Character Stats
Character Topics: Getting Started, Character Stats, Races, Classes, Skills, Traits, Cosmetic |
Primary Attributes
These are shown as "Basic Stats" in your character panel.
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.
- 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.
Power
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.
Wrath
This stat is only applicable to the Beorning. A Beorning does not consume power, but 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 builds over time in Bear form.
Armour
- 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
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
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.
- 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
- 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
- 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
- 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
- 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.
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 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).
All regeneration rates can be sped up by Cooked Food and Gear.
Damage Dealt
Physical Mastery
Amount of damage dealt with Melee or Ranged weapons and abilities. Improved with Might or Agility, depending on the class.
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 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.
Note that Tactical Mastery gives little benefit to Champions, Guardians, Burglars, and Hunters, merely improving a few self-heals through Outgoing Healing.
Critical Rating
Increases your chance to score critical and devastating hits with your attacks, as well as the magnitude of those hits.
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 +7591)
- Innocence (+15 to +7591)
- Charity (+8 to +3795)
- Discipline (+5 to +2281)
- Fidelity (+5 to +2281)
- Tolerance (+5 to +2281)
- 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 +7591)
- Tolerance (+15 to +7591)
- Compassion (+8 to +3795)
- Honour (+8 to +3795)
- Innocence (+5 to +2281)
- Justice (+5 to +2281)
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.
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, as well as Tactical attacks.
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. Some certain skills from specific classes even allow you to block with 2-handed weapons.
Evade
Your chance to evade or partially evade an incoming Melee or Ranged hit. You can evade a hit from any direction.
Parry
Your chance to parry or partially parry an incoming Melee or Ranged hit. A Weapon must be equipped in order to parry, and your attacker must be in front of you.
Critical Defence
Melee Critical Defence
Reduces an opponents chance to score a critical hit with Melee weapons and abilities.
Ranged Critical Defence
Reduces an opponents chance to score a critical hit with Ranged weapons and abilities.
Tactical Critical Defence
Reduces an opponents chance to score a critical hit with Tactical damage skills.
Stat caps
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.
Offence and Defence caps
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 are lists of percentage caps/cap ratings for end levels as currently set on various servers. The cap ratings are based on a mob level equal to your own. The same like being used in the Character Panel.
Notes:
- 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.
- The Hiddenhoard of Abnankâra, Gwathrenost, the Witch-king's Citadel and Depths of Mâkhda Khorbo do not have penetrations for B/P/E and Resistance ratings.
- Instances/raids on T1 usually don't have penetration effects.
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Server caps Angmar (level 50) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Server caps Anor (level 140) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Server caps Mordor (level 50) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Server caps Shadowfax (level 140) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Server caps Treebeard (level 100) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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For more details see also: Rating to percentage formula
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 |
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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
Weapons
Traits: Virtues