Races

This site was created in 2009 - I am working on updating this to 2020 game play with the 130 level cap.

Haven’t created your minstrel yet and wondering which race to go for?

All races can be a Minstrel, and no race is really better than the other. Look over each for its strengths and weaknesses and pick your race based on your play style.

I have been playing as a Hobbit minstrel, mainly because she was cute, and I had a second play dead (we’ll learn more on that later)

Bonuses to races:

Dwarves:

Upside: The Dwarves gain +15 to might as well as +10 to vitality, which will increase your melee damage and your overall health,

Downside: They lose -8 to agility and fate, making it a little harder to dodge and evade attacks and regeneration morale out of combat.

Upside: Dwarves also receive a small bonus (+0.5) to in-combat morale and power regeneration along with a +1% to common resistance.

Traits: Head butt- small melee attack giving you a headache.

Fateful dwarf: +20 Fate, (Fate is your friend, increases power and morale in-combat regeneration)

Return to Thorins Hall: Self transport to Thorins Hall,

Endurance of Stone: +75% Common, Shadow, and Fire mitigation for 10s

Dwarf-endurance: Adds a bonus to your fellowship's Vitality

Shield Brawler: +2% Block chance

Virtuous Dwarf : +1 Fidelity, Honesty, Loyalty

Dwarf Axe-damage Bonus: +2% to 1H & 2H Axe damage (Only minstrel dwarves use axes)

Guile and Might Bonus: +5% damage to red and yellow Conjunctions

Elves:

Upside: The Elves bring a +15 to agility.

Downside: You loose -8 from fate, -20 morale and some moral regeneration out of combat.

Upside: The Elves are more resistant to poisons and diseases (+1% to both).

Traits:

Sylvan Shadows: Enables toggle Stealth ability, 30 min cool down

Tactics and Conviction Bonus: +5% to blue and green Conjunction skills (Handy)

Elf Bow-damage Bonus: +2% to Bow damage (We don’t use bows.)

Friend of Man: +20 Fate (Fate is your friend, increases power and morale in-combat regeneration)

Return to Rivendell: Enables you to teleport back to Rivendell

Eldar's Grace: +75% Parry chance for 10 seconds, 1hr cool down

Elf One-handed Sword Damage Bonus: +2% to 1H Sword damage

Power of the Eldar: Bonus to your fellowship's power

Virtuous Elf: +1 Wisdom, Patience, Charity

Man:

Upside: The Man gets a +15 to might and a fate boost along with the 'easily inspired' characteristic (gain more morale when healed).

Downside: Is the -8 to will which reduces your overall power, so you have to pay more attention when singing.

Traits:

Upper-cut: Grants a melee ability, punches the enemy in the face. *BAM!*

Tactics and Might Bonus: +5% to Conjunction healing and damage

Man Sword-damage Bonus: +2% to 1H and 2H Sword damage

Man of the Fourth Age: +20 Will (Will increases your power pool.)

Return to Bree: Allows you to teleport back to Bree

Duty-bound: Adds a bonus to your fellowship's Morale

Balance of Man: +1% to Evade, Parry, and Block (Handy if things are attacking you.)

Strength of Morale: Restores 3000.0 - 3005.0 Morale

Virtuous Man:+1 Confidence, Justice, Patience

Hobbits:

Upside: They have a nice +15 to vitality and a +1 to morale regen (out of combat)

Downside: -8 to might, and we are a wee bit short, always looking up big folks noses.

Upside: Hobbits come equipped with an additional +1% bonus to fear and shadow.

Traits:

Stoop for a Stone: Enables Throw Stone, a short ranged attack. Hey stoning's killed people before.

Guile and Conviction Bonus: +5% to Conjunction Damage over time and healing

Hobbit Club-damage Bonus: +2% to 1H & 2H Club damage

Hobbit-stature: +20 Might (good, but Fate is better)

Return to Michel Delving: Enables you to teleport back to Michel Delving

Hobbit-resilience: Gives your fellowship a non-stacking Hope buff. (Don’t need, we’ve got other things like this that stack)

Hobbit-stealth: Enables Stealth ability <3

Hobbit-silence: Enables Feign death ability (Love, love, love!!)

Virtuous Hobbit: +1 Empathy, Honesty, Idealism