Character Stats
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 Points are entirely exhausted, you are defeated.
- If that happens you have 600 seconds to be "revived," (typically by another character or yourself) or to "retreat."
- When that timer expires, or if you use the retreat option, your character is brought to the nearest Rally point.
- Reviving oneself has a cooldown that increases with your level, with two hours being the maximum amount.
- If your cooldown timer has not yet reset, Mithril Coins can be expended to activate the "Revive" option.
- You are normally unable to revive yourself when inside an Instance and can only be revived by another player or retreat.
- Keep in mind that when you revive, you revive where you were defeated; you have very little Morale or Power and can easily be defeated again immediately!
- Morale Improvement
- You can increase your Maximum Morale both Permanently and Temporarily by increasing your Vitality.
- Stat Tomes can be used to increase Vitality up to a maximum of 90 points (as of Helm's Deep.)
- Each 1 point of Vitality = 3 point increase in Maximum Morale for most classes.
- Each 1 point of Vitality = 5 point increase in Maximum Morale for tank classes (Guardians, Wardens).
- Also see: Enhancing_basic_stats below
- Morale Improvement
- Various pieces of equipment can also increase Morale for as long as those pieces are equipped.
- Various Foods will grant Vitality increases on a temporary basis. Catfish Cakes , Superior Masterful Mash or Baked Bean Stew
Morale Regeneration
- Lost morale can be recovered by some skills or by using consumable items such as Athelas potions and salves, eating certain food, or rest.
- Minstrels, Captains, Lore-masters and Rune-keepers can restore other characters' morale and most classes have skills enabling them to restore their own morale, both in and out of combat.
- Morale naturally regenerates over time. However, regeneration amounts differ every 60 seconds, depending on whether the character is in combat or out of combat and what, if any, enhancements exist.
- Some Skills, Potions and Salves and most consumable items (such as food or campfires) will enhance the amount of morale/power that is recovered every 60 seconds -- in or out of combat!
- Skills, Potions and Salves are designed for in-Combat use, and work equally well in-Combat or out-of-Combat.
- Foods, however, provide for larger regeneration amounts, both in and out of combat, but can only be consumed in Non-Combat situations.
- Foods are therefore often used as a "buff" prior to entering Combat.
-
- Vitality increases your Non-Combat Morale Regeneration.
-
- Fate increases your In-Combat Morale Regeneration.
Power
Power is your inner reserve. It is used by almost all skills.
- Non-Will classes (Burglar, Captain, Champion, Guardian, Hunter, and Warden) gain 50 points of power per character level.
- Will classes (Lore-master, Minstrel, and Runekeeper) gain 65 points of power per character level.
- The following Virtues can increase Power:
Various pieces of equipment can also increase power.
Power Regeneration
Lost power can be recovered by some skills or by using consumable items such as Celebrant potions and salves, eating certain food, or rest. Lore-masters have a skill which restores power in other characters, and several classes have skills that can restore their own, both in an d out of combat.
Power naturally regenerates over time. However, regeneration amounts differ every 60 seconds, depending on whether the character is in combat or out of combat and what, if any, enhancements exist. Some Skills, Potions and Salves and most consumable items (such as food or campfires) will enhance the amount of morale/power that is recovered every 60 seconds -- in or out of combat! Skills, Potions and Salves are designed for in-Combat use, and work equally well in-Combat or out-of-Combat. Foods, however, provide for larger regeneration amounts, both in and out of combat, but can only be consumed in Non-Combat situations. Foods are therefore often used as a "buff" prior to entering Combat.
Fate increases your Non-Combat Power Regeneration.
- In-Combat Power Regeneration (ICPR)
Fate increases your In-Combat Power Regeneration.
Main Attributes
Armour
Armour provides strong damage reduction against physical (common, sources and some damage reduction against tactical sources. See the Armour article for more details.
- 1 point of Armour = 1 point increase in Physical Mitigation
- 1 point of Armour = 0.2 point increase in Tactical Mitigation
Might
As of Update 10, 6 March 2013:
Might increases your ability to block incoming attacks with a shield, parry incoming blows, and reduces incoming physical damage. For Captains, Champions, and Guardians, Might also increases the damage you do with a weapon. For Captains, Might also increases the damage of tactical skills and healing.
- 1 point of Might = 4 point increase in Block Rating.
- 1 point of Might = 2 point increase in Parry Rating.
- 1 point of Might = 2 point increase in Physical Mitigation.
- 1 point of Might = 10 point increase in Physical Mastery for the above three classes.
- For Captains, 1 point of Might = 10 point increase in Tactical Mastery.
Agility
As of Update 10, 6 March 2013:
Agility increases your ability to evade and parry incoming blows, and increases your chance to critically hit a foe. For Burglars, Hunters, and Wardens, Agility also increase the damage you do with a weapon. For Wardens, Agility also increases the damage of tactical skills and healing.
- 1 point of Agility = 4 point increase in Evade Rating
- 1 point of Agility = 2 point increase in Parry Rating
- 1 point of Agility = 1 point increase in Critical Rating
- 1 point of Agility = 10 point increase in Physical Mastery for the above three classes.
- For Wardens, 1 point of Agility = 10 point increase in Tactical Mastery.
Vitality
As of Update 10, 6 March 2013:
Vitality increases your maximum Morale, your Non-Combat Morale Regeneration, your Resistance Rating, which reduces the chance you'll be affected by Wound, Disease, Fear and Poison effects, and your Physical Mitigation. It will also provide Tactical Mitigation which 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 Resistance Rating.
- 1 point of vitality = 2 point increase in Physical Mitigation.
- 1 point of Vitality = 4 point increase in Tactical Mitigation.
- 1 point of Vitality = 7.2 points increase in Non-Combat Morale Regeneration.
- The following Virtues can increase Vitality:
- Trail Food can also increase temporarily Vitality
Will
As of Update 10, 6 March 2013:
Will increases your ability to defend against non-physical damage sources. It also increases your Resistance to Disease, Fear, Poison, and Wound effects. For Lore-masters, Minstrels, and Runekeepers, Will also increases the damage you do with a weapon or your skills, and increases your Outgoing Healing. For Burglars, Champions, Guardians, and Hunters, Will mildly increases your Outgoing Healing.
- 1 point of Will = 2 point increase in Tactical Mitigation.
- 1 point of Will = 2 point increase in Resistance.
- 1 point of Will = 10 point increase in Physical Mastery for Lore-masters, Minstrels, and Runekeepers.
- 1 point of Will = 10 point increase in Tactical Mastery for Lore-masters, Minstrels, and Runekeepers.
- 1 point of Will = 5 point increase in Tactical Mastery for Burglars, Champions, Guardians, and Hunters.
Fate
Fate increases your In-Combat Power Regeneration and In-Combat Morale Regeneration. Fate also increases the chance and magnitude of Criticals.
- 1 point of Fate = 2.5 points of Critical Rating
- 1 point of Fate = 1.5 points of In-Combat Morale Regeneration
- 1 point of Fate = 1.71 points of In-Combat Power Regeneration
- 1 point of Fate = 24 points of Non-Combat Power Regeneration
- Fate increases your In-Combat Power Regeneration according to this equation:
- (Fate * 1.71) + 240 (The 240 points are not technically from Fate, although they are displayed that way in the Character Panel.)
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 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.
- Lore-masters, Minstrels, and Runekeepers gain 10 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.
Note that Tactical Mastery gives little benefit to Champions, Guardians, Burglars, and Hunters, merely improving a few self-heals through Outgoing Healing.
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
As of the Riders Of Rohan expansion damage mitigations have been simplified and fall into two categories, Physical Mitigation and Tactical Mitigation.
Physical 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 defense against it is not important except for sparring and PvMP.
- Physical mitigation rating = Armour + Might *2 + Vitality * 2 *** This formula is valid. (Update 10, March 2013)
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.
- Some sources of Tactical Mitigation are Armour, Fate and Will. Hunters and light armour classes also get a contribution from Vitality. A sizable amount can also be acquired through intelligent Jewellery choices and Virtue (Character Traits) selection.
The following Virtues increase Tactical Mitigation directly:
- Fidelity (+15 to +7323)
- Tolerance (+15 to +7323)
- Compassion (+8 to +3662)
- Honour (+8 to +3662)
- Innocence (+5 to +2202)
- Justice (+5 to +2202)
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.
For details on the influence of basic stats on Tactical Mitigation Rating, see Character Stat Derivations.
See Stat caps for current cap values.
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 no longer valid. (Update 10, March 2013)
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 * 4 *** This formula is valid. (Update 10, 26 March 2013)
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 * 4 *** This formula is valid. (Update 10, 26 March 2013)
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: 50%
- 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. 40% Mitigation
- Medium Armour rating: max. 50% Mitigation
- Heavy Armour rating: max. 70% Mitigation
- For the armour related caps, it isn't important what you are wearing, just what you can wear.
- Incoming Healing: 25%
- Outgoing Healing: 70%
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
"Oh, I do not know about this. I do not know about this at all!" —Bingo Boffin Accuracy This article is marked for checking accuracy. Please check other sources to verify if the information provided is correct. Discrepancies for several classes/races. Please refer to Talk:Starting_Stats#Overhaul'"`UNIQ--finalizedvar-0--QINU`"' |
- 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 |
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). A statistic upgrade is acquired by consuming the appropriate Stat Tome. Each Tome to increase your basic Character Stat must be consumed in sequence — 1, 2, 3, etc. These increases are reflected in your Character's Passive Skill panel, under "Attribute Enhancements". Access to tomes is gated by Level.
Drop Information
- Stat Tomes 1 may be found inside Sack of Presents, a quest reward during the Yule Festival.
- Stat Tomes 1 through 6 may be found inside Unearthed Sack, a barterable reward from the Treasure Hunt.
- Stat tomes 1 through 7 have a very small chance to drop from chests in Classic Instances, like the Great Barrow.
- Stat Tomes 1 through 11 can be acquired from lootboxes, which require a Sturdy Steel Key.
- Stat Tomes 10 through 14 can be acquired from the following boxes given as rewards from Big Battles:
- Stat Tomes 15 through 20 are selectable rewards from:
- Remmorchant Stat Tome Box, which drop in some +130 level raids.
- Delvings Stat Tome Box, which drop from tier 7+ delvings.
- Stat Tome Boxes have a random drop chance from a Adventurer's Steel-bound Lootbox, Traveller's Steel-Bound Lootbox and Hobbit Gifts, and contain Tomes 1 - 20 (Ranks 1 to 20):
Purchase of Stat Enhancement Tomes from the LOTRO Store
Any Stat Tome 1 - 20 can be selected from a Stat Tome Box for 525 .
Stat Tomes 1 - 5 are also available as a Bundle for 1295 . The cost is pro-rated if you already have one or more ranks provided in the bundle.
- Tomes of Agility Bundle
- Tomes of Fate Bundle
- Tomes of Might Bundle
- Tomes of Vitality Bundle
- Tomes of Will Bundle
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 Stat Tome 2, it will show you Stat Tome 3 and the Bundle, but it will not show you individual Stat Tomes 4, 5 etc.
Overview of Stats and Levels for Stat Tomes
Tome Rank | Main Stat | Fate Stat | Vitality Stat | Player Level[1] | Minimum Usage Level |
---|---|---|---|---|---|
1 | +3 | +10 | +2 | 4 | - |
2 | +6 | +12 | +5 | 15 | - |
3 | +10 | +15 | +8 | 27 | 5 |
4 | +14 | +17 | +12 | 38 | 5 |
5 | +17 | +19 | +16 | 48 | 10 |
6 | +21 | +22 | +20 | 54 | 10 |
7 | +27 | +27 | +26 | 60 | 15 |
8 | +31 | +30 | +32 | 63 | 15 |
9 | +38 | +36 | +41 | 67 | 15 |
10 | +45 | +43 | +51 | 71 | 15 |
11 | +53 | +50 | +61 | 75 | 50 |
12 | +61 | +57 | +73 | 78 | 55 |
13 | +80 | +75 | +102 | 85 | 60 |
14 | +98 | +87 | +118 | 90 | 65 |
15 | +116 | +99 | +135 | 95 | 70 |
16 | +143 | +117 | +175 | 98 | 75 |
17 | +171 | +139 | +216 | 101 | 80 |
18 | +203 | +166 | +256 | 104 | 85 |
19 | +224 | +184 | +283 | 106 | 95 |
20 | +267 | +220 | +337 | 110 | 100 |
- ↑ Stat values are based on this level.
Tomes of Agility and Fate
Tomes of Might and Vitality
|
|
Tomes of Will
|
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.
- 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's durability drops to zero, it will cease to give any benefits until repaired.
Item Wear can be mitigated through certain boosts, such as:
- Item-wear Reduction Tome (60 min)
- Item-wear Reduction Tome (30 min)
- Subscriber's Jug
- Sustained Resilience
The Essence System
Certain pieces of Armour and Jewellery can be enhanced at the player's option by placing Essences into available slots.
- Visit: Essence for details