Intellect

Intellect (INT, ) is one of the primary attributes in and. The in-game description reads:

"Intellect represents a character's logic and reasoning capabilities. In interactions, it can be useful for deduction, sudden realizations, and problem-solving. In combat, it contributes to the Will defense and influences Duration and Areas of Effect for all Abilities and Talents."

Combat
Per point of Intellect above/below 10, a character gains:


 * ±2 to their Will defense.
 * ±5% to the Duration of any effect they cause.
 * ±6% to the Area of Effect of any effect they cause.
 * Note: For harmful effects, the bonus area is exempt from friendly fire!
 * Note: The modifier is applied to the radius, so the actual area grows quadratically!

Dialog and scripted interactions
In conversations, the protagonist's intellect is often checked to unlock dialog options for applying knowledge and logical deductions.

In scripted interactions, any party member's intellect may be checked to determine success at actions that ???.

See Uses of Intellect in interactions for a detailed list.

Allocation
A player character's Intellect score is allocated during character creation, and does not progress with levels. By default you may put between 3 and 18 points in it, but the character's race and culture can modify those limits - for example for a Godlike from Old Vailia, it would be between 5 and 20:

See Attribute for more explanation.

Buffs in
There are various ways to (temporarily) increase a character's Intellect beyond their base score. These buffs are not restricted to the upper limit that is imposed during character creation - so a temporary score of 30 or more is not impossible.

Passive abilities/talents
unlimited – permanently active once learned

Equipment
one – bonus while equipped

Resting bonuses
one

Prostitute boons
one – for the protagonist only

Modal or active buffs
one – which includes:

Active abilities/spells – temporary bonus when used

Consumable items – temporary bonus when used

Buffs in
Most intellect buffs are applied via one of the three Intellect Inspirations; Smart, Acute, and Brilliant. Stacking rules apply depending on whether the effect is passive or active. Generally, all passives stack - but actives do not and will instead use the highest bonus. In the case of inspirations, a Tier 1 inspiration will always be superseded by a Tier 2 one of the same type, and so on.

Passive effects
unlimited – obtained during gameplay

Abilities/spells
one – temporary bonus when used, mostly combat only

Weapons
unlimited – bonus only in combat, and either triggers under certain conditions or granted as a castable ability

Equipment
unlimited – bonus only in combat, and either triggers under certain conditions or granted as a castable ability

unlimited – bonus while equipped

Pets
unlimited – bonus while equipped to either self or party

Resting bonuses
one - until next rest

Prostitute boons
one – for the protagonist only, lasts until next rest.

Consumable items
one – for the user until next rest

unlimited – for the user for a duration (sometimes only in combat)

Class
unlimited – permanently to the character, sometimes under a condition

Debuffs in
Most intellect debuffs are applied via one of the three Intellect Afflictions; Confused, Charmed, and Dominated. Stacking rules apply depending on whether the effect is passive or active. Generally, all passives stack - but actives do not and will instead use the highest penalty. In the case of afflictions, a Tier 1 affliction will always be superseded by a Tier 2 one of the same type, and so on.

Abilities/spells
one – temporary penalty when used, mostly combat only

Class
unlimited – permanently to the character, sometimes under a condition