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Lotromastery

All material appearing in this educational guide is copyrighted material belonging to the Infonook Enterprises. Copyright infringement will result in appropriate action being taken under the Digital Millennium copyright Act, Title 17, United States Code, Section 512(c)(2). Any person following the information given in this book does so at his / her own risk and cannot hold the authors liable for any outcomes that may result from them.

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0% found this document useful (0 votes)
113 views92 pages

Lotromastery

All material appearing in this educational guide is copyrighted material belonging to the Infonook Enterprises. Copyright infringement will result in appropriate action being taken under the Digital Millennium copyright Act, Title 17, United States Code, Section 512(c)(2). Any person following the information given in this book does so at his / her own risk and cannot hold the authors liable for any outcomes that may result from them.

Uploaded by

Michael Kehs
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

LOTRO Mastery Guide

[Link]
© 2008 - 2009 Infonook Enterprises

All Rights Reserved.

All material appearing in this educational guide is copyrighted material belonging


to the Infonook Enterprises protected by copyright and other intellectual property
laws. Copyright infringement will result in appropriate action being taken under
the Digital Millennium Copyright Act, Title 17, United States Code, Section
512(c)(2) ("DMCA") and other applicable intellectual property laws.

No part of this guide may be reproduced, distributed, stored, or transmitted in any


form or by any means without permission of the authors of the Infonook
Enterprises. This guide is sold with the understanding that the authors are not
rendering professional advice with any warranties. The information contained
herein is merely information from a collaboration of people and is not considered
expert.

Any person following the information given in this book does so at his/her own risk
and cannot hold the authors liable for any outcomes that may result from them.

No previous editions.

There are NO REPRINT rights with this book. You are not allowed to distribute,
re-sell or reprint this material in any way.

Any violation will be prosecuted to the fullest extent of the law. If you obtained this
guide from anywhere except the website [Link] please
contact danwestguides@[Link] and notify us as to where you obtained your
copy and we will allow you to keep your version of the manual for free as a reward
for notifying us.

Legal Notices

While all attempts have been made to verify information provided in this
publication, neither the author nor the publisher assumes any responsibility for
errors, omissions or contrary interpretation of the subject matter herein.

The purchaser or reader of this publication assumes responsibility for the use of
these materials and information. The publisher and author assume no responsibility
or liability whatsoever on the behalf of any purchaser or reader of these materials.
Any perceived slights of specific people or organizations is unintentional.

This guide is not endorsed or supported by Turbine Inc. Use at your own risk. Lotro (Lord Of The Rings
Online) is a registered trademark of Turbine Inc. We are not affiliated with Lotro or Turbine Inc.
This is not a copy of Turbines official LOTR Online strategy guide.

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Table of Contents
Getting Started................................................................................................................................................................ 4
Quick Key Reference................................................................................................................................................... 4
Choosing a Server........................................................................................................................................................ 5
Races ................................................................................................................................................................................ 6
Men.............................................................................................................................................................................. 6
Elves ............................................................................................................................................................................ 7
Hobbits ........................................................................................................................................................................ 8
Dwarves....................................................................................................................................................................... 9
Starting Areas ............................................................................................................................................................... 10
Classes............................................................................................................................................................................ 11
Classes Overview ...................................................................................................................................................... 11
Burglar....................................................................................................................................................................... 12
Captain ...................................................................................................................................................................... 15
Champion .................................................................................................................................................................. 18
Hunter........................................................................................................................................................................ 20
Lore-master ............................................................................................................................................................... 23
Minstrel ..................................................................................................................................................................... 26
Traits.............................................................................................................................................................................. 29
Fellowship Maneuvers.................................................................................................................................................. 33
Targeting ................................................................................................................................................................... 34
Initiating a Fellowship Maneuver .............................................................................................................................. 34
Combat Tips.................................................................................................................................................................. 39
Virtues ........................................................................................................................................................................... 41
Mounts ........................................................................................................................................................................... 44
Monster Play Overview ................................................................................................................................................ 47
PVMP ........................................................................................................................................................................ 47
Playing as a Monster.................................................................................................................................................. 48
Monster Play Classes................................................................................................................................................. 48
Playing for the Free Peoples ...................................................................................................................................... 51
Monster Play Advancement....................................................................................................................................... 52
Destiny Points................................................................................................................................................................ 56
Destiny Points............................................................................................................................................................ 57
Crafting ......................................................................................................................................................................... 62
Terminology .............................................................................................................................................................. 63
Vocations................................................................................................................................................................... 64
Professions................................................................................................................................................................. 65
Choosing a Vocation ................................................................................................................................................. 67
Crafting Tip ............................................................................................................................................................... 68
Leveling from 1 - 50 ...................................................................................................................................................... 69
Starting Region (1 - 13) ............................................................................................................................................. 69
Levels 13 - 16 ............................................................................................................................................................ 70
Levels 15 - 18 ............................................................................................................................................................ 70
Level 17 - 23.............................................................................................................................................................. 70
Level 22 - 25.............................................................................................................................................................. 71
Level 25 - 32.............................................................................................................................................................. 72
Level 30 - 36.............................................................................................................................................................. 72
Level 35 - 41.............................................................................................................................................................. 73
Level 40 - 50.............................................................................................................................................................. 74
Making Gold in Lord of the Rings Online .................................................................................................................. 75
Overview ................................................................................................................................................................... 75
Auction House ........................................................................................................................................................... 76
Gathering Professions................................................................................................................................................ 77
Instances .................................................................................................................................................................... 78
Grinding..................................................................................................................................................................... 78
Wrap Up ........................................................................................................................................................................ 79
APPENDIX.................................................................................................................................................................... 80
Lord of the Rings Online Vs. World of Warcraft ...................................................................................................... 80
Components and Resources Guide ............................................................................................................................ 82
Scholar Materials in Duillond.................................................................................................................................... 89
Other Recommended Resources.................................................................................................................................. 90

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Getting Started

This section will help get you off to a great start in the Lord of the Rings
Online game (LOTRO). We’ll get more detailed later. Since you’re going to roll a
character and make several important game-playing decisions right up front, this
section can be vital to you.

Unless you like rolling a character, playing him/her for a few weeks, and
then discover you did everything wrong! (Don’t sweat it, we’ve all done that!)
Read on, pilgrim, enlightenment shall follow.

Quick Key Reference

Do you remember that Quick Key Reference card that came in your Lord
of the Rings Online box? The card you probably threw away? Well, start digging
in the trash like a drunken wino. That card can be a lifesaver when you can't
remember how to do something.

The card shows you which keys on your keyboard serve as shortcut keys
to do stuff in the game. While you probably could control everything with the
mouse, you really don't want to. Mastering these keystrokes is vital to true
LOTRO mastery. Fumbling with the mouse versus quick key use can often be the
difference between dying or not in harder areas. To make the best use of the
card, copy both sides of it and tape them up somewhere near your computer
monitor.

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Choosing a Server

Once you’ve got the game installed, and you’ve entered your account
information, you should be ready to go. The manual instructions for how to do
this are very straightforward. There is a ring icon on your desktop that will launch
the game. When the game is launched, it will download any patches you might
need (make sure that you're connected to the internet-- there is no offline
component to LOTRO). Enter the username and password you chose at the
registration website, and you're presented with a list of servers.

"Servers" are used to separate LOTRO players into manageable


populations. There are a lot of people playing LOTRO, and if they all shared the
same game space things would get pretty crowded. If you intend to play LOTRO
online with a friend, you need to be on the same server. Plus, if you ever want to
get away from friends, you can always create a character on a new server and
just don’t tell them about it.

While it's easy to switch to another server later, you don't get to take your
characters, equipment, or money with you, and you won't see anyone you might
have made friends with on your original server. So if you want to join with friends,
make sure you have the correct server.

If you’re just starting out, the server choice takes on different


consequences. Population limits must be considered—a full server will have
more established players. A low population server will have less top-level
players. It depends on what you want. A full server will be better for top-level
raiding. A low-population server will be better for leveling and item acquisition
(less competition).

One other thing about servers-- they all have existing communities of
players, many of whom know each other. These are social games, after all. You
may want to read the forums at the official website to get a feel for what each
server is like.

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Races
Men

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


Dunédain 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 honor; 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

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People fighting for good and also a dark element of corrupted Men fighting
against the light.

Classes available to the Race of Men: Champion, Guardian, Captain, Burglar,


Hunter, Minstrel, Lore-master

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 that
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

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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.

Classes available to the Race of Elves: Champion, Guardian, Minstrel, Hunter,


Lore-Master

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
endeavors 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

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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.

Classes available to the Race of Hobbits: Guardian, Minstrel, Hunter, Burglar

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 4½ 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.

Classes available to the Race of Dwarves: Champion, Guardian, Minstrel, Hunter

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Starting Areas
Hobbit: Shire

Elves: Celondim

Dwarves: Thorin's Hall

Men: Archet

Each race has a beginning area where your character appears after the
noob instance. You proceed to the starter areas mentioned above.

Starter areas are different for each race. Hobbits go to the Shire, Elves to
Celondim, Dwarves to Thorin's Hall and Men stay in Archet. There are plenty of
quests to do in the starter areas. Once you’ve accomplished those, and leveled
enough, the Epic line of quests will take all 4 races to Bree.

Elf players will get to experience the fall of Edhelion, six hundred years
prior to the events of LOTRO, and help uncover a sinister plot brewing in Ered
Luin.

Dwarf players will stand where Thorin stood in The Hobbit. Though Thorin
was never to return to this place, having fallen in the Battle of the Five Armies
after successfully reclaiming his throne, Thorin's Halls in the Blue Mountains
remain a vibrant center of activity in the region.

For Men, the lack of any real authority and the peaceful nature of Archet's
people have recently drawn the attentions of a band of brigands known as the
Blackwolds, though rumor has it that the Blackwolds have much darker goals
than terrifying common folk and farmers. To counter this threat, a retired
sellsword by the name of Captain Brackenbrook has begun organizing the
townsfolk into a makeshift garrison to repel the advances of the brigands.

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Classes

Classes Overview

Burglar This would probably best fall under Damage Per Second (DPS)
classes, but it seems to fit best with EverQuest 2's Brigand. A
heavy focus is put on debuffs.

Captain You can liken the Captain to a Paladin in EverQuest2 or World of


Warcraft, heavy on the buffs.

Champion DPS pure and simple. If you like laying out the smackdowns, this
class is for you.

Guardian This is the Tank. Always needed for every group.

Hunter Ranged DPS very similar to a Ranger in EverQuest or Mage in


World of Warcraft.

Lore-Master This is a crowd control class similar to an Enchanter in


EverQuest.

Minstrel The Minstrel is the healer. And in any party a healer is vital.

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Burglar

Available to: Man, Hobbit

A stealthy trickster, the Burglar can dart in and out of the shadows to
befuddle, weaken, or damage foes. An unexpected strike from behind by a
burglar can stun or trip enemies, allowing others in his party to combine their
efforts for a devastating attack. Unassuming on his own, a burglar would be wise
to not be caught alone.

The Burglar is the class of choice for players that enjoy using cunning and
tricks to defeat their opponents. Using concealment, a Burglar can strike from the
shadows, taking his opponents unawares. With his wit, a Burglar can show his
allies where a foe's weakness lies -- or trap someone in a riddle. A Burglar's
combat style hinges on his ability to outmaneuver and outwit opponents while
hitting them where it hurts.

Skills of the Burglar

Sneak Allows the Burglar to move about unseen, though there is a


chance of detection.

Surprise An attack in which the Burglar inflicts more damage when


Strike attacking from behind or while sneaking.

Burglar's Execute another attack after a critical hit, inflicting more damage
Advantage when the Burglar attacks from behind.

Diversion When in stealth, the Burglar can divert an enemy's attention away
from himself for a short time.

Trip Knock an opponent down, opening up a conjunction opportunity if


the Burglar is in a fellowship. Only usable while sneaking.

Cunning The Burglar's formidable cunning allows a darting attack that


Attack continues to deal damage after he strikes, dealing even more
damage if the attack is made while sneaking.

Exploit Stun a target, opening up a conjunction opportunity if the Burglar


Opening is in a fellowship.

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Riddle The Burglar is capable of posing riddles to enemies, which may
momentarily distract them, dazing them for 30 seconds or until
damaged. Will not work on Beasts, Insects, or Creatures of
Nature.

Addle Confuse an enemy so thoroughly he fails any inductions in


progress, and any subsequent inductions for a short time take
much longer to execute.

Traits of the Burglar

Here are some of the Class-specific Traits the Burglar can obtain while
adventuring in Middle-earth.

Hidden Danger The Burglar's attacks while using Stealth are far more
accurate, reducing the chances that he may miss or that his
enemy may somehow avoid them.

Footpad The Burglar's ability to move about with Stealth has developed
beyond his natural aptitude.

Playing the Burglar

Always use Reveal Weakness, there’s never a reason not too. Don’t Addle
ranged mobs unless you know you won’t need the Addle later in the fight. If it
really matters what to use than you are probably fighting elites, multiple ones
usually, and Addle is better reserved for interrupting a skill on the mob you are
fighting. Use Riddle instead when you can.

On a single monster use Disable to help reduce the damage you are
taking. When the mob is a few levels higher than you, use Counter Defense to be
ready to trigger Touch and Go.

With a group against a single elite mob it usually depends on the mob and
the group. With an easier elite, use Counter Defense to finish the fight a little
faster. If it is a tough mob there’s no healer, use a Disable to help mitigate some
damage from the tank.

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Enrage is primarily used to make the mob change targets frequently as it
randomly jumps up and down on its agro list. This is useful when your group
wants to randomly spread damage around (when you don’t have a tank). It is
particularly useful in a group with more than one Hunter, as the mob will change
targets with reduced run speed while the party beats on it.

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Captain

Available to: Man

Bearing her banner into battle, a Captain provides hope and leadership to
her fellows, inspiring them to greater deeds. A skilled Captain can rally a party
back from the brink of defeat, or seal a victory against many foes. While a
Captain is a respected fighter on her own accord, she is primarily driven by her
powerful sense of leadership to those fighting around her.

The Captain is the class of choice for players who enjoy supporting their
fellows while participating in melee combat. Her battle cries allow her to take
advantage of certain events in combat to aid the morale or combat ability of her
fellows. A Captain's style of combat focuses on inspiring those around her to
glory.

Skills of the Captain

Rallying Cry When the Captain's enemy is defeated, her cry boosts her
fellowship's morale.

War-cry When the Captain's enemy is defeated, she lets out a cry
that rallies her nearby companions to attack with greater
speed and determination.

Command Make Haste: Inspires the Captain's fellowship to greater


haste, both in and out of battle.

Defensive Strike The Captain attacks defensively, causing light damage but
recovering quickly to protect herself from returned attacks.

Enraged Shout A fearsome shout which strikes terror into the hearts of
enemies and puts the Captain into a battle-readied state.

Pressing Attack Allows the Captain to swing twice at her enemy, inflicting
medium damage.

Routing Cry When an enemy is defeated, the Captain lets out a


fearsome Cry, which slightly demoralizes all other foes
nearby.

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In Harm's Way The Captain puts herself in harm's way to defend nearby
companions, taking all damage dealt to them upon her.

Intimidating Shout A Shout that threatens the enemy, increasing the chance
that it will attack the Captain.

Traits of the Captain

Here are some of the Class-specific Traits the Captain can obtain while
adventuring in Middle-earth.

Captain's Valor The Captain's Banner of War evokes greater effects upon her
allies.

Captain's Hope The Captain's Banner of Hope evokes greater effects upon
her allies.

Playing the Captain

• Captains are a hybrid class. Like a Druid or Shaman in WOW, Captains


can tank, heal, DPS, and crowd control. Of course, such versatility comes
at a price; the Captain does none of these things as well as the classes
that specialize in them.

• Many of the Captain’s abilities are triggered when a mob dies. These
procs include fellowship heals, increased attack rates, mob stuns, and so
forth.

• A Herald proc provides AoE buffs to might and agility, in-combat health
regeneration, or in-combat MP regeneration.

• Herald of War increases might and agility

• Herald of Hope increases health

• Captains can use two-handed halberds for great DPS.

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• Captains crowd control with Shout, which stuns all monsters for 3
seconds.

• Captains have a Marking debuff for mobs so that each strike provides
healing.

• Captains function as wipe prevention with such skills as In Harms Way,


Last Stand and Strength of Morale.

• Captains cast great buffs such as Power Regen, Increased Crit and Parry.

• Captains have a combat rezz with a 30 minute cooldown.

• Captains remove and increase resistance to fear.

• Captains have taunts to use for tanking.

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Champion

Available to: Man, Elf, Dwarf

A true master of arms, the Champion excels at combat, focusing on little


other than destroying her foes. The Champion's whirling blades can strike fear
into the heart of even the foulest orc, cutting down swaths of their numbers at
once. While a Champion's training and armor grants her some survivability, it is
not her focus, and a Champion can quickly find herself in trouble when facing
several foes on her own.

The Champion is the class of choice for players that enjoy fast-paced
combat with multiple options available at any given moment. Champions can use
various weapon styles, but focus on using two weapons simultaneously. With
their active play-style Champions are able to consistently cause large amounts of
damage to both single and multiple opponents in combat. Their style of combat
revolves around the idea that the best defense is a good offense.

Skills of the Champion

Wild Attack A damaging attack. This increases fervor, allowing the use of
other Champion skills.

Flurry An attack that increases the Champion's attack speed and


fervor.

Blade Storm A 360-degree area-of-effect attack.

Champion's A taunting cry that forces the target to face and attack the
Challenge Champion.

Savage Strikes A double attack.

Blade Wall A frontal area-of-effect attack.

Bracing Attack An attack that allows the Champion to brace herself against
counterattack, increasing her morale by a small amount.

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Battle-frenzy Instantly increases Fervor.

Dire Need Transfers half the Champion's morale to power.

Traits of the Champion

Here are some of the Class-specific Traits the Champion can obtain while
adventuring in Middle-earth.

Call of the Wild The Champion's Wild Attack generates additional threat and she
gains a small amount of natural armor.

At the Ready The Champion's base block rate is increased and she gains a small
amount of natural armor.

Playing the Champion

Weapons with faster attack speeds prevent the damage you’ll take when
you miss with your slow weapon. Use Dual Wield rather than Two-Handed when
executing skills.

Two-handed weapons are great for burst damage, but their slow speed
makes a miss quite painful. So, when playing the Champion you have to decide if
you like lots of low damage duel-wielding hits, or fewer big bursts of damage with
a two handed weapons.

Traits to build up and maintain agro:

• Vicious Strike
• Deadly Strike
• Deep Strikes
• Patience
• Call Of The Wild
Use Focus Attributes Vitality, Agility, and Will for duel-wielding or two-handed
tanking. Use Might with one-handed weapons and shields.

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Hunter

Available to: Man, Elf, Dwarf, Hobbit

Woodsman, pathfinder, and master of the bow, the keen-eyed Hunter can
use his arrows to devastating effect from a distance. Archery is not the only thing
the Hunter excels at, for he can lead his companions through the forest at greater
speed than they could on their own, and can set up traps to ambush enemies.
The archer is no close-quarters fighter, however, and would generally rather let
his bow do the work than resort to his sword.

The Hunter is the class of choice for players who enjoy striking a target at
range. Clever by nature, the Hunter is known to lure his targets into traps to
hinder them, giving him time to use his bow to deadly effect. A Hunter's
knowledge of nature also provides skills that help him and his fellows survive in
the wild. A Hunter's combat style depends on the ability to injure a foe while
staying out of harm's way.

Skills of the Hunter

Quick Shot Allows the Hunter to nock and loose an arrow quickly.

Set Trap The Hunter's survival skills enable him to lay traps to ensnare
enemies.

Purge Poison The Hunter's survival lore allows him to use naturally occurring
medicines to purge poisons from an ally.

Barbed Arrow The Hunter's arrow causes a wound that bleeds and slightly slows
movement speed.

Swift Bow Loose two missiles in rapid succession.

Rain of Arrows The Hunter rains five arrows down upon his enemies, allowing him
to hit multiple targets.

Scourging Blow This attack wounds the Hunter's foe, dealing additional damage if
the enemy is suffering from Barbed Arrow, but stops the bleeding.

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Blindside Divert an enemy's attention with a single melee strike and follow it
with a single bow attack at close range.

Low Cut The Hunter makes a low cut in front of himself which can
temporarily slow the movement speed of up to two enemies.

Traits of the Hunter

Here are some of the Class-specific Traits the Hunter can obtain while
adventuring in Middle-earth.

True Shot The Hunter's Penetrating Shot pierces more deeply through an
enemy's armor, ignoring more of the armor’s damage mitigation.
Hail of Arrows The Hunter has a greater chance of landing Critical Hits with his
Rain of Arrows.

Playing the Hunter

• Hunters are great at ranged damage, but up close in melee fighting they are
vulnerable, and they have no class healing abilities.

• Hunters provide a fellowship movement speed buff.

• Hunters have the ability to track creatures. Tracking abilities improve and
expand as you level. Hunters can even track named mobs, which is nice
when you want to nail that certain mob that drops that certain item you really
need, that 100 other players are trying to find and camp.

• Hunters need to up their Focus before a fight. A wise group leader will give
them a few seconds pause before diving into the night fight.

• Hunters can set traps as a form of crowd control. Normal traps must be
deployed before combat starts. It has an effective diameter of about 5 paces
and usually snags the first mob to cross it. Damaging the mob has chance to
release it.

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• Hunters can light campfires that buff out-of-combat regeneration.

• If you want to create a WOW-like hunter, Hunters in LOTRO do not have


pets, and they don’t mark targets.

• Keep the mobs off the Hunter. They can be interrupted by attacking mobs.
Plus Hunters can pull agro at times, if needed.

• Hunters can cast Fear on beasts. Use fear wisely, it can be broken by a taunt
or a challenge, and it can bring down other beasts on you.

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Lore-master

Available to: Man, Elf

A keeper of ancient lore and otherwise lost knowledge, the Lore-master


uses his knowledge of the lesser and greater powers of the world around him to
stave off the advances of the shadow for a time, and to treat the wounds and
suffering of his companions. In dire need he can use this knowledge to hurt his
foes; but this task being extremely difficult, a wise Lore-master would rarely
attempt it.

The Lore-master is the class of choice for the player that enjoys using the
power of ancient lore to aid their allies and hinder their foes. Steeped in the
histories of Middle-earth Lore-masters are able to aid their fellows in recovering
from maladies caused by the forces of the Dark Lord. They can also use their
knowledge to daze, harm, or hinder their enemies, as well as give of themselves
to strengthen another. Some Lore-masters are even said to be able to
communicate with animals and request their aid. A Lore-master's combat style is
anchored in the power of knowledge and using it intelligently to defeat evil.

Skills of the Lore-master

Raven-lore An understanding of the speech of ravens allows the Lore-master to


call upon one.

Beacon of Hope Transfers morale to an ally or pet.

Blinding Flash A blinding flash accompanied by a loud crack and the smell of
gunpowder causes the target to stop all action. Any damage
caused to the target will break its stupor.

Cracked Earth The ground cracks beneath a target's feet, doing damage and
hampering their movement.

Burning Embers Red-hot embers swirl around the target, causing damage over time.

Gust of Wind Air swirls around the target, kicking up debris and other objects that

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can cause damage to enemies.

Leech craft Removes wounds suffered by the target.

Share the Power Transfers a portion of the Lore-master's power to the target.

Inner Flame Self power to morale transfer.

Traits of the Lore-master

Here are some of the Class-specific Traits the Lore-master can obtain
while adventuring in Middle-earth.

Dúnadan- The Lore-master's knowledge of the lore of the Dúnedain grants


learning bonuses to his Signs of Vigilance and Righteousness.

Master of The Lore-master's knowledge of the Signs of Animals gives him


Beasts greater control over them.

Playing the Lore-Master

Lore-Masters can be interrupted, so they should avoid getting agro. Send


your pet to the attack so you can keep a safe distance. A Guardian should be
ready to pull the hate of the Lore-Master.

Let’s discuss Lore-Master crowd control. At level 36, Lore-masters get


Herb-lore, which roots three or more targets for a minute. Damage has a chance
to release them. (Don't damage a trapped or rooted mob (this applies to all
classes) until the time is right.) Some mobs are immune to the Lore-Master’s
mezz and debuff abilities, which means you’ll need other forms of crowd control
for them.

Lore-Masters can’t summon their pets while in combat. So get them out
before you’ll need them. Use your pet defensively, consider the pet to be your
‘armor’. Let the pet, especially bears, tank while you damage from distance.

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The Lore-Master gets his first self-heal at level 18. This is a HOT (heal
over time) with a five minute cooldown, so use it carefully, don’t count on it too
much.

Be sure to get the Share the Power skill. This allows the Lore-Master to
steal power from mobs, and transfer it to other players.

Playing with Burglars works well for the Lore-Master. You debuffs
compliment the Burglar’s debuffs.

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Minstrel

Available to: Man, Elf, Dwarf, Hobbit

With song and tale, a Minstrel brings hope to places thick with gloom. She
can inspire those with desperate minds and heavy hearts to great deeds. In
battle, she can turn the tide with songs that strengthen her allies and dirges that
strike fear into the hearts of enemies.

The Minstrel is the class of choice for players who want to aid their friends,
inspiring them to keep going through the darkest of times. With a vast repertoire
of tales both fair and foul, a Minstrel restores the morale of her fellows, as well as
causing enemies to despair. Though able to wield weapons, she prefers to let her
words, rather than her sword, speak for her. A Minstrel's style of combat is based
on maintaining hope no matter what the odds.

Skills of the Minstrel

Raise the Spirit The Minstrel's words of encouragement renew the morale of a
companion.

Clarion of the Valar Calling upon the name of the Valar can send evil foes fleeing in
terror for a short time.

Tale of Heroism Increases the Will and Fate of the Minstrel's fellowship.

Inspire Fellows Words of encouragement renew the morale of the Minstrel's


fellowship and increase its vigor.

Soothing Song Decreases the Minstrel's threat in the eyes of her enemy target
and all adjacent enemies.

Noble Cause The next three Herald's Strikes that the Minstrel executes do
extra damage and return part of that as morale to her group.

Song of Distraction A song that can make the Minstrel's target become drowsy and
not detect players until they are much closer than normal. This
does not work against monsters already engaged in combat.

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Song of the Dead This song causes undead to freeze in fear.

Herald's Strike A melee attack that does extra damage.

Traits of the Minstrel

Here are some of the Class-specific Traits the Minstrel can obtain while
adventuring in Middle-earth.

Life-singer The Power costs for the Minstrel's morale-renewing skills are
reduced.
Harmonious The Minstrel has a longer window of opportunity in which to
Melody perform her next tier of Ballads.

Playing the Minstrel

Congrats on being a Minstrel! As a primary healer and rezzer in any


group, you’re going to be more popular than the prom queen on Saturday night. It
may not be as easy to solo (although Minstrels will argue that point) but the easy
availability of groups will make up for that.

As a healer, you keep the tank up first, and then the range DPSers after
that. They, in turn, should keep the mobs off you. You can’t do well at healing
when something is beating on you. You have to be at line-of-sight of your target
when healing. So stay close, but far, to your target. Yeah, that sound
contradictory, but you’ll work it out once your playing the Minstrel.

If you run out of power (which will happen in big fights) your group
members need back up heals from potions and what not. Use a Quick heal first,
its quick to cast, (but still interruptible). It heals roughly a quarter to almost half of
the morale bar, and it has a 1 second recharge.

Save that Big heal for crucial moments (when the tank is about to go
down, for instance). Its slower to cast and, but it heals a third to over half of the
morale bar.

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The Group heal take a little longer to cast. It heals all members in range
for about the same as the quick heal. Be warned that this will draw the mobs
down on you, so use it when you feel you can get it off safely.

Use the “Wipe Insurance” Big emergency heal (party) very carefully. It will
completely or nearly completely heal everyone in range, and it’s an instant cast.
But the mobs will hate you more than ever for this, so know what you’re doing
when you use this.

When heal spells (whoops, songs!) go off, any non-agroed mobs may go
off on you. This happens a lot with archer mobs. Having a Burglar or Lore-Master
stun or mez an elite ranged mob while the fellowship deals with a linked elite
melee mob is going to cause the archer to have free rein to take potshots at the
healer after it wakes up.

Although it may seem counter-intuitive, in some situations it's better to


stun the melee mob and pull the ranged mob, even though it takes some
coordination to get right.

The Minstrel gets the rez skill at level 20. You can’t rez in combat, so don’t
wipe!

The Lore-Master can fear an evil monster for up to 15 seconds. You can
also lull undead to sleep for up to 30 seconds. The Lore-Master has the ability to
distract a mob, which reduces its’ agro radius, allowing you to successfully pull
nearby mobs.

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Traits

A Trait is an ability that alters your character in advancing ways. Traits


allow you to customize your skills, and help prevent cookie-cutter characters.

Some Traits do fairly simple things – like increasing your Might stat or your
block rate in combat. The higher the trait number for the character the better.
Basic Traits are what you’ll work with and set as you level.

More complex are the Traits that modify skills (or groups of skills). For
example, one Trait may add a new effect on a critical hit that it didn't have before,
while another may make a skill uninterruptible or reduce the power cost of an
entire group of skills. Yet another type of Trait works only after a specific combat
event, allowing you to gain power on a critical hit or increase your defense on a
successful block.

The majority of Traits are passive, which is great; you don’t have to go to
any effort to use it, it’s always on. There are also some Traits that are active.
Active Traits give you an entirely new skill. Like other skills, they must be placed
on your hotbar and activated to do anything.

Simply put, Traits are new skills, bonuses, and other enhancements that
benefit your character. Your Deed Log contains information about which of your
current Accomplishment goals will reward you with a Trait.

You do not start with active Traits. Traits are earned through completing
Accomplishments (Accomplishments are the primary source of Title awards in
LOTRO). When a player earns a Trait, it goes into their Trait pool. Traits don't do
anything until they are equipped. Trait slots are unlocked through leveling.
Combined with Accomplishments, this allows you to grow into your
specialization. You work from your preferred play, and make these important
decisions as you go (and understand more about what you want to accomplish).

Slotting a Trait is not free. A player can only slot and unslot Traits while
speaking with a Minstrel NPC in a town. There is sometimes a cost associated

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with slotting or unslotting a trait. This allows you to re-spec your at you whim, and
as your pocketbook can take the hit.

You cannot change your active Traits in your Character Journal; to make
changes, you must speak to a Bard in one of the following towns:

The Shire

• Michel Delving: Gammer Took, Bard of the Shire

Bree-land

• Combe: Janie Sprigleaf, Bard of Combe

• Bree-town: Owen Oaks, Bard of Bree

Ered Luin

• Celondim: Faellindiel, Bard of Celondim

• Thorin’s Halls: Steinn Silvertongue, Bard of Thorin’s Halls

Trollshaws

• Rivendell: Fileglin, Bard of Rivendell

North Downs

• Esteldin: Garchadron, Bard of Esteldin

Ettenmoors

• Glân Vraig: Guleneth, Bard of the Ettenmoors

Monster players have their own version of Bards, called Corruptors. These
NPCs function in the same way as Bards, and can be found in the following
locations:

Ettenmoors

• Gramsfoot: Cinaid, Corruptor of the Ettenmoors

• Dâr-gazag : Gavran, Corruptor of Dâr-gazag

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Traits are grouped into four families:

• Common
• Race
• Class
• Legendary

Each Trait can only be slotted in a slot of the matching family.

Common Traits are the simplest Trait types and are available to all
players. These are typically the first slots to be unlocked and the first Traits to be
earned.

Race Traits are slightly more complex. A player can only earn race Traits
of his corresponding race (e.g., Hobbit may get better at eating but he won't be
able to gain the toughness of a Dwarf).

Class Traits are the bread and butter of the Trait System. The majority of
slots the player will earn are class slots, and these are the ones that directly
modify class skills, providing much more power and depth than most race or
common Traits.

Finally there's the top tier of Traits: Legendary Traits. These Trait slots are
not unlocked until the higher levels, and the Traits themselves are more difficult
to earn than others. The goal is for Legendary Traits to be truly legendary –
something the player can be proud of earning and slotting.

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Fellowship Maneuvers

Let’s take a look at Fellowship Maneuvers.

Here are a few basics on Fellowship Traits:

• Fellowship Trait attempts are automatically reserved for the fellowship of


the player who started the attempt.

• Only signature mobs and higher become randomly vulnerable to


Fellowship Traits.

• You will only see the Fellowship Trait UI if at least one other active
fellowship member is nearby.

• Fellowship Traits start automatically when a mob becomes vulnerable.

• Once a Fellowship Trait is underway, a quad-color wheel pops up on your


screen and combat is paused.

• You must be in the correct range to choose a Fellowship Trait color.


Mouse over each of the colors in your Fellowship Trait tab to find out the
range of each Fellowship Trait skill of your class.

• Burglar has an ability to cause the mob to become vulnerable, so does the
Guardian. Burglars have three Fellowship Trait abilities: While cloaked, the
exploit opening skill, and Marbles.

• The assist button is used if you are not currently targeting the mob, see
below.

• Everyone nearby picks a color, and the Fellowship Trait is resolved.

• Fellowship Trait colors have different effects, yellow does damage over
time, red does direct damage, green heals, and blue restores power.

• All Fellowship Traits you have used are recorded in your Fellowship Trait
journal.

• You can only use Fellowship Trait initiation if you are a member of a
fellowship.

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Targeting

The bulls eye button that displays where your contribution UI would be
means you are not currently targeting the correct opponent. Clicking it will switch
your target to the correct monster so you can contribute to the Fellowship. Once
the attempt is opened anyone in the Fellowship can switch to that target to
contribute.

Initiating a Fellowship Maneuver

The Guardian’s Overwhelm and Thrust skills can start a Fellowship Trait.
The skills proc after the guardian successfully parries and utilizes the parry chain
through their retaliate skill. You can only do Overwhelm or Thrust once before the
parry chain runs out and you have to re-trigger it.

Burglars are your best bet to proc a Fellowship Trait. Burglars can proc a
Fellowship Trait three times every five minutes by using the Exploit Opening skill,
the Trip skill, or the Marbles Item.

There are four colors to use - Red, Green, Yellow and Blue. In case the colors
are hard to distinguish (we must be thoughtful to our colorblind brethren!) here
are the icons:

• Yellow -- spider icon


• Green -- eagle icon
• Blue -- horse icon
• Red -- tree icon

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Some people (such as your otherwise talented author) get flustered in the
heat of the Fellowship Maneuver moment and aren’t sure what to do. So, to help
you (and me) here’s a guide.

Red

Instant damage, use it when you need to kill something quick.

Yellow

Damage over time. This is best used on mobs with more than 1000 health
left since this takes time to work (but overall does more damage than red).

Blue

Restores power. Good for long drawn out fight and everybody is low on
power.

Green

Restores health, if your healer can't keep up or you're in a dangerous


situation where some people are about to run out of morale then choose
green.

When using a Fellowship Trait the first person to click a color goes to slot
one, second into second and so on, until everyone has used their Fellowship
Trait. The different combos are recorded in your Fellowship Trait journal.

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There are 256 different Fellowship Traits variations in a four player
fellowship.

Some of the known Fellowship Traits (yeah, there’s plenty more than these):

R = Red B = Blue Y = Yellow G = Green

Call to Arms - G+G+G+G

Chaos in the Ranks - Y+Y+Y+Y

Clash of Arms - R+R

Deadly Whispers - B+B+Y+Y

Deception - Y+Y+Y

Eagles Eyrie - G+Y+B+R

or

G+R+B+Y

Ent´s Heart - R+R+G+G

Ent´s Rage - R+R+R+Y+Y

Ents Heart - G+G+R+R

Ents Stand - R+B+Y+G

or

R+G+Y+B

Hail of Blows - R+R+R+R

Hew the Stone - R+R+R+R+R+B

Misdirection - Y+Y

Mustering the Troops - G+G+G

Noble Blood - B+B+B+G+G

Noble Lineage - B+B+G+G

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Noble's Honor - B+R+G+Y

Planned Attack - B+B

Planned charge - B+B+R+R

Planned Charge - R+R+B+B

Pounding Echo's - R+R+Y+Y

Power in Numbers - B+B+B+B

Rallying Cry - G+G

Resounding Strikes - R+R+R

Roll of Drum - R+R+R+R+R+G

Silent Paths - Y+G+R+B

Sinister Plan - Y+B+R

Strength of the Pure - B+R+G

Strength of the Pure - G+R+B

Three Pronged Assault - B+B+B

Valor Unashamed G+R+B+Y+G

Whispering Leaves - Y+Y+Y+R+R

Will of the Strong - G+Y+B

Wrath of the Oath Breakers - Y+G+R+B+Y

Wrath of the Righteous - R+G+Y

Wrath of the Righteous - Y+G+R

You can also initiate a Combo (hold the fries) by clicking the same color
as the player before you did. A Combo is a much more effective version of the
single color.

Some Combos:

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• Double Blue = restores the entire Fellowships power.

• Double Red = does a significant amount of damage instantly

• Double Yellow = a very powerful DoT, very useful for mobs with 1500+
health.

• Double Green = restores the fellowships morale and puts on a heal-over-


time for 150 points.

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Combat Tips

Got all of that? We’ve covered a lot of stuff to help you get started. Now
let’s cover what you’ll spend a great amount of time engaged in: Combat! These
are some things you'll appreciate knowing.

Basically, you want to lower your enemy's green Morale bar to nothing
before he does that to you. And you want to do that in an efficient and powerful
use of your skills and abilities. You’ll want to defeat your enemy, yes; but you
also should keep an eye on downtime between battles.

If you blow all your cooldowns or suck down your entire power bar in a
single battle, you’ll have to sit and wait before you move on to the next battle.
Thus you need to conserve and plan carefully, so that you can keep moving, and
thusly accomplishing more in less time.

Read what each of your skills does carefully and watch how much power
they cost. These costs increase as you level up, but they remain fairly constant
as a percentage cost of your total power. In the early levels you don't have many
skills yet, so you're generally safe using them as often as you need or want to.

Your Power and Morale bars regenerate faster out of combat than they do
during combat. (Which is why we’re talking about being efficient here. Waiting on
the bars while grinding can reduce your grinding loot.) So use your food and
potions in combination with out-of-combat rest to get the best Power and Morale
bar management.

In combat, be sure to manage your camera. Stay zoomed out to keep an


eye out for any adds during a battle. Stay zoomed in when you have to carefully
pick out your target. Zoom out during a tough battle to make sure nothing is
sneaking up on you. Draw your battle away from an approaching mob if you think
it’ll see you and join the fray.

If you're trying to actively avoid a fight, you usually can't just run through
quickly and hope the monster doesn't notice you. You have to skirt around their

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agro radius. Making a wide circle around something is always better than cutting
straight past it and crossing your fingers.

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Virtues

Virtues help make your character unique. You decide on which virtues you
apply. For example, apply more Agility to improve your Burglar or more Might to
increase your Champion’s damage. Deeds will give you access to Virtues.

Unlike your normal skills, these must be applied by finding a Bard in any of
the established towns. They do cost money to add so make your choice carefully
unless you just have money sitting around to burn. There are limits to how many
you can apply at once but as you advance you'll be able to utilize more.

While the bonuses these Virtues provide are nominal, once you begin to
add them all up they are quite a worthwhile addition to your skills.

Virtues are gained through Deeds which vary from area to area. There are
two types of Deeds: Exploration and Monster Slaying.

Exploration Deeds are a combination of quest completions in certain


areas, discovering certain points on the maps, or interacting with a set of objects
in various places (inevitably dangerous areas). You'll also notice some of these
are in stages like Advanced and Final. You will have to complete the preceding
Deed in order to try the others.

Monster Slaying is exactly what it sounds like. These are normally


discovered by killing a creature for the first time. You will receive the Deed asking
you to wipe out a certain number of them and these can also be found in stages.

The following is a list of all the Virtues you can earn in Lord of the Rings through
various Deeds.

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Virtue Bonuses

Charity Wound Resistance Ranged Resistance Peace Power


Regeneration

Confidence Fear Resistance Will Peace Power


Regeneration

Compassionate Ranged Resistance Peace Power Magic Resistance


Regeneration

Determination Agility Combat Morale Morale


Regeneration

Discipline Might Disease Melee Resistance


Resistance

Empathy Armor Fate Fear Resistance

Fidelity Shadow Vitality Power


Resistance

Honor Peace Morale Might Disease


Regeneration Resistance

Idealism Fate Fear Resistance Will

Innocence Melee Resistance Poison Resistance Shadow


Resistance

Just Combat Morale Morale Peace Morale


Regeneration Regeneration

Loyalty Vitality Power AC

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Virtue Bonuses

Merciful Peace Powerful Magic Vulnerability Agility


Regeneration

Patience Peace Power Wound Resistance Ranged Resistance


Regeneration

Tolerant Magic Resistance Agility Combat Morale


Regeneration

Valor Morale Peace Morale Might


Regeneration

Wisdom Will Peace Power Wound Resistance


Regeneration

Zeal Disease Melee Resistance Poison Resistance


Resistance

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Mounts

Here’s some questions and answers on LOTRO mounts.

1. What level can I get a mount? 35.

2. How MUCH do mounts cost? 4 gold, 220 silver

3. Any tips on getting that much gold?

Start saving at around level 25. Master the Auction House so you can
make the gold, not spend it there. Turn your professions into money
makers.

4. What are my horse options?

There are 4 types to choose from:

• Blonde
• Chestnut
• Bay
• Bloodbay
5. Are there any racial restrictions?

Dwarves and Hobbits can purchase and ride Ponies. They should not
purchase a horse, because they won’t be able to ride it.

Elves and Humans can purchase and ride Horses. They should not
purchase a pony, because they won’t be able to ride it.

6. Where do I make this life-altering purchase?

When you exceed level 35, you will receive an in game notice to visit
Eogar at Hengstacer Farms, north of Bree.

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7. This sounds too easy. What else do I have to do?

You have to complete four quests before you can purchase your mount.

• Fresh Steed For Bree


• Fresh Steed for Michel Delving
• Fresh Steed for Othrikar
• Proving Your Quality

Aha! I knew there was a catch!

Well, duh. There’s always a catch. The quests:

Fresh Steed for Bree

Eogar asks you to select the Blonde Horse/Pony and ride to the
stablemaster in West Bree to replenish his supply. After delivering the horse you
need to return to Eogar at the farm.

Fresh Steed for Michel Delving

Eogar now trusts you and wants you to ride another Horse/Pony to the
Stablemaster in Michel Delving. You are timed, so you will need to get moving
right away without wasting any time. Michel Delving is at the far Southwest
corner of The Shire. You now need to return to Eogar at the farm.

Fresh Steed for Othrikar

Eogar has one last task for you to do before you are ready to prove your
quality. Now you are to ride a Horse/Pony to the stablemaster at the Dwarf city of
Othrikar, located in the Northern portion of North Downs. Return to Eogar after
delivering the horse for your final quest.

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Proving Your Quality

Eogar now wants you to mount a Bloodbay Horse/Pony and follow a


marked track race around the farm. You need to make it through each of the
gates to win. There are 12 gates total.

This is timed, and can get tough. Remember that the path isn't always
leading you in the right direction. The Space Bar allows you to jump over fences
and small objects while riding. You can run in water, as long as it's not too deep.
A tip is to cut corners where you can on it. Try and try again after failure, until you
figure this out and complete it.

After completing the race you now have the trait "Riding". You can
purchase your horse from Eogar, equip it and can proudly ride this status symbol
of your prestige and accomplishments!

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Monster Play Overview

PVMP

Turbine put a PvP (Player versus Player) system called ‘PvMP’ into
LORTO. Since you can’t play the ‘evil race’ like you can in other MMORPGs,
you’re only chance to play the dark side in LOTRO is PvMP.

What the heck is PvMP? LOTRO uses something called PvMP (Player
versus Monster Play) for PVP. Once you get to level 10, you can take control of a
monster and battle other players. You can even improve your monster with
monster points earned in PVP.

Players are transported to the Ettenmoors, a consensual PvMP (Player vs.


Monster Player) region about the size of the Shire. Here, the Free Peoples and
the forces of Angmar are in constant active conflict, and players can choose to

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join the fight as either their normal Free Peoples character, or as one of the
servants of the Enemy!

Playing as a Monster

To access monster play, you must begin your journey as a regular Free
Peoples player. Once you’ve attained level 10, travel to one of the monster play
portals. To reach one such portal, travel to Bree and locate Beggar’s Alley on the
western side of town. In this unsavory neighborhood, you’ll find a "Fell Scrying
Pool."

Use this pool to choose to play the part of an Orc-reaver, Spider-weaver,


Uruk-blackarrow, Uruk-warleader, or Warg-stalker (all of which start as level 50
monsters). You can also resume life as one of your previously created monster
characters here.

There are additional Fell Scrying Pools located in East Bree, Michel
Delving, and Thorin’s Gate.

Monster Play Classes

The Uruk Warleader

On the battlefield, the Uruk-warleader shines as a warrior on the front line


and an inspiration to his allies. Through mocking, humiliation and force of will, the
Uruk-warleader can inspire the meekest of troops to greatness. His fearsome
howls augment his strong arm and shield to make his blows all the more deadly.

The main tank of the Monster side, this hefty orc is directly intended to be
the leader in groups. With powerful in combat and out of combat buffs, as well as
the ability to heal and do moderate damage per second, the Warleader is sort of
a jack-of-all-trades.

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Typical Skills and Traits

Aura of Command (Starting Skill) When the fight has begun, your commanding
aura allows your allies to fight more viciously.
On Your Feet! (Destiny Point- You bellow a harsh command, enabling up to
purchased Skill) five nearby and defeated allies to rise, albeit
at very low health.
Harsh Language (Destiny Point- The amount of healing your skills bestow is
purchased Trait) increased.

The Orc-Reaver

Savage, brutal and deadly, the Orc-Reaver is at home on the field of battle
- and few places else. His swift attacks and ability to dual-wield weaponry make
him a formidable foe. When pressed, the Orc-Reaver is capable of tapping the
strength of his blood to become a frenzied warrior who rains blows on his enemy
with frightening speed.

The Champion class for Monsters, the Orc REAVER is your most
essential damage doer. Also with the ability to de-buff, interrupt skills, and do
some tanking, he’s a crafty foe not to be taken for granted.

Typical Skills and Traits

Devastating Strike (Starting Skill) When your target has less than half of their
morale, you can make an extremely
damaging attack with an increased chance
to critical. This skill will consume all your
remaining power.
Glory In Victory (Destiny Point- The sight of your opponents falling before
purchased Skill) you catapults you into an empowering rage,
giving you burst of healing and increasing
damage dealt and taken.
Burning Blades (Destiny Point- Your weapon attacks now deal Fire damage.
purchased Trait)

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The Uruk Blackarrow

Accurate, vindictive and violent, the Uruk-Blackarrow employs the bow


against his foes, striking from behind the front-line warriors of Angmar's army.
Employing fire and the deadly gifts of shadow from Angmar, the Uruk-Blackarrow
is a potent foe who drives his arrows deep into his targets' midst.

An expert Uruk orc Archer, this class is a ranged damage dealer with
some crowd control abilities, and a sprinkling of area of effect damage dealing.

Typical Skills and Traits

Flaming Arrow (Starting Skill) A fire tipped arrow which will continue to burn
the target after landing.
Set Trap (Destiny Point- You carefully place a snare on the ground to
purchased Skill) trap your foes.
Uncanny (Destiny Point- Your ability to evade ranged attacks is
Reactions purchased Trait) significantly increased.
The Warg-Stalker

At home in a pack or stalking the woods silent and stealthy, the Warg-
stalker strikes suddenly and does not offer escape to his foe. Strong jaws,
hardened claws and fierce determination drive the Warg-stalker, making him one
of the most feared opponents in battle.

A stealthy canine abomination of the Dark Lord’s army. These pups are
proficient in doing high burst damage, they can serve as a tank in some pinches,
and are capable of interrupting opposing players spells and skills.

Typical Skills and Traits

Savage Fangs (Starting Skill) You rip at your target's flesh, tearing muscle and
slowing his attacks. If the target was suffering
from your crippling bite he begins taking damage
over time.
Throat Rip (Destiny Point- You sink your teeth and rip, your target is
purchased silenced.
Skill)
The Element (Destiny Point- Your chance to critical when attacking from
of Surprise purchased stealth is significantly increased.
Skill)

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The Spider-Weaver

Cunning, patient and fearsome, the Spider-Weaver's home is not within


the heart of the battle, but rather at its edges, where she can best employ her
strengths and shield her weaknesses. With poison, clinging webs and the ability
to burrow beneath the ground, the Spider-Weaver is a mistress of woe who
skulks on the fringes of battle.

Similar to the spiders often found giving travelers trouble across Eriador,
these little eight-legged freaks are efficient at crowd control, damage over time,
some light damage dealing, and even some ambush attacks.

Typical Skills and Traits

Snaring Web (Starting Skill) A ranged attack that targets the victim's legs
with sticky webs, rooting them in place.
Lie In Wait (Destiny Point- When not in combat, you can hide beneath
purchased Skill) the ground, unseen by foes, until you burst
from the ground.
Steelweave Webs (Destiny Point- The duration of your Snaring Web root is
purchased Trait) doubled.

Playing for the Free Peoples

If you wish to take the side of the Free Peoples, your player character
must first attain level 40. Once you are at least level 40, visit one of the stable-
masters that can take you to the Ettenmoors. One such route can be found at
Elrond’s stables in the western section of Rivendell, just west of the Trainer area.
Speak to stable-master Remros about the Ettenmoors, and he’ll send you on
your way.

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Exploring the Ettenmoors

You’ll arrive in the Ettenmoors at your starting base (Glân Vraig for the
Free Peoples; Gramsfoot for monster players). This area is safe from attack, but
once you venture outside your starting base, all bets are off! You’ll find several
types of NPCs - quest starters, provisioners, and skill trainers (Bards for the Free
Peoples, and Corruptors for monster players) - within this starting base.

There’s plenty to do in the Ettenmoors, and your actions will often earn
you Destiny Points and Infamy or Renown (see below). Take on solo quests or
head out with a group of friends, looking for (and finding!) trouble. Besides the
smaller-scale battles you’ll find yourself fighting in while exploring the
Ettenmoors, you can also engage in pitched battles for the control of various
points of conflict within the Ettenmoors. A dynamic map note displays a flag - red
for monster players and blue for Free Peoples - at these locations to show which
faction currently controls them.

Fearsome enemies or allies may await you within contested strongholds


(depending on which side currently holds them), and you would be well advised
to attack one of these locations only with a large force – but be on your guard!
PvMP players might be defending their location, or attacking yours while you’re
gone!

Monster Play Advancement

As if ravaging hobbit villages as an Orc and sending their furry little feet
fleeing in terror weren’t reward enough, there are other incentives for
participating in monster play.

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Destiny Points

Only monster characters can directly earn Destiny Points in the


Ettenmoors, but both your monster character and your Free Peoples characters
will share and benefit from this point pool. Destiny Points can be used to
purchase new skills, improvements to armor, extra damage, and so forth for your
monster character.

In addition, Free Peoples characters can spend them on Perks. Destiny


Points appear on the main character page of your Character Journal for both
monster characters and Free Peoples characters. Additionally, you will see a
handy UI window appear after level 10 showing you how many Destiny Points
you currently have, and a button allowing you to buy Perks wherever and
whenever you like (with your player character).

Rank

Rank is a reflection of your standing and service to the Free Peoples as a


normal character, and the favor earned in service to Angmar’s army as a monster
character. Each type of character, monster or Free Peoples, can earn up to 15 of
the available ranks.

Renown and Infamy

Renown (for Free Peoples characters) and Infamy (for monsters) are
similar to experience. Each time you defeat an enemy, whether solo, in a
fellowship or in a raid, you earn an amount of Renown or Infamy largely based on
the rating of the defeated foe. Earned Renown and Infamy are never lost, and
continue to drive you closer to ever higher Ranks. Current Renown and Infamy
appear on The War page of your Character Journal.

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Rating

Rating is a fluctuating number that rises and falls based on your victories
and defeats in player vs. monster player combat (PvMP). The amount of rating
points earned or lost depends on your rating and the rating of your opponent or
opponents. A higher rating grants bonus Renown/Infamy from PvMP victories.

Prestige

Prestige is a visual representation of your PvMP rating. Prestige appears


as a collection of stars surrounding your player portrait.

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Perks

Perks are short-term buffs which benefit your normal player characters,
and can be used to boost your strength, increase your speed, and even give you
more experience points. Perks are purchased with Destiny Points earned through
monster play. Perks may be purchased via the window in your UI after level 10.
We hope this overview has whetted your appetite for a taste of LOTRO’s monster
play, and provided the information you need to join the fight.

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Destiny Points

Monsters can earn Destiny Points by completing quests, killing NPCs, and
killing player-controlled Heroes. These Destiny Points are the primary form of
Monster advancement. These points can then be spent, as a currency, on all
kinds of upgrades for your monster.

For example, your Uruk Warleader can use Destiny Points to buy more
armor, new skills, powerful Traits, and even appearance improvements such as
warpaint. In addition to showing your Monster's progress with appearance and
equipment, your portrait's circle on the Vitals bar will also change.

Just as with regular monsters in Middle-earth, your monster begins life


with a green portrait circle showing you as a "Swarm" level creature. As you buy
more skills and Traits, you will eventually advance to "Normal" (shown in blue)
and finally to "Signature" (shown in red).

Your standard Hero character can also benefit from Destiny Points.
However, they can only earn Destiny Points by leveling past level 10. Heroes are
allowed to spend Destiny Points on Destiny Point Perks, which are temporary
buffs that can be used to boost your strength, add to your speed, and even give
you more experience points.

Once you reach Level 10, a small box appears in the lower right of your
screen, displaying your current point total. Click on Spend Destiny to display a list
of available Destiny Point Perks. You are given a few Destiny Points to start out
with, but the best way to acquire them is through Monster Play.

Each category of Destiny Point Perks has a limit of '5 uses', meaning that
you can only purchase a perk of that category five times. These uses recover at
a rate of 1 per day.

You can spend Destiny Point Perks on 7 categories: Enhanced XP, Run
Speed, Recovery, Hope, Morale, Power, Armor.

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Destiny Points
Enhanced XP

Name Cost Level Uses Description

Accelerated 250 10 5 Grants you Enhanced XP,


Experience temporarily increasing the
experience you gain for
defeating enemies.

Run Speed

Name Cost Level Uses Description

Burst of 50 10 5 Provides a temporary increase


Swiftness to your movement speed.
Adds 5.0% to Run Speed.
Lasts for 5 m.

Sustained 250 10 5 Provides a temporary increase


Swiftness to your movement speed.
Adds 5.0% to Run Speed.
Lasts for 15 m.

Continuing 1000 10 5 Provides a temporary increase


Swiftness to your movement speed.
Adds 5.0% to Run Speed.
Lasts for 30 m.

Recovery

Name Cost Level Uses Description

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Burst of 50 10 5 Provides a temporary increase


Recovery to your recovery of morale and
power out of combat. Adds
14.9 to Power Regeneration in
non-Combat. Adds 12.3 to
Morale Regeneration in non-
Combat. Lasts for 5 m

Sustained 250 10 5 Provides a temporary increase


Recovery to your recovery of morale and
power out of combat. Adds
14.9 to Power Regeneration in
non-Combat. Adds 12.3 to
Morale Regeneration in non-
Combat. Lasts for 15 m

Continuing 1000 10 5 Provides a temporary increase


Recovery to your recovery of morale and
power out of combat. Adds
14.9 to Power Regeneration in
non-Combat. Adds 12.3 to
Morale Regeneration in non-
Combat. Lasts for 30 m

Hope

Name Cost Level Uses Description

Burst of Hope 50 10 5 Provides a temporary increase


to your hope. Adds 1 to Hope.
Lasts for 5 m

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Sustained Hope 250 10 5 Provides a temporary increase


to your hope. Adds 1 to Hope.
Lasts for 15 m

Continuing Hope 1000 10 5 Provides a temporary increase


to your hope. Adds 1 to Hope.
Lasts for 30 m

Morale

Name Cost Level Uses Description

Initiate Resolve 125 10 5 Provides a temporary increase


to your maximum morale.
Adds 149.0 to Max Morale.
Lasts for 5 m

Accomplished 500 20 5 Provides a temporary increase


Resolve to your maximum morale.
Adds 215.0 to Max Morale.
Lasts for 15 m

Experienced 1500 30 5 Provides a temporary increase


Resolve to your maximum morale.
Adds 246.0 to Max Morale.
Lasts for 30 m

Veteran Resolve 3000 40 5 Provides a temporary increase


to your maximum morale.
Adds 262.0 to Max Morale.
Lasts for 45 m

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Power

Name Cost Level Uses Description

Initiate Vigor 125 10 5 Provides a temporary increase


to your maximum power. Adds
95.0 to Power Max. Lasts for 5
m

Accomplished 500 20 5 Provides a temporary increase


Vigor to your maximum power. Adds
131.0 to Power Max. Lasts for
15 m

Experienced 1500 30 5 Provides a temporary increase


Vigor to your maximum power. Adds
146.0 to Power Max. Lasts for
30 m

Veteran Vigor 3000 40 5 Provides a temporary increase


to your maximum power. Adds
153.0 to Power Max. Lasts for
45 m

Armor

Name Cost Level Uses Description

Initiate Fortitude 125 10 5 Provides a temporary increase to the


effectiveness of your armor. Adds 83
to Armor Value. Lasts for 5 m

Accomplished 500 20 5 Provides a temporary increase to the


Fortitude effectiveness of your armor. Adds 96
to Armor Value Lasts for 15 m

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to Armor Value. Lasts for 15 m

Experienced 1500 30 5 Provides a temporary increase to the


Fortitude effectiveness of your armor. Adds
105 to Armor Value. Lasts for 30 m

Veteran Fortitude 3000 40 5 Provides a temporary increase to the


effectiveness of your armor. Adds
113 to Armor Value. Lasts for 45 m

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Crafting

So, you want to be a crafter. We’re here to get you off to a great start on your
journey. As a crafter, you will be able to make many useful items, and a few
useless one. Though crafting is not required for advancing your character, don’t
neglect it, you’ll benefit in several ways:

• Make equipment for your character that is better (at lower levels) that
quest rewards
• Be a part of a vibrant community of crafters
• The thrill of making stuff
• And, most importantly:
• Make Gold! (Well, with some crafts, not all.)

Crafting in a kinship can be a great help to your kinship, plus you have access
to more recipes. Before you get started you need to decide what type of crafter
you want to be.

This section will get you off to a good start on your professions. You’ll need
professions to not only craft powerful items to aid you in your struggle, but
professions also help make you gold as you save up for your mount.

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Terminology

Professions: A field of specialization, such as Metalsmithing.

Vocations: A bundle of 3 professions, such as an Armorer knows Tailoring,


Metalsmithing, and Prospecting (gathering raw materials). Each player can only
have one vocation.

Critical Success: Crafting something of a different level of quality entirely;


crafted items have the chance to be of "similar fashion, but of greater lineage."
Critical success is something special; something that only happens for truly
dedicated crafters, something worth writing home about.

Optional ingredients: Special additions to a recipe that alter the odds of a


critical success in their favor.

Gathering professions: Collect resources used in crafting, such as Prospecting


and collecting ore

Production professions: Using the resources and creating an item, such


Metalsmithing crafts a shield.

Tier: The ranking system for all resources and recipes. The tier determines the
difficulty and whether you can advance in the skill by crafting the item.

Node: A node is a specific place you can gather a resource. A prospector would
harvest from an Ore node.

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Vocations

As a Crafter you will chose a Vocation, which includes three different


professions. Most Vocations have a gathering profession, a related production
profession, and an unrelated profession. The Vocation system is designed to
encourage community interdependence. There is no "best" vocation for any
class. Choose the one that interests you the most. It is more important that you
enjoy the professions you get with your vocation. Here are the current vocations:

Armsman: Prospecting, Weaponsmith, Woodworker

Armorer: Prospecting, Metalsmithing, Tailor

Explorer: Forester, Prospector, Tailor

Historian: Farmer, Scholar, Weaponsmith

Tinker: Prospector, Jeweller, Cook

Woodsman: Farmer, Forestor, Woodworker

Yeoman: Farmer, Cook, Tailor

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Professions

Gathering Professions

Prospector: One who gathers ore and stone.

Forester: One who gathers resources from the forest, such as collecting wood.

Farmer: Collecting items from farms.

Producing Professions

Cook: A long march can be made all the easier with the promise of a good meal
at the end. While it may seem a mundane talent, a good cook is every
adventurer's best friend.

Jeweller: Simple adornments and objects of beauty are the heart of the jeweler’s
trade. However, exceptional adornments can go far to increasing the stature and
confidence of an adventurer, and a skilled jeweler can produce true works of art.

Metalsmith: Metal armors and sturdy shields are the metalsmith's domain.
Though their initial products may be of simple make, eventually their skills will
allow them to work finer materials and greater designs.

Scholar: Perhaps the most mysterious of the professions, the Scholar collects
fragments of lost lore, and attempts to interpret their secrets. In doing so, he can
produce scrolls that other craftsmen can read to improve their chances of
producing a superior product. They can create scrolls that can buff your
fellowship. They can also make potions that allow you to heal while in combat.

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Tailor: A skilled tailor can make simple clothing from common cloth, but with time
and practice can create garments of great beauty that provide significant
protection to their wearer. The Tailor can also work with tanned hides to produce
leather armor – light, tough and suitable for travel.

Weaponsmith: As expected, the Weaponsmith is the primary source of melee


weapons. Swords, daggers, and axes of all varieties are the Weaponsmith's
purview, ranging from bronze training gear to weapons of ancient design and
great renown.

Woodworker: As any archer will tell you, it takes more than a stick and a string
to make a worthy weapon. The woodworker is an expert bowyer, but expands his
trade to include staves, spears, and other hafted weapons. A master
Woodworker can produce weapons that even an Elven hero would be proud to
wield on the battlefield.

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Choosing a Vocation

In order to train a vocation you must visit a Master of Apprentices. These


NPCs are available in every starting area (Little Delving, Thorin’s Halls, Combe
and Celobin. In addition, they are also available in indoor crafting areas in the
major cities of Eriador (Bree-town, Rivendell)

Crafting Preparation

What do you need to start off your crafting career? Once a player has
chosen a vocation, they must make a couple of purchases before they can
consider acquiring the necessary materials. They are crafting tools, and can be
bought from either novices or the local provisioner: all of which can be found in
crafting shops or centers throughout the world. Below is a list of what each
crafting profession (not vocation) needs to either acquire materials or craft items:

• Woodworker: Bronze Woodworking Tools

• Tailor: Bronze Tailors Tools

• Metalsmith: Bronze Smithing Hammer

• Weaponsmith: Bronze Smithing Hammer

• Scholar: Bronze Scholar’s Glass

• Jeweler: Bronze Jeweler’s Tools

• Cook: Bronze Cooking Supplies

• Farmer: Bronze Farming Tools

• Forester: Bronze Forester’s Axe

• Prospector: Bronze Mining Pick

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Once you have purchased the requisite tool, right click the icon in your
inventory and it will be equipped to your crafting slot. In order to perform any
crafting exercise – be it gathering or manufacturing – the tool must be equipped.

Crafting Tip

You get access to better ores as you enter higher level zones. If you want
advice on making money, drop Weaponsmith and change your profession to
Explorer, that way you can collect almost every kind of crafting component and
sell them on the auction house. You get more quests and chapters after you
finish the previous ones.

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Leveling from 1 - 50

Now that you’ve selected a server, it’s time to play the game. And
everything revolves around leveling.

Starting Region (1 - 13)

Elves
• Cellondim
• Duillond
• Gondoman
Dwarves
• Thorin's Gate
• Nogland
• Gondoman
Hobbits
• Michel Delving
• Hobbiton
• Overhill
• Brokenborings
Humans
• Archet
• Combe
• Staddle

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Levels 13 - 16

Your best bet is to travel to one of the low level (10 – 13) cities and do all
the quests there. Sign up for all the quests, do them in clumps, and turn them in
clumps. They will be Blue and Green, easy to complete, and you will level in a
hurry.

Humans/Hobbits: Swift travel to Cellondim and complete quests in


Duillond/Gondoman.

Elves/Dwarves: Swift travel to Bree and complete quests in Staddle/Combe.

Levels 15 - 18

At this point move on to Breeland. Accept quests at both Bree and at


Adso's Camp (29S, 56.8W), and at Buckland (33.3S, 62.4W), and at Falco's Folly
(26S, 53.9W).

The quests you take at Adso's Camp will mostly be filled in the Southern
Bree-fields. The quests you take in Buckland will have you spending a lot of time
in Old Forest. Expect to be challenged in these areas if your level is under 20.
But that’s why you play this game, to be tested. Falco's Folly will begin sending
you into the North Bree-fields for a few quests.

Level 17 - 23

Now you can either travel to the Forsaken Inn to do some solo quests (in
the Lonelands), or you can begin the series of quests in the Barrow-Downs
instance located in Breeland (where you’ll eventually need fellowships to
complete quests in this area).

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If you go to the Barrow-Downs, you’re not too far of from tackling the Greater
Barrows. It’s a good idea to be at least level 22 when you tackle the Greater
Barrows. And you'll want these quests in your log:

• Purging the Dead (from Watcher Grimbriar at the Town Hall in Bree)

• An Ancient Story of Evil (from Naerandir, found just outside the Prancing
Pony)

• Heading West (from Aradia, who's lurking with her entourage off to one
side of Adso's Camp)

If you haven’t already, you should also be able to complete Book 1 during these
levels.

Level 22 - 25

You hopefully started Greater Barrows runs already by this time. The
quests in this instance will net you some good gear as well as great experience.
You’ll need the gear for the challenges that lay ahead.

Spend some time in Ost Guruth in the Lonelands to continue working


through your Lonelands quests. (Ost Guruth can be found around 31.3S, 29.6W.)
Completing the Fellowship quests in Ost Guruth should see you ding to level 25.

If you want, you can skip over to Trestlebridge in the Northdowns (north
out of Bree following the road) to take up some quests. However, it is a good
idea to finish out Ost Guruth quests before you go.

You should finish out Book 2 in this area. A series of quests in the region
of Agamaur will become available.

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Level 25 - 32

Now you’ll make the Northdowns your base of operations for a while.
Work on the quests in Trestlebridge, Amon Raith (12.6S, 52.8W), Meluinin
(13.7S, 44.9W), Othrikar (6.9S, 44.9W) and Esteldin (9.7S, 42.1W). The
Northdowns have many quests available, and you should have the levels and
gear and expertise by now to easily complete most of them.

A series of quests in Agamaur (29.7S, 27.3W) are your next target. These
quests prepare you and lead you to the Garth Argawen instance, the second
major instance in LOTRO. There are about nine quests to complete inside of this
instance. You’ll want to be about level 32 for Garth Argawen. It's a tough
instance, but the loot and experience you get there are invaluable to preparing
your for what is to com.

Hopefully you have started Book 3 in the Northdowns during this time. Try
to finish it here if you can.

Level 30 - 36

Now you should travel to Esteldim located North of the Shire and West of
Northdowns. Work on the quests offered in Oatbarton (23.4S, 67.4W). These
quests will lead you up to Tinnundur (12.2S, 67.4W). You will continute to work
through quests in Esteldim (which sends you primarily to Dol Dinen in Fellowship
quests). Continue running Garth Argawen for loot and experience. (You’re going
to need the loot to save up for your mount.)

At 34 you can also begin to make your way into the Trollshaws. Head to
Ost Guruth in Lonelands and follow the road East across The Last Bridge. You
can stop by a camp at 34S, 20.2W for a few easy quests or make your way to
Thorenhad at 31.7S, 15W for a few quests. Eventually continue along the road
and make your way to Rivendell (the most beautiful city in the game)! This trek to

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Rivendell can be tough, but it is possible. You can grind a bit on the easier mobs
near the Last Bridge if you are just looking for experience.

You should finish Book 3 somewhere around here. Make sure you’re
saving up for our mount.

Level 35 - 41

Complete the quests at Tinnundur in Evendim. When done, make your


way north to Ost Forod for even more quests. Complete the quests in Esteldim
(some lead you into the Ram Duath in south Angmar). The Trollshaws will have
some quests in Thorenhad and Rivendell for you as well.

You should now be working on Book 4.

Now you’ll start running Fornost, an instance located north of Amon Raith
in Northdowns. In J. R. R. Tolkien's Middle-earth, the Battle of Fornost was the
battle that ended in defeat for the evil Witch Kingdom of Angmar. In LOTRO,
Fornost is a very large instance. Fornost is a tough instance, but the loot and
experience make it worthwhile. There are about seven quests completed inside
of Fornost.

If you need experience, you can grind the easier mobs just outside of
Rivendell. The XP is decent, and the drops can only help if you’re still working on
your mount, or need money to put into a profession.

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Level 40 - 50

If you’ve reached this point, you’re becoming Über! Until Turbine raises
the level cap with an expansion, you’re at the top of the heap.

Well, not so fast, Skippy; you still have to earn level 50. And, until patches
and expansions come along, you’ve only got two real options; Angmar and the
Misty Mountains.

And who doesn’t want to see the Misty Mountains? Fans of the lore (heck,
even Led Zeppelin fans) can’t wait to get here.

Misty Mountain quests are mostly found in Rivendell or Gloin's Camp


(24.9S, 3.8W). Travel to the Ettenmores to take part in PvMP as part of the Free
Peoples. There are a number of instances that are available as well.

Angmar has quests in Lehma-Koti (3S, 39.1W) and Auguhair (3N, 39.5W).

There are always extra places and other options that become available to
you as you make your way through Eriador.

You should be working on Books four through nine now.

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Making Gold in Lord of the Rings Online

In Middle-Earth, as everywhere else, Gold makes the world go around. In


this section we’re going to give you some tips and general principals for Gold-
making. For saving up for your mount, and other items, you’ll want to apply these
principals to make sure your Gold-flow works for you.

Turbine goes after gold buyers. Beware! You’re better making your own
than trying to cheat by buying gold.

So, read on, and avoid having your account disabled!

Overview

Here’s the big view of how to make Gold:

Auction House: Buy low, sell high. Auction off stuff that people are going to
want for quests, for gear, or for their professions. Don’t vendor these items!

Gathering Professions can pay well. Be sure you have at least one. Know
what the AH prices are for the materials you gather, and known when the best
time to sell them is.

Run Instances. You’ll have sellable items and silver just roll in. Try not to die,
you don’t want to run up a big repair bill and undercut all your efforts.

Grind for your Gold. Identify areas that have high returns in silver and grind
there. Identify areas where the monsters drop quest or profession items. Grind
away, then vendor or sell in the AH, as the occasion demands.

Vendor things that no one wants, or that you can’t use anymore. Don’t hold
onto stuff in your inventory that’s not going to do you any good.

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Auction House

You can access the global Action House through the Solicitor/Notary
(Auctioneer). Solicitors or Motaries can be found in the following locations:

• Bree inside Town hall

• Michel Delving behind the hunter trainer in the merchants area (just to
the south and west of the milestone, bank & post office)

• Thorin’s Hall

• Rivendell

Always have stuff rotating through the Auction House. Consider this rotation
your Gold-flow. If you don’t want to have to go to one of the above locations
every time you log in, then roll an alt for this duty.

Don't buy gear in AH (that's for the lazy and the rich) get the better quest and
instance gear, and save your Gold.

You’ll probably have to get some of your profession stuff in the Auction
House. Make sure you know the best prices. Never spend too much for it, always
look to get it as cheaply as possible. If you luck onto something much too cheap,
buy it and resell it at a profitable price.

Go by the rules of the Robber Baron: corner the market on high-volume


goods, and also on items with high demand. Buy them cheap, sell them high. Do
this everyday.

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Gathering Professions

• Barrow Iron Ingots sell great (depending on your server, of course).

• Camp known wood and ore nodes. (Yeah, that’s too much like work. So don’t
do it all the time!) Two to three hours of node-patrol every now and then will
be really good for your Gold-flow. Best of all, you can do this when you
character is any level.

• Dwarf-Iron sometimes goes for a (one) Gold for a stack. Watch for this trend,
and supply the Iron.

• Mine in the Misty Mountains. Chop stacks of Black Ash Wood. Collect
Ancient Iron, Black Ash Wood, and Misty Mountain Ore. Put it in the Auction
House.

• Indigo Plants can sell for 100 silvers.

• Get up to Grand Master in your professions. The Gold will just roll in. It may
be best to spend the time on leveling instead of professions just to get to
Grandmaster and have that ability to make lots of Gold.

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Instances

Do the Troll Keeper Quest and run Garth Agarwen. You’ll be surprised at
the nice returns.

Run the same instance several times in a row. You already select an
instance for the gear you want out of it. You may also select an instance for the
rare drops or materials that sell well.

Grinding

You gotta figure that the gold farmers know what they’re doing. So, beat
them at their own game. Go grind in the Burzum Pushdug cave in West Angmar.

The warriors in there drop an average of 25 silver in coin plus 5 or so


silver in items usually, and are easily soloable even in groups of 2 or so. You also
have a panic plan, if you get in trouble, there's the exit not 10 feet away.

• Grind/make Gold Dye - Yarrow roots are all over the place.

• Athelas potions – grind the old ruins over and over and over to get
materials.

• Scholar Materials - Anything that doesn’t get used for potions stack in
piles of 50 and put in the AH.

• Grind the trolls in ND.

Good luck!

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Wrap Up

By now you should have the basics of playing Lord Of The Rings Online. If
you have already began playing, then chances are you are already addicted and
there are many things you can learn simply by doing. When you use this guide,
you will know how to get the most from your game, level your character and skills
faster and be an excellent player in little time at all. We have told you things that
most players take a lot of time to find out!

There is always more and more to learn about a game like this. Not to
mention the fact that the game is always being updated and new things added.
There is SO MUCH more to the game than what we have in this book which you
will discover the more you play.

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APPENDIX

Lord of the Rings Online Vs. World of Warcraft

First of all, don’t say that “WOW” word in LOTRO. People may try to rip
your head off. But, as an experienced MMORPG (Massively Multi-Player Online
Role Playing Game) gamer, you may want to know how the games stack up
against each other.

All such comparisons are going to be subjective, everyone has an opinion,


and since it’s an opinion, it can’t be wrong. So, with those ground rules laid out,
let’s fearlessly sally forth and make a few comparisons.

The game mechanics are roughly similar. Really, how far can a MMORPG
stray from the tank – heal – DPS model? (The first company that figures that one
out will either get rich or create a spectacular failure.) So, as a WOW (or
EverQuest) veteran, once you know what the heck the difference is between a
Guardian and a Champion, you’ll find familiar game play in LOTRO.

The graphics in the games are different. WOW lives and dies by its’
cartoony style. The cartoony stuff runs great on all kinds of computers, and
doesn’t have that eerie ‘fake but real’ look to it of other games. LOTRO features
more realistic graphics. The more realistic graphics are nice, but the ‘not-quite-
real’ appearance of the LOTRO world sometimes causes a mental disconnect.

Some people report that they can level faster in LOTRO. If you like fast
progression, you’ll prefer LOTRO. The trouble with that is once you hit 50 in
LOTRO, you’ll be asking yourself “now what?”.

The lore is a big LOTRO advantage. Most people know and love the
LOTRO story. It’s one of the classics of western civilization (despite those brain-
dead academics that say differently!). The WOW lore is deep and involving, but
just not classic, not nearly as good.

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WOW is the 800 pound gorilla in the MMORPG world. Period. All other
games are pretenders and upstarts. This shows in WOW’s polish and attention to
detail. WOW sets the standard. It remains to be seen if LOTRO will even come
close to knocking WOW of its throne.

Of course, the flip side of the above is that people claim WOW is like
Microsoft; it didn’t create anything, it just ripped it off and improved it. Both of
these points of view are credible.

Some players have said that WOW and LOTRO are so similar that they
can go back and forth with ease. Referring to the interface and the general
nature of the game, these players are comfortable in both games.

Some players feel LOTRO has more charm, more ‘fun’ factor. WOW is too
corporate, too vanilla.

Well, there you have it. You may have to play both games to decide which
you prefer, and your reasons will be as valid as any ones.

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Components and Resources Guide

Where to find the items needed for your crafting efforts.

Achathling's Mandible- Metalsmithing - Angmar

Aged Scraps of Text – Scholar Ruins, Mobs

Ancient Iron Oxides – Scholar - Ore (Ancient Iron)

Ancient Vase - Scholar – Ruins - North Downs, Lone Lands

Antique Vase – Scholar – Ruins – Misty Mountains, E. Angmar

Asht's Tooth – Weaponsmithing – Lone Lands

Asht's Tooth- Metalsmithing – Lone Lands

Blackclaws Claw – Jeweler – Bree Land

Blackclaw's Claw – Weaponsmithing – Bree Land

Blackclaw's Claw – Woodworking – Bree Land

Blackclaw's Claw- Metalsmithing – Bree Land

Blacked Huron Root – Metalsmithing - Old Forest

Blackened Barghest Ear – Weaponsmithing – Bree Land, N Barrows, N Barrow


Downs

Blackened Crawler Egg Sac – Scholar – Ered Luin, Barrow Downs

Blackened Spider Eye - Scholar – The Shire, Spiders

Blackened Huorn Heartwood – Woodworking

Blazing Blackberries – Scholar - Farmed

Bleakwind's Tongue- Metalsmithing – North Downs

Broken Urn – Scholar – Ruins – Buckland, Barrow Downs, Far Chetwood, Ost
Barandor, South Guard Ruins, South Barrows, Andrath Half-Orc ruins, Ered Luin

Clean Barghest Tail – Tailoring – Bree Lands, Barrow Downs

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Clean Barghest Tail- Metalsmithing – Bree Lands, Barrow Downs

Colnor's Scale- Metalsmithing - Angmar

Copper Salts - Scholar – Ore (copper)

Cracked Dwarf-Carving – Scholar – Ruins, Humanoid Mobs rarely

Cryptic Texts – Scholar – Ruins, Mobs

Darkheart's Black Heart – Jeweler – Lone Lands

Darkheart's Black Heart – Weaponsmithing – Lone Lands

Darkheart's Black Heart – Woodworking – Lone Lands

Decrepit Wight Skull- Metalsmithing - Barrows

Diminutive Wight Barrow Treasure – Jeweler

Dirty Bat Claw – Tailoring – Bree Lands, Erud Luin, Old Forest

Dirty Bat Claw- Metalsmithing - Bree Lands, Erud Luin, Old Forest

Dirty Hendroval Talon – Woodworking - Erud Luin, Hendrovals, N of Kheledul

Dirty Neekerbreaker Eye – Scholar – Bree Land

Dirty Neekerbreeker Eye – Weaponsmithing - Bree Land

Dirty Neekerbreeker Eye – Woodworking – Bree Land

Dirty Neekerbreeker Horn – Woodworking – Bree Land, more

Dirty Neekerbreeker Wings – Woodworking – Shire, Midgewater Marsh

Dirty Shrew Claw – Tailoring – Shrews – Shire and more

Dirty Shrew Claw – Woodworking – Shire and more

Dirty Shrew Claw- Metalsmithing – Shire and more

Dirty Spider Eye - Scholar – East Angmar, Spiders

Dirty Toad Eye - Scholar – Buckland, Toads

Driftmane's Fang – Weaponsmithing – Misty Mountains

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Driftmane's Fang – Woodworking – Misty Mountains

Driftmane's Fang- Metalsmithing – Misty Mountains

Dusky Huorn Heartwood - Woodworking

Dusky Huorn Root – Tailoring -

Dusky Lynx Claw – Jeweler – Lynxes, Lone Lands

Dusky Lynx Claw – Weaponsmithing – Lynxes, Lone Lands

Dusky Lynx Claw- Metalsmithing – Lynxes, Lone Lands

Early Third Age Relic – Scholar - Ruins

Eitor-Kalsak's Mandible – Weaponsmithing – Old Forest

Eitor-Kalsak's Mandible- Metalsmithing – Old Forest

Elf Captain's Notes (No Current Use) - Scholar

Extremely Sharp Cave Claw – Woodworker – Trollshaws Cave Claws

Faded Sindarin Passages – Scholar – Ruins, Humanoid Mobs rarely

Flawed Huorn Heartwood – Scholar – Lone Lands, Trees

Flawed Huorn Heartwood – Woodworking – Lone Lands, Trees

Flawed Warg Ear – Scholar - North Downs

Flawed Spider Eye - Scholar - Spiders

Flawed Warg Ear - Scholar – E. North Downs, Wargs

Forgotten Lore – Scholar – Ruins, Trollshaws, Misty Mountains, Angmar,


Dunilllan

Fragments of Dunedain Script - Scholar

Gems – Jeweler - Ores

Gloom-Gazes Fang – Tailoring – Bree Land

Gnashmaw's Tongue – Jeweler - Angmar

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Graven Ruins (No Current Use) – Scholar

Gray Wolf Ear- Metalsmithing - Trollshaws

Grish's Tail – Tailoring – North Downs

Grish's Tail – Weaponsmithing – North Downs

Grish's Tail- Metalsmithing – North Downs

Hoartusk's Horn- Metalsmithing – Misty Mountains

Huge Drake Tail – Jeweler – Angmar?

Huge Drake Tail – Weaponsmithing – Anymar?

Huge Spider Eye - Scholar - East Angmar, Spiders

Huge Wight Barrow Treasure – Jeweler - Trollshaws

Huge Worm Eye – Scholar – [Link], Angmar Swamp, Misty Mountains

Huge Worm Eye – Metalsmithing - [Link], Angmar Swamp, Misty


Mountains Indigo Plant - Scholar – Ered Luin, Trollshaws - Pick up

Jagged Auroch Horn - - North Downs, Esteldin

Jagged Bear Claw – Weaponsmithing – North Downs,

Juicy Blackberries – Scholar – Blackberry Fields - Pick up, Farmed rarely

Karnasht's Tooth – Tailoring - Trollshaws

Karnasht's Tooth – Weaponsmithing - Trollshaws

Karnasht's Tooth - Metalsmithing – Trollshaws

Karnasht's Tooth – Woodworking - Trollshaws

Khurshat's Tooth – Weaponsmithing – North Downs

Khurshat's Tooth – Woodworking – North Downs

Khurshat's Tooth- Metalsmithing – North Downs

Kindle Maw’s Fang - ………….. – Misty Mountains

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Kraur's Paw- Metalsmithing – Lone Lands

Large Warg Tail – Tailoring - Wargs

Large Warg Tail- Metalsmithing - Wargs

Lethal Sharp Dread Turtle Webbed Claw – Jeweler

Lethal Sharp Dread Turtle Webbed Claw- Metalsmithing

Long-Lost Second Age Texts - Scholar – Ruins, Mobs

Mossback- Metalsmithing - Lone Lands

Neekerbreaker Ichor – Scholar – Neekerbreeker - Various

Nurzum's Tail- Metalsmithing – North Downs

Onion Skins - Scholar – Grenn Onion Fields - Farmed, found rarely

Orthodox Wight Barrow Treasure – Jeweler - Barrows

Relics of Lothlorien - Scholar - Ruins

Ruined Second Age Trinket - Scholar

Ruined Soldier's Records (No Current Use) – Scholar

Runic Striking Symbol – Jeweler - Bought

Runic Vanquishing Symbol – Jeweler

Sawtooth’s Tooth – Jeweler – Lone Lands

Sagrurz's Tooth – Jeweler - southwest of Esteldin

Sagrurz's Tooth- Metalsmithing - southwest of Esteldin

Sawtooth’s Tooth – Jeweler – Lone Lands

Sawtooth's Tooth – Weaponsmithing – Lone Lands

Sawtooth's Tooth – Woodworking – Lone Lands

Sawtooth's Tooth- Metalsmithing – Lone Lands

Scarred Huorn Heartwood – Woodworking - Lonelands, ,Agarwen, Angmaur

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Scarred Spider Eye - Scholar - Trollshaws, Spider area, Spiders

Scarred Worm Eye – Scholar - North Downs, Drake area, Worms

Second Age Trinkets – Scholar - Ruins, Humanoid Mobs rarely

Sharp Auroch Tail – Weaponsmithing –

Shattered Pitchers – Scholar – Ruins - Bree-Land, Goblin Hole, Combe, Ost


Baranor, Old Odo's Leaf Farm, Ered Luin,

Shimmering Wight Barrow Treasure – Jeweler – Barrows

Sienna – Scholar – Ore (Tin)

Silverclaw's Claw – Jeweler – North Downs

Silverclaw's Claw – Weaponsmithing – North Downs

Silverclaw's Claw – Woodworking – North Downs

Skulkmire's Moss – Weaponsmithing – North Downs

Skulkmire's Moss- Metalsmithing – North Downs

Skybreaker's Scale- Metalsmithing - Angmar

Small Wight Barrow Treasure – Jeweler - Barrows

Snowback's Claw- Metalsmithing – Misty Mountains

Steelmaw's Paw – Weaponsmithing - Trollshaws

Steelmaw's Paw – Woodworking - Trollshaws

Steelmaw's Paw- Metalsmithing - Trollshaws

Swale-Singer's Mandible- Metalsmithing - Angmar

Gnashmaw's Tongue- Metalsmithing -

Third Age Relics – Scholar – Ruins, Humanoid Mobs rarely

Torn Craftsman’s Diary – Scholar – Ruins, Humanoid Mobs rarely

Trampletusk - ………… North Downs

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Tuft of Ironhide's Fur- Metalsmithing – Lone Lands

Umber - Scholar – Ore (Barrow Iron)

Umling's Mandible- Metalsmithing - Trollshaws

Undeciphered Moon-Letters – Scholar -

Very Sharp Bear Claw – Woodworking - Trollshaws

Very Sharp Lynx Claw – Weaponsmithing – Trollshaws, Misty Mountains

Westernesse *****- Metalsmithing -

Wildthorne's Bark- Metalsmithing – Old Forest

Wildthorn's Bark – Weaponsmithing – Old Forest

Wildthorn's Bark – Woodworking – Old Forest

Windscreamer's Claw – Jeweler - Trollshaws

Windscreamer's Claw – Weaponsmithing - Trollshaws

Windscreamer's Claw – Woodworking - Trollshaws

Windscreamer's Claw- Metalsmithing - Trollshaws

Woad Plant - Scholar – Lone Lands, North Downs - Pick up

Worn Tablet Fragment - Scholar – Ruins, Humanoid Mobs rarely

Yarrow Root - Scholar – Ered Luin, Bree-Lands, Shire - Pick up

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Scholar Materials in Duillond


What you want to use when you’re a Scholar.

Common Lore – cost 10s, wait time 6 hours

1 Cryptic Text

3 Worn Tablet Fragments

1 Ruined Second Age Trinket

1 Aged Scrap of Text

Esoteric Lore – cost 20s, wait time 20 hours

2 Cryptic Texts

1 Faded Sindarin Passage

3 Ruined Second Age Trinkets

1 Cracked Dwarf-carving

1 Torn Craftsman’s Diary

Ancient Lore – cost 30s, wait time 40 hours

1 Cracked Dwarf-carving

2 Second Age Texts

2 Faded Sindarin Passages

2 Dunedain Scripts

1 Torn Craftsman’s Diary

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Other Recommended Resources

Click Here to download the Unofficial Click Here to download the Unofficial
Lotro Champion Guide Lotro Guardian Guide

Click Here to download the Unofficial Click Here to download the Unofficial
Lotro Hunter Guide Lotro Lore Master Guide

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Click Here to download the Unofficial


Click Here to download the Unofficial
Lotro Rune-Keeper Guide
Lotro Minstrel Guide

Click Here to download the Unofficial Lotro Warden Guide

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Click Here to download the Unofficial Click Here to download the Unofficial
Lotro STRATEGY Guide Lotro MINES of MORIA Guide

Click Here to download the Unofficial Lotro GOLD Guide

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