Character Stats

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


Contents

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", during this time you have 600 seconds to be restored to life, or have the option to "retreat". When the timer expires, or you use the retreat option, your character is brought to the nearest respawn area and given temporary dread.

Morale Regeneration

Lost morale can be restored, both in combat and out of combat, by some skills, by drinking certain potions, by eating certain food, or by resting. Minstrels, Captains, Lore-masters and Rune-keepers (MoM) 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.

Out-of-Combat Morale Regeneration

Vitality increases your Out-of-Combat Morale Regeneration.

In-Combat Morale Regeneration

Fate increases your In-Combat Morale Regeneration.

Power

Power is your inner reserve. It is used by almost all skills.

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 certain 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

Will increases your Out-of-Combat Power Regeneration.

In-Combat Power Regeneration

Fate increases your In-Combat Power Regeneration.

Armour

Armour reduces incoming damage from common damage sources. See the Armour article for more details.

Hope

Main Attributes

Vitality

Vitality increases your maximum morale, your out-of-combat morale regeneration, resistances to Wound, Disease, Poison and Shadow effects. It also reduces incoming damage from non-weapon sources like Fire, Frost, and Shadow.

Will

Will increases your maximum power pool, your out-of-combat power regeneration, and how much you resist Fear effects, including cowering from Dread.

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).

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.

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 with common damage (ranged or melee). It also improved your hit chance.

Radiance

Radiance staves off the effects of Gloom. Radiance no longer adds to your Hope modifier and will not counteract Dread.

Damage Dealt

Melee

Amount of damage dealt with Melee weapons and abilities. Improved with Might

Ranged

Amount of damage dealt with Ranged weapons and abilities. Improved with Agility and Might

Hit Chance

The likelihood that your Melee or Ranged attack will not miss your target. Improved with Agility

Melee Crit Chance

Your chance to score a critical hit with Melee weapons and abilities. Improved with Agility.

Ranged Crit Chance

Your chance to score a critical hit with Ranged weapons and abilities. Improved with Agility.

Tactical Crit Chance

Your chance to score a critical hit with healing or damage Spells. Improved with Fate.

Damage Reduction

Mitigation

Common

Reduces the Common damage you take by a certain percentage.

Melee

Reduces the Melee damage you take by a certain percentage.

Ranged

Reduces the Melee damage you take by a certain percentage.

Tactical

Reduces the Spell damage you take by a certain percentage. Improved with Vitality.

Fire

Reduces the Fire damage you take by a certain percentage. Improved with Vitality.

Frost

Reduces the Frost damage you take by a certain percentage. Improved with Vitality.

Shadow

Reduces the Shadow damage you take by a certain percentage. Improved with Vitality.

Acid

Reduces the Acid damage you take by a certain percentage. Improved with Vitality.

Lightning

Reduces the Lightning damage you take by a certain percentage. Improved with Vitality.

Resistances

Fear

Increases your chance of resisting Fear effects.

Wound

Increases your chance of resisting Wound effects.

Disease

Increases your chance of resisting Disease effects.

Poison

Increases your chance of resisting Poison effects.

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.

Evade

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

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.

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.

  • 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. The Minstrel's Medium Armour trait increases their Common Defence cap from 30% to 40%, regardless of armour worn.

Stat Summary

Will Vitality Might Agility Fate
Morale 3 for 1 * regen
Power 3 for 1 * regen
Armour
Melee Damage
Ranged Damage
Hit chance
Critical hit chance
Critical spell chance
Block
Evade
Parry
Common mitigation
Fire mitigation
Frost mitigation
Shadow resistance
Wound resistance
Disease resistance
Poison resistance
Fear resistance

* 3 for 1 means that you gain three points of Morale / Power for every one point of Vitality / Will.

Proficiencies

Weapons

Burglar-icon.png Captain-icon.png Champion-icon.png Guardian-icon.png Hunter-icon.png Lore-master-icon.png Minstrel-icon.png
Burglar Captain Champion Guardian Hunter Lore-master Minstrel Bonus
Bows Bows-icon.png 20 30 +critical hit chance
Crossbows Crossbows-icon.png 30 30 +critical hit chance and -own parry chance
Daggers Daggers-icon.png +critical hit chance
One-Handed Axes One-Handed Axes-icon.png Dwarf chance to lower target's armour
One-Handed Clubs One-Handed Clubs-icon.png 20 15 chance to slow target's attack speed
One-Handed Hammers One-Handed Hammers-icon.png 15 chance to lower target's ability to evade
One-Handed Maces One-Handed Maces-icon.png 15 chance to stun
One-Handed Swords One-Handed Swords-icon.png +hit chance
Spear Spear-icon.png 10 10 10 20 adds damage over time
Dual Wielding Dual Wielding-icon.png 10 10 --
Two-Handed Axes Two-Handed Axes-icon.png 10 10 chance to lower target's armour
Two-Handed Clubs Two-Handed Clubs-icon.png 10 chance to slow target's attack speed
Two-Handed Hammers Two-Handed Hammers-icon.png 10 10 chance to lower target's ability to evade
Two-Handed Swords Two-Handed Swords-icon.png 10 10 +hit chance
Two-Handed Staves Two-Handed Staves-icon.png none
Halberd Halberd-icon.png 15 +threat
• Starting proficiencies

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 Light Armour-icon.png
Medium Armour Medium Armour-icon.png 10 10 (15)
Heavy Armour Heavy Armour-icon.png 20 20 15
Shields Shields-icon.png 15 15 20
Heavy Shields Heavy Shields-icon.png (30) 15
Warden's Shields Shields-icon.png
• Starting proficiencies
(Lv) Requires Class Trait

Starting Stats

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
Morale 144 103 116 176 115 130 189 119 161 142 125 89 132 108 87 106 123 87 155 106
Power 143 130 130 134 134 113 143 143 143 119 147 147 147 135 147 135 147 147 152 135
Armour 0 0 0 0 0 0 0 0 0 0 4 4 4 4 0 0 0 0 0 0
Might 6 29 29 29 14 29 29 14 6 29 23 8 1 23 8 23 26 11 3 26
Agility 14 14 8 6 29 14 2 25 10 10 6 29 14 14 26 11 1 23 8 8
Vitality 23 8 10 20 10 10 24 14 29 14 21 11 26 11 10 10 20 10 25 10
Will 11 3 3 8 8 1 11 11 11 3 14 14 14 6 14 6 14 14 14 6
Fate 10 25 29 3 3 26 1 1 8 23 3 3 11 26 6 29 6 6 14 29
Critical 3.6% 4.1% 1.4% 1.4% 2.9% 2.1% 0.9% 1.9% 1.5% 1.8% 3.4% 4.0% 3.6% 3.6% 1.9% 1.5% 1.2% 1.8% 1.6% 1.4%
Fire 5.5% 0.9% 1.0% 5.1% 3.7% 3.7% 5.6% 1.1% 1.5% 4.3% 1.3% 1.0% 1.4% 1.0% 1.0% 1.0% 1.3% 1.0% 5.7% 1.0%
Common 1.1% 2.3% 2.3% 3.2% 1.5% 2.2% 3.2% 1.7% 1.3% 2.2% 4.9% 3.3% 2.8% 3.9% 1.4% 2.1% 3.2% 1.6% 0.8% 2.2%
Shadow 6.5% 0.9% 1.0% 5.1% 3.7% 3.7% 5.6% 1.1% 2.5% 4.3% 1.3% 1.0% 2.4% 1.0% 1.0% 1.0% 1.3% 1.0% 6.7% 1.0%
Block N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
Evade 1.5% 3.0% 1.4% 1.1% 2.2% 1.5% 0.7% 2.2% 1.5% 1.3% 1.3% 2.3% 1.7% 1.7% 2.2% 1.6% 1.0% 2.1% 1.2% 1.4%
Parry 1.9% 2.4% 2.3% 2.4% 2.5% 2.6% 2.3% 3.6% 3.2% 2.5% 3.4% 3.5% 3.1% 3.6% 2.2% 2.3% 2.1% 2.3% 1.6% 2.2%
Fear 3.0% 1.4% 1.4% 1.8% 1.8% 1.2% 2.0% 2.0% 3.0% 1.4% 2.2% 2.2% 3.2% 1.7% 2.2% 1.7% 2.2% 2.2% 3.2% 1.7%
Wound 2.6% 1.8% 1.9% 2.5% 1.9% 1.9% 2.7% 2.2% 2.9% 2.2% 2.5% 2.0% 2.8% 2.0% 1.9% 1.9% 2.5% 1.9% 2.7% 1.9%
Disease 2.1% 1.4% 1.5% 2.0% 2.5% 1.5% 2.2% 2.7% 2.3% 1.7% 2.0% 2.6% 2.2% 1.6% 2.5% 1.5% 2.0% 2.5% 2.2% 1.5%
Poison 2.1% 1.4% 1.5% 2.0% 2.5% 1.5% 2.2% 2.7% 2.3% 1.7% 2.0% 2.6% 2.2% 1.6% 2.5% 1.5% 2.0% 2.5% 2.2% 1.5%
Melee Eff 43 44 29 29 53 29 29 28 28 29 44 43 43 44 26 27 27 27 42 27
Ranged Eff 0 0 0 0 0 0 0 0 0 0 28 28 28 28 0 0 0 0 0 0

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