Intelligence: Difference between revisions

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{{Secondary skills}}
{{Secondary skills}}
{{Secondary skill
{{Secondary skill
  | B_effect = Hero [[Mana]] points, basic intelligence increases a hero's normal maximum spell points by 25%.
  | B_effect = Basic intelligence increases a hero's normal maximum spell points by 25%. (20% in {{hota}}){{-wh}}
  | A_effect = Hero [[Mana]] points, advanced intelligence increases a hero's normal maximum spell points by 50%.
  | A_effect = Advanced intelligence increases a hero's normal maximum spell points by 50%. (35% in {{hota}}){{-wh}}
  | E_effect = Hero [[Mana]] points, expert intelligence doubles a hero's normal maximum spell points.
  | E_effect = Expert intelligence doubles a hero's normal maximum spell points. (50% in {{hota}}){{-wh}}
}}
}}


'''Intelligence''' is one of the [[secondary skills]].
'''Intelligence''' is one of the [[Secondary skill|secondary skills]]. It increases the hero's maximum [[Spell Point|spell points]] depending on the level of the skill. Normal maximum spell points are ten times the [[Primary skill|knowledge skill]], but at basic level of the intelligence skill they are increased by 25%, at advanced level by 50% and at expert level by 100%.


It increases the hero's maximum amount of mana depending on the level of the skill.
'''Heroes with Intelligence as a starting skill:'''
* {{H2|Caitlin|Cleric}}
* {{H2|Daremyth|Wizard}}
* {{H2|Iona|Alchemist}}
* {{H2|Nagash|Necromancer}}
* {{H2|Sephinroth|Warlock}}
* {{H2|Eovacius|Navigator}}{{-}}{{withhota}}
* {{H2|Wrathmont|Artificer}}{{-wh}}
* {{H2|Frederick|Artificer}} {{withmapedhota}}


Normal maximum mana is ten times the [[knowledge skill]].
'''Heroes with {{PAGENAME}} as a specialty and a starting skill:'''
At at basic level of the intelligence skill it is increased by 25%, at advanced level by 50% and at expert level by 100%.
* {{H2|Andra|Witch}}
* {{H2|Ayden|Heretic}}
* {{H2|Elleshar|Druid}}


Recommended for: All heroes.
Heroes with Intelligence specialty receive 5% bonus per level to their Intelligence skill.  


[[Dungeon]] heroes have [[mana vortex]] which gets them an additional 100% mana points added to a [[Dungeon]] visiting hero (one hero can replenish, every 7 days, per [[Dungeon]] town with this building).
'''Increased max mana per level with Intelligence specialty:'''
{| class="wikitable"
| Basic || 1,25% || 1,00%{{-wh}}
|-
| Advanced || 2,50% || 1,75%{{-wh}}
|-
| Expert || 5,00% || 2,50%{{-wh}}
|}


== Speciality heroes ==
=={{hota}}==
* [[Elleshar]] the [[Druid]]
In [[Horn of the Abyss]] {{withhota}}, the skill percentages are decreased to 20%, 35%, and 50%.
* [[Ayden]] the [[Heretic]]
* [[Andra]] the [[Witch]]
* [[Nagash]] the [[Necromancer]]


[[Category: Secondary skills]]
== Chance to get ==
{{Secondary skill chance explanation}}
{{ZET SEC SKILL CHANCE TABLE| 1 (lowest)| 6| 2| 7| 4|10 (highest)| 2| 6| 5| 6| 1 (lowest)| 8| 1 (lowest)| 5| 1 (lowest)| 7| 1 (lowest)| 8| 3| 8| 2| 7}}


== Other [[secondary skill]] concerning mana==
{{user commentary|
[[Mysticism]] enhanced mana regeneratoin, 2, 3 or 4 mana points instead of just 1 mana point when spending the night on travels and not in a town with a [[Mage Guild]].
For a mostly magical hero, Intelligence is useful. The best time of Intelligence is mid-game, when getting e.g. 100 spell points instead of 50 may be crucial for a major battle. {{hota}}{{-wh}} debuffs this skill and buffs [[Mysticism]], possibly so as to balance them between each other. Don't forget to reload mana prior to major missions.


== Other [[secondary skill]]s being magic skills==
Intelligence is a excellent supportive secondary skill. Especially in large and extra large maps, where heroes grow to be more "mighty and magical", the amount of mana points may become crucial. For example, [[Resurrection|resurrecting]] a large army can consume massive amount of mana points. Dungeon heroes may be able to pass Intelligence, because they typically have the opportunity to build [[Mana Vortex]] in their cities, which basically has the same effect as expert Intelligence – the spell point maximum is doubled. However, enormous spell points amount (4 times more than usual) can make a Warlock with Intelligence almost invincible.
* [[Air Magic]] school specialisation Air
}}{{end of user commentary}}
* [[Earth Magic]] school specialisation Earth
* [[Fire Magic]] school specialisation Fire
* [[Water Magic]] school specialisation Water


* [[Sorcery]] added damage bonus
{{secondary skill 'see also'}}
* [[Wisdom]] learn 3th, 4th, 5th level spells (no magic Hero should be without it)


* [[Eagle Eye]] learn spells seen in combat without having seen them in a [[Mage Guild]]
[[Category: Secondary skills]]
* [[Scholar]] exchange spell knowledge between Heroes
__NOTOC__
 
* [[Resistance]] give troops [[magic resistance]] like hero was part [[Unicorn]], 5% to 10% to 20%.
 
== [[Mana]]point increase ==
{| class=wikitable
![[Knowledge]] Points!![[Mana]] Points!![[Mana]] points on Basic (x1.25)!![[Mana]] points on Advanced (x1.5)!![[Mana]] Points on Expert(x2)!!Number of [[Dimension Door]] (usable 2x/3x/4x per day) spells per Capacity  (25pts) Expert to Norm!!Number of [[Implosion]] spells per Capacity (30 pts) Expert to Norm
|-
|1||10||12||15||20||none|| none
|-
|2||20||12||30||40||1 to none|| 1 to none
|-
|3||30||37||45||60||2 to 1|| 2 to 1
|-
|4||40||50||60||80||3 to 1||2 to 1
|-
|5||50||63||75||100||4 to 2||3 to 1
|-
|6||60||75||90||120||4 to 2||4 to 2
|-
|7||70||88||105||140||5 to 2||4 to 2
|-
|8||80||100||120||160||6 to 3||5 to 2
|-
|9||90||113||135||180||7 to 3||6 to 3
|-
|10||100||125||150||200||8 to 4||6 to 3
|-
|11||110||138||165||220||8 to 4||7 to 3
|-
|12||120||150||180||240||9 to 4||8 to 4
|-
|13||130||163||195||260||10 to 5||8 to 4
|-
|14||140||175||210||280||11 to 5||9 to 4
|}
 
[[Dimension Door]] jumps at 14 [[knowledge]] and Expert [[Intelligence]] are thus maximally 11, with Expert [[Air Magic]] and using 4 jumps per day that would be a little bit more of 2 days (4,4,3 usages) of [[Dimension Door]]s without [[Wizard's Well]] or [[Town Portal]] to a city, interrupting travels - not accounting for [[Magic Spring]]s or [[Magic Well]]s on the [[adventure map]] or a [[Mana Vortex]] of a [[Dungeon]] town.

Latest revision as of 13:48, 9 January 2024

Secondary skills
 Air Magic
 Archery
 Armorer
 Artillery
 Ballistics
 Diplomacy
 Eagle Eye
 Earth Magic
 Estates
 Fire Magic
 First Aid
 Intelligence
 Interference Horn of the Abyss
 Leadership
 Learning
 Logistics
 Luck
 Mysticism
 Navigation
 Necromancy
 Offense
 Pathfinding
 Resistance
 Scholar
 Scouting
 Sorcery
 Tactics
 Water Magic
 Wisdom
Intelligence
Basic Intelligence: Basic intelligence increases a hero's normal maximum spell points by 25%. (20% in Horn of the AbyssHorn of the Abyss
Advanced Intelligence: Advanced intelligence increases a hero's normal maximum spell points by 50%. (35% in Horn of the AbyssHorn of the Abyss
Expert Intelligence: Expert intelligence doubles a hero's normal maximum spell points. (50% in Horn of the AbyssHorn of the Abyss

Intelligence is one of the secondary skills. It increases the hero's maximum spell points depending on the level of the skill. Normal maximum spell points are ten times the knowledge skill, but at basic level of the intelligence skill they are increased by 25%, at advanced level by 50% and at expert level by 100%.

Heroes with Intelligence as a starting skill:

Heroes with Intelligence as a specialty and a starting skill:

Heroes with Intelligence specialty receive 5% bonus per level to their Intelligence skill.

Increased max mana per level with Intelligence specialty:

Basic 1,25% 1,00% Horn of the Abyss
Advanced 2,50% 1,75% Horn of the Abyss
Expert 5,00% 2,50% Horn of the Abyss

Horn of the Abyss[edit | hide | hide all]

In Horn of the Abyss Horn of the Abyss, the skill percentages are decreased to 20%, 35%, and 50%.

Chance to get[edit | hide]

Out of total 112 for Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss Horn of the Abyss.
Banned skills change the probability.

Town Class Chance to learn
Castle  Knight   1 (lowest)
Castle  Cleric   6
Rampart  Ranger   2
Rampart  Druid   7
Tower  Alchemist   4
Tower  Wizard  10 (highest)
Inferno  Demoniac   2
Inferno  Heretic   6
Necropolis  Death Knight   5
Necropolis  Necromancer   6
Dungeon  Overlord   1 (lowest)
Dungeon  Warlock   8
Stronghold  Barbarian   1 (lowest)
Stronghold  Battle Mage   5
Fortress  Beastmaster   1 (lowest)
Fortress  Witch   7
Conflux  Planeswalker   1 (lowest)
Conflux  Elementalist   8
Cove Horn of the Abyss     Captain   3
Cove Horn of the Abyss     Navigator   8
Factory Horn of the Abyss     Mercenary   2
Factory Horn of the Abyss     Artificer   7


User commentary

[Show user commentary]
[Hide user commentary]
Some may find the information in this section subjective or irrelevant.

For a mostly magical hero, Intelligence is useful. The best time of Intelligence is mid-game, when getting e.g. 100 spell points instead of 50 may be crucial for a major battle. Horn of the Abyss Horn of the Abyss debuffs this skill and buffs Mysticism, possibly so as to balance them between each other. Don't forget to reload mana prior to major missions.

Intelligence is a excellent supportive secondary skill. Especially in large and extra large maps, where heroes grow to be more "mighty and magical", the amount of mana points may become crucial. For example, resurrecting a large army can consume massive amount of mana points. Dungeon heroes may be able to pass Intelligence, because they typically have the opportunity to build Mana Vortex in their cities, which basically has the same effect as expert Intelligence – the spell point maximum is doubled. However, enormous spell points amount (4 times more than usual) can make a Warlock with Intelligence almost invincible.


See also: