Note: while Captains have a variety of NPC heralds they can summon, only one may be active at any given time.
Jack of All Trades: the Captain has a hand in just about every job for a group. Alone, a Captain is a capable warrior and healer, but in a group, they improve a fellowship to an exceptional level. Although they aren't the best in any one area (even when they are traited that way), they can fill just about any role in a group to a limited extent, barring that of ranged attacker. However, advanced Captains are able to summon an Archer who deals non-trivial damage. Equipped with a Herald and plenty of offensive and defensive capabilities, the Captain is a class that requires some thought and focus to mastering.
| Patch Update
This article needs to be updated with current information.
Please utilize both in-game sources and the official patch notes.
Skills are listed with the base power cost at level 75. For these values at lower levels, see the individual skill pages.
Bolster the Weakened
|Heal||14||181||25m||Initially heals your target for a moderate amount at the cost of some of your morale, and then heals more over time.|
|Cure + Buff||16||90||30m||Removes current Fear effects and temporarily buffs Fear resistance.|
|Res||20||181||25m||Revive defeated companion (usable in combat).|
|Damage + Heal + HoT||22||171||2.5m||A melee attack that heals your Shield-brother over time.|
|Buff||36||10% of max||Self||Briefly absorbs 1/2 of the damage dealt to your fellowship.|
|Res||40||151||25m||Revive defeated companion (only usable outside combat).|
|Damage + Heal||58||81||2.5m||A melee attack that heals your Fellowship.|
Direct Your Allies
|Heal + HoT||2||248||30m|| Heals your Fellowship |
|Buff||4||90||30m|| Decreases fellows' attack duration |
|Buff||8||108||30m||Boosts Fellowship's run speed.|
|AoE||8||141||7m|| Light Damage to nearby foes |
|Threat||12||3% of max||40m||Reduces threat from damage while increasing Captain's threat over time.|
|Debuff||18||3% of max||40m||Increases incoming damage to a marked foe.|
|Debuff||30||3% of max||40m||Damage dealt to the marked foe restores morale of the attacker.|
|Res + Buff||32||90||15m||Resurrect plus a Power buff for your Fellowship.|
Lead by Example
|Damage||1||81||20m||Does some light damage and initiates a State.|
|Damage + Buff||1||81||2.5m||A melee attack that briefly increases your armour.|
|Damage||1||81||2.5m||An attack that bypasses your target's block and parry ratings.|
|Damage||2||141||2.5m||A attack with inceased damage on critical, initiates a State.|
|Damage + DoT||4||142||2.5m||An attack that causes the target to bleed.|
|AoE||10||135||4.2m||A skill with two attacks against up to two targets for medium damage (initiates a State).|
|Buff||22||120||Self||You can't be dealt a final blow while this skill is active.|
|Threat||26||108||40m||A cry that increases the chance your target will attack you.|
|Damage + Buff||30||135||2.5m||A attack that also buffs your fellowship with the .|
|Damage + Threat||42||129||2.5m||A melee attack that increases your perceived threat (more effective if used while target bleeds from ).|
|Damage + Interrupt||44||145||2.5m||Interrupts any time-delayed actions your target is attempting.|
|Damage + Buff + Corruption Removal||52||135||2.5m||A attack that also buffs your fellowship with the and removes a Corruption from the target.|
|Damage + Buff||54||81||3m||An attack that briefly increases your armour, also has a chance to restore power when under .|
|Damage + Threat||60||141||2.5m||A powerful melee attack when an ally falls that causes a great deal of additional threat.|
|Damage||66||81||3m||An attack that bypasses your target's block and parry ratings while reducing the cooldown of Battle-shout.|
|Damage + DoT||68||129||3m||A melee attack that increases your perceived threat (more effective if used while target bleeds from , increasing threat and adding a bleed).|
|Damage + DoT + Debuff||72||142||3m||A melee attack which causes a bleed as well as slowing your target.|
Prepare for Battle
|Buff||6||n/a||40m||Increases chance to Parry incoming attacks.|
|Herald||10||486||Self||Banner increases Might and Agility|
|Buff||16||181||15m||Increases maximum Morale of your fellowship.|
|Buff||22||n/a||50m||Marks one of your fellows as your Shield-brother.|
|Herald||24||486||Self||Banner increases maximum Morale and ICMR.|
|Buff||28||n/a||40m||Increases chance to land critical hits.|
|Herald||34||486||Self||Banner increases maximum Power and ICPR.|
|Buff||38||n/a||40m||Increases Power regeneration|
|Fluff||40||n/a||10.2m||Causes players around you to kneel|
|Buff||40||145||50m||Reduces your Shield-brother's incoming damage by 15%.|
|Threat||46||181||10m||Lowers your threat to the opponents around you, but decreases your damage.|
|Buff||48||181||50m||Increases the effect of healing abilities on your Shield-brother.|
|Buff||50||n/a||Self||Gives an and initiates a State at the cost of some Morale.|
|Herald||56||486||Self||Summons an Archer.|
|Detaunt||62||181||Self||Reduces your threat and the threat gained from doing damage.|
|Buff||64||n/a||50m||Marks one of your fellows as your Shield-brother and increases their ICMR and Critical Defence.|
|Buff||70||n/a||50m||Marks one of your fellows as your Song-Brother and increases their ICPR while reducing threat from healing.|
|Buff||74||n/a||50m||Marks one of your fellows as your Blade-Brother and increases their ICMR and Critical Ratings.|
|1||Free||Allows the use of Light Armour.|
|1||Free||Allows the use of Medium Armour.|
|15||22 50||Allows the use of Shields|
|20||40||Allows the use of Heavy Armour.|
Base Passive Skills
Captains will inherit certain innate characteristics based on their race.
- For details see Race of Man Skills
|20||40||Reduces the chance for the Captain to suffer a critical hit.|
|30||90||Your skill with a Halberd has improved.|
|1||Free||Allows the use of Specialized Equipment|
|1||Free||Allows the use of Horns|
|1||Free||Allows the use of Lutes|
Misc. Passive Skills
|20||40||Allows the wielding of Armaments.|
|40||160||Allows the use of summoning horns.|
|1||Free||Allows the use of Daggers.|
|1||Free||Allows the use of One-handed Axes.|
|1||Free||Allows the use of One-handed Clubs.|
|1||Free||Allows the use of One-handed Hammers.|
|1||Free||Allows the use of One-handed Maces.|
|1||Free||Allows the use of One-handed Swords.|
|1||Free||Allows the use of Two-handed Axes.|
|]||1||Free||Allows the use of Two-handed Clubs.|
|1||Free||Allows the use of Two-handed Hammers.|
|1||Free||Allows the use of Two-handed Swords.|
|10||3||Allows the use of Spears.|
|15||22 50||Allows the use of Halberds.|
|Alert Guard||Your Defensive Strike now also provides an increase to your Parry.||1||Use Defensive Strike 300 times (100/day)|
|Echoing Shout||Your Threatening Shout now affects up to 3 targets.||26||Use Threatening Shout 500 times|
|Improved Routing Cry|| Your Routing Cry draws the attention of your enemies.
Routing Cry gains Force Attack for 10s
|20||Use Routing Cry 750 times|
|Captain's Victory||The Power-enhancing effects provided by your Herald of Victory or Standard of Victory are more effective.||34||Summon your Herald of Victory 60 times (15/day)|
|Defiance|| Your Last Stand lasts longer, and you are healed when it ends.
+10s Last Stand Duration
|30||Complete the quest A Captain's Standard|
|Composure||Time of Need costs 50% less Morale and resets the cooldowns on most of your 'on-defeat' skills.||50||Use the Time of Need skill 50 times (5/day)|
|Intimidation||Your Threatening Shout and Grave Wound more strongly direct the enemy's ire towards you.||26|| Use Threatening Shout 600 times (100/day) |
Labeled Intimidating Shout in the Deed Log
|Tactical Prowess|| Your To Arms buff lasts longer.
+5s To Arms Duration
|40||Use the To Arms skill 300 times (30/day)|
|Fear no Darkness|| Your Words of Courage greatly increases the morale of your allies.
+20% Healing on Words of Courage
|10||Use Words of Courage 500 times (100/day)|
|Strong Voice|| The power costs of Words of Courage and all your Cries and Shouts are reduced.
-8% Words of Courage, Cries, and Shouts Power Cost
|10||Use Muster Courage 200 times (50/day)|
|Blood of Númenor||Allies revived by Escape from Darkness and Cry of Vengeance will return with more Morale and Power. Escape from Darkness also has a reduced induction and cooldown.||30||Save allies from the brink of death 100 times (using Escape from Darkness, Inspiriting Call or Cry of Vengeance) (10/day)|
|Captain's Hope||The Morale-enhancing effects provided by your Herald of Hope or Standard of Hope are more effective.||20||Summon your Herald of Hope 60 times (10/day)|
|Now for Wrath||Your Rallying Cry will also heal a small amount of power, in addition to its normal effects.||30||Use Rallying Cry 600 times (60/day)|
|Deeds Before Words||Inspire will restore 25% more morale.||50||Use the Inspire skill 1,000 times (100/day)|
|Relentless Optimism||Your critical heals will heal 50% more.||10||Use Words of Courage or Rallying Cry 250 times (25/day)|
|Strength from Within||Muster Courage will heal yourself in addition to its other benefits versus Fear.||40||Use the Muster Courage skill 350 times (35/day)|
|Renewed Voice|| Your Battle-shout recovers more quickly than before.
-5s Battle Shout Cooldown
|1||Use Battle-shout 650 times (225/day)|
|Turn of the Tide|| Your Routing Cry now stuns your foes and inflicts more damage.
+5% Routing Cry Damage
|1||Afflict enemies with Routing Cry 250 times (85/day)|
|Captain's Valour||The Might and Agility increases provided by your Herald or Standard of War are more effective.||10||Summon your Herald of War 60 times (30/day)|
|Expert Attacks|| You have a greater chance of landing a Critical Hit with your Devastating Blow and Pressing Attack.
+[Level x 20] Devastating Blow and Pressing Attack Critical Hit
|20||Land critical hits with Devastating Blow 100 times (15/day)|
|Precise Ally||Your Heralds and Archers deal 20% more damage.||50||Call forth your Archer 100 times (10/day)|
|Loyalty||You supply your Herald with better equipment, inspiring loyalty. The Herald has more morale, does more damage in combat and takes less damage from enemy attacks.||15||Complete the quest An Inspiration to Men|
|Battle-master||Pressing Attack and Devastating Blow will deal 10% more damage.||30||Strike with Pressing Attack or Devastating Blow 300 times (30/day)|
|Adherent of Elendil||Blade of Elendil deals 15% more damage.||50||Strike with Blade of Elendil 350 times (35/day)|
- Leader of Men
- Alert Guard
Improved Routing Cry
- 2 Equipped:
-10s Mark Skills Cooldown
10% chance for Kick to initiate a Fellowship Maneuver
- 3 Equipped:
-10s Threatening Shout Cooldown
- 4 Equipped:
Grave Wound will force your target to attack you for a limited time.
|Fellowship-brother||Your Brother skills now affect your entire fellowship with lesser versions of those effects.||39||Find pages of the book The Candle's Flame|
|Oathbreaker's Shame|| You levy a curse upon your foe which increases the damage you can do to it.
|39||Find pages of the book The Book of Oaths|
|Shield of the Dúnedain|| You are able to protect a companion, but at a significant cost of Power.
Shield of the Dúnedain
|39||Find pages of the book Treatise of Valour|
|In Defence of Middle-earth|| Your very presence inspires those around you to perform greater deeds in combat.
In Defence of Middle-earth
|45/50||Complete the class quests Articles of Command and Implements of War, then A Lesson from Boromir|
|Leader of Men|| You have become a Leader of Men. Noble Mark generates more threat, Routing Cry no longer requires a Defeat event, and you are able to Block when wielding a two-handed weapon.
When using Shield-brother on an ally, you will also receive the benefits of your Shield-brother skills.
No longer requires a Defeat Event
When wielding a two-handed weapon you are able to Block.
Requires: 5 traits in Leader of Men line slotted.
|58||Complete The Mines of Moria epic books|
|Hands of Healing|| You are a paragon of healing on the battlefield.
When using Song-brother on an ally, you will also receive the benefits of your Song-brother skills.
Words of Courage:
Gains a Heal-over-Time effect
Requires: 5 traits in Hands of Healing line slotted.
|58||Complete the class quest chain starting with The Path of the Healing Hands|
|Master of War|| The vigour of war flows through your veins.
When using Blade-brother on an ally, you will also receive the benefits of your Blade-brother skills.
Doesn't require Defeat Event
Receive Battle-readied on Hit
Heralds and Archers:
You are now able to wield 'Armaments of the Oath-bound'
Requires: 5 traits in Lead the Charge line slotted.
|None|| Get the book The Master of the Charge |
Requires: Kindred Standing with Iron Garrison Guards
Some of the heralds carry a banner in one hand and wield a one-handed weapon in their other hand. Others carry just a Bow. They tend to have 50% of the Captain's morale points. If they are defeated, heralds cannot be re-summoned in battle.
- Herald of War - A Herald of War carries your banner, increasing Melee, Ranged and Tactical by 2%.
- Herald of Hope - A Herald of Hope carries your banner, increasing Physical and Tactical Mitigation by 3%.
- Herald of Victory - A Herald of Victory carries your banner, reducing Power cost by 10%.
- Herald Archer - A herald Archer carries a Bow to assist you with range in combat.