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Intelligence

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The more noticeable effect is the inability of low-intelligence player characters to speak properly, but this is restricted to the [[original campaign]] and a few user [[module]]s, due to the time it takes to implement (essentially, all dialogs must be written twice, once normally and once for the "dumb-speak").
 
The more noticeable effect is the inability of low-intelligence player characters to speak properly, but this is restricted to the [[original campaign]] and a few user [[module]]s, due to the time it takes to implement (essentially, all dialogs must be written twice, once normally and once for the "dumb-speak").
   
The core [[script]]s (specifically <code>nw_i0_plot</code>) define three ranges for intelligence &mdash; "low" (less than 9), "normal" (at least 9), and "high" (15 or more). Whether or not these ranges mean anything depends on the [[module]] being played. (For example, the [[official campaign]]s often require "normal", and sometimes "high", intelligence to receive "insight" dialog lines, and the [[original campaign]] uses the "low" range for determining if a character is unable to speak properly.) The ready availability of these ranges does make these breakpoints likely, if intelligence ranges are used at all.
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The core [[script]]s (specifically <code>nw_i0_plot</code>) define three ranges for intelligence &mdash; "low" (less than 9), "normal" (at least 9), and "high" (15 or more). Whether or not these ranges mean anything depends on the [[module]] bing played. (For example, the [[official campaign]]s often require "normal", and sometimes "high", intelligence to receive "insight" dialog lines, and the [[original campaign]] uses the "low" range for determining if a character is unable to speak properly.) The ready availability of these ranges does make these breakpoints likely, if intelligence ranges are used at all.
   
 
== Spellcasting ==
 
== Spellcasting ==
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