Intelligence
Intelligence is an attribute which determines a character’s spellcasting ability.
The Attribute[edit]
Intelligence in general in earlier games determined the success of spellcasting, though it also factored into other things like spell prices. However, starting with Ultima IV, intelligence solely determines the available mana pool - and therefore magic ability - of the character in question.
Ultima I[edit]
Each point of intelligence increases the magnitude of spells by 1. This may be boosted with a few equipment items, such as the Amulet (+50%), Wand (+100%), Staff (+200%) or Triangle (+200%). Intelligence also is used when buying in weapon shops, armour shops, stables and groceries. When buying, prices are derived from your Intelligence, where every point increases gold saved by 0.5%. Since the maximum for the attribute is 99, that comes to about 49% less gold spent. Intelligence is raised by visiting the Tower of Knowledge. This only works when being told by the respective king, and after the first visit by first visiting a different sign post before getting the quest again.
A Human gets a bonus of +5 on this stat, while a Wizard gains +10.
Intelligence can be risen up to 99.
While magic in general is a costly affair in this game, the stat is useful due to it lowering the prices, which especially later in the game would bleed one dry.
Ultima II[edit]
Intelligence is used in conjuction with Charisma to determine the buying prices for weapons, armour, food, spells and horses (no selling in this game), as well as the spellcasting power for the Wizard only. All possible prices for these products are located on a scale, which is a type of Fibonacci pattern. Higher Charisma and Intelligence can move the prices up this scale, to a lower amount. The maximum price for each product is what a character with 10 Charisma and 10 Intelligence (the minimum amount) would get.
Intelligence can be risen up to 99.
The price scale is as follows:
4 - 4 - 8 - 12 - 20 - 32 - 52 - 84 - 136 - 220 - 356 - 576 - 932 - 1508 - 2440 - 3948
Scalar Movement | Both Charisma and Intelligence |
Highest of Charisma and Intelligence |
---|---|---|
0 | 10 - 19 | 10 - 29 |
1 | 20 - 39 | 30 - 59 |
2 | 40 - 59 | 60 - 89 |
3 | 60 - 79 | 90 - 99 |
4 | 80 - 99 |
Be warned that the pice scale will overflow in the unpatched game, leading to ridiculous prices. The prevent that from happening the Ultima II Upgrade Patch is required.
Humans start with +5 Intelligence and Wizards gain +10. The stat can be raised by bribing the Clerk in the Hotel California in New San Antonio. The Ultima II Upgrade Patch is required so that the number does not roll over. Due to the ridiculous amount of money the player can make once having a ship (where blasting enemies with cannons also gains you loot), getting lower prices actually is less of a concern. Also, since magic is next to pointless in this game, the stat can be neglected.
Ultima III[edit]
Intelligence determines how many magic points a user of the arcane magical arts has available, meaning the stat is only important for the Lark ,Ranger, Alchemist, Druid and Wizard. The calculations are as follows:
Class | Calculation | % of maximum |
---|---|---|
Lark | INT × 0.5 | 50% |
Ranger | WIS/INT × 0.5 | 50% |
Alchemist | INT × 0.5 | 50% |
Druid | WIS/INT × 0.5 | 50% |
Wizard | INT × 1.0 | 100% |
Of note it, that the Druid and Ranger use either Wisdom or Intelligence to determine spell points, always using the stat which is higher. However, both stats have to be raised, since they only replenish 2MP per turn up to half the lower of INT and WIS (then, they restore 1 MP per turn). They also have both set of spells available.
Intelligence can be raised at the fitting magic shrine on Ambrosia by donating money (and lots of it). Only Fuzzies can reach the maximum of 99. Humans, Elves and Bobbits have a maximum of 75, while Dwarves are stuck at 50.
Ultima IV[edit]
In this game, Intelligence determines the mana pool for spellcasting, and thus how much magic can be done at all by a class. The formula for that is: (INT × X = MP) X stands for the magic ability modifier of the eight classes, which results in how many percent of the Intelligence stat that class has mana available.
Intelligence can be risen up to 50.
This goes as follows in the table below:
Class | Modifier | Mana |
---|---|---|
Mage | 2.0 | 200% |
Bard | 1.0 | 100% |
Fighter | 0.0 | 0% |
Druid | 1.5 | 150% |
Tinker | 0.5 | 50% |
Paladin | 1.0 | 100% |
Ranger | 1.0 | 100% |
Shepherd | 0.0 | 0% |
In order to raise Intelligence, characters have to touch special magic orbs in the dungeons. Orbs which raise Intelligence are found in the dungeons of Deceit, Wrong, Shame and Hythloth, and each raises Intelligence by +5 (though the latter three also raise other stats as well). However they also respecively cause 200, 400, 400 and 600 points of damage, thus they have to be used with caution.
Ultima V[edit]
In this game, Intelligence determines the mana pool for spellcasting, and thus how much magic can be done at all by a class. The formula for that is: (INT × X = MP) X stands for the magic ability modifier of the classes, which results in how many percent of the Intelligence stat for that class is converted into the mana pool.
Intelligence can be risen up to 30.
This goes as follows in the table below:
Class | Modifier | Mana |
---|---|---|
Mage | 1.0 | 100% |
Bard | 0.5 | 50% |
Fighter | 0.0 | 0% |
Avatar | 1.0 | 100% |
In order to raise Intelligence, characters have to reach a new level and then camp for the maximum amount of hours during the night. Some luck is needed, but if Lord British appears over the camp fire, he raises the character's stats by +3. However, the stat is randomly selected, so more luck is needed to get the correct stat raise.
Ultima VI[edit]
In this game, Intelligence determines the mana pool for spellcasting, and thus how much magic can be done at all by a class. The formula differs between the Avatar and other classes (here Bards and Rangers). For the Avatar the formula is (INT × 2 = MP). The Bards and Rangers meanwhile have the foumula (INT / 2 = MP). All other classes can not do magic at all. Intelligence also influences how effective magic wands are.
Intelligence can be risen up to 30. However, considering the limitations, only the Avatar should train in this stat.
This goes as follows in the table below:
Class | Mana |
---|---|
Ranger | 50% |
Bard | 50% |
Other Classes | 0% |
Avatar | 200% |
In order to raise Intelligence, characters have to reach a new level and then meditated at a freed shrine of virtue with the correct mantra. The Shrine of Honesty raises Intelligence by +3, while the Shrine of Justice, Shrine of Honor and Shrine of Spirituality do so by only +1 (but in turn raise other stats as well).
Savage Empire[edit]
Raising Intelligence is pointless in this game, since it doesn't factor into anything. The only magic done by Triolo uses no mana - only the offerings - and thus this stat has to be avoided.
Martian Dreams[edit]
Raising Intelligence is pointless in this game, since it doesn't factor into anything. Thus the stat has to be avoided.
Ultima Underworld[edit]
Intelligence together with the mana skill determines the mana pool, and with the casting skill it determines the chance of a spell being successfully cast. The formula regarding the mana pool for both games appears to be ((INT / 8 × mana skill) + (INT / 12)) rounded down. It has been reported that Intelligence also plays a role in mana points gained per level.
See Character creation in the Underworld games to see how exactly the Intelligence stat is created for each class during character creation. Intelligence can not be raised at all after the character generation, only the connected skills, thus care has to be taken to get the desired result at creation.
Maximum Intelligence is 30, though only the mage can reach that. The minimum is 12.
Ultima VII[edit]
In this game, Intelligence determines the mana pool for spellcasting - but only indirectly and only for the Avatar, since all the other characters can not do magic on their own. Intelligence now is a factor for the attribute called Magic, which is casting ability and in return directly determines the mana pool (1 point Magic = 1 point Mana). Magic is raised by training Intelligence, but can also be trained directly. The formula for this is somewhat complicated and described under Training in Ultima VII.
Intelligence and Magic can be risen up to 30.
For training, training points are required, which are gained when reaching a new level. The trainers raising Intelligence and/or Magic are found in the link above. However, since only the Avatar can do magic, it is academical, since solving the quest of Truth in The Forge of Virtue (a very easy task) automatically raises Intelligence and Magic to 30, thus making training a moot point. All other charactes can ignore this stat.
Ultima Underworld II[edit]
Intelligence together with the mana skill determines the mana pool, and with the casting skill it determines the chance of a spell being successfully cast. The formula regarding the mana pool for both games appears to be ((INT / 8 × mana skill) + (INT / 12)) rounded down. It has been reported that Intelligence also plays a role in mana points gained per level.
See Character creation in the Underworld games to see how exactly the Intelligence stat is created for each class during character creation. Intelligence can not be raised at all after the character generation, only the connected skills, thus care has to be taken to get the desired result at creation.
Maximum Intelligence is 30, though only the mage can reach that. The minimum is 12.
Ultima VII Part Two[edit]
In this game, Intelligence determines the mana pool for spellcasting - but only indirectly and only for the Avatar, since all the other characters can not do magic on their own. Intelligence now is a factor for the attribute called Magic, which is casting ability and in return directly determines the mana pool (1 point Magic = 1 point Mana). Magic is raised by training Intelligence, but can also be trained directly. The formula for this is somewhat complicated and described under Training in Ultima VII.
Intelligence and Magic can be risen up to 30.
For training, training points are required, which are gained when reaching a new level. The only trainer for magic is Elissa. If this training is worth it is up to the player, since the initial magic stat already is quite high with 29, only one point away from the maximum.
Ultima VIII[edit]
Intelligence directly determines the mana pool of the Avatar. The general formula for the mana pool is (INT × 2 = Mana), meaning that maximum mana is 50. It also determines how many charges are stored in a focus when creating a Sorcery spell - the higher the Intelligence, the more charges are stored (unless the focus allows only one charge of the spell in question).
Intelligence can be risen up to 25.
In this game it happens only very seldom that the Avatar runs out of mana due to how complicated spellcasting is. Training is done by creating spells, casting spells, reading magic books or generally reading books a lot (regardless which book, which is a bug).
Ultima IX[edit]
Bizarrely, Intelligence does not determine the mana pool at all in this game. Insted, the mana pool is bound by the morality of the Avatar, and thus determined on a scale from 0 - 200 by the karma meter. See also Karma list for Ultima IX for how that works.
Intelligence in this game is measured in four steps: Dim, Smart, Brilliant and Genius. Each level of Intelligence does give 10 karma per level (even Dim and the only influence on the mana pool), 5% spell resistance per level and damage bonuses of +2, +4 and +8 for spells on the levels Smart, Brilliant and Genius. The stat can be raised after cleasing a shrine, thoug a Shepherd possibly can't reach the highest level.
Considering how quickly spells can be spammed in this game and that Intelligence does not determine the mana pool (and spells always work), this stat is actually the least important of the three.
See Also[edit]
Character Stats | |
---|---|
The Main Attibutes | Strength ☥ Dexterity ☥ Intelligence |
Past Attibutes | Charisma ☥ Stamina ☥ Wisdom |