|Character Topics: Getting Started, Character Stats, Races, Classes, Skills, Traits, Cosmetic|
These are shown as "Basic Stats" in your character panel.
- 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.
- Maximum Morale can be improved by wearing equipment that grants 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.
See also Skill Power Cost Calculation for information about how Power costs are calculated.
- 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 equipment that grants a Power bonus. Virtues and other Combat Traits can also provide Power bonuses.
- 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 (Brawler, 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. Above level 120, no power is gained, so from level 120 the base points of power are 6000 for Non-Will-based classes and 7800 for Will-based classes.
- 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 builds over time in Bear form.
- In-game Definition: Reduces the damage you take from attacks.
- In-game Definition: A large percentage of your armour value is added to your Common Mitigations.
- In-game Definition: A small percentage of your armour value is added to your Non-common Mitigations
- 1 point of Armour = 1 point increase in Physical Mitigation
- 1 point of Armour = 0.2 point increase in Tactical Mitigation
- Might increases a character's ability to block incoming attacks with a shield and parry incoming attacks or cause greater damage with a weapon.
- For Heavy Armour classes (Beornings, Brawlers, Captains, Champions and Guardians), Might also increases physical damage.
- For details on how Might contributes to stats for each class, see Character Stat Derivations.
- Agility increases a character's ability to evade and parry incoming attacks. It also improves your chance to critically hit a foe.
- For Medium Armour classes (Burglars, Hunters and Wardens) and Beornings, Agility also increases physical damage.
- For details on how Agility contributes to stats for each class, see Character Stat Derivations.
- 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.
- For Light Armour classes (Lore-masters, Minstrels and Rune-keepers) and Hunters, it also reduces incoming tactical damage, like Fire, Frost, Lightning, Acid and Shadow damage.
- For details on how Vitality contributes to stats for each class, see Character Stat Derivations.
- Will increases a character's Resistance Rating and ability to defend against tactical attacks. It also increases tactical damage and outgoing healing for all classes, except Captains and Wardens.
- For Light Armour classes (Lore-masters, Minstrels and Rune-keepers), Will also increases Finesse (reducing the chance that your skills are resisted by enemies).
- For details on how Will contributes to stats for each class, see Character Stat Derivations.
- Fate increases a character's In-Combat Power Regeneration and In-Combat Morale Regeneration, as well as their Non-Combat Power Regeneration. It also increases the chance and magnitude of critical hits, on both healing and damage skills.
- Like Will, Fate increases a character's ability to defend against tactical damage sources, as well as their chance to resist the effects of various debuffs. For Heavy Armour and Medium Armour classes, it also increases Finesse (reducing the chance that your skills are resisted by enemies).
- For details on how Fate contributes to stats for each class, see Character Stat Derivations.
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 your Basic Stats and, in the case of In-Combat Morale Regeneration, also the Virtue Justice (keep in mind that also Primary Attributes can be augmented by Virtues):
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 Burglars, Champions, Guardians, Hunters, Lore-masters, Minstrels, and Rune-keepers, Tactical Mastery increases with Will.
- For Beornings, Tactical Mastery increases with both Might and Will.
Increases your chance to score critical and devastating hits with your attacks, as well as the magnitude of those hits.
- 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 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.
- See Stat caps for current cap values.
- 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.
- The primary 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:
- The following Virtues increase Vitality:
- 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.
- Tactical Mitigation Rating = (Armour / 5) + Fate + Will (+ Vitality for Hunters and light armour classes)
- See Stat caps for current cap values.
Reduces the Melee damage you take by a certain percentage.
Reduces the Ranged damage you take by a certain percentage.
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
Basic Stats caps
Basic Stats as found in the Character Panel (Morale, Power, Armour, Might, Agility, Vitality, Will, Fate) are not subject to a cap restriction. A large part of their function is to provide ratings, which in turn give a percentage based chance, boost or reduction to a Offence or Defence stat.
Percentage based stats in the other sections (Offence, Defence) of the Character Panel do have a cap. This cap is applied to the percentage derived from their source rating(s) only. Any other percentage bonuses from traits, equipment or consumables are added on top of the rating derived percentage.
The source ratings in themselves are not subject to a cap. You'll need an amount of rating (cap rating) to reach the cap of the calculated percentage. Any amount exceeding the cap rating is wasteful and not used, unless you want to compensate for rating based debuffs or for mobs higher than your own level.
The following is a list of percentage caps/cap ratings at the current end level (140). The cap ratings are based on a mob level equal to your own. The same like being used in the Character Panel.
- Mobs in raids and instances can have rating penetration buffs (a kind of rating debuff to you). You'll need to compensate for these rating amounts to reach the same cap percentages.
- Percentages in the Character Panel are rounded to 0.1 precision, so a value slightly below the correct values listed here might wrongly display as the percentage cap.
1: Different caps can apply on other levels.
2: For landscape and instances where no penetration buffs are present.
3: Including compensation for penetration buffs in instances.
4: You get +0.1% bonus (this was +10% before).
For more details see also: Rating to percentage formula
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Discrepancies for several classes/races. Please refer to Talk:Starting_Stats#Overhaul
- Starting stats for Level 1 Characters on entering Middle-earth.
- Guardian starts out equipped with a shield.
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- Below are classes ONLY available via LOTRO Store.
- Warden starts out equipped with a shield.
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.
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.
- Quartermaster's Fine Armaments
- Gifts of Rohan
- Gifts of Pelargir
- Gifts of Minas Tirith
- Treasures of Minas Tirith
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 Store Tomes of Agility Bundle
- LOTRO Store Tomes of Fate Bundle
- LOTRO Store Tomes of Might Bundle
- LOTRO Store Tomes of Vitality Bundle
- LOTRO Store 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.
Tomes of Agility and Fate
Tomes of Might and Vitality
Tomes of Will
- 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:
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