Pet Intelligence
The lifetime stat pets earn from puzzle games and books, with titles from Curious to Genius.
Some pets are fighters. Some are readers. Intelligence is a lifetime stat that grows every time a pet exercises its brain — by playing puzzle games with you, by being read to, or (for baby pets) by attending School. It never decays, and if a pet is ever traded or rehomed, everything it learned travels with it.
Where to see it
Every baby and adult pet shows its Intelligence on its pet page — the number, its current title, and progress toward the next one. Pets with any Intelligence also show it on their pet card.
| Intelligence | Title |
|---|---|
| 0-9 | Curious |
| 10-24 | Bright |
| 25-49 | Clever |
| 50-99 | Brilliant |
| 100+ | Genius |
Eggs can't learn — hatch first, study later.
Earning it from puzzle games
Finish a round of any thinking game while the pet is your active companion and it earns +1 Intelligence — or +2 for a strong performance (a win, a perfect board, a fast solve — each game defines its own). The eligible games:
A pet can earn up to 10 Intelligence per day from games — and the award that reaches the cap counts in full, so a strong finish can carry you just past it. Luck and reflex games (the Wheel, Scratch & Win, and friends) don't count — no offense to the lucky.
Earning it from books
Use any book item on a pet and the pet studies it: +1 Intelligence for a common book, +2 for rare, +3 for epic or legendary. Books still do everything they did before — the reading is on top. That includes books whose main effect is account-wide — a game ticket like Gale's Rally Playbook, a fishing reset, an unlock or a boost: read one to a pet and the perk still fires, and the pet you chose gets the book's XP and the Intelligence (it used to go to your active pet, with no Intelligence for anyone).
When the perk cannot fire any more, the read still goes through. A Journal, Pet Glossary or Item Catalog you have already unlocked, an Evolvotome read to an adult, a recipe book when every recipe is known: the pet still hears the story and earns the Intelligence, the copy is used up like any other read, and the effect simply does nothing. The pet page marks these as Story only before you tap.
Every baby and adult pet page has a Read to your pet section listing the books in your backpack. Stories the pet hasn't heard yet are highlighted as new and sorted first — a first read also adds the title to the pet's reading journal — and the section's meter shows how much of today's studying allowance is left.
Reading caps at 5 Intelligence per pet per day, separately from games — and the day's final read counts in full: with any allowance left, the whole bonus lands, even if it carries the pet past 5 (a +3 book read at 4/5 gives all 3). Re-reading a familiar book still awards Intelligence until the cap — only the journal credit is once per book. The Little Library and NPC shops are both good places to find fresh reading material.
Every pet also keeps a reading journal. The Reading Stats card on its page (just below Combat Stats) shows three things: how many different books the pet has been read out of every book in the game, the latest title, and what it wants to read next. That pick works in three steps: an unread story already in your backpack comes first (the one worth the most Intelligence); if you have none, the rarest unread book that is for sale anywhere right now, with its lowest price and a link to the Findley search for it; and if nobody is selling one, the rarest unread book in the catalog, with a Findley link so you can watch for it. Books read past the daily cap still count toward the collection, so a big reading day is never wasted.
See every pet's reading list in one place. The Reading Nook (Pets menu) lists, for each pet, the books on your shelf it has not heard yet and the unread ones on sale right now, with a one-tap next read that always picks the pet furthest behind.
Two daily quests reward reading. Story Time asks you to read one book to any pet (80 MPC), and Story Circle asks you to read to 2 or 3 different pets (160 to 200 MPC). Story Circle counts pets, not books: reading the same pet twice does not move it, and a read that lands past a pet's daily cap still counts as a read. Both quests appear in the usual daily rotation on your Dashboard.
Earning it from School
Baby pets have a source all their own: a completed day at School pays +2 Intelligence, and helping with the homework that comes home adds up to +3 more. School has its own allowance of 5 Intelligence per pet per day, separate from the game and book caps — a studious baby can hit all three in one day.
Earning it on Adventures
On an Adventure through MiroTown, a Bright or Clever pet is shown choices a Curious pet walks straight past, and making a genuinely clever choice earns +1 Intelligence — once per adventure, counted within the daily game allowance.
What Intelligence does
Since September 3, 2026 a pet's tier pays off in the same games that grow it. Whenever your active pet is a puzzle-game companion, its tier adds a bonus to the coins that game pays, applied on top of coin boosts, care and featured-game multipliers. The bonus only applies in the nine Intelligence games (Pet Match, Gem Mine, Four in a Row, Aqua Maze, Potion Sort, Arcane Cipher, Word Worm, Solitaire and Spider Solitaire), never in luck or reflex games.
| Tier | Perk |
|---|---|
| Curious (0+) | no bonus yet |
| Bright (10+) | +5% coins in puzzle games |
| Clever (25+) | +10% coins in puzzle games |
| Brilliant (50+) | +15% coins in puzzle games |
| Genius (100+) | +20% coins in puzzle games, plus one hint per game in Word Worm and Arcane Cipher |
The Genius hint appears as a small Hint button while you play: in Word Worm it reveals the first letter and length of one possible scoring word — not necessarily the pangram — chosen from the longer words you have not found yet; in Arcane Cipher it reveals one rune and the slot it belongs in. One hint per game, and only while the active pet is a Genius. The pet page's Intelligence meter shows the perk your pet currently has.
Dens read together. The weekly Reading Rally turns every book you read to a pet into progress for your den, and pays a rare book to members who read to 3 different pets when the den's goal falls.
Milestone charms
- Clever Companion — your first pet to reach 25 Intelligence (500 MPC bonus)
- Certified Genius — your first pet to reach 100 Intelligence (2,500 MPC bonus)
Good habits
- Keep your favorite thinker set as your active pet before puzzle sessions — Intelligence goes to whoever is playing with you.
- Books are the fastest boost — a single epic book is worth a strong game session.
- Spread the wisdom: caps are per pet, so a full shelf of bookworms grows faster than one lone genius.