Quest for Glory Omnipedia
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(I suspected this for a long time, and just tested to confirm it. If your thief's intelligence is at its base of 15, you'll fail at cracking the safe three times and get a game over. Pick locks skill was ~60.)
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Intelligence is by far the most valuable for the Magic User above all other classes. Since its effects are both magic related, only Heroes with skill in [[Magic (skill)|Magic]] gain any benefit from it. Intelligence is factored into Mana Points, the formula being one-third of Intelligence plus two-thirds of Magic. Remember that if the Hero has no skill in Magic, then his Mana Points will be zero no matter how high his Intelligence.
 
Intelligence is by far the most valuable for the Magic User above all other classes. Since its effects are both magic related, only Heroes with skill in [[Magic (skill)|Magic]] gain any benefit from it. Intelligence is factored into Mana Points, the formula being one-third of Intelligence plus two-thirds of Magic. Remember that if the Hero has no skill in Magic, then his Mana Points will be zero no matter how high his Intelligence.
   
[[Fighter]]s, [[Paladin]]s, and [[Thief|Thieves]] gain very little from Intelligence, as there are no checks against it throughout the series. Puzzles do not require Intelligence to solve, so your Hero will never be stymied by being "too stupid". Only the intelligence of the player is important in solving puzzles.
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[[Fighter]]s, [[Paladin]]s, and [[Thief|Thieves]] gain very little from Intelligence, as there is exactly one check against it throughout the series (cracking the Sheriff's safe in QFG1), and even that requires a very modest intelligence rating. Puzzles do not require Intelligence to solve, so your Hero will never be stymied by being "too stupid". Only the intelligence of the player is important in solving puzzles.
 
==Training==
 
==Training==
 
Intelligence can most easily be trained by casting spells repeatedly. There may be a greater chance of advancing if the spell is cast during combat. Intelligence can also be trained by making smart moves in combat (ie. dodging and counterstriking), and while this is slower, it's just about the only option available to the Fighter who wishes to advance his Intelligence. The ability can also be trained using certain Thief techniques, particularly [[Lockpicking]], although the effectiveness of this varies by game.
 
Intelligence can most easily be trained by casting spells repeatedly. There may be a greater chance of advancing if the spell is cast during combat. Intelligence can also be trained by making smart moves in combat (ie. dodging and counterstriking), and while this is slower, it's just about the only option available to the Fighter who wishes to advance his Intelligence. The ability can also be trained using certain Thief techniques, particularly [[Lockpicking]], although the effectiveness of this varies by game.

Revision as of 21:36, 25 June 2015

Intelligence

Your mind is your greatest weapon

Intelligence is an Ability. It describes the mental prowess of the Hero. All classes have Intelligence, and the Magic User gains the most benefit from it. Intelligence ties into two factors:

  • The effectiveness of Spells cast by the Hero
  • How many Mana Points the Hero has

General

Intelligence is by far the most valuable for the Magic User above all other classes. Since its effects are both magic related, only Heroes with skill in Magic gain any benefit from it. Intelligence is factored into Mana Points, the formula being one-third of Intelligence plus two-thirds of Magic. Remember that if the Hero has no skill in Magic, then his Mana Points will be zero no matter how high his Intelligence.

Fighters, Paladins, and Thieves gain very little from Intelligence, as there is exactly one check against it throughout the series (cracking the Sheriff's safe in QFG1), and even that requires a very modest intelligence rating. Puzzles do not require Intelligence to solve, so your Hero will never be stymied by being "too stupid". Only the intelligence of the player is important in solving puzzles.

Training

Intelligence can most easily be trained by casting spells repeatedly. There may be a greater chance of advancing if the spell is cast during combat. Intelligence can also be trained by making smart moves in combat (ie. dodging and counterstriking), and while this is slower, it's just about the only option available to the Fighter who wishes to advance his Intelligence. The ability can also be trained using certain Thief techniques, particularly Lockpicking, although the effectiveness of this varies by game.

Like all Abilities and Skills, Intelligence can be increased by 50 in Quest for Glory II using the Djinni Wish

Lastly, in Quest for Glory III, repeatedly playing Awari with Yesufu will slowly increase your Intelligence.

Abilities and Skills
Abilities Strength · Intelligence · Agility · Vitality · Luck
Skills Weapon Use · Parry · Dodge · Stealth · Lockpicking · Throwing · Climbing · Magic · Communication (Bargain) · Paladin · Acrobatics · Defense · Swimming · Pickpocketing
Other Honor (Bargain) · Sleeping · Dropping items · Running · Eating · Drinking · Experience Points · Puzzle Points · Thief Sign