|Character Topics: Getting Started, Character Stats, Races, Classes, Skills, Traits, Cosmetic|
- 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 Points are entirely exhausted, you are defeated.
- If that happens you have 600 seconds to be "revived," (typically by another character or yourself) or to "retreat."
- When that timer expires, or if you use the retreat option, your character is brought to the nearest Rally point.
- Reviving oneself has a cooldown that increases with your level, with two hours being the maximum amount.
- If your cooldown timer has not yet reset, Mithril Coins can be expended to activate the "Revive" option.
- You are normally unable to revive yourself when inside an Instance and can only be revived by another player or retreat.
- Keep in mind that when you revive, you revive where you were defeated; you have very little Morale or Power and can easily be defeated again immediately!
- Morale Improvement
- You can increase your Maximum Morale both Permanently and Temporarily by increasing your Vitality.
- Stat Tomes can be used to increase Vitality up to a maximum of 90 points (as of Helm's Deep.)
- Morale Improvement
- Various pieces of equipment can also increase Morale for as long as those pieces are equipped.
- Various Foods will grant Vitality increases on a temporary basis. , or
- The following Virtues can increase Morale:
- Lost morale can be recovered by some skills or by using consumable items such as Athelas potions and salves, eating certain food, or rest.
- Minstrels, Captains, Lore-masters and Rune-keepers can restore other characters' morale and most classes have skills enabling them to restore their own morale, both in and out of combat.
- Morale naturally regenerates over time. However, regeneration amounts differ every 60 seconds, depending on whether the character is in combat or out of combat and what, if any, enhancements exist.
- Some Skills, Potions and Salves and most consumable items (such as food or campfires) will enhance the amount of morale/power that is recovered every 60 seconds -- in or out of combat!
- Skills, Potions and Salves are designed for in-Combat use, and work equally well in-Combat or out-of-Combat.
- Foods, however, provide for larger regeneration amounts, both in and out of combat, but can only be consumed in Non-Combat situations.
- Foods are therefore often used as a "buff" prior to entering Combat.
Power is your inner reserve. It is used by almost all skills.
- Non-Will classes (Burglar, Captain, Champion, Guardian, Hunter, and Warden) gain 50 points of power per character level.
- Will classes (Lore-master, Minstrel, and Runekeeper) gain 65 points of power per character level.
- The following Virtues can increase Power:
Various pieces of equipment can also increase power.
Lost power can be recovered by some skills or by using consumable items such as Celebrant potions and salves, eating certain food, or rest. Lore-masters have a skill which restores power in other characters, and several classes have skills that can restore their own, both in an d out of combat.
Power naturally regenerates over time. However, regeneration amounts differ every 60 seconds, depending on whether the character is in combat or out of combat and what, if any, enhancements exist. Some Skills, Potions and Salves and most consumable items (such as food or campfires) will enhance the amount of morale/power that is recovered every 60 seconds -- in or out of combat! Skills, Potions and Salves are designed for in-Combat use, and work equally well in-Combat or out-of-Combat. Foods, however, provide for larger regeneration amounts, both in and out of combat, but can only be consumed in Non-Combat situations. Foods are therefore often used as a "buff" prior to entering Combat.
- In-Combat Power Regeneration (ICPR)
- 1 point of Armour = 1 point increase in Physical Mitigation
- 1 point of Armour = 0.2 point increase in Tactical Mitigation
Might increases your ability to block incoming attacks with a shield and parry incoming blows. For Beornings, Captains, Champions, Guardians and Wardens, Might also increases the damage you do with a weapon. For these classes, Might also increases the damage of tactical skills and healing. For details on how Might contributes to stats for each class, see Character Stat Derivations.
Agility increases your ability to evade and parry incoming blows, and increases your chance to critically hit a foe. For Beornings, Burglars, Hunters, and Wardens, Agility also increases the damage you do with a weapon. For Wardens, Agility also increases the damage of tactical skills and healing. For details on how Agility contributes to stats for each class, see Character Stat Derivations.
Vitality increases your maximum Morale, your Non-Combat Morale Regeneration and your Resistance Rating, which reduces the chance you'll be affected by Wound, Disease, Fear and Poison effects. For details on how Vitality contributes to stats for each class, see Character Stat Derivations.
- The following Virtues can increase Vitality:
- Trail Food can also increase temporarily Vitality
Will increases your ability to defend against non-physical damage sources. It also increases your Resistance to Disease, Fear, Poison, and Wound effects. For Beornings, Lore-masters, Minstrels, and Runekeepers, Will also increases the damage you do with a weapon or your tactical skills and increases your Outgoing Healing. For Burglars, Champions, Guardians, and Hunters, Will mildly increases your Outgoing Healing. For details on how Will contributes to stats for each class, see Character Stat Derivations.
Fate increases your In-Combat Power Regeneration and In-Combat Morale Regeneration. Fate also increases the chance and magnitude of Criticals. Like Will, Fate increases your ability to defend against non-physical damage sources. For details on how Fate contributes to stats for each class, see Character Stat Derivations.
- See also Offence rating
- See also Melee Offence Rating
- See also Ranged Offence Rating
Increase the amount of damage you do with Tactical abilities like those of the Lore-master, Minstrel, and Runekeeper, as well as several Captain and Warden skills. It also increases your Outgoing Healing.
For Captains, Tactical Mastery increases with Might.
For Wardens, Tactical Mastery increases with Agility.
For Burglars, Champions, Guardians, Hunters, Lore-masters, Minstrels, and Runekeepers, Tactical Mastery increases with Will.
- Lore-masters, Minstrels, and Runekeepers gain 8 points of Tactical Mastery per 1 point of Will.
- All other classes gain 5 points of Tactical Mastery per 1 point of Agility, Might, or Will.
- See also Critical Rating
Melee Critical Chance
Ranged Critical Chance
Tactical Critical Chance
As of the Riders Of Rohan expansion damage mitigations have been simplified and fall into two categories, Physical Mitigation and Tactical Mitigation.
Reduces any incoming physical damage you take by a certain percentage. Categories of damage that are physical are: Common, Ancient Dwarf-make, Westernesse, Beleriand. Only player characters can do physical damage that is non-common so defence against other damage types is not important except for sparring and PvMP.
- Physical mitigation rating = Armour *** This formula is valid. (Update 13, 14 April 2014)
- Tactical Mitigation is a Character Stat which reduces the amount of incoming damage your character takes from certain damage sources. It protects you from most attacks that are non-physical.
- Acid, Fire, Frost, Lightning and Shadow Damage Types all fall under the category of tactical attacks and thus have their damage directly reduced by Tactical Mitigation.
- Tactical attacks cannot be Evaded, Parried or Blocked, but they can be Resisted. You can see the type of damage being done to your character by viewing the Combat Log.
- The primary sources of Tactical Mitigation are Armour, Fate and Will. A sizable amount can also be acquired through intelligent Jewellery choices and Virtue (Character Traits) selection.
- The following Virtues increase Tactical Mitigation:
- The following Virtues increase Will:
- Tactical Mitigation is an important Character Stat for Tanks and end-game raiders, as most Instance and raid bosses will do Tactical Damage instead of Physical Damage a strong majority of the time.
- Most "Creeps" in the Ettenmoors (PvMP) do a majority of their damage as tactical, so this stat is highly valued for most Freeps.
- All classes now receive 1 point of Tactical Mitigation per point of Will and Fate.
Reduces the Fire damage you take by a certain percentage.
- Fire mitigation rating = use Tactical Mitigation rating
Reduces the Frost damage you take by a certain percentage.
- Frost mitigation rating = use Tactical Mitigation rating
Reduces the Shadow damage you take by a certain percentage.
- Shadow mitigation rating = use Tactical Mitigation rating
Reduces the Acid damage you take by a certain percentage.
- Acid mitigation rating = use Tactical Mitigation rating
Reduces the Lightning damage you take by a certain percentage.
- Lightning mitigation rating = use Tactical Mitigation rating
Reduces the Melee damage you take by a certain percentage.
Reduces the Ranged damage you take by a certain percentage.
- Block rating = Might * 3 *** This formula is valid. (Update 13, 14 April 2014)
- Evade rating = Agility * 3 *** This formula is valid. (Update 13, 14 April 2014)
- Parry rating =
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
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.
- Vitality, Will, Fate, Might, Agility: No caps
- Melee, Ranged, Tactical Offense: 200%
- Melee, Ranged, Tactical Critical chance: 25%
- Devastating Critical chance: 10%
- Block, Evade, Parry chance: 25%
- Partial Avoidance chance: 10%
- Partial Avoidance Mitigation: 15%
- All Resistances: 50% (checking required)
- Finesse: 50% (checking required)
- Mitigation caps:
- For the armour related caps, it isn't important what you are wearing, just what you can wear.
|L:20||L:30||•||+critical hit chance|
|L:30||L:7||-chance of attacks blocked|
|•||•||•||•||•||•||•||•||+critical hit chance|
|•||•||•||•||•||Dwarf||Dwarf||•||chance to lower target's armour|
|•||L:25||•||•||•||L:15||•||•||chance to slow target's attack speed|
|•||•||•||L:15||chance to lower target's ability to evade|
|•||•||•||•||L:15||•||chance of slowing the target's movement speed.|
|•||L:10||L:10||L:10||L:20||•||chance to add damage over time|
|•||•||L:10||L:10||chance to lower target's armour|
|•||•||L:10||chance to slow target's attack speed|
|•||L:10||L:10||chance to lower target's ability to evade|
- • Starting proficiency
- • L:? Level at which you can learn weapon proficiency
- • Starting proficiencies
- • L:? Level at which you can learn armour proficiency
| Accuracy Stub
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- Starting stats for Level 1 Characters on entering Middle-earth
- Guardian starts out equipped with a shield
- Warden starts out equipped with a shield
Enhancing basic stats
- You can enhance your character's five basic Character Stats and modify your Offence and Defence attributes in several ways.
- Most all of these enhancements are cumulative, however, the devices providing the enhancements are frequently "self limiting" -- you can only wear two earrings or equip one shield, for example. Other items, such as foods, are limited to one type in use at a time. Some items "cancel out" immediately, i.e. allow immediate swapping, but other items have "cool-down" timers which must expire before the next similar item can be "used" -- typical with foods, if you consume the wrong one, you have to wait until its duration or cool-down expires.
- A Stat Tome is a device to permanently increase one of your character's five basic Character Stats.
- Each of the first six Tomes provides a permanent increase of 15 (+15) to one of your character's specific Stats.
- These increases are reflected in your Character's Passive Skill panel, under "Attribute Enhancements."
- A statistic upgrade is acquired by consuming the appropriate Stat Tome.
- Each Tome to increase your basic Character Stat must be consumed in sequence -- I, II, III, etc.
- Access to tomes is controlled by Level:
Tome I - IV 5 +60 +60 Tome V and VI 10 +30 +90 Tome VII 15 +30 +120 Tome VIII to X 15 +120 +240 Tome XI 50 +40 +280 Tome XII 55 +40 +320
Purchase of stat enhancement Tomes from the LOTRO Store
- There are eight tomes available in the LOTRO Store for a maximum possible enhancement of +80
- A Ninth Tome is a rare drop only, from Warbands Spoils packages and similar.
- The LOTRO-Store has an annoying quirk. Since You can only purchase those items you are immediately eligible to use, the LOTRO-Store will only show you that ONE item, not all the similar items which are available. I.e. if you own Tome II, it will show you Tome III and the Bundles, but it will not show you individual Tomes IV, V, etc.
Tomes of Agility and Fate
Agility Bundle (Rank 1 to 5) Purchase or Drop individually
Fate Bundle (Rank 1 to 5) Purchase or Drop individually
Tomes of Might and Vitality
Might Bundle (Rank 1 to 5) Purchase or Drop individually
Vitality Bundle (Rank 1 to 5) Purchase or Drop individually
Tomes of Will
Will Bundle (Rank 1 to 5) Purchase or Drop individually
- Enhancements to your character's five basic Character Stats from equipped items typically exist for as long as the item is equipped.
- Such enhancements are not considered Buffs as they can essentially be changed "on-the fly" whenever one is out of combat.
- Temporary Enhancements to your Stats are called "Buffs."
- Buffs from "Spells" cast by other characters, or when in the vicinity of certain characters or items have "Durations" or "Areas of Effect."
- For example: The Hunter Buff: "Find the Path"' affords a +15% run-speed boost to all members of the Hunter's Fellowship who are within 20 meters of the Hunter any time the Fellowship is out of combat.
- Buffs from "Food" items have "Durations."
- Trail foods typically boost Stats for their "Duration," while other foods typically purge various effects, such as Wounds or Poison AND boost certain effects such as In-combat or Out-of-combat Morale or Power Regen (ICMR/ICPR or OCMR/OCPR).
- Trail foods are crafted by Cooks. Other foods may be obtained as Quest Rewards, from Vendors, and are also crafted by Cooks.
- Buffs from "Food" items have "Durations."
Armour and Jewellery
- Each piece of Armour, Jewellery or Weapon is different. One must examine each item individually to determine its effect(s).
- Different pieces of Armour or Jewellery, in addition to enhancing your basic Armour Stat, will typically enhance one or more of your character's five basic Character Stats and possibly modify other Offence and Defence attributes.
- If an item is a Quest reward, in your pack, vault or the inventory of a vendor, simply mouse-over each item to see its tooltip which lists its effects.
- If equipped, in the Character panel, mouse-over each item to see its tooltip which lists its effects.
- The effects from all equipped items can be seen (cumulatively) in your character Panel by examining the "stats" in the right hand column, rather than the item's tooltip.
- (By equipping and un-equipping each item while the Character panel is open you can note the change in your character's overall stats.)
- The majority of enhancements from most pieces of armour or jewellery are "always on."
- Other enhancements require that you "use" ("On Use") the specific item. The enhancement then typically has a Duration, and a Cool-down period before it can be used again.
- Other items provide "On <...> Proc" (automatic) effects -- such as if you are taking damage or if you are healing or being healed.
- Frequently, multiple pieces of Armour or Jewellery will combine to form a "Set. Such a set yields additional bonuses when multiple (two or more) pieces of the set are worn.
- As an item becomes "worn" through Combat, its enhancement values will drop until "Repaired." Repairs can be effected by almost all vendors.
- Item Wear can be mitigated through certain boosts, such as:
- various Legacies and Relics on your Legendary Weapon
- Item Wear can be mitigated through certain boosts, such as:
The Essence System (Update 14)
- With Update 14, certain pieces of Armour and Jewellery can be "enhanced" at the player's option by placing Essences into available slots.
- Visit: Essence for details