Character Stats

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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

See also

Starting Stats

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