The intelligence attribute is a measure of a character's knowledge and mental acuity. Intelligence is required to use intelligence-based equipment and skills.
Intelligence also provides certain inherent bonuses:
- Every 10 intelligence grants an additional 5 mana.
- Every 10 intelligence grants 2% increased maximum energy shield.
Additional Intelligence Scaling[]
Additional stat per x intelligence[]
Certain unique items can impart additional scaling to intelligence: Lua error: Error: invalid field alias "items._pageID"; aliases cannot contain dots or quotes..
In a special case, the Icestorm skill granted by Lua error: Error: invalid field alias "items._pageName"; aliases cannot contain dots or quotes.. has additional intelligence scaling:
Icestorm gains:
- 1-3 base Cold Damage per 10 Intelligence
- 0.15 second base skill effect duration per 100 Intelligence
Threshold jewels[]
Intelligence Threshold Unique Jewels provide additional benefits to specific skills when 50 Intelligence is allocated within the jewel's medium radius on the passive tree. Lua error: Error: invalid field alias "items._pageID"; aliases cannot contain dots or quotes..
Other jewels[]
These other unique jewels provide additional scaling based off of nearby allocated Intelligence on the passive tree: Lua error: Error: invalid field alias "items._pageID"; aliases cannot contain dots or quotes..
Base Intelligence[]
The Witch starts with 32 base Intelligence, the highest of any class.
The Shadow and Templar start with 23 Intelligence, the Scion with 20, and the Marauder, Duelist, and Ranger with 14.
Modifying Intelligence[]
Intelligence can be increased by stacking base Intelligence and/or All Attributes and X% increased Intelligence and/or Attributes modifiers.
Implicit Intelligence on Items[]
Many implicit modifiers provide base intelligence on items:
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Intelligence on Equipment[]
Weapons and armour must have intelligence as an attribute requirement in order for intelligence to appear as an affix, with the exception of helmets, which are unrestricted and can have intelligence regardless of base type. Intelligence affixes can appear on the following base item categories:
- Amulets and Rings
- Armour (equipment) with intelligence as an attribute requirement, i.e. anything that provides energy shield as an implicit defence.
- Weapons with intelligence as an attribute requirement, including Wands, (Rune)Daggers, Sceptres, Claws, and (War)Staves.
The intelligence affixes range from +8 to 55 and are bracketed by item level. Intelligence as an affix is always a suffix. The highest intelligence suffix is of the Genius. The item level required for this affix is 82.
Crafting benches have recipes which allow adding intelligence to non-intelligence-based armour with a value from +15 to 30. The recipes are unlocked with game progress. More powerful hybrid variants can be unlocked by unveiling.
Jewels have their own suffixes which grant intelligence. Keep in mind that jewels can only have 4 affixes: 2 prefixes and 2 suffixes.
- of Intelligence +12 to 16
- of Spirit +8 to 10 (Intelligence and Strength)
- of Cunning +8 to 10 (Intelligence and Dexterity)
- of Adaption +6 to 8 (all Attributes)
In addition, Essences of Spite guarantee intelligence of +13 to 58 on any non-weapon equipment, potentially higher than without essences. This also has the added possibility of intelligence on belts and non-intelligence armour.
All Attributes[]
All Attributes affixes can appear on the following base item categories. These modifiers are always suffixes.
The game has an All Attributes crafting suffix mod that can be discovered in the lab trial in The Tunnel. The mod +(10 to 13) to all Attributes can be crafted onto the all items except flask, belt, jewel, and map.
Unique Items with Additional Intelligence[]
Certain unique items provide bonuses to base intelligence or all attributes.
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Increasing or Reducing Intelligence[]
A number of unique items provide percent (%) increases and reductions to intelligence. All intelligence from equipment and passives will be scaled by these modifiers.
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Other Ways to Modify Intelligence[]
Converting one attribute to another is called transforming. This can be done on the passive skill tree by socketing certain unique jewels. In a large radius, they will transform one attribute - granted by allocated skills in the area - to another attribute.
From/To | Strength | Dexterity | Intelligence |
---|---|---|---|
Strength | N/A | Lua error: Error: invalid field alias "items._pageName"; aliases cannot contain dots or quotes.. | Lua error: Error: invalid field alias "items._pageName"; aliases cannot contain dots or quotes.. |
Dexterity | Lua error: Error: invalid field alias "items._pageName"; aliases cannot contain dots or quotes.. | N/A | Lua error: Error: invalid field alias "items._pageName"; aliases cannot contain dots or quotes.. |
Intelligence | Lua error: Error: invalid field alias "items._pageName"; aliases cannot contain dots or quotes.. | Lua error: Error: invalid field alias "items._pageName"; aliases cannot contain dots or quotes.. | N/A |
Passives[]
There are passive skill nodes that grant additional intelligence or a combination of bonuses including intelligence.
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Ascendancy Passives[]
There are a few Ascendancy passives for the Scion's Ascendant subclass which grant intelligence.
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