Character Stats
| Character Topics: Getting Started, Character Stats, Races, Classes, Skills, Traits |
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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.
Vitality increases your Out-of-Combat Morale Regeneration.
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.
- 1 point of Armour = 1 point increase in Common Mitigation
- 1 point of Armour = 0.2 point increase in Fire, Frost, Shadow, Lightning and Acid Mitigation
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.
- Might increases your Melee Offence Rating. The amount (between 1 and 10) depends on your class (see table in Melee Offence Rating)
- 1 point of Might = 2 points increase in Block Rating
- 1 point of Might = 1 point increase in Parry Rating
- 1 point of Might = 1 point increase in Common Mitigation
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.
- Agility increases your Ranged Offence Rating. The amount depends on your class:
- Hunter and Warden: 1 point of Agility = 10 points increase in Ranged Offence Rating
- Burglar, Champion and Guardian: 1 point of Agility = 4 points increase in Ranged Offence Rating
- Other: 1 point of Agility = 1 points increase in Ranged Offence Rating
- 1 point of Agility = 2 points increase in Evade Rating
- 1 point of Agility = 1 points increase in Parry Rating
- 1 point of Agility = 2 points increase in Melee Critical Rating
- 1 point of Agility = 2 points increase in Ranged Critical Rating
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.
- Vitality increases your Morale. The amount depends on your class:
- 1 point of Vitality = 2 point increase in Wound, Disease and Poison resist ratings.
- 1 point of Vitality = 1 point increase in Fire, Frost, Shadow, Lightning and Acid Mitigation.
- 1 point of Vitality = 7.2 points increase in Out-of-Combat Morale Regeneration.
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.
- Will increases your Tactical Offence Rating. The amount depends on your class:
- Minstrel, Lore-master and Rune-keeper: 1 point of Will = 10 point increase in Tactical Offence Rating
- Warden: 1 point of Will = 4 point increase in Tactical Offence Rating
- Other: 1 point of Will = 1 point increase in Tactical Offence Rating
- 1 point of Will = 3 point increase in maximum Power
- 1 point of Will = 2 point increase in Fear Resistance rating
- 1 point of Will = 12 points increase in Out-of-Combat Power Regeneration.
- If you're not a Captain, Will also increases your Outgoing Healing Rating. The amount depends on your class:
- Minstrel, Lore-master and Rune-keeper: 1 point of Will = 10 point increase in Outgoing Healing Rating
- Warden: 1 point of Will = 4 point increase in Outgoing Healing Rating
- Other: 1 point of Will = 1 point increase in Outgoing Healing 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).
- 1 point of Fate = 2 points of Tactical Critical Rating
- 1 point of Fate = 1.5 points of In-Combat Morale Regeneration
- Fate increases your In-Combat Power Regeneration according to this equation:
- In-Combat Power Regeneration increase due to Fate = 30 * SQRT(Fate)
- For a current value of Fate, the next point of Fate will provide roughly 15/SQRT(Fate) points of In-Combat Power Regeneration
Damage Dealt
Offence
Offence involves the three main means of damaging an opponent: Melee, Ranged, and Tactical.
- See also Offence rating
Melee Offence
Amount of damage dealt with Melee weapons and abilities. Improved with Might and the Melee Offence Rating.
- See also Melee Offence Rating
Ranged Offence
Amount of damage dealt with Ranged weapons and abilities. Improved with Agility and Ranged Offence Rating.
- See also 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.
- See also Tactical Offence Rating
Critical Hits
- See also Critical Rating
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.
- Wound resist rating = Vitality * 2
Disease
Increases your chance of resisting Disease effects.
- Disease resist rating = Vitality * 2
Poison
Increases your chance of resisting Poison effects.
- Poison resist rating = Vitality * 2
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.
- Evade rating = Agility * 2
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.
- Vitality, Will, Fate, Might, Agility: No caps
- Melee, Ranged, Tactical Offense: No caps
- Melee, Ranged, Tactical Critical chance: 25%
- Devastating Critical chance: 10%
- Melee, Ranged, Tactical Defence: 15%
- Block, Evade, Parry chance: 25%
- Partial Avoidance chance: 10%
- All Resistances: 50%
- Mitigation caps:
- Light Armour rating: max. 30% Mitigation
- Medium Armour rating: max. 40% Mitigation
- Heavy Armour rating: max. 50% Mitigation
- For the armour related caps, it isn't important what you are wearing, just what you can wear.
- Incoming Healing: 25%
- Outgoing Healing: 50%
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
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| Burglar | Captain | Champion | Guardian | Hunter | Lore-master | Minstrel | Rune-keeper | Warden | Bonus | ||
| Bows | |
20 | 30 | • | +critical hit chance | ||||||
| Crossbows | |
30 | 7 | -chance of attacks blocked | |||||||
| Daggers | |
• | • | • | • | • | • | • | +critical hit chance | ||
| Dual Wielding | |
• | • | • | -- | ||||||
| Halberd | |
15 | +threat | ||||||||
| Javelins | |
• | none | ||||||||
| One-handed Axes | |
• | • | • | • | Dwarf | Dwarf | • | chance to lower target's armour | ||
| One-handed Clubs | |
20 | • | • | • | 15 | • | • | chance to slow target's attack speed | ||
| One-handed Hammers | |
• | • | • | 15 | chance to lower target's ability to evade | |||||
| One-handed Maces | |
• | • | • | • | 15 | • | chance of slowing the target's movement speed. | |||
| One-handed Swords | |
• | • | • | • | • | (41) | • | • | +hit chance | |
| Spear | |
10 | 10 | 10 | 20 | • | chance to add damage over time | ||||
| Two-handed Axes | |
• | 10 | 10 | chance to lower target's armour | ||||||
| Two-handed Clubs | |
• | 10 | chance to slow target's attack speed | |||||||
| Two-handed Hammers | |
• | 10 | 10 | chance to lower target's ability to evade | ||||||
| Two-handed Staves | |
• | none | ||||||||
| Two-handed Swords | |
• | 10 | 10 | +hit chance |
- • Starting proficiencies
- (level) Requires a class trait slotted
Armour
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| Burglar | Captain | Champion | Guardian | Hunter | Lore-master | Minstrel | Rune-keeper | Warden | ||
| Light Armour | |
• | • | • | • | • | • | • | • | • |
| Medium Armour | |
• | • | • | • | • | • | |||
| Heavy Armour | |
20 | 20 | 15 | ||||||
| Shields | |
15 | 15 | • | 20 | • | ||||
| Heavy Shields | |
15 | ||||||||
| Warden's Shields | |
• |
- • Starting proficiencies
Starting Stats
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| 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 |
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| 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