Character Stats

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Character Topics: Getting Started, Character Stats, Races, Classes, Skills, Traits


Contents

Basic Stats

Morale

Morale is the amount of damage you can take before being defeated in combat. It is the equivalent of "health" or "hit points" in other games. When your morale runs out you are "defeated". If that happens you have 600 seconds to be restored to life, or to "revive" the character, or to "retreat". When the timer expires, or if you use the retreat option, your character is brought to the nearest respawn area and given temporary dread. Reviving oneself in the field also gives temporary dread and also with a cooldown that increases with your level, with two hours being the maximum amount.

Morale Improvement

  • 1 point of Vitality = 3 point increase in Maximum Morale
  • 1 point of Vitality = 5 point increase in Maximum Morale for tank classes (Guardians, Wardens).

Morale Regeneration

Lost morale can be restored, both in combat and out of combat, by some skills, by drinking Athelas potions, by eating certain food, or by resting. Minstrels, Captains, Lore-masters and Rune-keepers can restore other characters' morale and most classes have skills enabling them to restore their own morale. Skills and potions are designed for In-Combat use, and work equally well In-Combat or Out-of-Combat; Food provides a higher regeneration Out-of-Combat.

Out-of-Combat Morale Regeneration (OOCMR)

Vitality increases your Out-of-Combat Morale Regeneration.

In-Combat Morale Regeneration (ICMR)

Fate increases your In-Combat Morale Regeneration.

Power

Power is your inner reserve. It is used by almost all skills.

  • 1 point of Will = 3 point increase in Maximum Power

Power Regeneration

Lore-masters have a skill which restores power in other characters, and several classes have skills that can restore their own. In addition the character can drink Celebrant potions, eat certain food, or rest. Skills and potions are designed for In-Combat use, and work equally well In-Combat or Out-of-Combat; Food provides a higher regeneration Out-of-Combat.

Out-of-Combat Power Regeneration (OOCPR)

Will increases your Out-of-Combat Power Regeneration.

In-Combat Power Regeneration (ICPR)

Fate increases your In-Combat Power Regeneration.

Main Attributes

Armour

Armour reduces incoming damage from common damage sources. See the Armour article for more details.

Might

Might increases your ability to block incoming attacks with a shield, parry incoming blows, or cause greater damage with a weapon. It also reduces incoming common damage.

For Captains, Might also increases your Outgoing Healing Rating.

  • 1 point of Might = 10 point increase in Outgoing Healing Rating

Agility

Agility increases your ability to evade and parry incoming blows, adds to the amount of ranged damage you deal, and increases your chance to critically hit a foe (ranged or melee). It also improved your Hit Chance.

Vitality

Vitality increases your maximum morale, your Out-of-Combat Morale Regeneration, resistances to Wound, Disease and Poison effects. It also reduces incoming damage from non-weapon sources like Fire, Frost, Lightning, Acid and Shadow.

Will

Will increases your maximum power pool, your Out-of-Combat Power Regeneration, and how much you resist Fear effects, including cowering from Dread. It also contributes to increases in your Outgoing Healing Rating and Tactical Offence Rating.

Fate

Fate increases your In-Combat Power Regeneration and In-Combat Morale Regeneration. Fate also increases the chance and magnitude of Criticals on Tactical skills (healing and damage spells).

Damage Dealt

Offence

Offence involves the three main means of damaging an opponent: Melee, Ranged, and Tactical.

Melee Offence

Amount of damage dealt with Melee weapons and abilities. Improved with Might and the Melee Offence Rating.

Ranged Offence

Amount of damage dealt with Ranged weapons and abilities. Improved with Agility and Ranged Offence Rating.

Tactical Offence

Amount of damage dealt with Tactical abilities like those of the Lore-master, Minstrel, and Runekeeper. Improved with Will and Tactical Offence Rating.

Critical Hits

Melee Critical Chance

Your chance to score a critical hit with Melee weapons and abilities. Improved with Agility and Melee Critical Rating.

Ranged Critical Chance

Your chance to score a critical hit with Ranged weapons and abilities. Improved with Agility and Ranged Critical Rating.

Tactical Critical Chance

Your chance to score a critical hit with healing or Tactical damage skills. Improved with Fate and Tactical Critical Rating.

Damage Reduction

Mitigation

Common

Reduces the Common damage you take by a certain percentage.

Fire

Reduces the Fire damage you take by a certain percentage.

Frost

Reduces the Frost damage you take by a certain percentage.

Shadow

Reduces the Shadow damage you take by a certain percentage.

Acid

Reduces the Acid damage you take by a certain percentage.

Lightning

Reduces the Lightning damage you take by a certain percentage.

Defence

Melee Defence

Reduces the Melee damage you take by a certain percentage.

Ranged Defence

Reduces the Ranged damage you take by a certain percentage.

Tactical Defence

Reduces the Tactical damage you take by a certain percentage.

Resistances

Fear

Increases your chance of resisting Fear effects.

  • Fear resist rating = Will * 2

Wound

Increases your chance of resisting Wound effects.

Disease

Increases your chance of resisting Disease effects.

Poison

Increases your chance of resisting Poison effects.

Avoidance

Block

Your chance to block or partially block an incoming Melee or Ranged hit. A Shield must be equipped in order to block, and your attacker must be in front of you.

  • Block rating = Might * 2

Evade

Your chance to evade or partially evade an incoming Melee or Ranged hit. You can evade a hit from any direction.

Parry

Your chance to parry or partially parry an incoming Melee or Ranged hit. A Weapon must be equipped in order to parry, and your attacker must be in front of you.

Critical Defence

Melee Critical Defence

Reduces an opponents chance to score a critical hit with Melee weapons and abilities.

Ranged Critical Defence

Reduces an opponents chance to score a critical hit with Ranged weapons and abilities.

Tactical Critical Defence

Reduces an opponents chance to score a critical hit with Tactical damage skills.

Stat caps

The following is a list of character stat caps (base character stat + slotted traits + equipment bonuses). Note that character stats, traits and bonuses affect the rating for chance skills, rather than increasing the chance directly.
There is a benefit for exceeding the caps if you are fighting mobs of a higher level than yourself: your stat disadvantage will not be deducted from the cap, but from your nominal higher rating (then reduced to the cap, if necessary).
Note that Buffs, such as the Elf +75% Parry chance for 10 seconds, can cause a character to exceed these caps.

For the armour related caps, it isn't important what you are wearing, just what you can wear.

Stat Summary

Will Vitality Might Agility Fate
Morale 3 for 1 *
Power 3 for 1 *
OOCMR
OOCPR
ICMR
ICPR
Armour
Melee Offence Rating
Ranged Offence Rating
Hit chance
Melee/Ranged Critical Rating
Tactical Critical Rating
Block
Evade
Parry
Common Mitigation
Fire Mitigation
Frost Mitigation
Shadow Mitigation
Lightning Mitigation
Acid Mitigation
Wound resistance
Disease resistance
Poison resistance
Fear resistance
Outgoing Healing Rating

* 3 for 1 means that you gain three points of Morale / Power for every one point of Vitality / Will.

Proficiencies

Weapons

Burglar-icon.png Captain-icon.png Champion-icon.png Guardian-icon.png Hunter-icon.png Lore-master-icon.png Minstrel-icon.png Rune-keeper-icon.png Warden-icon.png
Burglar Captain Champion Guardian Hunter Lore-master Minstrel Rune-keeper Warden Bonus
Bows Bows-icon.png 20 30 +critical hit chance
Crossbows Crossbows-icon.png 30 7 -chance of attacks blocked
Daggers Daggers-icon.png +critical hit chance
Dual Wielding Dual Wielding-icon.png --
Halberd Halberd-icon.png 15 +threat
Javelins Javelins-icon.png none
One-handed Axes One-handed Axes-icon.png Dwarf Dwarf chance to lower target's armour
One-handed Clubs One-handed Clubs-icon.png 20 15 chance to slow target's attack speed
One-handed Hammers One-handed Hammers-icon.png 15 chance to lower target's ability to evade
One-handed Maces One-handed Maces-icon.png 15 chance of slowing the target's movement speed.
One-handed Swords One-handed Swords-icon.png (41) +hit chance
Spear Spear-icon.png 10 10 10 20 chance to add damage over time
Two-handed Axes Two-handed Axes-icon.png 10 10 chance to lower target's armour
Two-handed Clubs Two-handed Clubs-icon.png 10 chance to slow target's attack speed
Two-handed Hammers Two-handed Hammers-icon.png 10 10 chance to lower target's ability to evade
Two-handed Staves Two-handed Staves-icon.png none
Two-handed Swords Two-handed Swords-icon.png 10 10 +hit chance
• Starting proficiencies
(level) Requires a class trait slotted

Armour

Burglar-icon.png Captain-icon.png Champion-icon.png Guardian-icon.png Hunter-icon.png Lore-master-icon.png Minstrel-icon.png Rune-keeper-icon.png Warden-icon.png
Burglar Captain Champion Guardian Hunter Lore-master Minstrel Rune-keeper Warden
Light Armour Light Armour-icon.png
Medium Armour Medium Armour-icon.png
Heavy Armour Heavy Armour-icon.png 20 20 15
Shields Shields-icon.png 15 15 20
Heavy Shields Heavy Shields-icon.png 15
Warden's Shields Shields-icon.png
• Starting proficiencies

Starting Stats

Burglar-icon.png Burglar Captain-icon.png Captain Champion-icon.png Champion Guardian-icon.png Guardian Hunter-icon.png Hunter Lore-master-icon.png Lore-master Minstrel-icon.png Minstrel
Hobbit Man Man Dwarf Elf Man Dwarf Elf Hobbit Man Dwarf Elf Hobbit Man Elf Man Dwarf Elf Hobbit Man
Morale 148 99 115 162 111 130 222 152 252 170 136 86 155 105 86 105 136 86 155 105
Power 143 122 122 134 134 113 143 143 143 122 152 152 152 131 152 131 152 142 152 131
Armour 4 4 5 3 3 3 10 10 10 10 5 5 5 4 9 9 3 3 3 3
Might 7 29 29 29 14 29 29 14 7 29 23 8 1 23 8 23 26 11 4 26
Agility 14 14 8 7 29 14 3 25 10 10 7 29 14 14 26 11 1 23 8 8
Vitality 23 8 10 20 10 10 24 14 29 14 20 10 25 10 10 10 20 10 25 10
Will 11 4 4 8 8 1 11 11 11 4 14 14 14 7 14 7 14 14 14 7
Fate 10 25 29 4 4 26 1 1 8 23 4 4 11 26 7 29 7 7 14 29
Critical Hit 42 68 65 19 58 70 7 46 32 58 19 58 44 70 58 70 14 53 39 65
Finesse 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Melee Offence Rating 140 140 290 290 140 290 290 140 70 290 70 290 140 140 140 70 140 140 140 70
Ranged Offence Rating 140 140 8 290 140 290 290 140 70 290 70 290 140 140 26 11 2 46 16 16
Tactical Offence Rating 11 4 290 8 8 1 11 11 11 4 14 14 14 7 140 70 140 140 140 70
Outgoing Healing 55 20 290 40 40 5 55 55 55 20 70 70 70 35 140 70 140 140 140 70
Incoming Healing 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Resistance 68 24 28 56 36 22 70 50 40 36 68 48 78 34 48 34 68 48 78 34
Critical Hit Avoidance 0 0 0 0 0 0 16 16 16 16 0 0 0 0 0 0 0 0 0 0
Block Rating N/A N/A N/A N/A N/A N/A 116 56 28 116 N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
Parry Rating 42 86 74 72 86 86 64 78 34 78 60 74 30 74 68 68 54 68 24 68
Evade Rating 56 56 32 28 116 56 12 100 40 40 28 116 56 56 104 44 4 92 32 32
Physical Mitigation 61 75 79 99 49 79 108 58 74 88 87 37 53 67 28 68 93 43 59 73
Tactical Mitigation 61 33 41 81 41 41 98 58 118 58 81 41 101 41 42 42 81 41 101 41
Rune-keeper-icon.png Rune-keeper Warden-icon.png Warden
Dwarf Elf Elf Hobbit Man
Morale 136 86 131 232 150
Power 152 152 134 134 113
Armour 4 4 8 8 8
Might 23 8 14 7 29
Agility 4 26 29 14 14
Vitality 20 10 10 25 10
Will 14 14 8 8 1
Fate 7 7 4 11 26
Critical Hit 19 58 58 44 70
Finesse 0 0 0 0 0
Melee Offence Rating 140 140 140 70 290
Ranged Offence Rating 4 26 140 70 290
Tactical Offence Rating 140 140 32 32 4
Outgoing Healing 140 140 32 32 4
Incoming Healing 0 0 0 0 0
Resistance 68 48 36 66 22
Critical Hit Avoidance 0 0 32 32 32
Block Rating N/A N/A 56 28 116
Parry Rating 54 68 86 42 86
Evade Rating 16 104 116 56 56
Physical Mitigation 87 37 50 66 80
Tactical Mitigation 81 41 42 102 42

Sources

  • LOTRO Manual

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