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|Character Topics: Getting Started, Character Stats, Races, Classes, Skills, Traits, Cosmetic|
- 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 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.
- 1 point of Armour = 1 point increase in Physical Mitigation
- 1 point of Armour = 0.2 point increase in Tactical Mitigation
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 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.
For details on how Vitality contributes to stats for each class, see Character Stat Derivations.
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 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 (this section needs a LOT of love)
- In-Combat Power Regeneration (ICPR)
- 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
- 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.
- Mitigation: a hidden rating penalty exists in T2 instances, so you will need an extra amount to reach the same cap.
For more details see also: Rating to percentage formula
|•||L:20||L:30||•||+% Critical Hit Chance to ranged auto-attacks|
|L:30||L:7||Ranged auto-attacks are 5% tougher to Block.|
|•||•||•||•||•||•||•||•||+% Auto-attack Critical Hit Chance|
|L:15||+% Auto-attack Critical Hit Chance|
|•||Ranged auto-attacks are 5% tougher to Block.|
|•||•||•||•||•||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:40||•||•||Parry-chance is slightly increased|
|•||Sets rune-keeper affinity|
|•||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|
|•||L:10||L:10||Parry-chance is slightly increased|
- • 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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Please check other sources to verify if the information provided is correct.
- 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 Tome XIII 60 +40 +360 Tome XIV 60 +40 +400
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