Home

Start

Beginner guide

Treat injuries

Medical & triageBleeding & blood lossInternal bleedingInfection & sepsisFractures, dislocations & shrapnelHeart, blood pressure & strokeBrain damage

Survive

Mood & last standFood, water, heat & sleep

The descent

All 11 layersCharactersEndings

Reference

Crafting & INT plannerSkills: INT, STR, RESRun settings & difficultyConsole commandsSaving & save filesAchievementsMods & multiplayerFAQUpdates & patch notes
Official Steam page

How to raise Intelligence, Strength and Resilience in Casualties: Unknown

Short answer

Intelligence rises from reading E-PDAs (35 XP each) and blueprints (25 XP), crafting each recipe for the first time (10 XP), haggling and buying from traders, and reaching a new layer (80 XP). Strength and Resilience rise from workouts (push-ups, squats, planks), fighting, jumping, pain and carrying too much. Braingrow does not raise INT.

Applies to Release 1.0 (Nov 9, 2026) Sources checked

Intelligence (INT)

INT is knowledge of the technology around you, not raw cleverness. It decides which items you recognise, which recipes you can craft, how well you trade and your lockpicking level. Below an item's recognition level it shows as "some kind of…" but still works. A mindwipe resets INT to 0.

INT XP sources (community wiki; E-PDA and blueprint values from demo 7.0)
SourceXP
Reading an E-PDA the first time35
Reading a blueprint25
Reaching a new layer80
Crafting a recipe for the first time10
Successful haggle2.5
Buying from a trader1

E-PDA trick: they need a battery. Break a nearby lightbulb, remove its battery with a wrench, put it in the PDA, read it, then take the battery back. Community wiki See what each level unlocks in the INT planner.

Strength (STR)

  • Damage: about 3.3% per level away from 10 (STR 0 = 67%, STR 15 = 117%).
  • Throwing: 10% per level away from 10. At STR 0 throws barely move.
  • Minigame hand speed: faster hands for bandaging, shrapnel and dislocations.
  • Carrying capacity, together with Resilience.

XP from push-ups (0.5/s), planks (0.25/s), hitting things and moving while over-encumbered.

Resilience (RES)

  • Stamina regeneration: 2% per level away from 10.
  • Pain: 2.5% less pain per level above 10. At RES 20 pain is 75%.
  • Steady hands: 6% less shake per level above 10 in minigames.
  • Carrying capacity, together with Strength.

XP from squats (0.4/s), planks, being in pain, jumping and landing, killing enemies and carrying too much.

XP table

Total XP needed for each level (same curve for every skill)
LevelTotal XPFrom previous level
742060
848060
954060
10640100
11758118
12897139
131,062165
141,255193
151,484229
161,754270
172,073319
182,449376
192,892443
203,416524

Levels 1 to 9 each cost 60 XP, then each level costs about 18% more. Starting levels: Experiment STR 9 / RES 8 / INT 7; Milky 0 / 4 / 16; Dune 16 / 16 / 0. See characters.

Training courses

The tutorial has Basic Training plus First Aid and Crafting courses. Since demo 6.1, First Aid unlocks once you reach layer 2 and Crafting once you reach layer 3. Finishing all of them unlocks the Graduate achievement. Official

Questions

How do you increase intelligence fast?

Power and read every E-PDA you find (35 XP, they need a battery), read blueprints (25 XP), craft every cheap recipe once (10 XP each), haggle with traders (2.5 XP per success) and keep descending (80 XP per layer).

Are there books for intelligence?

No books. E-PDAs and blueprints are the reading items. Release 1.0 rewrote and added more E-PDA notes, and notes no longer repeat until you have read them all.

How do you work out?

Use the workout actions (push-ups, squats and planks) when you have stamina and a safe spot. Push-ups train Strength, squats train Resilience and planks train both. Working out also warms you up, and it is efficient right before sleeping.

What is the max skill level?

There is no hard cap in the XP formula, but costs climb steeply after level 20. The Survival Veteran achievement asks for level 16 in every skill, which about 6.5% of players have.

Sources