Академический Документы
Профессиональный Документы
Культура Документы
Important
The short version
This document is a single-user license. Please don't copy or share it.
-2 www.killerguides.com
All rights reserved.
Table of Contents
Important
Character Creation
Race . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Dwarf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Passive Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Racial Accomplishments . . . . . . . . . . . . . . . . . . . . . . . . 9
Elf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Passive Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Racial Accomplishments . . . . . . . . . . . . . . . . . . . . . . . 11
Hobbit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Passive Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Racial Accomplishments . . . . . . . . . . . . . . . . . . . . . . . 12
Man . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Passive Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Racial Accomplishments . . . . . . . . . . . . . . . . . . . . . . . 13
Statistics
15
20
-3 www.killerguides.com
All rights reserved.
Deeds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Class Deeds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Racial and Social Deeds . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Region Deeds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Racial Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Class Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Legendary Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Virtue Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Virtue Traits by Grouping . . . . . . . . . . . . . . . . . . . . . . . 25
Lore-Master Class Deeds and Corresponding Traits . . . . . . . . . . . . . . . . 29
Trait Builds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Solo Build . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Fellowship Build . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Lore-Master Basics
33
Combat as a Lore-Master
34
The Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Things you should know . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Pets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Healing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Resurrection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Crowd Control and Utility . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Lore-master 101
38
47
Crafting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Resource Farming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Leveling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Reputation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
(15-18) Bree Land . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
-4 www.killerguides.com
All rights reserved.
-5 www.killerguides.com
All rights reserved.
Rift Set . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Helegrod Set . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Crafted Set . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Conclusion
78
-6 www.killerguides.com
All rights reserved.
Introduction
Lore-masters are the scholarly figures whose keen interest in all things Middle-Earth
have left them with a deep and focused knowledge of ancient lore that allows them to
confuse and stun their enemies, as well as help protect their fellowship members against
the darkness of the Sauron and all his minions. The lore-master is the class of choice for
those players who want to find themselves in a utility role. While highly survivable on
their own as a solo class, the vast utility of the lore-master cannot be tapped into while out
in the wilds by yourself. Your vast array of pets, crowd-control abilities, heals, power
drains, stuns, power transfers, cures, and your DPS, mean that you will be a welcome part
of any serious adventure party that wishes to delve into the truly dangerous areas of Middle
Earth.
-7 www.killerguides.com
All rights reserved.
Character Creation
Race
-8 www.killerguides.com
All rights reserved.
Racial
Accomplishments
Dwarf
- Passive Skills
- Racial Accomplishments
Passive Skills
Unwearying in BattleIncreased
Morale and Power regeneration (0.05%)
in combat, although reduced out of
combat (-1 morale, -0.5 power).
-9 www.killerguides.com
All rights reserved.
Elf
- Passive Skills
- Racial Accomplishments
Passive Skills
Agility of
Agility (+15)
the
WoodsImproved
-10 www.killerguides.com
All rights reserved.
Racial
Accomplishments
-11 www.killerguides.com
All rights reserved.
Racial
Accomplishments
Hobbit
- Passive Skills
- Racial Accomplishments
Passive Skills
Hobbit
CourageImproved
resistance (+1%)
fear
RecoveryImproved
morale
regeneration
-12 www.killerguides.com
All rights reserved.
Passive Abilities
Diminishing of MankindDecreased
Will (-8)
Easily
InspiredIncreased
regeneration
morale
-Defeat 50 Goblins
Racial
Accomplishments
Man
- Passive Abilities
- Racial Accomplishments
-13 www.killerguides.com
All rights reserved.
-14 www.killerguides.com
All rights reserved.
Statistics
Before you head out into the great wild
in search of adventure and the slaying of
mighty beasts, and long before you
actually delve into any of those dark and
scary dungeons or swing your weapon at
one of the monsters within Middle Earth,
you are going to want to know a little bit
more about the basics of statistics and
attributes and how they can affect your
play and class.
While you do get some slight stat
bonuses as you level up, the majority of
your increases will be coming from gear
and Traits. Traits are a unique feature of
LOTRO and while we will be covering
them a little more in-depth later on in this
guide, it's important to know that there
are a few Lore-Master-specific Traits
which are rather vital to your role in a
group setting, and an entirely different
set which are far more useful in a solo
setting.
But before we get into all of that, you'll
need to know a little bit about the system
and how it works. LOTRO employs a
simple percentage system. What that
means is that you have a percent chance
to resist, land a critical hit, land a critical
heal, resist damage, and so on and so
forth.
-15 www.killerguides.com
All rights reserved.
Stats
- Might
- Agility
- Vitality
- Will
- Fate
- Armor
- Mitigation
- Resistances
- Abilities
-Decreased Morale
Might
-16 www.killerguides.com
All rights reserved.
Agility
Agility is more of a ranged class
statistic. It directly influences the damage
you deal with a ranged weapon, but it
also increases your chance to land a
critical hit on a mob, reduces your
chance at missing when attacking with a
melee or ranged weapon, and increases
your ability to evade or parry incoming
attacks. Again, this really isn't an
extremely valuable stat for the
Lore-Master class, so you really don't
need to worry about it.
Vitality
Will
Vitality is one of the most important
statistics for every class in the game.
Vitality increases your maximum morale,
reduces the amount of incoming damage
from shadow, fire, and frost, increases
your morale regeneration in combat, and
increases your wound, disease, and
poison resists. In other games the healer
classes did not always have to worry
about morale, and if you are from one of
those min/max games where your power
pool is the only thing to worry about, you
might want to reconsider. In LOTRO
morale plays a huge part in every player's
survivability at the higher levels of the
-17 www.killerguides.com
All rights reserved.
Fate
Mitigation
Mitigation
is
more
commonly
referenced as damage reduction. There are
several types of mitigation in LOTRO, and
each reflect specific types of damage.
-Common damage
-Fire damage
-Frost damage
-Shadow damage
Each of these types is represented in
your Character box and shows up as a
percentage. The higher the percentage the
more you will resist those types of
damage.
Armor
Much like in other games, Armor
reflects your armor class, or the difficulty
the mobs have hitting you with their
weapons. The higher the value, the
harder you are to hit. However, as a
minstrel, this is not going to be an area
where you spend a lot of time worrying
about.
Resistances
Resistances play a vital role in LOTRO.
The higher your percentage, the higher
your chance to completely avoid or resist
the entire affect. There are four types of
resists.
-Fear. Can be increased through Will
-Wound. Can be increased through
Vitality
-Disease. Can be increased through
Vitality.
-18 www.killerguides.com
All rights reserved.
Abilities
Lastly, but not necessarily least, are the
actual abilities that make up your
character.
-Melee crit. Your chance to land a
critical hit on the mob with melee
weapons and/or abilities.
-Ranged crit. Your chance to land a
ranged critical hit on a mob through the
use of ranged weapons and/or abilities.
-Tactical crit. This is your chance to
land critical hits with special attacks and
abilities.
-Block. Your chance to completely
block all incoming damage. You have to
have a shield equipped for this to take
effect.
-Parry. Your ability to completely
parry and avoid all incoming damage.
-Evade. Your ability to evade and
completely avoid all incoming damage.
-19 www.killerguides.com
All rights reserved.
Deeds
Deeds are tasks which reward the
character with titles, skills, or traits. These
can range from completing a certain
number of quests within an area, to
exploring certain key locations within an
area, to killing a specific number and type
of mob within an area. There are several
different types of Deeds within the game.
Class Deeds
These Deeds are unlocked by using
specific skills related to your class. From
very early on some of your skills will start
Deeds which track your use of a specific
skill and reward you with a Class Trait
after you have used that ability a specific
number of times. There is a maximum
number of times you may advance a
particular skill each 24 hour period, which
means that it sometimes takes a few days
to a few weeks to earn some of your class
Deeds.
-20 www.killerguides.com
All rights reserved.
Region Deeds
-21 www.killerguides.com
All rights reserved.
Traits
Class Traits
- Racial Traits
- Class Traits
- Legendary Traits
- Virtue Traits
Racial Traits
As detailed in the Racial section
further up in the guide, these racial traits,
which are rewarded through the
completion of the racial deeds, are
unique to each race in particular. The
Virtuous traits, however, are based upon
earning faction for your particular race
through the specific Reputation Houses
located in each starting area. It takes time
to earn enough Reputation for your
specific Virtuous Trait, so don't be
surprised if you don't get this right away.
You need to be Friendly with your race's
faction in order to purchase this trait
from the corresponding vendor.
Legendary Traits
Legendary traits are the hardest to
acquire and are not available until level
39. They are class-specific. Each class has
a different type of legendary trait. These
are acquired through the collection of
pages to create Books that are specific to
each class. The final legendary trait is only
available after completing the level 50
class quest.
-22 www.killerguides.com
All rights reserved.
Virtue Traits
+ Magic Resistance
Determination
+ Agility
+ Combat Morale Regen
+ Morale
Discipline
+ Might
+ Disease Resistance
+ Melee Resistance
Empathy
+ Armor
+ Fate
+ Fear Resistance
Fidelity
+ Shadow Resistance
Charity
+ Vitality
+ Wound Resistance
+ Power
+ Ranged Resistance
Fortitude
Confidence
+ Might
+ Fear Resistance
+ Disease Resistance
+ Will
Honesty
+ Power
Compassionate
+ Armor
+ Ranged Resistance
+ Fate
-23 www.killerguides.com
All rights reserved.
+ Wound resistance
+ Poison Resistance
+ Ranged Resistance
+ Shadow Resistance
Tolerant
+ Vitality
+ Magic Resistance
Idealism
+ agility
+ Fate
+ Fear Resistance
Valour
+ Will
+ Morale
Innocence
+ Melee Resistance
+ Might
+ Poison Resistance
Wisdom
+ Shadow Resistance
+ Will
Justice:
+ Wound Resistance
+ Morale
Zeal
+ Disease Resistance
Loyalty
+ Melee Resistance
+ Vitality
+ Poison Resistance
+ Power
+ AC
Merciful
+ Peace Power Regen
+ Magic Vulnerability
+ Agility
Patience
+ Peace Power regen
-24 www.killerguides.com
All rights reserved.
Virtue Traits by
Grouping
Charity
Quests
Determination
Determination: Barghest --- Bree-Lands
Quests
Compassionate
Compassionate: Defender of Ered Luin
[Advanced] --- Ered Luin
Compassionate: The
Bounder --- The Shire
Life
of
the
Determination:
Evendim
Salamanders
---
Discipline
Confidence
-25 www.killerguides.com
All rights reserved.
Fidelity:
Evendim
of
Evendim
---
Fortitude
Fortitude: Bear --- Misty Mountains
Fortitude: Bree-Lands Woodsman [old
forest trees] --- Bree-Lands
Empathy
Tombs
Bree-Lands
Quests
---
Fidelity
Fidelity: Defenses of the Lone Lands
--- Lone Lands
Fidelity: Scouting the Dourhands --Ered Luin
Fidelity: The Circle of Despair --Angmar
Fidelity: The Road to Rivendell --Trollshaws
Honesty
Fidelity:
Evendim
Ruins
of
Evendim
Bruinen
-26 www.killerguides.com
All rights reserved.
Idealism
Idealism +2: Brave Deeds in the
Wilderness [Final] --- Trollshaws
Idealism: Angmar Quests [Advanced]
--- Angmar
Loyalty
Loyalty +2: Bree-Lands Quests [Final]
--- Bree-Lands
Loyalty: Angmar Quests --- Angmar
in
the
Mercy: Limrafn --- Evendim
Justice
Justice: Brigand --- The Shire
-27 www.killerguides.com
All rights reserved.
Patience:
Evendim
Wilds
of
Evendim
---
Misty
Tolerance
Tolerance: The Villages of the Earth
Kin --- North Downs
Zeal
Zeal: Giant --- Misty Mountains
Valour
Valour: Goblin --- Lone Lands
Valour: Goblin --- The Shire
-28 www.killerguides.com
All rights reserved.
Lore-Master Class
Deeds and
Corresponding Traits
Master of the Staff. This gives you an
increased version of your Staff Strike.
You must use your Staff Strike 600 times
against enemies in order to finish this
deed and earn the trait. You may only
advance this deed 200 times per day.
Power and Wisdom. This improves
your Ancient Wisdom effect and
increases the duration of your Power of
Knowledge skill. You must Draw Power
from your enemies 250 times in order to
finish this deed and earn the trait. You
may only advance this deed 90 times per
day.
Light of Hope. This lowers the morale
cost of your health-transfer, Beacon of
Hope, by 40%. It also reduces the recast
by 10 seconds and the casting time by
one. You need to use your Beacon of
Hope 600 times to finish this deed and
earn the trait. You may only advance this
deed 85 times per day.
Master of Beasts. This increases the
duration and lowers the power cost of
your Sign of the Wild abilities. You must
use your Sign of Protection 500 times in
order to finish this deed and earn this
trait. You may only advance this deed
-29 www.killerguides.com
All rights reserved.
-30 www.killerguides.com
All rights reserved.
Trait Builds
The following details specific builds.
Depending on the situation you will want
to switch your traits around for
maximized performance. You want to
avoid all "all-in-one" build specifically
because while it might enhance one area,
it will sacrifice in another, and since this
game is very clearly divided between
solo and group play you need to make
that distinction.
For the most part you will leave your
Virtue traits alone...you can keep the
same ones for group and solo play
slotted. The only ones you will be
changing out with regularity is your
Class traits.
Furthermore you should make sure to
pay attention to boss fights for specific
areas. These will be the few times when
you might change out your Virtue traits
to get higher resists. The Rift, for
example, can require high shadow and
fear resists, so if you know what kind of
boss fights you are going up against, you
can change out your Virtue traits
accordingly. But it is fairly rare that you
need to worry about changing the Virtue
ones around, and you don't have to if you
really don't want to.
Solo Build
Since most of your time solo will be
spent relying upon your pet to help you
defeat your enemies, your primary focus is
on increasing the toughness of your pets.
However, you will not be able to hold
aggro 100% of the time, so you need to be
able to do some damage if the mobs get in
close.
Also, as soon as you get the Staff and
Sword legendary trait you will be
permanently using that trait regardless of
which role you will be filling. It's just too
valuable to be discarded. You also want
increased cast times and reduced morale
costs as much as possible for survivability,
as well as the ability to control as many
mobs as possible to enhance your abilities
overall. Noble Savage will also be
mandatory when you get it, as the ability
to have your pets be Signature abilities is
-31 www.killerguides.com
All rights reserved.
Fellowship Build
As with the solo build, your virtue
traits will remain the same and you will
absolutely want your Sword and Staff
trait slotted. Beyond that, you have to
look at what roll you will be playing
within the group. Many zones will
require you to be curing wounds and
other effects on an equal level of
importance with your mezzing, and
power transfers are absolutely paramount
-32 www.killerguides.com
All rights reserved.
Lore-Master Basics
Now on to the meat of the matter.
What exactly is a lore-master, and how
do they work?
-33 www.killerguides.com
All rights reserved.
Combat as a
Lore-Master
The Basics
-34 www.killerguides.com
All rights reserved.
Pets
Healing
A minstrel you aren't. But that doesn't
mean you can't heal in a pinch. While the
lore-master heals aren't exactly that
powerful, they are absolutely viable, and
in the right situation can mean the
difference in success and failure.
The lore-master has a few types of heals.
The main heal which you will use the most
is on a 30 second refresh timer. It's not
much, but it will absolutely keep your pet
alive while soloing and it can add an extra
bump up for people in the party while the
primary healer focuses on the tank. You
also have a heal-over-time which can
affect the entire group, something that can
be quite effective in settings where mobs
are AoEing a lot. You also have a self-heal
that's on a rather long recast, but it's
important because it gives you nearly full
health which can mean the difference in
life and death in certain situations.
-35 www.killerguides.com
All rights reserved.
Resurrection
You only get one of these, but yes, the
lore-master CAN rez other players. It
requires a special component that only
farmers can make, which means you can
either farm for yourself or you an buy it
from another player via the auction
house. It's usually not very cheap, but
carrying a stack of these around can be
quite handy just in case you are ever in a
situation where you need to play rezzer.
-36 www.killerguides.com
All rights reserved.
Damage
You can do it. You aren't just a mez
class. You have a variety of
damage-over-time abilities, single target
nukes, and AoE spells. You can spam
away, safe in the knowledge that you are
quite capable of parsing up there with the
best DPS classes. You are, after all, part
wizard.
-37 www.killerguides.com
All rights reserved.
Lore-master 101
Nearly half of the time you spend in
LOTRO will be spent working on quests
by yourself. Nearly every quest chain in
Lord of the Rings starts out as a solo
quest but ends up with a fellowship quest
as its finale. Of course, some people
choose to bypass the fellowship content
in its entirety and focus solely on
working their way to level 50 without
bothering to group or even worry about
the group quests.
There are valid points to be made on
either side of the fence when it comes to
soloing or grouping. In Lord of the Rings
Online it is most effective to combine
aspects of both in order to achieve the
fastest route to level 50. However, it's
double important to start with a solid
foundation, and that's where we'll begin.
Keep in mind that you will want to return
to your trainer as often as possible. You
earn Passive abilities every odd level
(1,3,5, 7, 9, etc.) and Active
abilities/skills at every even level (2, 4, 6,
8, 10, 12, etc). Make it a habit to return
to your trainer every 2 levels. It's best if
you make this an even level so you can
keep your active abilities topped off. For
the most part your passive abilities, such
as Block, or Evade, are self-explanatory.
As such I won't be covering them as
-38 www.killerguides.com
All rights reserved.
-39 www.killerguides.com
All rights reserved.
-40 www.killerguides.com
All rights reserved.
Level
40
gives
you
Warding
Knowledge: Drakes. Self explanatory
based upon previous versions of the spell.
-41 www.killerguides.com
All rights reserved.
-42 www.killerguides.com
All rights reserved.
The Lore-Master in a
Fellowship
While a lot of the basic lore-master
features work the same in a group setting,
you'll be doing a lot more of your primary
role here, which is essentially crowd
control. And in terms of pets your raven or
eagle pets are generally considered the
best choice for fellowship settings,
although if it's a fairly easy instance you
can use the lynx pet as well. The eagle in
particular is extremely useful as it can rez
you if you happen to go down in a group
wipe, which can be handy in a pinch. And
both of the bird pets have some nice
debuffs which can help your damage out
-43 www.killerguides.com
All rights reserved.
-44 www.killerguides.com
All rights reserved.
-45 www.killerguides.com
All rights reserved.
-46 www.killerguides.com
All rights reserved.
A Guide to Middle
Earth
Middle Earth is a vast realm of
ever-changing landscapes and difficulty.
So vast that at times you might find
yourself wondering...where do I go from
here?
Each race has its own unique starting
area. The first time you play any given
race the starting area is mandatory. You
are given the option to skip the intro
quests and area the next time you make a
character of that race, if you so choose.
However, it's an easy way to get your
first 6 levels and starter gear. If you
choose to skip an intro it will dump you
into the "real" world at level 2, with no
gear, no coin, and unless you have a set
of gear ready to twink yourself with, no
way to get started in Middle Earth.
Lord of the Rings Online is a fairly
linear game. Unlike other MMORPGs on
the market this is a storyline-based game.
This is a double-edged sword. For one, it
means that you will never have to go
looking for things to do; a linear game
leads you along on a fairly
straight-forward path. The downside to
this is that you do not have nearly as
large of a "sandbox" feel as you do in
other games. Yes, you can go anywhere
-47 www.killerguides.com
All rights reserved.
-48 www.killerguides.com
All rights reserved.
-49 www.killerguides.com
All rights reserved.
-50 www.killerguides.com
All rights reserved.
Crafting
There are several choices when it
comes to crafting, although you don't
have to pick up a trade if you have no
desire to. Each specific vocation is made
up of three professions. A basic overview
of the choices can be found at
http://lotro-wiki.com/index.php/Cra
fting.
The Explorer is most often the logical
choice for the Lore-Master because you
gain Tailoring as a crafting class,
meaning that you can make your own
gear, along with Prospector and Forester,
the skills which allow you to mine ore
and harvest wood, important for helping
earn extra coin. Since hides drop from
monsters that you kill (bears, wolves,
wargs, boards, etc.), choosing this
vocation is usually the wisest course of
action if you want a fast-track to plenty
of coin along with making your own
armor. Ore and wood are arguably two of
the easiest ways to make money in this
game, and considering you pass by nodes
aplenty during the course of your
adventures, it is a best-choice for making
sure you have coin for a horse at level 35
and plenty of coin to spare when you hit
50.
Each profession is broken up into tiers,
which is also explained in greater detail
-51 www.killerguides.com
All rights reserved.
Resource Farming
There really isn't any such thing as
"farming" in LOTRO. Everyone pretty
much uses resources as the way to get
cash. With most boss drops being
bind-on-pickup, there isn't a huge market
in farming and selling drops. Shards, can
sometimes sell for a nice fee, but shard
mobs are random. Some people farm
reputation items and sell them in stacks
on the broker, but even with the vendor
trash you get from cash you can't come
anywhere close to what you will get
farming for resources. The average
player can farm 5-6 stacks of different
types of resources per hour if they go the
Explorer route, and depending on the tier
those stacks can sell for 200-800 silver
per stack...meaning players can easily
earn several gold per hour, especially as
-52 www.killerguides.com
All rights reserved.
Leveling
As stated before, each race has a specific
introduction into how their race fits into
Middle Earth. Each intro area has a
distinctly different feel. The first 6 levels
are done in these introduction areas. You
cannot accept kin invites during this phase,
nor will you come across any other
players. These instances are "tutorial"
instances for all intents and purposes.
They do, however, give you some starter
gear, coins, and the ability to get to level 6
before they dump you into the real world.
These introduction areas also introduce
you to the concept of the Book quests. The
Book quests are epic quest lines that
coincide with the actual Tolkien storyline
that the Fellowship is processing through.
At various points in time you will be
assisting the Fellowship, or members of it,
through these Book quests. Each Book has
a series of chapters. When you first get
done with the Intro area you will have a
quest line in your tracker that falls under
the Prologue area. This is the "main"
storyline. While there are literally
hundreds of quests throughout Middle
Earth, and you are in no way required to
-53 www.killerguides.com
All rights reserved.
-54 www.killerguides.com
All rights reserved.
Reputation
Reputation is another factor of Lord of
the Rings Online. There are several
different Reputation systems throughout
Middle Earth. Each race has an associated
faction they can earn Reputation with, as
well as certain areas throughout the game
which have a faction associated with them.
As you earn ranks within the Reputation
system it allows you access to special
vendors who have unique items, abilities,
and other sundries which you can purchase
from them if you have the corresponding
level of Reputation.
A detailed list can be found at
http://lotro-wiki.com/index.php/Rep
utation
-55 www.killerguides.com
All rights reserved.
-56 www.killerguides.com
All rights reserved.
-57 www.killerguides.com
All rights reserved.
(22-24) Trestlebridge
Trestlebridge fills the gap between 22
and 24 in Lone Lands. There are plenty
of solo quests here that lead up to a few
impressive chains in the Nan area of
goblins. Groups are usually always
running here, so it's easy to get them if
you need. Run the chains until you are
completed with them. Don't worry about
heading to Esteldin just yet...that's a stop
for later on.
-58 www.killerguides.com
All rights reserved.
(36-40) Evendim
Evendim is west of the North Downs.
Just follow the road through the Fields of
Fornost. Tinnudir is the city you are
looking for. Just head due west past the
cross roads and you will find it located on
an island. I would recommend binding
here, as there are trainers, and you'll be
spending the next few levels here.
Most of these quests are solo. You will
have some quests from the island, and
some from the town of Ost Forod, which is
north of the cross roads. Run the quests
until you are completely out of them. They
are very straight-forward, and very easy.
The Aragorn chain is particularly fun,
because it's very long and has an amazing
story behind it. It will eventually lead to
fellowship quest within the Tomb of
-59 www.killerguides.com
All rights reserved.
(40-50) Rivendell,
Trollshaws, Misty
Mountains, Angmar,
Forochel
The first thing you should do when you
hit 40 is return to Rivendell and set your
bind point. At level 40 you can
fast-travel from Rivendell to many areas
of the game, as well as vice-versa.
Rivendell is like Bree...it has an Auction
Hall, Banker, Trainers...everything you
will need.
From Rivendell you will want to travel
to the area south, the Trollshaws. This
will have some low 40's quests you can
work on, as well as some fellowship
quests. You can also pick up all of the
quests in Rivendell. Once you've done all
that you can, head north of Rivendell into
the Misty Mountains. Do all of those
quests that you can as well until you have
nothing left but orange/higher quests.
Once you hit 43ish you will be heading
off to Angmar, which is north of the
North Downs. The first camp is the Earth
Kin camp, in the southern part of the
zone. There are quite a few quests here,
most of which are solo. Just north of here
is the main camp of Men as well, which
-60 www.killerguides.com
All rights reserved.
- 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 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
-61 www.killerguides.com
All rights reserved.
-62 www.killerguides.com
All rights reserved.
-63 www.killerguides.com
All rights reserved.
Deeps,
The
Foundations of
-64 www.killerguides.com
All rights reserved.
(60-65) Mirkwood
It's shockingly fast to gain five levels
in Mirkwood. The region is chock full of
quests as you make your way from the
west end to the east end of the map. The
average player can easily get from 60-65
in about a week while the more hardcore
types can swiftly blow through the
content in a couple of days. Mirkwood
isn't a very big place, and the main
storyline neatly connects the various
quest hubs together.
Before you start your journey, keep in
mind that many quests offer IXP as
rewards, not to mention that every kill
grants you more IXP. Don't let them go
to waste! If you're level 60 and your
current weapons are maxed out, equip
any level 59-60 LI to collect those
-65 www.killerguides.com
All rights reserved.
Western Mirkwood
As mentioned earlier, when you
complete the Mirkwood Landing
instance, you wind up in the "real"
version of the Mirk-eaves. As you pick
up the quests, don't forget to check out
the Malledrhim barterers; one of them
offers some nice earrings. Wardens and
Hunters should pay special attention to
these barter NPCs, as they also have the
Muster in Mirk-eaves and Guide to
Mirk-eaves skills, worth a few feathers
each.
When you've finished with Mirk-eaves
you may be tempted to head to the
Haunted Inn in the Dourstocks since the
Book quest leads you in that direction,
but hold off on that. Instead, head to
Echad Mothelen (13.5 S, 58.1 W) first, a
small campsite with NPCs that give a
healthy number of quests. It's a short but
worthwhile detour on route to the
Haunted Inn. Once you reach the Inn,
pay a visit to the Malledrhim NPCs
inside; one of them offers some nice
bracelets. After finishing with the
Haunted Inn quests, head south to
Estolad Mernael (16.9 S, 51.5 W) in the
swampy Drownholt.
In certain locations, doing all the quests
will unlock repeatable quests, with
Malledrhim feathers as rewards. These
feathers can be traded for level 65 morale
and power pots, a cheap and easy
alternative to buying them off the AH.
There are several repeatable quests,
though some aren't worth doing because
they take too much time or require you to
go to some out of the way place to kill
mobs. For the fastest way to earn feathers,
I recommend talking to Handelen in
Thangulhad (12.7 S, 46.6 W) and accept
the quests "Scouting in Force" and "An
Eye on the Enemy". If you have your quest
tracker turned on, simply ride on your
horse and follow the arrow. Very easy and
fast.
Central Mirkwood
Make your way to the elven hideout of
Ost Galadh, in Emyn Lum. This is right
smack in the middle of the map, so you
can't miss it. Again, check out the
Malledhrim barter NPCs for goodies such
as recipes, jewelry, and LIs. This is the
new 21st hall in the sense that you have
almost all the important NPCs and
facilities here (e.g. crafting hall, bard,
Relic-master and Forge-master). Oddly
there is no AH, so if you're not a hunter or
-66 www.killerguides.com
All rights reserved.
Eastern Mirkwood
Head a little north and east to the
outpost of Thangulhad, in Gathburz. As
usual, see what the Barter vendors have to
offer. There are some nice level 65 cloaks,
and morale/power pots as well. There are
plenty of quests here so you might be here
for a while. Be careful while you wander
around, as you may run into signature
level mobs. Soloing one isn't difficult, but
you may get in trouble if you accidentally
aggro another mob in the process.
You'll most likely start on the Mithechad
(17.6 S, 48.3 W) quests in the Ashenslades
when you hit level 64. Finish off with Dol
Guldur. If you do the book quest chain at
the same time as you're doing these quests,
you'll hit 65 easily without the need to do
any repeatable quests or mob grinding.
Even when you hit 65, you don't have to
stop questing if there are still some
available. Remember that many quests
offer IXP as rewards, so finish as many
quests as possible. Also, if you haven't
reached Kindred reputation with the
Malledrhim yet, do some of the repeatable
quests in Thangulhad and the Ashenslades.
There's also one more quest hub, Barad
Angol (17.4 S, 44.5 W) for you to check
out if you wish.
In Dol Guldur, you'll find that many of
the quests are for group instances.
-67 www.killerguides.com
All rights reserved.
A Well-Ordered Mind
This is the first of your Lore-master
class quests, and it becomes available at
level 15. Any lore-master trainer in Middle
Earth will offer you the quest. Apparently
you are going to need to learn something
more about the ways of the lore-master
and you have been send to speak with
Dorset Oakes, son of the famed
lore-master Benton Oakes.
Dorset can be found just outside of the
village of Staddle, near Bree. After a bit of
a speech he will explain to you that he
wants to get ahold of one of his father's old
books, which are in a cave that used to
serve as his library.
Lore-Master Class
Quests and related
Deeds/Traits
You will have several class-specific
quests as you progress through the world
of Middle Earth. These quests will test
the strength of your knowledge, the
sharpness of your wit, and the tone of
your voice. They will enable you to
become a stronger minstrel, to tell
greater tales, and to bring more renown
to the fellowships you are a part of.
-68 www.killerguides.com
All rights reserved.
A Lore-master's Will
This is the second of your
class-specific quests, and is obtainable at
level 30. You can get the quest from any
lore-master trainer within the world and
they will send you to speak with Isferon,
in the village of Duillond located within
Erud Luin. Apparently he has a riddle
that needs solving, and you are going to
help with it.
The first riddle/key is southeast of
Duillond, under the large bridge that
leads to the shire. Look for a statue, and
your chest will be at the base.
The second is by a statue in
Brokenborings, which is in the
Greenfields part of the Shire.
The third is in the Forsaken Inn which
is located in the Lone Lands.
When you are done you will receive
the Flame of Anor trait, which is a 10%
fire damage increase buff to all of your
fire spells.
Articles of Mystery
and Implements of
Knowledge
These are the two quests Isdi will give
you at level 45. Like all of the other class
quests at level 45 they require a lot of
time, effort, and a combination of soloing
and grouping within dungeons to
complete.
A great list can be found at
http://www.pooh.cz/lotro/a.asp?a=20
14367 detailing where you can find each
component. Some are gathered, some are
drops, and they span the scope of the level
45-50 game. Be prepared to spend some
time. But they are important to complete
so that you can receive the final quest
from Lord Elrond in order to get your
Eagle pet.
-69 www.killerguides.com
All rights reserved.
Instances
Great Barrows
Instances within LOTRO are few and
far between. There are only several
"major" instances until you hit level 45.
That is, instances which don't correspond
with the Epic Book quests and have their
own separate quest chains. Many people
bypass them entirely as they can slow the
leveling process considerably, which is a
downright shame in my opinion. Gone
are the days when players used to thrive
on dungeons. Now it's all about solo play
and rapid advancement. But if you are up
for a challenge and you like going in
with a full group and taking several
hours to complete quest chains, getting
phat lewts and knowing you personally
were responsible for kicking the butt of
-70 www.killerguides.com
All rights reserved.
Garth Agarwen
The second major instance within Lord
of the Rings Online. It is also known as
GA. There are several "outer" quest
chains that lead to inner quests, and I
highly recommend doing them if you can
get a static group together. If you can't
get a static group together this place can
be a pain because there are so many
quests and so many different chains that
trying to find pickup people with the
same steps as you is nearly impossible.
The place is also a maze, in and of
itself. You can find a really good map
over
at
http://forums.lotro.com/showthread.
php?t=117001 to help you with your
transition.
You have to kill mobs in particular
order to get the keys to unlock other
portions of the dungeon. The twins drop
the key to get into Ivar's area, and Ivar
drops the key to get into the Red Maid's
area. The only two challenging fights in
this zone are the Red Maid and Ivar, and
out of the two Ivar is the hardest. The
Red Maid is a straight up tank-and-spank
mob, although she does have a nasty
knockback. Ivar is a bit more of an issue.
When you take him out you should focus
on his elite add first, then him. Every
time he spawns an elite add, kill it.
Fornost
Fornost is the third major instance of
LOTRO. It's rated for 38th to 40th level
characters, but I would recommend
waiting to level 40. If you ran Esteldin
quests you will have gotten a few starters
for here, and once you head up to Fornost
proper you will find a camp which has
even more quests. You can run the outer
quests with 3-4 people fairly easy, but
once you get to the inner quests inside the
instance you will want a full,
well-balanced group. You will absolutely
need a lore-master, a tank, and a minstrel.
A burglar too if you can find one. And
keep in mind, getting to the final boss in
here can literally take 6-8 hours if you go
in at the appropriate levels. Frustratingly,
most players bypass this dungeon entirely
because it "takes too long", but if you are a
person who really likes a challenge you
won't want to skip this place. It's an
-71 www.killerguides.com
All rights reserved.
Urugarth
Also known as Uru, this dungeon is
best suited to a team of 48+ adventurers,
although it is rated for 45+. It is located
within Angmar. It is not for the faint of
heart or those who do not have the time
to go. It will take several hours, but is
well worth the time. All of the instances
within Lord of the Rings Online are
extremely well done, and this is par for
the course. You should absolutely do the
quests for this area, as well as run the
dungeon.
There's
an
absolutely
phenomenal map with the path and
walkthrough
over
at
http://www.pooh.cz/lotro/a.asp?a=20
14335. There are also quite a few
class-specific items which drop here in
relation to the class quests for 45-50, so
you will be coming here on probably
Carn Dum
Also known as CD, this is another
high-level instance in Angmar, rated for
45th to 50th level. You will need items for
your level 45 class quest from within. This
is one of the larger dungeons and has
several areas, revolves around several
quest lines, and requires a well-oiled team
of players to complete. A really great
guide with maps and tips on the boss mobs
can
be
found
at
http://allshallfade.guildlaunch.com
/forums/viewtopic.php?p=1130023&
;gid=17132 which I really love. There are
also Book quests related to this dungeon,
and there are specific keys and locks
which must be met in order to gain access
to the dungeon. This is the only
single-fellowship instance in the game
which requires you to have locks.
-72 www.killerguides.com
All rights reserved.
Barad Gularan
Also known as BG, this is one of the
premier high-level dungeons of LOTRO.
You should be level 50. It is also an
extremely short and straight-forward
dungeon, only taking a couple of hours to
complete if you avoid any wipes. It can
be found in north-east Angmar. Related
quest information can be found at
http://lotro-wiki.com/index.php/Bar
ad_G%C3%BAlaran. This is mostly a
"for the fun of it" dungeon, as there
really aren't any class-specific quests that
relate to it.
Glinghant
Also known as The Gardens, it is one
of the several instances of Annuminas
and is in the top 3 dungeons which
should be focused on after you are done
with book quests and sundries, as you
can earn a full set of Annuminas set
armor by completing the three dungeons
within the area. Keep in mind that all of
the Annuminas dungeons cannot be
entered unless specific outer areas are
cleared of mobs and "unlocked". The
NPC factions will occasionally take back
control in this dynamic setting, so at
times you might find access to the
-73 www.killerguides.com
All rights reserved.
Ost Elendil
Also known as OE, this is another
Annuminas dungeon. It is the second
most difficult, but is also fairly short if
you know what you are doing and have
no wipes. The first few times through
you might take longer but once you get it
down, it's very quick, taking only about
an hour to an hour and a half. A decent
overview
can
be
found
at
http://lotro-wiki.com/index.php/Ost
_Elendil.
Haudh Valandil
Also known as HV, this is arguably the
hardest instance in the entire game. You
will absolutely want a well-balanced
group for this. You will need a
Lore-master for sure for wounds/disease
curing, a Guardian for tanking, and a
Captain for buffs/rezzing/summoning in
case of wipes. Additionally you can fill
up the last two slots as you see fit, but a
Burglar and Hunter or Champion are
good picks. You will not want to go in
here with duplicate classes...a balanced
group is key to success.
There is a detailed overview of this
zone
to
be
found
at
http://lotro-wiki.com/index.php/Hau
-74 www.killerguides.com
All rights reserved.
Gear Sets
For the most part you will be earning
quest gear as you level up from one to 50
throughout Middle Earth, but as you get
into the higher levels of the game and
specifically certain areas you will find
armor sets and jewelery sets that are
extremely fun to earn and worthwhile
because of the set bonuses you will
receive from wearing full sets. The
bonuses range depending on how many
pieces of the set you are wearing.
There are also Reputation-based sets of
gear that can be acquired from maxing
out your faction with the various
Reputation factions available as detailed
earlier on in the guide. With such a wide
variety of gear available to you at the
max level, it's really up to you as to what
you want to focus on, because each set
will have its own unique bonuses and
looks.
It is also important to note that while
the Rift set is arguably the "best" in the
game, gear is not the same in LOTRO as
it is in other games. Yes, Rift gear is
-75 www.killerguides.com
All rights reserved.
Reputation Sets
There
are
various
reputations
throughout Middle Earth, and maxing
your faction with each can lead to some
rewarding benefits. Along with a
drastically reduced repair bill and other
nice perks, you also gain access to gear
sets which can only be purchased from
the various Rep vendors once you have
reached that prestigious level. The best
guide you can find that shows you each
distinct set and lists of the faction
necessary to earn them and which
factions have what can be found over at
http://lotro-wiki.com/index.php/Cat
egory:Reputation.
Instance Sets
There are 2 instance sets of gear within
LOTRO. A set from the Angmar
dungeons, and a set from the Annuminas
dungeons. The Angmar set is easier to
obtain and takes less time, but the stats are
significantly less. As of book 14 (July
2008) the stats on both sets have been
significantly increased. As you can see
over
at
http://www.lotro-europe.com/news.ph
p?id=6798&type=Dev the new stat
bonuses are quite nice.
Both sets are earned through a
barter-type system where you gather
components from within the dungeons off
of boss mobs and regular mobs and trade
them at Quest NPCs for each dungeon
area.
-76 www.killerguides.com
All rights reserved.
Rift Set
Crafted Set
Helegrod Set
Similar to the Rift, the Helegrod set is
based upon barter items looted from the
boss mobs within Helegrod. Unlike the
Rift, Helegrod is a 24 man raid zone, and
the only one to-date within LOTRO.
Each class-specific armor set is bartered
from vendors within Elrond's house in
Rivendell. You will need specific drops
from the boss mobs to earn your set.
-77 www.killerguides.com
All rights reserved.
Conclusion
In closing, the Lore-Master is a unique
look into the Lord of the Rings Online
game. It is a class that has a
multi-functional purpose within Lord of
the Rings Online. The beauty of the
game, and the class, is the ability to
perform under a variety of circumstances
without breaking a sweat.
-78 www.killerguides.com
All rights reserved.