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