![]() ![]() 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
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