Character Stats

This page shows definitions and descriptions of the terms found on your character page (to find it, press "c").



Morale:

Morale is your life - the amount of damage you can take before being defeated in combat.

Power:

Power is the energy required to use your skills. Skills cannot be used when your power is empty.

Armour:

Armour reduces the damage you take from attacks. 100% of your armour value is added to your common mitigation. 20% of your armour value is added to your non-common mitigations. 1 armour = 1 point common defence, and 0.2 points fire, frost, shadow, lightning, and acid defence.

Might:

Might increases your melee damage and your ability to block and parry. 1 might = 1 point common damage mitigation. It is recommended for Captians, Champions, Guardians and Wardens. Maximum might = 650.

Agility:

Agility increases your ranged damage, increases your chance to evade and parry, reduces your miss chance, and increases your chance to get a critical hit when dealing melee or ranged damage. 1 agility = 2 points of melee and ranged critical chance rating. It is recommened for Burglars and Hunters. Maximum agility = 650.

Vitality:

Vitality increases your maximum morale (1 vitality = 3 morale), and increases your resistances to wound, disease and poison. Lastly, it reduces incoming damage from non weapon sources like shadow, frost, acid, lightning and fire. It is recommended for all classes. Maximum vitality = 650.

Will:

Will increases your maximum power total (1 will = 3 points of power) and increases your resistance to fear effects (including cowering from Dread). It also increases your tactical damage and outgoing healing rating. It is recommended for Captian, Lore-Masters, Minstrels and Rune-Keepers. Maximum will = 650.

Fate:

Fate influences how quickly you regenerate both power and morale while in combat. Fate also contributes to the chance and magnitude of criticals for tactical based skills. 1 fate = 0.87 points of in-combat power regeneration, 1.53 points of in-combat morale regeneration, and 2 points of tactical critical chance. It is recommended for Lore-Masters, Minstrels and Rune-Keepers. Maximum fate = 650.

Radiance:

Radiance is an advanded stat used in later parts of the game. Radiance offsets the penalties of Gloom found in dangerous places. You can get radiance by running dungeons in Moria and Mirkwood to earn medallions, which you can trade in for special armour pieces that give radiance.

Melee Critical:

Shows your chance to deal a critical or devastating blow to a same-level opponent when using a melee skill. Higher agility and better weapons will increase this chance. Melee critical maxes out at 15%.

Ranged Critical:

Shows your chance to deal a critical or devastating blow to a same-level opponent when using a ranged skill. Higher agility and better weapons will increase this chance. Ranged critical maxes out at 15%.

Tactical Critical:

Shows your chance to deal a critical or devastating blow to a same-level opponent when using a tactical skill. Higher fate and better weapons will increase this chance. Tactical critical maxes out at 15%.

Block:

Your chance to block an attack from a same-level opponent. Also shows your partial block chance. Partial block mitigation is the amount of damage you will deflect in a partial block. (ex: if partial block mitigation is 25%, you will only receive 75% of your opponent's attack damage when you partially block the attack.)

Evade:

Your chance to evade an attack from a same-level opponent. Also shows your partial evade chance. Partial evade mitigation is the amount of damage you will deflect in a partial evade (ex: if partial evade mitigation is 25%, you will only receive 75% of your opponent's attack damage when you partially evade the attack).

Parry:

Your chance to parry an attack from a same-level opponent. Also shows your partial parry chance. Partial parry mitigation is the amount of damage you will deflect in a partial parry (ex: if partial parry mitigation is 25%, you will only receive 75% of your opponent's attack damage when you partially parry the attack.)

Wound Resistance:

Your chance to resist wounds from a same-level opponent.

Fear Resistance:

Your chance to resist fear effects from a same-level opponent.

Disease Resistance:

Your chance to resist disease effects from a same-level opponent.

Poison Resistance:

Your chance to resist poison effects from a same-level opponent.

Common Damage Mitigation:

Your chance to mitigate (not take) a certain amount of common damage dealt by an opponent. Also shows your ability to mitigate common damage from a partial block, partial evade, and partial parry.

Fire Damage Mitigation:

Your chance to mitigate (not take) a certain amount of fire damage dealt by an opponent. Also shows your ability to mitigate fire damage from a partial block, partial evade, and partial parry.

Frost Damage Mitigation:

Your chance to mitigate (not take) a certain amount of frost damage dealt by an opponent. Also shows your ability to mitigate frost damage from a partial block, partial evade, and partial parry.

Shadow Damage Mitigation:

Your chance to mitigate (not take) a certain amount of shadow damage dealt by an opponent. Also shows your ability to mitigate shadow damage from a partial block, partial evade, and partial parry.

Lightning Damage Mitigation:

Your chance to mitigate (not take) a certain amount of lightning damage dealt by an opponent. Also shows your ability to mitigate lightning damage from a partial block, partial evade, and partial parry.

Acid Damage Mitigation:

Your chance to mitigate (not take) a certain amount of acid damage dealt by an opponent. Also shows your ability to mitigate acid damage from a partial block, partial evade, and partial parry.