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Intelligence

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Intelligence is one of the six basic stats of DDO.

Intelligence (INT)

Intelligence determines how well your Player Character learns and reasons. This ability is important for wizards or artificers as it affects how many spell points they have, how hard their spells are to resist, and how powerful their spells can be. It's also important for any character who wants to have a wide assortment of skills.

You apply your Player Character’s Intelligence modifier to:

You can also apply your Intelligence Modifier to your Melee and/or Ranged Attack rolls and/or Damage rolls through the use of:

  • Harper Strategic Combat I (Attack Rolls only)
  • Harper Strategic Combat II (Damage Rolls only)
  • Swashbuckler Tier 3 enhancement Different Tack (Damage Rolls Only)
  • Mechanic Core 3 enhancement Targeting Sights (Damage Rolls Only. Only Crossbows and Thrown Weapons)

Feat Prerequisites and Skill Points[edit]

The following Feats have a minimum Intelligence Requirement:

At first level (character creation), the number of skill points given is equal to (Class modifier2: Clerics, Favored Souls, Fighters, Paladins, Sorcerers and Wizards
4: Barbarians and Monks
6: Bards and Rangers
8: Rogues
+ Intelligence modifier) * 4. At each further level gained in a class, a character receives a number of skill points equal to Class modifier2: Clerics, Favored Souls, Fighters, Paladins, Sorcerers and Wizards
4: Barbarians and Monks
6: Bards and Rangers
8: Rogues
+ Intelligence modifier (with a minimum of 1 skill point).

Note: Even if your Player Character's race starts with 6 Intelligence (Half-Orc), and your Player Character's class gets 2 base skill points per level (Cleric, Favored Soul, Fighter, Paladin, Sorcerer, or Wizard), your Player Character will still get 1 skill point each level.

IMPORTANT: Both Feat Pre-reqs and Skill Points Only take into account three sources/bonuses when determining your Intelligence/Intelligence Modifier:

  • Base Stat value at Character Creation
  • Level-Up stat point raises
  • Inherent Bonuses from Ability tomes

Raising Intelligence Scores[edit]

You can raise your Intelligence score from different sources, among them:

Base[edit]

  • During character creation, you can add up to 10 points to your basic Intelligence score, which means:
    • A Deep Gnome, Gnome, Drow Elf, Morninglord character can start with a Intelligence of up to 20
    • A Half-Orc character can have a Intelligence of up to 16.
    • All other races can start with a Intelligence of up to 18
  • At the 4th, 8th, 12th, 16th, 20th, 24th, and 28th, you are allowed to raise a single ability by 1 point.
  • The Stat point raises are often referred to as "level-ups". These increases count towards Feat Pre-requisites.

Inherent bonus[edit]

Inherent bonuses stack with all other bonuses and also count towards Feat Pre-requisites.

  • A Manual of Clear Thought will raise the Intelligence score by the appropriate value. For more information, refer to Tomes. These bonuses will show on your character sheet in the Feat section.

Feat bonus[edit]

Unless noted otherwise, Feat Bonuses stack with each other and other sources of bonuses.

  • General Feats
    • Completionist feat - available at level 3 to completionists. Bonus of +2 to all abilities.- available at level 3 to completionists. Bonus of +2 to all abilities.
    • Great Ability - Epic feat available at level 21,24,27, or 30. Bonus of +1 to Intelligence. May be selected multiple times.
    • Racial Past Life Feats - The second Past Life Feat for Gnome and Drow Elf is +1 Intelligence. These are auto-granted at level 1, but do not count for feat pre-requisites. For more information see: Racial Reincarnation.
  • Patron Enhancements
    • Harper Enhancement - Intelligence - Provides +1 Intelligence in Core 2 and 4 and at Tier 3 and Tier 4.
  • Epic Destiny Enhancements -
    • Draconic Incarnation Tier 1 - 6 Stat Increase - You can select a +1 Intelligence increase at each level for 2 EDP. Maximum of +6 total.
    • Magister Tier 1 - 6 Stat Increase - You can select a +1 Intelligence increase at each level for 2 EDP. Maximum of +6 total.
    • Shadowdancer Tier 1 - 6 Stat Increase - You can select a +1 Intelligence increase at each level for 2 EDP. Maximum of +6 total.
    • Primal Avatar Spirit Boon - +2 primal bonus to Intelligence while toggled on. Tier 5 Enhancement. Will not stack with other Primal Bonuses.
    • Fatesinger Echos of the Ancestors - Provides a +1 bonus to Intelligence for the Magister selector.
    • Shiradi Champion Audience with the Queen Can provide Pleasure of the Queen for a +4 Royal Bonus to Statistics or Joy of the Queen - Love for a +10 Royal Bonus. 5 minute duration.

Items[edit]

Unless noted otherwise, bonuses within a single category do not stack.

  • Enhancement Bonus
    • Random Loot Items may come with the enhancement bonus of +1 - +17.
    • Named Loot Items may come with the enhancement bonus of +1 - +18.
    • Cannith Crafting Items may come with the enhancement bonus of +1 - +15.
    • Slave Lords Crafting Items may come with an enhancement bonus of +5(heroic) or +17(Legendary) in the Prefix (Blue) Slot.
    • Colorless Augment Slots can be slotted with a Intelligence augment with an enhancement bonus of +1 - +8
  • Artifact bonus
    • Set bonuses Slave Lord's Sorcery Set provides +1 Artifact Bonus (Heroic 5 Piece Set) and +2 Artifact Bonus (Legendary 5 Piece Set)

Named weapons that use Intelligence for attack/damage[edit]

Name ML Type Attack mod Damage mod
Brine Shaman's Staff 6 Quarterstaff INT, CHA STR
Stave of the Seer 8 Quarterstaff INT, WIS INT, WIS
Staff of Inner Sight 10 Quarterstaff INT, WIS, CHA INT, WIS, CHA
Doublecross Bow 16 Repeating Light Crossbow DEX, INT N/A
Epic Doublecross Bow 20 Repeating Light Crossbow DEX, INT N/A
Epic Staff of Inner Sight 20 Quarterstaff INT CHA

The above was automatically compiled via DPL, 20:26:11 result from cache, age: 08:43:21 of max 1 day - if you think that's not up-to-date, refresh it by visiting this link (please, use sparingly, since it puts some additional load on the server)

Spells[edit]

Bonuses from spells will not stack with bonuses of the same type from other sources

  • Enhancement Bonus
    • Fox's Cunning - Provides a +4 Enhancement Bonus to Intelligence

Temporary bonuses[edit]

Unless otherwise noted, Temporary bonuses will not stack with bonuses of the same type from other sources.

  • Stacking bonuses - These bonuses are all temporary and seem to be Untyped and stack with all other sources
    • Yugo Pot bonus - The Yugoloth Favor Potion, Essences of Cunning, adds a +2 bonus to Intelligence for 15 minutes.
    • Long Lasting Elixir of Fox's Cunning - Found in the DDO Store or the Monster Hunter Vendor, provides a +2 bonus to Intelligence.

Theoretical maximum[edit]

NOTE: This is accurate through U35

The theoretical Sustainable maximum for Intelligence for a caster is 118/109 (Situational/Sustainable) in Magister using a Sun Elf, Drow, Deep Gnome, or Gnome Wizard 20.
The theoretical Situational maximum for Intelligence for a caster is 122/103 (Situational/Sustainable) in Shiradi Champion using a Sun Elf, Drow, Deep Gnome, or Gnome Wizard 20.

The Breakdown is as follows:

  • 20 Base (Spend 10 build points to get max possible for Race)
  • +7 Level-up
  • +7 Tome
  • +2 Racial Enhancement (6 AP)
  • +9 Class Enhancements
    • +8 from Pale Master (41 AP, Shroud of the Lich +2, Improved Shrouding +2, Tier 3&4 Intelligence +2, Capstone +2)
    • +1 from Archmage (12 AP, Tier 3 Intelligence +1)
  • +4 Patron Enhancement Harper Agent (24 AP, Core Intelligence +2, Tier 3&4 Intelligence +2)
  • +2 Racial PL Feats for Drow and Gnome
  • +2 Completionist Feat
  • +4 Epic Feat (Great Ability x4)
  • +5 Twists (+3 twisted in from EDs, +1 twisted in from Epic Completionist bonus +1 Twisted in with Level 30 bonus Twist)
  • +17 Item Enhancement Bonus (Item)
  • +8 Insightful(Item, Random loot (Legendary Greensteel +7 max)
  • +2 Exceptional(Legendary Greensteel)
  • +4 Quality (Legendary Festering Mummy Wrappings)
  • +2 Festive (Augment, e.g. Diamond of Spooky Intelligence +2)
  • +2 Artifact (Legendary Slave Lords Sorcery Set)
  • +2 Guild Airship Buffs
  • +4 Profane(Abishai Bonus. +2 Sustainable from Well Rounded or Litany)
  • +3 Alchemical (+2Alchemical Weapon or +3 from Deneith Pot)
  • +2 Competence (Bard Inspire Excellence song)
  • +2 Yugoloth
  • +2 DDO Store Potion
  • Now pick one of two destinies - Magister for Sustainable Max. Shiradi Champion for Situational Max. You cannot be in two destinies simultaneously.
    • +6 Epic Destinies (e.g. +6 from Magister INT Sustainable) OR
    • +10 Royalty (+10 from Audience with the Queen Shiradi bonus, lasts 5 minutes)(Not Sustainable)

The theoretical Sustainable maximum for Intelligence for a non-Caster Character is 119/110 (Situational/Sustainable) in Shadowdancer using a Sun Elf, Drow, Deep Gnome, or Gnome Fighter 12/Rogue(or Artificer) 8.
The theoretical Situational maximum for Intelligence for a non-Caster Character is 123/104 (Situational/Sustainable) in Shiradi Champion using a Sun Elf, Drow, Deep Gnome, or Gnome Fighter 12/Rogue(or Artificer) 8.
The only difference will be the Class & Patron Enhancements.
  • +10 Class Enhancements
  • +4 Patron Enhancement Harper Agent (22 AP, Core Intelligence +2, Tier 3& 4 Intelligence +2)

This yields a +1 Intelligence difference from the Wizard 20 version above.