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Dofus Wiki

Up to date as of January 31, 2010
(Redirected to Characteristic article)

From Dofus

A character's characteristics and professions screen. Parenthetical values are bonuses.

Characteristics, often referred to as statistics or stats, are what defines your character's potential. These are normally boosted by level, equipment or characteristic scrolls. Some characteristics can be altered via the change your constitution quest.

Contents

Basic Characteristics

The six basic characteristics are Vitality, Wisdom, Strength, Intelligence, Chance and Agility. These can be increased permanently by distributing the characteristic points you gain at each new level (see soft caps), by using characteristic scrolls, and by eating certain special food. They can also be increased (and decreased) temporarily with equipment and, during battle, buffs.

Strength, Intelligence, Chance and Agility also have an elemental nature to them. For each point that these characteristics are increased, the character can do 1% more damage in the corresponding element.

How to calculate basics characteristics of a mob

Strength, Intelligence, Chance and Agility can easily be calculated by hitting an enemy protected by spell like truce or immunity :

  • intelligence = fire_reduction/3 - spell_reduction/3
  • X = X_reduction - spell_reduction - 2 x intelligence

4 elemental damage weapons like Gobball Royal Sword would give all the information in one strike.

Vitality (Vit)

  • Increases life by 1 (2 in the case of sacriers) per point.
For the Iop spell with the same name, see Vitality (spell).

Vitality is mostly appreciated because of its use in making fights last longer.

Equipment boosts in Vitality are different from boosts in Life. With Vitality, your maximum health will increase and remain at 100%. However, a boost in Life increases maximum health, but does not conserve the total amount.

Wisdom (Wis)

How to calculate wisdom of a monster

Spells which reflect damage are boosted by wisdom. You just have to cast them on a foe and hit them to have an estimation of their wisdom. The best spell to use is blinding protection, as the reflection isn't random.

  • min_wisdom = round_down (reflection_mesured /reflection_unmodified x 100 )- 100
  • max_wisdom = round_up ((reflection_mesured + 1) /reflection_unmodified x 100 )- 101

It is possible to have a more precise result using the % AP and MP loss resistance but one have to remember many foes have % AP or MP loss resistance bonus. So these values can only be used if they give lower results than the max value.

  • max_wisdom <= min (% AP loss resistance x 4 ; % MP loss resistance x 4 )


For example

Blinding protection level 5 (6 reflection) on a foe reflect 12 damages means wisdom is between 100 and 116.

  • min_wisdom = round_down (12 /6 x 100 )- 100 = 100. (99 wisdom means(100+99)/100 x 6 = 11,94 = 11 reflection )
  • max_wisdom = round_up(13 /6 x 100 )- 101 = 116. (117 wisdom means (100+117)/100 x 6 = 13,02 = 13 reflection)


If the monster has 55% AP loss resistance and 27% Mp loss resistance, then wisdom is lower or equal to min (55 x 4; 27 x 4) which mean lower or equal to 108.

In conclusion, it has between 100 and 108 wisdom.

Strength (Str)

Intelligence (Int)

Chance (Cha)

Agility (Agi)

Other characteristics

The other characteristics are listed below. These are not considered basic only because the points that a player gains at each level cannot be used to increase these characteristics.

Energy

Energy can be thought of as your character's life force. You lose energy when you are defeated by a monster or by another player in a non-challenge fight. If your energy reaches zero, you become a ghost.

The base value for everyone is 10,000. When defeated by a monster, you lose 10 energy per character level. When defeated by another player, you lose 10 energy per alignment level and 100 per alignment rank. (Neutral characters who are defeated by an aggressive player, will lose 100 energy.) When defeated in a fight against a Perceptor, you lose 3000 additional energy.

The quickest way to restore energy is by eating certain food items. Another way is by either logging off or switching to merchant mode while your character is in a tavern/inn or in a house. Characters regain 1 energy point per minute of disconnection anywhere, and 2 energy points per minute if they disconnected in taverns, class temples, or houses. Your character will recover energy even if you log back in and play an alternate character. When you log back in as the resting character, a notice in the chat window will tell you how much energy was gained.

Health points (HP/Life)

Health points keep your character alive in combat. If you reach 0 life (HP), your character is removed from the battle. If everyone on your side is defeated, your character may die; see death for details. If not, you will be restored to 1 HP when the battle ends (unless you received a level as a result of the battle).

Each player character starts with 50 HP and gets 5 extra HP per level. HP is affected by Vitality.

Life can be restored by using certain items, the Emote /sit, Emote /rest, and certain spells. Leveling up (either your character or profession) will restore your life to maximum.

Note: Life earned from equipment will let you increase your overall HP but you have to remember to heal when you use +life equipment, as your beginning HP (before the equip) is of course lower than the post-equip total.

Action points (AP)

Action Points are used to perform actions during combat. Each spell or attack requires a certain number of AP to attempt. If you don't have the AP, you can't attempt the action. The base value for every class is 6 AP. Equipping certain items can raise or lower this base value prior to combat. A player will seek to raise their base value in order to perform more actions during their turn, and will accept a decrease in their base value because they are getting a desired gain in another stat or stats. At the start of each turn the base value the character had when combat began is restored, then AP is added or subtracted due to the effects of any spells that have been cast on the character. Reaching level 100 permanently increases the base value to 7.

Image:Actionpoints.jpg

Movement points (MP)

Movement Points are used to move your character during combat. Moving your character one space on the grid requires one MP. The base value for every class is 3 MP. Equipping certain items can raise or lower this base value prior to combat. At the start of each turn the base value the character had when combat began is restored, then MP is added or subtracted due to the effects of any spells that have been cast on the character. Reaching level 100 has no effect on the base value of MP.

Initiative (Init)

Initiative determines who moves first in combat. The combatant with highest initiative goes first, then the highest initiative on the other team, then second highest on the first team, second highest on second team, etc. The base value is equal to your characteristic points in the elemental stats (Strength, Intelligence, Agility, Chance) and initiative/elemental stat bonuses from equipment.

How to calculate initiative

Initiative = (Strength + Intelligence + Agility + Chance + Initiative Bonus) * (HP remaining/Total HP)

Prospecting (PP)

Prospecting affects the character's chance of getting drops from monsters. For details, see the drops page. The base value is 120 for followers of Enutrof, 100 for other classes. Every 10 Chance points yields 1 prospecting point. Prospecting equipment is another way to boost your PP.

Pods (Carrying Capacity)

Note : In French, "poids" means weight.

This statistic determines the number of items you can carry. The base value is 1000. Each profession level of the character gives +5 pods, and each level 100 profession gives an additional +1000 pods. Strength also affects carrying capacity, at the rate of 5 pods per strength point.

A character with items weighing more than carrying capacity is typically called "overloaded". While overloaded, the character cannot move or perform normal actions. It is impossible to take items from a vault or chest that would make you overloaded. While gathering, any resources that would make the character overweight are lost, and no experience is gained from gathering, resulting in 0 items. You cannot become overweight by withdrawing items from the bank, or by making an exchange with another player. Exchanging is not permitted by the game if the items you receive will make you overweight, however you may give enough items in return so that you would not be overloaded. If you are overloaded already, the other player in the exchange cannot offer items in the exchange bar at all. When overloaded, f2p players cannot initiate an exchange, but p2p players can. All overloaded players can accept an exchange. All other ways of gaining inventory items have the possibility of making you overloaded, such as defeating a monster or purchasing a subscription pet that includes resources (such as Croum).

Quasi-characteristics

These are attributes that could be considered characteristics, but are usually treated separately.


This article uses material from the "Characteristic" article on the Dofus Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

EQ2

Up to date as of February 01, 2010
(Redirected to Character Attributes article)

From EQ2i, the EverQuest II wiki


There are five Character Attributes which are fundamental to the capabilities of any character: Strength (STR), Stamina (STA), Agility (AGI), Intelligence (INT) and Wisdom (WIS).

Scope

Strength
Strength represents your character's physical strength. It affects your character's ability to deliver physical damage, and his/her carrying capacity. Strength also affects the maximum Power pool for fighters.
Agility
Agility is a measure of your character's nimbleness and dexterity. It can improve your character's ability to physically hit targets, and make your character harder to hit (avoidance). Agility also affects the maximum Power pool for Scouts.
Stamina
Stamina is your character's fortitude. It affects your maximum Health pool and how long you can hold your breath. Basically the more Stamina the more Health the more hits you can take. Stamina is very important to fighters.
Intelligence
Intelligence represents your character's powers of reasoning and overall intellect. As Intelligence increases, the damage for spells (min - max) increases as well. Intelligence also affects the maximum power pool for Mages, Bards and Shadowknights.
Wisdom
Wisdom is a measure of your character's spiritual strength and willpower. It affects your ability to avoid magical attacks (base resistances). Wisdom also affects the maximum power pool for Priest and Paladins.

Character Attributes by Race

Race Strength Stamina Agility Intelligence Wisdom
Arasai 10 10 30 25 25
Barbarian 25 25 20 12 18
Dark Elf 13 15 23 26 23
Dwarf 22 25 16 12 25
Erudite 12 15 18 30 25
Fae 10 10 30 25 25
Froglok 16 20 24 20 20
Gnome 12 16 25 27 20
Half Elf 17 18 25 21 19
Halfling 15 17 30 16 22
High Elf 10 15 22 23 30
Human 20 20 20 20 20
Iksar 18 18 22 20 22
Kerra 22 20 23 15 20
Ogre 30 25 15 15 15
Ratonga 10 15 30 25 20
Sarnak 21 23 17 15 24
Troll 25 30 18 10 17
Wood Elf 14 16 30 17 23

This article uses material from the "Character Attributes" article on the EQ2 wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Fallout

Up to date as of February 01, 2010

From The Vault

Intelligence
Fallout, Fallout 2, Fallout Tactics
modifies: Number of new skill points per level, dialogue options, many skills
related perks: Gain (Fallout 2) Smooth Talker, Animal Friend, Educated, Empathy, Bonus Rate of Fire, Healer, Rad Resistance, Sharpshooter, Survivalist, Swift Learner.
related traits: Gifted
Fallout 3
modifies: Number of new skill points per level, Medicine, Repair, Science
related perks: Comprehension, Computer Whiz, Daddy's Boy/Daddy's Girl, Educated, Entomologist, Gun Nut, Nerd Rage, Swift Learner
J.E. Sawyer's Fallout RPG
modifies:  ?
related perks:  ?
related traits:  ?
Van Buren
modifies:  ?
related perks:  ?
related traits:  ?

"It takes the smartest individuals to realize there's always more to learn"

Intelligence is one of the Primary Statistics in the SPECIAL character system. It represents knowledge, wisdom and the ability to think quickly. A high Intelligence plays an important role for any kind of character.

Contents

Fallout, Fallout 2 and Fallout Tactics

Modifies: the number of new Skill Points per level, dialogue options, and many skills.

One of the unique qualities of Fallout and Fallout 2 was the difference in gameplay caused by creating a low intelligence character. If you have a low intelligence, many NPCs will simply shrug you off, while others will insult or even attack you. It is possible to complete the game as an idiot, but most side-quests are impossible to do, and character growth is limited, as is the story involvement possible - while you can certainly bumble through the main quests, almost all plot details and background information will be left missing. Furthermore, due to limited-at-best NPC interaction, almost all side-quests are unavailable. Because of this, playing as a low intelligence character is only recommended for experienced players looking to role-play, or as humourous replay option.

Fallout 3

Modifies: Medicine, Repair, and Science skills, as well as the number of new Skill Points per level.

Intelligence determines the number of skill points you receive each time you level up. The base number of skill points gained per level is 10+Intelligence. Skill points gained for raised intelligence are not retroactive for past levels, so increasing this primary stat early if at all is the best. Also, temporary modifiers to intelligence (e.g. from Night Person or Button's Wig) do not affect the number of skill points gained.

One of the methods to maximize skill is to place 9 points in intelligence at character creation, then rush to Rivet City Science Lab and grab the bobblehead once you are out of the vault at level 2. The easiest way to get there is by the west side of river (don't forget to ignore all npcs, so that you don't gain a level accidently). After the Citadel, you can swim around Jefferson Memorial to reach Rivet City. Another strategy is to swim the entire route to Rivet City, thereby avoiding all encounters once you reach the water. If you start the Contract Radiation Sickness objective for the Wasteland Survival Guide quest beforehand, you can Fast Travel back to Megaton afterwords and have your radiation healed for free.

It should be noted that with Comprehension, Bobbleheads, and the base skills, it is entirely possible to reach the magic total of 1300 skill points required to maximize all skills with a merely average Intelligence, even without Educated. It is even possible to max all skills with a starting Intelligence of 1, but this is very difficult, and requires meticulous min-maxing.

Value Skill Points / Level Skill Modifiers
1 11 Medicine +2, Repair +2, Science +2
2 12 Medicine +4, Repair +4, Science +4
3 13 Medicine +6, Repair +6, Science +6
4 14 Medicine +8, Repair +8, Science +8
5 15 Medicine +10, Repair +10, Science +10
6 16 Medicine +12, Repair +12, Science +12
7 17 Medicine +14, Repair +14, Science +14
8 18 Medicine +16, Repair +16, Science +16
9 19 Medicine +18, Repair +18, Science +18
10 20 Medicine +20, Repair +20, Science +20

Intelligence-based Perks

Perk Requirement Level Additional Requirements
Daddy's Boy / Daddy's Girl 4 2
Gun Nut 4 2 Agility 4
Swift Learner 4 2
Comprehension 4 4
Educated 4 4
Entomologist 4 4 Science 40
Nerd Rage 5 10 Science 50
Computer Whiz 7 18 Science 70
Warmonger 7 26

Ways to increase Intelligence

Primary statistics

This article uses material from the "Intelligence" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

Intelligence, usually abbreviated as INT, is a recurring statistic in the Final Fantasy series. It has the same function as Magic Power.

Intelligence is used primarily to determine the strength of magical attacks. In games where Mind also exists, Intelligence only determines the strength of Black Magic spells. Intelligence can also determine the likelihood that certain skills are successfully used, such as the Final Fantasy XI Thief ability Pick Locks. The Dark Knight ability Absorb-INT, allows the player to temporarily steal an enemy's Intelligence stat and boost their own.


This article uses material from the "Intelligence" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Starwars

Up to date as of February 04, 2010

From Wookieepedia, the Star Wars wiki.

Intelligence can refer to:


This is a disambiguation page—a navigational aid which lists other pages that might otherwise share the same title. If an article link referred you here, you might want to go back and fix it to point directly to the intended page.



This article uses material from the "Intelligence" article on the Starwars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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