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This is the fifth article in a series of articles about the Trait system in Lord of the Rings Online.  This article covers Class based Traits.  You can check out the previous articles here – 1, 2, 3, 4 or on the articles page.

Introduction

Of all the Traits in the Lord of the Rings Online system, Class Traits are the most numerous.  As the name suggests, they are all unique on a per class basis, and there are many of them to choose from.  More than any other Trait, Class Traits will affect how your character performs in nearly all combat situations.  They change skills, improve effects, remove or replace abilities and generally have a profound impact on what your character can achieve.

Since there are so many of them, this article is not going to cover them all in any specific detail.  Instead it will focus on the general system, the Class Trait sets introduced in the Moria expansion and the bonuses they bring, and provide resources where you can find out more about what Traits your favourite character gets.

Gaining Class Traits

Earning Class Traits is the same for every class, and every Trait.  From level 15 upwards, using various class skills will trigger a new Deed.  That Deed will require you to use the same skill a certain number of times, at the end of that process you will earn the particular Class Trait as a reward.  Not all skills trigger Deeds at the same time, and since skills are earned at varying levels, you’ll earn the Class Traits at different rates as well.  Also, not all the Deeds are equally difficult and many are affected by play style.  For example, you may use Quick Thrust 50 times in a fight but use Shield Bash once per day, and as a result, you’re going to earn Deeds at different rates.  The intent I believe is to emulate improving your character in-line with those skills you use most often.  However, it doesn’t always work out that neatly because some underused skills are much improved by their Deeds so while you would not normally use them, you are eager to do so to gain the improved version.

The following image shows the Deed window open at the list of Class Traits, the progress of one of those Traits and details about how many uses are still required to complete the Deed.

Class Trait Deed Window

The number of times a skill can be used each day in order to progress a Class Trait Deed varies, and is usually based on the skill cool-down and whether it needs to be used in combat or not.  Non-combat skills tend to have a smaller use per day limit (5, 10 or 15 for example), while combat related skills that refresh quickly tend to be much higher (in the hundreds).  The number of times you must use the skill to complete the Deed also varies and can be in the low 10’s to 2000 or more.  For some skills you use all the time this won’t be an issue, but for other skills you’ll have to remind yourself to do something about using them, and as you can see above, you can add the Deed progress to your quest tracker sidebar as a reminder.

It is generally true that combat skills must be used on enemies which return experience points in order to qualify as having successfully used them to progress the Deed, and likewise, if you use a skill and miss, it may not count (usually skill dependant).

As you can imagine, all this adds up to mean that progressing Class Trait based Deeds can be very time consuming and something you need to work at, rather than just happening by default.  It also means you could still be working on them well beyond level 50.

Equipping Class Traits

Class Traits are equipped in the same way all Traits are, by visiting a Bard.  You’ll see the same dialog, and you simply select the Class Traits you have available from the left, as shown in the screenshot below.

Viewing Class Traits

Class Traits are viewed using the regular Trait dialog, but there is an added element of complexity since the release of the Mines of Moria – Class Trait sets.  Each Class Trait belongs to one of three different sets, the process is covered in more detail in the next section, but it results in there being three screens to look at when viewing your Class Traits.

At the opening screen of the Trait dialog, you can see your class Traits and on the right side all the bonuses you have earned (more on bonuses later), this is shown in the following screenshot.

Once you click on the ‘Class’ tab in the dialog, there is a further tab at the bottom of the dialog which selects which of the Trait sets you are viewing.  An example of a single classes set of Traits is shown below (click on each image for a larger version).



The icons in the Class Trait section are similar to the Virtue section.  A diamond on each edge means the Trait is equipped.  A coloured icon with no diamonds means the Trait has been earned but is not equipped.  A light grey icon with a ring means that a Deed is in progress to earn this Trait but is not yet complete, and a grey icon with no ring means that no progress is being  made to earn this Trait.

On the right of the dialog you will see a list of bonuses, they are explained in more detail in the next section.

Class Trait Sets

Prior to the Mines of Moria expansion, classes had a single list of Traits.  Sometimes they complimented each other, and in some ways groups of them directed the character towards certain roles.  With Moria, this was formalised into three sets for each class.  There is no requirement to only use Traits from a specific set, however, there are incentives to do so.   Each set is designed to give a character a certain focus, for example with Guardians there is a Trait set for generating more hate, a Trait set for doing damage with two-handed weapons and a Trait set for lasting longer in fights with single large enemies.  Each set has a name and a brief description which you can read.

Within each set, the Traits are geared towards the stated aim of that set, although it’s not always entirely obvious why some Traits are included (however since the Traits existed before the sets, there’s probably a few they just had to find homes for).  As mentioned, you are not penalised for picking Traits from a mix of sets, and it’s a valid approach to get the customisations you want.

However, if you do pick Traits from within a single set, the more you equip, the better the resulting set bonus is, and eventually, you earn the chance to equip a set specific Legendary Trait.  That list of bonuses are shown on the right side of the Class Trait window, as shown in the previous section.

Each set provides a minor bonus with 2 Traits equipped, better bonuses at 3, the best bonuses at 4 and with 5 equipped you get an additionally Legendary Trait which you may then use.  You do get all the bonuses you are eligible for, so picking two Traits from one set and three from another gives you two different sets of bonuses.  Changing your equipped Traits later will change the bonus and if you become ineligible for the Legendary Trait then you will no longer be able to use it.

The following screenshots show a Champion class Trait window.  Hovering over an equipped Trait in a set shows you any bonuses in effect.  The first shows a Trait from a set with only one Trait equipped (no bonuses) and the second from a set with 5 Traits equipped (all bonuses).

Class Trait Window - showing no set bonuses
Class Trait Window - showing set bonuses

As well as being listed when you hover over skills, the bonuses in effect are listed in the basic Trait dialog.  This is a repeat of the dialog shown earlier, on the right-hand side you can see the three bonuses that are in effect due to having 4+ Traits equipped from the same set, and no more than 1 from any other set (in this case).

It is well worth taking the time to understand the three different sets, what they mean for your character and which Traits you need to earn to achieve them.  It is not cheap to move Class Traits around, but it is one area that might support different play styles (solo vs grouped for example).

Summary

Class Traits provides the greatest and most visible customisations of your character.  They are the Trait above all other Traits that affect everything your character does.  They can totally change the way in which your character behaves during different kinds of combat and let you focus on the play style you enjoy most.

You can find out more about your Class Traits over at the Lotro Wiki, and you can check out information on Trait Sets (and all the Class Traits in them) at the Lotro Lorebook.

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This is the fourth article in the series of posts on the Lord of the Rings Trait system (including Virtues and Deeds).  This part of the series covers Race based Traits.  You can find parts one, two and three under those links.

Introduction

Each of the four races in the Lord of the Rings online game (Men, Hobbits, Elves and Dwarves) have a set of 9 unique Traits.  The Traits try and complement the particular mythology or maybe enhance stereotypes of the race in question.  In all cases, eight of the Traits come from Deeds related to monster killing and one Trait comes from a purchased item (sold by a reputation vendor in each race’s home city).

Although the Traits are in theory unique, in order to try and balance things out Turbine have ensured the races get similar classes of Trait.  For example, each race gets a Trait which affects fellowship manoeuvre’s (FM’s), one which provides a +20 bonus to one character attribute, one which provides a fast travel skill to a starting location, one which provides an increase in damage from certain weapons, etc.  As the Traits get harder to earn (higher level creatures), they get more unique.

Gaining Racial Traits

Each Race has a set of three creatures to which they show great enmity.  Eight of the Racial Traits are earned by killing creatures in those categories.  The types of creatures to be killed highlight one area where earning Racial Traits is not an equally difficult activity for all races.  Elves and Dwarves must kill enemies which only come in Signature and Elite varieties for two of their Traits while Men and Hobbits do not suffer this issue.  Other than that disparity, the process is the same for all races.  For any one creature type there are two or three Deeds required, each opens up at a certain level and requires the previous level to be completed.  They are named Enmity of the Creature I, II or III depending on which rank is being worked on.

For example, in the case of Dwarves they can earn Enmity of the Dourhands I at level 13 (when killing any Dourhand will trigger the Deed), but may not start Enmity of the Dourhands II until they are level 19 and have completed Enmity of the Dourhands I.

The ninth Racial Trait is always purchased in the character’s home town, from the reputation vendor.  It’s a page that when read, creates a Deed which provides the Trait as a reward, already completed.  You need Friend standing with the relevant reputation to purchase the item.  This Trait always provides bonuses to 3 Virtues, and importantly, allows an equipped Virtue to rise to rank 11.  For example, the Virtuous Man Race Trait provides +1 to Confidence, Justice, and Patience.  Equipping that Racial Trait would allow you to take those three Virtues to rank 11 (the normal limit being rank 10), as well as automatically increasing them by 1 rank when equipped.

Equipping / Viewing Racial Traits

Racial Traits are equipped at a Bard like any other Trait (at the cost of around 22 silver each).  Each character may have up to 5 Racial Traits equipped from their choice of 9.

Trait Dialog - Race

The Trait dialog shows you your currently equipped Race Traits, as shown below.

Virtue Dialog - Race

Race Traits – Complete list

The following tables list all the different Race based Traits, and information relating to each of them (such as required level, benefit, and associated Deed).

Race of Man – Traits

Level Deed Trait Benefit
13 Enmity of the Dead I (50) Upper-cut Short distance Melee attack
13 Enmity of the Wargs I (50) Man of the Fourth Age +20 Will
19 Enmity of the Dead II (100) Tactics and Might Bonus Adds 5% to FM healing and damage
25 Enmity of the Dead III (150) Man Sword-damage Bonus Increases 1H and 2H sword damage
29 Enmity of the Wargs II (150) Return to Bree Fast travel to Bree
30 Enmity of the Hillmen I (150) Balance of Man +1% to Evade, Parry, and Block
35 Enmity of the Hillmen II (250) Strength of Morale Skill which restores ~3000 morale
35 Enmity of the Wargs III (150) Duty-Bound Skill which temporarily increases fellowship member morale
35 Friend of Men of Bree Virtuous Man +1 Confidence, Justice, Patience

 

Elves – Traits

Level Deed Trait Benefit
13 Enmity of the Goblins I (50) Sylvan Shadows Skill which provides Stealth ability
13 Enmity of the Orcs I (50) Friend of Man +20 Fate
19 Enmity of the Goblins II (100) Tactics and Conviction Bonus Adds 5% to FM healing and power
25 Enmity of the Goblins III (150) Elf Bow-damage Bonus Increases bow damage
29 Enmity of the Orcs II (150) Return to Rivendell Fast travel to Rivendell
30 Enmity of the Drakes I (150) Elf One-handed Sword Damage Bonus Increases 1h sword damage
35 Enmity of the Drakes II (250) Power of the Eldar Skill which temporarily increases fellowship member power
35 Enmity of the Orcs III (150) Eldar’s Grace Skill which provides temporary improvement to Parry
35 Friend of Elves of Rivendell Virtuous Elf +1 Wisdom, Patience, Charity

 

Dwarves – Traits

Level Deed Trait Benefit
13 Enmity of the Dourhands I (50) Head-butt Short distance Melee attack
13 Enmity of the Goblins I (50) Fateful Dwarf +20 Fate
19 Enmity of the Dourhands II (100) Guile and Might Bonus Adds 5% to FM damage and DOTs
25 Enmity of the Dourhands III (150) Dwarf Axe-damage Bonus Increases 1H and 2H axe damage
29 Enmity of the Goblins II (150) Return to Thorin’s Gate Fast travel to Thorin’s Gate
30 Enmity of the Trolls I (150) Dwarf-endurance Skill which increases fellowship vitality
35 Enmity of the Goblins III (150) Endurance of Stone Skill which provides mitigation improvements
35 Enmity of the Trolls II (250) Shield Brawler Increases Block chance
35 Friend of Thorin’s Hall Virtuous Dwarf +1 Fidelity, Honesty, Loyalty

 

Hobbits – Traits

Level Deed Trait Benefit
13 Enmity of the Spiders I (50) Hobbit-stature +20 Might
13 Enmity of the Wolves I (50) Stoop for a Stone Ranged attack skill
19 Enmity of the Wolves II (100) Guile and Conviction Bonus Adds 5% to FM healing and DoT’s
25 Enmity of the Wolves III (150) Hobbit Club-damage Bonus Increases 1h and 2h club damage
29 Enmity of the Spiders II (150) Return to Michel Delving Fast travel to Michel Delving
30 Enmity of the Goblins I (150) Hobbit-Stealth Stealth skill
35 Enmity of the Goblins II (250) Hobbit-Silence Feign death skill
35 Enmity of the Spiders III (150) Hobbit-resilience Provides a non-stacking Hope buff for the fellowship
35 Friend of Men of The Mathom Society Virtuous Hobbit +1 Empathy, Honesty, Idealism

You can see those tables laid out much more nicely over at the lotro-wiki – here.

Summary

Race based Traits allow you to enhance the natural talents of your character as dictated by their race.  Some of them are very useful, for example the Hobbit-Silence Trait is invaluable regardless of the class your Hobbit picks, and the huge heal that Men can obtain is a source of jealousy for many other races.  The most often sought after skill is the fast travel skill, since any method of reducing journey time in Middle Earth is worth the effort.

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This is the third post in a series of articles about the Trait system in the online roleplaying game, Lord of the Rings Online.  You can see all the posts in this series by checking the Articles page, under ‘Virtues, Traits and Deeds (Lord of the Rings Online)’ (this link should take you to the V’s).

Update: This article was updated on 2nd January 2010 to correct the section on the Virtue Dialog.

Introduction

The first type of Trait you’re likely to earn in the Lord of the Rings Online is a Virtue.  For the most part they are given as rewards to Deeds, although it’s possible to obtain them in other ways as well.  Virtues carry the names of good qualities such as Charity, Valour and Justice.  In this article I do not intend to list all the Virtues and their benefits, there are much better resources out there which do that.  I really just want to provide an overview on what they are, where you get them and how you use them.

Benefits

All Virtues provide three different benefits and each specific benefit is also provided by three different Virtues, but the amount of benefit given varies.  For a particular benefit, one Virtue provides the most benefit, a second Virtue provides a middle-amount and the third Virtue provides the least amount.  Here’s a concrete example using the Justice, Determination and Tolerance Virtues.

  • Justice provides increases to in-combat morale regeneration, base morale and out-of-combat morale regeneration.  The primary benefit of Justice is in-combat morale regeneration (+6 per rank).  No other Virtue provides this much increase per rank.
  • Determination provides increases to agility, in-combat morale regeneration and base morale.  The primary benefit of Determination is agility (+3 per rank), and in-combat morale regeneration is a secondary benefit (+4.5 per rank).
  • Tolerance gives increases to tactical damage mitigation (primary), agility (secondary) and in-combat morale regeneration (tertiary benefit).  The agility increase is less than Determination (at +2 per rank) and the in-combat morale regeneration is less than both Justice and Determination (at +3 per rank).

So, for any particular benefit which interests you, there will be three different Virtues which provide it.  However, they provide it in decreasing value.  One Virtue has it as a primary benefit, giving you the greatest increase, another has it as a secondary benefit and a third Virtue has it as a tertiary benefit.  This system allows for a reasonably complex set of interactions and dependencies.

Gaining Virtues

As mentioned previously, for the most part Virtues are obtained by completing deeds.  These are usually location based enemy kill deeds, but also include quest line completion deeds and location discovery deeds.  Deeds usually provide a single rank increase to the Virtue although there are a small number of deeds which give 2 Virtue ranks.

If you do not have one of the Virtue traits, then completing any deed which provides any number of ranks gives you the new Trait (which you may then equip via a Bard).  If you already have the Virtue at any rank, then any deed which gives that Virtue increases the rank appropriately (up to a maximum rank of 10, at the time of writing).

The reward section of the deed dialog shows which Virtue will be affected, and what rank it will be increased to.  It does not show the number of ranks you will get in addition to those you already have, but the final rank you will be at if you get the reward.  For example, the image below shows that on completing the deed listed (The Ruins of Breeland), the Patience Virtue will increase to rank 4.

Deed Window - example 2

If another deed is completed before this one which also increases Patience, the reward would change to show the rank as 5.

It does not matter what level your character is, and what level the enemies or location you’re fighting in is.  If you’re level 65 and you do a deed in Breelands which gives you +1 to Tolerance for killing 40 spiders, you’ll get the increase.  There are more ways of earning Virtue ranks than there are ranks of a Virtue so you’ll have some choice if you want to max your Virtues out.

Characters can earn Virtues as soon as they can start completing deeds which provide them (realistically, this will be around level 6-8), but they may not equip their first Virtue until level 7.  Subsequent Virtue Trait slots open up at levels 9, 11, 17 and 23.

Equipping Virtues

Virtues are equipped by visiting a Bard, and using the first tab in the Trait management dialog (shown below) which lists all the Virtues you have earned and what rank they currently are (shown as orange squares).

Bard Trait Dialog

As you can see, you can have five Virtues equipped at most at any one time.  That’s a pretty small number considering there are 20 different Virtues in the game (and hence, 20 different benefits that can be obtained).  Virtues are probably the traits that get swapped around the most (especially those that give increases to different types of damage resistance).  Changing a Virtue Trait is reasonably inexpensive compared to other Traits.

Viewing Virtues

You can look at your current Virtues using the Trait window in two ways.  The first tab shows your equipped Virtues and we’ve seen this dialog before.  Hovering the mouse over a Trait icon shows you the benefits provided by that Trait.

Trait Window - level 53 champion

If you click the Virtues tab of the Trait dialog you get a wheel-like layout, showing the 20 Virtues in the game, your current rank (if any) in each of them.  It looks like this.

Virtue Trait Dialog

There are four different icon styles in the Virtue dialog, and they each mean something different, allowing you to see what state of progression each of your character’s Virtues are.

Virtue Icon - no ranks earned A totally grey icon with the number 1, no gold bars below it and no gold ring.  Your character has earned no ranks in this Virtue, and currently has no Deeds under-way which might provide any ranks.
Virtue Icon - Not equipped, but progressing A grey icon, with a number representing the number of Virtue ranks the character has earned, along with a matching number of gold bars underneath and a gold quest ring.  This icon means your character does not have this Virtue equipped, but they have earned the listed number of ranks and they have at least one Deed underway which will provide further ranks in this Virtue.  Clicking this icon will open the Deed dialog on one Deed which is underway and provides this Virtue.
Virtue Icon - Not equipped and not progressing A colour icon, with a number representing the number of Virtue ranks the character has earned, along with a matching number of gold bars underneath but no gold quest ring.  This icon means your character does not have this Virtue equipped, but they have earned the listed number of ranks.  However, they have no Deeds under-way which provide this Virtue and hence are not currently earning any further ranks.
Virtue Icon - Equipped A colour icon surrounded by four diamonds, with a number representing the number of Virtue ranks the character has earned, along with a matching number of gold bars underneath but no gold quest ring.  This icon means your character does have this Virtue equipped and they have earned the listed number of ranks.  The ring does not indicate either way if  the character is or is not earning any further ranks – however like the previous icon you can click and if they are working on any Deeds which provide this Virtue, the Deed window will be opened.

Hovering the mouse over an icon lists the benefits, as shown below for the Loyalty Virtue.

Virtue Trait Dialog - with Tooltip

Summary

Virtues are the trait your character will start earning earliest.  There are 20 Virtues, and they provide benefits to 20 different character attributes.  Each benefit is improved by three different Virtues, and all Virtues provide three different benefits.  They are cheap to switch around, and progressing them all to rank 10 will keep you busy long past the point where you reach the current level cap in-game.

For a full list of the benefits of Virtues, check out this page at the Lotro-Wiki site, and for an extremely useful resource for working out how to get the Virtues you want, check out the Virtues page at BurgZerg.

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This is part two of a series of posts about the Trait system in the MMO game – Lord of the Rings Online.  The series started with this post.  This time, I’ll be focussing on the Deed system in the game since most of the methods of earning Traits rely on it.

Introduction

There are two main mechanisms for tracking progress on activities in Lord of the Rings online.  They are the quest tracker and the deed system.  The quest tracker is where most of the XP earning activity of your character is focussed, while the deed system covers the other stuff.  That other stuff includes titles and traits, and sometimes reputation or items.

The key difference between quests and deeds is that starting a quest involves finding someone who needs you to do something (for the most part), while starting deeds tends to be more accidental and passive.

What are Deeds

Deeds are actions your character has completed which are either more general in nature or more epic in nature than a single quest.  For example, a single quest may have you trying to locate a lost fortress, while a deed might encompass finding all the fortresses in a particular area.  Deeds are things that people hear about, things that bring you renown and hence lead to titles or changes to your character to reflect the journey that they have undertaken.

When others hear that you have vanquished 200 orcs in the Lonelands you will find them calling you by a title, or if you find yourself favouring a particular attack you may find that attack becomes both more efficient and more deadly, by completing 60 quests in the Shire you might find you’ve joined the Bounders in the defence of their land, etc.

Starting a deed is a passive activity.  They are started when you complete the first step in them, even if you don’t know what that step is.  When you kill your first Goblin in the Breelands you might find you’ve been given a new deed to kill 50 of them, or when you find your first lost fortress in the North Downs you are given a deed to find them all, or even using a particular skill presents a learning opportunity and using that skill another 900 times brings you some insight and more deadly force.  You’ll see some text pop up on the screen, and an icon in the notification area telling you that you’ve been assigned a new deed.  Clicking the icon opens the deed window (see below) which gives more details about what you need to achieve.

One of the complications is that deeds are sometimes level linked.  Completing an activity at level 5 won’t give you the deed, but the same thing at level 15 might.  This is particularly true for deeds that result in Class, Racial and Legendary traits.  In the first 20 or so levels, you’ll find you build up a lot of potential deeds, and complete few of them.  As you gain levels you’ll get time to go back and complete those deeds to round out your character, while earning new deeds from new locations further on.

Some of the more common deeds are,

  • Kill deeds – you must kill a certain number of a particular creature in a specific area.  The basic deed tends to give you a title, and the advanced deed (started when you complete the basic one) tends to give you a Virtue trait.
  • Scout deeds – finding locations, objects, buildings or people.  Rewards vary, and sometimes include traits.
  • Quest deeds – completing a series of specific quests, or completing a total number of quests in an area.  These often lead to traits or reputation rewards (or more esoteric rewards, such as being able to swift travel to that location by horse).
  • Collection deeds – finding and collecting particular items.
  • Skill deeds – using the same skill many times.  These always reward you with a Class trait, they are usually level restricted so using a skill at level 38 might not trigger the deed, while the same skill at 40 might.
  • Enmity Kill deeds – rather than killing creatures in a particular area, these deeds require a character to kill a specific type of creature anywhere and lead to Race traits.  The deeds come in several ranks, and are all level restricted.

The Deed Window

Deeds are managed through the deed window, which can be opened using shift + L.  The deed window is a complex beast and it’s easy to miss stuff.  Here’s how it looks.

Deed Window - annotated

The numbered areas are,

  1. At the top of the window (new look with the release of Mirkwood) you can choose tabs for different areas of the game or different types of deeds.
  2. At the very bottom, and the bit most often missed, are tabs which select a sub-area or type based on the selection chosen at #1.  For example, the deed window above has Eriador as the area, and each of the tabs in #2 are for the different locations, such as The Shire, or North Downs.
  3. Here you can filter what is shown in the window, the key option is the ‘Completed’ checkbox.  When ticked it shows only completed deeds, when unticked it shows only uncompleted deeds.
  4. This side of the window shows all the deeds which match the type (#1), area (#2) and filter (#3).
  5. This shows the progress for the chosen deed.  It may be a bar such as in this example, or a list of tasks (in a later example).
  6. And finally, the rewards for completing the deed are listed in this area, you may find a small vertical scroll-bar if there are more than one reward.  Rewards may be traits (as in this case, a virtue), or reputation, an item, or sometimes combinations of rewards.

It’s easy to open the deed window and forget the tabs around #2, or open the window and forget you’re looking at completed deeds not ones you still need to finish.

Deed progress is measured in different ways, depending on the deed in question.  Here we can see a deed which results in a Class trait (and so is progressed by using a skill over and over again).

Deed Window - skill progress

Hovering the mouse over the blue bar shows the progress.  When the bar turns yellow, it means you may no longer progress this deed any further on this day.  Class skill based deeds usually require the enemy they are used against to provide XP (i.e. no slaughtering hundreds of grey enemies) and so have a high daily limit.  However, some class skills aren’t combat related (such as buffs, or summoning pets) and so have a much smaller daily use limit (maybe as low as 5 per day).

Here we see a deed which requires killing a certain type of creature to progress.

Deed Window - kill progress

And here we see a deed which has a number of discrete steps which must be completed.

Deed Window - quest progress

How they link to Traits

Deeds and traits go hand-in-hand because the vast majority of traits are earned by completing deeds (not all deeds give traits, but nearly all traits are given by deeds).  In the examples above we can see in the rewards the following traits,

  • The virtue Empathy in the first image, where the character already has 6 ranks so earning it will provide the 7th.
  • The class trait Athletic in the second image, which will modify how a particular skill for that character works.
  • The race trait Dwarf-Endurance in the third image.
  • Another class trait Deathstorm in the final image.

Summary

If quests are the Fairy Cake of Lord of the Rings online then deeds are the Pink Icing.  Deeds provide many rewards including titles and swift travel options, but most importantly they provide traits.  It is common to complete all the quests in an area before completing all the deeds and you need to decide whether to move on and complete the deeds later, or stay longer and complete the deeds there and then.  There is no right answer.  Skill based deeds take a long time to progress and if you don’t actively work on them, you’re likely to never complete some of them.

In the third article, I’ll focus on Virtues.

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I tend to write blog posts for a few reasons, maybe I just have something in my head I want to get out, or I feel like ‘talking’ or because I want to write something I hope might be useful.  This post falls into that last category.  Here then, is a long blog post probably broken up into multiple parts, on the Traits system within the Lord of the Rings online game.  It won’t be the most comprehensive guide to Traits, but I hope it’ll be a useful introduction to the different elements and how they fit together.

Introduction

Most roleplaying games have a number of elements which combine together to give your character their shape.  Often, there is an overall level which provides a rough power indicator for your character, then some skills which define what you can do and usually some attributes (like strength or agility).  Beyond that, games differ greatly on how they let you fine tune your particular character, and in online games, that fine tuning is often something that involves the most effort for the least overall reward.  Despite the small returns, those little tweaks are what make your Warrior different from some other Warrior.  Yours might have a quicker thrust, or a faster retreat option, while theirs might have a stronger arm or more solid shield.

In Lord of the Rings Online that customisation is provided by the Traits system.  Traits affect your character attributes and skills in a multitude of different ways.  Traits might provide more morale, faster power regeneration, they might extend the time a skill works for, give you more resistance to fire based attacks, or even provide entirely new skills alltogether.  Two Hunter characters might fair very differently in the same fight based on their trait choices.  There are four types of traits, lots of different traits in each type, completely different traits for each class and race, and a large number of ways they can be earned.  You could spend weeks reviewing all the options and how they affect a specific character.  For the most part, average players don’t spend that much time on them, but as you reach higher levels there usually comes a moment where you wonder why someone else survived a fight you didn’t and often the answer is trait choice.

Here then is my description of Traits, how they’re earned, why they’re called Virtues and why Deeds are so important.  Part one will be a general overview of the system.

Types

There are four types of trait.  The different types tend for the most part to be earned in different ways, although there is some overlap.  In the section below I’ll provide a basic overview of each type and how they are most commonly earned.  Subsequent posts will go into more detail on each of the different types.

Virtues (can be equipped from level 7)

Virtues are the most basic trait, and your character starts earning these almost as soon as they start adventuring.  Each virtue provides three benefits to your character in the form of improvements to their attributes.  The range of attributes is diverse and includes basic stats such as Agility, defences such as Fire, improvements to in-combat power regeneration, and a large list of other possible benefits.  Nearly all virtues are earned as the rewards for common deeds.  They tend to be location based deeds such as killing orcs in The Lonelands or scouting ancient ruins in the North Downs.

Virtues are unique among the other types of traits in that additional instances of the same virtue stack together.  For example, you may earn your first Charity virtue by completing a deed in The Shire.  You could then equip it, and it would be at rank 1.  If you later earned another Charity virtue, perhaps in the Lonelands, it would automatically increase your equipped Charity trait to rank 2, and the benefits provided by the virtue would increase.  It does not matter where you earn your first rank of a virtue, nor what level you are when you do it.  The maximum rank any virtue may rise to is currently 10.  Earning multiple ranks in virtues is one of the ways to greatly increase your character’s power.

Virtues are identical for all classes and races in both name and benefit provided.

Racial (can be equipped from level 13)

Racial traits are, as the name suggests, unique to each race in both the effect they provide and the activity required to earn them.  They are mostly earned by killing enemies considered to be racial enemies.  For example, Dwarves have great enmity towards the Dourhands, Elves towards drakes, Hobbits towards wolves and Men towards the dead.  They tend to provide new skills or unique bonuses as rewards.  They are level restricted such that you may not see the deed required to earn the trait until you reach a certain level, at which point killing one of the enemies in question will give you the new deed.

Class (can be equipped from level 15)

Class traits are most often earned by repeatedly using class based skills.  The traits and their benefits are different for every class.  These traits provide the most significant customisation of the classes.  In the Mines of Moria expansion class traits were modified so that for each class they now fall into three groups.  Each group or set gives a particular class focus, and they achieve this because collecting traits within the same set/group provides additional benefits.  For example, you might choose to play a Guardian and focus on two-handed weapon / overpower traits, or you may prefer to generate more hate.  Choosing traits that match those rolls will provide additional benefits that complement that style.  That will be covered in more detail in a later post.  It is worth noting that this system is optional, you are free to equip any combination of class traits you like.

Legendary (can be equipped from level 41)

The last class of trait and the least numerous are Legendary traits.  As the name suggests (at least in theory) these traits provide your character with legendary abilities that define their place in the War of Middle Earth.  In practice some people find the benefits vary in quality on a per trait basis.  Each class gets a totally unique set of Legendary traits.  They are earned in different ways, either through collection deeds, earning reputation and purchasing books, or completing quest lines.  The only common factor is that at each stage, each class has to complete the same type of activity to earn similar legendary traits.  For example, in the mid 40’s the first three legendary traits are all earned by collecting a book and then 8 missing pages.  Each class requires different books and pages, and gets different traits, but they are all earned in the same way.

Viewing Traits

Traits can be examined using the trait window (by default, this is opened by pressing J).  The trait window has 5 tabs along the top, the first shows all equipped traits, the second lists virtues, the third lists race traits, then class traits and the final tab lists legendary traits.  The window changed in the Mines of Moria expansion, and the final four tabs now show all the possible traits your character may earn, and which ones you have completed.  Here’s how the window looks as a starting character (for all images in this series of blog posts, you may click for a larger picture).

Trait Window - new character

And for comparison, here’s the same window from a level 53 Champion,

Trait Window - level 53 champion

Later articles will go into more detail on each of the tabs and what the dialog is actually showing you.

Equipping / Changing Traits

Equipping traits you have earned or changing your existing trait line-up requires a visit to a Bard.  They’re placed throughout Middle Earth and nearly every town or city has one.  Visiting the bard will turn off any active skills you have on, and will present you with a dialog that looks like this.

Bard Trait Dialog

Using that dialog you can remove or add traits to your line-up and see what the total cost will be, as well as see which traits you already have equipped.  Traits can be changed at will and the only downside to doing so is the cash cost, which can get quite high.  Some players have combinations of traits they equip for different roles (maybe soloing, or grouped, or raiding, or fighting creatures with high Shadow damage, etc.)  Doing so might be useful but it’s also costly, and the people I play the game with don’t tend to bother.  They find a combination of traits which gives them an overall decent character and then tend to stick with it.  It might get changed if a specific encounter is giving a specific issue, but in general, it stays reasonably constant.

Summary

Traits provide a mechanism for customising your character in Lord of the Rings online.  They offer a huge range of variations for each character, and are the most complex part of defining your avatar.  They are split into four types, virtues, class, race and legendary.  They are earned in a myriad of different ways (although nearly all of them rely on deeds to track progress).  In the next article I’ll provide a refresher on deeds, what they are, how they are started and how they are tracked.  Traits rely heavily on the deed system in Lord of the Rings online so you need to have a good grounding in how that works, before you can progress.

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Introduction

A couple of friends are just about to enter the Lothlórien area in Lord of the Rings online so I thought I’d whack this quick guide together so they know what to expect.

The area beyond the Mines of Moria, in the Lord of the Rings online game, is Lothlórien.  Much like the Elves in the books and the films, the Elves of Lothlórien in the game are distrustful of outsiders and more than any other location in the game, this area absolutely requires you to do reputation work.

There are some mild spoilers in this article, including the map below, so if you want to explore and learn all of this for yourself, stop reading now.  You’ll have to forgive me if I use the word faction rather than reputation, I’m still too used to EverQuest terminology despite having not played for quite some time.

Read the rest of this entry »

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Took the chance to take a few more screenshots and show you why outfits are good.  They’re good, because without them, your characters in LOTRO might end up looking like this.  First up, my Hobbit Warden wearing his actual equipment (click any of these images for larger versions),

Warden in real Equipment

The hat is terrible, the pants are bright red for heaven’s sake!  Here’s how he looks in his regular fighting garb, complete with a Warden’s Javelin Pack (cosmetic only item, which replaces the cloak),

costume36costume35

His third outfit isn’t much different, except he has no pack and it’s a more relaxing green, for maybe hanging out in taverns, which clearly he never does, being a Warden.

Warden outfit 2 front

Then there’s the Dwarven Rune Keeper, who looks even worse in his actual gear.  Who in their right mind would leave the house dressed like this?

RK real equipment

That’s a clear and defined reason for the existence of the outfit system, in my view.  Anyway, here’s his regular hunting garb (robe and backpack, the pack is again a cosmetic replacement for cloaks),

rk outfit 1 frontrk outfit 1 back

And finally, the Rune Keeper’s last outfit, for when he needs a more distinguished look, maybe while smoking some pipe weed with friends in a library somewhere,

rk outfit 2

I guess he could do with losing the gloves on that outfit.

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Personalising your avatar in an on-line world is big business.  This is obvious to anyone who’s wandered around Second Life for more than 10 minutes and seen the millions of purchasable ‘looks’, or spent a few hours creating their own rock legend in Guitar Hero 5 (a huge collection of menu options for changing everything from how pointy your chin is to which way your nose curves).  In those games however, the look is purely cosmetic.  Those of us who play Massive Multi-player Online Roleplaying games (MMO’s, MMORPG’s, MMOG’s, whatever you want to call them) have different needs from our character’s equipment.

Traditionally your equipment both defines how you look and how you perform.  Armour provides protection from enemy damage and improves your innate abilities, weapons affect how much damage you deal, and accessories (jewellery, shields, and other esoteric items) provide magical benefits beyond your wildest dreams.  Sometimes, they also make you look good.

Wearing a newly acquired and hard won breastplate with pride because those around you can tell what it is and where you got it is fine, until the colour clashes with your hair or your choice of boots.  And should Hobbits be penalised for not wearing any shoes while other races benefit from run-speed enhancements or other funky abilities?

Lord of the Rings online offers a system which allows characters to both personalise their look, but also benefit from the best equipment they can acquire using the outfit system.  In my inaccurately named ‘short review of Lord of the Rings Online‘ I commented that I’d not had room to talk about the outfit system, and so this post is filling that gap.

When the system was first introduced it was only open to characters who had made level 20, until then, your appearance was decided by the equipment you were immediately wearing.  Now however, as long as you’ve had any one character reach level 20 or beyond, all of your characters can use outfits.  It’s a nice touch.  The outfit system basically gives you 2 extra inventory layouts (outfit 1, outfit 2) covering the visible items – head, shoulders, gloves, legs, feet, chest and back (cloak).  Weapons and shields are currently excluded, and since you can’t see jewellery that’s not included either.

The system lets you cosmetically equip items in the various slots, the item actually moves back into your general bag inventory, but the slot now retains the appearance of that item.  You can destroy / sell the item itself and still retain the look.  You then choose which of the three outfits you want to show to the world, your regular appearance based on equipped items, or outfit 1 / 2 from the cosmetically equipped items.

So you’re free to wear the most effective equipment even if it makes you look like a jester who’s done too much acid, while still maintaining some sense of style with one or other of the outfits.  Maybe you have a casual look for lounging around the Prancing Pony or your Kin House, or two different armour sets for looking mean and really mean.  You might like to look like a Pirate on Thursdays but have your regular hunting garb on the rest of the time.   Lord of the Rings online allows  you to hide / show various slots too (so you can turn off your hat indoors), and this works just as well for outfits.

If you kept the original item that you have cosmetically equipped, you can replace an outfit and get it back at a later stage, however if you sold / destroyed the item and replace it in the outfit system as well, you have to find another one before you can cosmetically equip it again in future.  To go with this system, Turbine have added a lot of purely cosmetic items to the game.  Hats, cloaks, and various pieces of clothing which offer no character benefits but which look pretty or high quality or unique.  Sometimes these are player crafted or reputation related purchases, and sometimes they are creature drops or quest items or special event rewards.  There are various NPC vendors around the world who also sell items such as backpacks (instead of cloaks), quivers, and other purely cosmetic items.

Overall the system is flexible enough to give you options, but restrictive enough that people don’t end up with 200 outfits and you’re never sure who is who.  It allows you to customise your appearance, wearing a matching set of armour which looks good but might not present the best stats, and allows roleplayers to engage in more realistic activity (you tend not to sit in the bar in full plate with a face visor unless you’re expecting it to be invaded by 200 orcs).

My previous experience of appearance was EverQuest where you were tied to how your gear looked, although you could tint the items (and you can dye items in Lord of the Rings Online), and people spent a lot of time and effort carrying around sets of gear so they could change how they looked.  It consumed bank / bag space and was a pain in the neck.  Lord of the Rings Online’s solution is much more preferable, allowing you to look how you like but not forcing you to waste bank space.  It’s easy to use, quick and fun.  I’m sure people would like further outfit slots, and I know I would be interested in allowing weapons and shields to be outfitted cosmetically, but despite those missing features, it does work.

Here’s three screenshots of one of my characters in his three different outfits.  The first screenshot is how the character looks wearing his actual gear (he has a full set of matching armour, so doesn’t look too bad at the moment),

actual equipment

The next shot is wearing the Heavy Armour set from Forochel (thanks to Grete, who worked to earn the reputation to make this armour in-game),

forochel set

And lastly, his previous look, using a faceplate helm (which his beard ruins) and a set of armour he crafted,

faceplate set

He doesn’t have a casual outfit at the moment – but then when you spend all your time killing orcs in Moria, who needs to wear a shirt.

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A couple of folk were kind enough to read and comment on this post, and I’d been thinking about it some more as well.  There are some mitigating factors which I wanted to talk about.  Some of these are negatives about how EQ does it and some positives or ‘not as bad as it sounds’ stuff about LotRO.

Firstly, with EverQuest, helping your friends level is the same process as levelling yourself, any time, all the time.  While this makes it simple, it also makes it pretty tedious, in fact, much of EverQuest is pretty tedious (I can say this now, after not playing for a long time, although clearly at the time it was more engaging).  You go out, you kill stuff, you continue doing that until you level and then you do it some more.  So while it makes it easy to keep your friends at the same level, it doesn’t exactly provide much variability.

In line with that, although LotRO quest based XP means you might have to repeat the same quests a few times to keep your friends at the same levels, it’s essentially no different from EverQuest.  You get to run around killing stuff, while in the background your friends are completing quests and getting XP.  So the end result isn’t any different.  You might find you don’t get much XP, but the aim is to let your friends catch up, not keep the gap at the same distance so this isn’t an issue either.  Because the quests in LotRO cover a lot of locations, you’re more mobile than you would be in EverQuest and killing stuff is, after all, the same as killing stuff no matter where you are.  So it’s not as bad as it sounds.

Secondly, there is value in killing a lot of creatures in Lord of the Rings Online.  Each area has a number of deeds, those deeds give titles, XP and traits as rewards.  There are mob kill based deeds which tend to have two stages, the first gives a title, the second gives a trait.  If you only go to an area, complete the quests and move on it’s unlikely you’ll kill enough creatures to get both levels and you might not even achieve the first.  This is especially true of elite mobs (such as Trolls) or non-aggro mobs like crawlers.  However, if you keep going back to help out your friends, you will complete those deeds and end up with a more rounded character.  So there is absolutely some benefit to being in a place for longer periods killing the creatures, and helping your friends is just a bonus.

Thirdly, related to the above, there are quests from level 39 and up which require you to kill a lot of creatures to get rare pages (especially in Angmar and the Misty Mountains).  If you’re helping friends in those areas (which I am), then you’ll see your pages drop without having to go back later and just farm them.  Another bonus to being somewhere beyond completing the quests yourself.

There are numerous other things you can do, while helping friends level, which add value and which you would otherwise have to ‘farm’ or ‘grind’ out on your own.  As long as the mobs give some XP, you’ll earn skill-based deed increases (where you’re required to use the same skill over and over until you earn the trait).  Often in tough fights, you don’t get the chance to use less-useful skills but in trivial fights while helping friends you can use the same low-damage skill over and over until you complete the deed, without exposing your friends to a grisly death.  There’s always a need to collect crafting ingredients and recipes, even below your currently attained skill tier, which is why you’ll often find people helping out their friends leaving them to ‘handle’ some creatures for ‘just a moment’ while they mine an ore node or collecting some wood (before returning to revive their companions).

Turbine have added some specific rewards for repeating certain quests lines (mainly the Book based quests), since they’re fellowship quests and you always need people to repeat them unless you’re very lucky.  The rewards vary from the okay to the lacklustre but it’s still an option.

If you’ve done a lot of stuff solo, or in small groups, there’s a good chance you’ve missed a few fellowship or tougher-then-normal quests.  Going back and helping your friends while you’re slightly higher lets everyone complete these quests.  I had a perfect example of this a couple of nights ago in Angmar, there’s a bunch of elite quests inside a fort which I hadn’t done (neither had Grete or one of our other friends).  We were helping two friends level, and we went and did those quests.  With 5 of us they were fun, challenging and more interesting than the regular quests and we all got some XP.  Although the rewards weren’t really upgrades for 3 of us, it was still a good chance to do some of the harder content that we wouldn’t otherwise normally see.

Lastly of course, the real benefit, is that you get to spend time in a group with friends, having a laugh, some decent banter, and quoting nearly all of Aliens in the process.  Sure we chat in the Kin channel when we’re soloing or just mooching, but there’s something more social about being in the same fellowship, standing in the middle of Angmar cursing at the enemy and laughing when someone gets knocked off a horse on the run back to camp.

NB: All of this discussion excludes any element of swimming across Evendim.  There is never any good reason for repeating any action which involves swimming anywhere in Evendim.  Turbine need to add some swimming deeds.  Then and only then will I gleefully help out in Evendim.  Yes, adding the boat was a fantastic move, but by then I’d already spent half a lifetime swimming across that damn lake.  The boat doesn’t go to the Blue Lady’s cave does it?  Oh no.  And you still have to swim to Salamander Island don’t you?  Yes.  Too. Much. Swimming.

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This turned into a bit of a rambling piece – so I thought I’d add this paragraph at the top.  I wanted to write something to compare the difference between helping friends catch up in levels within EverQuest and Lord of the Rings Online.  This is it.  Oh, additionally I’m helping one or two friends level in LotRO at the moment (one new player, one player with a high level toon already).  This post is not a complaint, I’m happy helping them, this is just a comparison.

One of the major differences between the old guard of EverQuest and the new guard (if they can be called that now) in online gaming, WoW, Lord of the Rings Online etc. is the source of experience points, used to increase levels.  In EverQuest the primary source was and still is killing enemy creatures.  If you wanted to gain levels you went out and killed stuff.  There were quests in EQ (the name kind of implies it), but they had nothing like the structure or managed-activity that quests in more modern games possess.  And they didn’t give anything like the same amount of experience points.

If you had to collect some orc bracers for a quest, you got most of the experience from the killing, and a tiny amount from the quest itself.  Note: there were some variations to this, in some cases handing in rewards from quests gave you a nice little boost of XP, but as you levelled past the early teens that kind of thing vanished.

EverQuest finally evolved a task and quest system, which tried (but ultimately failed) to mirror that present in games like WoW and LotRO.  However even with that addition the primary source of XP was killing stuff; the quest might get you somewhere, might give you a reason to kill them, but grinding out levels and AA (alternate abilities) meant killing hundreds and thousands of creatures.  There was also a strong mantra of not rewarding risk-free actions.  If you could do something without risk, EverQuest either quickly added risk or removed the reward.

This is not the case with Lord of the Rings Online (I’m more familiar with that game than WoW).  Most of the XP you obtain while you’re levelling is from quest and deed rewards.  Killing a few creatures might net you a thousand XP, completing a single quest might net  you 4,000 XP.  That quest might include collecting flowers or defending someone from a few creatures.  The non-XP rewards (items, etc.) are more likely to be restricted to higher risk higher effort quests, but actual XP is given out pretty freely.    It scales of course, you get more XP later on than you do early on, and there are some long-ass quests which give out the same XP as some very quick quests.  But the point is, the killing is a side activity.  You don’t see people going out and grinding by just killing stuff to get levels.  You can do, but it takes longer than it would to go to a new area, get 15 quests and burn through them.  Quests in LotRO are level restricted, you need to be within 5 levels of them to pick them up (i.e. if you’re 37, you can see quests up to level 42).  This helps ensure people don’t leapfrog rewards.

These two primary levelling mechanisms affect how you help friends catch up in levels, or what happens when people play with different schedules / game-time.  In EverQuest if a friend was a few levels behind, or didn’t play as often you’d help them catch up by doing what you always did, find the best mobs in the game for giving XP and kill them until your eyes bled.  Everyone won.  If your friend was really downlevel you might have to pull some tricks to ‘powerlevel’ them because you might not be able to group, and you might have to burn through some non-XP giving mobs to help them, but once they were at a certain level (where they got XP with you in the group) then the best way to get them more levels, was kill the enemy.  If a few of you played at different times or with less or more frequency it didn’t really matter.  Quests (outside of progression quests, which I’m not going to cover) were generally a smaller part of the non-raiding game.

In Lord of the Rings Online however, the quickest way to help someone level, is help them complete level appropriate quests.  Anyone gets XP in the group regardless of what levels you are (if the creatures would normally give you XP), so level 60 characters can group with level 10 characters and the level 10 character will get XP from the kills.  There’s a reduction, but since kill XP is already the minor part of levelling it’s not such an issue.  The key is there’s no reduction in quest XP, regardless of the size of the group or the level of the characters involved.  But here’s the rub.  If people play at different rates, they get to different stages in the quests, and those quests may have pre-requisites beyond just levels for their acquisition.  As a result, you end up re-doing the same quests over and over if people log on with different frequency.

For example, friend A is on, and you help them complete 15 quests and they get a couple of levels.  They move on to a new area.  The next day, friend B is on, and you go through a few quests with them until friend A logs on again.  Now however, friend B can’t get the quests in the new area because they’re a level too low and they haven’t finished the pre-requisite quests in the old area.  So, friend A now has to go through the same content they did yesterday along with the person helping, to catch friend B up.  The next few days things are even, then friend B pulls ahead doing some stuff solo, and the following day you repeat this all again.

Add in that there may be 5 or 6 people, playing at different times, and with different levels, and you can see how this gets complex very quickly.

I love the LoTRO levelling mechanism.  I think being rewarded for exploring, finding things, and for activity which doesn’t always involve killing the enemy is the right option.  I think level restricting quests is the right option.  But it certainly makes it less trivial to help friends catch up than with EverQuests approach of ‘kill until you can’t kill any more’.

While LotRO is far more casual friendly than EverQuest, it also imposes some issues if people play at different times.  Someone is always going to be a level behind, going through quests you’ve already done trying to catch up.  Unless you all agree to only play those characters at the same time that you’re all on, but with a bunch of adults who have lives to live, it’s not a realistic option.

Maybe, if more than half the people in a group have completed the pre-requisite quests, then other people in the group can get the follow-on quests as long as they remain grouped.  Maybe the quests available to a person should be based on the highest group member up to a maximum of 10 levels rather than 5?  Not sure.  Maybe it doesn’t need to change.  Soon we’ll all be 60 (or 65) and grinding out deeds, virtues, access quests and legendary items and all this will be a misty dream.  But I thought I’d blog about it anyway.

NB: Yes, I know that the vast majority of quests in Lord of the Rings Online can be completed solo.  In fact, it’s more efficient to do some of them solo.  Only the small fellowship and fellowship quests really need more than one person.  However, it’s a social game, about being social.  More-over, you can complete much harder quests if you have some help (completing them while they’re red or orange) and hence get more XP for them as a % of your current level.  None of that is the point really, the point is that the quests are great, but they make helping friends level, or keeping a bunch of friends at the same level, much harder.

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