Intelligence Training
Intelligence is a measure of your overall mental acuity and affects the number of Experience Points earned. Intelligence also gives you access to the Hacker perk, allowing you to unlock more difficult terminals. As you receive a Perk Point each time you rise a level (which is spent to either increase an attribute, purchase a perk, or increase a perk by a rank), decreasing the time it takes to level up can only help you. Or can it?
Keep learning! Spend a Perk Point and instantly gain 1 point of Intelligence to a maximum of 10.
There are no requirements for the training in this attribute.
Level 01: V.A.N.S.
Let Vault-Tec guide you! The path to your closest quest target is displayed in V.A.T.S. In actuality, let Vault-Tec’s Documentation Department guide you; learn your quest targets by checking this book instead, though without the compass flag to help. You could simply refer to this book and use a map marker on your world map, though.
| rank | Requirements | description |
|---|---|---|
|
1 |
INT 1 |
The path to your closest quest target is displayed in V.A.T.S. |
Level 02: Medic
This perk enhances your workshop settlements. This allows you to create the following:
- First Aid Station, Clinic, Surgery Center (Rank 2, with Local Leader, Rank 2)
Is there a doctor in the house? Also employ the Chemist perk, this allows additional potency. Everyone needs a bit of extra Health (and radiation abatement), but to maximize this perk, make sure you’re administering those chems, rather than using other perks to gain Health and negate radiation.
| rank | Requirements | description |
|---|---|---|
|
1 |
INT 2 |
Stimpaks restore 40 percent of lost Health, and RadAway removes 40 percent of radiation. |
|
2 |
Level 18, INT 2 |
Stimpaks now restore 60 percent of lost Health, and RadAway removes 60 percent of radiation. |
|
3 |
Level 30, INT 2 |
Stimpaks restore 80 percent of lost Health, and RadAway removes 80 percent of radiation. |
|
4 |
Level 49, INT 2 |
Stimpaks and RadAway restore all lost Health and radiation and work much more quickly. |
Level 03: Gun Nut
This perk enhances your workshop settlements. This allows you to create the following:
- Heavy Machine-Gun Turret (Rank 1)
- Shotgun Turret (Rank 2)
- Missile Turret (Rank 3)
Shoot first, kill first, with access to an increasingly impressive range of gun mods. Consult the Mods chapter for a complete list. For those who like to tinker with armaments, this is a must-have. It is especially useful if you like variation in your settlement turret systems.
| rank | Requirements | description |
|---|---|---|
|
1 |
INT 3 |
You gain access to base level and Rank 1 gun mods. |
|
2 |
Level 13, INT 3 |
You gain access to Rank 2 gun mods. |
|
3 |
Level 25, INT 3 |
You gain access to Rank 3 gun mods. |
|
4 |
Level 39, INT 3 |
You gain access to Rank 4 gun mods. |
Level 04: Hacker
Knowledge of cutting-edge computer encryption lets you hack an increasingly tricky number of terminals throughout the Commonwealth, and also allows you to build terminals in your workshop settlements. Beware of occasional redundancy with the Locksmith perk (this allows you to unlock doors, some of which are controlled by locked terminals) or the ability to circumvent some terminals by using passwords. You don’t get the XP bonus using Holotapes, though, do you?
| rank | Requirements | description |
|---|---|---|
|
1 |
INT 4 |
You can hack Advanced terminals. |
|
2 |
Level 9, INT 4 |
You can hack Expert terminals. |
|
3 |
Level 21, INT 4 |
You can hack Master terminals. |
|
4 |
Level 33, INT 4 |
When hacking, you never get locked out of a terminal when things go wrong. |
Level 05: Scrapper
Waste not, want not! This perk enhances your workshop settlements, as it makes locating rarer components much easier, and it allows you to build a wider variety of elements more quickly. If you’re concentrating on building a settlement empire, consider this a must-have perk.
| rank | Requirements | description |
|---|---|---|
|
1 |
INT 5 |
You can salvage uncommon components like screws, aluminum, and copper when scrapping weapons and armor. |
|
2 |
Level 23, INT 5 |
You can salvage rare components like circuitry, nuclear material, and fiber-optics when scrapping weapons and armor. Items with favorite components are highlighted. |
|
3 |
Level 40, INT 5 |
You get more from salvaging. |
Level 06: Science!
This perk enhances your workshop settlements; it allows you to construct the following:
- Large Generator (Rank 1)
- Laser Tripwire (Rank 1)
- Strobe Light (Rank 1)
- Laser Turret (Rank 1)
- Heavy Laser Turret (Rank 3)
- Missile Turret (Rank 3)
- Water Purifier—Industrial (Rank 1)
Take full advantage of advanced technology with the ability to modify an increasing number of high-tech items. The exact items are discussed in the Mods chapter.
| rank | Requirements | description |
|---|---|---|
|
1 |
INT 6 |
You gain access to base level and Rank 1 high-tech mods. |
|
2 |
Level 17, INT 6 |
You gain access to Rank 2 high-tech mods. |
|
3 |
Level 28, INT 6 |
You gain access to Rank 3 high-tech mods. |
|
4 |
Level 41, INT 6 |
You gain access to Rank 4 high-tech mods. |
Level 07: Chemist
Far out. Whether you’re dabbling in Buffout, chewing down tins of grape Mentats, or even creating your own chem concoctions, the user and abuser of chems should never be without this perk.
| rank | Requirements | description |
|---|---|---|
|
1 |
INT 7 |
Any chems you take last 50 percent longer. |
|
2 |
Level 16, INT 7 |
Any chems you take now last twice as long. |
|
3 |
Level 32, INT 7 |
Any chems you take now last an additional 150 percent longer. |
|
4 |
Level 45, INT 7 |
Any chems you take now last an additional 200 percent longer. |
Level 08: Robotics Expert
Machines will always serve humans, if you have anything to say about it. If you’re trying to power it down, destroy it afterward to claim the XP, rather than leaving it to rust. At higher ranks, you can send your metal pal off to cause a disturbance while you try a flank attack or sneak past a group of foes.
| rank | Requirements | description |
|---|---|---|
|
1 |
INT 8 |
Hack a robot, and gain a chance to power it on or off or initiate a self-destruct. |
|
2 |
Level 19, INT 8 |
When you successfully hack a robot, you can incite it to attack. |
|
3 |
Level 44, INT 8 |
When you successfully hack a robot, you can give it specific commands. |
Level 09: Nuclear Physicist
You’ve learned to split the atom...and command it. If you’re a keen user of Power Armor, you know what a pain it is to constantly look for Fusion Cores. While there aren’t a huge number of radiation weapons (the Weapons chapter flags the ones that use this damage type), this purchase is worth it for the extra energy it provides your Power Armor.
| rank | Requirements | description |
|---|---|---|
|
1 |
INT 9 |
Radiation weapons do 50 percent more damage and Fusion Cores last an extra 25 percent longer. |
|
2 |
Level 14, INT 9 |
Radiation weapons now do double damage and Fusion Cores last an extra 50 percent longer. |
|
3 |
Level 26, INT 9 |
Fusion Cores can be ejected from Power Armor like devastating grenades, and Fusion Cores last twice as long. |
Level 10: Nerd Rage!
Genius. Is. ANGRY! This and any perks that increase your Damage Resistance allow you to spend more time below 20 percent of your Health. Watch perks like Ghoulish, Solar Powered, and Life Giver Rank 3; these raise your Health more quickly, and this makes it more difficult to drop to 20 percent of your Health and engage the rage!
| rank | Requirements | description |
|---|---|---|
|
1 |
INT 10 |
When your Health drops below 20 percent, time slows and you gain +20 Damage Resistance and do 20 percent more damage while the effect lasts. |
|
2 |
Level 31, INT 10 |
You now gain 30 more Damage Resistance and do 30 percent more damage while Nerd Rage is in effect. |
|
3 |
Level 50, INT 10 |
You now gain 40 more Damage Resistance and do 40 percent more damage while Nerd Rage is in effect. Kills you make while enraged restore some lost Health. |