Lotromastery
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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.
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.
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.
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.
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.
Races
Men
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
Elves
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
Hobbits
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
Dwarves
Starting Areas
Hobbit: Shire
Elves: Celondim
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.
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.
Champion DPS pure and simple. If you like laying out the smackdowns, this
class is for you.
Minstrel The Minstrel is the healer. And in any party a healer is vital.
Burglar
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.
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.
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.
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.
Captain
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.
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.
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.
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.
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.
• 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.
• Captains have a Marking debuff for mobs so that each strike provides
healing.
• Captains cast great buffs such as Power Regen, Increased Crit and Parry.
Champion
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.
Wild Attack A damaging attack. This increases fervor, allowing the use of
other Champion skills.
Champion's A taunting cry that forces the target to face and attack the
Challenge Champion.
Bracing Attack An attack that allows the Champion to brace herself against
counterattack, increasing her morale by a small amount.
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.
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.
• 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.
Hunter
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.
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.
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.
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.
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.
• Hunters are great at ranged damage, but up close in melee fighting they are
vulnerable, and they have no class healing abilities.
• 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.
• 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.
Lore-master
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.
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
Share the Power Transfers a portion of the Lore-master's power to the target.
Here are some of the Class-specific Traits the Lore-master can obtain
while adventuring in Middle-earth.
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.
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.
Minstrel
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.
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.
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.
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.
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.
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.
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.
Traits
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
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
Bree-land
Ered Luin
Trollshaws
North Downs
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
• Common
• Race
• Class
• Legendary
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.
Fellowship Maneuvers
• You will only see the Fellowship Trait UI if at least one other active
fellowship member is nearby.
• 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.
• 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.
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.
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:
Red
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
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.
Some of the known Fellowship Traits (yeah, there’s plenty more than these):
Deception - Y+Y+Y
or
G+R+B+Y
or
R+G+Y+B
Misdirection - Y+Y
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:
• Double Yellow = a very powerful DoT, very useful for mobs with 1500+
health.
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.
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
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.
The following is a list of all the Virtues you can earn in Lord of the Rings through
various Deeds.
Virtue Bonuses
Virtue Bonuses
Mounts
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.
• 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.
When you exceed level 35, you will receive an in game notice to visit
Eogar at Hengstacer Farms, north of Bree.
You have to complete four quests before you can purchase your mount.
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.
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.
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.
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!
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.
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."
There are additional Fell Scrying Pools located in East Bree, Michel
Delving, and Thorin’s Gate.
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.
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.
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)
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.
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.
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)
The Spider-Weaver
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.
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.
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.
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.
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.
Destiny Points
Rank
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.
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
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.
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.
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.
Destiny Points
Enhanced XP
Run Speed
Recovery
Hope
Morale
Armor
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.
Terminology
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.
Vocations
Professions
Gathering Professions
Forester: One who gathers resources from the forest, such as collecting wood.
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.
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.
Choosing a Vocation
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:
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.
Leveling from 1 - 50
Now that you’ve selected a server, it’s time to play the game. And
everything revolves around leveling.
Elves
• Cellondim
• Duillond
• Gondoman
Dwarves
• Thorin's Gate
• Nogland
• Gondoman
Hobbits
• Michel Delving
• Hobbiton
• Overhill
• Brokenborings
Humans
• Archet
• Combe
• Staddle
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.
Levels 15 - 18
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).
• 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.
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.
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
You should finish Book 3 somewhere around here. Make sure you’re
saving up for our mount.
Level 35 - 41
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.
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.
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.
Turbine goes after gold buyers. Beware! You’re better making your own
than trying to cheat by buying gold.
Overview
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.
Auction House
You can access the global Action House through the Solicitor/Notary
(Auctioneer). Solicitors or Motaries can be found in the following locations:
• 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.
Gathering Professions
• 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.
• 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.
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.
• 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.
Good luck!
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.
APPENDIX
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.
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.
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.
Broken Urn – Scholar – Ruins – Buckland, Barrow Downs, Far Chetwood, Ost
Barandor, South Guard Ruins, South Barrows, Andrath Half-Orc ruins, Ered Luin
Dirty Bat Claw – Tailoring – Bree Lands, Erud Luin, Old Forest
Dirty Bat Claw- Metalsmithing - Bree Lands, Erud Luin, Old Forest
1 Cryptic Text
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1 Cracked Dwarf-carving
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2 Dunedain Scripts
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