Intelligence
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While the encyclopedic nature of the codex means that many articles will have information that could spoil some minor aspects of the game for newer players, this article is known to contain information that provides major spoilers to elements of game mechanics.
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Intelligence is an attribute that determines a character’s spellcasting ability as well as the mana pool.
The Attribute[edit]
In earlier games, Intelligence generally determines the success of spellcasting and also factored into other things, such as prices for spells and equipment. However, starting with Ultima IV, Intelligence solely determines the available mana pool – and therefore magic ability – of a character.
Ultima I[edit]
In Ultima I, each point of Intelligence increases the number available spells by 1. This may be increased 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. Vendors will offer prices based on the player's 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 increase is only granted on the first visit to the signpost or after visiting other signposts. Another way to increase Intelligence is by throwing money into certain pools found in castles, however, the possibility of success, as well as which stat is raised, is random.
A human gets a bonus of +5 on this stat, while a wizard gets +10.
Maximum Intelligence is 99.
Ultima II[edit]
In Ultima II, Intelligence is used in conjunction 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 wizards only. Higher Intelligence will reward the player with more favorable prices.
Maximum Intelligence is 99.
Be warned that the price scale will overflow in the unpatched game, leading to absurd prices. This is prevented from happening by the Ultima II Upgrade Patch.
Humans start with a +5 Intelligence bonus and wizards are given +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 to prevent the number from overflowing. Due to the extravagant wealth the player can amass by using a ship's cannon against enemies, cost reduction is less of a concern. The value of magic is also limited, as it can only be used in dungeons.
Ultima III[edit]
In Ultima III, Intelligence determines how many magic points a user of the arcane magical arts has available. This means the stat is only relevant to larks, rangers, alchemists, druids, and wizards. Each class applies a factor to the character's Intelligence to determine mana, thus: (INT × factor = mana). The calculations are as follows:
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Note that the ranger's and druid's mana will sometimes be determined by WIS rather than INT. Additionally, WIS is valuable because the lesser of INT and WIS contributes to the rate of mana replenishment after casting spells. They also have both sets of spells available to them.
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 cannot exceed 50.
Ultima IV[edit]
In this game, Intelligence determines the mana pool for spellcasting, and thus what spells can be cast at all by a class. The formula for that is: (INT × X = MP) where X is a factor associated with a class. This determines how Intelligence influences the maximum mana available.
Maximum Intelligence is 50.
This goes as follows in the table below. Maximum mana is the highest possible value if INT is maxed out.
| Class | Factor | Maximum Mana |
|---|---|---|
| Mage | 2.0 | 99 |
| Bard | 1.0 | 50 |
| Fighter | 0.0 | 0 |
| Druid | 1.5 | 75 |
| Tinker | 0.5 | 25 |
| Paladin | 1.0 | 50 |
| Ranger | 1.0 | 50 |
| Shepherd | 0.0 | 0 |
In order to raise Intelligence, characters have to touch special magic orbs found in dungeons. Orbs that 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 respectively cause 200, 400, 400 and 600 points of damage.
Ultima V[edit]
In this game, Intelligence determines the mana pool for spellcasting, and thus what spells can be cast at all by a class. The formula for that is: (INT × X = MP) where X is a factor associated with a class. This determines how Intelligence influences the maximum mana available.
The factors determining mana according to Intelligence is as follows. Maximum mana is the highest possible value if INT is maxed out.
| Class | Factor | Maximum Mana |
|---|---|---|
| Mage | 1.0 | 30 |
| Bard | 0.5 | 15 |
| Fighter | 0.0 | 0 |
| Avatar | 1.0 | 30 |
Maximum Intelligence is 30.
In order to raise Intelligence, characters have to reach a new level and then [Hole up and camp|camp]] for the maximum number of hours during the night. Some luck is needed, but if Lord British appears over the camp fire, he raises the character's[Clarification needed] stats by +3. However, the stat is randomly selected, so more luck is needed to get the desired raise.
Ultima VI[edit]
In this game, Intelligence determines the mana pool for spellcasting, and thus what spells can be cast at all by a class. The formula for that is: (INT × X = MP) where X is a factor associated with a class. This determines how Intelligence influences the maximum mana available. Intelligence also influences the effectiveness of magic wands.
Maximum Intelligence is 30.
The factors determining mana according to Intelligence is as follows. Maximum mana is the highest possible value if INT is maxed out.
| Class | Factor | Maximum Mana |
|---|---|---|
| Ranger | 0.5 | 15 |
| Bard | 0.5 | 15 |
| Other classes | 0.0 | 0 |
| Avatar | 2.0 | 60 |
In order to raise Intelligence, characters must first level up and then meditate at a liberated 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]
In Savage Empire, raising Intelligence serves no purpose, as it has no effect on any game mechanic. The only magic performed by Triolo uses no mana; only the offerings.
Martian Dreams[edit]
In Martian Dreams, Intelligence only determines how long the effects of some martian berries last.
Ultima Underworld[edit]
In Ultima Underworld, 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. Intelligence also plays a role in mana points gained per level.[Clarification needed]
See Character creation in the Underworld games to see how exactly the Intelligence stat is created for each class during character creation. Intelligence cannot 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.
The Intelligence range is 12–30, although, only a mage can reach the maximum.
Ultima VII[edit]
In this game, Intelligence determines the mana pool for spellcasting – but only indirectly and only for the Avatar, since other party members cannot perform magic. Intelligence is a factor for the Magic attribute, which is casting ability[Clarification needed] 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.
Maximum Intelligence and Magic are 30.
For training, training points are required, which are gained when leveling up. The trainers raising Intelligence and/or Magic are found in the link above. However, since only the Avatar can perform magic, training Intelligence is academic, since solving the quest of Truth in The Forge of Virtue automatically raises Intelligence and Magic to 30. No other characters will benefit from this stat.
Ultima Underworld II[edit]
In Ultima Underworld II, 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 cannot 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.
The Intelligence range is 12–30, although, only a mage can reach the maximum.
| TODO | Create a common article fragment to share between this section and Character statistics in Ultima Underworld II. See Mana for an example |
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 cannot perform magic. Intelligence 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.
Maximum Intelligence and Magic are 30.
For training, training points are required, which are gained when reaching a new level. The only trainer for magic is Elissa. The value of training Intelligence is limited, as it starts quite high at 29, only one point shy of the maximum.
Ultima VIII[edit]
In Ultima VIII, 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).
Maximum Intelligence is 25.
Training is done by creating spells, casting spells, reading magic books, or generally reading any book (the latter is a known bug).
Ultima IX[edit]
Unusually, Intelligence does not determine the mana pool at all in this game. Instead, the mana pool is bound by the morality of the Avatar, and thus determined on a scale from 0 – 200 by the karma level. 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[Clarification needed]), 5% spell resistance[Clarification needed] per level and damage bonuses[Clarification needed] of +2, +4 and +8 for spells on the levels Smart, Brilliant and Genius. The stat can be raised after cleansing a Shrine, though a Shepherd possibly reach the highest level.
See Also[edit]
| Character Stats | |
|---|---|
| The Main Attibutes | Strength ☥ Dexterity ☥ Intelligence |
| Past Attibutes | Charisma ☥ Stamina ☥ Wisdom |