Character Stats

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Revision as of 14:27, 28 April 2017 by Magill (talk | contribs) (→‎Stat caps: upd)
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Character Topics: Getting Started, Character Stats, Races, Classes, Skills, Traits, Cosmetic

Basic Stats

These are shown as "Basic Stats" in your character pannel. (CTL-C to diaplay)

Morale

  • In-game Definition: The amount of damage you can take before being defeated in combat.
  • 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.
In LOTRO, characters never die, that is, they are never killed, only defeated. When a character's Morale reaches zero (0), the character is defeated. Skills can no longer be used, but the player may still chat with other players.
Revival is the partial restoration of Morale and Power to a defeated ally. Also known as Res or Rez (short for Resurrection).
When defeated, a character has 600 seconds to be revived in-place or be automatically transported to the nearest Rally Point. One option for a player is to revive their own character, bestowing the effect Revived from Defeat on them which prevents them from using this 'free revive' for 2 hours. After the revival, the character appears on the spot where they were defeated with very little Morale. As such, it is advantageous to ensure the area is safe before reviving.
Other players (and a few NPC's) can also revive the character with one of their skills. Minstrels, Rune-keepers, Lore-masters, Captains and Beornings are the only classes that have one or more skills to revive other players. All High Elf characters have a racial revive skill with a long cooldown. When other players revive a defeated character, the revived character appears where the other player's character was standing when the revival skill was used.
When the 600 second timer expires, the character is automatically transported to the nearest Rally Point and revived there. A character may also choose to 'Retreat', which has the same effect without waiting for the 600-second timer. If a character's own 'Revive' option is on cooldown, Mithril Coins can be spent to reactivate it. Generally, you cannot revive your character inside an Instance, even if it's off cooldown. Retreat or revival by another player are the only options.
  • 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

  • In-game Definition: The energy required to use your skills.
  • 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 zero (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.

Wrath

  • Note that a Beorning does not consume power, but rather has a similar stat called Wrath.
  • In-game Definition: Skills in man form build Wrath when used.
  • In-game Definition: Skills in Bear form consume Wrath when used.
  • In-game Definition: Wrath slowly decays over time in Bear form. While not in combat, decays by 3 per 2 seconds

Armour

  • In-game Definition: Reduces the damage you take from attacks.
A large percentage of your armour value is added to your Common Mitigations.
A small percentage of your armour value is added to your Non-common Mitigations
Armour provides strong damage reduction against Physical/Common damage sources and some damage reduction against tactical sources.

Different primary attributes are important or very important for each different class.
The character panel will describe these as "xxx is Very Important" for the attribute of primary importance for that character/class.
The character panel will describe these as "xxx is Important" for the attribute of secondary importance for that character/class.

Might

Might increases a character's ability to block incoming attacks with a shield and parry incoming attacks or cause greater damage with a weapon. It also reduces incoming common damage.
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. It also improves your Hit Chance and increases the chance to critically hit a foe.
For Beornings, Burglars, Hunters, and Wardens, Agility also increases Ranged 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.
It also reduces incoming damage from non-weapon sources like Fire, Frost, Lightning, Acid and Shadow.
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 your maximum power pool, your Out-of-Combat Power Regeneration, and your Resistance to Disease, Fear, Poison, and Wound effects, including cowering from Dread.
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 on Tactical skills (healing and damage spells).
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.

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. And for the Champion and Mariner classes, Might also contributes to Physical Mitigation.

The following Virtues increase Physical 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.
  • 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:


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 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

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


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

Purchase of Stat Enhancement Tomes from the LOTRO Store

Any Stat Tome 1 - 20 can be selected from a Stat Tome Box for 525 LOTRO Point .

Stat Tomes 1 - 5 are also available as a Bundle for 1295 LOTRO Point . The cost is pro-rated if you already have one or more ranks provided in the 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
  1. Stat values are based on this level.

Tomes of Agility and Fate

Agility Bundle (Rank 1 to 5)
or Select from Stat Tome Box
 Tome of Agility 1  Agility: Rank 1
 Tome of Agility 2  Agility: Rank 2
 Tome of Agility 3  Agility: Rank 3
 Tome of Agility 4  Agility: Rank 4
 Tome of Agility 5  Agility: Rank 5
Purchase or Drop individually
or Select from Stat Tome Box
 Tome of Agility 6  Agility: Rank 6
 Tome of Agility 7  Agility: Rank 7
 Tome of Agility 8  Agility: Rank 8
 Tome of Agility 9  Agility: Rank 9
 Tome of Agility 10  Agility: Rank 10
 Tome of Agility 11  Agility: Rank 11
 Tome of Agility 12  Agility: Rank 12
 Tome of Agility 13  Agility: Rank 13
 Tome of Agility 14  Agility: Rank 14
Levels 15 and 20 are also available from within a Remmorchant Stat Tome Box
 Tome of Agility 15  Agility: Rank 15
 Tome of Agility 16  Agility: Rank 16
 Tome of Agility 17  Agility: Rank 17
 Tome of Agility 18  Agility: Rank 18
 Tome of Agility 19  Agility: Rank 19
 Tome of Agility 20  Agility: Rank 20
Fate Bundle (Rank 1 to 5)
or Select from Stat Tome Box
 Tome of Fate 1  Fate: Rank 1
 Tome of Fate 2  Fate: Rank 2
 Tome of Fate 3  Fate: Rank 3
 Tome of Fate 4  Fate: Rank 4
 Tome of Fate 5  Fate: Rank 5
Purchase or Drop individually
or Select from Stat Tome Box
 Tome of Fate 6  Fate: Rank 6
 Tome of Fate 7  Fate: Rank 7
 Tome of Fate 8  Fate: Rank 8
 Tome of Fate 9  Fate: Rank 9
 Tome of Fate 10  Fate: Rank 10
 Tome of Fate 11  Fate: Rank 11
 Tome of Fate 12  Fate: Rank 12
 Tome of Fate 13  Fate: Rank 13
 Tome of Fate 14  Fate: Rank 14
Levels 15 and 20 are also available from within a Remmorchant Stat Tome Box
 Tome of Fate 15  Fate: Rank 15
 Tome of Fate 16  Fate: Rank 16
 Tome of Fate 17  Fate: Rank 17
 Tome of Fate 18  Fate: Rank 18
 Tome of Fate 19  Fate: Rank 19
 Tome of Fate 20  Fate: Rank 20

Tomes of Might and Vitality

Might Bundle (Rank 1 to 5)
or Select from Stat Tome Box
 Tome of Might 1  Might: Rank 1
 Tome of Might 2  Might: Rank 2
 Tome of Might 3  Might: Rank 3
 Tome of Might 4  Might: Rank 4
 Tome of Might 5  Might: Rank 5
Purchase or Drop individually
or Select from Stat Tome Box
 Tome of Might 6  Might: Rank 6
 Tome of Might 7  Might: Rank 7
 Tome of Might 8  Might: Rank 8
 Tome of Might 9  Might: Rank 9
 Tome of Might 10  Might: Rank 10
 Tome of Might 11  Might: Rank 11
 Tome of Might 12  Might: Rank 12
 Tome of Might 13  Might: Rank 13
 Tome of Might 14  Might: Rank 14
Levels 15 and 20 are also available from within a Remmorchant Stat Tome Box
 Tome of Might 15  Might: Rank 15
 Tome of Might 16  Might: Rank 16
 Tome of Might 17  Might: Rank 17
 Tome of Might 18  Might: Rank 18
 Tome of Might 19  Might: Rank 19
 Tome of Might 20  Might: Rank 20
Vitality Bundle (Rank 1 to 5)
or Select from Stat Tome Box
 Tome of Vitality 1  Vitality: Rank 1
 Tome of Vitality 2  Vitality: Rank 2
 Tome of Vitality 3  Vitality: Rank 3
 Tome of Vitality 4  Vitality: Rank 4
 Tome of Vitality 5  Vitality: Rank 5
Purchase or Drop individually
or Select from Stat Tome Box
 Tome of Vitality 6  Vitality: Rank 6
 Tome of Vitality 7  Vitality: Rank 7
 Tome of Vitality 8  Vitality: Rank 8
 Tome of Vitality 9  Vitality: Rank 9
 Tome of Vitality 10  Vitality: Rank 10
 Tome of Vitality 11  Vitality: Rank 11
 Tome of Vitality 12  Vitality: Rank 12
 Tome of Vitality 13  Vitality: Rank 13
 Tome of Vitality 14  Vitality: Rank 14
Levels 15 and 20 are also available from within a Remmorchant Stat Tome Box
 Tome of Vitality 15  Vitality: Rank 15
 Tome of Vitality 16  Vitality: Rank 16
 Tome of Vitality 17  Vitality: Rank 17
 Tome of Vitality 18  Vitality: Rank 18
 Tome of Vitality 19  Vitality: Rank 19
 Tome of Vitality 20  Vitality: Rank 20

Tomes of Will

Will Bundle (Rank 1 to 5)
or Select from Stat Tome Box
 Tome of Will 1  Will: Rank 1
 Tome of Will 2  Will: Rank 2
 Tome of Will 3  Will: Rank 3
 Tome of Will 4  Will: Rank 4
 Tome of Will 5  Will: Rank 5
Purchase or Drop individually
or Select from Stat Tome Box
 Tome of Will 6  Will: Rank 6
 Tome of Will 7  Will: Rank 7
 Tome of Will 8  Will: Rank 8
 Tome of Will 9  Will: Rank 9
 Tome of Will 10  Will: Rank 10
 Tome of Will 11  Will: Rank 11
 Tome of Will 12  Will: Rank 12
 Tome of Will 13  Will: Rank 13
 Tome of Will 14  Will: Rank 14
Levels 15 and 20 are also available from within a Remmorchant Stat Tome Box
 Tome of Will 15  Will: Rank 15
 Tome of Will 16  Will: Rank 16
 Tome of Will 17  Will: Rank 17
 Tome of Will 18  Will: Rank 18
 Tome of Will 19  Will: Rank 19
 Tome of Will 20  Will: Rank 20

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's durability drops to zero, it will cease to give any benefits until repaired.

Item Wear can be mitigated through certain boosts, such as:

The Essence System

Certain pieces of Armour and Jewellery can be enhanced at the player's option by placing Essences into available slots.

Weapons

Traits: Virtues