Intelligence: Difference between revisions

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Other secondary skills being magic skills: , might be a template for any magic secondary skill, now categorised, a little bit reworded
 
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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 = increases a hero's normal maximum spell points by {{swh|20%|25%}}.
  | A_effect = Hero [[Mana]] points, advanced intelligence increases a hero's normal maximum spell points by 50%.
  | A_effect = increases a hero's normal maximum spell points by {{gt|{{swh|35%|50%}}}}.
  | E_effect = Hero [[Mana]] points, expert intelligence doubles a hero's normal maximum spell points.
  | E_effect = increases a hero's normal maximum spell points by {{gt|{{swh|50%|100%}}}}.
}}
}}


'''Intelligence''' is one of the [[secondary skills]].
'''Heroes with Intelligence as a starting skill:'''
* {{H2|Caitlin|Cleric}}
* {{H2|Iona|Alchemist}}
* {{H2|Daremyth|Wizard}}
* {{H2|Nagash|Necromancer}}
* {{H2|Sephinroth|Warlock}}
* {{H2|Eovacius|Navigator}}{{-}}{{withhota}}
* {{H2|Wrathmont|Artificer}}{{-wh}}
* {{H2|Frederick|Artificer}} {{withmapedhota}}
* {{H2|Sial|Elder}}{{-wh}}


It increases the hero's maximum amount of mana depending on the level of the skill.
'''Heroes with {{PAGENAME}} as a specialty and a starting skill''' ''(5% bonus per level to the skill)''''':'''
* {{H2|Ayden|Heretic}}
* {{H2|Elleshar|Druid}}
* {{H2|Andra|Witch}}


Normal maximum mana is ten times the [[knowledge skill]].
'''Increased max mana per level with Intelligence specialty:'''
At at basic level of the intelligence skill it is increased by 25%, at advanced level by 50% and at expert level by 100%.
{| class="wikitable"
| Basic || {{swh|1.00%|1.25%}}
|-
| Advanced || {{swh|1.75%|2.50%}}
|-
| Expert || {{swh|2.50%|5.00%}}
|}


Recommended for: All heroes.
=={{hota}}==
In [[Horn of the Abyss]] {{withhota}}, the skill percentages are decreased to 20%, 35%, and 50%.


[[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).
== Chance to get ==
{{Secondary skill chance explanation}}
{{ZET SEC SKILL CHANCE TABLE|{{rt|1}}|6|2|7|4|{{gt|10}}|2|6|5|6|{{rt|1}}|8|{{rt|1}}|5|{{rt|1}}|7|{{rt|1}}|8|3|8|2|7|{{rt|1}}|8}}


== Speciality heroes ==
== Gallery ==
* [[Elleshar]] the [[Druid]]
<gallery mode="packed-hover" heights="150px">
* [[Ayden]] the [[Heretic]]
Brian-kemper-intel.jpg| Art by [[Brian Kemper]]
* [[Andra]] the [[Witch]]
</gallery>
* [[Nagash]] the [[Necromancer]]


[[Category: Secondary skills]]
{{user commentary|
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]] concerning mana==
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.
[[Mysticism]] enhanced mana regeneration - 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]].
}}{{end of user commentary}}


== Other [[secondary skill]]s being magic skills==
{{secondary skill 'see also'}}


Magic school specialisation, more bang for the buck
[[Category: Secondary skills]]
* [[Air Magic]] school specialisation Air
__NOTOC__
* [[Earth Magic]] school specialisation Earth
* [[Fire Magic]] school specialisation Fire
* [[Water Magic]] school specialisation Water
 
Spell knowledge
* [[Wisdom]] learn 3th, 4th, 5th level spells (no magic Hero should be without it)
* [[Eagle Eye]] learn spells seen in use by the opponent in combat without having learned them in a [[Mage Guild]]
* [[Scholar]] exchange spell knowledge between Heroes
 
Added Damage
* [[Sorcery]] added damage bonus
 
Magic [[Resistance]]
* [[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 17:58, 5 January 2026

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
 Runes Horn of the Abyss
 Scholar
 Scouting
 Sorcery
 Tactics
 Water Magic
 Wisdom
Intelligence
Basic: increases a hero's normal maximum spell points by 20% Horn of the Abyss25% Shadow of Death.
Advanced: increases a hero's normal maximum spell points by 35% Horn of the Abyss50% Shadow of Death.
Expert: increases a hero's normal maximum spell points by 50% Horn of the Abyss100% Shadow of Death.

Heroes with Intelligence as a starting skill:

Heroes with Intelligence as a specialty and a starting skill (5% bonus per level to the skill):

Increased max mana per level with Intelligence specialty:

Basic 1.00% Horn of the Abyss1.25% Shadow of Death
Advanced 1.75% Horn of the Abyss2.50% Shadow of Death
Expert 2.50% Horn of the Abyss5.00% Shadow of Death

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

Town Class Chance to learn
Castle  Knight 1
Castle  Cleric 6
Rampart  Ranger 2
Rampart  Druid 7
Tower  Alchemist 4
Tower  Wizard 10
Inferno  Demoniac 2
Inferno  Heretic 6
Necropolis  Death Knight 5
Necropolis  Necromancer 6
Dungeon  Overlord 1
Dungeon  Warlock 8
Stronghold  Barbarian 1
Stronghold  Battle Mage 5
Fortress  Beastmaster 1
Fortress  Witch 7
Conflux  Planeswalker 1
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
Bulwark Horn of the Abyss     Chieftain 1
Bulwark Horn of the Abyss     Elder 8


Gallery[edit | hide]

User Commentary

Show User Commentary
Hide User Commentary


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: