Evaluating Intelligence
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Evaluating Intelligence (Eval Int) is the mage’s offensive damage skill. The prose is community-derived (paraphrased from the uorenaissance.com skill list plus ServUO behavior) pending field verification; the stats table is source-verified against ServUO.
What it does
Section titled “What it does”Eval Int raises the damage of your offensive Magery spells — the higher it is, the harder your fireballs, energy bolts, and explosions hit. It can also read a target’s Intelligence and mana. It is a near-mandatory support skill on any battle mage. See spellcasting.
How to use it
Section titled “How to use it”- Passive — the damage bonus applies automatically whenever you cast a damaging Magery spell.
- Active (training) — use the skill and target a creature to gauge its Int/mana.
How to train it
Section titled “How to train it”Quick start: an NPC Mage teaches Eval Int up to one-third of its own skill, capped at
42.0 (Scripts/Mobiles/Normal/BaseCreature.cs, CheckTeach:
baseToSet = ourSkill.BaseFixedPoint / 3) — buy to ~30–42 first.
Eval Int is an active “read” skill (Scripts/Skills/EvalInt.cs). You can target anything,
but only a Mobile (creature/player) gives a usable reading — the active skill check is
CheckTargetSkill(EvalInt, target, 0.0, 120.0), so any living creature in range (8 tiles)
trains it. Accuracy improves with skill: the reading’s margin of error is
max(0, 20 − EvalInt/5), and the target’s mana reading only appears once your Eval Int
base is 76.0 or higher.
- Low/mid skill — Use it on creatures to read their Int repeatedly; a tethered or weak monster is an endless target. Or simply cast damage spells in combat, where it climbs alongside Magery (it scales your spell damage).
- High skill — let it ride in combat; harder fights keep both Magery and Eval Int gaining, and GGS pays out the slow late points.
See skill gain and using & training skills.
Mechanics & numbers
Section titled “Mechanics & numbers”| Primary stat | Intelligence |
| Secondary stat | Strength |
| Title | Scholar |
| Mastery skill | No |
| Gain notes | on a skill-up, the standard ML stat-gain roll favors Int (primary) then Str (secondary) |
On our EJ shard (Core.ML), a skill-up rolls the standard stat-gain mechanic
(Scripts/Misc/SkillCheck.cs, TryStatGain): a flat ~5% chance, then the primary stat
(Int) is favored ~3:1 over the secondary (Str). The per-skill gain weights in
Server/Skills.cs only applied on the pre-ML mechanic.
Eval Int is the magery analogue of Anatomy/Tactics
for melee: it is the primary multiplier on spell damage. On our AOS/EJ shard the scaling is in
Scripts/Spells/Base/Spell.cs (GetNewAosDamage): base spell damage is multiplied by
evalScale = 30 + (9 × EvalInt) / 100 percent — i.e. 30% with no Eval Int up to 120%
at GM (100.0). So GM Eval Int roughly quadruples the base damage versus an untrained caster.
A separate flat damage bonus is then added from Caster.Int/10, Inscription
(scribeBonus), and Spell Damage Increase. Eval Int is the DamageSkill for Magery spells
(GetDamageFixed reads Skills[EvalInt]).
Related skills & synergies
Section titled “Related skills & synergies”- Magery + Eval Int — the inseparable mage damage core.
- Meditation + Inscription + Resisting Spells — round out the Pure Mage on seven-GM templates and the Mage template.
See also
Section titled “See also”Banner icon courtesy of uorenaissance.com.