Traits and Racial Traits

Fanforran

One is not Amused
Here's a collection of info on how to gain racial traits. Going to try and keep it updated (edited) as much as possible.

Please be advised, even though you have 2 racial slots open early in game (like level 15 or 16) you cannot actually gain or be credited for work on a racial trait until lvl 20. Currently the trait ranks seem to have different levels you can obtain them at, and it doesn't seem to have a pattern to it, some races are earning rank 2-3 earlier than others.
If anyone notices when you start gaining a rank 2 or rank 3 please tell us. Also when posting include your character info: class, race, and the area you were killing in. There are also some higher level characters saying they cannot even get rank 1 in some traits, this "might" be due to where they are killing stuff at or the lvl mobs they are fighting, need more input on this.

Dwarves:
Name: Enmity of the Goblins
Requirements: Kill lots of Goblins
Reward: +20 fate
Rank 2: Recall to Thorins Hall
Rank 3: Hunker down (reduces incoming damage for a short time)

Name: Enmity of the Trolls
Requirements: Kill lots of trolls
Reward: Dwarf's Endurence, adds 35 vitality to fellowship for 10 seconds, 1hr cooldown

Name: Enmmity of the Dourhands
Requirements: Kill lots of Dourhand dwarves
Reward: Headbutt. Trait skill that does 15 common damage (goes up with level) with a 5s cooldown, no power cost
Rank 2: +5 percent to red and yellow conjunctions (guile and might)
Rank 3: +1 percent 1hand and 2hand axe damage

Name: Enmity of Orcs
Requirements: Kill lots of Orcs
Reward: rank 1?
Rank 2: Return to Thorins Hall

Hobbits:
Name: Enmity of the Spiders
Requirements: Kill lots of spiders
Reward: +20 might
Rank 2: Return to the Shire (broken)
Rank 3: Bonus to party hope (+1 bonus for 9 minutes, 1hr cooldown, can someone explain what hope does?)

Name: Enmity of goblins
Requirements: kill lots of goblins
Reward: Hobit Hiding (stealth mode, 30min cooldown)
Rank 2: Feign Snack (A feign death like move, need cooldown)

Name: Enmity of the Wolves
Requirements: Kill lots of wolves
Reward: A ranged attack using a stone (need cooldown, damage)

Men:
Name: Enmity of the Wargs
Requirements: Kill lots of wargs (NE of Esteldin at the Den, Ruins SE of forsaken Inn)
Reward: Man of the Fourth Age (+20 will)
Rank 2:Return to Bree
Rank 3: Bonus to fellowship moral (BROKEN)

Name: Enmity of the Dead
Requirements: Kill lots of Wights
Reward: Uppercut (need starting damage, cooldown, cost)
Rank 2: +5 percent conjunction heal and conjunction damage
Rank 3: +1 percent 1hand and 2hand sword damage

Elves:
Name: Enmity of the Goblins
Requirements: Kill lots of goblins
Reward: Slyvan Shadows (Enable stealth movement, 30 min cooldown)
Rank 2: 5percent increase on blue/green conjunction choices
Rank 3: +1 percent bow damage

Name: Enmity of the Orcs
Requirements: Kill lots of orcs
Reward: Friend of Man (+20 fate)
Rank 2: Return to Rivendell
Rank 3: +75 percent chance to parry for a few seconds, 1hr cooldown

Name: Enmity of Drakes
Requirements: Kill lots of drakes
Reward: +1 percent damage to 1handed swords (dont know about 2handers)
 

Fanforran

One is not Amused
Traits

Traits Explained
A Player�s Guide to Using and Improving Traits

There are four types of traits your character can acquire. Traits provided small improvements to the characteristics and skills of your character. For example, you may gain a small resistance to disease or wounds, or one of your class skills may improve. Here are the four types:

Virtues (aka Common Traits)
Class
Race
Legendary

As of this writing (12-27-06), the last one is not implemented.

Class traits are particular to each class, and discussion of these is reserved for another time. We�ll focus on common traits, what they do, what you have to do to improve them, and where to go to do it. Traits only help you: there are no negative traits! In ME, everyone behaves perfectly all the time, or at least we don�t talk about it if they don�t! Race traits were add on 12-26-06 and vary from one race to the next. Acquire them by defeating certain types of mobs. For example, Elves get bonuses for defeating goblins and orcs, while hobbits get bonuses for defeating spiders and wolves....

Traits start at a value of 1 upon completion of its requirements, but this value can be increased, usually by completing Advanced Slayer skills, such as Advanced Goblin Slayer, Advanced Barghest Slayer, etc., or by exploring and finding certain sites, such as farms in the Shire. Generally, there is an opportunity to advance a trait in each map region of the game (aka zone). Because you have control over which of these you choose to improve, and because you can only have a limited number, this is one way you can differentiate your character from others.

As you acquire traits, a visit to the various bards (such as the one by the Prancing Pony in Bree) is used to equip the trait. You get to equip more traits as your character�s level rises (need this chart!). Traits that you�ve already equipped automatically increase without a trip to the bard if you complete another accomplishment.

These lists are incomplete and your assistance in editing it is requested.

List of Virtues, Accomplishments to Improve Them, and Locations of the Accomplishments
Charity
�Bree-land Quests Advanced
�Ally of Ered Luin (Quests Accomplishments)
�+2, Hero of Ered Luin (Highest level of Quests Accomplishments)
�North Downs Quests Advanced
�Lone-lands Quests
Compassionate
�Life of a Bounder Quests in the Shire
�Defender of Ered Luin (Advanced Quests Accomplishments)
�Lone-lands Quests Advanced
Confidence
�Rath Teraig Exploration in Ered Luin
�Stronghold Exploration in North Downs
�The Grimfens Exploration in Lone-lands
...Garth Agarwen Exploration in Lone-lands
Determination
�Barquest-Slayer Advanced in Bree-lands
�Wolf-Slayer Advanced in Ered Luin
�Warg-Slayer Advanced in North Downs
Discipline
�Wolf-Slayer Advanced in Shire
�Hendroval-Slayer Advanced in Ered Luin
�Bog-lurker Slayer Advanced in Lone-lands
Empathy
�Life of a Bounder Advanced Quests in Shire
�Breeland Quests
�North Downs Quests
Fidelity
�Sites of the Shire Exploration
�Scouting the Dourhands Exploration in Ered Luin
�Defences of the Lone-lands Exploration
Fortitude
�Harvest-Fly Slayer Advanced in the Shire
...Warg-Slayer Advanced in Lone-lands
�Troll-Slayer Advanced in North Downs
�The Road to Rivendell (Trollshaws)
Honour
�Spider-Slayer Advanced in Bree-land
�Spider-Slayer Advanced in the Shire
�Spider-Slayer Advanced in Lone-lands
�Worm-Slayer Advanced in North Downs
Idealism
�Flowers of the Old Forest
...History of the Dunedain Exploration in Bree-land
�+2, Lone-land Quests Final
Innocence
�+2, Life of a Bounder Final Quests in Shire (also get an item which +1 to Hope)
�Brave Deeds in the Wilderness (Trollshaws Quests)
Just
�Brigand-Slayer Advanced in Bree-land
�Brigand-Slayer Advanced in Ered Luin
�Orc-Slayer Advanced in North Downs
Loyalty
�+2 North Downs Quests Final
�Brave Deeds in the Wilderness Advanced (Trollshaws Quests)
�Complete First Tier of Angmar Quests
Merciful
�Wight-Slayer Advanced in Bree-land
�Redeemer Defeat Shades in North Downs
Patience
�Barrow-downs Exploration in Bree-land
�Ruins of Breeland Exploration
�Places of the Dwaves in Ered Luin
�The Eastern Ruins Exploration in North Downs
Tolerant
�Farms of the Shire
�Villages of the Earth-Kin in North Downs
�Ruins of the Trollshaws Exploration
Valour
�Orc-Slayer Advanced in Bree-land
�Goblin-Slayer Advanced in the Shire
�Goblin-Slayer Advanced in Lone-lands
�Orc-Slayer Advanced in Lone-lands
Wisdom
�The Old Forest (Exploration)
...Lore of the Cardolan Prince in Bree-land
�Elvish Ruins Exploration in Ered Luin
�The Western Ruins Explorations in North Downs
�Weathertop Explorations in Lone-lands
Zeal
�Goblin-Slayer Advanced in Ered Luin
�Spider-Slayer Advanced in Ered Luin
�Goblin-Slayer Advanced in North Downs

Effects of Virtues
Note: Values shown are for a trait at level 1. Increases occur proportionally as the trait level increases except as noted. This means a trait with a value of 2 will be stronger than one with a value of 1, and if the value is 5 it may be much stronger.
Charity
�+1% to Wound Resistance
�-1% from Ranged Vulnerability (Max)
�Adds 0.1 to Power Regeneration in non-Combat
Compassionate
�-1% from Ranged Vulnerability (Max)
�Adds 0.2 to Power Regeneration in non-Combat; +0.1 after Level 1
�Subtracts 1% from Magic Vulnerability (Max)
Confidence
�Adds 1% to Fear Resistance
�Adds 1 to Will
�Adds 0.1 to Power Regeneration in non-Combat
Determination
�+2 Agility
�+0.1 Morale Regeneration in Combat
�+2 Morale
Discipline
�+2 to Might
�+1% to Disease Resistance
�-1% from Melee Vulnerability
Empathy
�+2 to Armor Value
�+1 to Fate
�Adds 1% to Fear Resistance (max)
Fidelity
�Adds 1% to Shadow Mitigation
�Adds 1 to Vitality
�Adds 2.0 to Power Max
Fortitude
�Adds 0.2 to Morale Regeneration in Combat
�Adds 1 to Might
�Adds 1% to Disease Resistance
Honour
�Adds 1% to Poison Resistance
�Adds 1% to Shadow Mitigation
�Adds 1 to Vitality
Idealism
�2 Fate
�1% Fear Resist
�1 Will
Innocence
�-1% from Melee Vulnerability
�+1% to Poison Resistance
�+1% to Shadow Mitigatin
Just
�Adds 0.1 to Morale Regeneration in Combat
�Adds 2 to Max Morale
�Adds 0.1 to Morale Regeneration in non-Combat
Loyalty
�Adds 2 to Vitality
�Adds 2.0 to Power Max
�Adds 1 to Armor Value (0.5 per level)
Merciful
�Adds 0.2 to Power Regeneration in non-Combat
�Subtracts 1% from Magic Vulnerability (Max)
�Adds 1 to Agility (Max)
Patience
�Adds 0.2 to Power Regeneration in non-Combat
�Adds 1% to Wound Resistance
�-1% from Ranged Vulnerability (Max?)
Tolerant
�Subtracts 1% from Magic Vulnerability
�Adds 1 to Agility
�Adds .5 to Morale Regeneration in Combat
Valour
�Adds 4 to Max Morale
�Adds 0.2 to Morale Regeneration in non-Combat, +0.1 after Level 1
�Adds 1 to Might (Max)
Wisdom
�Adds 2 to Will
�Adds 0.2 to Power Regeneration in non-Combat, plus 0.1 per level of trait
�Adds 1% to Wound Resistance
Zeal
�+1% to Disease Resistance
�Subtracts 0.5% from Melee Vulnerability up to 2%
�Adds 1% to Poison Resistance (each three levels)
 

Flight

Full Member
Following seems useful, though I wqouldn't take it as set in stone :

One of the first and most important choices for a person to make is what race their character will be. Lord of the Rings, like so many other MMO's, offers racial traits and bonuses. Keeping these traits in mind I have compiled a list of them, and also offered suggestions for which race would be best suited for which class.


Now before you go on to make a post declaring that at level 45 racial stats won't make a difference anyway, I completely agree with you. I do. But this is intended for starting a character. Am I saying that you can't play certain classes with certain races? Of course not. I'm merely making a recommendation or two for you to consider, and possibly keep in mind. Thats all

Current Races Allowed in Lord of the Rings Online:

1. Hobbits
2. Dwarves
3. Elves
4. Men


Hobbits
"There are few recorded deeds of Hobbits until late in the Third Age of Middle-earth, which is just the way Hobbits would prefer it. They are simple, quiet folks, preferring to dwell in hillside holes in and around the area known as The Shire in western Eriador. Called "Halflings" by some due to their size relative to Men, these small folk enjoy the peaceful endeavours of farming, eating, and gift giving, rather than concerning themselves with the dangerous affairs of the rest of Middle-earth (save the legends of Hobbit bowmen in the wars of Fornost). In these dark days, however, it is the unassuming Hobbits, with their often surprising adeptness of both word and action, that will have the greatest impact in the war between the Free Peoples and the lengthening Shadow from the North.

From the most modest of beginnings, Hobbits are capable of the grandest of deeds. Their nimbleness and quick-thinking are well documented of course, but Hobbits are not to be underestimated. Hobbits, although small in size relative to the other races, are sturdy of body, determined in their actions, and good with bow or knife (when they have to be). Their small frame belies a toughness and spirit of a capable adventurer in the lands of Middle-earth. "

Racial Bonuses
+1.0% Fear Resist
+15 Vitality
+1.0% Shadow Mitigation
+1.0 Out of Combat Regen
-8 Might

Comments: A very nice set of bonuses, second to only men in my opinion. The Fear Resist and Shadow Mitigation will certainly play a nice role in higher end bosses and monsters, as they ususally have some AOE despair, along with throwing shadow damage and fears at you. The Vitality bonus is huge. It might not seem like a heck of a lot, but consider this. Having that much more life in the beginning of the game will help you squeak out those close battles. The might somewhat hurts, and also provides a bit of a setback for those that wanted to play melee classes.

Allowed Classes

1. Guardian**
2. Hunter **
3. Minstrel****
4. Burglar**

(Rating Guide)
****= Racial bonuses certainly aid this class and will provide useful, would recommend highly
***= Consider it for lore, or racial bonuses somewhat aid this class
**= No pros/cons here, or the racials balance it out.. make it upon personal preference
*=Racial bonuses work AGAINST this class ..only for humor's sake, or if you're feeling risky

Comments: The reason that I picked the minstrel for the hobbits is pretty plain. Having a healer that won't be feared and has more HP is obviously a huge bonus. The starting might nerf will naturally hurt a melee class (burglar and guardian) in terms of damage. Whereas a burglar doesn't rely upon pure DPS like the champion, it certainly does help. Hobbits do make somewhat good hunters, and I was surprised in that fact. It does look awfully funny carring a bow bigger than you, though. I don't recommend a guardian simply for the fact that they don't have as much might as other classes to start. However, guardians don't really rely on damage whatsoever, they rely upon survivability. The +15 vit will help in this case. And yes, I took one star away from guardian since the racial works against it.

Dwarves

The stout Dwarves of Middle-earth are known for their steadfast determination, hearty strength, and commitment to all things found in the world's deep places. Living a secretive life in their homes beneath the great mountains, Dwarves are expert miners and workers of stone and metal, capable of crafting with great strength and renown, along with unparalleled beauty and intricacy. Unwavering and proud, the Dwarves fight for the Free Peoples of Middle-earth (although an ages-old mistrust exists between Dwarves and Elves), emerging from their deep dwellings to bring their strength and fierce combat skills to bear in the battle against the Darkness in the East. Dwarves stand on average approximately 4� to 5 feet high and typically live long lives of 250 years or more.

The Dwarves are excellent warriors and master craftsmen, displaying unique toughness in battle and the ability to create great things. Ever secretive, Dwarves oft begin their adventure in the soaring halls carved from beneath Ered Luin (The Blue Mountains), a land steeped in history and natural beauty near the western shores of Middle-earth.

Racial Bonuses

+15 Might
+10 Vitality
+1.0% damage mitigation
+.5/.5 Morale/Power regen IN combat
-8 Agility
-8 Fate

Comments: Quite frankly, dwarves are straight up nasty at melee, and hindered elsewhere. The Might and Vitality bonuses are huge for up and close combat, and the morale and power regen is a nice bonus, and the damage mitigation is big, when you consider how much damage it'll add up to in the long run. I don't understand the -8 Fate penalty. If you mouse over this, it basically says that the dwarves are ending their time upon Middle Earth. I could understand this penalty towards Elves, but not dwarves. ::shrugs:: Oh well. -8 Agility slightly hurts crit/dodge/parry chance, but not much else, as might determines more combat stats (damage, block chance, etc)

Allowed Classes

1. Champion****
2. Guardian****
3. Minstrel**
4. Hunter*

Comments: This is pretty straight forward. Melee ftw, ranged.. not so much. Dwarves were good for hunters in WoW, but.. different ballgame here folks. They don't make bad minstrels, but.. no real bonuses from their racials, unless you want a minstrel thats constantly in combat. The -agility hurts them from being hunters. And they don't get guns in this game, dammit!

Elves

Throughout the ages, the deeds and struggles of the noble race of Elves have been entwined with the very history of Middle-earth. They remember all too well the devastation caused by the tides of evil that once darkened the land - a shadow which threatens to do so once again. In ages past, the Elves divided into many different groups, and settled throughout Middle-earth, primarily in the ancient forested realms where they yet live. Tall and strong, fair and graceful, Elves have keen senses and a deep affinity for the beauty of the natural world around them. Elves do not "die" in the way understood by Men; Elves often live in the lands of Middle-earth for thousands of years, suffering neither the effects of time nor disease, though the body of an Elf may be struck down in battle. At the end of their days in Middle-earth, the Elves travel to unknown realms across the western sea.

Long ago, the Elves welcomed the "younger" races of Middle-earth and allied with them when the need was great, but centuries of war, betrayal, and hardship have made them fiercely protective of their seclusion. Now, as the Third Age draws to a close and the War of the Ring is at hand, the Elves are once again stirring from their forested realms and hidden valleys, allying with the Free Peoples of Middle-earth against the darkness which grows from both the North and East.

Racial Bonuses

+15 Agility
+1.0% Disease Resist
+1.0% Poison Resist
-20 Morale (HP)
-8 Fate
-1 Morale Out of Combat Regen

Comments: The Elves really got the short end of the stick on this one. The -20 Morale hurts any melee classes right away, and whereas I can certainly understand the -8 Fate penalty, it pretty much puts the Elves down to 0 from the get go. Not that this will make a huge difference in the long run, but you'll have to add a lot of stats to catch up to the other races. The agility bonus is, of course, nice if you want to make another Lolegolaslol character. In closed beta, I can't even tell you how many Elven Hunters I've seen. Yes, the Hunter is a nuke character fun to play. But when you see entire legions of nothing but elves... well.. it feels like NE Rogues on WoW launch, if you catch mu drift. Elves are better RANGED than any other race, period.

Allowed Classes

1. Champion**
2. Guardian*
3. Minstrel****
4. Hunter ****
5. Lore-Master***

Comments: Pretty much what I said before. Anything ranged will thrive as an elf. The Agility helps hunters. Lore Master is another ranged class (the magic one of the bunch). The resists really help keep an Elven Minstrel alive, or at least from what I can tell. Obviously a healer would thrive from staying out of melee combat, which is what Elves were designed for. Guardians... well. I don't know why the heck you'd want to make one. Yeah, you'd get +crit.. but that isn't the point, and having less HP than others just sucks. Champions are decent, but once again, they get hurt with the -20 hp from the start.

Men

"Then he told them that these blades were forged many long years ago by Men of Westernesse: they were foes of the Dark Lord, but they were overcome by the evil king of Carn D�m in the Land of Angmar."
- The Lord of the Rings: The Fellowship of the Ring, "Fog on the Barrow Downs"

The shortest-lived of the races of Middle-earth, yet also the race destined to rule in the years beyond the Third Age, the race of Men is defined by their relatively short life span. Their mortality was considered a unique gift, but in time it became known as "The Doom of Men" and a source of lamentation.

Men are a varied race, from the great Dun�dain of the North to the skilled Horse-lords of Rohan, and from the proud soldiers of Gondor to the mysterious Haradrim far to the east. They are capable of great courage and honour; yet they can also easily fall prey to ambition, deceit, and betrayal. Known simply as the "Big Folk" to the Hobbits of the Shire, Men are characterized by a large, strong frame and a driving will borne out of a relatively short life span.

In designing the race of Men for The Lord of the Rings Online: Shadows of Angmar, the difficulty is in creating a race of characters that is not seen as simply "ordinary" amongst the other fascinating races of the land. Men occupy a unique place within J.R.R. Tolkien's lore, since (though they may not realize it themselves) they are the race of destiny. Men are also easily swayed and exceedingly ambitious. Many have been corrupted by promises of power and these make up a sizable portion of the armies of the Dark Lord, along with the other, more outwardly monstrous races of Middle-earth. The Men that populate the game as NPCs are particularly interesting, since the motivations of Men are often unknown and appearances can easily deceive. Conversations with Men met in Bree, for instance, can be challenging to the unwary; for within that city's walls there reside both Free People fighting for good and also a dark element of corrupted Men fighting against the light.

Racial Bonuses

+15 Might
+15 Fate
+Healing (Humans get healed for more per heal than other races)
-8 Will

Comments: Humans, at least in my opinion, get the best racials. Just like in other MMO's.. they are the "jack of all trades" race. Good at pretty much everything, not superb at any one particular thing. Here's my take. I like dwarves more for the melee classes (Guardian and Champion), elves more for the ranged classes (Hunter and Lore-Master) and hobbits more for healing (Minstrels). What does that leave the humans with? Burglars. Yes, I know that I'm biased as thats my main character, but humans make straight out, nasty burglars. But I'll get more to that in a bit. The +15 might is nice for all of the melee classes, the +15 fate is nice.. kind of offset by the -8 will though. Best racial bonus in the game though has to be the +Healing. I don't know the actual stats, but even if its only a little, any experienced gamer can tell you that this is a great bonus.

Allowed Classes

1. Champion ***
2. Guardian ***
3. Lore-Master **
4. Hunter **
5. Minstrel **
6. Burglar ****
7. Captain ****

Comments: Captain is a Man-only class. Its pretty sweet, so you'll have to check it out. Think of it as a paladin-ish type of character. Rez, Heals others (but not themselves, at least directly), Provides auras in the form of battle standards (+HP, agility, will, for examples). They have a minion, the herald, that follows them around. Its pretty sweet. As before stated, I feel as though humans make nasty burglars. Much better than hobbits, in that regard, as they get +15 Might from the start, which adds greatly to damage in the beginning. They make adequate hunters, champions and guardians. Once again, you're not going to have the agility of an elf or the HP of a dwarf, but if thats your cup of tea.. than so be it. Lore Masters and Minstrels is a total crapshoot. They are alright at them. The bonuses don't aid those classes a lot, so... pick your poison, I suppose.
 

Flight

Full Member
Similar to Fanneh's original post


Lord of the Rings Online Traits Compendium

LOTRO has a interesting way to create some character individuality. This is by the use of traits, which are gained from serveral methods. These are: Race, Class, Legendary and Virtue. Gaining traits are done differently for each but all are equiped but visiting a bard in Middle Earth. Traits are gained as follows:

Race: Gained from killing creatures that have racial hatreds.
Class: Gained from using Skills/Spells of you chosen class.
Virtues: Gained through exploration of Middle Earth or Purging the lands of foul creatures.
Legendary: These are gained through the location of Books and pages.

Virtues
(from thread by Mizz)

For ease of reading I've broken the Virtues down, as the end items are the same only differing for the level of the virtue. The virtues are:


Charity
+ Wound Resistance
+ Ranged Resistance
+ Peace Power Regen

Confidence
+ Fear Resistance
+ Will
+ Peace Power Regen

Compassionate
+ Ranged Resistance
+ Peace Power Regen
+ Magic Resistance

Determination
+ Agility
+ Combat Morale Regen
+ Morale

Discipline
+ Might
+ Disease Resistance
+ Melee Resistance

Empathy
+ Armor
+ Fate
+ Fear Resistance

Fidelity
+ Shadow Resistance
+ Vitality
+ Power

Fortitude
+ Peace Morale Regen
+ Might
+ Disease Resistance

Honour
+ Poison Resistance
+ Shadow Resistance
+ Vitality

Idealism
+ Fate
+ Fear Resistance
+ Will

Innocence
+ Melee Resistance
+ Poison Resistance
+ Shadow Resistance

Just
+ Combat Morale Regen
+ Morale
+ Peace Morale Regen

Loyalty
+ Vitality
+ Power
+ AC

Merciful
+ Peace Power Regen
+ Magic Vulnerability
+ Agility

Patience
+ Peace Power regen
+ Wound resistance
+ Ranged Resistance

Tolerant
+ Magic Resistance
+ agility
+ Combat Morale Regen

Valour
+ Morale
+ Peace Morale Regen
+ Might

Wisdom
+ Will
+ Peace Power Regen
+ Wound Resistance

Zeal
+ Disease Resistance
+ Melee Resistance
+ Poison Resistance

---------------------------------
These Virtues are gained by doing the following in their respective regions.

Angmar

Exploration

Confidence +2: The Road to War
Empathy +2: Angmar Quests [Final]
Fidelity: The Circle of Despair
Idealism: Angmar Quests [Advanced]
Loyalty: Angmar Quests
Tolerant +2: Bastions of Hope

Monster Slayer

Determination: Warg
Discipline: Troll
Honour: Uruk
Just: Angmarim
Merciful: Wight
Valour: Worm
Zeal: Orc

Bree-Lands

Exploration

Charity: Bree-Lands Quests [Advanced]
Empathy: Bree-Lands Quests
Idealism: Flowers of the old forest
Idealism: The History of the Dunedain
Patience: Ruins of Breeland
Patience: The Barrow Downs
Loyalty +2: Bree-Lands Quests [Final]
Wisdom: Lore of the Cardolan Prince
Wisdom: The Old Forest

Monster Slayer

Determination: Barghest
Discipline: Sicklefly
Fortitude: Bree-Lands Woodsman [old forest trees]
Fortitude: Neekerbeeker
Honour: Spider
Just: Brigand
Merciful: Wight
Valour: Orc

Ered Luin

Exploration

Charity: Ally of Ered Luin
Charity +2: Hero of Ered Luin [Final]
Compassionate: Defender of Ered Luin [Advanced]
Confidence: Rath Teraig
Fidelity: Scouting the Dourhands
Patience: Places of the Dwarves
Wisdom: Elf Ruins

Monster Slayer

Determination: Wolf
Discipline: Hendroval
Just: Brigand
Zeal: Spider
Zeal: Goblin

Lone Lands

Exploration

Charity: Lone Lands Quests
Compassionate: Lone Lands Quests [Advanced]
Confidence: Garth Agrewen
Confidence: The Grimfens
Fidelity: Defences of the Lone Lands
Wisdom: The Weathertop Exploration
Idealism: Lone Lands Quests [Final]

Monster Slayer

Discipline: Bog Lurker
Fortitude: Warg
Honour: Spider
Merciful: Gaunt Man
Valour: Goblin
Valour: Orc

Misty Mountains

Exploration

Compassionate: Peril of the Mountains
Confidence: Where Giants Dwell
Empathy: Peril of the Mountains [Advanced]
Innocence +2: Peril of the Mountains [Final]
Tolerant: Ruins of Misty Mountains
Wisdom: High Passes of Misty Mountains

Monster Slayer

Determination: Snow-Beast
Fortitude: Bear
Honour: Worm
Just: Warg
Valour: Troll
Zeal: Giant

North Downs

Exploration

Charity: North Downs Quests [Advanced]
Confidence: Strongholds Exploration
Empathy: North Downs Quests
Patience: The Eastern Ruins
Loyalty: North Downs Quests [Final]
Tolerance: The Villages of the Earth Kin
Wisdom: The Western Ruins

Monster Slayer

Determination: Warg
Fortitude: Troll
Honour: Worm
Just: Orc
Merciful: Redeemer [the dead]
Zeal: Goblin

The Shire

Exploration

Compassionate: The Life of the Bounder
Fidelity: The Sights of Shire
Innocence +2: The Life of the Bouder [Final]
Patience: No Place for Spoiled Pie
Patience: Restoring the Quick Post
Empathy: The Life of the Bounder [Advanced]
Tolerant The Farms of Shire

Monster Slayer

Determination: Slug
Discipline: Wolf
Fortitude: Harvest Sicklefly
Honour: Spider
Just Brigand
Valour: Goblin

Trollshaws

Exploration

Fidelity: The Road to Rivendell
Idealism +2: Brave Deeds in the Wilderness [Final]
Innocence: Brave Deeds in the Wilderness
Loyalty: Brave Deeds in the Wilderness [Advanced]
Tolerant: Ruins of Trollshaws

Monster Slayer

Discipline: Wolf
Determination: Crawler
Discipline: Wolf
Merciful: Wight
Valour: Worm
Zeal: Troll
Fortitude: Giant

-----------------------------------

As Above but group by Virtue Type. (in case you want to pursue one to its maximum)
Pity
doesn't work, it would make this post smaller.

Trait --- Location

Charity +2: Hero of Ered Luin [Final] --- Ered Luin
Charity: Ally of Ered Luin --- Ered Luin
Charity: Bree-Lands Quests [Advanced] --- Bree-Lands
Charity: Lone Lands Quests --- Lone Lands
Charity: North Downs Quests [Advanced] --- North Downs

Compassionate: Defender of Ered Luin [Advanced] --- Ered Luin
Compassionate: Lone Lands Quests [Advanced] --- Lone Lands
Compassionate: Peril of the Mountains --- Misty Mountains
Compassionate: The Life of the Bounder --- The Shire

Confidence +2: The Road to War --- Angmar
Confidence: Garth Agrewen --- Lone Lands
Confidence: Rath Teraig --- Ered Luin
Confidence: Strongholds Exploration --- North Downs
Confidence: The Grimfens --- Lone Lands
Confidence: Where Giants Dwell --- Misty Mountains

Determination: Barghest --- Bree-Lands
Determination: Crawler --- Trollshaws
Determination: Slug --- The Shire
Determination: Snow-Beast --- Misty Mountains
Determination: Warg --- Angmar
Determination: Warg --- North Downs
Determination: Wolf --- Ered Luin

Discipline: Bog Lurker --- Lone Lands
Discipline: Hendroval --- Ered Luin
Discipline: Sicklefly --- Bree-Lands
Discipline: Troll --- Angmar
Discipline: Wolf --- The Shire
Discipline: Wolf --- Trollshaws
Discipline: Wolf --- Trollshaws

Empathy +2: Angmar Quests [Final] --- Angmar
Empathy: Bree-Lands Quests --- Bree-Lands
Empathy: North Downs Quests --- North Downs
Empathy: Peril of the Mountains [Advanced] --- Misty Mountains
Empathy: The Life of the Bounder [Advanced] --- The Shire

Fidelity: Defences of the Lone Lands --- Lone Lands
Fidelity: Scouting the Dourhands --- Ered Luin
Fidelity: The Circle of Despair --- Angmar
Fidelity: The Road to Rivendell --- Trollshaws
Fidelity: The Sights of Shire --- The Shire

Fortitude: Bear --- Misty Mountains
Fortitude: Bree-Lands Woodsman [old forest trees] --- Bree-Lands
Fortitude: Giant --- Trollshaws
Fortitude: Harvest Sicklefly --- The Shire
Fortitude: Neekerbeeker --- Bree-Lands
Fortitude: Troll --- North Downs
Fortitude: Warg --- Lone Lands

Honour: Spider --- Bree-Lands
Honour: Spider --- Lone Lands
Honour: Spider --- The Shire
Honour: Uruk --- Angmar
Honour: Worm --- Misty Mountains
Honour: Worm --- North Downs

Idealism +2: Brave Deeds in the Wilderness [Final] --- Trollshaws
Idealism: Angmar Quests [Advanced] --- Angmar
Idealism: Flowers of the old forest --- Bree-Lands
Idealism: Lone Lands Quests [Final] --- Lone Lands
Idealism: The History of the Dunedain --- Bree-Lands

Innocence +2: Peril of the Mountains [Final] --- Misty Mountains
Innocence +2: The Life of the Bouder [Final] --- The Shire
Innocence: Brave Deeds in the Wilderness --- Trollshaws

Just Brigand --- The Shire
Just: Angmarim --- Angmar
Just: Brigand --- Bree-Lands
Just: Brigand --- Ered Luin
Just: Orc --- North Downs
Just: Warg --- Misty Mountains

Loyalty +2: Bree-Lands Quests [Final] --- Bree-Lands
Loyalty: Angmar Quests --- Angmar
Loyalty: Brave Deeds in the Wilderness [Advanced] --- Trollshaws
Loyalty: North Downs Quests [Final] --- North Downs

Merciful: Gaunt Man --- Lone Lands
Merciful: Redeemer [the dead] --- North Downs
Merciful: Wight --- Angmar
Merciful: Wight --- Bree-Lands
Merciful: Wight --- Trollshaws

Patience: No Place for Spoiled Pie --- The Shire
Patience: Places of the Dwarves --- Ered Luin
Patience: Restoring the Quick Post --- The Shire
Patience: Ruins of Breeland --- Bree-Lands
Patience: The Barrow Downs --- Bree-Lands
Patience: The Eastern Ruins --- North Downs

Tolerance: The Villages of the Earth Kin --- North Downs
Tolerant +2: Bastions of Hope --- Angmar
Tolerant The Farms of Shire --- The Shire
Tolerant: Ruins of Misty Mountains --- Misty Mountains
Tolerant: Ruins of Trollshaws --- Trollshaws

Valour: Goblin --- Lone Lands
Valour: Goblin --- The Shire
Valour: Orc --- Bree-Lands
Valour: Orc --- Lone Lands
Valour: Troll --- Misty Mountains
Valour: Worm --- Angmar
Valour: Worm --- Trollshaws

Wisdom: Elf Ruins --- Ered Luin
Wisdom: High Passes of Misty Mountains --- Misty Mountains
Wisdom: Lore of the Cardolan Prince --- Bree-Lands
Wisdom: The Old Forest --- Bree-Lands
Wisdom: The Weathertop Exploration --- Lone Lands
Wisdom: The Western Ruins --- North Downs

Zeal: Giant --- Misty Mountains
Zeal: Goblin --- Ered Luin
Zeal: Goblin --- North Downs
Zeal: Orc --- Angmar
Zeal: Spider --- Ered Luin
Zeal: Troll --- Trollshaws

-----------------------------------

Racial Traits

The next set of traits are Racial. These vary for each of our 4 races, but are all gained from
killing creatures. Note that the racial traits are level restricted and you need to be level 12? before you can start on tier I , level 29 for tier II and level ?? for tier III.

Dwarf

Enmity of the Goblins I(50): - Fateful Dwarf - +20 fate
Enmity of the Goblins II(100): Return to Thorin's Gate - Sends you straight to Thorins Hall. (1 hr cooldown)
Enmity of the Goblins III(150): Hunker down - Reduces incoming damage for a short time
Enmity of the Trolls I(50): Dwarf's Endurence - adds 35 vitality to fellowship for 10 seconds. (1hr cooldown)
Enmity of the Trolls II(150): Shield Brawler - (adds 2% to block chance)
Enmmity of the Dourhands I(50): Headbutt - 15 common damage (goes up with level) with a 5s cooldown, no power cost
Enmmity of the Dourhands II(100): Guile and Might Bonus - +5 percent to red and yellow conjunctions (guile and might)
Enmmity of the Dourhands III(150): Dwarf Axe - +1 percent 1hand and 2hand axe damage

Elf

Enmity of the Goblins I(50): Sylvan Shadows - Decreases movement speed greatly, subtracts 3 from stealth level. 30-minute cooldown.
Enmity of the Goblins II(100): Tactics and Conviction Bonus - Adds 5% to Conjunction Power and Morale Healing Multiplier.
Enmity of the Goblins III(150): Elf Bow-Damage Bonus - Adds 2% Bow Damage.
Enmity of the Orcs I(50): Friend of Man - +20 to Fate
Enmity of the Orcs II(100): Return to Rivendell - Sends you straight to Rivendell. (1-hour cooldown)
Enmity of the Orcs III(150): +75 percent chance to parry for a few seconds, (1hr cooldown)
Enmity of Drakes I(100): +2 percent damage to 1handed swords (dont know about 2handers)
Enmity of the Drakes II(150): Power of the Eldar - Adds a bonus to your fellowships power

Hobbit

Enmity of the Spiders I(50): Hobbit Stature - +20 might
Enmity of the Spiders II(150): Return to Hobbiton - Sends you straight to Hobbiton. (1-hour cooldown)
Enmity of the Spiders III(250): Hobbit Resilience - Bonus to party hope (+1 bonus for 9 minutes, 1hr cooldown)
Enmity of goblins I(50): Hobbit Stealth - stealth mode. (30min cooldown)
Enmity of goblins II(100): Hobbit Silence - A feign death like move. (need cooldown)
Enmity of the Wolves I(50): -Stoop for a Stone - A ranged attack using a stone (need cooldown, damage)
Enmity of the Wolves II(100):Guile & Conviction Bonus -Adds 5.0% to Guile Conjunction Damage and 5.0% to Conviction Conjuction Healing
Enmity of the Wolves III(150): Hobbit Club Damage - +1.0% bonus to Club damage.

Man

Enmity of the Dead I(50): Upper-Cut - small short-range melee damage
Enmity of the Dead II(100): Tactics and Might - Bonus "5% to damage and 55 to healing in conjunctions
Enmity of the Dead III(150): Man Sword Damage - Bonus "Adds 2% to one-handed and two-handed sword damage
Enmity of the Hillmen I(150): Balance of Man - Adds 1% to parry, block and evade
Enmity of the Hillmen II(250): Strength of Morale - 3000 morale heal. (cooldown 1h)
Enmity of the Wargs I(50): Man of the Fourth Age - Adds 20 to Will
Enmity of the Wargs II(150): Return to Bree - Ports you to the circle outside Bree West gate. (cooldown 1h)
Enmity of the Wargs III(250): Duty Bound - Adds bonus to fellowship's morale for 15m. (cooldown 1h)
 
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