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Unofficial Lord of the Rings Online Strategy Guide

Important

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The long version

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© Copyright www.killerguides.com 2008. All rights reserved. Lord of the Rings Online

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respective owners.

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Table of Contents

  1Owner

  3Important

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3The short version

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3The long version

  11Getting Started

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11General Links

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Official Sites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Maps

 . . . . . . . . . . . . . . . . . . . 12Fan Sites with Game Information

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12The Classes

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14Statistics

 . . . . . . . . . . . . . . . . . . . . . . . . . . . 15Primary Statistics

 . . . . . . . . . . . . . . . . . . . . 16Resists and Damage Mitigation

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16Effectiveness

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16The Races . . . . . . . . . . . . . . . . . . . . . . . 20Customizing the User Interface

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21Tips and Tricks

 . . . . . . . . . . . . . . . . . . . . . . . . 21Optimizing Game-Play

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22Communication

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23Pre-set Channels

 . . . . . . . . . . . . . . . . . . . . . . . . . . . 24Custom Channels

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24Example

  25Game-play

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25Armor and Weapons

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26Equipment Slots

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26Jewelry

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27Pocket

 . . . . . . . . . . . . . . . . . . . . . . . . . . 27Wooden Bead

 . . . . . . . . . . . . . . . . . . . . . . . . . . . 27Glass Marble

 . . . . . . . . . . . . . . . . . . . . . . . . . . 27Rescued Gem

 . . . . . . . . . . . . . . . . . . . . . . . 27Lucky Worm-tooth

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 . . . . . . . . . . . . . . . . . . . . . . . . . . 28Pouch of Seeds

 . . . . . . . . . . . . . . . . . . . . . . . 28Ancient Arrowhead

 . . . . . . . . . . . . . . . . . . . 28Phial of the Swirling Waters

 . . . . . . . . . . . . . . . . . . . . . . . . . . . 28Trade Secrets

 . . . . . . . . . . . . . . . . . . . . . . . . 29Pouch of Shire-dirt

 . . . . . . . . . . . . . . . . . . . . . . . 29Dragon-Tooth Shard

 . . . . . . . . . . . . . . . . . . . . . . . . . . . 29Jeweled Bell

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29General Armor

 . . . . . . . . . . . . . . . . . . . . . . . . 30More Information:

 . . . . . . . . . . . . . . . . . . . . . . 30Choosing the Best Weapon

 . . . . . . . . . . . . . . . . . . . . . . . . 31More Information

 . . . . . . . . . . . . . . . . . . . . . . . . . . . 32Weapon Bonuses

 . . . . . . . . . . . . . . . . . . . . . . . . . . . 32Moods: Hope and Dread

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33Destiny Points

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34Fellowships

 . . . . . . . . . . . . . . . . . . . . . . . . . . . 36Fellowship Maneuvers

  38Leveling Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38Starting Zones

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40Level 10 - 15

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41Level 15 - 23

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44Level 23 - 30

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46Levels 30 - 35

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48Levels 35-40

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49Levels 40 - 45

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50Levels 45 - 50 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52Levels 50 - 60

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52Eregion

 . . . . . . . . . . . . . . . . . . . . . . . . . . 54The Mines of Moria

  56Deeds and Traits

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58Virtue Traits

 . . . . . . . . . . . . . . . . . . . . . . . 59Primary Effect: Statistic Boost

 . . . . . . . . . . . . . . . . . . . 59Primary Effect: Resists and Mitigation

 . . . . . . . . . . . . . . . . . 60Primary Effect: Morale and Power Regen

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 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60Virtue Deeds by Trait

 . . . . . . . . . . . . . . . . . . . . . . . . . 62Additional References

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62Racial Deeds

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63Legendary Traits

  63Gold Gold Gold

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64Throwing Gold Away

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65Stay alive

 . . . . . . . . . . . . . . . . . . . . . . 65Don't repair all your armor

 . . . . . . . . . . . . . . 65Don't repair items for selling to merchants

 . . . . . . . . . . . . . . . . . . . . . . . 65Keep your inventory clear

 . . . . . . . . . . . . . . . . . . . . . . 66Don't tradeskill at low level

 . . . . . . . . . . . . . . . . . . . . 66Don't sell useful items to NPCs

 . . . . . . . . . . . . . . . . . . . . . . . . . . 67Don't buy upgrades

 . . . . . . . . . . . . . . . . . . . . . . . . . . 67Make a banking alt

 . . . . . . . . . . . . . . . . . . . . . . . . . 67Store your equipment

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68Make Money Fast

 . . . . . . . . . . . . . . . . . . . . . . . . . . . 68Make an Explorer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68Loot every kill

 . . . . . . . . . . . . . . . . . . . . . . . . . 68Sell your cash loot fast

 . . . . . . . . . . . . . . . . . . . . . 69Fight at the Humanoid camps

 . . . . . . . . . . . . . . . . . . . . . . . . . 69Watch the Developers

 . . . . . . . . . . . . . . . . . . . . . . . . 69Use the Auction House

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69Sell to Crafters

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70The Auction House

  71Questing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72Class Quests

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73Burglar

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73Level 15

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73Level 30

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73Level 45

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74Level 50

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74Captain

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74Level 15

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 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75Level 30

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75Level 45

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76Level 50

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76Champion

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76Level 15

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76Level 30

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76Level 45

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77Level 50

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77Guardian

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77Level 15

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78Level 30

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78Level 45

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78Level 50

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79Hunter

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79Level 15

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79Level 26

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79Level 30 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79Level 36

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80Level 45

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80Level 50

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80Loremaster

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81Level 15

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81Level 30

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82Level 45

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82Level 50 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82Minstrel

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83Level 15

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83Level 30

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83Level 45

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84Level 50

 . . . . . . . . . . . . . . . . . . . . . . . . 84Level 35 Getting Your Horse

 . . . . . . . . . . . . . . . . . . . . . . . . . 85Epic Book Walk-Throughs

  86Crafting

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 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87Crafting Guides

 . . . . . . . . . . . . . . . . . . . . . . . . 87Official Crafting Guide:

 . . . . . . . . . . . . . . . . . . . . . . . . 88Recommended Reading:

 . . . . . . . . . . . . . . . . . . . . . . . . . . . 88Useful Resources:

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88Crafting Guides:

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88Recipe Lists:

 . . . . . . . . . . . . . . . . . . . . . . . . . . . 89Component Lists:

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89Crafting Tools

  90Critical Success

  91Resources

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91Gathered Resources

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92Nodes

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94Harvesting Guide

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96Forester

 . . . . . . . . . . . . . . . . . . 96Tier 1: Apprentice 400 points

 . . . . . . . . . . . . . . . . . . . . . . . 96Tier 2: Journeyman

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97Tier 3: Expert . . . . . . . . . . . . . . . . . . . . . . . . . . 97Tier 4: Artisan

 . . . . . . . . . . . . . . . . . . . . . . . . . . 97Tier 5: Master

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98Prospector

 . . . . . . . . . . . . . . . . . 98Tier 1: Apprentice - 600 points.

 . . . . . . . . . . . . . . . . . 99Tier 2: Journeyman - 840 points

 . . . . . . . . . . . . . . . . . . . . 99Tier 3: Expert 1080 points

 . . . . . . . . . . . . . . . . . . . 100Tier 4: Artisan 1320 points

 . . . . . . . . . . . . . . . . . . . 100Tier 5: Master 1560 points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101Artifacts

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101Tier 1

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101Tier 2

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102Tier 3

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102Tier 4

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102Tier 5

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102Hides

 . . . . . . . . . . . . . . . . . . . . . . . . . . . 103Light Hides

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 . . . . . . . . . . . . . . . . . . . . . . . . . 103Medium Hides

 . . . . . . . . . . . . . . . . . . . . . . . . . . 103Sturdy Hides

 . . . . . . . . . . . . . . . . . . . . . . . . . . 103Pristine Hides

 . . . . . . . . . . . . . . . . . . . . . . . 104Exceptional Hides

  104Reputation

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105Rewards

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106Council of the North

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107The Eldgang

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107Elves of Rivendell

 . . . . . . . . . . . . . . . . . . . . . . . . 109Longbeard's of Thorin's Hall

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110Mathom Society

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112Men of Bree

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114Rangers of Esteldin

 . . . . . . . . . . . . . . . . . . . . . . . . . . 115Wardens of Annuminas

  116Conclusion

  117Appendix 1: Virtue Traits by Deed

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118Charity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118Compassion

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118Confidence

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118Determination

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119Discipline

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119Empathy

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119Fidelity

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120Fortitude

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120Honesty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120Honour

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121Idealism

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121Innocence

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121Justice

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122Loyalty

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122Mercy

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122Patience

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123Tolerance

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 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123Valour

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123Wisdom

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124Zeal

  124Appendix 2: Racial Deeds by Level

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124Level 13

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124Dwarf 

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125Elf 

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125Hobbit

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126Men

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127Level 19

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127Dwarf 

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127Elf 

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128Hobbit

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128Man

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129Level 25

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129Dwarf 

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129Elf  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130Hobbit

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130Man

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131Level 29

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131Dwarf 

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132Elf 

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132Hobbit

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133Man

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134Level 35 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134Dwarf 

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135Elf 

 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135Hobbit

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Getting Started

- General Links

- The Classes

- Statistics

- The Races

- Customizing the User Interface

- Tips and Tricks

- Communication

General Links

- Official Sites

- Maps

- Fan Sites with Game Information

Official Sites

Main site: http://www.lotro.com/ 

US forums: http://forums.lotro.com/ 

EU forums: http://community.codemasters.com/fo rum/forumdisplay.php?f=417

The Manual: www.lotroeurope.com/PDF/LOTRO_Manual_English.pdf 

Official Lorebook: http://lorebook.lotro.com/wiki/Lore book_home

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Maps

MEHQ Dynamic maps: http://mehq.net/dynmap/index.php

Stable Routes: http://lotro.mmorpgedge.com/article

s/77/1/HorseStable-Routes/Page1.htm l

Brasse Hand-drawn maps including sub-zones: http://www.thebrasse.com/maps/LOTRO

Google map: http://www.arda-online.com/map/inde x.php

Fan Sites with Game Information

Allakhazam: http://lotro.allakhazam.com/ 

LOTRO Wikia: http://lotro.wikia.com/ 

MMODB: http://lotro.mmodb.com/ 

LOTRO Quests: http://lotroquests.com/ 

LOTRO Wiki: http://lotro-wiki.com/index.php/Mai n_Page

The Classes

Burglars (Man, Hobbit) are the equivalent of the dual-wielding rogue from other games

and almost as commonly misspelled. Burglars can be played solo with swift strikes against

unobservant NPCs on their own although they do not do well in a toe-to-toe battle and may

struggle with multiple NPCs at once. The ability to "trip" or stun allows for effective solo

play, while in a group Burglars are most prized for their debuffs and damage from behind

the mob. Burglars also have the additional skill of opening Fellowship maneuvers.

Official Game Entry: http://lorebook.lotro.com/wiki/Clas s:Burglar

Detailed Guide: http://lotro- wiki.com/index.php/Game_Guide:Burglar

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Treasure Chest of Burglar Posts: http://forums.lotro.com/showthread. php?t=76145

Captains (Man) are a buffing class and are unique in terms of reactive attacks/buffs

which are based on occurrences within the battle, for example a critical hit or the death of a

foe. Captains also get a "combat pet" that carries banners which buff the fellowship. A

captain who knows what he can react to and and pays attention in battle makes for a very

effective character both solo and in groups.

Official Game Entry: http://lorebook.lotro.com/wiki/Clas s:Captain

Detailed Guide: http://forums.lotro.com/showthread. php?t=39046

Champions (Man, Elves, Dwarves) are often cited as the most powerful solo class

owing to their high DPS and ability to shift between offensive and defensive set-ups.

Champions collect fervor by using specific attacks to open up further attacks which use up

the fervor. The skill in playing a champion lies in understanding the best order for his

attacks to maximize damage without losing too much defense.

Official Game Entry: http://lorebook.lotro.com/wiki/Clas s:Champion

Detailed Guide: http://lotro.mmodb.com/guides/champ ions---the-ins-and-outs-5.php

Guardians (all races) are the archetypal tank, a defensive class able to take the hits andtaunt the NPCs into focusing on them. Guardians have advanced skills based on successful

blocks and parries, so they are dependent on being the target of the mob (having aggro).

These skills can increase the damage or the defense of the guardian.

Official Game Entry: http://lorebook.lotro.com/wiki/Clas s:Guardian

Detailed Guide: http://forums.lotro.com/showthread. php?t=44575

Hunters (all races) are ranged DPS, able to do heavy damage from a distance but weak 

in close combat. Solo play with a hunter is reliant on traps which hold the mob intoposition and snare to slow the movement speed. Hunters do the most damage with focus,

which increases with every shot that the hunter remains in the same position. Focus opens

up high-damage ranged strikes for additional damage.

Official Game Entry: http://lorebook.lotro.com/wiki/Clas s:Hunter

Detailed guide: http://lotrovault.ign.com/View.php? view=Guides.Detail and id=28

with Book 10 changes detailed here: http://lotro.tentonhammer.com/index

.php?module=ContentExpress and func =display and ceid=304

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Avavorn's Bow Guide for Hunters: http://forums.lotro.com/showthread. php?t=32141

Loremasters (Man, Elves) are a pet class who are popular in a support role based on

their crowd control and ability to transfer Morale and Power. The combination of pets,

crowd control and damage over time make this a viable solo class although it requires

more concentration than most. Loremasters can be complicated and are not recommended

for inexperienced players but can be an incredibly powerful class both solo and in a group.

Official Game Entry: http://lorebook.lotro.com/wiki/Clas s:Lore-master

Guide for 1 - 25: http://forums.lotro.com/showthread. php?t=67271

Minstrels (all races) are the primary healers of the game which makes this a good class

to play if you want to be sought after for groups. Their damage-causing buffs and the high

damage shouts keeps them a viable solo class although fights can take much longer than

most other classes. The Minstrel's specialty is sequenced songs: singing a ballad

successfully opens up the second tier ballads, which in turn open third tier ballads, and so

on.

Official Game Entry: http://lorebook.lotro.com/wiki/Clas s:Minstrel

Detailed Guide: http://forums.lotro.com/showthread. php?t=60888

Book 11 updates and new skills: http://lotrovault.ign.com/View.php?

view=Expansions.Detail and id=84

Statistics

The names of the statistics are not quite the same as in other MMORPGs but the set up is

very similar. Armor, weapons, traits and buffs (from a player or from an item such as food)

all can affect your characters statistics both at a basic level (primary statistics) and a

secondary level, enhancing statistics that are determined by your primary statistics, such as

your chance to evade.

You can see details in game by mousing over the stats on your character journal (C) to

see what effect they have.

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Primary Statistics

Morale is your hit-points/health and is affected by Vitality.

Power is used up by combat skills and spells and is affected by your Will and Fate.

Might increases your ability to block incoming attacks (with a shield or parry) and

increases your melee weapon damage. It also increases your ability to mitigate standard

damage.

Agility increases your ability to evade and parry and increases your ranged weapondamage.

Vitality increases your total morale and your out-of-combat morale regeneration rate as

well as reducing damage from non-weapon sources.

Will increases your power and your out-of-combat power regeneration rate.

Fate defines your in-combat regeneration rate for both Morale and Power and increases

your chance of critical hits with healing and non-direct damage skills.

Critical is your percentage chance to execute a critical hit, that is, a lucky attack thatdoes exceptionally high damage .

http://forums.lotro.com/showthread. php?t=60991 has extensive testing done by a

Burglar showing that Agility can have more impact than Might for increasing DPS.

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Resists and Damage Mitigation

Damage comes in three types: Fire, Common, and Shadow, and you have specific resist

rates to reduce the damage taken from these types.Block, Evade and Parry are your

percentage chance to block, evade or parry an attack. Effects (which cause reactions or

damage over time) are Fear, Wound, Disease and Poison. The percentage on the character

sheet is your chance to resist those effects. Shadow mitigation is highly prized for fighting

in Angmar and for PvMP (Player vs Monster Play). For other PvE (Player vs Environment)

locations you should consider the primary foes which you will be fighting (for examplesspiders using poison or bears using wound) and look to enhance your resists appropriately.

Effectiveness

The final two numbers are your effectiveness in melee and ranged combat which are

affected by your gear and Might and Agility, respectively.

The Races

Each race has specific stat modifiers which may well affect your character: your chosen

class and play style should be taken into account when choosing your race. A Guardian

gains much in the way of general mitigation and increased melee damage by choosing to

be a Dwarf but as a Hobbit he would deal better with magic and shadow damage with a

bonus to ranged damage.

Dwarves have increased ability to:

- block 

- mitigate general damage and specifically "non-weapon" damage

- deal damage with a weapon

- regenerate morale and power both in combat and out

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- However, they will tend to miss more often and suffer a decrease in the ability to

- evade and parry

- do damage with ranged weapons

- regenerate power and morale in combat owing to decreased fate (which may cancel out

the racial benefits gained

for regeneration in combat)

Racial Traits:

- Fateful Dwarf - Fate increased by 20

- Return to Thorin's Gate - Fast travel / port to racial location

- Hunker Down - reduces incoming damage for a short time

- Head-butt - short ranged attack 

- Guile and Might Bonus - damage of red and yellow conjunctions increased by 5%

- Dwarf Axe-damage Bonus - one-handed and two-handed axe damage increased by 2%

- Dwarf-endurance - ability to increase the fellowship's vitality

- Shield Brawler - chance to block increased by 2%

Elves gain an increase in their ability to

- evade and parry

- deal damage with ranged weapon

- strike (fewer misses)

- resist disease and poison

They suffer a decrease in their maximum morale as well as their ability to

- regenerate power in combat

- regenerate morale in and out of combat

They also have less overall morale.

Elven racial traits:

- Sylvan Shadows - stealth

- Tactics and Conviction Bonus - blue/green conjunction choices increased by 5%

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- Elf Bow-damage Bonus - bow Damage increased by 2%

- Friend of Man - Fate increased by 20

- Return to Rivendell - Fast travel / port to racial location

- Eldar's Grace - ability which increases chance to parry by 75% for a short time

- Elf One-handed Sword Damage Bonus - one-handed sword damage increased by 2%

- Power of the Eldar - ability which increases your fellowship's power

Hobbits have increased maximum morale as well as their ability to

- regenerate Morale out of combat

- mitigate damage from non-weapon sources

- mitigate Shadow damage

- resist fear

Hobbits will tend to miss more often and have a decrease in their ability to

- block incoming attacks with a shield

- parry

- do damage with a ranged weapon

Hobbit Racial Traits:

- Hobbit-stature - Might increased by 20

- Return to Michel Delving - Fast travel / port to racial location

- Hobbit-stealth - stealth

- Hobbit-silence - feign death- Stoop for a Stone - short ranged attack 

- Guile and Conviction Bonus - Conjunction Damage from Guile and Morale Healing

increased by 5%

- Hobbit Club-damage Bonus - one-hand and two-hand club damage increased by 2%

- Hobbit-resilience - ability which increases your fellowships hope

Man has increases in the ability to

- regenerate power and morale in combat

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- block with a shield

- parry

- do damage with weapons

- mitigate damage

- receive heals (increases amount of Morale gained from heals)

Men have a decrease in their maximum Power and their ability to regenerate Power out

of combat

Man Racial Traits:

- Man of the Fourth Age - increases Will by 20

- Return to Bree - Fast travel / port to racial location

- Duty-bound - ability which increases your fellowships Morale

- Upper-cut - short distance melee attack 

- Tactics and Might Bonus - ability which increases Conjunction healing and

Conjunction damage by 5%

- Man Sword-damage Bonus - one-handed and two-handed sword damage increased by

2%

- Balance of Man - chance to evade, parry and block increased by 1%

- Strength of Morale - ability which restores Morale

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Customizing the User Interface

You can increase your playing ability by customizing the User Interface (UI) at the

options level. An overview of the UI and the options menu is at

http://lotrovault.ign.com/View.php? view=Guides.Detail and id=13

Use Shift-Ctrl-/ (or Ctrl-# on some keyboards) to show all the game windows so you can

move the informational windows to where you would expect to find them.

Create a new tab on your chat window and then drag it to create a new chat window.Right-click on the tab of the new window and tick the channels most important to you. A

good combination is IMs (also known as tells or whispers), Fellowship chat and Kinship

chat. This means important information isn't spammed away by the open chat channels.

You may also wish to change the opacity to make it easier to read. Note that opacity

changes affect all windows.

Right-click on your compass to customize the view to reduce the number of items

shown, based on your specific interests. If you aren't crafting, you don't need to see where

the forges are. Don't forget that you've done this as the items you are looking for will

change over time! If you are not sure what something is, leave it on.

Under options (Control-O by default) you'll find the UI settings option that will allow

you to add and remove windows.

You can also set your skill queue to show when your skills are ready for use in combat.

This appears as an hour-glass icon and so you get immediate feedback if you have aggro.

Show Dispellable effects (in Options - Social Options, Group Effect Options)

This will show effects in the group vitals window so you can see effects which could be

cured.

The ability to customize the Key Mapping can make you feel more at home if you are

used to other systems from previous games.

You can also "skin" the UI by installing interfaces (modifications) made by other users,

such as those at http://lotrointerface.com/ but remember that these are not official and you

will have to take the time to keep them up-to-date. This guide assumes the default skin.

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http://www.lotrointerface.com/index .php?p=ui_skinning_1 is a tutorial explaining how

to create your own skins if you are so inclined.

Tips and Tricks

- Optimizing Game-Play

Optimizing Game-Play

BACKSPACE to target nearest NPC

Tab will choose the closest NPC to your current target, Backspace chooses the one

nearest to you, which reduces the chance of a mis-targeting in an encounter with multiple

foes.

DELETE to target nearest object

Stand facing the goblin camp and find out quickly (and safely) if there is a chest. Also

useful for spotting resource nodes. Type /follow to walk up to it.

ALT-F10 for lantern light around your character

Much better than fiddling with the gamma! Unfortunately this only works in 3rd person

mode.

SHIFT-CLICK to buy a stack 

Much simpler than clicking 'buy' over and over again, just be sure you don't get the

wrong thing!

SHIFT-RIGHT CLICK to auto-loot

Much quicker way to clear corpses and useful for harvesting. Loot everything in a single

click without having to confirm.

 /alias ;myloc /tell ;loc

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For example, Faymar has an alias that says

 /alias ;myloc /tell Faymar ;loc

now when Faymar types ";myloc" it will send her a tell with her current location so that

she doesn't spam other channels.

 /alias shortcut ;myloc 48 Makes a hotkey for your ;myloc alias and puts it into the final

hotkey on your shift bar (that is, shift=). From there, you can pick it up and drop it into

whatever slot you want. Leave the final slot on the shift set available. That way you can

always create shortcuts into 48 rather than working out the correct number. It's much easier

to simply drag the hot-key from there and drop it into the slot where you want it rather thanwork out which number you need.

A full explanation of aliases and quick slot shortcuts can be found here:

http://lotro.warcry.com/content/gui des/alias_macros

Communication

Communication is based on speaking to people in different channels. It is worth knowing

the different channels available so that you can speak directly to interested parties when

you have a message to get across.

You can check what chat channels you are currently in by typing /listchannels

You can change the default chat output by clicking on the chat bubble icon beside the

output name. The standard set-up retains the last channel you spoke in as your default

channel. Right-clicking on the chat window tab allows you to filter out any or all of thesechannels. You can make a separate tab for open channels so that they are out of the way of 

your direct conversations and tells.

If you wish to record chat you can right-click a window where you will find the option

Chat Logging. You can start logging to record chat from that point onwards. Choose stop

logging to stop recording. If you wish to capture text currently in the chat window, choose

capture chat.

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Pre-set Channels

Spatial chat is in your direct vicinity, that is only people who are stood close to you in

the game can see the chat. There are two spatial commands:

 /say

 /emote

A description of the preset emote system can be found here:

http://www.lotro.com/article/321

The open chat channels are regional: anyone can speak but only those in your area (and

thus the area's general level range) will be in the same channel as you are. As you change

regions you will see the new region channels as you join them.

The open channels are:

 /ooc (out of character chat)

 /rpc (roleplay chat)

 /L (Looking for Fellowship ... note that /lff will toggle your status, not speak to the

channel)

 /Regional

 /Trade (for advertising goods or looking for the services of another player)

 /Advice (lots of helpful people who are happy to give advice if you ask sensible

questions) Limited channels that are joined automatically and not based on region are:

 /fellowship (speak to your fellowship, only available if you are in a fellowship)

 /ra (speak to all the groups in your raid, only available if you are in a raid)

 /kinship (speak to your Kinship (guild), only available to kinship members)

 /officers (speak to all officers in your kinship, only available to officers of the kinship)

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Custom Channels

To create or join a custom channel you simply type the name and optionally, if you wish

it to be password protected, a password.

 /joinchannel [password]

To leave a chat channel, you simply type

 /leavechannel

Custom channels are assigned a number when you join them. To speak on the channel,

you can write out the channel name by typing

 /usechat text

or simply use the assigned chat room number:

 /1 text

Example

Aewyn has read on the forums that there is a chat channel on her server for metalsmiths

called heavymetal. There is no password. To join the chat channel, she types

 /joinchannel heavymetal

The channel is assigned number one. To say hello to the people in the chat channel, she

can use any of the following:

 /userchat heavymetal hello

 /userchat 1 hello

 /1 hello

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Game-play

Lord of the Rings Online has focused

on offering a great and varied game-play

to allow for multiple playing styles. Not

everything in Middle Earth is focused on

gaining levels, although many seemingly

sideline aspects of the game will make it

easier to advance in the long run. Theinformation in this section is focused on

helping players gain a better

understanding of the underlying

mechanisms that will enhance a

character's ability to succeed.

Armor and Weapons

Once you have reached level 10, you

should consider optimizing your armor

and weapons. The best gear at low level

will generally be quested but upgrading

low-end items and filling blank slots

with gear made by crafters is a good

method to gain a quick jump in ability.

The most cost-effective way of getting

crafted armor is to advertise your

requirements on the trade channel

(/trade) and offer to supply the required

goods. The price can often be much

cheaper than buying finished goods on

the Auction House as the crafter is

making it to order and so there is no

investment risk on his part.If you can farm the resources yourself 

then you can save even more money and

in the case of pelts you can often tie it in

with finishing virtue deeds (locational

quests found in your deed book. See

"Deeds and Traits" for more information.

It's worth noting that you can change

vocations although you will start your new

professions from scratch. However, it is

possible to take explorer to gather ore and

lumber and later drop those professions to

take on a crafting skill such as cook,

 jeweler or tailor. This is a good way of 

funding your later crafting.

You will not find it cost effective to

level up a tradeskill simply to make your

own armor or weapons at low level.

Purchasing the items you need from the

Auction House is cheaper although

obviously you may gain a certain

satisfaction from making things yourself.

One way to get a view of the different

pieces of equipment is to take a look at

other people posting their equipment on

the forums or on websites like

http://www.ratemybuild.com/games/lo tro/ 

where you can limit by class and level to

see what other people in your level range

have listed.

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Equipment Slots

Equipment slots are:

- Left Earring

- Right Earring

- Shoulder

- Left Bracelet

- Right Bracelet

- Chest

- Left Ring

- Right Ring

- Pocket

- Feet

- Primary Weapon

- Secondary Weapon/Shield

- Ranged Weapon

- Craft Tool

- Legs

- Back 

- Necklace

- Head

Jewelry

Crafted jewelry has been revamped and

is as good as and sometimes better than

dropped items and generally easier to

come by. In the first instance, you should

look at standard crafted jewelry and

upgrade any items that aren't up to scratch

as soon as possible. If you can, get

multiple sets of the components and speak 

to a jeweler about making the items for

you so that you have a chance at a critical

success.

Etched items offer serious enhancements

to your primary statistics, culminating in

the Etched Beryl set at level 48. Etched

 jewelry is the result of a critical success on

an Engraved gem recipe. These are one-off 

recipes and require a shard. Shards drop

from named mobs in the appropriate tier.

These are not trivial to attain: you will

need multiple shards per combine and

copies of the recipe (they are one-off use)

in order to increase your chances of a

critical success to receive the etched

version of the jewelry.

Keep an eye on new releases where

higher end jewelry is expected to appear as

quest rewards and as drops, especially in

new fellowship instances.

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Pocket

There are no crafted baubles for the

pocket slot. There are a number of 

dropped and quested pocket items, these

are just a few of the most popular, listed

in order of level required to equip or to

gain the quest/kill the mobs.

Wooden Bead

+2 Agility, +9 Fate

This bauble has a minimum level of 15

and is a rare drop from humanoid mobs

around that level. It's been seen to drop

from orcs in the north of Bree-land

directly before the entrance Trestlebridge

and wights in the South Barrow Downs.

Glass Marble

+4 Will, +1% Evade Chance

Unlike most baubles, the Glass Marble

is not bind on acquire, so can be bought

at the Auction House. It has a minimum

level of 27.

Rescued Gem

+12 Agility, +12 Might, +37 Morale,

Reflects a portion of damage back to the

attacker

This is given as a reward for for the

level 43 quest The Goblin's Treasure in

Lehma-koti, Angmar. Aslak will ask you

to collect gems from the Goblins in RamDuath. The goblin chests are located in the

fort located near 0.5S, 35.2W. There is a

full walk-through at:

http://www.lotroquests.com/The-Gobl

in-s-Treasure-Level-43-58.html

Lucky Worm-tooth

+24 Fate, +1% Evade Chance, +26

Morale Max, +3.8 non-Combat Power

Regeneration

The Lucky Worm-tooth has a minimum

level of 43 and drops from the final boss in

the Fornost instance.

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Pouch of Seeds

+14 Might, +14 Agility, +14 Vitality

This has a minimum level of 45 to

equip and can drop from any of the

bosses in Haudh Iarchith, the low 40s

Reputation Instance in Bree-Land.

You can get the details of Haugh

Iarchith here:http://lotro.mmodb.com/zones/haudh-

iarchith-673.php

Ancient Arrowhead

+15 Might, +15 Agility, +1% Evade

Chance -1.0% Ranged Vulnerability

Selectable reward from the level 49

fellowship quest Skinning the Beasts in

Angmar. Speak to Thorth who will give

you a quest to kill Wargs and the Warg

leader in Urugarth for their hides.

There is a full quest write-up here:

http://www.lotroquests.com/Skinning-The-Beasts-Level-49-85.html

Phial of the Swirling Waters

+30 Fate, +1.5% Melee Vulnerability,

+90 Morale Max

This is given as a reward in the Epic

Book Eight, Chapter 5 quest which takes

place in Angmar. You will need a

fellowship and to have done all of the

prerequisite Epic Book quests. You cansee details of the Book Eight

quest line starting here:

http://lotro.allakhazam.com/db/ques

t.html?lotrquest=1138

Trade Secrets

+30 Fate, +2 Stealth

This is given as a selectable reward in

the Epic Book Ten, Chapter 9 quest which

takes place in Evendim. You will need a

fellowship and to have done all the

prerequisite Epic Book quests. You can

see details of the Book Ten quest line

starting here:

http://lotro.allakhazam.com/db/ques

t.html?lotrquest=1266

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Pouch of Shire-dirt

+15 Fate, +3.0% Disease Resistance,

+3% Fear Resistance, +3% Poison

Resistance, +3% Wound Resistance

This bauble is a selectable reward for

the Epic Book Ten, Chapter 14 quest

which takes place in Evendim. You will

need a fellowship and to have done allthe prerequisite Epic Book quests. You

can see details of the Book Ten quest line

starting here:

http://lotro.allakhazam.com/db/ques

t.html?lotrquest=1266

Dragon-Tooth Shard

10% bonus to all damage dealt (10

minutes with 30 minute cool-down), +45

Power, +15 Agility, +15 Might, +45

Morale

This item is a reward from the level 50

Raid quest Reclaiming Eregion's Gift in

the Helegrod instance.

Jeweled Bell

1% Block, 1% Parry, 3% Fear

Resistance, 3% Disease Resistance, +45

Morale, +8 Vitality, +8 Might

From a chest in the Rift raid zone at the

6th Boss.

General Armor

There is a great variety of armor

available in the game, quested, dropped

and crafted. Be sure to watch your traits

and passive skills as many classes get

upgrades to the type of armor they can

wear (from light to medium, for example)

as they progress. At lower levels you will

progress so quickly and receive upgrades

so regularly, it is generally not worth

investing a lot of time and money in your

armor. After level 30 you should start

considering upgrading items where you

have not received recent dropped or

quested upgrades. As a starting point,consider standard crafted armor for your

level and replace lower quality items as a

matter of urgency. Watch the Auction

House for cyan items in your level range

which are of the highest quality. Make

friends with a crafter who can tell you

what is needed for a critical success for

your armor and allow for multiple

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attempts at each slot to increase your

chances. Join fellowships to do the EpicBook quests for some of the best quested

armor rewards in the game.

More Information:

Heavy Equipment (aimed at

Guardians):http://forums.lotro.com/showpost.ph

p?p=686999 and postcount=68

Best of the Best Burglar Gear:

http://forums.lotro.com/showthread.

php?t=85485

Loremaster Gear by Level and Zone:

http://forums.lotro.com/showthread.

php?t=70727

Choosing the Best Weapon

Your weapon choice will be

determined to an extent by your class but

every class has a choice of differentweapons. Many players use a single

statistic which can be used to make a

quick decision: the higher the DPS

(damage per second) shown on the

weapon, the better. Although this is a

basic indicator, do not simply rely on this

figure for your weapon choice as speed

may not be that important to you.

Speed determines the rate of your

auto-attacks; but the majority of yourdamage will come from your special

attacks which are not affected by speed.

Damage range and power usage must be

taken into consideration to get the most

out of your skills. In many circumstances,

a slower weapon with higher average

damage may suit you better than a faster

weapon, even though the indicated DPS is

the same or lower.

Most special attacks are based on

average damage. When you examine a

weapon, you see the damage range which

you need to work out the average damage

for the weapon. A fast weapon may have a

higher DPS rating but a lower average

damage and thus your overall auto-attack 

damage will be higher but the damage

from your skills will be lower. A slower

weapon with a higher average damage

rating will do more damage per special

attack, even though the DPS indicated

might be lower.

Critical damage and specific weapon

skills (cited as based on "max damage" in

their description) use the maximum

damage value rather than the average

damage. Again, the faster weapons may

have a higher indicated DPS but the

weapon with the highest max damage

figure will generate the most damage for

critical hits.

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Dual-wielders need to consider the

minimum and maximum damage figureseven more closely, as the main hand

weapon damage is determined by its

maximum damage, while the off-hand

weapon damage is determined by its

minimum damage.

If you are fighting single mobs with

high hit points, then you need to consider

power usage and damage per battle ratherthan per second. A slow weapon with a

high damage range yields high damage

and low power usage over a long fight.

This can be far more efficient as you

conserve power.

On the other hand, if you are fighting

lots of easy mobs, you should consider a

faster weapon or dual-wield if that is anoption for your class. Faster weapons

allow for more rapid auto-attacks and

thus your specials queue for less time:

this may be critical for dual-wielders and

for tanks trying to gain threat against the

group.

Damage type may be the deciding

factor if you are fighting a specific foe.

If the majority of your damage is not

melee, then you should consider the

statistics and hit effects that will support

your class rather than focus on the

damage done directly with the weapon.

You can increase your weapon damage

through virtue traits, focusing on Agility

(Determination and Tolerance) and Might

(Discipline and Fortitude). See the sectionon Deeds and Traits for more information.

More Information

There is a full discussion of the factors

to take into account when choosing your

weapon athttp://lorebook.lotro.com/wiki/Mech

anics:Relative_Weapon_Damage_Factor s

Dual-wielding classes will also be

interested in the breakdowns at

http://lorebook.lotro.com/wiki/Mech

anics:Dual-Wielding

Hunters should also take a look at

Avavorn's Bow Guide for Hunters at

http://forums.lotro.com/showthread.

php?t=32141

Burglars should have a look at the Best

of the Best Burglar Gear discussion at

http://forums.lotro.com/showthread.

php?t=85485

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Weapon Bonuses

One-Handed Axes

- -1% hit chance, reduces target armor

value

Two-Handed Axes

- -2% hit chance, reduces target armor

value

Bows

- +1% critical hit chance with

auto-attacks

Two-Handed Clubs

- small chance to stun

Crossbows

- +1% critical hit chance with

auto-attacks, -2% parry chance

Daggers (One-Handed only)

- +1% critical hit chance with

auto-attacks

Halberds (Two-Handed only)

- greater threat during combat

One-Handed Hammers

- small chance to stun

Two-Handed Hammers

- small chance to stun

Spears (One-Handed only)

- adds damage over time

One-Handed Swords

- +1% hit chance

Two-Handed Swords

- +2% hit chance

Moods: Hope and Dread

Your character is affected by your mood

which can be either hopeful or dreadful.

Your goal is to keep your hope as high as

possible.

Hope increases your morale and morale

buffs, increases the strength of morale

increases (increase the morale gained from

morale boosts, in other words, heals heal

for more) decreases the damage taken and

decreases your chance to miss.

Dread reduces morale, reduces the

strength of morale increases (heals),

increases the amount of damage taken and

increases your chance to miss. If you are

under the influence of dread you have a

chance of being "seized with fear" and

unable to attack.

Passive mood is based on your location,

so for example you will find that your

hope increases as you enter the Shire or

Rivendell while your dread increases in

locations such as Angmar, Shelob's Cave

and Mordor . You will only be in range of 

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one passive mood modifier at any point.

Active mood is caused by proximity toan "active mood source" such as an NPC.

Hopeful NPCs include Galadriel,

Gandalf, Legolas, Elrond and Tom

Bombadil. Dreadful NPCs include the

Witch-king, the Balrog and Frodo when

he is bearing the ring. Active moods

stack with passive moods but not with

each other.

You can increase your hope through

special items and by spending destiny

points for a temporary perk. After level

35, Hobbits can earn a race trait

(Hobbit-resilience) which can raise the

hope of the Hobbit's fellowship. This

trait is gained by doing Enmity of the

Spiders III.

Destiny Points

After level 10 you will start to earn

Destiny Points. A window will appear on

your lower right screen showing your

total and giving you the option to spend

them. If you have closed this window,

you can open it by clicking on the

crescent symbol on the mini-map.

Destiny points can also be earned and

used in monster play (they are the

primary means of upgrades for your

monster character). Destiny points are per

account in a single pool, so points earnedon any character can be spent on any

character.

Recommendation: Use your Destiny

Points on Enhanced Experience. Within

the normal game, the Destiny Points can

be spent for temporary enhancements (run

speed, health, etc) which can help get you

through a quest or a battle that you arehaving difficulty with, but by far the most

sensible usage is to spend the points to

keep your Enhanced Experience topped

up. Leveling up quickly generally means

that you will not rest enough to keep the

Enhanced Experience going, as it is

capped to one level. When you are in a

rested state, you receive double the normal

experience for each kill. For 250 destiny

points, you can purchase a chunk of 

Enhanced Experience which you can then

continue to use to gain more experience

per kill. Note that Enhanced Experience

does not affect quest experience.

A list of the different perks you can gain

on your characters can be found here:

http://www.lotrolife.com/destiny_po ints/ 

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Fellowships

It is not always the best option to join a

fellowship (commonly referred to as a

group) but the game has been designed to

try to encourage people to use

fellowships as much as possible. The

more people that are in your fellowship,

the higher the bonus is per kill. If youcan increase the number of kills along

with the number of people in your

fellowship, you can greatly increase your

experience gain.

A fellowship divides the experience

from an encounter and distributes it to

the members of the fellowship in range

(whether or not they do any damage)with a fellowship bonus. The bonus is

based on the number of people in the

fellowship.

2 members = 20% bonus

3 members = 44% bonus

4 members = 73% bonus

5 members = 107% bonus

6 members = 149% bonus

The level spread of the fellowship does

not affect the amount of experience

gained if the mobs are within range of 

every member of the fellowship (from

green to orange).

There is an experience penalty only if 

the foes are out of range to members of thefellowship. Fellowship members do not

get kill experience for foes that are purple

(too high) or gray (too low) for them. In

addition, if the foes are gray to a higher

level character in the fellowship, every

other member of the fellowship with

receive only 66% of his fellowship

experience reward. The high level player

gains no experience.

Other than that, the levels of the people

in the fellowship do not affect the

fellowship experience of the individual

players. Each experience pool is generated

separately per fellowship member, based

on the solo experience he would gain from

that encounter. This is shown more clearly

in the example below.

If you are killing a number of experience

mobs (that is, not gray) for a deed or a

quest and you find others there killing the

same mobs within a relatively small range,

you can increase your experience simply

by forming a fellowship and continuing to

kill the mobs solo. As long as the mobs are

within the level range of all members (that

is, neither gray nor purple/red) then there

is no experience penalty. Even if the mobs

are gray to some members, the other lower

level members only receive a small

penalty.

Note that if someone who is not in a

fellowship with you contributes to the

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fight (that is, heals you or damages your

foe from the outside), the totalexperience is still divided but now

without a fellowship bonus. For example,

if a wild boar was worth 100 experience

points to you when solo, you would only

gain 50 experience points if a stranger

shot an arrow into it (with the other half 

of the experience being thrown away).

For killing lots of solo mobs, forming afellowship with other people in the area

can seriously enhance your experience

assuming that the players working

together are killing foes at a faster rate

than solo. As an example, killing boars

solo at a rate of 100 exp per kill may be a

slow process. If in a fellowship of 6, if 

you can kill 6 boars in the time it took 

you to kill one solo, you will receive 249

points of experience (1494/6) in the same

amount of time as you would have

received 100 points solo. Slightly more

realistically, if 6 of you group together

and kill 3 boars in the time it would have

taken you to kill one, you'd receive 124

points of experience (747/6). However,

you do need to stay within a fairly tight

range of each other so that everyone is

gaining experience for every kill ... just

under twice the radius of the mini-map.

Example:

Aikel is a level ten Hunter and is

killing even cons wild boars which give

him 100 points of experience per kill. He

forms a fellowship with Dalir, a level

twelve Guardian. Now that sameencounter is worth 120 experience points

to Aikel (two person fellowship bonus of 

20%) and Aikel receives 60 points, his

half. Because Dalir is higher level, each

boar was only 60 points of solo experience

to him. In the two-man fellowship, the

boar is worth 72 points to Dalir and Dalir

receives his half which is 37 points. The

"total experience" per encounter is

generated by player plus fellowship bonus

and then divided by the number of people

that took part in the encounter. It does not

take the level spread into account as long

as the encounters are in range of all the

members.

If Aikel ends up in a full fellowship (6

players) of people his level, then the boar

is worth 249 total experience to Aikel and

his share is 41. However, let's say one

person leaves and Boroman, a level 30

Loremaster joins and the boars are gray to

him. Boroman is in the same state as

before and receives no experience for the

kills. Aikel now receives the 66% penalty

and his share per boar will drop from 41 to

28. However, Boroman can kill boars very

quickly and the fellowship is now killing 4

boars a minute, whereas solo, Aikel was

only killing one boar a minute. So Aikel,

despite the experience penalty, is getting

110 points of experience per minute

instead of 100. The faster the fellowship

can kill, the better off Aikel is, even if 

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some of the members are higher level.

Fellowship Maneuvers

Fellowship maneuvers become

available at level 12 for people in a

fellowship. Maneuvers are randomly

triggered whenever a fellowship is

fighting an elite enemy and specific

classes have the option of starting a

fellowship maneuver (Burglars,

Guardians). Triggering a fellowship

maneuver gives the message "Player has

broken the defenses of " and will pop up

a "maneuver wheel" for all fellowship

members. The wheel has four colors:

- Red (direct damage)

- Yellow (damage over time)

- Green (restores morale)

- Blue (restores power)

If you see a bullseye instead of the

wheel, it means that you are on the

wrong target for the maneuver and will

need to target the correct NPC,

specifically an issue for healers.

Generally, red and yellow require you to

be in melee range, unless you see an

arrow through them which means you

may use them at range (Hunters).

Each member has a brief period of time

in which to select a color. A member willhave his color added to the queue as soon

as he completes his other skills so if you

are first in a planned sequence, you may

need to cancel your skills (jump or move)

in order to contribute quickly. You will

then add your color to the queue and

freeze position until the maneuver is

complete. If you move during this time, it

will cancel your contribution to the queue.

You can see the maneuver queue at the top

of your screen which will show you what

your fellowship members have done. You

can also look at the members themselves,

they will be frozen in the maneuver

position with the color they chose over

their heads.

A general rule of thumb is to choose

"red" for Ent's Strength (direct damage) or

"green" for Rallying Cry (increases

Morale) if you don't have a specific

strategy in the fellowship; however you

can use maneuvers to much greater effect

if the fellowship works well together.

Most important is that every member of 

the fellowship react to the fellowship

maneuver as your effects become greater

as the number of "colors" are added: the

more people contribute, the larger the

effect.

Reacting to other people's maneuvers

takes practice. Every member of the

fellowship will see a temporary maneuver

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wheel with four colored circles and needs

to know how to react to it. You will alsosee what other colors have been selected

by your fellowship members (by default

at the right of your screen). The

maneuver itself is defined by the colors

chosen and the order in which they

occur. There are two types of patterns:

matches and straights.

Matching colors give a "flush" andoffers a powerful version of that color.

Especially in a small fellowship, the

simple option is to choose a single color

(often red for direct damage) and gain a

simple effect. A flush can consist of two,

three or four matches.

In larger groups, Pairs (two matches)

and Full House (a match of three and amatch of two) are available but note

these must be done with the matches

together unless there is a straight. For

example, in a four-person maneuver:

- Red Red Green Green is a Pair that

gives Ent's Heart (direct damage to the

target and a heal over time upon the

fellowship).

- Green Green Red Red is equally valid

for Ent's Heart.

- Green Red Green Red is not a valid

pair nor a valid straight (minimum three)

and thus has no effect.

Straights require a minimum

fellowship of three people and three

colors. Straights are built of a specific

sequence of colors which give a specificeffect, such as Red Green Yellow which

does damage and a group heal. The

sequences generally work forwards and

backwards, so Yellow Green Red has the

same effect as Red Green Yellow. The

heal aspect of the maneuver is based on

the level of the person who chose the

green wheel.

Straights can then be combined with

matches in a larger fellowship. So in a

fellowship of 6, you could have

R-G-Y-B-R-G which would give you a

straight (RGYB) and two pairs (RR, GG)

which will do "Thunder of the

Oakenshield" - a fairly spectacular area of 

effect healing spell. If you are concerned

about one member not keeping up, put him

last in the sequence, so that if he misses,

you will still get a five-member maneuver:

R-G-Y-B-R (straight with a pair of Reds).

To play it safe, stick with matches which

are still very impressive in 5 and 6

member fellowships and worth going after

if the members are not working well

enough together to do the more

complicated sequences. The leader can

shout a color for the rest to follow.

There are specific 6-member sequences

which are referred to as "unique"

sequences. These have the most rounded

effects (increase to damage, morale and

power) but speed and sequencing are

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critical: a mistake will often cause zero

effect. These are only recommended forfellowships that play together regularly,

rather than pick-up groups. However, if 

you can pull these off, the special effects

are amazing.

When you have successfully completed

a maneuver, it adds the maneuver to the

list on your "Fellowship Skills Journal"

for you to reference. The damage doneby a maneuver is shown in the combat

log, attributed to the person that triggered

the maneuver.

A great quick reference guide to

maneuvers is available here:

http://www.thebrasse.com/images/lot

ro-fm-thebrasse.jpg

You can see a list of the different

maneuvers and their text on

http://lotro.illuminion.de/conjunct

ions_en.html

Leveling Up

Gaining levels is a straight-forward

matter of gaining experience through

killing mobs and doing quests. As a

general rule, you should take all quests

you can find, deleting quests as they go

green or gray. Green quests do not

reward well in experience and are usually

only worth doing if they are part of a chain

(that is, opening up other quests for you tocomplete) or have a specific reward that

you desire.

In order to level up quickly, you need to

be organized. Focus on quests and mobs

ranging from dark blue to yellow, the most

efficient for gaining experience. Do your

racial deeds and class quests at the earliest

opportunity and equip your traits as soonas the slots become available.

The following sections are broken down

by level range and lead you through

different areas to keep your quest and deed

book full of things to do at the right level.

It is not meant to be a step-by-step manual

for 1 - 50, but instead to steer you in the

right direction and help you to remainefficient as you make your way through

Middle Earth.

Starting Zones

The tutorial and "newbie instances" are

set for new players based on your race. If 

you have a higher level character from that

region you can skip the tutorial for further

characters. If you are solo, it is much

slower to get to level 5 in the "outside

world" as you will find the majority of the

quests are yellow to you and it can be a

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slow process to catch up. The starting

sequence takes just 40 minutes if yourush through it and is well worth it.

So do the tutorial zone quests and get

level 5 or even 6. Then you can finish the

intro quest line and leave the instance for

Middle Earth proper. The starting areas

are then split by race (Dwarves at

Thorin's Gate, Elves in Celondim,

Hobbits in the Shire and Humans inArchet) but now you can travel to the

location of your choice - you no longer

have to stay in a specific area.

If you enjoy  action and hunting, then

Archet, Combe and Staddle (in that

order) is fast  and fun. The quests are

focused on making the area safe by

killing foes and retrieving goods from theevil brigands that have stolen them. The

area is easy to get around and the

progressive quests lead you into the

dangerous areas as you increase in the

level and are searching for more difficult

NPCs. All things being equal, this is the

easiest place to gain level ten quickly.

There is a full guide to the quests inArchet and Combe to lead you to level

10 here:

http://lotro.mmorpgedge.com/article

s/69/1/Getting-Started-Man-lvl-5---

10---Archet-amp-Combe/Page1.html

On the other hand, if you enjoy

storyline and exploration, the Shire is the

place to go. As yet fairly untouched by

the shadow lengthening over

Middle-Earth, you'll find post, pies andfarming to be of primary importance here;

as you explore you'll find you've reached

level ten almost without trying.

There is a guided tour of the Shire here:

http://lotro.tentonhammer.com/index

.php?module=ContentExpress and func

=display and ceid=270

The Elvish city of Celondim is on many

levels and the  quests are, like the Elves,

world-weary and full of sadness. The

Dwarves are the salt of the earth: matter of 

fact and focused on getting things sorted in

a fair manner. Everyone has their favorites

but these areas are not quite as well set up

for fast leveling. If you wish to gain your

initial levels fast, Archet and the Shirestarting areas are your best bet.

Take every quest you see, clearing the

area of ring icons so you notice when a

new quest appears. It's OK if the quest is

yellow or orange, just try to fill up your

quest book, then press L for your detailed

quest journal and skim through the mobs

and locations. To keep yourself on track,use the option to add quests to the tracker

that are in the same general location (you

may need to remove quests from it first).

Unlike many games of this type, killing

monsters is not necessarily the best way to

get experience, quest experience is faster

and doesn't use up your Enhanced

Experience (the blue bar on your

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experience bar, gives a bonus to your

experience). Skip green and gray questsas a general rule, unless they are part of a

chained quest. If you focus on fast quests

that range from dark blue to yellow, you

will level up very quickly.

If you are organized, you can take a

quick look at the virtue deeds in

Appendix I - once you have chosen your

favorite traits, you can quickly do the thedeeds available in your starting zone,

gaining experience at the same time.

Level 10 - 15

From here on out, the method is the

same: move to an area that is good for

your level range, take every quest you

can see and do the highest ones that you

can. Don't be in a rush to move on to the

next area if you still have quests that are

dark blue or above that are quick to do.

You have two virtue slots available for

placing traits into by level 10, with

another trait slot becoming open at level

11. Be sure to equip any traits you have.

Before leaving your starting area, check

your deed book (shift-L by default) and

look for virtue deeds at your location that

are close to completion. It can be worth

doing another quest or a few more kills

to get the experience for completing the

deeds before they go gray. For slayerquests, try to find dark blue mobs for the

most time-efficient experience. If you

enjoy seeing new sites, use "Swift Travel"

to go to the other starting areas and do the

exploration quests there: Elven Ruins

around Celondim, Places of the Dwarves

around Thorin's Gate and Sights of the

Shire and Farms of the Shire in, er, the

Shire.

You can spend your Destiny Points now

that you've achieved level 10; it makes

good sense to spend this on keeping your

Enhanced Experience topped up. On the

downside, you will also start to rack up

repair costs. Don't use the repair all

function! Tick the option to repair

equipped items only (you can look at other

items separately when you are ready to

sell) and then only repair items which are

very low on sturdiness (coming close to

damaged or already damaged). You will

find you replace your gear quickly at these

levels and thus repair costs are often

wasted on topping up items. See the Gold

section for more information.

Now that you are level 10 and

organized, you'll be looking to explore the

world.

If you have crowd control and kill

quickly or can find a small fellowship,

then you might consider clearing out

brigands in the Shire first. Go to

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Buckland and pick up the quests at

Brandybuck Hall and then cross theriver to talk to Farmer Maggot and take

all of the quests available there. Roust

out the ruffians and rescue Violet if you

can for some fast moving experience and

some cash.

Otherwise, head to Bree-land and visit

Staddle. Pick up every quest you can

find there and run around doing them.The Market Square and the surrounding

farms are full of quests. Once you've

reached level 12 you can travel west

towards the Southern Bree-Fields where

you will find Adso's Camp. Do the

delivery for Adso and take Roger's quest

so that you have both quests to kill boars.

Do your delivery to the Prancing Pony

next, making sure to pick up whatever

quests you can find in Bree-town. Make

sure to pop by the Bree-town Hall.

Once you gain 13, check the appendix

for your level 13 racial deeds. This lists

virtue deeds for the same mobs in your

level range so that you can do multiple

deeds at the same time and get double

credit. All things being equal, look for

dark blue mobs for the most efficient

killing and look to get one of the deeds

completed for a racial trait. You only

have one racial trait slot available to you

at this level.

Then head over to a bard (there's one

in the Prancing Pony in Bree) to apply

your new traits and continue on with

quests from Bree and Adso's Camp untilyou get 15. Keep watch of the order,

Roger will ask you for bears. Adso offers a

quest for both bears and wolves. Do the

bears, update Roger and he'll ask you to

kill wolves. You can then pick up the

quest from Hodric Bracegirdle in Brandy

Hall which means you will have three

quests (Wolf Pelts, Forest Wolves and

Off to Staddle) to kill wolves which will

all update at the eastern edge of the Old

Forest (just south of Adso's Camp). If you

are venturing into the Old Forest, be sure

to pick up the detailed map from the

Brasse:

http://www.thebrasse.com/maps/lotro

-oldforest_rev2.jpg

Level 15 - 23

At level 15 you should find a class

trainer who will give you your first Class

Quest. See the Quest section for a brief 

description of the quests. Your first Class

trait slot becomes available so you should

look at your oft-used abilities and finish

off a racial deed by focusing on that

ability.

Then you can consider questing in the

Old Forest. This is a maze, so be sure to

equip yourself with a good map

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(http://www.thebrasse.com/maps /lotro

-oldforest_rev2.jpg). With a bit of patience and planning and watching your

directions, you'll find the area full of 

things to do, including two lore deeds

with nice trait rewards.

Take the quests available around

Buckland to start, then later head

towards Bree-town, stopping at Adso's

camp for any quests that might still beavailable there. As always, take every

quest you can  find, then head back into

the Forest to complete the ones there. Be

sure to watch out for old Tom Bombadil

and Goldberry. In the south-west area of 

the Old Forest you might spot a bat

called Gloom-Gaze who is worth killing

for his fang, used in crafting.

If you are interested in increasing your

Fate with the Idealism trait, you should

be looking to  use the Artifacts of the

Dunedain f or quick Idealism +1.

Flowers of the Old Forest also offers

Idealism +1 as a reward; however many

of the areas are inhabited by epic mobs,

you will find that deed a lot easier to

complete by returning to the Old Forest

after you have level 20 or higher.

Start keeping an eye out for people

looking to do Book One as you are in the

right area and level range to do these epic

quests. A useful walk-through is here:

http://www.lotrolife.com/quests/boo

k_1_walkthrough/ 

The other option is to head for the

North Barrow-Downs for a few levels.Re-spawn is fast, so you'll have to watch

positioning, but you should find both

experience and cash flow to be good here.

There are a few slayer deeds and one

exploration deed. If you enjoy dungeons

and fellowships, you should progress the

Barrow-Downs solo quests which lead to

fellowship quests in the Great Barrow, an

low-20s instanced dungeon with good

quest rewards and fast experience and

decent loot.

A guide to the Barrow Downs and the

quests completed there can be found here:

http://lotrovault.ign.com/View.php?

view=Guides.Detail and id=32

After level 16 you can continue east andenter the Lone-lands, using the Forsaken

Inn as your initial starting area. You may

wish to leave Bree as your bind  point, as

you will need to return there to complete

quests in the Lone-lands and for easy

access to your trainer. There is a stable

route from South Bree back to the

Forsaken Inn.

You should start deleting gray and green

quests from your journal now to make

space and then accept every quest offered

in and around the Inn. Head north into the

Weather Hills, completing quests and

looking for Candaith who will give you a

quest sequence that leads to the epic

Weathertop instance. Complete his solo

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quests and start watching for a fellowship

to continue his quest chain. You shouldalso watch out for Sawtooth in area

northwest of Midgewater Pass, his tooth

is used in crafting.

A guide to the fellowship quest

Retaking Weathertop (access to the

Weathertop instance) is here:

http://lotro.tentonhammer.com/index

.php?module=ContentExpress and func=display and ceid=284

Quick tip: Woad plants are most easily

found in the Weather Hills and do not

need a special skill to harvest. Keep an

eye out for bright yellow flowers and hit

your Delete key regularly which will

target the nearest item to you. These (and

other plants used in dyes) sell well at theAuction House.

Go back to the Inn, then head south to

Minas Eriol. Do the quests there, try to

progress the quest line from Constable

Bram Ashleaf leading to the Epic Goblin

Leader quest and Hunulf Munce's quest

for Our Greatest Find (also known as

the Statue quest) in synch so you cancomplete both in a single fellowship.

Watch for Ironhide who drops a tuft of 

fur and Asht who drops a tooth, both are

rare crafting components.

Your fourth Virtue trait slot becomes

available at level 17, be sure to visit a

bard and equip it.

While you are trying for fellowships,

watch for chances to do your Book TwoEpic Quests

(http://www.lotrolife.com/quests/boo

k_2_walkthrough/ ).

At level 19 you gain another racial deed

and a further racial trait slot. See

Appendix 2 for details of your deed and

other deeds which can be combined with

it.

A list of virtue deeds that can be

completed in the Lone-lands can be found

here: http://lotro.tentonhammer.com/index

.php?module=ContentExpress and func

=display and ceid=368

Once you've exhausted the Minas Eriol

area and done your slaying quests around

the Weather Hills, you should look to

continue your move to the east (at

approximately level 20), head for Nain

Enidh and the outpost of Ost Guruth

(north of the Eastern Path) with a number

of quests, merchants and crafting stations.

Keep an eye out for Achathrin, a spider in

the runes west of here, which drops a rare

recipe component.

Visit the bard here when you reach level

21 as your second Class trait slot will

become free.

As you do the quests you'll find yourself 

backtracking west to Naerost before

continuing east towards the Old Bridge.

Try to save up tarkrif, warg and spider

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quests and do them all at the same time

in the area west of Ost Cyrn.One of the spider quests is from

Stanric, who has a later quest with nice

rewards. It is available once you have

achieved level 23: speak to Stanric to get

the quest Clear Water. You will have to

do some of his other quests first although

you do NOT have to do the much-hated

collection of   boar stomachs. Check Stanric after every quest: it is reported

that he doesn't always show a gold ring

for the Clear Water quest. He will give

you a water-bladder which you need to

fill (double-click the item in your

inventory) at the northern side of the Last

Bridge (33.3S 23.8 W). You'll gain a

message telling you the water is fresh

and clean: use the bladder, deliver it to

Stanric and you will be able to choose

your reward: Stanric's Earring, Stanric's

Iron Mace or Stanric's Trousers. You can

see the items on:

http://lorebook.lotro.com/wiki/Ques

t:Clear_Water

If you have run out of Enhanced

Experience or didn't do the fellowship

quests, you may find yourself stuck for

quests within your range before reaching

23. In this case, you can move on to the

North Downs early and do the

lower-level quests before heading back 

to Ost Guruth to finish off more quests.

Level 23 - 30

If you can find a good, well-balanced

fellowship, you should head over to the

Great Barrows where you can complete

your quests and gain some very nice

rewards.

A Great Barrow walk-through can be

found here:

http://www.lotrolife.com/quests/the

_great_barrow_walkthrough/ with a

detailed map here:

http://www.thebrasse.com/maps/lotro

-greatbarrow-floor1.jpg

A further guide to the quests in the Great

Barrows is here:

http://guides.ign.com/guides/12112/ 

page_34.html

Quests in the North Downs start at level

21, although it's a wild place so you will

find it more efficient to wait until you

have reached level 23 before starting them.

The chained quests gain in level quickly

and you may find gaps: if so, return to Ost

Guruth to finish off quests there, then

return. This probably won't be necessary:

you will find the North Downs full of solo

quests as you move through to the east.

For a visual representation of the quest

areas in the North Downs, you can see a

quest map at

http://www.keenandgraev.com/?p=162 to

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help you find your way around.

Your new home is Trestlebridge:

explore the area, update your skills,

restock on food and potions and take the

local quests. Your fifth and final Virtue

slot has become free so equip another

trait and consider your options for the

full combination. Remember to watch

your Enhanced Experience and top it up

with Destiny Points if necessary.

Begin scouting out the orc camps and

follow the path north across the river

towards the Greenway to Amon Raith

where you will find chained quests. Do

the quest lines here alongside the

Trestlebridge quests. There is also a

small camp west of the path before the

entrance to Fields of Fornost with anumber of quests which you can do

alongside the Amon Raith quests in this

area.

Then head east towards Gatson's farm

and clear orcs from the area. You'll be

asked to speak to Orthon, who has even

more quests. Keep an eye out for

Trampletusk, a named Auroch which hasa rare crafting drop.

At level 25 there is a new racial deed

for your racial weapon bonus which is

the last of your initial set of three. You

will need to have done the previous two

for this to trigger. See the appendix for

details of the deeds and the slayer deeds

that can be done at the same time.

Don't forget to complete Book Two of 

the epic quest line which will open up aseries of quests in Agamaur, the Red

Swamp of the Lone-lands.

A detailed guide to the Red Pass is here:

http://lotrovault.ign.com/View.php?

view=Guides.Detail and id=31

Once you reach level 26, you are ready

to continue east to Esteldin. Clear out

your quest journal, deleting gray and green

quests once again and keep your Enhanced

Experience topped up. This part of the

North Downs is full of quests.

Move to Esteldin as your new base,

picking up all the quests you can find,

mainly on the west side. Then head north

to Othrikar and take quests there to help

out the Dwarves.

At 27, remember to visit the bard at

Esteldin as you will have another Class

trait to equip.

Do the quests that are within your range

and get a few levels. Then go south to

Meluinen to talk to Aglardir to help out

the Elves with their Scattered Belongings

which is marked epic but doable solo with

a bit of care. The barrels flash and are

situated along the waters edge: you can

find them by heading southeast to Taur

Gonwaith and then west past Merenost

and back north to the Elves (the quest

spoiler sites offer exact locations). The

barrels can be gathered without having to

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fight. Completing this quest opens up the

rest of the quests in the area for you.Now hopefully you've leveled again

and you can head back to Esteldin and

Othrikar to continue doing the quests

there.

At level 29 two more racial deeds

become available, including your racial

swift-travel option. See the Appendix for

details.

The quests in Esteldin, Othrikar, and

Meluinen will easily take you to level 30.

Levels 30 - 35

At this point you should be thinking

seriously about collecting the cash for

your horse: 4 gold 220 silver! If you've

been selling goods at the Auction House

and been prudent with your repairs, you

should hopefully have a fair amount

stashed already. Meanwhile, you'll want

to focus on humanoid mobs for the best

cash drops (elite trolls are great for this)

and regular trips back to town to sell off 

your goods, leaving you free to collect

more. If you find it hard to save, you

might want to consider setting up a new

character as your "horse fund", mailing

him half of all the money you make to

hold onto until you have enough.

Be sure to speak to your trainer at level

30 and get your class quest - brief descriptions of the class quests and links to

spoilers are in the quest section of this

guide.

You should return to Estledin, in the

North Downs and finish the higher quest

chains. You can also head back south to

Meluinen and then head east to get onto

the path to Angmar where you can speak to Celephadh in Dol Dinen and kill orcs in

the area. Watch out for Skulkmire, a

Marshstrider that may be south of the Orc

camp which drops a rare crafting drop.

After you have reached level 31 you will

gain another slot for a Class trait, so if you

have an unused trait that you would like to

equip, pop by a bard. Also, check yourvirtue deeds for anything near completion

as you are ready to move on. There is a list

of virtue deeds in the North Downs here:

http://lotro.tentonhammer.com/index

.php?module=ContentExpress and func

=display and ceid=411

Then return once more to Othrikar so

you have the quest Common Blood fromHornbori which will lead you to the

Earth-Kin quest line on the east side of 

Nan Amlug.

Delete your gray and green quests. You

may also wish to watch for fellowships for

Book 3 which begins in this area.

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There is a walk-through for Book 

Three at:http://lotrolife.com/quests/book_3_

walkthrough/ and

http://lotro.tentonhammer.com/index

.php?module=ContentExpress and func

=display and ceid=258

Then move on to Evendim. Initially

you should stay in the south and help the

Hobbits of Bullroarer's Sward andOatbarton.. Then head north to

Dwaling. You'll want 32 before you

carry on into Evendim so now is a good

time to go to the Lone-lands and finish

off quests in the Red Swamp and then

get onto the path and go to the

Trollshaws. Speak to Alphlanc as you

enter at the Last Bridge and then head

over to Barachen's Camp.

Once you have level 32, return to

Evendim and travel to Tinnudir on the

island in the lake. Take all the quests you

can here and complete the ones in range.

There is a listing of the quests available

here:

http://www.lotroquests.com/Tinnudir

-67.html

If you find you are struggling to keep

up with the quest levels, take a break and

head to the west side of the Trollshaws

where you should visit the Last Homely

House in Rivendell doing quests en route

and the lower level quests there. Be sure

to kill a few animals in the Trollshaws as

you pass through, there are quest starters

which can only be had from bear, boar andlynx corpses.

At level 33 you will gain another Class

trait slot, visit a bard to equip it.

This is a good point to start work on

gaining reputation with some of the lower

level factions. The quest starter for Elves

of Rivendell is standing in front of the

Prancing Pony  in Bree. The quest starters

for The Mathom Society and for Wardens

of Annuminas are in Esteldin at the North

Downs. The quest starter for the Rangers

of Esteldin is found in Tinnundir in

Evendim. Note that you get experience for

your initial tradeskill hand-in at all

Reputation factions so even if you don't

wish to collect the drops, it can be worthvisiting a faction if you have the

appropriate trade-skill for a quick 

experience boost. See the separate section

in this guide for details of the reputation

system and the factions.

At 34 you will be able to start the

Bounty Hunter quest series which starts by

reading a wanted poster in Ost Forod at8.20S, 64.50W. You can find the full

walk-through for this series of quests here:

http://lotro.tentonhammer.com/index

.php?module=ContentExpress and func

=display and ceid=407

Between Evendim and the Trollshaws

you should reach level 35 in no time.

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Levels 35-40

You are now eligible to start the quest

line to purchase a horse. There is a

walk-through in the quest section of this

guide: don't forget that you will need 4

gold and 220 silver to purchase the horse

after you have completed the quest line.

Your last racial deed becomes

available at level 35: see Appendix 2 for

a full list of racial deeds by level.

If you still need cash, Dol-Dinen can

be a good place to fight to collect some.

Kill the Ongburz combatants. They drop

cash and also can drop orc medallions

which are used to build up reputation

faction and sell well in the Auction

House.

You should carry on doing the quests

that you can in Tinnudir and then travel

north to Ost Forod where you can find a

dozen more quests. Continue the quest

lines here and then back to Tinnudir.

Intersperse this with a trip to theTrollshaws, visiting the Bruinen

Gorges and Thorenhad to do the quests

there. It's a good idea to pop by

Rivendell to pick up quests, you'll find a

few that are doable at this level (that is,

don't involve killing) and make for very

good quick experience.

Give your horse a work-out and pop by

Esteldin in the North Downs and finishyour quest lines there which will lead you

towards Angmar for Earth-kin quests.

At level 37, you will open up your fifth

and final Race trait slot: visit a bard to

equip a Racial trait.

By the time you have reached level 38

you should look to return to Evendim to

finish off your quest lines there. There is a

walk-through for a series of quests in the

Twisted Grove in Evendim:

http://lotro.tentonhammer.com/index

.php?module=ContentExpress and func

=display and ceid=400

The quests in this area should take you

straight through to 40 but if you find

yourself struggling you may wish to

consider doing reputation with one (or

many) of the factions: either to build up

your own reputation or to sell the

reputation drops to other players. See the

Reputation section for the different

factions and the drops needed.

At level 39 you will receive your fifth

and final Class trait. Remember to stop by

the bard and consider the full combination

(and upgrades to earlier traits!). You can

also start working on your legendary traits

by speaking to your Class NPC:

- Captain: Boromir in Rivendell

- Loremaster: Elrond or Gandalf in

Rivendell

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- Burglar: Bilbo Baggins in Rivendell

- Hunter: Legolas in Rivendell

- Guardian: Samwise in Needlehole in

the Shire

- Champion: Gimli at the outpost in the

Misty Mountains

- Minstrel: Lindir in the Hall of Fire in

Imladris

Another option is to head back to the

Lone-lands to complete the Garth

Agarwen quests . See

http://lotro-wiki.com/index.php/Gar

th_Agarwen for a walk-through.

You should also to watch for

fellowships fighting in the Fornost

instance, in the North Downs which has

half a dozen quests and very nice loot

drops. However, you will need a full,

well-balanced group to succeed here.

Levels 40 - 45

Now is the time to make a decision:

relocate to Misty Mountains, or make

your way back to theTrollshaws to do

the quests in Tal Bruinen.

If you choose the Misty Mountains,

start at Rivendell, taking all quests there.

As you move into the Mountains, stop at

Gloin's Camp (on your left as you enter

the mountains) and do these quests. Make

sure to get the Artic Hunters quest fromTralli Gemfinder, who will ask you to kill

wargs around Pinnath Fenui. The quest is

simple and rewards a very nice cloak.

Keep an eye out for Driftmane, a solo

named Lynx which has a rare crafting drop

which can be found east of Gloin's Camp.

Then carry on towards Bruinen Source

West and complete the quests here.

Many feel that there are better rewards

for time spent by doing the Tal Bruinen

quests in the Trollshaws. Speak to

Rochwen, an Elf stood on the road

between the Last Bridge and Thorenhad.

She will offer you A Road Seldom

Traveled which sends you to Echad

Candelleth, an Elven camp in the ruins in

the east of Tal Bruinen. If you are doing

reputation for the Elves of Rivendell be

sure to speak to Tongannel to get

Dangerous Enterprise which will start a

quest line of reputation for that faction. .

Keep an eye out for the Stray Barrel at

36.8S 14.9W which is a quest starter for

Surprise Pipe-Weed.

At level 41 your first Legendary trait

slot opens up. You can see a full guide to

legendary traits here:

http://www.pooh.cz/lotro/a.asp?a=20

14364

If you find yourself struggling to keep

up with the quests, head to Angmar. You

can find a partial list of the quests

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Unofficial Lord of the Rings Online Strategy Guide

available in Angmar here:

http://www.lotroquests.com/Angmar-52.html

In addition, there's a list of the deeds in

Angmar here:

http://lotro.mmorpgedge.com/forums/ 

showthread.php?t=643

Begin at Lehma-koti to help the

Earth-kin. Speak to Leko and Chief 

Tuokki to start the quest lines there. Then

continue to Ram Duath and help the

Earth-kin there.

Once you've reached 43, you can move

on to Aughaire where you'll find another

dozen quests you can do. If you can, get

a fellowship and speak to Azhur to do

The Drake's Egg which starts a chain to

open up a further set of quests. You can

see a walk-through for the quest line

here:

http://lotro.mmodb.com/quests/the-d

rakes-egg-660.php

From there you'll move onto

Malenhad to help the Hillmen.

This is a good time to watch for

fellowships to do your Epic Book quests.

You can find  a good walk-through for

Book 4 at

http://www.lotrolife.com/quests/boo

k_4_walkthrough/ . A walk-through for

Book 5 can be found at

http://lotro.tentonhammer.com/index

.php?module=ContentExpress and func

=display and ceid=312.

The quest lines should take you to 45without trouble.

Levels 45 - 50

At 45 you have another Class quest,

which you'll f ind outlined in the questing

section. Note that a number of the drops

will only appear if you have the quest and

can not be farmed in advance. You will

not be complete these class quests solo

unless you manage to buy the drops

(uncommon).

You will also gain your second and final

Legendary trait slot. For details on where

to fight for your class Legendary traits,

look here:

http://www.pooh.cz/lotro/a.asp?a=20

14364

This is a good time to return to the

Misty Mountains and finish any quest

lines you have open there. Be sure to do

Gloin's quest In Sight of the Bitter Stair

which opens up a number of quests at

Bruinen Source North. Snowback, an

elite level 49 with rare crafting drops

roams in this area but you will need a

fellowship to take him. New areas were

added into the Misty Mountains with Book

11 and are highly recommended for

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experience and drops. Enter North High

Pass and South High Pass via EasternBruinen Source where you'll find

Vindurhal, a Dwarven camp with high

level quests.

Then return to Angmar and carry on

with quests in Malenhad. and then move

on to to Aughaire where you should

speak to Raith to gain the quest Trophies

of War. Head to the fort at Tor Gailvinto collect the items. You can also carry

on with the quest line that you started

with The Drake's Egg.

At level 46, consider moving on to

Goblin-town in the Misty Mountains.

First head to Rivendell and pop by the

Last Homely House where Bilbo

Baggins will offer you Passage toDarkness, a quest to find Goblin-town in

the Misty Mountains. Elrond will also

offer you the quest The Missing Scout

which leads to quests in Goblin-town and

rewards reputation with the Elves of 

Rivendell. Now you can go to the Misty

Mountains and speak to Gloin who will

send you to Vindruhal and ask you to

fight Goblins. From the Dwarven camp

at Vindruhal just go north and follow the

road to find Goblin-Town.

At level 47, travel to the southern

settlement of Gabilshathur to get to

know the people there who would love

your help. Look for fellowships to get

your Epic quests completed to Book 6,

which will open up another set of quests

with Commander Gisur at Gabilshatur.There is a walk-through for Book 6

located here:

http://lotro.tentonhammer.com/index

.php?module=ContentExpress and func

=display and ceid=313

Keep an eye out for the rare drops

needed for the high level class quests. You

can find a full list of the rare drops fromAngmar and the Angmar instances here:

http://lotro-wiki.com/index.php/Ang

mar_Rare_Drops

You may also wish to work on your

Reputation, the initial hand-in quests

reward experience as well as faction. The

dead of Angmar in and around Imlad

Balchorth drop bone amulets which can behanded in for faction with the Council of 

the North. To join the Council of the North

speak to Arohir in Esteldin in the North

Downs. If you are fighting in Sarnurs,

consider joining the Longbeards of 

Thorin's Hall by speaking to

Guard-Captain Unnarr at the Thorin's Hall

entrance in Ered Luin. New with Book 11

is The Eldgang, a new faction tied in with

The Rift, the new raid instance. Speak to

Fairmir outside of the Last Homely House

for the initial quest. See the detailed

chapter in this guide on reputation for

more information.

If you haven't reached 50 after these

quests then you should consider

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backtracking to the Trollshaws (Tal

Bruinen) or Misty Mountain(Goblin-Town) and doing the quest lines

there. Also, make a point of completing

the Epic quest line. You can find links to

spoilers up to Epic Book Ten in the

Questing section of this guide.

If you are finished with Epic books

One through Ten, you should speak to

Calenglad in Tinnundir (Evendim) tostart the Epic Book Eleven quest. There

are no walk-throughs at time of writing.

Levels 50 - 60

- Eregion

- The Mines of Moria

Eregion

Introduced with the Mines of Moria

expansion, this area borders the

Trollshaws and is the first place players

headed for the Mines of Moria will

enter.

To the north, entering from the

Trollshaws, it is wooded and bordered

by hills and mountains in the north,

turning to grass and thin woods as you

move southward. The first settlement

found is Gwingris, almost right on theborder and housed within the ruins of the

ancient city by the same name. The Elves

of Rivendell are attempting to regain a

foothold in this region.

South of Gwingris almost to the far end

of the map is Mirobel, at the fork of what

is now a dry riverbed of the river once

known as Sirannon. This river flowed intoMoria to the east.

Halfway between Gwingris and

Mirobel is Echad Eregion, another

settlement. East along the dry riverbed, at

the first pass before the Walls of Moria is

Echad Dunann, the fourth and last

settlement within Eregion.

It's important to note that in order to

swift travel within Eregion, a specific

Quest Completion Deed will need to be

done.

Gwingris

In Gwingris, you'll find a stable master

and several quest-givers. Quests here

begin at about level 48 and center mainly

around the evils in the woods of Glad

Ereg, directly south of the ruins of 

Gwingris.

Quests of note include the Foul Wood

chain, given by Lithuilas, the final of 

which gives a bow (29.1 DPS Beleriand

Damage, +1% Critical Hit chance with

Ranged Auto-attack, +208 Ranged Critical

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Rating, -3% Incoming Ranged Damage)

that any Hunter would enjoy having or astaff (29.1 DPS, +29 Might, +29 Agility,

+29 Vitality, +208 Melee Critical Rating,

10% chance of increasing target's

susceptibility to Fire damage) that most

Lore-Masters would like.

Another fork in that quest chain (Seeds

for the Future) culminates in a final quest

that gives great light torso armor with452 armor plus other bonuses.

Wardens will be interested in the quest

The Worm Keeper, which gives a stout

Warden's Shield (709 armor, +14 Might,

+14 Agility, +88.2 in-combat Power

Regeneration).

The Roosting Tree quest line gives a

good set of heavy leggings (692 armor,

+29 Agility, and more) while the Lost

Goods chain rewards a Rune Stone (Fire

Affinity, 29.1 DPS, +29 Will, +29 Fate,

and more) for the Rune-keeper.

 Echad Eregion

Another small outpost of Rivendell

elves holds this former city. There is

another stable master and several quest

givers as well. Most of these quests can

be soloed, but some have signature

enemies that will require some skill to

defeat alone. These quests are mainly of 

levels 49 and 50.

Quests of note include the Pembar

series of quests, which reward several

good items including heavy armor (+312

Wound Resistance Rating and other buffs)and a good 1-handed hammer (25.6 DPS,

Ancient Dwarf-make, plus other buffs).

Further in this chain is a medium helm

of note (197 armor, +24 Vitality, and

more). Later, a heavy shield that is one of 

the best quest rewards in the game up to

this point (1,350 armor, -10% incoming

Ranged damage, +424 Block Rating, -3%incoming Melee damage, +45 Maximum

Morale) while the earring given in that

same quest would make any player

envious.

Wardens will be interested in the javelin

given at the end of the chain (31.2 DPS,

+21 Ranged Threat, and other bonuses

including a chance of transferring Moralefrom your opponent to your Warden).

 Mirobel 

Echad Mirobel is the Elven outpost that

is very near the old, ruined city of 

Mirobel, which was once a great school. It

is now infested with Dunlendings,

Half-Orcs, and worse. There is a stable

master and a few vendors.

Many of the quests in Echad Eregion

lead here and back again with only a

handful originating in Mirobel.

 Echad Dunann

This is a large outpost of Elves and

Dwarves with several amenities including

a stable master, supplier, healer, and so

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forth. This is the stronghold that guards

the Walls of Moria and is where most of the quests within the Walls of Moria

originate.

This is also where the Epic quest chain

for Book 1, Volume 2 begins, which

your character must complete in order to

enter the Mines of Moria.

The Mines of Moria

Under the Misty Mountains in the

land of Rhovanion, north of Rohan and

west of the Mirkwood Forest are the

mystical Mines of Moria. Long

abandoned by the Dwarves who made

them, after their greed unleashed the

Balrog from the depths, the Dwarves

now plan to retake Durin's Halls.

When you first gain entrance to Moria,

you will find yourself in the first

encampment of Dwarves on the western

end of the map. Directly east is the

Great Delving, gateway to Moria.

There are many areas to this vast

complex of mines, tunnels, huge caverns,

and splendid Dwarf-hewn rock works.

North of The Great Delving is the

western end of the long halls called

Durin's Way, where most of your

adventuring will likely start. Directly east

of the Delving is New Khazad-dum and

further east is Old Khazad-dum with an

exit from the mines east of that to DimrilDale and Lothlorien.

South of the Great Delving are the

Silvertine Lodes, then the Water-Works,

east of which are The Flaming Deeps,

then the Redhorn Lodes, and finally the

Foundations of Stone. The instance area

Zirakzigil is also inside Moria.

Most of your adventuring will be

quested from The Great Delving and

Durin's Way. At the center of Durin's

Way is the 21st Hall, where you'll spend

your crafting time and work with your

Legendary Items.

 Durin's Way

Capping the northern end of the map,

this is the hub of the Dwarves' activities in

the Mines so far. Here you'll find

Three-Forks Camp (Dolven-View), the

instance entrance to Zirakzigil, The Stone

Hall, 21st Hall, and entrances to

Zelem-Melek and Nud-Melek 

(Khazad-dum).

Most of the quests here begin in

Dolven-View and eventually lead to the

Stone Hall and the Twenty-First Hall.

They center around Orc, Goblin, and

Merrevail infestations of the area. Quests

are of level 48 and higher, most beginning

at around 50, and are small group and

fellowship quests for the most part. Many

can be soloed by a strong player, however.

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The introductory quest "Welcome to

Moria" will introduce you to most of theNPCs within these areas of Moria,

including quest-givers.

Wardens will be interested in the

Emissaries of the White Hand quest

which rewards a sturdy Warden's Shield

(753 armor, +17 to Will, Might, Vitality,

Fate, and Agility).

Damage-dealers will like the Great

Hammer of Moria (29.67 DPS, 2-handed,

with other buffs) that comes from the

quest of the similar name.

The same quest also rewards The

Shield of Moria (heavy, 1,296 armor,

plenty of other buffs) if your character

prefers armor.

Many class-specific and Legendary

Item quests are also available in Durin's

Halls, mainly in The Stone

Hall/Dolven-View.

The Great Delving / The Silvertine

 Lodes

These two areas are side-by-side (or

over-and-under if you prefer). The GreatDelving is a part of Durin's Way and the

Silvertine Lodes are more or less

underneath it. Most of the quests here

involve killing goblins--there are several

camps of them--and finding specific

items within them. Solo players will need

to be over level 53, but fellowships can

be lower in level.

While the rewards in the Silvertine

Lodes aren't spectacular enough tomention by name, they are consistent and

a lot of 3rd Age legeldaries drop here. The

Mark of Loyalty, Know Thine Enemy, and

Lawlessness Among Goblins are quests

worth doing. You'll find all of the

quest-givers are in one area at the entrance

to the mine shafts.

The Flaming Deeps, The Water-Works, and Foundations of Stone

While very different from one another in

appearance and name, these areas are

intricately tied together and lie next to one

another on the map along the southern end

of Moria. Collectively called "The Lower

Deeps," these areas house many of the

more challenging quests within Moria.

Filled with Orcs, worms, and servants of 

Saruman, these areas are dangerous and

bloody. Most of the quests here are of 

level 53 and higher.

The Fungus series of quests will be of 

interest to light armor wearers

(Lore-masters and Rune-keepers) as a

reward includes a great piece of light

armor (508 armor, +59 Power, +35 Will,

and more). The same quest chain yields a

heavy shield (1,486 armor, +46 Power,

+50 Morale, and more).

Another quest in that chain rewards with

a good 1-Handed Sword (+134 Morale,

chance of morale transfer from opponent

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to wielder on hit).

The quest titled "Kheled-menem:Ghashug" gives a great Warden's Shield

(826 armor, +18 Agility, Might, Vitality,

and more).

Other Areas Within Moria

The other areas within Moria contain

many more quests and instances.

Especially in Khazad-dum. Most of these

are fellowship quests of higher level.

They center around Legendary Items, the

Epic quest line, and the final level 60

quests for characters to cap their levels:

which ends in a confrontation with the

Balrog himself.

In The Shadowy Abyss (below

Nud-melek, a part of Zelem-melek), is

literally the bottom of the mines. The

only outpost is the Shadowed Refuge and

the area is filled with Orc-kind and

worse. There are many mine nodes,

however. Keep your eyes open for trolls,

especially if you're solo.

Moria is also filled with Deeds (over

100 of them) to further build your

character's profile.

Deeds and Traits

Deeds are a type of quest which

happen to be tracked in a separate

 journal. Most are level-limited and they

are generally initiated by an action, ratherthan speaking to an NPC . You are

rewarded for completing a deed with titles

and experience. Many deeds, especially

advanced deeds, also reward with a trait.

Deeds come in four categories: virtue

(locational), racial, class and legendary.

There are four types of tasks that are

required to complete a deed:

- Explorer - find specific locations, for

example the Farms of the Shire

- Slayer - kill specified monsters, such

as defeat 50 wolves. For virtue deeds,

these will be in a specific area,

such as orcs in Bree-land

- Reputation - complete quests in aspecific area, for example Tales of the

Lonely Road which asks for 15 quests

completed in the Lone-lands. These are

not related to the Reputation system

introduced in Book 10.

- Lore - discover and click on static

items, for example The History of the

Dunedain. These are usually staticlocations but can be mob drops, as in the

Lore of the Cardolan Prince.

Virtue deeds come in all four types,

although the majority tend to be explorer

or slayer. The racial deeds are all slayer.

Class deeds are generally gained from

using your skills (although there are traits

gained by class quests). Legendary traits

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are gained through collecting books and

pages in high level zones.Deeds are shown in your Deed Log

(shift-L) and are sorted by category

(racial, class and legendary on the top

right tab and virtue on the top left tab).

When you open the deed book you will

find yourself on the Class tab, with a

bookmark on the bottom to "turn the

page" to Racial. To see your virtuedeeds, click on the Eriador tab where

you'll find the bookmarks at the bottom

separating the deeds by location.

Deeds can be filtered by deed type

(explorer, lore, reputation, slayer) with

an additional option to view rewards in

the main list and view completed deeds.

Many virtue deeds start with a title

reward for the first in a series and then

reward virtue traits for advanced

versions.

Traits are a type of semi-permanent

buff that you can equip to gain bonuses

or special effects. You can have a limited

number of traits active at any time but

you can change which traits are active by

speaking to (and paying) a bard. Bards

can be found in most cities and outposts.

You have a total of 5 trait slots (where

you equip your traits) in each of the main

three categories and 2 legendary trait

slots which become open (useable) as

you level.

Levels that slots become available:

Type Total LevelAcquiredLevelAcquiredLevelAcquiredLevelAcquiredLevelAcquired

Virtue 5 7 9 11 17 23

Race 5 13 19 25 31 37

Class 5 15 21 27 33 39

Legendary 2 41 45

Example

When you kill your first slug in the

Shire, the deed "Slug Slayer" is added to

your deed journal which tells you to defeat

slugs in the Shire (1/30). Once you have

killed 30 slugs you will gain your reward:

the title Slug-Squasher which you can set

as your active title in the character

window. More importantly, you can then

start a new deed. When you kill the next

slug, "Slug-Slayer (Advanced)" willappear in your deed journal which will tell

you to defeat slugs in the Shire, (1/60).

The reward for the advanced deed is a

virtue trait of Determination +1.

There are twenty different traits that can

be obtained which offer bonuses and

effects when equipped. Each rank of 

Determination offers you +3 agility, 0.1in-Combat Morale regen and +4 Morale.

Virtue traits stack so you can continue to

collect Determination traits (that is,

increasing your ranks of Determination) if 

you specifically wish to enhance those

stats. So if you have Determination +1

from a different deed, the Slug-Slayer

(Advanced) deed will stack with it, giving

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you Determination +2 as a single trait.

As you can only equip a low number of traits at any point, it can be worth doing

both simple and advanced deeds to

increase the value of the individual trait.

However, the slayer quests increase in

number in the high level zones to the

point where the benefit of another rank is

outweighed by the sheer amount of time

spent doing the kills. Unless you are in afast slaughter group for experience, you

will generally spend much less time

collecting cash to buy additional

upgrades for equivalent or higher boosts

to your effectiveness.

Virtue Traits

Virtue traits are gained by doing deeds

in specific areas. There are three

different types of enhancement you can

gain from a virtue trait: a statistic boost,

an enhancement to your resists or

mitigation (including negative effects toyour vulnerability), and Morale/Power

regeneration.

At the moment, there are no traits

which offer in-combat Power

regeneration. In order to increase your

ability to regenerate power in battle you

will need to focus on statistic boosts to

increase your Fate.

Virtue traits have three effects where theprimary effect gains the most by adding

ranks. For most virtue traits, there is a

linear progression per rank for the primary

effect although this isn't true for all.

Secondary effects only see half of the

increase of the primary effect, or in some

instances they have the same increase but

only advance every other rank. Thetertiary effect is a bonus to your Might but

this will only increase one fifth as much as

the primary effect or in some cases it will

see the full increase but only every five

ranks.

Example

If you are specifically looking to

increase your Agility to increase the

damage of your ranged attacks, you would

be looking to increase ranks in the trait

with a primary effect of agility boost:

Determination. You could then consider

Tolerance for its secondary effect of 

Agility, especially if you were interested

in the primary effect of reducing your

vulnerability to magic.

In order to simplify the choices, the

following tables show the virtue traits

sorted by their primary effect along with

the increase of the primary effect per rank 

of the trait. Some traits do not have a

linear increase of effect, those traits are

marked with an asterisk.

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Primary Effect: Statistic

Boost

Trait

Primary

Effect Rank  

Secondary

Effect

Tertiary

Effect

DeterminationAgility +3

Morale

Regen

(combat)

Max

Morale

Discipline Might +3

Disease

resist

Melee

vulnerability

Empathy

Armor

Value +5 Fate

Fear

resist

Honesty

Max

Power +20 Armor value Fate

Idealism Fate +3 Fear resist Will

Loyalty Vitality +3

Power Regen

(non-combat) Armor

Valour Morale

+25

first

rank *

Morale

Regen(non-combat) Might

Wisdom Will +3 Power

Wound

resist

Primary Effect: Resists

and Mitigation

Trait

Primary

Effect Qty

Secondary

Effect

Tertiary

Effect

Charity Wound resist +1%

Ranged

Vulnerability

Power

Regen

(non-combat)

CompassionateRangedVulnerability -0.5%

Power

Regen(non-combat)

MagicVulnerability

Confidence

Fear

Resistance +1% Will

Power

Regen

(non-combat)

Fidelity

Shadow

Mitigation +1% Vitality

Power

Max

Honour

Poison

Resistance +1%

Shadow

Mitigation Vitality

Innocence

Melee

Vulnerability -0.5%

Poison

Resist

Shadow

Mitigation

Tolerance

Magic

Vulnerability -0.5 Agility

Morale

Regen

(combat)

Zeal

Disease

Resist +1%

Melee

Vulnerability

Poison

Resist

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Primary Effect: Morale

and Power Regen

Trait

Primary

Effect Rank  

Secondary

Effect

Tertiary

Effect

Fortitude

Morale

Regen

(non-combat)

0.7

first

rank* Might

Disease

resist

Justice

Morale

Regen(combat) +0.1 Max Morale

Morale

Regen(non-combat)

Mercy

Power Regen

(non-combat)

+1.1

first

rank*

Magic

Vulnerability Agility

Patience

Power Regen

(non-combat)

+0.7

first

rank*

Wound

Resist

Ranged

Vulnerability

- increase per rank may not be linear

Virtue Deeds by Trait

In order to increase your ranks in a

trait, you will need to do specific deeds.

Virtue deeds are sorted by location and

the traits rewarded stack. Use the above

table to choose the traits most useful to

you and then you can focus on deeds that

reward those traits in order to increase

the ranking. You do not need to re-equip

traits at a bard when you increase the

rank: once equipped, the trait will simply

gain in ranking as you complete the

appropriate deeds.

So for example, if you wished to

increase your Idealism, you could do thetwo exploration deeds: Flowers of the

Old Forest and the History of the

Dunedain. Then get an additional +2 to

Idealism for doing Lone-Lands Quests

(Final) and completing the 75 quests in

the area. As you gain in level, you could

then do Brave Deeds in the Wilderness

(Final) by completing 75 quests in the

Trollshaws for another +2 to Idealism.

Finally, Angmar Quests (Advanced)

requires 20 quests in Angmar and gives

another point in Idealism giving a total of 

7 points.

See Appendix I for a breakdown

showing all the traits and an extensive list

of deeds that reward them.

Example

Dalir is a level 35 Guardian who enjoys

toe-to-toe fights. He is interested in

increasing his Might (block incoming

attacks and increase melee weapon

damage) and Agility (ability to evade and

increases ranged weapon damage). He'd

also like to increase his overall Morale andMorale regeneration. Looking at the traits,

he sees that Discipline has a primary effect

of Might and Determination has a primary

effect of Agility. Valour adds to Morale

and gives Might an additional little boost.

Justice offers a boost to Morale

regeneration in combat and also has a

secondary effect of increasing his Morale,

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which suits him perfectly. For his final

trait, he finds that Fortitude has Might asa secondary effect and decides to go with

that.

Now Dalir goes to the table showing

the deeds for each Virtue trait. All of 

these traits are rewards for completing

advanced Slayer deeds. He quickly sees

that he can get three points in

Determination, Discipline, Fortitude andJustice and two points in Valour by

killing low level mobs in the starter

zones, easily achieved in a single

evening. After that, he will have to

consider whether the deeds are worth

completing for further upgrades: 860

bears in the Misty Mountains after doing

the title deed doesn't sound like his idea

of fun.

Meanwhile, Aewyn is a level 42

Champion who has started soloing in

Angmar. She decides she would like to

optimize her traits for fighting in this

zone by increasing her Shadow

Mitigation. She already has good

rankings in Determination and Discipline

and leaves them equipped but decides

she'd like to swap in Fidelity and

Innocence for the Shadow Mitigation to

improve her resists against shades. Then

she decides upon Loyalty for the primary

effect of Vitality, which will increase her

Morale and help her mitigate damage.

Fidelity is gained by doing exploration

deeds, so she promptly starts runningaround with maps to get six easy points in

this. Innocence and Loyalty are both

offered as rewards for completing a

prerequisite number of quests in specific

zones. She has already earned one rank in

each. She focuses on the zones offering

deeds which reward two rankings and

looks through her deeds to see where she

is close to the required number of quests.

She's already done a lot of quests in the

Shire and Bree-land and she sees she'll get

two ranks in each if she completes a dozen

more in each zone. Atlhough they are

obviously very gray to her, she decides it's

worth it for the extra ranks. She decides

against trying to complete the quests in the

higher level areas for the moment but

keeps an eye on her deed book in case she

gets close. She goes to Angmar where she

quickly completes ten quests and gets an

additional rank for Loyalty.

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Additional References

Deeds of the Shire:

http://lotro.tentonhammer.com/index

.php?module=ContentExpress and func

=display and ceid=309

Deeds in Bree as of Chapter 10:

http://lotro.tentonhammer.com/index

.php?module=ContentExpress and func=display and ceid=276

Deeds of Bree with maps:

http://lotro.warcry.com/db/deeds.ph p

Exploration Deeds with maps:

http://lotro.tip.it/index.php?page=

exp_deeds.htm

Deeds of the North Downs:

http://lotro.tentonhammer.com/index

.php?module=ContentExpress and func

=display and ceid=411

Racial Deeds

At level 13 you are able to do your

initial two racial deeds which will show

up in your deed journal (shift-L) after the

first kill at the appropriate level. Each of 

these deeds consists of killing 50 mobs to

complete the first part. You can continue

some of these deeds once you gain level

19 (see next section).

Example

Thoran the Dwarven Champion gainslevel 13 and becomes eligible for two

racial deeds: Enmity of the Dourhands I

and Enmity of the Goblins I. However,

neither of these appear in his deed journal.

The next goblin he kills will start the

Enmity of the Goblins I deed and the

deed will appear in the racial section of his

deed journal. Once he kills 50 goblins, thedeed will be complete and he will gain the

"Fateful Dwarf" trait, which increases his

fate by 20. He can equip this trait as a

racial trait at any local bard.

Then at level 19, his next racial deed

comes into play: Enmity of the

Dourhands II. He must have completed

Enmity of the Dourhands I to gain thisdeed. If he has, then the first Dour-hand

Dwarf he kills after achieving level 19 will

add Enmity of the Dourhands II to his

deed journal.

Appendix 2 has a full list of the racial

deeds, sorted by level, along with

matching virtue deeds so that you can get

double credit for the kills by going to theappropriate area.

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Legendary Traits

Legendary traits are treated somewhat

differently in that you need to collect a

legendary class book to start the process

to gain your trait. You need to be level

39 to begin this process. Once you have

the book, you need to speak to your

Class NPC who will tell you to find thepages missing from the book.

- Captain: Boromir in Rivendell

- Loremaster: Elrond or Gandalf in

Rivendell

- Burglar: Bilbo Baggins in Rivendell

- Hunter: Legolas in Rivendell

- Guardian: Samwise in Needlehole in

the Shire

- Champion: Gimli at the outpost in the

Misty Mountains

- Minstrel: Lindir in the Hall of Fire in

Imladris

Your first legendary slot opens at level

41. You gain a total of two slots only;

that is you can not equip all of your

legendary traits at the same time, even if 

you manage to gain all four traits.

The fourth trait is offered as a reward

for completing your level 45 Class quest,

described in the Questing section of this

guide.

A detailed explanation of the books

along with a list of the pages and wherethey drop is available here:

http://www.pooh.cz/lotro/a.asp?a=20

14364

Gold Gold Gold

LOTRO is set up with a relatively slow

intake of cash and a lot of ways to lose

your hard-earned money. To a great

extent, the trick to gaining gold in the

game is to avoid wasting it. The in-game

penalty for not paying attention is a lack of 

funds.

Coinage in LOTRO is copper, silver andgold. The monetary system is slightly odd

in that there is 100 copper in one silver but

1,000 silver in one gold.

Standard income is earned through

quests and by selling items. You can see

the usage of an item by the color-coding

system on the icon border and link text:

Green-bordered items with no value

are quest items, that is, they are not real.

They should disappear out of your

inventory when you complete the quest

they are used for.

Dusky pink-bordered items (usually

marked as trophies in the description) are

cash loot and should always be sold to

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NPC merchants.

Blue-bordered items are commongear and are generally best sold to NPC

merchants.

Light Green-bordered items are

common crafting materials and may be

more valuable to players than their stated

worth. You should check such items in

the /trade channel, some, such as pelts,

are in high demand.

Red-bordered items are not usable by

you (the relevant part of the description

will also show in red, usually class or

level issues).

Gray-bordered items are much lower

level than you should be wearing. In both

these instances, the original border can

be hard to make out: you will need to

look at the item title or link color to

know if they are magic items or rare

items. If the title / link color is the

standard white, then they are blue

bordered items and should be sold to

NPC merchants.

Yellow-bordered items (with yellow

text for the link) are magic items and

usually will sell for more than their

worth. As a rule of thumb, post the items

on the Auction House for double the

worth and set the buy-out price to four

times the worth.

Purple-bordered items (with purple

text for the link) are rare.

Purple-bordered weapons and armor are

generally valuable to players and shouldbe sold via trade channels or in the

Auction House. If you can't find out a

going price, then place it on the Auction

House for four times its stated worth and

set the buy-out price to ten times the

worth.

Purple-bordered recipes are generally

only valuable if they are single-use. Theothers tend to only sell for just slightly

over their worth and if you are short on

Auction House slots you should just drop

these on the NPC merchants.

Cyan-bordered items (with cyan text

for the link) are magical and rare. Make

sure you find out the value of any of these

items before placing them up for sale!They will always be worth more to a

player than their stated worth.

Throwing Gold Away

No one ever complains about having too

much gold. However, LOTRO makes it a

lot easier to spend money than to save it,

especially at lower levels. The game is

littered with money sinks. To ensure you

have fluid funds, you need to watch for

unnecessary expenditures. That doesn't

have to mean "get hiking instead of 

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wasting good silver on a horse," but it

does mean paying attention, especiallywhen it comes to buying and selling.

Stay alive

Although your items take wear and tear

all the time, defeat causes extreme

damage. From a financial point of view(and keeping your hope high!) it makes

much more sense to run away and return

for another try. Don't let the lack of 

corpse recovery fool you into believing

that there is no death penalty other than a

10 minute debuff. The penalty is

financial and will really hurt your wallet

as you level up.

Don't repair all your armor

Sure, you don't want your armor to

become useless and it is well worth

doing a full repair before joining a

fellowship to fight in the dungeons. But

at lower levels, you'll find you replace

slots with new quested and dropped

items at a rapid rate. If you avoid dying,

you will replace many items before they

are ever at risk of being broken. The

"repair all" function is not your friend.

Don't repair items for

selling to merchants

When you sell to an NPC, you will see

the value that the merchant is willing to

offer you as well as the worth of the item.

If the item is not in full repair, the value

that the merchant offers is less than its

total value. But wait! Take a look at therepair costs and you will often find that the

repair cost is higher than the discrepancy

between the merchant value and the item

worth. You will very often lose money by

repairing before selling, especially if the

items are damaged beyond 50%. It is

trivial to check by flicking between the

selling tab and the repair tab. Just look at

the difference between the offered price

and the stated worth of the item and make

sure the repair is less than the difference.

Keep your inventory clear

Corpse drops are a substantial incomestream but you can't get the drops if you

don't have the space. Getting overloaded

and leaving the corpses is simply wasting

silver. You are never that far from a

merchant. Use the vault for items that you

don't need on the spot and clear your

inventory regularly.

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Don't tradeskill at low level

Crafting can be very rewarding but if 

you are looking to make money fast,

you'll find it much more lucrative to sell

to tradeskillers. There are many

opportunities for fast gold: gather ore or

wood as a profession, collect pelts and

roots, keep an eye out for rare crafting

drops, collect hides, sell advanced

one-shot recipes. Tradeskillers are an

obsessive lot and will often pay more for

the materials they need than the final

crafted item is worth. See the crafting

section for more information about

collecting items that sell. There is plenty

of time to tradeskill once you have

leveled up and have fewer cash-flow

issues. You'll find it easier to make

money tradeskilling once you are higher

level and have more experience of the

economy, as well.

Don't sell useful items to

NPCs

If you sell all your items to the NPC

merchants you are losing a primary cash

flow. Items with pink-bordered icons are

trophies which always should be sold

directly to NPC vendors. In addition, you

can sell items with white-bordered icons toNPCs as their value to other players is so

low as to be negligible. The rest may fetch

much more from a player than from the

NPC merchant. The Auction House is

meant to be a primary source of income

for players. Read the section about using

the Auction House and simply price your

items sensibly and always offer a buy-out

price. You will find a lot of items which

are worthless to you will sell to a player

for much more than the NPC merchant

will offer. It doesn't take long to learn

what sells and what the sensible

price-ranges are. You'll then find you can

gain additional income using the

(sometimes maligned) "buy low and sell

high" bargain spotting method.

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Don't buy upgrades

This isn't a hard and fast rule but

generally you do not gain that much by

purchasing upgrades for all your gear

each level. Up until level 30 you can kit

yourself out very nicely with quested and

dropped gear as it comes. Never buy

equipment sold by NPC merchants. Look 

up crafted items and, if possible, collect

the goods needed to craft the items you

want, so that you can work directly with

a tradeskiller rather than buying it off the

Auction House.

Make a banking alt

Create an additional character to act as

your savings plan. Every time you make

500 silver, mail 250 of it to this character

to hold onto. This helps you to save

money and also can keep you from

accidentally spending more than you

intended on repairs or in the Auction

House.

Store your equipment

If you are planning to travel through a

dangerous area or kill a lot of easy mobs

(for deeds or for drops) then you may wish

to consider dropping your equipment off at

your vault before going out. After level 10,

objects in your inventory will take damage

when you die so you should certainly look 

to move unnecessary items out of your

inventory as quickly as possible. If you

have weapons or armor that you wish to

sell at the Auction House, you may wish to

post it to a different character to hold onto

until you get back into the city and able to

place it for sale. Your crafting slot items,

unless they are used for harvesting, should

sit in the bank until you are planning to

tradeskill: as you upgrade these you will

find their repair costs become exceedingly

high and there is no cause to allow them to

go through wear-and-tear for no reason.

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Make Money Fast

In terms of generating incoming there

are some basic methods that are available

to every player. If you loot your kills,

complete quests and use the Auction

House to sell your upmarket drops, you

won't run into any monetary difficulties.

It really is that simple.

Make an Explorer

Explorers harvest ore and wood and

prepare it for use for other crafters. The

first tier ore, copper, is used at all levels

and gets a consistently good price on the

Auction House so even a low-level

explorer parked in the newbie areas can

bring in an income for your main

character. Watch prices and make a

decision as to whether you should treat

your harvests or not: generally you'll find

a better profit selling the treated goods

but raw ore can sometimes sell for morethan ingots and leather values can vary

dramatically. See the crafting section for

more information.

Loot every kill

Making sure you have room in your

inventory and sell off trophies regularly.

You can speed things up by using

shift-right-click to loot the corpses fully

without a confirmation window.

Sell your cash loot fast

It's always a struggle to keep your

inventory from getting overloaded but as

you learn the value of drops you can sell

quickly and then carry on. All items with

pink-outlined icons are cash loot and

should be sold directly to the NPCmerchant. Light green-outlined icons are

used in crafting and their value varies

based on their usefulness. Try selling these

in the Auction House but if they are

already available there for a price close to

their total worth then sell them to an NPC

merchant.

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Fight at the Humanoid

camps

Brigands, Orcs, Goblins, Trolls,

Wights - they all have cash and loot for

you. If you are short of cash, find a camp

of humanoids that you can work through

quickly (preferably someplace where you

can also finish off deeds) and loot everykill.

Watch the Developers

Knowing about changes to the game

before they go live makes a lot of 

difference. Watch the official forums andkeep an eye out on the fan sites for "Dev

Chats" and interviews and you will find

out about planned changes before they

are implemented. You can stock up on

items while they are still cheap or sell

things quick before they become

redundant. Remember that players will

pay a lot of money to be one of the firston the server to do something new: if you

can facilitate that (by selling the items

required for a new recipe, for example)

rather than compete against it, you can

make some fast gold which can be more

useful than the warm glow of being first.

Use the Auction House

It bears repeating. Learn what sells and

collect it. Try to sell all weapons and

armor with yellow-bordered and

purple-bordered icons on the Auction

House: you will almost always get better

than the NPC merchant price. See the

detailed section on the Auction House for

more information on quick pricing.

Sell to Crafters

Crafters are usually very happy to work 

with a helpful adventurer and will happily

pay for you to supply them with the goodsthey need to make their wares. If you are

willing to put the time in then becoming

an explorer and collecting ore, precious

gems and wood can be very lucrative. If 

you'd prefer to stick with mass-slaughter,

pelts always sell well and there are many

rare drops that you can collect.

http://lotro-rares.bizhat.com/ andhttp://www.lotrolife.com/rare_craft

ing_component_list/ are excellent

references for seeking out named NPCs to

collect the components needed for rare

crafting.

http://www.lotrolife.com/lotro_craf

ting_mastery_items/ has a list of the

purple-bordered items and the class that

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uses them.

See the detailed section on GatheredResources for more detail.

The Auction House

A key to making money is to use the

Auction House. There are auction houses

in Bree-town, Combe, Michel Delving

and Thorin's Hall.

Bear in mind that the price you enter at

the Auction House is the price for the

total number of items you are selling. If 

you hover over the icon you will see the

worth for the number of items in your

stack, not for the individual item.

Many items will sell to players for

much more than their stated worth. Take

into account that if someone is looking to

buy items for crafting, they generally

want the item right now rather than wait

and watch for an auction to end. If you

want to sell your goods, always put up a

buy-out price. You can post up to 50

items for sale at any time.

It can take some time to learn pricing

ranges for common goods but you can

get in the general area by searching on

the items and looking at the other prices

being asked. Pay special attention to the

auctions with bids on them and no

buy-out price: these have bids because

they are priced low for the value of theitem.

Set a low posting price (but always

higher than the worth of the item plus

auction fees!) and a decent buy-out price

and watch for results.

The cost to you for posting your auction

is based on the stated worth of the item

and amount of time that you leave it for

sale:

Duration Posting Fee

4 hours 3%

8 hours 6%

24 hours 20%

48 hours 40%

In addition, you will pay a further fee for

every successful sale which is 5% of the

final sale price.

Allocate a time for the auction based on

making sure the item is available at

prime-time for your server. 24-hour

auctions are best suited for weekends

when the player-base is spread out.

Remember that people don't like waiting

for their auction so longer auctions aren't

always better.

Weapons and armor must be at full

repair before you can post it to auction.

This is mainly an issue in Bree, where

there is no merchant for repairing close to

the Auction House.

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Don't waste your time trying to sell

trophies (pink-outlined icons) norcommon gear (blue-bordered icons) .

These should be sold directly to NPC

merchants.

Items with a light green-bordered icon

are used in crafting. The interest in these

can vary, some items may fetch next to

nothing, other items (from the same

level) worth the same amount in silver astheir worth in copper! Resources used in

crafting generally sell better in stacks as

they are used in bulk. If you have some

of these (for example light pelts) with a

good value, you may wish to wait and

store them until you have a full stack and

sell that. Note that the price you give at

the Auction House is the price for the

total items you are selling. It is not a

price per item. Thus, if you successfully

sold a single sturdy pelt for 4 silver and

wanted to keep that price, you would

post a price for ten pelts for 40 silver and

post 50 pelts at 200 silver.

Items with a yellow-bordered icon are

magic items. Search on the beginning of 

the item name to see the various pieces

of that set. If there are a lot of items

available at a price close to the worth of 

the item, then save your time and your

posting fee and sell it direct to the NPC

merchant. If the item is not available

from other players, post it for auction at

double the worth given on the description

and set a buy-out price for four times the

stated worth. If the item was up for saleduring prime-time (weekday evenings or

daytime and evenings during the weekend)

and did not sell, sell it to an NPC

merchant.

Purple-bordered icons are rare and often

of high quality. However, some of these

are less rare than others: standard recipes,

for example, very often sell for no morethan the stated worth given in their

description. One-shot recipes and

purple-bordered armor and weapons, on

the other hand, should sell for much more

than their given value. If no one else is

selling the item or similar items, post it at

double the worth given on the description

and set a buy-out price for ten times the

stated worth.

Cyan-bordered icons (and text) are the

magical rare items and of great value.

Inquire on the /trade channel to get a

feeling for the value of such items before

selling them.

Questing

Quests come in three basic types: social,

delivery and kill. There is a lot of 

emphasis within this game on questing for

experience. It has been estimated that you

need to kill 12 "white" mobs (the same

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level as you) to gain the experience that

you would from one "white" solo quest.Obviously, if you have a quest to kill the

mobs, you can  get the best of both

worlds. Having said that, you have to

take the travel time into account (get the

quest, travel to the mobs, hand in the

quest) so for fast leveling, it is worth

focusing on those quests where the mobs

are near to the quest giver especially

where there are multiple quests for the

same mob.

However, there can be gaps in quests

where it is more efficient to stay in an

area and gain a  level through killing if 

you make sure your Enhanced

Experience is topped up with Destiny

Points, especially in a Fellowship. If you

can get into an efficient slaughter group

in an area with with a fast respawn you'll

find experience can come in at a

phenomenal rate (see the section on

Fellowships for a breakdown on this)

even if you are not completing quests..

There are many good quest spoiler

sites available for detailed instructions

and map references. Always check the

comments for the quest spoilers as they

will contain corrections if there is an

error in the page text.

http://lotro.allakhazam.com has a large

amount of quest data collected from

players. An issue with Allakhazam is that

they sometimes have rather obnoxious

pop-up ads.

http://lotro.mmodb.com/ has a largenumber of basic quest write-ups and is

collecting spoilers from their users in the

comments.

http://lotro.wikia.com has walk-throughs

written up for the most popular quests.

Class Quests

Every class has specific line of 

progressive quests which reward items,

abilities or traits specific to the class. You

have a class quest at level 15, one at level

30, two (one for weapon and one for a

piece of armor) at level 45 and then a final

quest to find a legendary NPC for advice

which will gain you a class ability.

When you have achieved the level,

simply speak to your closest class trainer

who will give you a quest leading to your

class quest. You must first see your class

trainer (scattered around the world but

always in every starter city) to receive the

initial quest. Only then should you follow

the instructions below as per your class.

Be aware that the level 45 quests are not

solo quests. You will need to collect the

components in sets of two as you gain the

quest, then report back to your NPC after

each set to gain the note for the next set.

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Some drops are traceable and can be

collected before reaching level 45. Thedrops from the named NPCs in the

Urugarth and the Carn Dum instances are

rare, tradeable drops used in multiple

quests. This means that you may need

multiple trips to the instances and, when

the items do drop, you may well have to

roll against other classes who use the

same item. The reward for completing

your level 45 quest is a legendary trait.

Burglar

- Level 15

- Level 30- Level 45

- Level 50

Level 15

A Thief in the Night: You will be told

to find Atherol Tuk at Adso's Camp who

will lead you into the instance. Use your

burglar skill to kill 8 brigands (3 pairs

and 2 solo, level 14/15) and collect three

piles of mushrooms.

You can find a brief write-up here:

http://www.lotro-wiki.com/index.php

 /Quest:A_Thief_in_the_Night

Level 30

A Burglar's Errand: Meet Palma

Brownlock at the Forsaken Inn who will

send you to Naerost to enter an instance to

recover a sword. Sneak around to the back 

steps where you'll find the sword in the

area of the broken tower.

You can find tips in the comments of this post:

http://lotro.allakhazam.com/db/ques

t.html?lotrquest=1173

Level 45

The Articles of Cunning and Implements

of the Night: Find Sterling Proudfoot in

Buckland. Collect the components:

- 25 Unyielding Drake Scales - 47+ Elite

Drakes in near Rivendell (Trollshaws),

Gorothlad and Nan Gurth and in the

Urugarth instance (Angmar)

- 10 Glossy Cave-claw skins - Cave

Claws in Nan Gurth (Angmar) and in

Isendeep Mine (Ettenmoors)

- Goblin-badge of Rank - Named Goblin

in Carn Dum instance

- Insignia of Battle - either Jorkirank or

Burzfil in Urugarth instance (Angmar)

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- 5 Hollow Sulfur-leech Fangs -

Western Malenhad (Angmar)- Narglup's Split Claw - named Warg

roams around 2N 36.8W in

Fasach-Larren (Angmar)

- 15 Hateful Worm-Eyes - Level 48+

Worms in Western Malenhad,

Fasach-falroid and Forothlad (Angmar)

- 15 Venemous Dread-Turtle Beaks -

Dread Turtles in Malenhad (Angmar)

- Warg-keepers Token - Athpukh, boss

mob near the warg cages in Urugarth

instance (Angmar)

- Cruel Talon of Azgoth - Named

Morroval boss in Carn Dum instance

(Angmar)

Level 50

A Lesson from Bilbo Baggins: Travel

to Rivendell to speak to Bilbo Baggins

Captain

- Level 15

- Level 30

- Level 45

- Level 50

Level 15

An Inspiration to Men: Seek out

Captain Kenton at the Western Gate of 

Bree. She'll send you to recover a badge

from Aldis Oatbearer. You'll find him at

27.2S 56.2W at Brigand's Watch, just

north of the Southern Bree-Fields. Returnthe Badge to Hilton Harper at Thornley's

Work-site (53.6S, 23.7W) and then return

to the Gate to speak to Captain Kenton.

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Level 30

A Captain's Standard: Speak to Jarl

Copperbrace in Othrikar (North Downs)

who will send you to Ost Galumar to

hang standards. You will enter an

instance there and kill Dour-hand

Dwarves and place the standards. To

reach the standards you will need to

 jump from wall to wall. There is a

detailed walk-through here:

http://www.thebrasse.com/lotro/ques

t/658

Level 45

Articles of Command and

Implements of War: Find Dawn

Stockard in Archet and collect the

components.

- 12 Steam-scorched Carapaces -

Corrupted Norboglyr in Western

Malenhad (Angmar)

- Hogni Cleave-shank's Spiked Helmet

- named Dwarf near the Southern Gate in

the Misty Mountains

- 20 Corroded Neekerbreeker horns -

Neekerbreekers/Borbolg's in Western

Malenhad (Angmar)

- 5 Grisly Bat-Claws - Bats in Himbar

and Carn Dum instance (Angmar)

- Putrid Slime of Helchgam - named

watcher in Carn Dum instance (Angmar)- A Badge of Command - Lagmas,

named Uruk-hai in Urugarth instance

(Angmar)

- 8 nasty Snowreap Knives - Goblins in

and around Withclef Pass (Misty

Mountains)

- Fakhthal's Jagged Blade - Named Orc

in Fasach-Falroid (Angmar) at 5.7N

36.7W

- 15 Coiled Spider Spinnerets - Ash

Weave Spiders (under level 47) in

Western Malenhad, Fasach-falroid and

Forothlad (Angmar)

- 15 Hateful Worm-Eyes - Level 48+

Worms in Western Malenhad,Fasach-falroid and Forothlad (Angmar)

- 5 Rotted Barghest Paws - Horrid

Barghests in Fornost (North Downs)

See details for these items here:

http://forums.lotro.com/showthread.

php?t=65898

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Unofficial Lord of the Rings Online Strategy Guide

Level 50

A Lesson from Boromir: Travel to

Rivendell to speak to Boromir

Champion

- Level 15

- Level 30

- Level 45

- Level 50

Level 15

A Blade of Renown: You will be

asked to speak to Ultan Foebane who is a

dwarf standing just outside of Combe

Gate in Bree where you will be given the

quest to find and kill three NPCs in

Bree-land. You'll find Fair Sherman to

the south, in the corner of the Andrath

ruins: you'll need to jump up and over.

Morley the Fierce is near the Northern

Bree-fields, hiding in the ruins of the Old

Greenway Fort. Zhurpukh is wandering

around the eastern side of the

Midgewater Swamp at the edge of the

Weather Hills. The locations for all of

these are marked on MEHQ:

http://www.mehq.net/dynmap/index.ph

p?mapId=2

Level 30

A Champion's Courage: You will be

sent to help Slade Ransford in Ost Guruth

(east side of the Lonelands). He will ask 

you to kill orcs south at Ost Cyrn. Travel

there to Ost Cyrn and speak to him to enterthe solo instance and kill the named.

Level 45

Articles of Valour and Implements of 

Daring: Speak to Gwesgylliel in Meluinen

in the North Downs. Obtain the

components

- Raillug's Frozen Hide - Named worm

north of the Northern Bruinen Source in

the Misty Mountains (19S 2.5W)

- 10 Sulfur-tinged Tarkrip-boots -

Goblins in Western Malenhad (Angmar)

- 20 Mottled Spider Mandibles - Level

48-49 Spiders in Himbar (Angmar)

-

- 15 Bubbling Droplets - Bloated

Brimstone-Leeches in Western Malenhad

(Angmar)

Blood-stained tally-stick - Named boss

in Urugarth instance (Angmar)

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Insignia of Battle - either Jorkirank or

Burzfil in Urugarth Instance (Angmar)Tramug's Hand Axe - Named goblin

roaming around the central and

south-east area of Malahad (Angmar)

near 0.5S, 31.8W

5 Ongburz Swords - Goblins in

Western Malenhad (Angmar)

20 Splintered Warg-Claws - Wargs in

Angmar or in entrance to Urugarth

instance

20 Barbed Barghest-Tails -Barghests in

Imlad (Angmar)

Flawless Scale of Lhugrien - Named

Drake in Urugarth Instance (Angmar)

Sigil of War - Arena boss in Urugarth

instance (Angmar)

Level 50

A Lesson from Gimli: Travel to the

outpost at the Misty Mountains (north of 

the vale) and speak to Gimli.

Guardian

- Level 15

- Level 30

- Level 45

- Level 50

Level 15

A Shield against Adversity: You will

be asked to speak to Oswin Leek at the

North Gate of Bree-town. He will send

you to Burle Pierson at Pierson's Farm

(southeast of Bree-town, 333s, 50.4w).

Speak to Burle inside the farmhouse andhe will begin a route clockwise around the

farm. Brigands will attack him in pairs:

you must taunt these as quickly as possible

to keep Burle from dying. Be sure to

follow Burle closely, he will charge after

the brigands who will kill him if you do

not get their attention quickly. After four

fight scenes, you will get to the Brigand

boss who is level 14 and has around 600

hp. Defeat him and report back to the

North Gate of Bree to complete the quest.

There is a detailed quest write-up here:

http://www.thebrasse.com/lotro/ques t/405

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Level 30

A Guardian's Duty: Speak to Severin

Wheeler in Trestlebridge who will tell

you that the town is under threat of attack 

from Marauding Orcs. Enter the instance

and keep the orcs off of the bridge. Don't

stay with the NPCs, remain at the bridge

entrance and kill all orcs.

Level 45

Articles of Fortitude and

Implements of Battle: Speak to Wali at

Noglond and collect the components:

10 Snow-encrusted Dour-hand Boots -

Dour-hand Dwarves at Gabilazan (Misty

Mountain)

Grimgore's Ashen Hide - Grimgore in

Fasach-larran (Angmar)

25 Unyielding Drake Scales - 47+ Elite

Drakes near Rivendell (Trollshaws),

Gorothlad and Nan Gurth and in the

Urugarth instance (Angmar)

15 Gem-encrusted Nails - Cave claws

in Gorothlad (Angmar)

Flawless Scale of Lhugrien - Drake

boss in Urugarth instance (Angmar)

Warg-keeper's Token - Athpukh,

named Uruk-Hai near the warg cages in

Urugarth instance (Angmar)

Shataz's Cruel Bludgeon - named X inMisty Mountains

Brimstone-tinged Tarkrip-spears -

Goblins in Western Malenhad (Angmar)

20 Grisly Bat-talons - Bats in Himbar

and Carn Dum instance (Angmar)

15 Mottled Spider-mandibles - Level

48-49 Spiders in Himbar (Angmar)

5 Hooked Warg Claws - wargs in

Gasach-falroid and Gorothlad (Angmar)

Crimson Gorthorog-horn - Barashal,

named Gorthorog in Carn Dum instance

(Angmar)

Sigil of War - Arena boss in Urugarth

instance (Angmar)

Level 50

A Lesson from Samwise Gamgee:

Travel to Needlehole in the Shire and

speak to Samwise.

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Hunter

- Level 15

Level 15

The Hunter's Path: You will be askedto find Gytha Lainey at Adso's Camp

who will take you into a solo instance of 

the forest. Use tracking to find

Yellowfang. Kill the other wolves

wandering about to keep them from

helping him (and to get pelts) and make

your way to Yellowfang and kill him.

There is a detailed quest write-up here:http://www.thebrasse.com/lotro/ques

t/355

Level 26

Wilderness by Ost Guruth is an

additional class quests for Hunters which

rewards the ability to port your group to

Ost Guruth. You need to speak to

Gaellant in Esteldin in the North Downs.

He will send you to speak to Trumswith

in Ost Guruth, who will give you a quest

to find his sister. Talk to Unni and follow

the directions to find the sister. There is a

detailed quest write-up here:

http://www.thebrasse.com/lotro/ques t/702

Level 30

A Hunter's Charge: You will be sent to

speak to Gytha Lainey at Adso's Camp

again. She will send you to a solo instance

of the Shire to intercept a party of Wargs.

Head north and wait for the wargs togather. Kill Laugzok first and then take

out the other four wargs one by one,

keeping them from ever reaching Gytha

Lainey. There is a full quest write-up here:

http://www.thebrasse.com/lotro/ques t/558

Level 36

Tracks through Evendim is an

additional class quest for Hunters which

rewards the ability to port your group to

Evendim. Speak to Torogethir in Tinnudir

in Evendim who will send you to speak to

Horace who will send you to find an

arrow-head that he has hidden. Follow his

instructions and the trail until you find the

arrow-head.

Full directions and locations are given

here: http://www.thebrasse.com/lotro/ques

t/709

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Level 45

Articles of Discovery and

Implements of the Hunt: Speak to

Fenton Marshley outside the Hunting

Lodge east of Archet and collect the

components.

Zorrgolug's Matted Hide - Named in

Fasach-falroid (Angmar)5 Brimstone tinged Tarkrip helmets -

Goblins in Western Malenhad (Angmar)

10 Glossy Cave Claw Skins - Cave

Claws in Nan Gurth (Angmar) and in

Isendeep Mine

15 Corroded Neekerbreeker horns -

Neekerbreekers/Borbolg's in Western

Malenhad (Angmar)

Rune of Winged Dominance - Mormoz

or Azgoth in the Carn Dum instance

(Angmar)

Insignia of Battle - Sorkrank or Burzfil

in in Urugarth Instance (Angmar)

Driftclaw's Razor-sharp Claw - named

bear roams around 30.4S 3.6E in the

Giant Halls (Misty Mountain)

5 Corroded Iron Crown Staves -

Angmarians (Evil Men) in Western

Malenhad and Fasach-falroid

20 Clouded Worm-Eyes - Fire worms

in Malenhad (Angmar)

5 Venomous Dread Turtle Beaks -

Dread Turtles in Malenhad (Angmar)5 Putrid Fingernails - Crawling Arms in

Imlad Balchorth and Nan Gurth and the

Carn Dum instance (Angmar)

Medallion of Passage - Urro, Uruk Hai

boss in Carn Dum Instance (Angmar)

Putrid Slime of Helchgam - named

watcher in Carn Dum instance (Angmar)

Level 50

A Lesson from Legolas: Travel to

Rivendell to speak to Legolas.

Loremaster

- Level 15

- Level 30

- Level 45

- Level 50

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Level 15

A Well Ordered Mind: You will be

sent to the Yellow Tree (exit Bree via the

Southern gate) where you will speak to

Dorset Oakes who wants you to retrieve

a book. Collect the pages first (one from

Dorset Oakes, one from a brigand near

the ruins and one from a goblin in the

marsh) to get your hint for the location of 

the book. You can determine the location

of your book from these notes or simply

use trial and error. Return to Dorset

Oakes to enter the instance and look for

the room full of bookshelves. A few

seconds after you enter the room, you

will be attacked by two NPCs. This is the

start of a ring event: every 15 seconds

after the death of the mobs, two more

mobs will spawn where each pair is a

level higher than the previous pair. Do

not start the ring event! You should kill

one mob and keep the other one

perma-stunned until you find the book.

The book location is described in your

notes as a riddle but you can also find itby trial and error: each stun should give

you time to search 2-3 bookshelves. A

common location cited is the front right

corner in the second set of bookshelves

formed in a U-shape. Once you have the

book, kill the stunned mob and exit the

instance.

You can see a video spoiler of the quest

here: http://stage6.divx.com/user/Turwen/ video/1368348/loremaster-class-ques

t-guide-(spoiler-lvl-15)---lotro

Level 30

A Lore-master's Will: Speak to Isferon

in Duillond in Ered Luin who will tell youthree riddles to help you find three

lock-boxes. You need to report back after

finding each box. The first is next to a

statue which you can see on the riverbank 

near the bridge leading towards the Shire.

The second is in the Shire at the foot of a

statue near the milestone in Brockborings

(take the path towards the mailbox). Thethird is inside the Forsaken Inn near the

left stairs. You can watch a three-part

video spoiler of this quest here:

http://stage6.divx.com/user/Turwen/ 

video/1479327/loremaster-level-30-c

lass-quest-(part-1-of-3)---lotro

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Level 45

Articles of Mystery and Implements

of Knowledge: Speak to Isdi at the ruins

of Edhelion. Collect the components:

12 Distasteful Corcur Emblems -

Hillmen in keep, south of Helegrod

(Misty Mountains)

Grimgores Matted Fur - named boarroams around 1.8N, 39W in

Fasach-larran (Angmar)

8 Frosted Corcur Staves - Hillmen in

keep, south of Helegrod (Misty

Mountains)

Driftclaw's Rending Tooth - named

bear roams around 30.4S 3.6E in the

Giant Halls (Misty Mountain)

20 Hateful Worm Eyes - Level 48+

Worms in Western Malenhad,

Fasach-falroid and Forothlad (Angmar)

10 Putrid Fingernails - Crawling Arms

in Imlad Balchorth and Nan Gurth and

the Carn Dum instance (Angmar)

15 Revered Wight Remains - Wights in

Imlad Balchorth, Himbar, Nan Gurth and

the Carn Durm instance (Angmar)

15 Bubbling Droplets - Bloated

Brimstone Leeches in Western Malenhad

(Angmar)

Putrid Slime of Helchgam - named

watcher in Carn Dum instance (Angmar)

Goblin Badge of Rank - Arkrur, named

goblin in Urugarth instance (Angmar)Emblem of Ritual - Morthrang, named

in Urugarth instance (Angmar)

Rune of Evil Presence - Salvakh, named

in Carn Durm instance (Angmar)

Level 50

A Lesson from Lord Elrond: speak to

Elrond in Rivendell.

Minstrel

- Level 15

- Level 30

- Level 45

- Level 50

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Level 15

A Song for the Company: You will

be sent to the Prancing Pony and speak to

Piper Prescott in the common room.

Then go to Leland Underhill, just outside

of the West Gate of Breetown. Leland

Underhill will take you into the solo

instance. Keep Underhill alive by taking

the mobs down to under half their health

and they will surrender. Then bring the

boss mobs down to 30% and they will

surrender. Remember that you can heal

your Quest NPC so leave him taking the

aggro as much as possible. Then return to

the Prancing Pony and perform the tale.

There is a detailed quest write-up here:

http://www.thebrasse.com/lotro/ques

t/575

Level 30

A Minstrel's Hope: Find Leigh

Putnam in Trestlebridge and offer your

aid. He will send you to a nearby cave to

bring hope to the refugees hiding within.

Level 45

Articles of Harmony and Implements

of Song: Speak to Baillindiel in Celodim.

Find the components:

12 Matted Snowbeast furs - snowbeasts

at the source of the Bruinen (Misty

Mountains)

Brimstone-tinged Tarkrip-plates -Goblins in Western Malenhad (Angmar)

20 Clouded Worm Eyes - Fire worms in

Malenhad (Angmar)

15 Revered Wight Remains - Wights in

Imlad Balchorth, Himbar, Nan Gurth and

the Carn Durm instance (Angmar)

Goblin Badge of Rank - Arkrur, namedgoblin in Urugarth instance (Angmar)

Ashen Gorthorog-horn - Tarlug, named

Gorthorog in Carn Dum instance

(Angmar)

12 Chipped Rock-worm Fangs - Worms

near the source of the Bruinen (Misty

Mountains)

Narglup's Blunted tooth - named Warg

roams around 2N 36.8W in Fasach-Larren

(Angmar)

5 Corrosive Droplets - Brimstone

leeches in Carn Dum instance (Angmar)

15 Splintered Warg-Claws - wargs in

Gorothlad, Nan Gurth instance and

Urugarth instance (Angmar)

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5 Grisly Bat-Claws - Bats in Himbar

and Carn Dum instance (Angmar)Emblem of Ritual - Morthrang, named

in Urugarth instance (Angmar)

Rune of Winged Dominance -

Mormoz, named morroval in Carn Dum

instance

Level 50

A Lesson from Lindir: Speak to

Lindir in the Hall of Fire in Imladris

Level 35 Getting YourHorse

At level 35 you can get a quest line

which will lead to your being able to

purchase a horse. You will need to speak 

to Eogar at Hengstacer Farms. Eogar is

northeast of the Northern Bree-Fields: on

the path leading to the North Downs, turn

east at the Northern Bree-Fields and then

take the first left to Hengstacer Farms,

loc 22.3S 52.3W.

He will give you a series of four

quests. The final quest does not reward

you with a horse; however you gain the

trait "riding" . The cost of the horse is 4

gold, 220 silver.

The quests involve riding horses todifferent places. Note that like the postal

and pie carrying quests, these quests are

timed and you can fail by getting attacked,

falling off cliffs and going into deep water.

Fresh Steed for Bree: Click on the

Blond Sorrell behind Eogar and then cut

across southwest to join the main road to

Bree. Follow the road south to the West

gate of Bree. The horse will spawn

automatically when you arrive at the

stables (loc 29.5S 52.7W). Once the quest

updates, report back to Eogar.

Fresh Steed for Michel Delving: Click 

on the Chestnut steed behind Eogar and

then cut across southwest to join the main

road heading south towards Bree and then

cut across west for the path to the Shire

(via Adso's Camp). Once in the shire,

remain on the main road heading west to

reach Michel Delving (loc 24.2S 75.5W).

Once the quest updates, report back to

Eogar.

Fresh Steed for Othrikar: Click on the

Bay steed behind Eogar and cut-across

northwest to join the main road going to

the North Downs. Continue through

Trestlebridge in the North Downs and then

take the first right turn heading east

towards Annundir. At the T-junction, go

north to Othrikar and report to the Stable

Master (loc 2.9S 44.9W). Once the quest

updates, report back to Eogar.

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Proving Your Quality: You have a

timed race to get around twelve gates.Initially you should walk through

following the instructions so that you can

learn the route. Use the Space Bar to

 jump over fences and objects while

riding. Cut corners where you can. You

should expect to do two or three attempts

before you learn the route well enough to

complete the race. Once the quest

updates, report back to Eogar.

The horse does not have stable-mount

style travel speed however it does have

an increase on normal run-speed. The

size of your horse is based on your race:

Dwarves and Hobbits get ponies, Elves

and Humans get horses.

Epic Book Walk-Throughs

The Book quests require a fellowship

to complete but they are usually a lot of 

fun and also offer some of the best

rewards in the game. If at all possible, do

them while the quests are white for

excellent upgrades to your gear and

optimal quest experience . This is a

collection of some of the best

walk-throughs and spoilers offered for

these quest lines at time of writing. For

later quest lines which haven't yet been

written up, there are links to quest sites

which are collecting information in thecomments, so be sure to check there for

additional hints and tips.

Prologue

(optional):http://www.lotroquests.com/Epic-Pro

logue-47.html

Book 

One:http://www.lotrolife.com/quests/boo

k_1_walkthrough/ 

Book 

Two:http://www.lotrolife.com/quests/boo

k_2_walkthrough/ 

Book 

Three:http://www.lotrolife.com/quests/boo

k_3_walkthrough/ 

Book Four:http://www.lotrolife.com/quests/boo

k_4_walkthrough/ 

Book 

Five:http://lotro.tentonhammer.com/index

.php?module=ContentExpress and func

=display and ceid=312

Book 

Six:http://lotro.tentonhammer.com/index

.php?module=ContentExpress and func

=display and ceid=313

Book 

Seven:http://lotro.tentonhammer.com/index

.php?module=ContentExpress and func

=display and ceid=371

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Unofficial Lord of the Rings Online Strategy Guide

Book Eight, check comments for

additionalhints:http://lotro.allakhazam.com/db/ques

t.html?lotrquest=1138

Book Nine, site can be slow to

load:http://www.lotroquests.com/Epic-Boo

k-IX.html

Book Ten, check comments for

additional

hints:http://lotro.allakhazam.com/db/ques

t.html?lotrquest=1266

Book Eleven, details still being

collected:http://lotro.allakhazam.com/db/ques

t.html?lotrquest=1395

Crafting

In order to learn a profession, you must

choose a vocation that includes that

profession. A voation is chosen by

speaking to a Master of Apprentices.

You can find Masters of Apprentices in

the following zones:

Bree-town - Old Roger Sorrel (in the

Crafting Hall) 30.3S, 51.1W

Celodim - Golphedinir 28.2S, 92.7W

Combe - Jill Brushwood 28.9S, 48.7W

Gondamon - Alfwin 20.2S, 97.1W

Michel Delving - Blossom Proudfoot

34.6S, 75.5W

Thorin's Hall - Nasi 13.7S, 103.2W

You'll be asked to choose a vocation.Each vocation consists of three crafting

professions. Some professions are

specifically for the generation of base

materials to be used in other professions:

prospector (gather ore and create metal

ingots), Forester (gather wood and create

treated wood, can also boil pelts) and

Farmer (plant seeds and provide crops forcooking). Selling to crafters is often more

lucrative than crafting, especially at lower

levels, so to start it can be much simpler to

choose these professions to fund your

initial play and take up crafting later.

Generally, you'll find that gathering the

primary resource you need for a profession

will be included in your vocation, so forexample the Metalsmith profession is

combined with the Prospector profession

for gathering ore if you choose the

Armorer vocation. Some professions are

available in more than one vocations, so

you can choose the configuration most

suitable to your game-play. Scholar,

Jeweler and Metalsmith only appear in one

vocation (Historian, Tinker and Armorer,

respectively).

If you are new to tradeskills, you should

consider taking the explorer vocation first,

which will gain you raw materials and an

immediate income stream. Later, you can

change vocations although you will lose

your skills not inherent in the new

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Unofficial Lord of the Rings Online Strategy Guide

vocation and you will need to build the

new professions up from scratch.However, you can take Explorer to

Grandmaster, then change to Armorer

and you will retain your Prospecting and

Tailoring skill with the new (to you)

profession of Metalsmith starting at

apprentice.

Armsman: Prospector, Weaponsmith,

Woodworker

Armorer: Prospector, Metalsmith,

Tailor

Explorer: Forester, Tailor, Prospector

Historian: Farmer, Scholar,

Weaponsmith

Tinker: Prospector, Jeweler, Cook 

Woodsman: Forester, Woodworker,

Farmer

Yeoman: Farmer, Cook, Tailor

You can see a graphical explanation of 

the vocations here:

http://www.thebrasse.com/lotro/craf 

ting.php

Having chosen a vocation, you'll needto make items to gain in skill, which

requires recipes and raw materials. You'll

be supplied with the prerequisite crafting

tool and you'll find you will gain recipes

automatically upon gaining the

profession or a new tier in the profession.

Further recipes may be bought from NPC

merchants or are drops. Common

dropped recipes are often cheap to acquire

on the Auction House.A full and detailed crafting guide is

available at

http://lotro.warcry.com/content/gui

des/crafting

Crafting Guides

- Official Crafting Guide:

- Recommended Reading:

- Useful Resources:

- Crafting Guides:

- Recipe Lists:

- Component Lists:

Official Crafting Guide:

http://www.lotro.com/article/281

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Unofficial Lord of the Rings Online Strategy Guide

Recommended Reading:

Draznar's Crafting Guide and FAQ:

http://lotro.warcry.com/content/gui

des/crafting

Useful Resources:

Official Crafting Forum:

http://forums.lotro.com/forumdispla

y.php?f=30

Crafting Guides:

Scholar:http://forums.lotro.com/showthread.

php?t=32009 (see also

http://rebelion.re.funpic.de/ )

Tailor:

http://lotro.tentonhammer.com/index

.php?module=ContentExpress and func

=display and ceid=128

Farmer:http://lotrovault.ign.com/View.php?view=Guides.Detail and id=30

Cooking Costs:

http://forums.lotro.com/showthread.

php?t=51639

Recipe Lists:

Cook:http:

 //lotro.tentonhammer.com/index.php?module=ContentEx

and func=display and ceid=305

Jeweler:http:

 //forums.lotro.com/showthread.php?t=34317

Metalsmith:http:

 //forums.lotro.com/showthread.php?t=34363

Scholar:http:

 //lotro.tentonhammer.com/index.php?module=ContentEx

and func=display and ceid=411

Tailor:http:

 //forums.lotro.com/showthread.php?t=42396

Weaponsmith:

http://forums.lotro.com/showthread.php?t=34323

Woodworker:

http://forums.lotro.com/showthread.

php?t=34342

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Component Lists:

Mastery items list:

http://lotro-rares.bizhat.com/maste

ry.html and

http://www.lotrolife.com/lotro_craf 

ting_mastery_items

Rare components list:

http://lotro-rares.bizhat.com/ and

http://www.lotrolife.com/rare_craft

ing_component_list

Single use recipes list:

http://lotro-rares.bizhat.com/recip es.html

Crafting Tools

Every craft requires a crafting tool.

You must have the appropriate tool

equipped in order to carry out the craft.

Each profession has its own crafting tool

with the exception of Metalsmith and

Weaponsmith, which both use theSmithing Hammer.

Woodworking Tools

Tailor's Tools

Smithing Hammer

Scholar's Glass

Jeweler's Tools

Cooking Supplies

Farming Tools

Forester's Axe

Mining Pick 

When you choose your vocation, you

will be given the appropriate crafting tools

automatically. These will be of "inferior"

quality with a low sturdiness.

Crafting tools come in various levels of 

quality. The quality of the tool adds

sturdiness (the tool will last longer before

breaking) and for production crafts they

will increase the chance for a critical

success. Crafting tools for gathering

professions decrease the time per harvest.

You will initially be given "inferior"

crafting tools and you can buy normalcrafting tools from a provisioner at any

tradeskill area. These have no required

level. The upgraded crafting tools are

created by Metalsmiths and after Bronze

they have a minimum required adventure

level. Superior crafting tools are created as

a result of a critical success and increase

the bonus on the tool.

Tool Level

Production

Effect

Gathering

Effect

Bronze 1

Higher

sturdiness

Higher

sturdiness

Superior

Bronze 1

+2.0%

critical

chance

-0.5

seconds

gathering

time

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Iron 13

+2.0%

criticalchance

-0.8

seconds

gatheringtime

Superior

Iron 13

+5%

critical

chance

-1.0

seconds

gathering

time

Steel 25

+6.0%

critical

chance

-1.3

seconds

gathering

time

Superior

Steel 25

+8.0%

critical

chance

-1.5

seconds

gathering

time

Dwarf 

Steel 35

+10.0%

critical

chance

-1.8

seconds

gathering

time

Superior

Dwarf 

Steel 35

+15%

critical

chance

-2.0

seconds

gathering

time

Ancient

Iron 45

+14.0%

critical

chance

-2.3

seconds

gathering

time

Superior

Ancient

Iron 45

+16.0%

critical

chance

-2.5

seconds

gathering

time

Ancient

Steel 45

+18.0%

critical

chance

-2.8

seconds

gathering

time

Superior

Ancient

Steel 45

+20.0%

critical

chance

-3.0

seconds

gathering

time

Beware of repair costs for the higher

quality crafting tools. Depending on the

Auction House prices, it may be cheaper

to buy a new tool than to repair a broken

one. If at all possible, leave your tool in

the vault and only take it out fordesignated crafting sessions. For gathering

professions, you may wish to consider

whether the faster gathering time is

worthwhile in terms of repair costs.

Critical Success

When crafting an item you have a

chance of a "critical success" if you have

mastered the tier that the item is in. A

critical success increases the quality or the

quantity of the item you were crafting.

Once you have become proficient in a tier

(and mastered the previous tier, if 

appropriate) you will gain a new

experience bar showing the number of 

points needed to master the tier. So as an

Apprentice, you need 200 points to

become proficient, which will allow you to

progress to the next tier, which is

Journeyman. A further 400 points in

Apprentice is needed to master

Apprentice. You can become proficient in

all tiers of your craft without mastering

any tier at all but it is progressive: to

master a tier you must have already

mastered the previous tier (with the

obvious exception of Apprentice).

Once you have mastered a tier, you can

use the Mastery options for recipes in that

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tier. For some crafts (Forester,

Prospector, Cook), the only means toincrease your chance of a critical success

is to upgrade your crafting tool.

However, other crafts have the option of 

adding a specific rare crafting component

(which is listed on the Mastery tab for

that recipe) which increase the chance of 

a critical success.

You can see an extensive list of thecomponents used for mastery recipes

here: http://lotro-rares.bizhat.com/maste

ry.html

Critical successes are rare but you can

also improve your chances of gaining a

critical success by upgrading your

crafting tool (see the Crafting Tools

section for a table of the tools with theireffect).

Resources

Tradeskills involve taking raw

materials and turning them intosomething else. The first order of 

business is to get your ingredients.

Resources for crafting come from

different sources: purchased, gathered,

and dropped. Purchased resources are

available from NPC merchants in the

crafting area (provisioners, suppliers and

grocers). Dropped resources, for example

pelts, are looted from corpses. Dropped

items also include the rare crafting andmastery crafting components. Harvested

resources are gathered, usually by a

specific gathering profession such as

prospector or farmer.

Gathered Resources

Where do gathered resources come

from? The Auction House, if you have the

gold. You can throw money at the problem

and solve all your resource issues at once.

However, this is an expensive way to go

and crafting is a fast way of using up all

your spare cash as it is. It is far more costeffective to gather the resources yourself if 

you can.

Ore, wood, plants and artifacts (scholar

items) are resources which are gathered

from the ground. Gathered resources are

broken down by tier, with the exception of 

plants used by cooks. The tier of the node

you are harvesting is determined by theadventure level of the area and can usually

be quickly determined by the level of the

mobs in the area. You need to have the

appropriate skill and skill level in order to

harvest all nodes except for plants.

TierOre Dye Gem Wood Scholar

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1

Tin,

Copper

Sienna,

Copper

Salts

Amethyst,

Agate Rowan

Aged Scrap

of Test, Early

Third AgeRelic, Worn

Tablet

Fragment

2

Barrow-Iron

, Silver Umber

Bloodstone,

Opal Ash

Cryptic Text,

Ruined

Second Age

Trinket

3

Rich

Iron,

Gold

Ruby,

Sapphire Yew

Cracked

Dwarf 

Carving,

FadedSindarin

Passages,

Torn

Craftsman's

Diary

4

Platinum,

Dwarf 

Iron Adamant Lebethron

Fragment of 

Dunedain

Script, Relic

of Lothlorien

5

Misty

Mountain

Silver,

Ancient

Iron

Ancient

Iron

Oxides Beryl

Black 

Ash

Long Lost

Second Age

Text,

Undeciphered

Moon Letters

Nodes

In order to speed up your acquisition of 

these harvests, it helps to know a bit

about how the resources work. The

harvestable item is called a "node" and

nodes of a specific type will be scattered

around set areas for people to harvest.

Each node in LOTRO is a static point

which has a random chance to appear.

An area is set which includes multiple

static nodes where multiple (but not all)nodes will be filled for a given area.

Imagine a developer staring down at the

world from the sky, in God-mode. He

might select "wood" and then draw a circle

around the trees to the south of Adso's

camp and then click OK: now that area is

marked as having a specific type of wood

node. If you as a player were to explore

this area, you would find a node and

(assuming you had the correct skills) you

could harvest it and gain the wood from it.

Then in some pre-set amount of time range

(generally between 2 and 5 minutes), a

new node will appear in one of the set

spawn-points within that area, possibly at

the same point. These circles or areas can

overlap. You can see this most clearly at

ruins, which are designated areas for

scholar nodes.

There are generally five static nodes in

the area, so once you know these static

points you can run around checking the

locations for the node or nodes that are up

at that moment. If you are a scholar, you

can harvest that node and then wait for the

area to respawn, at which point a new

node will appear at one of the points in the

area where you gathered one.

Nodes are a specific type, such as

"wood" or "rock". The level range of the

resulting product gathered from the node

will be defined by the area: you will

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generally find tier 1 nodes (rowen,

copper and tin) next to mobs up to level15, where those with pelts will drop light

hides. Then you'll find the next tier of 

harvests (ash, barrow-ore, silver) will

tend to be surrounded by mobs level

15-25, who drop medium hides.

Rock nodes have multiple harvests, for

example tier 1 rocks can be copper or tin.

You should clear all nodes of your type,whether or not it is the specific harvest

you are after. So for example, if you are

gathering copper and found an area with

multiple "tin" nodes, you should also

harvest the tin, clearing that node to

allow for the next spawn which has a

chance of being tin or copper. If you only

harvest the copper nodes, you'll soon find

that the area has fewer and fewer nodes

that are useful to you, with the end effect

that all the nodes will be tin until

someone else comes along and clears

them.

Having said that, harvesting a wood

node never causes a rock node to spawn

in its place. The gathering nodes in

LOTRO are predetermined as wood,

rock, plant, and scholar nodes. So,

having found a comfortable spot with a

few nodes of the type you are looking

for, you will generally find it more

efficient to continue harvesting those

nodes rather than run all over the world.

A popular system in LOTRO is to create

a "path" along multiple node areas,

harvesting your way along. For beginningexplorers, you'll see that the area between

the Shire and Bree is commonly

recommended: you can run from the Shire

to Bree watching for spawns on the south

side of the path, then run back from Bree

to the Shire on the north side Now when

you return along the south side, you'll find

the nodes have respawned for you to

gather once again.

A single node will generally give

between one and three resources. An

abundant node (names vary) will yield

between four and six resources.

Wood nodes have a single harvest of the

wood for the tier that the node is found in

and the occasional kindling (used incampfires but can be vendor bought so not

generally worth saving unless for own

use). A normal node yields between one

and three resources. A "heavy" node can

yield up to six resources. See the Forester

section for favored locations.

Rock nodes can be ore or precious

metal. In some tiers they can also yielditems used for dyes (see the above table).

Generally the ore is more popular as both

Weaponsmiths and Metalsmiths require it

in large amounts. It's also worth noting

that the low level ore is in common

demand across the tiers, and so it is worth

continuing to harvest these and sell the ore

(raw and as ingots) after you have

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completed your apprenticeship in order

to generate an income stream. One playerposted to the forums stating that he has

only ever gathered tier one ore but used

the proceeds from selling copper to buy

the higher tier ore in order to gain

mastery. Rock nodes can also yield some

dye components by tier (see table above).

See the Prospector section for favored

locations.

Scholar nodes are found around ruins

and require the Scholar profession to

harvest. Scholars received the skill

"Artifact Tracking" as part of the book 

10 update but even so, the nodes can be

hard to spot as they are tucked into

corners at the walls. Go towards the

tracking icon on your mini-map and then

use the DELETE key to select nearest

object. Type /follow and you will move

towards the node. You will learn the

static node points fairly quickly which

will speed up the process. See the

Prospector section for the ruins listed by

tier.

Plant nodes are generally used in

cooking with a few used for Scholar

dyes. Farmers have crop tracking to find

these but unlike wood and ore, there is

no special skill needed to gather these.

These do not vary by tier but do vary in

location: taters are common in the shire

and extremely rare in the Lone-lands.

Yarrow appears much more commonly

in Ered Luin and the Bimblebole Forest

than other locations, whilst woad is mostabundant in the Weather Hill of the

Lone-lands and is rare in the rest of the

zone. Many of the plant nodes are

available to farmers by planting the seeds

and harvesting the results which is

obviously much quicker. In addition, some

plant resources are only available from

farmers, such as carrots and tobacco leaf.

The plant resources used in cooking tend

to have low value due to their availability

both through harvesting and farming. The

plant resources used for dyes are worth

more as they are rarer and can't be grown.

Clearing other plant nodes from the area

(as explained above) can help you to find

the root nodes used for dyes.

Harvesting Guide

The best place to harvest is where you

have a lot of nodes all to yourself. If you

travel to a favorite location and find that

you are competing with others to get to the

nodes, then you will generally find it much

more efficient to move on and go to a

different location, even if it is less

plentiful. Turn tracking on for the node

you are looking for (Farmers, Foresters,

Prospectors and Scholars get specific

tracking skills). Once you are near a node,

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use your DELETE key to select the node

to see the exact location.See the separate section on crafting

tools regarding upgrading your gathering

tools for faster harvests. Note that the

gathering tools do not have a further

function out in the field (they do not

increase the harvests per node) and they

are exceedingly expensive to repair.

Many harvesters choose to stay with thebasic tools when out gathering to keep

these costs down. In extreme cases, it can

be cheaper to buy a new harvesting tool

rather than to repair one. If you are under

level ten, then items in your inventory do

not take damage from defeat and you can

carry additional tools around with you

for harvesting in dangerous areas.

However, as the aggro range of NPCs is

greatly increased if you are in a level that

is considered too high for you, you will

have real difficulty in gathering your

own harvests after achieving tier 3.

Another strategy is to sell raw and

processed resources gathered from the

lower tiers and use the proceeds to buy

resources for the higher tiers.

Many of the locations given are

"paths" where you will be moving

through multiple node areas. Others are

static locations good for semi-afk 

harvests, with one or two nodes in a safe

area: you simply clear the nodes in your

general vicinity every 5 minutes (while

playing a different game or watching the

television, for example). Areas vary indifficulty based on your level: a level 25

player will find the Barrow Downs safer

than the North Downs for harvesting while

a level 10 player will find both deadly but

it can be easier to dodge mobs in the North

Downs, where they are more spread out. If 

you are harvesting in an area with

aggressive monsters and you do not wish

to fight then you should leave your gear in

the vault to avoid unnecessary wear and

tear.

You will find references to very low

level characters harvesting in high level

zones but this has become very difficult

with the pathing changes in Book 10

which makes it very dangerous for players

to be in zones outside of their level range.

Gathering professions gain their new

recipes for the next tier automatically upon

completing a tier.

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Forester

Foresters have two means to gain

experience in their profession: they can

treat wood and they can boil pelts.

Treating wood is more experience per

combine but it is generally easy to collect

pelts at the same time by killing animals

in the area where you are gathering

wood. For the sake of simplicity, the tiers

below show how much wood you would

need, without taking into account the

experience from boiling pelts. You

should also see the section on gathering

pelts for specific locations.

Tier 1: Apprentice 400 points

You will need 150 rowan wood

resources from this tier to gain

proficiency from treating wood alone. Of 

this, 50 resources are needed to treat

enough wood to progress to the next tier

so that you can gather wood nodes there.

An additional 100 resources are needed

to gain "mastery" in the tier, which

means you have a chance at critical

success. Light pelts come from animals

level 1 to 15. Favored locations:

Bree: North of the Old Forest, between

Adso's Camp and Buckland, both sides

of the path. This area is also good for

light pelt hunting.

Shire: Overhill Yards, northwest of Overhill

Shire: Appledore Farm, near Bag End

Shire: Rushock Gate (where Ered Luin

 joins the Shire) you'll find two spawned

nodes every 5 minutes in a completely safe

area.

Tier 2: Journeyman

You will need 210 ash wood to master

this tier. You can also boil medium pelts

which come from animals level 15 to 25.

Favored locations:

Bree-land: north of the Northern

Bree-fields.

Bree-land: Quince Farm just north of 

Everclear Lake, particularly if you are low

level. The Farm itself is a safe place to

stand and wait for nodes to respawn. Run

around the farm and then down to the lake,

you should find 2-4 nodes every 5

minutes.

Bree-land: Just south of Trestlebridge

Bree-land: Barrow-Downs. Harvests

here are plentiful and quick to collect if 

you are level 20 or above.

(Greenfields and Brockenborings have

completely safe areas to harvest if you are

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patient and willing to wait for the nodes

to respawn every 5 minutes)

Tier 3: Expert

You will need 270 yew wood resources

to master this tier. You can also boil

sturdy pelts. Sturdy pelts come from

animals level 25 to 35.

Favored locations:

Evendim: Around Oatbarton and east

of the pond

Lonelands: The Weather Hills and

east of Weathertop.

North Downs: west side of the Fields

of Fornost

North Downs: Travel through Esteldin

to exit at the back (southeast corner) and

then follow the road east. This is a good

area if you need to avoid aggro

Bree-land: the far northeast area

Tier 4: Artisan

You will need 330 lebethron wood for

this tier. You can also boil pristine pelts.

Pristine pelts come from animals level 35 -

45.

Favored Locations:

Misty Mountains: around Rivendell

Trollshaws: either side of the road

leading from the Last Bridge to the

beginning of the Bruinen Gorges.

Angmar: East side of the path to

Aughaire, around Skathmur (north of Ram

Duath)

Evendim: around Ost Forod

Tier 5: Master

You will need 390 black ash wood from

this tier. You can also boil exceptional

pelts. Exceptional pelts come from

animals level 45 or higher. Favored

Locations:

Misty Mountains: North of the High

Crag, West of the Northern Bruinen

Source.

Ettenmoors: Steps of Gram (must be

40+ to enter)

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Prospector

Prospectors gain experience by

smelting ore into ingots and refining it

into steel ingots. As a result, it is not as

simple to specify how many ore you

need per tier. For tiers 1 and 5, you

should only do the common ore (copper

and ancient Iron respectively) but for the

other tiers you can speed things up by

making the precious metal ingots as well

as the resulting steels. Before starting to

craft, consider your resources versus the

recipe requirements and make sure that

you choose the most efficient route.

For the sake of simplicity, the lists

below specify the minimum of a single

ore type needed to master a tier. With the

exception of tier 1, you can master the

tier with less by smelting the different

ores.

For smelting, you need coal. Coal is

purchased from a supplier and can also

be found on rich nodes.

Note: after tier 3, various ores of different tiers share the same spawn

table. You may wish to consider gaining

proficiency in these tiers as quickly as

possible to be able to harvest the higher

tier nodes and then collect for mastery

afterwards.

Tier 1: Apprentice - 600 points.

At this starter tier, there is a bit of an

anomaly with the numbers. You can

increase your skill by making copper

ingots or bronze ingots or a combination

of the two, however it is much more

efficient to stick to the copper ingots. You

will need 150 resources from this tier if 

you collect copper only. The tin nodes are

used to make bronze ingots so you will

have a lot of tin ore but you can not

process it without using copper. To

achieve proficiency and then master this

tier making bronze ingots, you would need

300 resources (100 tin ore and 300 copper

ore) which is clearly using more resources

than simply making the copper ingots. In

terms of efficiency, it makes more sense to

create copper ingots to gain the tier and

ignore the tin until needed.

You will need 150 copper ore to master

the tier making copper ingots.

The additional uncommon harvests can

not be used to progress prospecting: sienna

and copper salts are used by scholars and

amethyst and agate are used by jewelers.

Favored Locations:

Shire: Rushock Bog, all over.

Alternatively you can farm static nodes

every 5-10 minutes sitting in the area up

past Needlehole to the Rushock Gate

(where Ered Luin joins the Shire)

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Bree-land: Midgewater Marsh

Bree-land: North of the Old Forest,between Adso's Camp and Buckland,

both sides of the path. This area is also

good for hunting for light pelt.

Tier 2: Journeyman - 840 points

You can increase your skill by

smelting barrow-iron ingots and silver

ingots. You can refine barrow-iron ingots

into low grade steel ingots. Your silver

ingots are used for tier 3 refines which

will help you master that tier - save them.

You will need 132 barrow-iron ore to

master the tier smelting barrow-iron

ingots and refining them into low grade

steel ingots.

The additional uncommon harvests can

not be used to progress prospecting:

bloodstone and opal are used by

Jewelers.

Favored Locations:

Bree-land: Quince Farm just north of 

Everclear Lake, particularly if you are

low level. The farm itself is a safe place

to stand and wait for nodes to respawn.

Run around the farm and then down to

the lake, you should find 2-4 nodes every

5 minutes.

Bree-land: Just south of Trestlebridge

Shire: Barrow-Downs. Harvests here

are plentiful and quick to collect if you arelevel 20 or above.

Tier 3: Expert 1080 points

You can increase your skill by smelting

rich iron ingots and gold ingots. You can

refine rich iron ore into high grade steelingots and you can combine your tier 2

silver ingots with the gold ingots into

white gold ingots.

You will need 168 rich iron ore to

master the tier smelting rich-iron ingots

and refining them into high grade steel

ingots.

The additional uncommon harvests can

not be used to progress prospecting: ruby

and sapphire are used by Jewelers.

Favored Locations:

The Lone-lands: just south of the Fields

of Fornost and east of Ost Guruth

North Downs: west side of the Fields of 

Fornost

Evendim: Around Oatbarton and east of 

the pond

Trollshaws:: either side of the path

(nodes spawn as both tier 3 and 4)

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Tier 4: Artisan 1320 points

You can increase your skill by

smelting Platinum ingots and Dwarf Iron

ingots. You can refine Dwarf-Iron Ore

into Dwarf Steel ingots and Westernesse

Steel ingots.

You will need 204 Dwarf-Iron ore to

master the tier smelting Dwarf-Ironingots and refining them into Dwarf Steel

Ingots and Westernesse Steel ingots.

The additional uncommon harvests

cannot be used to progress prospecting:

Adamant is used by Jewelers.

Note: Platinum shares a spawn table

with Ancient Iron and Misty Mountain

Silver and thus can be found in the

Trollshaws, Evendim, Misty Mountains

and Angmar.

Favored locations:

Evendim: follow the western shore of 

the lake

Trollshaws: nodes can spawn as tier 3

gold or tier 4 dwarf-iron. Follow thepath.

Misty Mountains: right at the

entrance to the zone

Tier 5: Master 1560 points

You can increase your skill by smelting

Ancient Iron ingots and Misty Mountain

Silver ingots. It is highly recommended to

gain mastery in this tier using the Ancient

Iron ingots before making Misty Mountain

Silver ingots in order to increase the

number of ingots you produce (through

critical successes), as they are in high

demand.

You will need 240 Ancient Iron ore to

master the tier by smelting Ancient Iron

ingots and then combining them with

Dwarf-Iron Ingots from the previous tier

to refine them into Ancient Steel ingots.

The additional uncommon harvests cannot be used to progress prospecting:

Ancient Iron Oxides are used by scholars

and Beryl is used by Jewelers.

Misty Mountains: at the entrance to the

zone

Ettenmoors: Steps of Gram (must be

40+ to enter)

Evendim: follow the western shore of 

the lake

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Artifacts

Scholar resources can be dropped from

mobs but are also gathered from artifact

nodes found in ruins around the middle

earth. Each area has four to five locations

where the artifact node can spawn. Only

scholars can harvest these nodes. With

the obvious exception of Tier 1, you

must have gained proficiency in the

previous tier in order to harvest nodes in

the next tier.

There are many different items that a

scholar might make to skill up, thus it is

difficult to predict how many artifacts

need to be collected to master a tier. For

Tier 1, if you were to only make Scrolls

at 8 points per combine, you would need

150 Aged Scraps of Text, 75 Early Third

Age Relics and 75 Worn Tablet

Fragments to master this tier. However,

you can also make dyes from ore

harvests and plant harvests which do not

require artifacts and you may wish to

skill up using the (dropped) recipes for

healing potions, which only require one

harvest (and bought items from a

supplier).

Tier 1

Shattered Pitchers contain:

Aged Scrap of Text

Early Third Age Relic

Worn Tablet Fragment

Favored locations:

Shire: Bridgefields Wall and Old Odo'sLeaf Farm

Ered Luin: Tham Gelair, Dol Ringwest,

Limael's Vineyard

Bree-land: Ruins east of Adso's Camp,

The Crumbled Court, Ost Baranor,

Marshwater Fort

Tier 2

Broken Urns contain:

Cryptic Text

Ruined Second Age Trinkets

Favored locations:

Erud Luin: Kheledul and Rath Teraig

Bree-Land: Ost Baranor, South-guard

Ruins, The Dead Spire, Wight Keep,

Half-0rc Ruins, Old Greenway Fort.

Lone-lands: Minas Eriol and Ost Laden

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Tier 3

Antique Vases contain:

Cracked Dwarf Carvings

Faded Sindarin Passages

Torn Craftsman's Diary

Favored locations:

Lone-lands: Naerost, Mithrenost, OstCyrn, Nindor, Agamaur

North Downs: Glirost, Ost Galumar,

Dol Nendir, Merenost, Tham Lorn

Tier 4

Forgotten Texts contain

Fragment of Dunedain Script

Relic of Lothlorien

Favored locations:

Evendim: Salamander Island

Trollshaws: Ost Thondol,

Whiskerback Ruins, Nan Tornaeth

Angmar: Dun Covad

Tier 5

Ancient Vases contain:

Long Lost Second Age Text

Undeciphered Moon Letters

Favored locations:

Misty Mountains: Chapter 5 of Book 5

Instance, Gabilazan, The Bitter Stair,Imlad

Bree-land: Haudh Iarchith (dungeon in

the Barrows)

Hides

Unlike the other gathered resources,

pelts are primarily available as mob drops.

Foresters can then boil the pelts so that

they can be used for crafting. Pelts drop

from animals (most notably wolves,

wargs, cave-claws, bears and boars). The

tier of the leather is based on the level of 

the animal.

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Light Hides

Light hides drop from animals level 1 -

15 which are abundant in the following

areas:

Shire: Wolf Den north of Hobbiton

and Wolf Den at Bridgefields Wall

(north of Stock)

Bree-land: North of Adso's Camp andWolves den in Combe

Medium Hides

Medium hides drop from animals 15 -

25 which are abundant in the following

areas:

Bree-land: around the Everclear lakes,

Wolf dens at Midgewater Pass, North

Bree Fields near Thornleys, the Old

Forest at the end of the river

Lone-lands: Wolves at Weatherway

Sturdy Hides

Sturdy hides drop from animals 25-35

which are abundant in the following areas:

Bree-land: Northern Bree-fields,

Around Starmere Lake

North Downs: Kingsfell, East of 

Esteldin, at the entrance to Dol Dinen,

Nam Amlug, South of Othrikar

Evendim: Bear dens east of Ost Forod

Pristine Hides

Pristine hides drop from animals 35-45

which are abundant in the following areas:

Trollshaws: Drauglag

Evendim: East Evendim overland, Blue

Lady Cave

Angmar: Bear den north of Aughaire,

Cave-claws at Ram Duath

Misty Mountains: around the lake

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Exceptional Hides

Exceptional hides drop from animals

level 44 or higher, which are abundant in

the following areas:

Angmar: Wargs on the east side or

south of Donnvail, Turtles in Malenhad

(needs fellowship), Cave-claws in Nan

GurthImlad Balcorth: Barghests

Ered Luin: Sarnur (high level dungeon)

Ettenmooors: Isendeep mine area

Reputation

The Book 10 update included a new

faction-based reward system, called

Reputation. There are 7 different factions

that you can gain reputation with. As you

gain reputation, your status with the

faction increases.

Points needed per level

10,000 Reputation - Acquaintance

20,000 Reputation - Friend

25,000 Reputation - Ally

30,000 Reputation - Kindred

Note these are not cumulative. You

will need to earn 10,000 reputation to

reach Acquaintance and then a further

20,000 reputation to reach Friend.For each faction, there are a few

different means of gaining reputation.

There is an initial quest which sends you

to the faction location where you will be

asked to collect ten items for a reward of 

700 reputation. For some factions, this will

be in a specific instance: after receiving

the initial quest, you can continue fight inthe instance and collect the items to hand

in for 300 reputation per ten items. For

other factions the drops are standard

overland drops and you can collect the

items in advance of gaining the quest.

Once you have gained 10,000 reputation

and Acquaintance level, you can enter the

faction lodge where you will find a furtherquest to hand-in additional rare items for a

higher faction reward.

The instances may also have slayer

deeds for creatures in the instance. Initial

deeds in these instances offer a title and

700 reputation, the advanced deeds give

900 reputation and a trait.

Each faction has an additional option to

gain reputation through a specific

tradeskill. You must be proficient in tier 5

of the tradeskill to craft the items. The

items are solely a reputation hand-in, they

do not have a function outside of the

reputation quests. The tradeskill quest

NPC will give you the recipes for the

items, if you have the tradeskill at the

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correct level.

You can see the reputation recipeshere: http://lorebook.lotro.com/wiki/Cate

gory:Reputation_Recipes.

Many crafters have been excited by the

news that there is a portable repair anvil

as a faction reward. However, the anvils

can only be made by weaponsmiths and

metalworkers and are bind on acquire.

Rewards

Once you have achieved Acquaintance

level you can enter the guild lodge and

view the full set of rewards available.

You will gain a 23-25% discount on

repair costs.

Vendor listings and pricing do not

change as you gain faction. Some of the

factions give race-specific trait

enhancements. You must be the correct

race to equip these enhancements and

they take up a racial slot.

The armor and weapon rewards form

part of sets. To gain all the items in a set

you will have to do multiple factions, the

reputation vendors have a subset of the

armor sets (see the rewards listed by

faction, below). You gain a further

benefit by wearing 2 or 4 pieces of the

set.

The sets and their further rewards are:

Archer of the Council

Set(2): +15 Agility

Set(4): Chance to Block or Evade your

ranged attacks are reduced by 2%

Healer of Rivendell

Set(2): +44 Power

Set(4): -5% threat from healing

Sage of the Council

Set(2): +3% Tactical Critical Multiplier

Set(4): +2% Tactical Critical Chance

Warden of Annuminas

Set(2): +2% Incoming Healing

Set(4): +125 Armor Value

Warrior of Rivendell

Set(2): +13 Agility

Set(4): +26 Might +7 Agility

The sets are generally considered to be

better than solo-quested gear for their level

and not as good as tier 5 superior crafted

armor.

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Council of the North

Level: 45 (minimum 38)

Initial Quest Giver: Arohir in the

center of Esteldin (North Downs)

Faction location: Gath Forthnir

(Angmar)

Quest Giver: Annabla

Tradeskill: Metalsmith

Tradeskill Quest Giver: Hroar

Arohir will send you to speak to

Annabla in Gath Forthnir. She will ask 

you to collect bone amulets from Imlad

Balchorth. This is a repeatable quest and

you can collect them in advance or evenbuy them off the Auction House. You

gain 700 reputation for your initial

hand-in of ten bone amulets and 300

reputation for every ten bone amulets

after that. The bone amulets drop from

the wights and other dead in Imlad

Balchorth and in Angmar around that

area.

Once you have reached Acquaintance

(10,000 reputation), you will gain access

to the reputation lodge where you will be

able to hand in wicked daggers and war

plans (also found in Imlad Balchorth)

which give 700 reputation for the first

ten and 300 reputation thereafter.

Metalsmiths can speak to Hroar to get

crafting quests which reward reputation.The non-rare recipes (Crest of Vigilance,

Crest of Valor) require five items to be

crafted to complete the order and give 700

reputation for the first completion and 300

reputation thereafter. The rare recipe (Icon

of Heroes) requires an Ancient Nickel Ore

Ingot but needs only one to complete the

order. You can see the recipes at:

http://lorebook.lotro.com/wiki/Cate

gory:Reputation_Recipes

Name Faction LevelSlot Stats

Archer's

Armlet Friend 46 Wrist

+28 Agility,

+1.4

in-combat

Power regen

Archer's

Hoop Friend 45 Ear

+14 Agility,

+14 Fate,

+20 Power

+1% Ranged

Critical

Sage's Ring Friend 46 Finger

+14 Fate,

+21 Morale,

+42 Power,

+3%

Tactical Crit

Archer's

Cover Ally 47

+14 Agility,

+28 Will, +7

Fate

Sage's

Pendant Ally 44 Neck  

+13 Vitality,+13 Fate,

+1%

Tactical Crit

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Archer's

Ally Kindred 50 Bow

60-95

common

damage, 2.6speed, 29.7

DPS, +1%

auto attack 

crit, +2%

ranged crit,

reduced

induction

timer

Sage's Staff Kindred 50 Weapon

64-84

common

damage, +30

Fate, +90

Power, +2.1

in-combat

Power regen,

+2%

Tactical Crit

Warden's

Shield Kindred 50

Heavy

Shield

641 Armor,

-10% ranged

vulnerability,

+2% block,

-2% melee

vulnerability,

+2 incoming

healing

Dun

Horse/Pony Kindred 35 Token

The Eldgang

Introduced with the Book 11 update, not

a lot is known about this new faction at

time of writing. Speak to Faimir in

Rivendell, standing outside the Last

Homely House, to gain the initial quest,

Into the Rift. He will send you to speak to

Glorfindel who in turn will send you tospeak to Iorelen, in the camp near the Rift

(east from Barad Gularan). You will then

be asked to collect barter items: Obsidian

Rock Shards and Scraps of Rift-Iron Ore.

These are gained within the raiding zone

The Rift.

Elves of Rivendell

Level: 35 (min level 28)

Initial Quest Giver: Naerandir,

standing at the Prancing Pony in Bree

Faction location: The Last HomelyHouse, Rivendell

Quest Giver: Inyl

Tradeskill: Scholar

Tradeskill Quest Giver: Cachunir

Trait enhancement:

Elf only: +1 Wisdom, Charity, Patience

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Naerandir is standing in front of the

Prancing Pony in Bree. He will send youto speak to Inyl in the Last Homely

House in Rivendell.

Inyl will ask you to collect ten Signets

of Rhuadar. This is a repeatable quest

and you can collect them in advance or

buy them from other players. You gain

700 reputation for your initial hand-in of 

ten Signets of Rhuadar and 300reputation for every ten Signets of 

Rhuadar after that.

Signets of Rhuadar have been reported

as dropping from Hillmen and Wights in

the Trollshaws and Concurs in the Misty

Mountains.

There are various quests that also give

faction with the Elves of Rivendell. You

can speak to Elrond at the Last Homely

House to find a missing scout in

Goblin-town; this leads to further quests

in Goblin-town which offer faction. In

addition, you can gain reputation with

this faction by doing quests for the Elves

in Echad Candelleth in the Trollshaws.

Speak to Tongannel to start this questchain.

Once you have reached Acquaintance

(10,000 reputation), you will gain access

to Imlad Gelair and you will gain a

further quest to hand in additional drops.

Scholars can speak to Cachunir at the

Last Homely House to get crafting quests

which reward reputation. Scholar's Writ

requires five items to complete the orderand gives 700 for the first completion and

300 reputation thereafter. Study of the

Unknown requires Acquaintance and is

again five items to be crafted to complete

the order and gives 900 reputation for the

first completion and 500 reputation

thereafter. The rare recipe, Of Mysteries

Most Profound requires a Torn Scholar's

Journal. You need only make one and it

pays out 1200 reputation for the first

completion and 700 reputation thereafter.

You can see the recipes at

http://lorebook.lotro.com/wiki/Cate

gory:Reputation_Recipes Elves can buy a

racial trait enhancement which adds +1 to

Wisdom, Charity and Patience.

Name Faction LevelSlot Stats

Healer's

Bracelet Friend 42 Wrist

+13

Vitality,

+13

Will,

+38.0

Power,

+0.9

in-combat

Power

regeneration

Healer's

Ring Friend 40 Finger

+24

Will,

+12

Fate,

+18.0

Power

Warrior's

Choker Friend 42 Neck  

+25

Might,

+7

Agility,

+19.0

Morale

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Warrior's

Jewel Friend 40 Ear

+12

Might,

+12Agilityc

+1.0

Melee

Critical

Chance

Healer's

Earring Ally 45 Ear

+14

Will,

+14

Fate,

+82.0

Power

Healer's

Locket Ally 45 Pocket

+14

Will,

Heal

10%

more

Warrior's

Bracer Ally 45 Wrist

+14

Might,

+14

Agility,

+82.0

Power

Warrior's

Edge Ally 46 Weapon

40-52

Beleriand-make

Damage,

1.9

Speed;

24.1

DPS,

1.0%

Auto-attack 

Critical

Hit

Chance,

+14Mightc

+1.0%

Parry

Chance,

+1.0

Melee

Critical

Chance

Small

Ring and

Leaf Rug

recipe Friend Furniture

Bind

on

acquire,crafter

must

have

faction

Starry

Chandelier

recipe Friend Furniture

Bind

on

acquire,

Longbeard's of Thorin'sHall

Level: 46 (minimum level 39)

Initial Quest Giver: Guard-Captain

Unnarr, Thorin's Hall Entrance (Ered

Luin)

Location: near the waterfall at Thorin's

Hall (Ered Luin)

Quest Giver: Torth

Tradeskill: Jeweler

Tradeskill Quest Giver: Israth

Instance: Sarnur

Guild Lodge: Blue Stone Garrison

(Superior Workbench)

Trait enhancement:

Dwarf only: +1 Zeal, Idealism, Fidelity

Guard-Captain Unnarr will send you to

speak to Torth who is on the ledge near the

waterfall at the western area of Thorin's

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Hall. Torth will ask you to collect ten

Dour-hand Crests in the Sarnur instancein the ruins of Orodost. This is a

repeatable quest and you can collect

them in advance or buy them from the

AH. You gain 700 reputation for your

initial hand-in of ten Dour-hand Crests

and 300 reputation for every ten

Dour-hand Crests after that.

There are deeds in the Sarnur instancefor killing beasts, Dourhands and trolls

which pay out 700 reputation and a title

for the initial version and 900 reputation

and a trait for the advanced deed.

Once you have reached Acquaintance

(10,000 reputation), you will gain access

to the Blue Stone Garrison and you will

be able to hand in First Age Relics (raredrops in Sarnur) in return for reputation.

Jewelers can speak to Israth to get

crafting quests  which reward reputation.

The non-rare recipes (Dwarf-Jewel and

Dwarf-Ring) require five items to be

crafted to complete the order. The rare

recipe (Dwarf Necklace) requires a

moonstone but needs only one tocomplete the order. You can see the

recipes at

http://lorebook.lotro.com/wiki/Cate

gory:Reputation_Recipes.

Dwarves can buy a trait enhancement

which adds +1 to Fidelity, Idealism and

Zeal.

Name Faction Level Slot Stats

1-handedAncient

Dwarf 

Damage

Weapons Friend 44 Weapon

Mace, Axe,

Staff, approx.

23 DPS. Rank 2 of specific

Virtue trait

required to

equip.

2-handed

Ancient

Dwarf 

Damage

Weapons Friend 44 Weapon

2-handed

Axe,

Crossbow,

approx 26

DPS. Rank 2

of specific

Virtue trait

required to

equip.

Captain

Herald

Skins Friend

Requires

expert

Tailoring to

craft. Tailor

may need to

have Friend

status to learn

recipe.

Repair

Anvil Friend

Requires

Metalsmithingto craft. Bind

on acquire

Mathom Society

Level: 35 (minimum 29)

Initial Quest Giver: Hithlimin in

Esteldin, North Downs

Location: Mathom House in Michel

Deliving, in the Shire

Quest Giver: Greylong Bottomley

Tradeskill: Cook 

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Tradeskill Quest Giver: Baldwin

FoxtailTrait enhancement: H

obbit only: +1 Empathy, Idealism,

Honesty.

Hithlim will send you to speak to

Greylong Bottomly at Mathom House in

Michel Delving in the Shire.

Greylong Bottomly will ask you tocollect ten Mathoms. This is a repeatable

quest and you can collect them in

advance. You gain 700 reputation for

your initial hand-in of ten Mathoms and

300 reputation for every ten Mathoms

after that. They have been reported to

drop all over Middle Earth from

humanoids (Men, Dour-hands, orcs,

trolls and dead) between level 35 and 45.

Once you have reached Acquaintance

(10,000 reputation), you will gain access

to the vendor. As a Friend you will be

given a quest to find a Well-Kept

Mathom which rewards 700 reputation

per hand in. These are rare drops off the

same mobs (most humanoids between

level 35 and 45).

Cooks can speak to Baldwin Foxtail to

get crafting quests which reward

reputation. The non-rare recipes

(Seasoned Beef with Cauliflower and

Strawberry Dessert-wine) require five

items to be crafted to complete the order.

Seasoned Beef with Cauliflower pays out

300 rep and Strawberry Dessert-wine pays

out 500 rep. The rare recipe(Honey-roasted Chicken) requires

Blackberry Honey but needs only one to

complete the order. You can see the

recipes at

http://lorebook.lotro.com/wiki/Cate

gory:Reputation_Recipes.

Hobbits can buy a trait enhancement

once they achieve Friend which adds +1 toEmpathy, Idealism and Honesty.

Name Faction LevelSlot Stats

Prized

Mailbag Acquaintance

Right-click 

use

Grants

an

animation

of 

carrying

a

mailbag

Shovel Friend

2-H

Weapon

3.5

DPS,

low

chance

to

reduce

targets

armor

Butter Knife Friend Weapon

3.1

DPS,

1.0%

Auto-attack 

CriticalHit

Chance

Jar of 

Fireflies Friend

Right-click 

use

Grants

a

glowing

effect

Pitchfork Friend 1 Weapon

3.1

DPS

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Small

Feasting

Table recipe Friend Recipe

Bind

on

acquire,Requires

Journeyman

cook 

Large

Feasting

Table recipe Friend Recipe

Bind

on

acquire,

Requires

Expert

cook 

Hobbit Keg Friend Recipe

Bind

onacquire,

Requires

Expert

cook 

Large Tent Acquaintance Furniture

Mushroom

Growing

Tent Acquaintance Furniture

Tome of the

Turtle

(Loremaster) Ally Book  

Men of Bree

Level: 42

Initial Quest Giver: ThomasThistlewool, Bree-town, in a tent outside

of the vault

Location: Bree-town (west of the

South-gate)

Quest Giver: Tad Leafcutter

Tradeskill: Woodworking

Tradeskill Quest Giver: Maggie

Smallwood, Bree-townInstance: Haudh Iarchith

Trait enhancement:

Man only: +1 Justice, Confidence,

Patience

Guild Hall: Bree Hunting Lodge

(superior workbench and oven)

Thomas Thistlewool will send you to

speak to Tad Leafcutter west of the South

Gate in Bree-town. Tad will ask you to

collect ten Barrow-treasures in the Haudh

Iarchith instance in the Barrow Downs.

This is a repeatable quest and you can

collect them in advance. You gain 700

reputation for your initial hand-in of ten

Barrow-treasures and 300 reputation forevery ten Barrow-treasures thereafter.

Barrow-treasures drop from creatures in

the Haudh Iarchith instance

(Barrow-wardens, Decaying

Barrow-wight, Kergrim Barrow-prowler,

Putrid Darkwater, Rotting Barrow-wight).

You can continue to collect these after

gaining the initial ten, for handing in forthe later quests.

There are three slayer deeds in the

Haudh Iarchith instance which each pay

out 700 reputation and a title for the initial

version and 900 reputation and a trait for

the advanced deed.

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Once you have reached Acquaintance

(10,000 reputation), you will be able tohand in Cardolan Trinkets for reputation.

Woodworkers can speak to Maggie

Smallwood to get crafting quests which

reward reputation. The non-rare recipes

(Wood figurine and Viol) require five

items to be crafted to complete the order.

The rare recipe (Bree-Spare) requires

two Black Ash Heartwood but needsonly one item to complete the order. You

can see the recipes at

http://lorebook.lotro.com/wiki/Cate

gory:Reputation_Recipes.

Men can buy a trait enhancement once

they achieve Friend which adds +1 to

Confidence, Justice and Patience.

Name Faction LevelSlot Stats

Westernesse

Great

Sword Friend 39

2-H

Weapon

54-77

Westernesse

damage, 2.8

speed, 23.4

DPS, Hit

chance is

slightly

increased. +7

Might, +7

Vitality, +13

Fate

Staff Friend 39 Staff  

Requires:

Discipline,

Rank 2.50-68

Westernesse

damage, 2.5

speed, 23.4

DPS, _27 Will,

+27 Fate

Longbow Friend 39 Bow

Requires:

Wisdom, Rank

2. 44-68Westernesse

damage, 2.0

speed, 20.5

DPS, 1.0%

Auto-attack 

Critical Hit

Chance,

Reduces Range

Induction Time

LongswordFriend 39

1-H

Weapon

34-48

Westernesse

damage, 2.0

speed, 20.5

DPS, +13

Agility, +13

Will, +13 Fate

Spear Friend 39 Spear

Requires

Confidence,

Rank 2. 33-45

Westernesse

damage, 1.9

speed, 20.5

DPS, +7 Might,

+7 Agility, +13

Vitality,

Spear-pierce: 9

Common

Damage every 5

seconds for 15

seconds

Repair

Anvil

Recipe Friend

Requires

weaponsmith to

be friend.

Crafted Anvil is

bind-on-acquire.

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Rangers of Esteldin

Level: 38 (minimum level 31)

Initial Quest Giver: Calenglad in

Tinnudir in Evendim

Location: Esteldin in the North Downs

Quest Giver: Nethur

Tradeskill: Tailoring

Tradeskill Quest Giver: Techeron

Instance: Dol-Dinen

Calenglad is in Tinnudir in Evendim.

He will send you to speak to Nethur who

is in the crafting area at the east side of 

Esteldin in the North Downs.

Nethur will ask you to collect ten Orc

Battle Medallions which drop in the

instance of Dol-Dinen. This is a

repeatable quest and you can collect

them in advance. You gain 700

reputation for your initial hand-in of ten

Orc Battle Medallions and 300 reputation

for every ten Orc Battle Medallions after

that.

Orc Battle Medallions drop from Orcs

in Dol-Dinen. In addition, you can gain

reputation by killing creatures in Fornost.

The reputation gain is relative to your

level and can range from 8 to 15

reputation per kill. You do not gain

reputation for gray mobs.

Once you have reached Acquaintance

(10,000 reputation), you will be able tohand in War-Master Lashes which give

1200 reputation for the first hand-in and

700 reputation thereafter. You can also

hand in Orc Campaign-Medallions which

give 900 reputation for the first ten and

500 reputation thereafter. Both of these

drop from Orcs in the Malenhad region of 

Angmar and can be purchased at the

Auction House.

Tailors can speak to Techeron to get

crafting quests which reward reputation.

The non-rare recipes (Ranger's Sash and

Ranger's Cloak) require five items to be

crafted to complete the order. The rare

recipe (Tapestry of Deeds) requires 2

spider silk but needs only one tapestry to

complete the order. You can see the

recipes at

http://lorebook.lotro.com/wiki/Cate

gory:Reputation_Recipes.

Name FactionLevel Slot Stats

Manadloch Friend 40 Ear

+6 Vitality,

+24 Fate

Stories of 

theRangers Friend 42 Pocket +7 Will,+25 Fate

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Curandir Ally 45 Bow

42-66 light

damage,

26.9 DPS,+5 damage

to

Orc-kind,

+1.0%

Auto-attack 

Critical Hit

Chance,

Reduced

Threat.

Manadhgol Ally 45 Cloak  

+100

Armor,

+27 Fate,

+2.0%

Evade

Wardens of Annuminas

Level: 35 (Minimum level 29)

Initial Quest Giver: Arohir, Esteldin,

North Downs

Faction Location: Tinnudir, Evendim

Quest Giver: Cannuion

Tradeskill: Weaponsmithing

Tradeskill Quest Giver: Cannasgam

Arohir who is in the center of Esteldin

will send you to speak to Cannuion in

Tinnundir, Evendim. He will ask you to

collect ten Tomb-raider's Sashes. This is

a repeatable quest and you can collect

them in advance. You gain 700

reputation for your initial hand-in of ten

Tomb-raiders Sashes and 300 reputation

for every ten Tomb-raiders Sashes after

that.Tomb-raiders Sashes drop from

Tomb-raiders throughout Evendim. In

addition, you can gain reputation by

killing Elite mobs around Annuminas for

10-20 reputation per kill. You do not

receive reputation for gray mobs.

Also speak to Ringlor in Tinnudir,

Evendim for the quest Fighting in the

Streets which will reward with 700

reputation.

Once you have reached Friend you will

be able to hand in Rings of Numenors and

Black Badges.

Weaponsmiths can speak to Cannasgam

to get crafting quests which reward

reputation. The non-rare recipes

(Ceremonial Dagger and Ceremonial

Blade) require five items to be crafted to

complete the order and give 900 reputation

for the first completion and 700 reputation

thereafter. The rare recipe (Warden's

Scepter) requires Ancient Nickel Ore but

needs only one to complete the order. You

can see the recipes at

http://lorebook.lotro.com/wiki/Cate

gory:Reputation_Recipes.

Additional quests for the Wardens of 

Annuminas have been reported which

involve collecting armor fragments for

barter.

Name Faction Level Slot Stats

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Arnorian

Statue Acquain Furniture

Warden's

Earring Friend 46 Ear

+7

Might,

+14

Vitality,

+0.6

in-Combat

Morale

Regen

Warden'sNecklace Friend 40 Neck  

+12

Vitality,

+2.0%

IncomingHealing

Warden'sSignet Ally 47 Pocket

+14

Vitality,

+7

Will,

Reflects

a

portion

of 

damage

back to

theattacker.

Healer's

Buckler Kindred 50 Shield

199

Armor,

+15

Will,

+15

Fate,

+1.0%

Block 

Chance,

+1.0%

TacticalCritical

Chance

Sage's

Blade Kindred 50

1-H

Sword

47-67

Common

Damage,2.2

Speed,

26.1

DPS,

Hit-chance

slightly

increased,

+15

fate,

+90.0

Power,

+1.1in-Combat

Power

Regen,

+1.0%

Tactical

Critical

Chance

Warden's

Wrap Kindred 50 Cloak  

111

Armor,

+15

Might,

+15Vitality,

+45

Morale,

+1.0%

Evade

Chance

Dark 

Chestnut

Horse

and

Pony Kindred 35 Token

5 gold

300

silve

Conclusion

New information about Middle Earth is

discovered every day. Content is patched

on a weekly basis, sometimes more, with

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various fixes and changes being put into

effect. New epic Books are beinglaunched every other month, with new

quests, expanded areas or even new

zones, updated itemization and clean-up

of existing content. At least one class is

considered and revised in every Book 

update, gaining additional skills and

changes made to their existing ones.

A printed guide such as this makes fora good reference but in order to get the

most out of the game, you must watch

the patch notes for the most up-to-date

information. If you spend some

additional time keeping an eye on the

forums, especially posts by the

developers about changes to come, you'll

find yourself a step ahead of the average

player and prepared for the ongoing

changes that are inevitable as Lord of the

Rings Online continues to expand.

It is also important to remember that in

a game like this, the journey is the goal.

If you rush too quickly through the

content, grinding your way towards the

elusive "end-game", you run the risk of 

finding yourself achieving the level cap

to end up bored and without clear goals.

By varying your experience in the game

through travel, crafting, deeds, reputation

and monster-play, you may well find

unexpected interests and gain more

enjoyment during your stay on Middle

Earth.

A big thank you to all those who

encouraged and helped me with theresearch for this guide, especially my guild

on Evernight, Britannic Lore.

Comments and feedback on this guide

are greatly appreciated.

Faymar Fortune

Appendix 1: VirtueTraits by Deed

In order to increase your ranks in a trait,

you will need to do specific deeds. Most

deeds offer an increase of one rank upon

completion but a few deeds offer two

ranks instead of one. Those deeds are in

brown font and marked with a +2 before

the deed name.

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Charity

Wound resist, Ranged Vulnerability,

Power Regen (non-combat)

Deeds Task Location

+2 Hero of 

Ered Luin

(Final) 30 Quests Ered Luin

Ally of Ered

Luin 10 Quests Ered Luin

Bree-Lands

Adventurer

(Advanced) 30 Quests Bree-Land

Tales of the

Lonely Road 15 Quests Lone Lands

Of Glories

Long Past

(Advanced) 40 Quests North Downs

Compassion

Ranged Vulnerability, Power Regen

(non-combat), Magic Vulnerability

Deeds Task Location

Defender of Ered Luin

(Advanced) 20 Quests Ered Luin

The Life of 

the Bounder 15 Quests The Shire

Lone Lands

Quests

(Advanced) 40 Quests Lone Lands

Peril of the

Mountains 10 Quests

Misty

Mountains

Confidence

Fear Resistance, Will, Power Regen

(non-combat)

Deeds Task Location

Rath Teraig

Exploration Exploration Ered Luin

The Grimfens Exploration Lone Lands

GarthAgarwen

Exploration Exploration Lone Lands

Strongholds

Exploration Exploration North Downs

Where Giants

Dwell Exploration

Misty

Mountains

+2 The Road

to War Exploration Angmar

Determination

Agility, Morale Regen (combat), Max

Morale

Deeds Task Location

Slug Slayer

(Advanced) 60 Kills The Shire

Wolf Slayer

(Advanced) 60 Kills Ered Luin

Barghest

Slayer

(Advanced) 60 Kills Bree-Lands

Warg Slayer

(Advanced) 240 Kills North Downs

Crawler

Slayer

(Advanced) 360 Kills Trollshaw

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Snow-Beast

Slayer

(Advanced) 320 Kills

Misty

Mountains

Salamander

Slayer

(Advanced) 240 Kills Evendim

Warg Slayer

(Advanced) 480 Kills Angmar

Discipline

Might, Disease resist, Melee

vulnerability

Deeds Task Location

Hendroval

Slayer

(Advanced) 60 Kills Ered Luin

Wolf Slayer(Advanced) 60 Kills The Shire

Sicklefly

Slayer

(Advanced) 60 Kills Bree-Lands

Bog Lurker

Slayer

(Advanced) 120 Kills Lone Lands

Wolf Slayer

(Advanced) 360 Kills Trollshaws

TombDefenders

(Advanced) 240 Kills Evendim

Troll Slayer

(Advanced) 320 Kills Angmar

Empathy

Armor Value, Fate, Fear resist

Deeds Task Location

The Life of 

the Bounder

(Advanced) 40 Quests The Shire

Bree-Lands

Adventurer 15 Quests Bree-Lands

Of GloriesLong Past North Downs

Peril of the

Mountains

(Advanced) 20 Quests

Misty

Mountains

+2 Angmar

Quests (Final) Angmar

Fidelity

Shadow Mitigation, Vitality, Power

Max

Deeds Task Location

The Sights of 

Shire Exploration The Shire

Scouting theDourhands Exploration Ered Luin

Defenses of 

the Lone

Lands Exploration Lone Lands

The Road to

Rivendell Exploration Trollshaws

Ruins of 

Evendim Exploration Evendim

Tombs of 

Evendim Exploration Evendim

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The Circle of 

Despair Exploration Angmar

Fortitude

Morale Regen (non-combat), Might,

Disease resist

Deeds Task Location

Harvest Fly

Slayer

(Advanced) 60 Kills The Shire

Bree-Land

Woodsman

(Advanced) 40 Kills Bree-Land

Neekerbeeker

Slayer

(Advanced) 60 Kills Bree-Land

Warg Slayer(Advanced) 120 Kills Lone Lands

Troll Slayer

(Advanced) 160 Kills North Downs

Giant Slayer

(Advanced) 320 Kills Trollshaws

Bear Slayer

(Advanced) 360 Kills

Misty

Mountains

Guaradan

Slayer

(Advanced) 240 Kills Evendim

Honesty

Power Max, Armor, Fate

Deeds Task Location

The

Forbidding

Heights Exploration

Misty

Mountains

The Wilds of 

Tal Bruinen Exploration Trollshaws

Bilbo'sButtons Exploration

MistyMountains

Honour

Poison Resist, Shadow Mitigation,

Vitality

Deeds Task Location

Spider Slayer

(Advanced) 60 Kills The Shire

Spider Slayer

(Advanced) 60 Kills Bree-Land

Spider Slayer

(Advanced) 120 Kills Lone Lands

Worm Slayer

(Advanced) 320 Kills North Downs

Worm Slayer

(Advanced) 360 Kills

Misty

Mountains

Giant Slayer

(Advanced) 240 Kills Evendim

Uruk Slayer

(Advanced) 320 Kills Angmar

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Idealism

Fate, Fear resist, Will

Deeds Task Location

Flowers of 

the Old

Forest Exploration Bree-Lands

The History

of the

Dunedain Exploration Bree-Lands+2 Lone

Lands Quests

(Final) 75 Quests Lone Lands

+2 Brave

Deeds in the

Wilderness

(Final) 75 Quests Trollshaws

Angmar

Quests

(Advanced) 20 Quests Angmar

Innocence

Melee Vulnerability, Poison Resist,

Shadow Mitigation

Deeds Task Location

+2 The Life

of the

Bounder

(Final) 75 Quests The Shire

Brave Deeds

in the

Wilderness 10 Quests Trollshaws

+2 Peril of 

the

Mountains

(Final) 75 Quests

Misty

Mountains

Pilgrim of 

Evendim

(Advanced) Evendim

Justice

Morale Regen (combat), Max Morale,

Morale Regen (non-combat)Deeds Task Location

Brigand

Slayer

(Advanced) 60 Kills The Shire

Brigand

Slayer

(Advanced) 60 Kills Ered Luin

Brigand

Slayer

(Advanced) 60 Kills Bree-Lands

Orc Slayer

(Advanced) 240 Kills North Downs

Warg Slayer

(Advanced) 360 Kills

Misty

Mountains

Goblin Slayer

(Advanced) 180 Kills Lone-lands

Angmarim

Slayer

(Advanced) 480 Kills Angmar

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Loyalty

Vitality, Power Regen (non-combat),

Armor

Deeds Task Location

+2

Bree-Lands

Adventurer

(Final) 75 Quests Bree-Land

+2 Of Glories Long

Past (Final) 75 Quests North Downs

Brave Deeds

in the

Wilderness

(Advanced) 20 Quests Trollshaws

Angmar

Quests 10 Quests Angmar

Mercy

Power Regen (non-combat), Magic

Vulnerability, Agility

Deeds Task Location

Wight Slayer

(Advanced) 80 Kills Bree-Lands

Gaunt Man

Slayer

(Advanced) 80 Kills Lone Lands

Redeemer

Slayer

(Advanced) 240 Kills North Downs

Wight Slayer

(Advanced) 360 Kills Trollshaws

Limrafn

Slayer

(Advanced) Slayer Evendim

+2

Grave-Digger

Slayer

(Advanced) 300 Kills

Haudh

Iarchith

(Bree-land)

Wight Slayer

(Advanced) 480 Kills Angmar

Patience

Power Regen (non-combat), Wound

Resist, Ranged Vulnerability

Deeds Task Location

No Place for

Spoiled Pie Quests The Shire

Restoring theQuick Post Quests The Shire

Places of the

Dwarves Exploration Ered Luin

The Ruins of 

Breeland Exploration Bree-Lands

Places of the

Barrow

Downs Exploration Bree-Lands

The Eastern

Ruins Exploration North DownsWilds of 

Evendim Exploration Evendim

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Tolerance

Magic Vulnerability, Agility, Morale

Regen (combat)

Deeds Task Location

The Farms of 

Shire Exploration The Shire

The Villages

of the Earth

Kin Exploration North Downs

Ruins of 

Trollshaws Exploration Trollshaws

Ruins of 

Misty

Mountains Exploration

Misty

Mountains

+2 Bastions

of Hope Exploration Angmar

Valour

Morale, Moral Regen (non-combat),

Might

Deeds Task Location

Goblin

Slayer(advanced) 60 Kills The Shire

Orc Slayer

(advanced) 80 Kills Bree-Lands

Orc Slayer

(advanced) 120 Kills Lone Lands

Goblin

Slayer

(advanced) 120 Kills Lone Lands

Worm Slayer

(advanced) 360 Kills Trollshaws

Troll Slayer

(advanced) 240 Kills

Misty

Mountains

Worm Slayer

(advanced) 440 Kills Angmar

Wisdom

Will, Power, Wound resistDeeds Task Location

Elf Ruins

Exploration Exploration Ered Luin

Lore of the

Cardolan

Prince Kill for drops Bree-Lands

Places of the

Old Forest Exploration Bree-Lands

Weathertop

Exploration Exploration Lone Lands

The Western

Ruins Exploration North Downs

The High

Passes Exploration

Misty

Mountains

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Zeal

Disease Resist, Melee Vulnerability,

Poison Resist

Deeds Task Location

Spider Slayer

(Advanced) 60 Kills Ered Luin

Goblin

Slayer

(Advanced) 60 Kills Ered Luin

Goblin

Slayer

(Advanced) 240 Kills North Downs

Giant Slayer

(Advanced) 320 Kills

Misty

Mountains

Troll Slayer

(Advanced) 240 Kills Trollshaws

Kergrim

Slayer

(Advanced) Slayer EvendimSpider Slayer

(Advanced) 300 Kills

Haudh

Iarchath

Orc Slayer

(Advanced) 480 Kills Angmar

Appendix 2: Racial

Deeds by Level

The following is a full list of Racial

Deeds, sorted by level. Where

appropriate, virtue deeds for the same

mob in the same level range have been

listed so that you can get double credit

for the kills by moving to the correct

region.

Level 13

At level 13 you only have one racial trait

slot so you can not (yet) use both rewards.

The following is a list of the level 13

deeds, listed by race.

Dwarf 

Enmity of the Goblins I awards the

"Fateful Dwarf" trait which adds 20 to

your Fate. This can be combined with the

following deeds:

Goblin Slayer deed in the Shire, rewards

title "Protector of the Shire"

Goblin Slayer (Advanced) deed in the

Shire, rewards +1 Valour

Goblin Slayer deed in the Ered Luin,

rewards title Guardian of Ered Luin

Goblin Slayer (Advanced) deed in the

Ered Luin, rewards +1 Zeal

Goblin Slayer deed (min level 14) in the

Lone-Lands, rewards the title

"Goblin-hewer"

Goblin Slayer (Advanced) deed (min

level 14) in the Lone-lands, rewards +1

Valour

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Enmity of the Dourhands I awards

the "Head-Butt" trait which grants a 15damage short-range attack with no power

cost. The damage increases with level

This could be combined with the

exploration deed Scouting the

Dourhands in Ered Luin which rewards

+1 Fidelity.

Elf 

Enmity of the Goblins I awards the

"Sylvan Shadows" trait which grants a

basic stealth (improves your stealth level

by 3). This deed can be combined with

the following virtue deeds:

Goblin Slayer deed in the Shire,

rewards title "Protector of the Shire"

Goblin Slayer (Advanced) deed in the

Shire, rewards +1 Valour

Goblin Slayer deed in the Ered Luin,

rewards title Guardian of Ered Luin

Goblin Slayer (Advanced) deed in the

Ered Luin, rewards +1 Zeal

Goblin Slayer deed (min level 14) in

the Lone-Lands, rewards the title

"Goblin-hewer"

Goblin Slayer (Advanced) deed (min

level 14) in the Lone-lands, rewards +1

Valour

Enmity of the Orcs I awards the

"Friend of Man" trait which adds 20 toyour Fate. At level 14, this can be

combined with the following virtue deeds:

Orc Slayer deed in Bree-land, rewards

title "Defender of Bree-land"

Orc Slayer (Advanced) deed in

Bree-land, rewards +1 Valour

Orc Slayer deed in the Lone-Lands,

rewards the title "Champion of the

Lone-lands"

Orc Slayer (Advanced) deed in the

Lone-lands, rewards +1 Valour

Hobbit

Enmity of the Wolves I awards the

"Stoop for a Stone" trait which grants a

low-damage ranged pull. This deed can be

combined with the following virtue deeds:

Wolf Slayer deed in Ered Luin, rewards

the title "Wolf-tamer"

Wolf Slayer (Advanced) deed in Ered

Luin, rewards +1 Determination

Wolf Slayer deed in Shire, rewards the

title "Fur Cutter"

Wolf Slayer (Advanced) deed in Shire,

rewards +1 Discipline

Enmity of the Spiders Iawards the

"Hobbit-stature" trait which adds 20 to

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your Might. This deed can be combined

with the following virtue deeds:Spider Slayer deed in the Shire,

rewards title "Spider-sting"

Spider Slayer (Advanced) deed in the

Shire, rewards +1 Honour

Spider Slayer deed in the Ered Luin,

rewards title "Web-slasher"

Spider Slayer (Advanced) deed in theEred Luin, rewards +1 Zeal

Spider Slayer deed in Bree-land,

rewards title "Spider-foe"

Spider Slayer (Advanced) deed in

Bree-land, rewards +1 Honour

Spider Slayer deed (min level 14) in

the Lone-lands, rewards the title "Spider

Bane"

Spider Slayer (Advanced) deed (min

level 14) in the Lone-lands, rewards +1

Honour

Men

Enmity of the Dead I awards the

"Upper-cut" trait which grants a

short-distance melee attack. As of level

15, this deed can be combined with the

following virtue deeds:

Wight Slayer deed in Bree-land, rewards

title "Bane of the Barrows"Wight Slayer (Advanced) deed in

Bree-land, rewards +1 Mercy

Lore of the Cardolan Prince in Bree-land

(kill dead in the Barrow Down), rewards

+1 Wisdom

The Barrow-downs exploration deed in

Bree-land, rewards +1 Patience

Enmity of the Wargs I awards the

"Man of the Fourth Age" trait which adds

20 to your will. However, the lowest-level

wargs are level 16 in the Lone-lands

around the Forsaken Inn. As of level 14,

this deed can be combined with the

following virtue deeds:

Warg Slayer deed in the Lone-lands,rewards title Warg-hunter

Warg Slayer (Advanced) deed in the

Lone-lands, rewards +1 Fortitude

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Level 19

- Dwarf 

- Elf 

- Hobbit

- Man

Dwarf 

Enmity of the Dourhands II awards

the "Guile and Might Bonus" trait which

gives a 5% bonus to Spider's Guile and

Ent's Strength fellowship maneuver

contributions. There are no virtue deeds

for slaying Dour-hand Dwarves in the

game. Note you need to complete this

deed in order to gain your level 25 racial

deed for an axe damage bonus.

Elf 

Enmity of the Goblins II awards the

"Tactics and Conviction Bonus" trait

which gives a 5% bonus to Eagle's Cry

and Stallion's Spirit fellowship maneuver

contributions. Note you need to complete

this deed in order to gain your level 25

racial deed for a bow-damage bonus. This

deed can be combined with the following

virtue deeds:

Goblin Slayer deed in the Shire, rewards

title "Protector of the Shire"

Goblin Slayer (Advanced) deed in the

Shire, rewards +1 Valour

Goblin Slayer deed in the Shire, rewards

title "Protector of the Shire"

Goblin Slayer (Advanced) deed in the

Shire, rewards +1 Valour

Goblin Slayer deed in the Ered Luin,

rewards title Guardian of Ered Luin

Goblin Slayer (Advanced) deed in the

Ered Luin, rewards +1 Zeal

Goblin Slayer deed in the Lone-Lands,

rewards the title "Goblin-hewer"

Goblin Slayer (Advanced) deed in the

Lone-lands, rewards +1 Valour

Goblin Slayer deed (min level 21) in

North Downs, rewards title "Cleaver of 

Goblins"

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Goblin Slayer (Advanced) deed (min

level 21) in North Downs, rewards +1Zeal

Hobbit

Enmity of the Wolves II awards the

"Guile and Conviction Bonus" trait

which gives a 5% bonus to Spider's Guileand Eagle's Cry fellowship maneuver

contributions. Note you need to complete

this deed in order to gain your level 25

racial deed for a Club-damage bonus.

This deed can be combined with the

following virtue deeds:

Wolf Slayer deed in Ered Luin,

rewards the title "Wolf-tamer"

Wolf Slayer (Advanced) deed in Ered

Luin, rewards +1 Determination

Wolf Slayer deed in Shire, rewards the

title "Fur Cutter"

Wolf Slayer (Advanced) deed in Shire,

rewards +1 Discipline

Man

Enmity of the Dead II awards the

"Tactics and Might Bonus" trait which

gives a 5% bonus to Stallion's Sprit and

Ent's Strength fellowship maneuver

contributions. Note you need to complete

this deed in order to gain your level 25

racial deed for a sword-damage bonus.

This deed can be combined with the

following virtue deeds:

Wight Slayer deed in Bree-land, rewards

title "Bane of the Barrows"

Wight Slayer (Advanced) deed in

Bree-land, rewards +1 Mercy

Lore of the Cardolan Prince in Bree-land

(kill dead in the Barrow Down), rewards

+1 Wisdom

The Barrow-downs exploration deed in

Bree-land, rewards +1 Patience

Redeemer deed (min level 22) in North

Downs, rewards the title "Foe of Night".

Redeemer (Advanced) deed (min level

22) in North Downs, rewards +1 Mercy.

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Level 25

- Dwarf 

- Elf 

- Hobbit

- Man

Dwarf 

Enmity of the Dourhands III awards

the "Dwarf Axe-damage Bonus" trait

which gives a 2% increase to axe

damage. This is your final deed for this

set. There is a level 28 series of quests if 

you speak to Hannar in Othricar which

leads to killing Dourhands in the North

Downs which you could combine with

this deed.

Elf 

Enmity of the Goblins III awards the

"Elf Bow-damage bonus" trait which gives

a 2% increase to bow damage. This is your

final deed for this set. This deed can be

combined with the following virtue deeds:

Goblin Slayer deed in the Shire, rewards

title "Protector of the Shire"Goblin Slayer (Advanced) deed in the

Shire, rewards +1 Valour

Goblin Slayer deed in the Shire, rewards

title "Protector of the Shire"

Goblin Slayer (Advanced) deed in the

Shire, rewards +1 Valour

Goblin Slayer deed in the Ered Luin,rewards title Guardian of Ered Luin

Goblin Slayer (Advanced) deed in the

Ered Luin, rewards +1 Zeal

Goblin Slayer deed in the Lone-Lands,

rewards the title "Goblin-hewer"

Goblin Slayer (Advanced) deed in the

Lone-lands, rewards +1 Valour

Goblin Slayer deed in North Downs,

rewards title "Cleaver of Goblins"

Goblin Slayer (Advanced) deed in North

Downs, rewards +1 Zeal

Goblin Slayer deed in (min level 28)

Evendim, rewards Title "Goblin-Foe"

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Goblin Slayer (Advanced) deed (min

level 28) in Evendim, rewards +1 Justice

Hobbit

Enmity of the Wolves III awards the

"Hobbit Club-damage Bonus" trait which

gives a 2% increase to club damage.

This is your final deed for this set. This

deed can be combined with the following

virtue deeds:

Wolf Slayer deed in Ered Luin,

rewards the title "Wolf-tamer"

Wolf Slayer (Advanced) deed in Ered

Luin, rewards +1 Determination

Wolf Slayer deed in Shire, rewards the

title "Fur Cutter"

Wolf Slayer (Advanced) deed in Shire,

rewards +1 Discipline

Wolf Slayer deed (min level 34 ) in

Troll Shaws, rewards the title

"Tail-cleaver".

Wolf Slayer (Advanced) deed (minlevel 34 ) in Troll Shaws, rewards +1

Discipline.

Man

Enmity of the Dead III awards the

"Man Sword-damage Bonus" trait which

gives a 2% bonus to your sword damage.

This is your final deed for this set. This

deed can be combined with the following

virtue deeds:

Wight Slayer deed in Bree-land, rewardstitle "Bane of the Barrows"

Wight Slayer (Advanced) deed in

Bree-land, rewards +1 Mercy

Lore of the Cardolan Prince in Bree-land

(kill the dead in the Barrow Down),

rewards +1 Wisdom

The Barrow-downs exploration deed in

Bree-land, rewards +1 Patience

Redeemer deed in North Downs,

rewards the title "Foe of Night".

Redeemer (Advanced) deed in North

Downs, rewards +1 Mercy.

Wight Slayer deed (min level 38) in

Trollshaws, rewards the title "the Purifier".

Wight Slayer (Advanced) deed (min

level 38) in Trollshaws, rewards +1

Mercy.

Wight Slayer deed (min level 47) in

Angmar, rewards the title "Destiny of the

Accursed".

Wight Slayer (Advanced) deed (min

level 47) in Angmar, rewards +1 Mercy.

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Level 29

- Dwarf 

- Elf 

- Hobbit

- Man

Dwarf 

Enmity of the Goblins II awards the

"Return to Thorin's Gate" trait which

grants a skill for fast travel to Thorin's

Gate. You'll also need to complete this

deed to do your level 35 racial deed for

goblins. This deed can be combined with

the following virtue deeds:

Goblin Slayer deed in the Shire,

rewards title "Protector of the Shire"

Goblin Slayer (Advanced) deed in the

Shire, rewards +1 Valour

Goblin Slayer deed in the Shire,

rewards title "Protector of the Shire"

Goblin Slayer (Advanced) deed in the

Shire, rewards +1 Valour

Goblin Slayer deed in the Ered Luin,

rewards title Guardian of Ered Luin

Goblin Slayer (Advanced) deed in the

Ered Luin, rewards +1 Zeal

Goblin Slayer deed in the Lone-Lands,

rewards the title "Goblin-hewer"Goblin Slayer (Advanced) deed in the

Lone-lands, rewards +1 Valour

Goblin Slayer deed in North Downs,

rewards title "Cleaver of Goblins"

Goblin Slayer (Advanced) deed in North

Downs, rewards +1 Zeal

Goblin Slayer deed in Evendim, rewardsTitle "Goblin-Foe"

Goblin Slayer (Advanced) deed in

Evendim, rewards +1 Justice

Enmity of the TrollsI awards the

"Dwarf-Endurance" trait which adds a

bonus to your fellowship's vitality. You'll

also need to complete this deed to do your

level 35 racial deed for trolls. This deed

can be combined with the following virtue

deeds:

Troll-slayer deed in North Downs,

rewards the title "Troll-hewer".

Troll-slayer (Advanced) deed in North

Downs, rewards +1 Fortitude.

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Elf 

Enmity of the Orcs II awards the

"Return to Rivendell" trait which grants a

skill for fast travel to Rivendell.. You'll

also need to complete this deed to do

your level 35 racial deed for orcs. This

deed can be combined with the following

virtue deeds:

Orc Slayer deed in Bree-land, rewards

title "Defender of Bree-land"

Orc Slayer (Advanced) deed in

Bree-land, rewards +1 Valour

Orc Slayer deed in the Lone-Lands,

rewards the title "Champion of the

Lone-lands"

Orc Slayer (Advanced) deed in the

Lone-lands, rewards +1 Valour

Orc Slayer deed in North Downs,

rewards the title "Hero of the North

Downs"

Orc Slayer (Advanced) deed in North

Downs, rewards +1 Justice

Enmity of the Drakes I awards the

"Elf One-handed Sword Damage Bonus"

trait which gives a 2.0% bonus to your

One-handed Sword-damage. You'll also

need to complete this deed to do your

level 35 racial deed for drakes. There do

not appear to be any virtue deeds for

slaying drakes in Middle-Earth at this

time but you can combine this deed with

a level 33 fellowship quest in the North

Downs by speaking to Arastil in Esteldin.

Hobbit

Enmity of the Spiders II awards the

"Return to Michel Delving" trait which

grants a skill for fast travel to Michel

Delving. You'll also need to complete thisdeed to do your level 35 racial deed for

spiders. This deed can be combined with

the following virtue deeds:

Spider Slayer deed in the Shire, rewards

title "Spider-sting"

Spider Slayer (Advanced) deed in the

Shire, rewards +1 Honour

Spider Slayer deed in the Ered Luin,

rewards title "Web-slasher"

Spider Slayer (Advanced) deed in the

Ered Luin, rewards +1 Zeal

Spider Slayer deed in Bree-land,

rewards title "Spider-foe"

Spider Slayer (Advanced) deed in

Bree-land, rewards +1 Honour

Spider Slayer deed in the Lone-lands,

rewards the title "Spider Bane"

Spider Slayer (Advanced) deed in the

Lone-lands, rewards +1 Honour

Enmity of the Goblins I awards the

"Hobbit-stealth" trait which grants a skill

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for a basic stealth usable every half-hour.

You'll also need to complete this deed todo your level 35 racial deed. This deed

can be combined with the following

virtue deeds:

Goblin Slayer deed in the Shire,

rewards title "Protector of the Shire"

Goblin Slayer (Advanced) deed in the

Shire, rewards +1 Valour

Goblin Slayer deed in the Shire,

rewards title "Protector of the Shire"

Goblin Slayer (Advanced) deed in the

Shire, rewards +1 Valour

Goblin Slayer deed in the Ered Luin,

rewards title Guardian of Ered Luin

Goblin Slayer (Advanced) deed in the

Ered Luin, rewards +1 Zeal

Goblin Slayer deed in the Lone-Lands,

rewards the title "Goblin-hewer"

Goblin Slayer (Advanced) deed in the

Lone-lands, rewards +1 Valour

Goblin Slayer deed in North Downs,

rewards title "Cleaver of Goblins"

Goblin Slayer (Advanced) deed in

North Downs, rewards +1 Zeal

Goblin Slayer deed in Evendim,

rewards Title "Goblin-Foe"

Goblin Slayer (Advanced) deed in

Evendim, rewards +1 Justice

Man

Enmity of the Wargs II awards the

"Return to Bree" trait which grants a skill

for fast travel to Bree. You'll also need to

complete this deed to do your level 35

racial deed for Wargs. This deed can be

combined with the following virtue deeds:

Warg Slayer deed in the Lone-lands,rewards title Warg-hunter

Warg Slayer (Advanced) deed in the

Lone-lands, rewards +1 Fortitude

Warg-slayer deed in North Downs,

rewards the title "Warg-foe".

Warg-slayer (Advanced) deed in North

Downs, rewards +1 Determination.

Enmity of the Hillmen I awards the

"Balance of Man" trait which gives a

bonus to your Will. You'll also need to

complete this deed to do your level 35

racial deed. There do not appear to be any

deeds for Hillmen in Middle-Earth at this

time but you can combine this deed with a

level 26 quest series in North Downs by

speaking to Agladir in Meluinen.

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Level 35

- Dwarf 

- Elf 

- Hobbit

Dwarf 

Enmity of the Goblins IIIawards the

"Hunker Down" trait which grants a skill

which reduces incoming damage for a

short time. This deed can be combined

with the following virtue deeds:

Goblin Slayer deed in the Shire,

rewards title "Protector of the Shire"

Goblin Slayer (Advanced) deed in the

Shire, rewards +1 Valour

Goblin Slayer deed in the Shire,

rewards title "Protector of the Shire"

Goblin Slayer (Advanced) deed in the

Shire, rewards +1 Valour

Goblin Slayer deed in the Ered Luin,

rewards title Guardian of Ered Luin

Goblin Slayer (Advanced) deed in the

Ered Luin, rewards +1 Zeal

Goblin Slayer deed in the Lone-Lands,

rewards the title "Goblin-hewer"

Goblin Slayer (Advanced) deed in the

Lone-lands, rewards +1 ValourGoblin Slayer deed in North Downs,

rewards title "Cleaver of Goblins"

Goblin Slayer (Advanced) deed in North

Downs, rewards +1 Zeal

Goblin Slayer deed in Evendim, rewards

Title "Goblin-Foe"

Goblin Slayer (Advanced) deed inEvendim, rewards +1 Justice

Enmity of the Trolls II awards the

"Shield Brawler" trait which adds 2.0% to

your block chance. This deed can be

combined with the following virtue deeds:

Troll-slayer deed in North Downs,

rewards the title "Troll-hewer".

Troll-slayer (Advanced) deed in North

Downs, rewards +1 Fortitude.

Troll-slayer deed in Misty Mountains,

rewards the title "Vanquisher of Trolls".

Troll-slayer (Advanced) deed in Misty

Mountains, rewards +1 Valour.

Troll-slayer deed in Trollshaws, rewards

the title "Troll-slayer".

Troll-slayer (Advanced) deed in

Trollshaws, rewards +1 Zeal.

Troll-kicker deed (min level 40) in

Sarnur, rewards the title "Troll-kicker".

Troll-kicker (Advanced) deed (min level

40) in Sarnur, rewards +1 Valour.

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Troll-slayer deed (min level 41) in

Angmar, rewards the title "Bane of Trolls".

Troll-slayer (Advanced) deed (min

level 41) in Angmar, rewards +1

Discipline.

Elf 

Enmity of the Orcs III awards the

"Eldar's Grace" trait which grants a skill

which gives you a 75% boost to your

parry ability for ten seconds. This deed

can be combined with the following

virtue deeds:

Orc Slayer deed in Bree-land, rewards

title "Defender of Bree-land"

Orc Slayer (Advanced) deed in

Bree-land, rewards +1 Valour

Orc Slayer deed in the Lone-Lands,

rewards the title "Champion of the

Lone-lands"

Orc Slayer (Advanced) deed in the

Lone-lands, rewards +1 Valour

Orc Slayer deed in North Downs,

rewards the title "Hero of the North

Downs"

Orc Slayer (Advanced) deed in North

Downs, rewards +1 Justice

Orc Slayer deed (min level 40) in

Angmar, rewards the title "Bane of the

Orcs"

Orc Slayer (Advanced) deed (min level40) in Angmar, rewards +1 Zeal

Enmity of the Drakes II awards the

"Power of the Eldar" trait which adds a +1

bonus to your fellowship's Power for 9

minutes. There do not appear to be any

slayer deeds for drakes in Middle-Earth at

this time but you can combine this deed

with a level 33 fellowship quest in the

North Downs by speaking to Arastil in

Estelin or level 50 quests in Angmar.

Hobbit

Enmity of the Goblins II awards the

"Hobbit-silence" trait which gives a "feign

death" type skill. This deed can be

combined with the following virtue deeds:

Goblin Slayer deed in the Shire, rewards

title "Protector of the Shire"

Goblin Slayer (Advanced) deed in the

Shire, rewards +1 Valour

Goblin Slayer deed in the Shire, rewards

title "Protector of the Shire"

Goblin Slayer (Advanced) deed in the

Shire, rewards +1 Valour

Goblin Slayer deed in the Ered Luin,

rewards title Guardian of Ered Luin

Goblin Slayer (Advanced) deed in the

Ered Luin, rewards +1 Zeal

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Goblin Slayer deed in the Lone-Lands,

rewards the title "Goblin-hewer"Goblin Slayer (Advanced) deed in the

Lone-lands, rewards +1 Valour

Goblin Slayer deed in North Downs,

rewards title "Cleaver of Goblins"

Goblin Slayer (Advanced) deed in

North Downs, rewards +1 Zeal

Goblin Slayer deed in Evendim,rewards Title "Goblin-Foe"

Goblin Slayer (Advanced) deed in

Evendim, rewards +1 Justice

Enmity of the Spiders III awards the

"Hobbit-resilience" trait which adds +1

bonus your fellowship's Hope for nine

minutes. This deed can be combined with

the following virtue deeds:

Spider Slayer deed in the Shire,

rewards title "Spider-sting"

Spider Slayer (Advanced) deed in the

Shire, rewards +1 Honour

Spider Slayer deed in the Ered Luin,

rewards title "Web-slasher"

Spider Slayer (Advanced) deed in the

Ered Luin, rewards +1 Zeal

Spider Slayer deed in Bree-land,

rewards title "Spider-foe"

Spider Slayer (Advanced) deed in

Bree-land, rewards +1 Honour

Spider Slayer deed in the Lone-lands,

rewards the title "Spider Bane"

Spider Slayer (Advanced) deed in the

Lone-lands, rewards +1 HonourMan Enmity of the Wargs III awards

the "Duty-bound" trait which adds a +1

bonus to your fellowship's Morale for nine

minutes. This deed can be combined with

the following virtue deeds:

Warg Slayer deed in the Lone-lands,

rewards title Warg-hunter

Warg Slayer (Advanced) deed in the

Lone-lands, rewards +1 Fortitude

Warg-slayer deed in North Downs,

rewards the title "Warg-foe".

Warg-slayer (Advanced) deed in North

Downs, rewards +1 Determination.

Warg-slayer deed (min level 38) in

Misty Mountains, rewards the title

"Warg-hunter".

Warg-slayer (Advanced) deed (min level

38) in Misty Mountains, rewards +1

Justice.

Warg-slayer deed (min level 42) in

Angmar, rewards the title "Lord of Fangs".

Warg-slayer (Advanced) deed (min level42) in Angmar, rewards +1 Determination.

Enmity of the Hillmen II awards the

"Strength of Morale" trait which grants a

heal skill. There do not appear to be any

deeds for Hillmen in Middle-Earth at this

time but you can combine this deed with a

level 26 quest series in North Downs by

speaking to Agladir in Meluinen or a level

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28 quest series in the Lone-lands by

speaking to Dannasen at the Red Pass.