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### Intelligence Explanation

Intelligence mainly went undocumentated in 1.2, so here is a better explanation of all cases in which it is used - from slight changes to distances used, through to randomness of spells, and finally some of the cases where it determines what to or what not to do. They are bulletpointed in some kind of order.

- If we do not have a custom AI_RANGED_WEAPON_RANGE, IE, the distance at which we will use ranged weapons or switch to melee weapons, and we have 5 or more intelligence, we set the range to 3M, else it is 5M.
- For the use of melee feats, a higher intelligence score will usually use Feats like Knockdown much more often - it is much more random when we have lower intelligence.
- If we have 8 or more intelligence, and they have a massive amount of Disiplin (against our possible attack roll) we will not use feats at all.
- Concentration checks (For Moving Back from Attacks of oppotunity when casting a spell) is only on with 4 or more intelligence and is a mage, or has the Force setting ON for concentration.
- For spells, of the same level, they are usually ordered more or less how I think thier powers are, and more importantly determine a few random aspects of choosing Single target to Multitarget hostile spells. The higher the intelligence, the better chance of not being so random (and using single spells when they should, and multitarget spells when they should)
- With save checks (even though a 1 is always a fail) a higher intelligence can more accuralty tell if the enemy will be completely immune to the save - and so not cast a wasteful spell.
- If we fail a morale check, at 1-3 Intelligence, we run to the nearest non-seen, non-heard ally. At 4-7, we run to the best ally group, within 35M, or an ally who is +5 our HD. At 8+, we run to the best group, in 70M, or an ally who is +8 our HD, and we shout for help (HB)
- If we have 6 or less intelligence, we may totally ignore specific immunities (Such as Death immunity and Wail of the Banshee) unless Improved Immunity checking is on
- If we have 7 or more intelligence, we automatically set immunities to Death, Poison and so on. If under, the setting Improved Immunity Checking will turn on these immunities
- If we have 8 or more intelligence, we will "cheat" and check for any shadowdancers and cast seeing spells to counter thier Hide in plain Sight
- AOE checks - moving out of, or dispelling, is only always done at intelligence 6 or more. 5 or less is random, and so may, or may not, move out of area-of-effects that affect them.
- At 3 or less intelligence, and we fail a morale save (And have no allies to move to) we actually flee away from the attacker - panicing. 4 or more stands and fight (Rather then wastefully running).
- If we have 9 or more intelligence, (And not got it turned off) we will check if there are any dying PC's we can knock out with a quick spell/attack, or any sleeping enemies we can Coup de Drace.
- At intelligence 4 or more, we will use Expertise when turning undead
- We only cast Invisiblity (and similar spells) at intelligence 5 or more, to prepare some defenses while the enemy cannot see us.
- We only buff our primary casting statistic (IE: Raising our Spell Save DC's) if we have 6 or more intelligence.
- We know how to handle undead at intelligence 5 or more, casting undead-specific spells against them (Undeath to death, sunbeam and so on). Lower intelligence means the spells are cast later, or not at all.
- At intelligence 9 or more, we will know what levels of spells will not affect an enemy naturally, like a Stone Golem, who is immune to all normal spells! This can be turned on with improved specific spell immunity setting On
- Pickpocketing skill is only automatically used (If not forced off) at intelligence 3 or more. It can be forced on
- The Taunt skill is only automatically used (If not forced off) at intelligence 2 or more. It can be forced on
- Animal Empathy is only automatically used (If not forced off) at intelligence 3 or more. It can be forced on
- Pickpocketing skill is only automatically used (If not forced off) at intelligence 3 or more. It can be forced on
- Unsummoning Enemy Summoned creatures is only done 100% at intelligence of 5 or more, and randomly for intelligence 2-4
- Time stop is used instantly if we have 2 or more, and have 10 intelligence
- Instantly choosing Phisical Protections (Stoneskin, Ghostly Visage) before other spells (With tests for the enemies strength in combat) is only done at intelligence 7 or more.
- We will only choose to apply elemental protections early on, due to huge elemental damage done, if we have 4 or more intelligence
- At intelliegence 5 or more, we know how to deal with constructs using Ruin and Crumble
- At intellgience 7 or more, we will cast mantals and spell resistance if faced with a mage, set or mages, or majority of mages.
- If we have 6 or more intelligence, we will use heal spells on the enemy undead (as long as we have 3 or more at the time)