Evaluating Intelligence
Evaluating Intelligence ("Eval Int") is the offensive half of a mage: while Magery decides whether a spell lands, Eval Int decides how hard it hits. It also lets you size up an opponent's intellect and mana, and powers the classic "mage wrestling" defense.
Spell damage ↑ top
Every damage spell compares your Eval Int against the target's Resisting Spells:
- If your Eval Int is higher, damage rises — up to about +20% at 100 Eval Int against a target with no resist.
- If the target's resist is higher than your Eval Int, damage drops sharply — a low-Eval caster can lose up to half the damage against a Grandmaster resister.
A serious mage therefore treats Eval Int as mandatory: without it your Energy Bolts tickle. Held Grimoires can add up to +25 Eval Int in PvM through their Enchanted property, on top of their damage multipliers.
The full spell-damage pipeline — the resist roll, Magery's contribution, the ×2 against monsters and where the masteries land — is drawn step by step on the Spell Damage page.
Judging a target ↑ top
Using the skill directly targets a creature or player and estimates their Intelligence; from 76.0 skill you also see their remaining mana percentage — handy for knowing when an enemy mage is running dry. Accuracy improves with skill.
Mage wrestling ↑ top
While your hands are free, your defensive skill in melee is the higher of your Wrestling or (Anatomy + Eval Int + 20) / 2 — the classic UOR mechanic that lets a mage with high Anatomy and Eval Int dodge like a wrestler without spending points on Wrestling. See the PvP overview.
The tank-mage insta-hit nerf (PvP) ↑ top
The UOR "insta hit" (your first swing being ready the moment you equip a weapon) is active on Sagas, but nerfed for mages: if you equip a weapon while having Magery 80+ and Eval Int 80+, your first hit against another player within that first swing window deals half damage. Pure warriors are unaffected. Details in the PvP overview.
Skill cap and mastery ↑ top
- Eval Int caps at 100 normally and can be raised to 120 with skill scrolls — one point per scroll, once you are already Grandmaster.
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The scrolled points only count outside PvP. While you are flagged for PvP combat anything above 100 is ignored — both for spell damage and for mage wrestling below. Grimoire Eval Int enchantments are not affected and keep working while flagged, exactly as they always did.
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It has its own Skill Mastery (PvM only), taught by mage and scribe NPCs from skill 90: Arcane Insight (bonus fire/energy damage after assessing a target), Vitalizing Spirit (stronger healing spells), Annihilation (bonus damage on wounded targets) and the ultimate Arcane Tempest (triple spell damage proc).
What the 20 points are worth ↑ top
Spell damage is scaled by the gap between your Eval Int and the target's Resisting Spells, and the two directions are weighted differently: every point you are ahead is worth +0.2% damage, every point you are behind costs 0.5%. Closing a deficit is therefore worth two and a half times as much as extending a lead, which makes Eval Int scrolls scale up against tough targets:
| Target's Resisting Spells | Eval Int 100 | Eval Int 120 | Gain |
|---|---|---|---|
| 60 | ×1.08 | ×1.12 | +3.7% |
| 100 | ×1.00 | ×1.04 | +4.0% |
| 120 | ×0.90 | ×1.00 | +11.1% |
| 140 (boss) | ×0.80 | ×0.90 | +12.5% |
So against ordinary monsters the scrolls are a modest gain, and against high-resist bosses they matter most. (The separate ×2 bonus all magery does to non-human monsters multiplies on top and does not change these percentages.)
Training 0 → 120 ↑ top
Eval Int is one of the easiest skills to raise, because it gains passively with every spell you cast — while you train Magery, Eval Int climbs alongside it for free. If it lags behind:
| Skill | Method |
|---|---|
| 0 – 30 | Pay a mage or scribe NPC for training |
| 30 – 120 | Keep casting spells (any spell counts), or repeatedly use the skill on creatures and players around you |
Past 100 the method is the same — keep casting. Gains slow down the closer you get to your current cap, so the last few points before 120 take the longest.
Gains follow the normal region modifiers — see Skills Overview.
Related ↑ top
- Magery · Meditation · Resisting Spells
- Spell Damage Simulator — dial these numbers in and watch the result
- Grimoire — Eval Int enchantments and PvM damage
- Evaluating Intelligence Mastery
- Skill Masteries — how the mastery system works