Additional Randart Properties

Additional Randart Properties

Adds many new randart properties to Tales of Maj'Eyal, with the goal of making rare items (pink) and randart items (orange) more varied. Some existing randart properties are also tweaked. This addon only affects randart properties; egos, even when they appear on randarts, are completely unchanged. This addon aims to be balanced and should not significantly increase or decrease the overall power of randarts for any class.

New properties for all randarts:
- Resist all. Numbers are much lower than individual damage type resistances.
- Increment all damage. Numbers are much lower than individual damage type bonuses.
- Resistance penetration for all damage. Numbers are much lower than individual damage type penetration bonuses.
- Luck bonus. This is less common than bonuses to the 6 core stats (strength, dexterity, etc.), but has the same magnitude.
- Talent type mastery. Like amulets of mastery/perfection, only talents the player can obtain are eligible.
- Talent on hit (spell), talent on hit (nature), and talent on hit (mindpower).
- Movement speed.
- Maximum positive/negative energy. (Both are always found as a pair)
- Flat damage reduction. As found on Striking Stance, the Eternal Night set, etc.
- Psi on crit/kill.
- Hate per kill.
- Paradox anomaly reduction.
- Size category.
- Stealth bonus.
- Armor hardiness.

New properties for randart weapons (including shields, gloves):
- Lifesteal.
- Talent on hit.

Existing randart properties that are changed:
- Arcane resistance is now given the same increment and cap as nature/blight/light/darkness. Its rarity has not changed.
- die_at ("Only die when reaching: -40.00 life") is nerfed to be a maximum life boost instead, to prevent degenerate swapping.

There is also a new option in the debug menu, "Create Randart", for stress testing purposes. Note that generating level 1,000,000+ randarts takes a significant amount of time, so if you ask for a hundred level 1,000,000,000 randarts you may have to wait several hours.

This addon just uses hooks to add new randart properties and modify some existing ones. It should be compatible with pretty much anything.

Weight: 10707



- Removed Acidbeam and Oozebeam as talent on nature/mind hit options due to their Psiblades requirement. Replaced them with Flamespit.
- Removed combat/spell/mind speed as randart properties (too much annoying math).
- Added new properties: paradox anomaly reduction, size category, psi per kill, hate per kill, stealth bonus, armor hardiness.
- Adjusted point cost and maximum of positive/negative energy bonus so that it maxes out less often.


- Disabled life leech. Weapons can still get lifesteal.
- Fixed flat damage reduction and resist all never appearing.
- Made mastery and talent on hit more focused (you are less likely to get mastery to multiple categories, or multiple talents on hit).
- Increased point cost of talent on spell/mental/nature hit.
- Increased point cost of combat/mental/casting speed.
- Added the "attack" keyword to talent on spell hit.
- Removed Maelstrom as a talent on hit.
- Removed Disperse Magic as a talent on hit.
- Enabled Dirty Fighting as a rare talent on hit, now that it would no longer grant the player free turns.


Initial release

Additional Randart Properties forum discussion thread
See addon usage in the character's vault.
Your rating: None Average: 4.5 (4 votes)

does this work with forbidden cults?

I'm curious since I just found this mod, but is this compatible with the new DLC that came out a few weeks ago?

Temporal Warden bug

The addon bugs the Temporal Warden so it can't switch to it's melee weapons automatically, neither through bump nor skills. It can still switch to the bow with out a problem though.

Useful Addon, But Some Issues

I haven't been able to get the "talent on hit" to ever ever work. Is it a talent on me hitting the enemy or the enemy hitting me? I've noticed no changes in the game log to indicate it ever procing.

I believe the same applies to life leech as well. The only time when it actually ever worked was when this one fused with a mindstar that already has inherent life leech on it, giving me "40% life leech chance" but resulting in near 100% chance.

I've been using this for about ... 50 days now, and have done light testing (about 100 or so randarts of varying numbers of egos and lvl) recently and have not been able to see any of the ALL egos (exception to res all on weapons, which did already appear before I started using this addon) and the flat damage negation.

Also, die at -x life is now a relevant stat for possessor. Perhaps have it be always die at -x life for whenever someone loads up a possessor class?

Re: Useful Addon, But Some Issues

Update your version. The all egos have already been fixed.
I've tested (and used in real games) all four forms of talent on hit, they've always worked. For "talent when this weapon hits", just hit things with the weapon. "Talent on hit (spell)" requires that you deal greater-than-0 damage with a spell talent, such as Lightning or Thunderstorm or Channel Staff. "Talent on hit (mindpower)" requires that you deal greater-than-0 damage with a mindpower, such as Mind Sear or Slime Spit. "Talent on hit (nature)" requires that you deal greater-than-0 damage with a nature gift, such as Slime Spit.
Remember that a 5% chance is not a large chance. It may take many instances of damage before you get a talent on hit to trigger.

I'm not going to undo the die_at nerf and I'm certainly not going to special case possessor or any other class. If anything, there will be *more* nerfs in the future.