Character Stats

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


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 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 Regeneration

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.
Non-Combat Morale Regeneration (NCMR)
In-Combat Morale Regeneration (ICMR)

Power

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.

Power Regeneration

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.

Non-Combat Power Regeneration (NCPR)

Fate increases your Non-Combat Power Regeneration.

In-Combat Power Regeneration (ICPR)

Fate increases your In-Combat Power Regeneration.

Main Attributes

Armour

Armour provides strong damage reduction against physical (common) sources and some damage reduction against tactical sources. See the Armour article for more details.

Might

As of Update 13, 14 April 2014:

Might increases your ability to block incoming attacks with a shield and parry incoming blows. For Captains, Champions, and Guardians, Might also increases the damage you do with a weapon. For Captains, Might also increases the damage of tactical skills and healing.

  • 1 point of Might = 3 point increase in Block Rating.
  • 1 point of Might = 5 point increase in Parry Rating for Champions.
  • 1 point of Might = 2 point increase in Parry Rating for other classes.
  • 1 point of Might = 8 point increase in Physical Mastery for the above three classes.
  • 1 point of Might = 8 point increase in Tactical Mastery for Captains.

Agility

As of Update 13, 14 April 2014:

Agility increases your ability to evade and parry incoming blows, and increases your chance to critically hit a foe. For Burglars, Hunters, and Wardens, Agility also increase the damage you do with a weapon. For Wardens, Agility also increases the damage of tactical skills and healing.

  • 1 point of Agility = 3 point increase in Evade Rating
  • 1 point of Agility = 2 point increase in Parry Rating
  • 1 point of Agility = 1 point increase in Critical Rating
  • 1 point of Agility = 8 point increase in Physical Mastery for the above three classes.
  • 1 point of Agility = 8 point increase in Tactical Mastery for Wardens.

Vitality

As of Update 13, 14 April 2014:

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.

Will

As of Update 13, 14 April 2014:

Will increases your ability to defend against non-physical damage sources. It also increases your Resistance to Disease, Fear, Poison, and Wound effects. For Lore-masters, Minstrels, and Runekeepers, Will also increases the damage you do with a weapon or your skills, and increases your Outgoing Healing. For Burglars, Champions, Guardians, and Hunters, Will mildly increases your Outgoing Healing.

Fate

As of Update 13, 14 April 2014:

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.

  • Fate increases your In-Combat Power Regeneration according to this equation:
    • (Fate * 1.71) + 240 (The 240 points are not technically from Fate, although they are displayed that way in the Character Panel. It's a base amount, which is for every class and level constant. The other Regeneration formulae also contain base amounts, but these are variable to class and level.)

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 Mastery

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.

Note that Tactical Mastery gives little benefit to Champions, Guardians, Burglars, and Hunters, merely improving a few self-heals through Outgoing Healing.

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

As of the Riders Of Rohan expansion damage mitigations have been simplified and fall into two categories, Physical Mitigation and Tactical Mitigation.

Physical 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 defense against it is not important except for sparring and PvMP.

  • Physical mitigation rating = Armour *** This formula is valid. (Update 13, 14 April 2014)

Tactical Mitigation

  • Tactical Mitigation is the Character Stat that will reduce 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 your Armour, the Character Stat Will, and the Character Stat Vitality. A sizable amount can also be acquired through intelligent Jewellery choices and (Virtue) selection.
These Virtues (Character Traits) all influence Tactical Mitigation:
The following Virtues can increase Vitality:
The following Virtues can 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.
  • Also most "Creeps" in the Ettenmoors (PvMP) do a majority of their damage as tactical, so this stat is highly valued in most Freeps.


Fire

Reduces the Fire damage you take by a certain percentage.

  • Fire mitigation rating = use Tactical Mitigation rating

Frost

Reduces the Frost damage you take by a certain percentage.

  • Frost mitigation rating = use Tactical Mitigation rating

Shadow

Reduces the Shadow damage you take by a certain percentage.

  • Shadow mitigation rating = use Tactical Mitigation rating

Acid

Reduces the Acid damage you take by a certain percentage.

  • Acid mitigation rating = use Tactical Mitigation rating

Lightning

Reduces the Lightning damage you take by a certain percentage.

  • Lightning mitigation rating = use Tactical Mitigation rating

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.

Resistance

Increases your chance of resisting Fear, Wound, Disease and Poison effects.

  • Resist rating = ( Will + Vitality ) * 2 *** This formula is valid. (Update 13, 14 April 2014)

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 * 3 *** This formula is valid. (Update 13, 14 April 2014)

Evade

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

  • Evade rating = Agility * 3 *** This formula is valid. (Update 13, 14 April 2014)

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.

  • Parry rating =
    • Champion: Might * 5 + Agility * 2 *** This formula is valid. (Update 13, 14 April 2014)
    • Other: Might * 2 + Agility * 2 *** This formula is valid. (Update 13, 14 April 2014)

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.

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-icon.png Bows L:20 L:30 +critical hit chance
Crossbows-icon.png Crossbows L:30 L:7 -chance of attacks blocked
Daggers-icon.png Daggers +critical hit chance
Dual Wielding-icon.png Dual Wielding --
Halberd-icon.png Halberd L:15 +threat
Javelins-icon.png Javelins none
One-handed Axes-icon.png One-handed Axes Dwarf Dwarf chance to lower target's armour
One-handed Clubs-icon.png One-handed Clubs L:25 L:15 chance to slow target's attack speed
One-handed Hammers-icon.png One-handed Hammers L:15 chance to lower target's ability to evade
One-handed Maces-icon.png One-handed Maces L:15 chance of slowing the target's movement speed.
One-handed Swords-icon.png One-handed Swords L:40 +parry chance
Spear-icon.png Spear L:10 L:10 L:10 L:20 chance to add damage over time
Two-handed Axes-icon.png Two-handed Axes L:10 L:10 chance to lower target's armour
Two-handed Clubs-icon.png Two-handed Clubs L:10 chance to slow target's attack speed
Two-handed Hammers-icon.png Two-handed Hammers L:10 L:10 chance to lower target's ability to evade
Two-handed Staves-icon.png Two-handed Staves none
Two-handed Swords-icon.png Two-handed Swords L:10 L:10 +parry chance
• Starting proficiency
• L:? Level at which you can learn weapon proficiency

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-icon.png Light Armour
Medium Armour-icon.png Medium Armour
Heavy Armour-icon.png Heavy Armour L:20 L:20 L:15
Shields-icon.png Shields L:15 L:20
Heavy Shields-icon.png Heavy Shields L:15
Shields-icon.png Warden's Shields
• Starting proficiencies
• L:? Level at which you can learn armour proficiency

Starting Stats

  • Starting stats for Level 1 Characters on entering Middle-earth
Guardian starts out equipped with a shield
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
Basic Stats
Morale 148 99 115 162 111 130 222 152 252 170 136 86 155 105 86 105 136 86 155 105
Power 50 50 50 50 50 50 50 50 50 50 50 50 50 50 65 65 65 65 65 65
Armour 4 4 5 3 3 3 10 10 10 10 5 5 5 5 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 28
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 07 7 014 29
Offence
Critical Rating 39 77 81 17 39 79 6 28 30 68 17 39 42 79 44 84 19 41 43 81
Finesse 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Physical Mastery 141 141 291 291 141 291 291 141 71 291 71 291 141 141 141 71 141 141 141 71
Tactical Mastery 56 21 291 41 41 6 56 56 56 21 71 71 71 36 141 71 141 141 141 71
Defence
Resistance 68 24 28 56 36 22 70 50 80 36 68 48 78 34 48 34 68 48 78 34
Critical Defence 0 0 0 0 0 0 16 16 16 16 0 0 0 0 0 0 0 0 0 0
Incoming Healing 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Avoidance
Block Rating N/A N/A N/A N/A N/A N/A 118 58 30 118 N/A N/A N/A N/A N/A N/A N/A N/A NA N/A
Parry Rating 42 86 74 188 142 202 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 22
Mitigations
Damage Source
Melee 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Ranged 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Tactical 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Damage Type
Physical Mitigation 64 78 83 101 51 81 116 66 82 96 91 41 57 71 45 75 95 45 61 75
Tactical Mitigation 115 41 49 97 57 43 120 80 140 66 109 69 129 55 70 56 109 69 129 55
Warden starts out equipped with a shield
Rune-keeper-icon.png Rune-keeper Warden-icon.png Warden
Dwarf Elf Elf Hobbit Man
Basic Stats
Morale 136 86 131 232 150
Power 65 65 50 50 50
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
Offence
Critical Rating 22 44 39 42 79
Finesse 0 0 0 0 0
Physical Mastery 141 141 431 211 431
Tactical Mastery 141 141 216 106 216
Defence
Resistance 68 48 36 66 22
Critical Defence 0 0 32 32 32
Incoming Healing 0 0 0 0 0
Avoidance
Block Rating N/A N/A 58 30 118
Parry Rating 54 68 86 42 86
Evade Rating 16 104 116 56 56
Mitigations
Damage Source
Melee 0 0 0 0 0
Ranged 0 0 0 0 0
Tactical 0 0 0 0 0
Damage Type
Physical Mitigation 90 40 56 72 86
Tactical Mitigation 109 69 58 118 44


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.

Permanent Enhancements

A Stat Tome is a device to permanently increase one of your character's five basic Character Stats.
Each Tome provides a permanent increase to one of your character's specific Stats (+10).
  • These increases are reflected in your Character's Passive Skill panel, under "Attribute Enhancements."
  • A characteristic 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.

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
  • Stat Tome I through VIII can be purchased individually from the LOTRO-Store for 295 Turbine Point .
Tomes I-V are also available as a Bundle (1295 Turbine Point ) (Rank 1 to 5), however, VI, VII, VIII must be purchased individually.
(The cost is pro-rated if you already have one or more ranks provided in the bundle.)
  • 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)
* Tome of Agility I-icon.png Tome of Agility I * Agility-icon.png Agility: Rank 1
* Tome of Agility II-icon.png Tome of Agility II * Agility-icon.png Agility: Rank 2
* Tome of Agility III-icon.png Tome of Agility III * Agility-icon.png Agility: Rank 3
* Tome of Agility IV-icon.png Tome of Agility IV * Agility-icon.png Agility: Rank 4
* Tome of Agility V-icon.png Tome of Agility V * Agility-icon.png Agility: Rank 5
Purchase individually
* Tome of Agility VI-icon.png Tome of Agility VI * Agility-icon.png Agility: Rank 6
* Tome of Agility VII-icon.png Tome of Agility VII * Agility-icon.png Agility: Rank 7
* Tome of Agility VIII-icon.png Tome of Agility VIII * Agility-icon.png Agility: Rank 8
Drop only
* Tome of Agility IX-icon.png Tome of Agility IX * Agility-icon.png Agility: Rank 9
Fate Bundle (Rank 1 to 5)
* Tome of Fate I-icon.png Tome of Fate I * Fate-icon.png Fate: Rank 1
* Tome of Fate II-icon.png Tome of Fate II * Fate-icon.png Fate: Rank 2
* Tome of Fate III-icon.png Tome of Fate III * Fate-icon.png Fate: Rank 3
* Tome of Fate IV-icon.png Tome of Fate IV * Fate-icon.png Fate: Rank 4
* Tome of Fate V-icon.png Tome of Fate V * Fate-icon.png Fate: Rank 5
Purchase individually
* Tome of Fate VI-icon.png Tome of Fate VI * Fate-icon.png Fate: Rank 6
* Tome of Fate VII-icon.png Tome of Fate VII * Fate-icon.png Fate: Rank 7
* Tome of Fate VIII-icon.png Tome of Fate VIII * Fate-icon.png Fate: Rank 8
Drop only
* Tome of Fate VII-icon.png Tome of Fate IX * Fate-icon.png Fate: Rank 9

Tomes of Might and Vitality

Might Bundle (Rank 1 to 5)
* Tome of Might I-icon.png Tome of Might I * Might-icon.png Might: Rank 1
* Tome of Might II-icon.png Tome of Might II * Might-icon.png Might: Rank 2
* Tome of Might III-icon.png Tome of Might III * Might-icon.png Might: Rank 3
* Tome of Might IV-icon.png Tome of Might IV * Might-icon.png Might: Rank 4
* Tome of Might V-icon.png Tome of Might V * Might-icon.png Might: Rank 5
Purchase individually
* Tome of Might VI-icon.png Tome of Might VI * Might-icon.png Might: Rank 6
* Tome of Might VII-icon.png Tome of Might VII * Might-icon.png Might: Rank 7
* Tome of Might VIII-icon.png Tome of Might VIII * Might-icon.png Might: Rank 8
Drop only
* Tome of Might VII-icon.png Tome of Might IX * Might-icon.png Might: Rank 9
Vitality Bundle (Rank 1 to 5)
* Tome of Vitality I-icon.png Tome of Vitality I * Vitality-icon.png Vitality: Rank 1
* Tome of Vitality II-icon.png Tome of Vitality II * Vitality-icon.png Vitality: Rank 2
* Tome of Vitality III-icon.png Tome of Vitality III * Vitality-icon.png Vitality: Rank 3
* Tome of Vitality IV-icon.png Tome of Vitality IV * Vitality-icon.png Vitality: Rank 4
* Tome of Vitality V-icon.png Tome of Vitality V * Vitality-icon.png Vitality: Rank 5
Purchase individually
* Tome of Vitality VI-icon.png Tome of Vitality VI * Vitality-icon.png Vitality: Rank 6
* Tome of Vitality VII-icon.png Tome of Vitality VII * Vitality-icon.png Vitality: Rank 7
* Tome of Vitality VIII-icon.png Tome of Vitality VIII * Vitality-icon.png Vitality: Rank 8
Drop only
* Tome of Vitality VII-icon.png Tome of Vitality IX * Vitality-icon.png Vitality: Rank 9


Tomes of Will

Will Bundle (Rank 1 to 5)
* Tome of Will I-icon.png Tome of Will I * Will-icon.png Will: Rank 1
* Tome of Will II-icon.png Tome of Will II * Will-icon.png Will: Rank 2
* Tome of Will III-icon.png Tome of Will III * Will-icon.png Will: Rank 3
* Tome of Will IV-icon.png Tome of Will IV * Will-icon.png Will: Rank 4
* Tome of Will V-icon.png Tome of Will V * Will-icon.png Will: Rank 5
Purchase individually
* Tome of Will VI-icon.png Tome of Will VI * Will-icon.png Will: Rank 6
* Tome of Will VII-icon.png Tome of Will VII * Will-icon.png Will: Rank 7
* Tome of Will VIII-icon.png Tome of Will VIII * Will-icon.png Will: Rank 8
Drop only
* Tome of Will VII-icon.png Tome of Will IX * Will-icon.png Will: Rank 9

Temporary Enhancements

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 also 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 modify


Although, as an item becomes "worn" through Combat, its enhancement values will drop until "Repaired."
Item Wear can be mitigated through


Each piece of Armour, Jewellery or Weapon is different. One must examine each piece individually to determine its effect(s).
If equipped, in the Character panel, mouse-over each item to see its tooltip which lists its effects.
If in your pack, vault or the inventory of a vendor, simply mouse-over each item to see its tooltip which lists its effects.
The effects from such items can be seen (cumulatively) in your character Panel. (By equipping and un-equipping each item while the Character panel is open.)
  • The majority of enhancements from most pieces 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.
  • Still other items provide "On <...> Proc" effects -- i.e. if you are taking damage or if you are healing.
Frequently, multiple pieces of Armour will combine to form an "Armour Set. Such a set yields additional bonuses when multiple (two or four) pieces of the set are worn.

Armour

Different pieces of Armour, 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.


Jewellery

Different pieces of Jewellery will typically enhance one or more basic stats and attributes as well as providing enhancements to your basic Armour Stat.


Weapons

Traits: Virtues