past games, however, the player character will simply not completely understand a conversation, confuse what someone is saying with something else entirely, or not understand what situation they are currently in. In the REPCONN headquarters, for example, a character with an IN of < 3 can bypass a robot that demands a password by saying "ICE CREAM!" Normally, a Luck of at least 7 would be needed to guess this.
Low-intelligence characters attempting to do the quest That Lucky Old Sun will be granted several unique and highly entertaining dialog options when conversing with Fantastic and Ignacio Rivas. An example is when informed about the hostilities between the Followers and the NCR, the Courier can ask, "Do Flowers and NCR bear play together?"
When first speaking to Ranger Milo he will inform the Courier that some "Legion snakes" are held up in Nelson, to which they can respond "Snakes are small. Why don't you just use a gun or whatever to shoot them." He will then call them a "special folk," and explain that they are not really snakes but "like snakes."
While helping Argyll in Nellis medical station while doing the quest Volare!, the Courier is given an option to "CHOP CHOP CHOP!" instead of giving him treatment. Ironically, the Courier actually saves the patient and Argyll comments on it, saying it was "dumb luck."
In Fallout: New Vegas, if the Courier's Intelligence stat is the most extreme (highest or lowest), Doc Mitchell will either compliment saying "maybe them bullets done your brain some good." (for highest) or apologize, stating he fixed up the Courier's head the best he could. (For lowest).
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