Character Stats
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.
- 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
-
- 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.
- 1 point of Armour = 1 point increase in Physical Mitigation
- 1 point of Armour = 0.2 point increase in Tactical Mitigation
- 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.
- Each 1 point of Vitality = 4 point increase in Maximum Morale for Hunters, Lore-masters, Minstrels, and Rune-keepers and contributes 1 point of Tactical Mitigation for these classes.
- Each 1 point of Vitality = 4.5 point increase in Maximum Morale for Burglars, Captains, Champions).
- Each 1 point of Vitality = 5 point increase in Maximum Morale for tank classes (Guardians, Wardens, Beornings).
- 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:
- Fate * 1.5
- Justice (+11 to +214)
- Determination (+7 to +160)
- Tolerance (+5 to +107)
- Non-Combat Power Regeneration (NCPR) is increased by
-
- Fate * 24
- Mercy (+68 to +743)
- Compassion (+51 to +558)
- Charity (+34 to +372)
- In-Combat Power Regeneration (ICPR) is increased by
-
- Fate * 1.71
- Patience (+8 to +154)
- Wisdom (+6 to +115)
- Confidence (+4 to 77)
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.
- 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 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.
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
- 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:
- Compassion (+15 to +7323)
- Innocence (+15 to +7323)
- Charity (+8 to +3662)
- Discipline (+5 to +2202)
- Fidelity (+5 to +2202)
- Tolerance (+5 to +2202)
- 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.
- See Stat caps for current cap values.
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.
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 =
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.
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
"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
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Tomes of Will
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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