Character Stats
From Lotro-Wiki.com
| Character Topics: Classes, Races, Traits, Skills, Stats, Equipment |
Contents |
Basic Stats
Morale
Morale is the amount of damage you can take before being defeated in combat. It is the equivalent of "health" or "hit points" in other games. When your morale runs out you are "defeated", during this time you have 600 seconds to be restored to life, or have the option to "retreat". When the timer expires, or you use the retreat option, your character is brought to the nearest respawn area and given temporary dread.
Vitality has a direct influence on your current maximum morale, and your out-of-combat morale regeneration. Fate influences your in-combat morale regeneration.
Lost morale can be restored, both in combat and out of combat, by some skills, by drinking certain potions, or by resting. Minstrels, Captains, Lore-masters and Rune-keepers (MoM) can restore other characters' morale and most classes have skills enabling them to restore their own morale. Eating some foods will increase the rate at which morale is regenerated while you are resting.
Power
Power is your inner reserve. It is used by almost all skills. Will influences your character's maximum amount of power and current out-of-combat regeneration. Fate influences your character's current in-combat power Regeneration.
Armour
Armour reduces incoming damage from common damage sources. See the Armour article for more details.
Main Attributes
Might
Might increases your ability to block incoming attacks with a shield, parry incoming blows, or cause greater damage with a weapon. It also reduces incoming damage from common sources and increases the effectiveness of your Armour.
Agility
Agility increases your ability to evade and parry incoming blows, increases your chance to critically hit a foe, and adds to the amount of damage you deal with a ranged weapon. It also reduces your miss chance. 50 agility equates to 1% Crit Chance.
Vitality
Vitality increases your maximum morale, ability to regenerate morale when not in combat, resistances to Wound, Disease, and Poison. It also reduces incoming damage from non-weapon sources like Shadow, Fire and Frost. 1 Point of Vitality equates to 3 points of Morale.
Will
Will affects how much power you regenerate when not in combat, how much you resist fear effects (including cowering from Dread) and increases your maximum power total. 1 Point of Will is equal to 3 points of power.
Fate
Fate adds to your momentum in combat, directly influencing how quickly you regenerate both power and morale while in combat. Fate also influences the chance that you will Critical on certain Morale enhancing abilities, as well as non-direct damage weapon effects such as a damage over time.
Damage Reduction (Mitigation)
Common
Reduces the Common damage you take by a certain percentage.
Fire
Reduces the Fire damage you take by a certain percentage.
Frost
Reduces the Frost damage you take by a certain percentage.
Shadow
Reduces the Shadow damage you take by a certain percentage.
Resistances
Fear
Increases your chance of resisting Fear effects. Can be improved through Will.
Wound
Increases your chance of resisting Wound effects. Can be improved through Vitality.
Disease
Increases your chance of resisting Disease effects. Can be improved through Vitality.
Poison
Increases your chance of resisting Poison effects. Can be improved through Vitality.
Abilities
Melee Crit
Your chance to score a critical hit with melee weapons and abilities.
Ranged Crit
Your chance to score a critical hit with ranged weapons and abilities.
Tactical Crit
Your chance to score a critical hit with special attacks and abilities, such as healing effects.
Block
Your chance to block a incoming melee or ranged attack, avoiding all damage. A shield must be equipped in order to block.
Evade
Your chance to evade an incoming melee or ranged attack, avoiding all damage.
Parry
Your chance to parry an incoming melee or ranged attack, avoiding all damage. A weapon must be equipped in order to parry.
Effectiveness
These values are not actually used by the game. They are provided to help you estimate your ability to deal damage. Higher values are better.
Melee
This is your relative effectiveness in melee combat. Better weapons and higher Might will increase your effectiveness.
Ranged
This is your relative effectiveness in ranged combat. Better weapons and higher Agility will increase your effectiveness.
Summary
| Will | Vitality | Might | Agility | Fate | |
| Morale | 3 for 1 * | regen | |||
| Power | 3 for 1 * | regen | |||
| Melee Damage | • | ||||
| Ranged Damage | • | ||||
| Tactical Damage | • | ||||
| Block | • | ||||
| Evade | • | ||||
| Parry | • | • | |||
| Critical | • | ||||
| Miss | • | ||||
| Common Damage | • | ||||
| Fire Damage | • | ||||
| Frost Damage | • | ||||
| Shadow Damage | • | ||||
| Wound | • | ||||
| Disease | • | ||||
| Poison | • | ||||
| Fear | • |
* 3 for 1 means that you gain three points of Morale / Power for every one point of Vitality / Will.
Sources
- LOTRO Manual

