Intelligence (Trap Quest)

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Intelligence is one of the main beneficial stats of the player. It is mainly used for discovering traps and overpowering temptations. It also lowers the cooldown of certain actions such as learning new skills.

When starting without bonuses, intelligence starts at 5.

Phrase Meanings

The phrase in the status bar corresponds to the following values:

  • Brainded: Intelligence capped at 2 because player is at 20/20 sex addiction.
  • Distraced: Intelligence capped at 2 because player is very horny or at maximum orifice soreness.
  • Airheaded: 1 to 3
  • Dumb Broad: 4 to 6
  • Average: 7 to 9
  • Pensive: 10 to 12
  • Geeky: 13 to 15
  • Brainy: 16 to 19
  • Genius: 20 to 24
  • Sage: 25 to 29
  • Deep Thought: 30

Influences

This is the main important stuff that you need intelligence to perform well at.

  • The player will lose the game at their next orgasm if their intelligence reaches 0.
  • Deal more damage with magic attacks, e.g. zapping an enemy with a magic wand.
    • Damage is usually increased by the intelligence of the player divided by 5.
  • Searching containers for traps
    • If a random number between 5 and 20 is less than the intelligence of the player, then the trap is successfully discovered.
  • Noticing unfriendly monsters when resting on furniture
    • If the intelligence of the player is lower than a random number between 5 and (the body soreness of the player + 6), then the player continues to rest and cannot act for another round.
  • Willpower-adjacent checks, for example jumping from drill pole traps
    • In the example of a drill pole trap, a random number between the intelligence of the player and 15 must be higher than a number calculated from sex addiction, arousal, and orifice soreness.
      • If the sex addiction of the player is over 14, its value is reduced to 14 for the purposes of this check.
      • If the sex addiction of the player is 20, this check cannot be made and the player faints automatically.
  • Focus / concentration / awareness adjacent checks, e.g. avoiding triggering tripwire traps
    • In the example of traipwire traps, two random numbers from 0 to the intelligence of the player are summed together and the result must be higher than 10 in order to step over the wire.
      • If the wire has already been encountered (whether or not it was triggered), three random numbers are used instead of two.
      • If the above check fails, a different question is asked. The higher the intelligence of the player, the player will ask a more useful question (that is, a question which will receive an answer that provides a useful hint towards how to play).
  • Stopping masturbating once in danger.
    • A random number between 2 and the sex addiction of the player must be lower than or equal to the intelligence of the player.
  • Learning skills from monsters.
    • The player must be 'ready to learn a new skill', which is a cooldown which takes longer if you have lower intelligence.
    • See the page on learnable skills.
  • Memorising crafting recipes.
    • The number of recipes you can have memorised scales with intelligence.
    • Memorising a recipe increases the chances that you will create a blessed version of the item.

Last updated: 2025-11-18 (Trap Quest Release 15 Version 5.2)