Character Stats: Difference between revisions

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(This whole thing probably needs revisiting.)
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'''Morale Improvement'''
'''Morale Improvement'''
*1 point of [[Vitality]] = 3 point increase in Maximum Morale
*1 point of [[Vitality]] = 3 point increase in Maximum Morale
*1 point of [[Vitality]] = 5 point increase in Maximum Morale for tank classes ([[Guardian|Guardians]], [[Warden|Wardens]]).
*1 point of [[Vitality]] = 5 point increase in Maximum Morale for tank classes ([[Guardian]]s, [[Warden]]s).


==== Morale Regeneration ====
==== Morale Regeneration ====
Lost morale can be recovered by some [[skills]] or by using consumable items such as [[Athelas]] [[potions]]/salves.  [[Minstrel]]s, [[Captain]]s, [[Lore-master]]s and [[Rune-keeper]]s can restore other characters' morale and most classes have skills enabling them to restore their own morale.  However, morale also naturally regenerates over time.  Morale regenerates different amounts every 60 seconds, depending on whether the character is in combat or out of combat.  Some [[skills]] and consumable items (such as [[food]] or [[campfire]]s) will increase the amount of morale/power that is recovered every 60 seconds.
Lost morale can be recovered by some [[skills]] or by using consumable items such as [[Potion Index|Athelas potions and salves]].  [[Minstrel]]s, [[Captain]]s, [[Lore-master]]s and [[Rune-keeper]]s can restore other characters' morale and most classes have skills enabling them to restore their own morale.  However, morale also naturally regenerates over time.  Morale regenerates different amounts every 60 seconds, depending on whether the character is in combat or out of combat.  Some skills and consumable items (such as [[food]] or [[campfire]]s) will increase the amount of morale/power that is recovered every 60 seconds.


;[[Out-of-Combat Morale Regeneration]] (OOCMR)
;[[Out-of-Combat Morale Regeneration]] (OOCMR)
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==== Power Regeneration ====
==== Power Regeneration ====


[[Lore-master]]s 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 (potion)|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.
[[Lore-master]]s 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 [[Potion Index|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)
;[[Out-of-Combat Power Regeneration]] (OOCPR)

Revision as of 22:10, 1 September 2012

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 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 has a cooldown that increases with your level, with two hours being the maximum amount.

Morale Improvement

Morale Regeneration

Lost morale can be recovered by some skills or by using consumable items such as Athelas potions and salves. Minstrels, Captains, Lore-masters and Rune-keepers can restore other characters' morale and most classes have skills enabling them to restore their own morale. However, morale also naturally regenerates over time. Morale regenerates different amounts every 60 seconds, depending on whether the character is in combat or out of combat. Some skills and consumable items (such as food or campfires) will increase the amount of morale/power that is recovered every 60 seconds.

Out-of-Combat Morale Regeneration (OOCMR)

Vitality increases your Out-of-Combat Morale Regeneration.

In-Combat Morale Regeneration (ICMR)

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.

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.

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.

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.

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.

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).

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 Offence

Amount of damage dealt with Tactical abilities like those of the Lore-master, Minstrel, and Runekeeper. Improved with Will and Tactical Offence Rating.

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

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.

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.

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.

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

Weapon Proficiencies Bonus
 Battle-gauntlets Chance to lower target's ability to score a critical hit
 Bows L:7 L:7 +% Critical Hit Chance to ranged auto-attacks
 Crossbows L:7 L:7 L:7 Ranged auto-attacks are 5% tougher to Block.
 Daggers +% Auto-attack Critical Hit Chance
 Dual Wielding --
 Halberd L:15 +% Auto-attack Critical Hit Chance
 Javelins Ranged auto-attacks are 5% tougher to Block.
 One-handed Axes Stout-axe Dwarf Dwarf Chance to lower target's armour
 One-handed Clubs L:25 L:15 Chance to slow target's attack speed
 One-handed Hammers L:15 Chance to lower target's ability to evade
 One-handed Maces L:15 Chance of slowing the target's movement speed
 One-handed Swords L:40 Parry-chance is slightly increased
 Rune-stones Sets rune-keeper affinity
 Spear L:10 L:10 L:20 Chance to add damage over time
 Two-handed Axes L:10 Chance to lower target's armour
 Two-handed Clubs Chance to slow target's attack speed
 Two-handed Hammers L:10 Chance to lower target's ability to evade
 Two-handed Staves None
 Two-handed Swords L:10 Parry-chance is slightly increased

Legend

Character Meaning
Proficient at level 1
L:## Level at which proficiency is gained


Armour

 Light Armour
 Medium Armour
 Heavy Armour
 Shields L:15 L:20
 Heavy Shields L:15
 Warden's Shields


Legend

Character Meaning
Proficient at level 1
L:## Level at which proficiency is gained

Starting Stats


  • Starting stats for Level 1 Characters on entering Middle-earth.
Guardian starts out equipped with a shield.
Beorning Burglar Captain Champion Guardian Hunter Lore-master Minstrel
Beorning Hobbit Man Man Dwarf Elf Man Dwarf Elf Hobbit Man Dwarf Elf Hobbit Man Elf Man Dwarf Elf Hobbit Man
Basic Stats
Morale 263 248 175 192 255 189 207 285 214 316 232 219 159 244 177 159 177 219 159 244 177
Power 100 (Wrath) 50 50 50 50 50 50 50 50 50 50 50 50 50 50 65 65 65 65 65 65
Armour 0 4 4 5 3 3 3 32 32 32 32 5 5 5 5 51 51 3 3 3 3
Might 29 7 29 29 29 14 29 29 14 7 29 23 8 1 23 8 23 26 11 4 26
Agility 8 14 14 8 7 29 14 3 25 10 10 7 29 14 14 26 11 1 23 8 8
Vitality 25 23 8 10 20 10 10 24 14 29 14 20 10 25 10 10 10 20 10 25 10
Will 11 11 4 4 8 8 1 11 11 11 4 14 14 14 7 14 7 14 14 14 7
Fate 7 10 25 29 4 4 26 1 1 8 23 4 4 11 26 7 29 7 7 14 29
Offence
Critical Rating 54 39 81 81 17 39 79 6 28 30 68 17 39 42 79 44 84 19 41 43 81
Finesse 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Physical Mastery 129 92 92 122 122 92 122 122 92 78 122 71 122 92 92 78 71 78 78 78 71
Tactical Mastery 135 89 82 122 101 86 94 104 89 82 97 85 107 92 85 92 78 92 92 92 78
Defence
Light of Eärendil 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Resistance 43 55 24 28 40 30 38 47 37 59 45 52 42 64 50 45 53 55 45 67 53
Critical Defence 0 0 0 0 0 0 0 10 10 10 10 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 0
Avoidance
Block Rating 59 N/A N/A N/A N/A N/A N/A 89 44 23 89 N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
Parry Rating 87 42 86 74 101 100 115 64 78 34 78 60 74 30 74 68 68 54 68 24 68
Evade Rating 56 42 42 24 21 87 42 9 75 30 30 21 87 42 42 78 33 3 69 24 24
Mitigations
Damage Source
Melee 0 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 0
Tactical 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Damage Type
Physical Mitigation 0 4 4 5 3 3 3 32 32 32 32 5 5 5 5 51 51 3 3 3 3
Tactical Mitigation 25 22 30 34 13 13 28 18 18 25 33 39 29 51 44 41 56 42 32 54 47
Below are classes ONLY available via LOTRO Store.
Warden starts out equipped with a shield.
Rune-keeper 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

Sources

  • LOTRO Manual