Character Stats

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

Combat Attributes

Morale

  • Morale is the equivalent of "health", "hit points", or "HP" in other games, and is roughly commensurate with the amount of pain the character can suffer before being defeated.
  • When a character's Morale reaches 0, the character is defeated. Skills can no longer be used. The player may still chat with other players. The player may also Revive the defeated character (under certain conditions), or may retreat.
  • Maximum Morale can be improved by wearing armour/weapons/jewelry that grant a Morale or Vitality bonus. Some foods can also grant a Morale/Vitality bonus, as can other consumable items. Virtues and other Combat Traits can also provide Morale/Vitality bonuses.
  • Morale that has been lost will regenerate at a rate determined by In-Combat Morale Regeneration (when in combat) or Out-of-Combat Morale Regeneration (when NOT in combat).
  • Several classes have skills that will recover other characters' lost Morale, and all classes have skills that will recover each's own lost Morale.
  • Lost Morale can also be recovered by a wide variety of consumable items.

Power

  • Power is the equivalent of "mana", "magic", or "MP" in other games, and is roughly commensurate with the physical ability of a character to use skills. Most of a character's skills consume some power as they are used.
  • When a character's Power reaches 0, skills that cost Power (which is most of them) can no longer be used. A character can still engage in combat, and if already in combat, will remain so.
  • Maximum Power can be improved by wearing armour/weapons/jewelry that grant a Power bonus. Virtues and other Combat Traits can also provide Power bonuses. Each class has a Primary Attribute that also contributes to maximum Power; this value is different for each class.
  • Power that has been expended will regenerate at a rate determined by In-Combat Power Regeneration (when in combat) or Out-of-Combat Power Regeneration (when NOT in combat).
  • Several classes have skills that will recover other characters' expended Power, and all classes have skills that will recover each's own expended Power.
  • Expended Power can also be recovered by a wide variety of consumable items.
*Non-Will-based classes (Burglar, Captain, Champion, Guardian, Hunter, and Warden) gain 50 points of power per character level. Will-based classes (Lore-master, Minstrel, and Runekeeper) gain 65 points of power per character level.

Armour

Armour provides strong damage reduction against Physical/Common damage sources and some damage reduction against tactical sources.

Primary Attributes

Might

Might increases a character's ability to block incoming attacks with a shield and parry incoming attacks with a weapon. For Beornings, Captains, Champions, Guardians and Wardens, Might also increases weapon damage. 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

Agility increases a character's ability to evade and parry incoming attacks, and increases the chance to critically hit a foe. For Beornings, Burglars, Hunters, and Wardens, Agility also increases weapon damage. 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

Vitality increases maximum Morale, Non-Combat Morale Regeneration, and Resistance Rating, which reduces the chance a character will be affected by Wound, Disease, Fear and Poison effects.

For details on how Vitality contributes to stats for each class, see Character Stat Derivations.

Will

Will increases a character's ability to defend against non-physical damage sources. It also increases Resistance to Disease, Fear, Poison, and Wound effects. For Beornings, Lore-masters, Minstrels, and Rune-keepers, Will also increases the damage done with a weapon or tactical skills and increases Outgoing Healing. For Burglars, Champions, Guardians, and Hunters, Will mildly increases Outgoing Healing. For details on how Will contributes to stats for each class, see Character Stat Derivations.

Fate

Fate increases a character's In-Combat Power Regeneration and In-Combat Morale Regeneration. Fate also increases the chance and magnitude of critical hits. Like Will, Fate increases a character's ability to defend against non-physical damage sources. For details on how Fate contributes to stats for each class, see Character Stat Derivations.

Secondary Attributes

Lost Morale and Power regenerate over time, both in and out of combat. Of course, regeneration in combat occurs a lot slower than out of combat.

The speed of regeneration (in points per minute) depends primarily on your race and class. It is modified by #Primary Attributes and Virtues (keep in mind that also #Primary Attributes can be augmented by Virtues):

Non-Combat Morale Regeneration (NCMR)

In-Combat Morale Regeneration (ICMR) is increased by:

Non-Combat Power Regeneration (NCPR) is increased by
In-Combat Power Regeneration (ICPR) is increased by

All regeneration rates can be sped up by Cooked Food and Gear.

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. The caps for Mitigation are found here: Mitigation

Physical Mitigation

  • Physical Mitigation is the character stat that measures the reduction in damage the player character takes from physical damage sources.
  • Damage of types Common, Ancient Dwarf-make, Beleriand, Westernesse, Orc-craft, and Fell-wrought is reduced based on the Physical Mitigation stat. You can see the type of damage being done to your character by any specific skill by viewing the combat log.
  • PvP: Note that Physical Mitigation is less effective against Orc-craft and Fell-wrought damage than against Common damage. It should also be noted that Ancient Dwarf-make, Beleriand, and Westernesse damage-types can only be found on weapons or abilities used by characters of the Free People's, so a Free People character having mitigation against them is mostly pointless outside of sparring.

The primary source of Physical Mitigation is Armour (1:1). Some gear items, virtues, and relics also provide Physical Mitigation. No Primary Attributes contribute to Physical Mitigation.

The following Virtues increase Tactical Mitigation:
  • Physical Mitigation is an important stat for tanks as most basic mobs in skirmishes and instances will do Common damage. Most tank classes have an easy path to acquiring large amounts of Physical Mitigation. Guardians, Captains and Wardens will get a huge amount from their shields.

Tactical Mitigation

  • 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 Fate:
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.
Update 13.1
  • All classes now receive 1 point of Tactical Mitigation per point of Will and Fate.


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) at end level (105).
Notes:

  • Many intermediate caps exist, especially up to level 50.
  • 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).
  • Buffs which give percentage bonuses, 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.
  • Mobs in Tier 2 raids/instances have various rating penetration buffs. You'll need to compensate for these amounts to reach the same cap percentages.
Stat Rating Cap Required Rating Required Rating T2 vs Lvl108 mobs Last Checked
Vitality, Will, Fate, Might, Agility - - - -
Critical Hit Critical Rating 25% 17685 U12.2
Devastating Hit Critical Rating 10% 15517
Critical & Devastating Hit Magnitude Critical Rating <100%
Physical Melee-, Physical Ranged- & Tactical Offence Damage Physical Mastery & Tactical Mastery 400% 148149 U18b3
Finesse Finesse <100% U18b3
Tactical Outgoing Healing Tactical Mastery 70% 69913
Resistance Resistance 50% 38675 49500 U18b3
Critical Defence Critical Defence <100%
Incoming Healing Incoming Healing 25% 16606 U18b3
Block, Parry & Evade Block, Parry & Evade 13% 7845 12389 U18b1
Partially Block, Partially Parry & Partially Evade Block, Parry & Evade 35% 35120 40444 U18b1
Partial Block Mitigation, Partial Parry Mitigation & Partial Evade Mitigation Block, Parry & Evade 60% 41650 47160 U18b1
Physical Mitigation, Orc-craft Mitigation, Fell-wrought Mitigation & Tactical Mitigation: Physical Mitigation, Orc-craft Mitigation, Fell-wrought Mitigation & Tactical Mitigation
Light Armour 40% 13125 20790
Medium Armour 50% 15321 23049 U18b1
Heavy Armour 60% 17491 25281 U18b1

For more details see also: Rating to percentage formula

Proficiencies

Weapons

Beorning-icon.png 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
Beorning Burglar Captain Champion Guardian Hunter Lore-master Minstrel Rune-keeper Warden Bonus
Bows-icon.png Bows L:20 L:30 +% Critical Hit Chance to ranged auto-attacks
Crossbows-icon.png Crossbows L:30 L:7 Ranged auto-attacks are 5% tougher to Block.
Daggers-icon.png Daggers +% Auto-attack Critical Hit Chance
Dual Wielding-icon.png Dual Wielding --
Halberd-icon.png Halberd L:15 +% Auto-attack Critical Hit Chance
Javelins-icon.png Javelins Ranged auto-attacks are 5% tougher to Block.
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 is slightly increased
Rune-stones-icon.png Rune-stones Sets rune-keeper affinity
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 is slightly increased
• Starting proficiency
• L:? Level at which you can learn weapon proficiency

Armour

Beorning-icon.png 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
Beorning 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 Beorning-icon.png Beorning
Dwarf Elf Elf Hobbit Man Beorning
Basic Stats
Morale 136 86 131 232 150 210
Power 65 65 50 50 50 100 (Wrath)
Armour 4 4 8 8 8 0
Might 23 8 14 7 29 29
Agility 4 26 29 14 14 8
Vitality 20 10 10 25 10 25
Will 14 14 8 8 1 11
Fate 7 7 4 11 26 7
Offence
Critical Rating 22 44 39 42 79 26
Finesse 0 0 0 0 0 0
Physical Mastery 141 141 431 211 431 281
Tactical Mastery 141 141 216 106 216 258
Defence
Resistance 68 48 36 66 22 72
Critical Defence 0 0 32 32 32 0
Incoming Healing 0 0 0 0 0 0
Avoidance
Block Rating N/A N/A 58 30 118 N/A
Parry Rating 54 68 86 42 86 N/A
Evade Rating 16 104 116 56 56 27
Mitigations
Damage Source
Melee 0 0 0 0 0 0
Ranged 0 0 0 0 0 0
Tactical 0 0 0 0 0 0
Damage Type
Physical Mitigation 90 40 56 72 86 0
Tactical Mitigation 109 69 58 118 44 18


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 (Agility, Fate, Might, Vitality and Will).
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:
Item Available
at Level
Boost Cumulative
Boost
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
Tome XIII 60 +40 +360
Tome XIV 60 +40 +400
Tome XV  ? +40 +440
Tome XVI  ? +40 +480

Drop information

  • Tomes XIII and above are acquired from ???

Purchase of stat enhancement Tomes from the LOTRO Store

There are sixteen tomes available in the LOTRO Store for a maximum possible enhancement of +480. All stat tomes 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). The cost is pro-rated if you already have one or more ranks provided in the bundle.

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 Bundle, but it will not show you individual Tomes IV, V, etc.
  • Update 15 (November 2014) introduced Tier XI and XII into the LOTRO Store at 295 Turbine Point  each.
  • Recently, were introduced to the store tiers XIII, XIV, XV and XVI (13, 14, 15 and 16), all with the same cost.

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 or Drop 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
Tome of Agility IX-icon.png Tome of Agility IX Agility-icon.png Agility: Rank 9
Tome of Agility IX-icon.png Tome of Agility X Agility-icon.png Agility: Rank 10
Tome of Agility XI-icon.png Tome of Agility XI Agility-icon.png Agility: Rank 11
Tome of Agility XII-icon.png Tome of Agility XII Agility-icon.png Agility: Rank 12
Tome of Agility XIII-icon.png Tome of Agility XIII Agility-icon.png Agility: Rank 13
Tome of Agility XIV-icon.png Tome of Agility XIV Agility-icon.png Agility: Rank 14
Item:Tome of Agility XV Agility: Rank 15
Item:Tome of Agility XVI Agility: Rank 16
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 or Drop 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
Tome of Fate VII-icon.png Tome of Fate IX Fate-icon.png Fate: Rank 9
Tome of Fate X-icon.png Tome of Fate X Fate-icon.png Fate: Rank 10
Tome of Fate XI-icon.png Tome of Fate XI Fate-icon.png Fate: Rank 11
Tome of Fate XI-icon.png Tome of Fate XII Fate-icon.png Fate: Rank 12
Tome of Fate XIII-icon.png Tome of Fate XIII Fate-icon.png Fate: Rank 13
Tome of Fate XIV-icon.png Tome of Fate XIV Fate-icon.png Fate: Rank 14
Item:Tome of Fate XV Fate: Rank 15
Item:Tome of Fate XVI Fate: Rank 16

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 or Drop 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
Tome of Might VII-icon.png Tome of Might IX Might-icon.png Might: Rank 9
Tome of Might VII-icon.png Tome of Might X Might-icon.png Might: Rank 10
Tome of Might VII-icon.png Tome of Might XI Might-icon.png Might: Rank 11
Tome of Might XII-icon.png Tome of Might XII Might-icon.png Might: Rank 12
Tome of Might XIII-icon.png Tome of Might XIII Might-icon.png Might: Rank 13
Tome of Might XIV-icon.png Tome of Might XIV Might-icon.png Might: Rank 14
Item:Tome of Might XV Might: Rank 15
Item:Tome of Might XVI Might: Rank 16
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 or Drop 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
Tome of Vitality IX-icon.png Tome of Vitality IX Vitality-icon.png Vitality: Rank 9
Tome of Vitality X-icon.png Tome of Vitality X Vitality-icon.png Vitality: Rank 10
Tome of Vitality XI-icon.png Tome of Vitality XI Vitality-icon.png Vitality: Rank 11
Tome of Vitality XII-icon.png Tome of Vitality XII Vitality-icon.png Vitality: Rank 12
Tome of Vitality XII-icon.png Tome of Vitality XIII Vitality-icon.png Vitality: Rank 13
Tome of Vitality XII-icon.png Tome of Vitality XIV Vitality-icon.png Vitality: Rank 14
Item:Tome of Vitality XV Vitality: Rank 15
Item:Tome of Vitality XVI Vitality: Rank 16

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 or Drop 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
Tome of Will VII-icon.png Tome of Will IX Will-icon.png Will: Rank 9
Tome of Will VII-icon.png Tome of Will X Will-icon.png Will: Rank 10
Tome of Will XI-icon.png Tome of Will XI Will-icon.png Will: Rank 11
Tome of Will XII-icon.png Tome of Will XII Will-icon.png Will: Rank 12
Tome of Will XIII-icon.png Tome of Will XIII Will-icon.png Will: Rank 13
Tome of Will XIV-icon.png Tome of Will XIV Will-icon.png Will: Rank 14
Item:Tome of Will XV Will: Rank 15
Item:Tome of Will XVI Will: Rank 16

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 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.

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:

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.

Weapons

Traits: Virtues