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Unofficial Lord of the Rings Online Strategy Guide

Important
The short version
This document is a single-user license. Please don't copy or share it.

The long version


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respective owners.

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Unofficial Lord of the Rings Online Strategy Guide

Table of Contents
Owner
1
Important
3
The short version . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
The long version . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Getting Started
11
General Links . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Official Sites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Fan Sites with Game Information . . . . . . . . . . . . . . . . . . . 12
The Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Primary Statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Resists and Damage Mitigation . . . . . . . . . . . . . . . . . . . . 16
Effectiveness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
The Races . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Customizing the User Interface . . . . . . . . . . . . . . . . . . . . . . . 20
Tips and Tricks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Optimizing Game-Play . . . . . . . . . . . . . . . . . . . . . . . . 21
Communication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Pre-set Channels . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Custom Channels . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Game-play
25
Armor and Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Equipment Slots . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Jewelry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Pocket . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Wooden Bead . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Glass Marble . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Rescued Gem . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Lucky Worm-tooth . . . . . . . . . . . . . . . . . . . . . . . 27

-4 www.killerguides.com
All rights reserved.

Unofficial Lord of the Rings Online Strategy Guide

Pouch of Seeds . . . . . . . . .
Ancient Arrowhead . . . . . .
Phial of the Swirling Waters . .
Trade Secrets . . . . . . . . . .
Pouch of Shire-dirt . . . . . . .
Dragon-Tooth Shard . . . . . .
Jeweled Bell . . . . . . . . . .
General Armor . . . . . . . . . . . .
More Information: . . . . . . .
Choosing the Best Weapon . . . . .
More Information . . . . . . .
Weapon Bonuses . . . . . . . . . .
Moods: Hope and Dread . . . . . . . . . .
Destiny Points . . . . . . . . . . . . . . .
Fellowships . . . . . . . . . . . . . . . .
Fellowship Maneuvers . . . . . . . . . .
Leveling Up
Starting Zones . . . . . . . . . . . . . . .
Level 10 - 15 . . . . . . . . . . . . . . .
Level 15 - 23 . . . . . . . . . . . . . . .
Level 23 - 30 . . . . . . . . . . . . . . .
Levels 30 - 35 . . . . . . . . . . . . . . .
Levels 35-40 . . . . . . . . . . . . . . . .
Levels 40 - 45 . . . . . . . . . . . . . . .
Levels 45 - 50 . . . . . . . . . . . . . . .
Levels 50 - 60 . . . . . . . . . . . . . . .
Eregion . . . . . . . . . . . . . . . .
The Mines of Moria . . . . . . . . .
Deeds and Traits
Virtue Traits . . . . . . . . . . . . . . . .
Primary Effect: Statistic Boost . . . . . .
Primary Effect: Resists and Mitigation . .
Primary Effect: Morale and Power Regen

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-5 www.killerguides.com
All rights reserved.

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Unofficial Lord of the Rings Online Strategy Guide

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


Additional References . . . . . . . . . . .
Racial Deeds . . . . . . . . . . . . . . . . . . .
Legendary Traits . . . . . . . . . . . . . . . . .
Gold Gold Gold
Throwing Gold Away . . . . . . . . . . . . . .
Stay alive . . . . . . . . . . . . . . . . .
Don't repair all your armor . . . . . . . .
Don't repair items for selling to merchants
Keep your inventory clear . . . . . . . . .
Don't tradeskill at low level . . . . . . . .
Don't sell useful items to NPCs . . . . . .
Don't buy upgrades . . . . . . . . . . . .
Make a banking alt . . . . . . . . . . . .
Store your equipment . . . . . . . . . . .
Make Money Fast . . . . . . . . . . . . . . . .
Make an Explorer . . . . . . . . . . . . .
Loot every kill . . . . . . . . . . . . . . .
Sell your cash loot fast . . . . . . . . . . .
Fight at the Humanoid camps . . . . . . .
Watch the Developers . . . . . . . . . . .
Use the Auction House . . . . . . . . . .
Sell to Crafters . . . . . . . . . . . . . . .
The Auction House . . . . . . . . . . . . . . .
Questing
Class Quests . . . . . . . . . . . . . . . . . . .
Burglar . . . . . . . . . . . . . . . . . . .
Level 15 . . . . . . . . . . . . . . .
Level 30 . . . . . . . . . . . . . . .
Level 45 . . . . . . . . . . . . . . .
Level 50 . . . . . . . . . . . . . . .
Captain . . . . . . . . . . . . . . . . . . .
Level 15 . . . . . . . . . . . . . . .

-6 www.killerguides.com
All rights reserved.

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Unofficial Lord of the Rings Online Strategy Guide

Level 30 . . . . .
Level 45 . . . . .
Level 50 . . . . .
Champion . . . . . . .
Level 15 . . . . .
Level 30 . . . . .
Level 45 . . . . .
Level 50 . . . . .
Guardian . . . . . . . .
Level 15 . . . . .
Level 30 . . . . .
Level 45 . . . . .
Level 50 . . . . .
Hunter . . . . . . . . .
Level 15 . . . . .
Level 26 . . . . . . . .
Level 30 . . . . .
Level 36 . . . . .
Level 45 . . . . .
Level 50 . . . . .
Loremaster . . . . . . .
Level 15 . . . . .
Level 30 . . . . .
Level 45 . . . . .
Level 50 . . . . .
Minstrel . . . . . . . .
Level 15 . . . . .
Level 30 . . . . .
Level 45 . . . . .
Level 50 . . . . .
Level 35 Getting Your Horse
Epic Book Walk-Throughs .
Crafting

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-7 www.killerguides.com
All rights reserved.

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Unofficial Lord of the Rings Online Strategy Guide

Crafting Guides . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Official Crafting Guide: . . . . . . . . . . . . . . . . . . . . . . . . 87
Recommended Reading: . . . . . . . . . . . . . . . . . . . . . . . . 88
Useful Resources: . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Crafting Guides: . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Recipe Lists: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Component Lists: . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Crafting Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Critical Success
90
Resources
91
Gathered Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Nodes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Harvesting Guide . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Forester . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Tier 1: Apprentice 400 points . . . . . . . . . . . . . . . . . . 96
Tier 2: Journeyman . . . . . . . . . . . . . . . . . . . . . . . 96
Tier 3: Expert . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Tier 4: Artisan . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Tier 5: Master . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Prospector . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
Tier 1: Apprentice - 600 points. . . . . . . . . . . . . . . . . . 98
Tier 2: Journeyman - 840 points . . . . . . . . . . . . . . . . . 99
Tier 3: Expert 1080 points . . . . . . . . . . . . . . . . . . . . 99
Tier 4: Artisan 1320 points . . . . . . . . . . . . . . . . . . . 100
Tier 5: Master 1560 points . . . . . . . . . . . . . . . . . . . 100
Artifacts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Tier 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Tier 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Tier 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Tier 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Tier 5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Hides . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Light Hides . . . . . . . . . . . . . . . . . . . . . . . . . . . 103

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Unofficial Lord of the Rings Online Strategy Guide

Medium Hides . .
Sturdy Hides . . .
Pristine Hides . . .
Exceptional Hides
Reputation
Rewards . . . . . . . . . . .
Council of the North . . . . .
The Eldgang . . . . . . . . .
Elves of Rivendell . . . . . .
Longbeard's of Thorin's Hall .
Mathom Society . . . . . . .
Men of Bree . . . . . . . . .
Rangers of Esteldin . . . . .
Wardens of Annuminas . . .
Conclusion
Appendix 1: Virtue Traits by Deed
Charity . . . . . . . . . . . .
Compassion . . . . . . . . .
Confidence . . . . . . . . . .
Determination . . . . . . . .
Discipline . . . . . . . . . .
Empathy . . . . . . . . . . .
Fidelity . . . . . . . . . . . .
Fortitude . . . . . . . . . . .
Honesty . . . . . . . . . . . .
Honour . . . . . . . . . . . .
Idealism . . . . . . . . . . .
Innocence . . . . . . . . . . .
Justice . . . . . . . . . . . .
Loyalty . . . . . . . . . . . .
Mercy . . . . . . . . . . . .
Patience . . . . . . . . . . .
Tolerance . . . . . . . . . . .

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Unofficial Lord of the Rings Online Strategy Guide

Valour . . . . . . . . . . . .
Wisdom . . . . . . . . . . .
Zeal . . . . . . . . . . . . . .
Appendix 2: Racial Deeds by Level
Level 13 . . . . . . . . . . .
Dwarf . . . . . . . . . .
Elf . . . . . . . . . . .
Hobbit . . . . . . . . .
Men . . . . . . . . . . .
Level 19 . . . . . . . . . . .
Dwarf . . . . . . . . . .
Elf . . . . . . . . . . .
Hobbit . . . . . . . . .
Man . . . . . . . . . . .
Level 25 . . . . . . . . . . .
Dwarf . . . . . . . . . .
Elf . . . . . . . . . . .
Hobbit . . . . . . . . .
Man . . . . . . . . . . .
Level 29 . . . . . . . . . . .
Dwarf . . . . . . . . . .
Elf . . . . . . . . . . .
Hobbit . . . . . . . . .
Man . . . . . . . . . . .
Level 35 . . . . . . . . . . .
Dwarf . . . . . . . . . .
Elf . . . . . . . . . . .
Hobbit . . . . . . . . .

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. . . . . . . . . . . . . . . . . . . . . . . 135

-10 www.killerguides.com
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Unofficial Lord of the Rings Online Strategy Guide

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

-11 www.killerguides.com
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Unofficial Lord of the Rings Online Strategy Guide

Maps
MEHQ Dynamic maps: http://mehq.net/dynmap/index.php
Stable
Routes:
s/77/1/HorseStable-Routes/Page1.htm l

http://lotro.mmorpgedge.com/article

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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Unofficial Lord of the Rings Online Strategy Guide

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 and
taunt 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 into
position 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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Unofficial Lord of the Rings Online Strategy Guide

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
view=Expansions.Detail and id=84

skills:

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

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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Unofficial Lord of the Rings Online Strategy Guide

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 weapon
damage.
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 that
does 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.

-15 www.killerguides.com
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Unofficial Lord of the Rings Online Strategy Guide

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 examples
spiders 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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Unofficial Lord of the Rings Online Strategy Guide

- 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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Unofficial Lord of the Rings Online Strategy Guide

- 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 than
work 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 these
channels. 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
http://www.lotro.com/article/321

emote

system

can

be

found

here:

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

making it to order and so there is no


investment risk on his part.

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. The
information 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

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

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.

- Right Ring
- Pocket
- Feet
- Primary Weapon
- Secondary Weapon/Shield
- Ranged Weapon
- Craft Tool
- Legs
- Back
- Necklace

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.

- Head
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

Rescued Gem

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.

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


Reflects a portion of damage back to the
attacker

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

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 Ram
Duath. 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.

+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.

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Pouch of Seeds

Phial of the Swirling Waters

+14 Might, +14 Agility, +14 Vitality

+30 Fate, +1.5% Melee Vulnerability,


+90 Morale Max

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/haudhiarchith-673.php

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 can
see details of the Book Eight
quest
line
starting
here:
http://lotro.allakhazam.com/db/ques
t.html?lotrquest=1138

Ancient Arrowhead
Trade Secrets
+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

+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

Jeweled Bell

+15 Fate, +3.0% Disease Resistance,


+3% Fear Resistance, +3% Poison
Resistance, +3% Wound Resistance

1% Block, 1% Parry, 3% Fear


Resistance, 3% Disease Resistance, +45
Morale, +8 Vitality, +8 Might

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 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

From a chest in the Rift raid zone at the


6th Boss.

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.

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 Epic
Book quests for some of the best quested
armor rewards in the game.

More Information:

Heavy
Equipment
(aimed
Guardians):
http://forums.lotro.com/showpost.ph
p?p=686999 and postcount=68

at

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 different
weapons. 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 your
damage 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 figures
even 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.

(Determination and Tolerance) and Might


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

If you are fighting single mobs with


high hit points, then you need to consider
power usage and damage per battle rather
than 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.

There is a full discussion of the factors


to take into account when choosing your
weapon
at
http://lorebook.lotro.com/wiki/Mech
anics:Relative_Weapon_Damage_Factor s

On the other hand, if you are fighting


lots of easy mobs, you should consider a
faster weapon or dual-wield if that is an
option 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.

More Information

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

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

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One-Handed Swords

Weapon Bonuses

- +1% hit chance


Two-Handed Swords

One-Handed Axes

- +2% hit chance

- -1% hit chance, reduces target armor


value
Two-Handed Axes

Moods: Hope and Dread

- -2% hit chance, reduces target armor


value
Bows
- +1% critical
auto-attacks

hit

chance

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

with

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 to
an "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.

monster character). Destiny points are per


account in a single pool, so points earned
on 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 are
having 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/

Destiny points can also be earned and


used in monster play (they are the
primary means of upgrades for your

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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 you
can 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 the
fellowship. 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 total
experience 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 a
fellowship 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 same
encounter 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 will
have 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 also
see 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" and
offers 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 a
match 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 specific
effect, 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 for
fellowships 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 done
by 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

only worth doing if they are part of a chain


(that is, opening up other quests for you to
complete) 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 soon
as 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 remain
efficient as you make your way through
Middle Earth.

Starting Zones

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

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 you
rush 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 in
Archet) 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 the
evil 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 in
Archet 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 and
farming 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 Shire
starting 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 quests
as 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 the
deeds 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 slayer
quests, 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 the
river 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 until
you 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 be
available 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 for 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 and
enter 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 should
also watch out for Sawtooth in area
northwest of Midgewater Pass, his tooth
is used in crafting.

While you are trying for fellowships,


watch for chances to do your Book Two
Epic
Quests
(http://www.lotrolife.com/quests/boo
k_2_walkthrough/).

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

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.

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 the
Auction 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 can
complete 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.

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 a
number 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 has
a 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 a
series 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 your
virtue 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 from
Hornbori 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 and
Oatbarton.. 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 and
lynx 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 worth
visiting 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 at
8.20S, 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 the
Trollshaws, 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 finish
your 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 from
Tralli 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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available
in
Angmar
here:
http://www.lotroquests.com/Angmar-5
2.html

=display and ceid=312.


The quest lines should take you to 45
without trouble.

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
Malenhad to help the Hillmen.

onto

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

Levels 45 - 50
At 45 you have another Class quest,
which you'll find 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 Eastern
Bruinen 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 Gailvin
to 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 to
Darkness, 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 from
Angmar 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 be
handed 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) to
start the Epic Book Eleven quest. There
are no walk-throughs at time of writing.

Levels 50 - 60

move southward. The first settlement


found is Gwingris, almost right on the
border 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 into
Moria 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.

- Eregion
- The Mines of Moria

Gwingris

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

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 a
staff (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 with
452 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 Morale
from 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 Dimril
Dale 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 the
NPCs 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 Great
Delving 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 to
mention 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.

journal. Most are level-limited and they


are generally initiated by an action, rather
than 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

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.

- Reputation - complete quests in a


specific 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.

Moria is also filled with Deeds (over


100 of them) to further build your
character's profile.

- Lore - discover and click on static


items, for example The History of the
Dunedain. These are usually static
locations but can be mob drops, as in the
Lore of the Cardolan Prince.

Deeds and Traits


Deeds are a type of quest which
happen to be tracked in a separate

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 virtue
deeds, 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

Level Level Level Level Level


Acquired
Acquired
Acquired
Acquired
Total Acquired

Virtue

11

17

23

Race

13

19

25

31

37

Class

15

21

27

33

39

Legendary

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)" will
appear 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, 0.1
in-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.

increase your Fate.

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 a
fast 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 have three effects where the


primary 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. The
tertiary 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

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 to
your 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

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
Secondary
Effect
Rank Effect

Determination
Agility

+3

Morale
Regen
(combat)

Discipline Might

+3

Disease
resist

Armor
Empathy Value

+5

Fate

Honesty

Max
Power

+20

Armor value

Idealism

Fate

+3

Fear resist

Loyalty

Vitality

+3

Power Regen
(non-combat)

Morale

+25
first
rank
*

Morale
Regen
(non-combat)

Valour
Wisdom

Will

+3

Power

Tertiary
Effect
Max
Morale

Primary Effect: Resists


and Mitigation

Trait

Charity

Primary
Effect

Wound resist

Melee
vulnerability
Ranged
Compassionate
Vulnerability
Fear
resist
Fear
Confidence Resistance
Fate
Shadow
Will
Fidelity
Mitigation
Armor

Qty

Secondary
Effect

Tertiary
Effect

+1%

Ranged
Vulnerability

Power
Regen
(non-combat)

Power
Regen
-0.5% (non-combat)

Magic
Vulnerability

+1%

Will

Power
Regen
(non-combat)

+1%

Vitality

Power
Max

Shadow
Mitigation

Vitality

Honour

Poison
Resistance

+1%

Innocence

Melee
Vulnerability

Poison
-0.5% Resist

Shadow
Mitigation

Tolerance

Magic
Vulnerability

-0.5

Agility

Morale
Regen
(combat)

Zeal

Disease
Resist

+1%

Melee
Vulnerability

Poison
Resist

Might
Wound
resist

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Primary Effect: Morale


and Power Regen
Primary
Effect

Trait

Morale
Regen
Fortitude (non-combat)

Rank
0.7
first
rank*

Justice

Morale
Regen
(combat)

+0.1

Mercy

Power Regen
(non-combat)

+1.1
first
rank*

Patience

Power Regen
(non-combat)

+0.7
first
rank*

So for example, if you wished to


increase your Idealism, you could do the
two exploration deeds: Flowers of the
Old Forest and the History of the
Dunedain. Then get an additional +2 to
Secondary
Tertiary
Idealism for doing Lone-Lands Quests
Effect
Effect
(Final) and completing the 75 quests in
the area. As you gain in level, you could
Disease
Might
resist
then do Brave Deeds in the Wilderness
Morale
(Final) by completing 75 quests in the
Regen
Max Morale
(non-combat) Trollshaws for another +2 to Idealism.
Finally, Angmar Quests (Advanced)
Magic
requires 20 quests in Angmar and gives
Vulnerability Agility
another point in Idealism giving a total of
7 points.
Wound
Ranged
Resist

Vulnerability

- increase per rank may not be linear

See Appendix I for a breakdown


showing all the traits and an extensive list
of deeds that reward them.
Example

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.

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 and
Morale 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 as
a 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 and
Justice 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 running
around 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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Example

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).

Thoran the Dwarven Champion gains


level 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, the
deed 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 this
deed. 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 the
appropriate 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 the
pages 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 where
they
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 and
gold. 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 common
gear 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 should
be 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. The
others 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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Don't repair items for


selling to merchants

wasting good silver on a horse," but it


does mean paying attention, especially
when 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.

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 the
repair 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 income
stream 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 sell useful items to


NPCs

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.

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 to
NPCs 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

Store your equipment

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.

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.

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.

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Make Money Fast

Loot every kill

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 more
than ingots and leather values can vary
dramatically. See the crafting section for
more information.

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 NPC
merchant. 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

Use the Auction House

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 every
kill.

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.

Watch the Developers

Sell to Crafters

Knowing about changes to the game


before they go live makes a lot of
difference. Watch the official forums and
keep 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 first
on 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.

Crafters are usually very happy to work


with a helpful adventurer and will happily
pay for you to supply them with the goods
they 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/
and
http://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 Gathered
Resources for more detail.

buy-out price: these have bids because


they are priced low for the value of the
item.
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 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

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) nor
common 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 as
their 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 sale
during 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 more
than 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 large
number 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. The
drops 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 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
- Level 15
- Level 30
- Level 45
- Level 50

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)

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.

- 10 Glossy Cave-claw skins - Cave


Claws in Nan Gurth (Angmar) and in
Isendeep Mine (Ettenmoors)

You can find a brief write-up here:


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

- Insignia of Battle - either Jorkirank or


Burzfil in Urugarth instance (Angmar)

- Goblin-badge of Rank - Named Goblin


in Carn Dum instance

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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)

Captain

- Level 15
- Level 30
- Level 45
- Level 50

- 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

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. Return
the Badge to Hilton Harper at Thornley's
Work-site (53.6S, 23.7W) and then return
to the Gate to speak to Captain Kenton.

A Lesson from Bilbo Baggins: Travel


to Rivendell to speak to Bilbo Baggins

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Level 30

- Putrid Slime of Helchgam - named


watcher in Carn Dum instance (Angmar)

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)

- 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

- 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)

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Level 50

p?mapId=2

Level 30

A Lesson from Boromir: Travel to


Rivendell to speak to Boromir

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 enter
the solo instance and kill the named.

Champion

- Level 15
- Level 30
- Level 45
- Level 50

Level 45

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

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)

Guardian

- Level 15
- Level 30
- Level 45
- Level 50

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.

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 and
he 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

Urugarth instance (Angmar)


Shataz's Cruel Bludgeon - named X in
Misty Mountains

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.

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)

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)

Crimson Gorthorog-horn - Barashal,


named Gorthorog in Carn Dum instance
(Angmar)
Sigil of War - Arena boss in Urugarth
instance (Angmar)

Level 50

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)

A Lesson from Samwise Gamgee:


Travel to Needlehole in the Shire and
speak to Samwise.

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

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

Hunter

Level 30
- Level 15

Level 15

The Hunter's Path: You will be asked


to 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:

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 to
gather. 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

5 Venomous Dread Turtle Beaks Dread Turtles in Malenhad (Angmar)

Articles
of
Discovery
and
Implements of the Hunt: Speak to
Fenton Marshley outside the Hunting
Lodge east of Archet and collect the
components.

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)

Zorrgolug's Matted Hide - Named in


Fasach-falroid (Angmar)

Putrid Slime of Helchgam - named


watcher in Carn Dum instance (Angmar)

5 Brimstone tinged Tarkrip helmets Goblins in Western Malenhad (Angmar)

Level 50

10 Glossy Cave Claw Skins - Cave


Claws in Nan Gurth (Angmar) and in
Isendeep Mine

A Lesson from Legolas: Travel to


Rivendell to speak to Legolas.

15 Corroded Neekerbreeker horns Neekerbreekers/Borbolg's in Western


Malenhad (Angmar)

Loremaster

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)

- Level 15
- Level 30
- Level 45
- Level 50

5 Corroded Iron Crown Staves Angmarians (Evil Men) in Western


Malenhad and Fasach-falroid
20 Clouded Worm-Eyes - Fire worms
in Malenhad (Angmar)

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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 it
by 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 you
three 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). The
third 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

Goblin Badge of Rank - Arkrur, named


goblin in Urugarth instance (Angmar)

Articles of Mystery and Implements


of Knowledge: Speak to Isdi at the ruins
of Edhelion. Collect the components:

Emblem of Ritual - Morthrang, named


in Urugarth instance (Angmar)
Rune of Evil Presence - Salvakh, named
in Carn Durm instance (Angmar)

12 Distasteful Corcur Emblems Hillmen in keep, south of Helegrod


(Misty Mountains)
Grimgores Matted Fur - named boar
roams
around
1.8N,
39W
in
Fasach-larran (Angmar)

Level 50

A Lesson from Lord Elrond: speak to


Elrond in Rivendell.

8 Frosted Corcur Staves - Hillmen in


keep, south of Helegrod (Misty
Mountains)

Minstrel

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)

- Level 15
- Level 30
- Level 45
- Level 50

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)

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Level 15

Level 45

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

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, named
goblin in Urugarth instance (Angmar)
Ashen Gorthorog-horn - Tarlug, named
Gorthorog in Carn Dum instance
(Angmar)

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.

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 Your


Horse
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 to
different 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.

written up, there are links to quest sites


which are collecting information in the
comments, so be sure to check there for
additional hints and tips.

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.

Book
Two:http://www.lotrolife.com/quests/boo
k_2_walkthrough/

Prologue
(optional):http://www.lotroquests.com/Epic-Pro
logue-47.html
Book
One:http://www.lotrolife.com/quests/boo
k_1_walkthrough/

Book
Three:http://www.lotrolife.com/quests/boo
k_3_walkthrough/
Book
Four:http://www.lotrolife.com/quests/boo
k_4_walkthrough/

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

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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Book Eight, check comments for


additional
hints:http://lotro.allakhazam.com/db/ques
t.html?lotrquest=1138

Thorin's Hall - Nasi 13.7S, 103.2W

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

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 for
cooking). 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 for
example 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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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.

dropped recipes are often cheap to acquire


on the Auction House.

Armsman: Prospector, Weaponsmith,


Woodworker

Crafting Guides

Armorer:
Tailor

Prospector,

Metalsmith,

Explorer: Forester, Tailor, Prospector


Historian:
Weaponsmith

Farmer,

A full and detailed crafting guide is


available
at
http://lotro.warcry.com/content/gui
des/crafting

Scholar,

Tinker: Prospector, Jeweler, Cook


Woodsman: Forester, Woodworker,
Farmer

- Official Crafting Guide:


- Recommended Reading:
- Useful Resources:
- Crafting Guides:
- Recipe Lists:
- Component Lists:

Yeoman: Farmer, Cook, Tailor

Official Crafting Guide:

You can see a graphical explanation of


the
vocations
here:
http://www.thebrasse.com/lotro/craf
ting.php

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

Having chosen a vocation, you'll need


to 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

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Recommended Reading:

Recipe Lists:

Draznar's Crafting Guide and FAQ:


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

Cook:http:
//lotro.tentonhammer.com/index.php?module=ContentExp
and func=display and ceid=305
Jeweler:http:
//forums.lotro.com/showthread.php?t=34317

Useful Resources:

Metalsmith:http:
//forums.lotro.com/showthread.php?t=34363
Official
Crafting
Forum:
http://forums.lotro.com/forumdispla
y.php?f=30

Scholar:http:
//lotro.tentonhammer.com/index.php?module=ContentExp
and func=display and ceid=411
Tailor:http:
//forums.lotro.com/showthread.php?t=42396

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

Weaponsmith:
http://forums.lotro.com/showthread.
php?t=34323
Woodworker:
http://forums.lotro.com/showthread.
php?t=34342

Farmer:http://lotrovault.ign.com/View.php?
view=Guides.Detail and id=30
Cooking
Costs:
http://forums.lotro.com/showthread.
php?t=51639

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Cooking Supplies

Component Lists:

Farming Tools
Mastery
items
http://lotro-rares.bizhat.com/maste
ry.html and

Mining Pick

http://www.lotrolife.com/lotro_craf
ting_mastery_items
Rare
components
http://lotro-rares.bizhat.com/ and

Forester's Axe

list:

list:

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 the
Smithing Hammer.

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 normal
crafting 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 Gathering
Effect
Effect

Bronze

Higher
sturdiness

Higher
sturdiness

+2.0%
critical
chance

-0.5
seconds
gathering
time

Woodworking Tools
Tailor's Tools
Smithing Hammer

Superior
Bronze

Scholar's Glass
Jeweler's Tools

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Iron

Superior
Iron

Steel

Superior
Steel

Dwarf
Steel
Superior
Dwarf
Steel

Ancient
Iron
Superior
Ancient
Iron

Ancient
Steel
Superior
Ancient
Steel

13

+2.0%
critical
chance

-0.8
seconds
gathering
time

13

+5%
critical
chance

-1.0
seconds
gathering
time

25

+6.0%
critical
chance

-1.3
seconds
gathering
time

+8.0%
critical
chance

-1.5
seconds
gathering
time

35

+10.0%
critical
chance

-1.8
seconds
gathering
time

35

+15%
critical
chance

-2.0
seconds
gathering
time

45

+14.0%
critical
chance

-2.3
seconds
gathering
time

45

+16.0%
critical
chance

-2.5
seconds
gathering
time

45

+18.0%
critical
chance

-2.8
seconds
gathering
time

45

+20.0%
critical
chance

-3.0
seconds
gathering
time

25

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 for
designated 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 to
increase 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 the
components 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 their
effect).

Resources
Tradeskills involve taking raw
materials and turning them into
something 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 and
mastery 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 cost
effective 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 the
adventure 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

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Gem

Wood

Scholar

Unofficial Lord of the Rings Online Strategy Guide

Sienna,
Copper
Salts

Tin,
Copper

Barrow-Iron
, Silver
Umber

Bloodstone,
Opal
Ash

Rich
Iron,
Gold

Ruby,
Sapphire

Yew

Platinum,
Dwarf
Iron

Adamant

Lebethron

Misty
Mountain
Silver,
Ancient
Iron

Beryl

Black
Ash

Ancient
Iron
Oxides

Amethyst,
Agate
Rowan

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
Cryptic Text,
might select "wood" and then draw a circle
Ruined
Second Age
around the trees to the south of Adso's
Trinket
camp and then click OK: now that area is
Cracked
marked as having a specific type of wood
Dwarf
Carving,
node. If you as a player were to explore
Faded
this area, you would find a node and
Sindarin
Passages,
(assuming you had the correct skills) you
Torn
could harvest it and gain the wood from it.
Craftsman's
Diary
Then in some pre-set amount of time range
Fragment of
(generally between 2 and 5 minutes), a
Dunedain
new node will appear in one of the set
Script, Relic
of Lothlorien spawn-points within that area, possibly at
Long Lost
the same point. These circles or areas can
Second Age
overlap. You can see this most clearly at
Text,
Undeciphered ruins, which are designated areas for
Moon Letters
scholar nodes.
Aged Scrap
of Test, Early
Third Age
Relic, Worn
Tablet
Fragment

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.

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 level
15, 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 beginning
explorers, 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 in
campfires 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 yield
items 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 player
posted 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 most
abundant 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 the
basic 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.

playing a different game or watching the


television, for example). Areas vary in
difficulty 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.

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

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light pelt hunting.

Forester

Shire: Overhill Yards, northwest of


Overhill
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.

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:

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

Bree-land:
Bree-fields.

north

of

the

Northern

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 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.

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.

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)

North Downs: west side of the Fields


of Fornost

Evendim: around Ost Forod

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

Tier 5: Master

Bree-land: the far northeast area

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

Tier 1: Apprentice - 600 points.

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.

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.

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.

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.

Shire: Barrow-Downs. Harvests here


are plentiful and quick to collect if you are
level 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 steel
ingots 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)

Bree-land: Just south of Trestlebridge

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Tier 4: Artisan 1320 points

Tier 5: Master 1560 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 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 204 Dwarf-Iron ore to


master the tier smelting Dwarf-Iron
ingots 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.

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 can
not be used to progress prospecting:
Ancient Iron Oxides are used by scholars
and Beryl is used by Jewelers.

Favored locations:
Evendim: follow the western shore of
the lake
Trollshaws: nodes can spawn as tier 3
gold or tier 4 dwarf-iron. Follow the
path.
Misty Mountains:
entrance to the zone

right

at

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

the

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Tier 1

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).

Shattered Pitchers contain:


Aged Scrap of Text
Early Third Age Relic
Worn Tablet Fragment
Favored locations:
Shire: Bridgefields Wall and Old Odo's
Leaf 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

Tier 5

Antique Vases contain:

Ancient Vases contain:

Cracked Dwarf Carvings

Long Lost Second Age Text

Faded Sindarin Passages

Undeciphered Moon Letters

Torn Craftsman's Diary

Favored locations:

Favored locations:
Lone-lands: Naerost, Mithrenost, Ost
Cyrn, Nindor, Agamaur

Misty Mountains: Chapter 5 of Book 5


Instance, Gabilazan, The Bitter Stair,
Imlad

North Downs: Glirost, Ost Galumar,


Dol Nendir, Merenost, Tham Lorn

Bree-land: Haudh Iarchith (dungeon in


the Barrows)

Tier 4

Hides

Forgotten Texts contain


Fragment of Dunedain Script
Relic of Lothlorien
Favored locations:
Evendim: Salamander Island
Trollshaws:
Ost
Thondol,
Whiskerback Ruins, Nan Tornaeth

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.

Angmar: Dun Covad

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Light Hides

Sturdy Hides

Light hides drop from animals level 1 15 which are abundant in the following
areas:

Sturdy hides drop from animals 25-35


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 and
Wolves den in Combe

Bree-land:
Northern
Around Starmere Lake

Bree-fields,

North Downs: Kingsfell, East of


Esteldin, at the entrance to Dol Dinen,
Nam Amlug, South of Othrikar
Evendim: Bear dens east of Ost Forod

Medium Hides

Pristine Hides

Medium hides drop from animals 15 25 which are abundant in the following
areas:

Pristine hides drop from animals 35-45


which are abundant in the following areas:
Trollshaws: Drauglag

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

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

reach Acquaintance and then a further


20,000 reputation to reach Friend.

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
Gurth
Imlad 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

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 in
the 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 further
quest 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.

The sets and their further rewards are:

You can see the reputation recipes


here: http://lorebook.lotro.com/wiki/Cate
gory:Reputation_Recipes.

Archer of the Council

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.

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

Rewards

Set(4): +2% Tactical Critical Chance


Warden of Annuminas
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.

Set(2): +2% Incoming Healing

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.

Set(4): +26 Might +7 Agility

Set(4): +125 Armor Value


Warrior of Rivendell
Set(2): +13 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.

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.

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Council of the North


Level: 45 (minimum 38)
Initial Quest Giver: Arohir in the
center of Esteldin (North Downs)
Faction
(Angmar)

location:

Gath

Forthnir

Quest Giver: Annabla


Tradeskill: Metalsmith
Tradeskill Quest Giver: Hroar

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

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 even
buy 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.

Archer's
Armlet

Archer's
Hoop

Sage's Ring
Archer's
Cover

Sage's
Pendant

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Faction

Friend

Friend

Friend

Ally

Ally

LevelSlot

Stats

46

Wrist

+28 Agility,
+1.4
in-combat
Power regen

Ear

+14 Agility,
+14 Fate,
+20 Power
+1% Ranged
Critical

Finger

+14 Fate,
+21 Morale,
+42 Power,
+3%
Tactical Crit

45

46

47

+14 Agility,
+28 Will, +7
Fate

44

+13 Vitality,
+13 Fate,
+1%
Tactical Crit

Neck

Unofficial Lord of the Rings Online Strategy Guide

Archer's
Ally

Sage's Staff

Kindred

Kindred

60-95
common
damage, 2.6
speed, 29.7
DPS, +1%
auto attack
crit, +2%
ranged crit,
reduced
induction
timer

50

Bow

50

64-84
common
damage, +30
Fate, +90
Power, +2.1
in-combat
Power regen,
+2%
Weapon Tactical Crit
641 Armor,
-10% ranged
vulnerability,
+2% block,
-2% melee
vulnerability,
+2 incoming
healing

Warden's
Shield

Kindred

50

Heavy
Shield

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 to
speak 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 Homely
House, 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 you
to 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 300
reputation 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 quest
chain.
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 order
and 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

Healer's
Bracelet

Healer's
Ring

Warrior's
Choker

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Faction LevelSlot

Stats

Friend

Wrist

+13
Vitality,
+13
Will,
+38.0
Power,
+0.9
in-combat
Power
regeneration

Finger

+24
Will,
+12
Fate,
+18.0
Power

Neck

+25
Might,
+7
Agility,
+19.0
Morale

Friend

Friend

42

40

42

Unofficial Lord of the Rings Online Strategy Guide

Warrior's
Jewel

Healer's
Earring

Healer's
Locket

Warrior's
Bracer

Warrior's
Edge

Friend

Ally

Ally

Ally

Ally

40

45

45

45

46

Ear

+12
Might,
+12
Agilityc
+1.0
Melee
Critical
Chance

Ear

+14
Will,
+14
Fate,
+82.0
Power

Pocket

+14
Will,
Heal
10%
more

Wrist

+14
Might,
+14
Agility,
+82.0
Power

Weapon

40-52
Beleriand-make
Damage,
1.9
Speed;
24.1
DPS,
1.0%
Auto-attack
Critical
Hit
Chance,
+14
Mightc
+1.0%
Parry
Chance,
+1.0
Melee
Critical
Chance

Small
Ring and
Leaf Rug
recipe
Starry
Chandelier
recipe

Friend

Friend

Furniture

Bind
on
acquire,
crafter
must
have
faction

Furniture

Bind
on
acquire,

Longbeard's of Thorin's
Hall
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 instance
in 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.

1-handed
Ancient
Dwarf
Damage
Weapons Friend

2-handed
Ancient
Dwarf
Damage
Weapons Friend

There are deeds in the Sarnur instance


for 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 (rare
drops 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 to
complete the order. You can see the
recipes
at
http://lorebook.lotro.com/wiki/Cate
gory:Reputation_Recipes.

Captain
Herald
Skins

Repair
Anvil

44

2-handed
Axe,
Crossbow,
approx 26
DPS. Rank 2
of specific
Virtue trait
required to
Weapon
equip.

Friend

Requires
expert
Tailoring to
craft. Tailor
may need to
have Friend
status to learn
recipe.

Friend

Requires
Metalsmithing
to 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

Dwarves can buy a trait enhancement


which adds +1 to Fidelity, Idealism and
Zeal.
Name

44

Mace, Axe,
Staff, approx.
23 DPS. Rank
2 of specific
Virtue trait
required to
Weapon
equip.

Quest Giver: Greylong Bottomley


Tradeskill: Cook

Faction Level Slot Stats

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Tradeskill Quest Giver: Baldwin


Foxtail
Trait 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 to
collect 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 to
Empathy, Idealism and Honesty.
Name

Prized
Mailbag

Faction

Acquaintance

Level
Slot

Stats

Grants
an
animation
of
carrying
Right-click a
use
mailbag

2-H
Weapon

3.5
DPS,
low
chance
to
reduce
targets
armor

Friend

Weapon

3.1
DPS,
1.0%
Auto-attack
Critical
Hit
Chance

Jar of
Fireflies

Friend

Grants
a
Right-click glowing
use
effect

Pitchfork

Friend

Shovel

Butter Knife

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Friend

1 Weapon

3.1
DPS

Unofficial Lord of the Rings Online Strategy Guide

Small
Feasting
Table recipe

Large
Feasting
Table recipe

Friend

Friend

Recipe

Tradeskill Quest Giver:


Bind
on
Smallwood, Bree-town
acquire,
Requires
Instance: Haudh Iarchith
Journeyman
cook
Trait enhancement:

Recipe

Bind
on
acquire,
Requires
Expert
cook
Bind
on
acquire,
Requires
Expert
cook

Hobbit Keg

Friend

Recipe

Large Tent

Acquaintance

Furniture

Mushroom
Growing
Tent

Acquaintance

Furniture

Tome of the
Turtle
(Loremaster)

Ally

Book

Men of Bree
Level: 42
Initial
Quest
Giver:
Thomas
Thistlewool, Bree-town, in a tent outside
of the vault
Location: Bree-town (west of the
South-gate)
Quest Giver: Tad Leafcutter

Maggie

Man only: +1 Justice, Confidence,


Patience
Guild Hall: Bree Hunting
(superior workbench and oven)

Lodge

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 for
every 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 for
the 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.

Tradeskill: Woodworking

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Once you have reached Acquaintance


(10,000 reputation), you will be able to
hand 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 needs
only one item to complete the order. You
can
see
the
recipes
at
http://lorebook.lotro.com/wiki/Cate
gory:Reputation_Recipes.

Longbow Friend

Longsword
Friend

39

Bow

39

34-48
Westernesse
damage, 2.0
speed, 20.5
DPS, +13
1-H
Agility, +13
Weapon Will, +13 Fate

Men can buy a trait enhancement once


they achieve Friend which adds +1 to
Confidence, Justice and Patience.
Name

Faction LevelSlot

Westernesse
Great
Sword Friend

39

Stats

54-77
Westernesse
damage, 2.8
speed, 23.4
DPS, Hit
chance is
slightly
increased. +7
Might, +7
2-H
Vitality, +13
Weapon Fate

Spear

Repair
Anvil
Recipe

Requires:
Discipline,
Rank 2.50-68
Westernesse
damage, 2.5
speed, 23.4
DPS, _27 Will,
+27 Fate
Staff

Friend

39

Staff

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Friend

Friend

Requires:
Wisdom, Rank
2. 44-68
Westernesse
damage, 2.0
speed, 20.5
DPS, 1.0%
Auto-attack
Critical Hit
Chance,
Reduces Range
Induction Time

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
Requires
weaponsmith to
be friend.
Crafted Anvil is
bind-on-acquire.

Unofficial Lord of the Rings Online Strategy Guide

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.

Once you have reached Acquaintance


(10,000 reputation), you will be able to
hand 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
the
Rangers

Friend 42

+7 Will,
Pocket +25 Fate

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.

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Curandir

Manadhgol

Ally

Ally

45

45

for every ten Tomb-raiders Sashes after


that.

Bow

42-66 light
damage,
26.9 DPS,
+5 damage
to
Orc-kind,
+1.0%
Auto-attack
Critical Hit
Chance,
Reduced
Threat.

Cloak

+100
Armor,
+27 Fate,
+2.0%
Evade

Also speak to Ringlor in Tinnudir,


Evendim for the quest Fighting in the
Streets which will reward with 700
reputation.

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

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.

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

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Faction

Level Slot

Stats

Unofficial Lord of the Rings Online Strategy Guide

Arnorian
Statue

Warden's
Earring

Warden's
Necklace

Warden's
Signet

Healer's
Buckler

Acquain

Friend

Friend

Ally

Kindred

1-H
Sword

47-67
Common
Damage,
2.2
Speed,
26.1
DPS,
Hit-chance
slightly
increased,
+15
fate,
+90.0
Power,
+1.1
in-Combat
Power
Regen,
+1.0%
Tactical
Critical
Chance

Cloak

111
Armor,
+15
Might,
+15
Vitality,
+45
Morale,
+1.0%
Evade
Chance

Token

5 gold
300
silve

Furniture

46

40

47

50

Ear

+7
Might,
+14
Vitality,
+0.6
in-Combat
Morale
Regen

Neck

+12
Vitality,
+2.0%
Incoming
Healing

Pocket

+14
Vitality,
+7
Will,
Reflects
a
portion
of
damage
back to
the
attacker.

Shield

199
Armor,
+15
Will,
+15
Fate,
+1.0%
Block
Chance,
+1.0%
Tactical
Critical
Chance

Sage's
Blade

Warden's
Wrap
Dark
Chestnut
Horse
and
Pony

Kindred

Kindred

Kindred

50

50

35

Conclusion
New information about Middle Earth is
discovered every day. Content is patched
on a weekly basis, sometimes more, with

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Unofficial Lord of the Rings Online Strategy Guide

various fixes and changes being put into


effect. New epic Books are being
launched 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 big thank you to all those who


encouraged and helped me with the
research for this guide, especially my guild
on Evernight, Britannic Lore.

A printed guide such as this makes for


a 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.

Appendix 1: Virtue
Traits by Deed

Comments and feedback on this guide


are greatly appreciated.
Faymar Fortune

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.

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.

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Charity

Confidence

Wound resist, Ranged Vulnerability,


Power Regen (non-combat)

Fear Resistance, Will, 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

Deeds

Task

Location

Rath Teraig
Exploration

Exploration

Ered Luin

The Grimfens

Exploration

Lone Lands

Garth
Agarwen
Exploration

Exploration

Lone Lands

Bree-Lands
Adventurer
(Advanced)

30 Quests

Bree-Land

Strongholds
Exploration

Exploration

North Downs

Tales of the
Lonely Road

15 Quests

Lone Lands

Where Giants
Dwell

Exploration

Misty
Mountains

+2 The Road
to War

Exploration

Angmar

Of Glories
Long Past
(Advanced)

40 Quests

North Downs

Compassion

Determination

Ranged Vulnerability, Power Regen


(non-combat), Magic Vulnerability

Agility, Morale Regen (combat), Max


Morale

Deeds
Defender of
Ered Luin
(Advanced)
The Life of
the Bounder
Lone Lands
Quests
(Advanced)
Peril of the
Mountains

Task

20 Quests
15 Quests

Location

Ered Luin
The Shire

40 Quests

Lone Lands

10 Quests

Misty
Mountains

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

Armor Value, Fate, Fear resist

Angmar

Discipline
Might,
Disease
vulnerability

resist,

Empathy

Melee

Deeds

Task

Location

The Life of
the Bounder
(Advanced)

40 Quests

The Shire

Bree-Lands
Adventurer

15 Quests

Bree-Lands

Of Glories
Long Past

North Downs

Peril of the
Mountains
(Advanced)

20 Quests

+2 Angmar
Quests (Final)

Angmar

Misty
Mountains

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

Deeds

Task

Location

Wolf Slayer
(Advanced)

360 Kills

Trollshaws

The Sights of
Shire

Exploration

The Shire

Scouting the
Dourhands

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

Tomb
Defenders
(Advanced)

240 Kills

Evendim

Troll Slayer
(Advanced)

320 Kills

Angmar

Fidelity
Shadow Mitigation, Vitality, Power
Max

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The Circle of
Despair

Exploration

Honesty

Angmar

Power Max, Armor, Fate

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)
Bear Slayer
(Advanced)
Guaradan
Slayer
(Advanced)

320 Kills

Trollshaws

360 Kills

Misty
Mountains

240 Kills

Evendim

Deeds

Task

Location

The
Forbidding
Heights

Exploration

Misty
Mountains

The Wilds of
Tal Bruinen

Exploration

Trollshaws

Bilbo's
Buttons

Exploration

Misty
Mountains

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

Pilgrim of
Evendim
(Advanced)

Evendim

Fate, Fear resist, Will


Deeds

Task

Location

Flowers of
the Old
Forest

Exploration

Bree-Lands

The History
of the
Dunedain

Exploration

+2 Lone
Lands Quests
(Final)
+2 Brave
Deeds in the
Wilderness
(Final)
Angmar
Quests
(Advanced)

75 Quests

75 Quests

20 Quests

Justice

Bree-Lands

Lone Lands

Trollshaws

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

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

Limrafn
Slayer
(Advanced)

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

+2
Grave-Digger
Slayer
(Advanced)

300 Kills

Haudh
Iarchith
(Bree-land)

Wight Slayer
(Advanced)

480 Kills

Angmar

North Downs

20 Quests

Trollshaws

Angmar
Quests

10 Quests

Angmar

Mercy
Power Regen (non-combat), Magic
Vulnerability, Agility
Wight Slayer
(Advanced)

Evendim

Patience

Brave Deeds
in the
Wilderness
(Advanced)

Deeds

Slayer

Task
80 Kills

Location
Bree-Lands

Gaunt Man
Slayer
(Advanced)

80 Kills

Lone Lands

Redeemer
Slayer
(Advanced)

240 Kills

North Downs

Wight Slayer
(Advanced)

360 Kills

Trollshaws

Power Regen (non-combat), Wound


Resist, Ranged Vulnerability
Deeds

Task

Location

No Place for
Spoiled Pie

Quests

The Shire

Restoring the
Quick 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 Downs

Wilds of
Evendim

Exploration

Evendim

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Tolerance

Troll Slayer
(advanced)

240 Kills

Misty
Mountains

Worm Slayer
(advanced)

440 Kills

Angmar

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

Wisdom

Ruins of
Misty
Mountains

Exploration

Misty
Mountains

+2 Bastions
of Hope

Exploration

Angmar

Valour

Will, Power, Wound resist


Deeds

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

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

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Zeal

region.

Level 13

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

Evendim

Spider Slayer
(Advanced)

300 Kills

Haudh
Iarchath

Orc Slayer
(Advanced)

480 Kills

Angmar

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

Appendix 2: Racial
Deeds by Level

Goblin Slayer deed in the Ered Luin,


rewards title Guardian of Ered Luin
Goblin Slayer (Advanced) deed in the
Ered Luin, rewards +1 Zeal

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

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 15
damage 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.

Enmity of the Orcs I awards the


"Friend of Man" trait which adds 20 to
your 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)
Bree-land, rewards +1 Valour

deed

in

Orc Slayer deed in the Lone-Lands,


rewards the title "Champion of the
Lone-lands"

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

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 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 (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

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:

- 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.

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 +1
Zeal

Hobbit
Enmity of the Wolves II awards the
"Guile and Conviction Bonus" trait
which gives a 5% bonus to Spider's Guile
and 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.

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"

This deed can be combined with the


following virtue deeds:

Wight Slayer (Advanced) deed in


Bree-land, rewards +1 Mercy

Wolf Slayer deed in Ered Luin,


rewards the title "Wolf-tamer"

Lore of the Cardolan Prince in Bree-land


(kill dead in the Barrow Down), rewards
+1 Wisdom

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

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

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:

- Dwarf
- Elf
- Hobbit
- Man

Goblin Slayer deed in the Shire, rewards


title "Protector of the Shire"

Dwarf

Goblin Slayer (Advanced) deed in the


Shire, rewards +1 Valour

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.

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 (min
level 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, 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 the dead in the Barrow Down),
rewards +1 Wisdom
The Barrow-downs exploration deed in
Bree-land, rewards +1 Patience
Redeemer deed in North
rewards the title "Foe of Night".

Downs,

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

Goblin Slayer deed in the Lone-Lands,


rewards the title "Goblin-hewer"
Goblin Slayer (Advanced) deed in the
Lone-lands, rewards +1 Valour

- Dwarf
- Elf
- Hobbit
- Man

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"

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


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.

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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a level 33 fellowship quest in the North


Downs by speaking to Arastil in Esteldin.

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
Bree-land, rewards +1 Valour

in

Orc Slayer deed in the Lone-Lands,


rewards the title "Champion of the
Lone-lands"

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 this
deed 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

Orc Slayer (Advanced) deed in the


Lone-lands, rewards +1 Valour

Spider Slayer deed in the Ered Luin,


rewards title "Web-slasher"

Orc Slayer deed in North Downs,


rewards the title "Hero of the North
Downs"

Spider Slayer (Advanced) deed in the


Ered Luin, rewards +1 Zeal

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

Spider Slayer deed in


rewards title "Spider-foe"

Bree-land,

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 to
do 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

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.

Goblin Slayer deed in Evendim,


rewards Title "Goblin-Foe"
Goblin Slayer (Advanced) deed in
Evendim, rewards +1 Justice

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Level 35

Goblin Slayer (Advanced) deed in the


Lone-lands, rewards +1 Valour
Goblin Slayer deed in North Downs,
rewards title "Cleaver of Goblins"

- Dwarf
- Elf
- Hobbit

Goblin Slayer (Advanced) deed in North


Downs, rewards +1 Zeal
Goblin Slayer deed in Evendim, rewards
Title "Goblin-Foe"

Dwarf

Goblin Slayer (Advanced) deed in


Evendim, rewards +1 Justice

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"

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)
Trollshaws, rewards +1 Zeal.

deed

in

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
Bree-land, rewards +1 Valour

in

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"

Orcs"
Orc Slayer (Advanced) deed (min level
40) 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

Orc Slayer (Advanced) deed in North


Downs, rewards +1 Justice

Goblin Slayer deed in the Ered Luin,


rewards title Guardian of Ered Luin

Orc Slayer deed (min level 40) in


Angmar, rewards the title "Bane of the

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"

Spider Slayer (Advanced) deed in the


Lone-lands, rewards +1 Honour

Goblin Slayer (Advanced) deed in the


Lone-lands, rewards +1 Valour

Man 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:

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"

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".

Spider Slayer (Advanced) deed in the


Shire, rewards +1 Honour

Warg-slayer (Advanced) deed (min level


38) in Misty Mountains, rewards +1
Justice.

Spider Slayer deed in the Ered Luin,


rewards title "Web-slasher"

Warg-slayer deed (min level 42) in


Angmar, rewards the title "Lord of Fangs".

Spider Slayer (Advanced) deed in the


Ered Luin, rewards +1 Zeal

Warg-slayer (Advanced) deed (min level


42) in Angmar, rewards +1 Determination.

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"

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.

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