ToME: the Tales of Maj'Eyal

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 Post subject: Items have so many stats
PostPosted: Tue Jan 31, 2017 4:34 pm 
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Wayist

Joined: Tue Jul 15, 2014 6:37 pm
Posts: 27
One thing I haven't fully grasped yet is how many stats items have. Does it just take learning what stats are best for each class? I just get so overwhelmed with all the stats on new items. For weapons, I mostly look at the damage, but I feel I should understand the rest of the stats better.

Some stats I understand are +% to elemental damage, +health in the early game and such. But right now I mostly feel like I'm rolling dice when I equip something new.

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PostPosted: Tue Jan 31, 2017 4:45 pm 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 799
Depends on your class and difficulty. Generally +life is good early, +main stat is also good (e.g. Magic for a caster), +saves are less useful.
Large amounts of immunity to stun/confuse/blind/pin/silence/disarm (depending on class) are good. Especially stun.
For weapons get the one that hits hardest but also look for status procs - things that inflict madness, gloom, torment or warp are very strong. +crit and +critmult are large damage boosts.
Wear the heaviest armor you can (at least until 1.5 maybe). Especially if you can get a Dragon ego.
Get a lantern with a good +light radius.


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PostPosted: Tue Jan 31, 2017 5:01 pm 
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Wayist

Joined: Tue Jul 15, 2014 6:37 pm
Posts: 27
That all makes sense. I suppose when I start a new character, I should go over what their main stats are and aim for those on items. It's just that with some classes, I'm not sure yet what good stats are. I suppose it's all part of learning the game.

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PostPosted: Tue Jan 31, 2017 5:16 pm 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 799
Basically if you're a caster, Magic. Mindpower classes (that use Psi/Equilibirum) use Willpower+Cunning. Non-dagger using melee use Strength. Ranged weapons and daggers are Dexterity. Consitution is usually a poor choice. That's a rough guideline.


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PostPosted: Tue Jan 31, 2017 5:51 pm 
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Sher'Tul

Joined: Sat May 15, 2010 9:17 pm
Posts: 1443
Yeah... to supplement that, you can skim over your class's talents, looking for ones that say "scale with X", where the X is either a stat or physical/mind/spell power. Then you go after whatever stats you see, and either flat power or strength for physical, will+cunning for mind, and magic for spell.

Class's stat requirements on their talents is usually a pretty decent indicator, too. If half your class's talents requires strength, then strength is probably a good stat for that class. Stuff like that. It's not necessarily 100% optimal or whatever, but it'll usually tide you over as you learn more pretty well.


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PostPosted: Thu Feb 02, 2017 8:03 pm 
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Archmage

Joined: Mon Dec 15, 2014 10:08 pm
Posts: 334
Yeah it can be confusing at first, and could be better organized.

Main thing for weapons is Damage, Crit chance, Armor Penetration, and Procs/Abilities.

Main thing for armors is Immunities, Crit chance, Resistances, Life total, Heal mod.

A lot of the stats are pretty small and pointless, once you know what to look for it gets a lot simpler.

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PostPosted: Thu Feb 02, 2017 8:47 pm 
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Wayist

Joined: Tue Jul 15, 2014 6:37 pm
Posts: 27
Thanks for the replies. In my head I'm probably making it more complicated than it really is. I've also read up on what the different stats do. I knew the basic ones, but wasn't sure on some of the other ones.

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PostPosted: Thu Feb 02, 2017 9:07 pm 
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Cornac

Joined: Sun Apr 24, 2016 12:09 am
Posts: 42
You can also ask ing the in game iirc and people will generally try and help.


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