Intelligence: Difference between revisions

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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.
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.


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.
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.
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Revision as of 06:52, 27 June 2021

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%.

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

Heroes with (Basic) Intelligence as a starting skill:

Heroes with an Intelligence specialty: The following heroes all receive a 5% per level bonus to their Intelligence skill:

Chance to get

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  Captain   3
Cove  Navigator   8
Factory  Mercenary  {{{21}}}
Factory  Artificer  {{{22}}}


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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:

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