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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, Artificers and Alchemists 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:

Intelligence for Attack and Damage[edit]

You can apply your Intelligence modifier to your attack rolls and/or damage rolls through the use of:

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 ability value at Character Creation
  • Level-Up ability 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 ability 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 Ability Tomes. These bonuses will show on your character sheet in the Feat section.

Feat bonus[edit]

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

  • General Feats

Enhancement Trees[edit]

The following class, racial and universal enhancements provide Intelligence score as part of their listed effects. Unless otherwise noted, enhancement tree bonuses stack with each other and other sources of bonuses.

  • Alchemist
    • All Alchemist enhancement trees offer +1 Intelligence at Tiers 3 & 4.
    • Apothecary: Genius Never Dies! (Level 20 Core Ability) - +4 Intelligence
    • Bombardier: Multivial (Level 20 Core Ability) - +4 Intelligence
    • Vile Chemist: Venom's Grip (Level 20 Core Ability) - +4 Intelligence
  • Artificer
    • All Artificer enhancement trees offer +1 Intelligence at Tiers 3 & 4.
    • Arcanotechnician: Arcane Empowerment (Level 20 Core Ability) - +4 Intelligence
    • Battle Engineer: Master Engineer (Level 20 Core Ability) - +4 Intelligence
    • Renegade Mastermaker: Mass Unbreakable Forcefield (Level 20 Core Ability) - +2 Intelligence
  • Fighter
    • Kensei: Power Surge (Level 12 Core Ability) - +8 Psionic Bonus to Intelligence for 60 seconds per use. Will not stack with other Psionic Bonuses.
    • Kensei: Alacrity (Level 20 Core Ability) - +2 Intelligence
  • Monk
    • The Henshin Mystic enhancement tree offers +1 Intelligence at Tiers 3 & 4.
  • Rogue
    • The Assassin and Mechanic enhancement trees offer +1 Intelligence at Tiers 3 & 4.
    • Assassin: Deadly Shadow (Level 20 Core Ability) - +2 Intelligence
    • Mechanic: Hip Flask (Level 20 Core Ability) - +2 Intelligence
  • Warlock
  • Wizard
    • All Wizard enhancement trees offer +1 Intelligence at Tiers 3 & 4.
    • Archmage: Master of Magic (Level 20 Core Ability) - +2 Intelligence
    • Eldritch Knight: Eldritch Blade (Level 20 Core Ability) - +2 Intelligence
    • Pale Master: Pale Shroud (Level 3 Core Ability) - all Undead Shrouds provide +2 Intelligence while active except for Shroud of the Zombie
    • Pale Master: Embrace the Void (Level 20 Core Ability) - +4 Intelligence
  • Universal Enhancements
  • Racial Enhancements

Epic Destinies[edit]

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 - +16.
    • Named Loot Items may come with the enhancement bonus of +1 - +15.
    • 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 +13(Legendary) in the Prefix (Blue) Slot.
    • Colorless Augment Slots can be slotted with an Intelligence augment with an enhancement bonus of +1 - +14
  • 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)
    • Set Bonuses can apply from +1 to +3 Artifact bonus to Intelligence.
    • Solar Gems can grant a +4 Artifact bonus to Intelligence.
  • Reaper bonus - +2 Reaper Ability Bonus to Intelligence on headwear items only.

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 DEX
Epic Doublecross Bow 20 Repeating Light Crossbow DEX, INT DEX
Epic Staff of Inner Sight 20 Quarterstaff STR, INT STR, CHA
Legendary Doublecross Bow 30 Repeating Light Crossbow DEX, INT DEX
Legendary Staff of Inner Sight 30 Quarterstaff STR, INT STR, CHA

Spells[edit]

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

  • Enhancement Bonus
  • Alchemical Bonus

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]

The theoretical Sustainable maximum for Intelligence for a caster is 129 using a Sun Elf, Drow, Deep Gnome, Gnome, Eladrin, or Chaosmancer Wizard 20. Note that this is not necessarily ideal for builds, just that it can be done.


The Breakdown is as follows:

  • 20 Base (Spend 10 build points to get max possible for Race), Eladrin has base 18, but gets a unique +2 from Winter Affinity
  • +7 Level-up
  • +8 Tome
  • +2 Racial Enhancement (6 AP)
  • +9 Class Enhancements
    • +10 from Pale Master (41 AP, Shroud of the Lich +2, Improved Shrouding +2, Tier 3&4 Intelligence +2, Capstone +4)
    • +4 from Harper (24 AP, Core 2, Core 4, Tier 3, Tier 4 Intelligence +1)
    • +1 from Archmage (12 AP, Tier 3 Intelligence +1)
  • +2 Racial PL Feats for Drow and Gnome
  • +2 Racial Completionist
  • +2 Completionist Feat
  • +5 Epic Feat (Great Ability x5)
  • +16 Item Enhancement Bonus (Currently only obtainable on random-gen gear with both Wondrous and Masterful craftsmanship, making it exceptionally rare.)
  • +7 Insightful(Item, Random loot (Legendary Greensteel +7 max)
  • +2 Exceptional(Isle of Dread, Viktranium Experiment--yes, you can get this bonus on Legendary Greensteel, but since greensteel and alchemical crafting items cannot have sentience on them, this bonus then becomes exclusive with the alchemical bonus)
  • +3 Quality
  • +2 Festive Event Augment
  • +4 Artifact (Solar Gem of Intelligence)
  • +2 Guild Airship Buffs
  • +19 Sentient Filigrees (+12 in 10 weapon slot, +7 in 5 minor artifact slot)
  • +4 Profane(Lunar Gem of Intelligence)
  • +2 Alchemical (Alchemical crafting weapon))
  • +2 Competence (Bard Inspire Excellence song)
  • +2 Yugoloth
  • +2 DDO Store Potion
  • +2 Primal Avatar Spirit Boon: Mind
  • +2 Fatesinger Glitter of Fame + Arcane Resonance
  • +2 Fortune (Curse of Major Intelligence)


The theoretical Sustainable maximum for Intelligence for a non-Caster Character is 130 (Situational/Sustainable) using a Sun Elf, Drow, Deep Gnome, Gnome, Eladrin, Chaosmancer, or Dark Bargainer Fighter 12/Rogue(or Artificer) 8.

The only difference will be the Class & Patron Enhancements.

  • +10 Class Enhancements
    • +8 from Kensai (21 AP, Power Surge +8 Intelligence)
    • +2 from Mechanic (Or Battle Engineer (22 AP, Tier 3 & 4 Intelligence +2)
    • +4 from 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.