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Important
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Table of Contents
Important
10
Character Creation
11
Server Selection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Race Selection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Race Statistics: Man . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Racial Statistics: Elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Racial Statistics: Hobbits . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
How These Racial Characteristics Affect Your Warden . . . . . . . . . . . 13
Completing Character Creation . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Common Game Terms
15
17
Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Gaining Trait Slots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Class Trait Sets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Way of the Spear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Way of the Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Way of the Fist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
How Combat Works in LotRO
20
21
24
Spear Gambits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
2-Stroke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
3-Stroke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
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4-Stroke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
5-Stroke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Shield Gambits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
2-Stroke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
3-Stroke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
4-Stroke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Fist Gambits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
2-Stroke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
3-Stroke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
4-Stroke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
5-Stroke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
The Warden's Skills
29
Gambit Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Stances . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Active Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Mustering Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Passive Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Summing Up Skills and Gambits . . . . . . . . . . . . . . . . . . . . . . . . . . 32
The Warden's Traits
33
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49
50
Introductory Quests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Men: Bree-land . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Hobbits: The Shire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Elves: Ered Luin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Leveling Your Warden: 15-25
53
60
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65
73
Entering Moria . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Deeds in Moria . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Leveling Your Warden (60-65)
75
79
Book: Prologue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Book 1: Stirring in the Darkness . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Book 2: The Red Maid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Book 3: The Council of the North . . . . . . . . . . . . . . . . . . . . . . . . . 80
Book 4: Chasing Shadows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Book 5: The Last Refuge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Book 6: Fires in the North . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Book 7: The Hidden Hope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Book 8: The Scourge of the North . . . . . . . . . . . . . . . . . . . . . . . . . 81
Book 9: The Shores of Evendim . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Book 10: The City of the Kings . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Book 11: Prisoner of the Free Peoples . . . . . . . . . . . . . . . . . . . . . . . 82
Book 12: The Ashen Wastes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
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84
87
89
94
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Introduction
"Indeed in nothing is the power of the Dark Lord more clearly shown than in the
estrangement that divides all those who still oppose him."
--Haldir, Warden of Lothlorien,
(The Lord of the Rings: The Fellowship of the Ring)
Patrolling at the edge of firelight, the vigilant Wardens of the lands of Middle-Earth
protect fragile civilization from that which lurks in the Wild. The Warden is a quick and
cunning skirmisher, brandishing spear and shield with guile and fore-swearing heavy
armors in favor of quickness and flexibility.
Striking a balance between defense and offense, the Warden is neither a Guardian nor a
Hunter, standing midway between tanking and DPS. The Warden is a supremely flexible
solo class and offers an equally flexible anchorage point for a fellowship to build around.
The Warden allows simplicity of play and complexity of detail, according to your
gaming style. While those who randomly punch buttons and jump around the screen can do
well with a Warden, knowing how to manipulate his strengths and weaknesses and to
utilize his powerful Gambits--both while interacting with the game strategically--can make
the Warden one of the strongest classes in the game.
This unique class has more than one road to mastery, and your choice of path will dictate
your Warden's style and individuality.
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Character Creation
Race Selection
Now that you have chosen a server, you
will be presented with the race selection
page. Since you will be playing a Warden,
you are limited to the races of Men, Elves,
or Hobbits. Any of these may be male or
female at your choice. Before you choose,
an overview of what the three races offer
you, statistically, is warranted.
- Server Selection
- Race Selection
- Race Statistics: Man
- Completing Character Creation
Server Selection
After you have logged into The Lord
of the Rings Online, you will be
presented with a server selection page.
Selecting your play server will affect
only which other players you will be able
to interact with and otherwise does not
affect the game. Be aware that there are
"beta" and "testing" servers, but you will
not likely have access to those without
permission. Refer to the server-specific
sections of the Lord of the Rings Online
forums. If you have friends already
playing the game, you will likely want to
choose the server they use so you can
play together.
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Racial Statistics:
Elves
Racial Statistics:
Hobbits
The smallest, most joyful, and most
energetic of the races of Middle-Earth,
Hobbits are also dependable, strong, and
willful. Hobbits come from the lands of
Fallohide, Harfoot, or Stoor. Where your
character is from does not affect his or her
statistics.
Hobbits
have
specific
racial
characteristics that affect them in-game:
Small Size (-8 Might), Hobbit Toughness
(+15 Vitality), Rapid Recovery (+1
non-combat Morale regeneration), Hobbit
Courage (+1% Fear Resistance), Resist
Corruption (+1% Shadow Mitigation).
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Completing Character
Creation
Now that you've chosen your race, you
will be given the classes available to that
race, which will include Warden.
After choosing the Warden class, you
are presented with the character
customization screen. Here is where you
customize the appearance of your
character, including facial features, scars,
hair color, and so forth. Only hair color
and style can be changed later, so make
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Common Game
Terms
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Vital Statistics
Traits
Traits, which are acquired by leveling,
completing Deeds and Quests, and by
using some skills, produce three effects:
primary, secondary, and tertiary effects.
The primary effect will increase faster
than the secondary which rises faster than
the tertiary effects.
The Deeds, listed later in this book,
focus on Virtue Traits, but the other Trait
types are also accomplished in the same
way. Often with similar Deeds or even
overlapping Deeds.
These other Trait types, however, rarely
affect your base stats but instead impart
special abilities or other bonuses.
Dwarves, for instance, have a Racial Trait
that gives them the ability to do a
small-damage head-butt attack. Fun,
maybe, but generally useless otherwise.
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Virtue
Race
Class
Leg.
Slot 1
Lvl 7
Lvl 13
Lvl 15
Lvl 41
Slot 2
Lvl 9
Lvl 19
Lvl 21
Lvl 45
Slot 3
Lvl 11
Lvl 25
Lvl 27
Lvl 60
Slot 4
Lvl 17
Lvl 31
Lvl 33
Slot 5
Lvl 23
Lvl 37
Lvl 39
Slot 6
Lvl 53
Slot 7
Lvl 57
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This
Trait
Set
focuses
on
damage-dealing for the Warden. This is a
good choice for solo players or group
damage-dealers.
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How Combat
Works in LotRO
Whether you're new to the game or
have been playing for some time, the
combat system since the introduction of
the Mines of Moria update has changed
considerably.
The biggest change is to the way
mitigation and damage dealing work and
to how the buffs that affect these two
attributes are rated. The former "100%"
system wherein everything was a
percentage is no longer in use here, being
replaced by a sliding scale of numbers.
These numbers are base modifiers that
raise or lower damage in the game. As
you progress in levels, you will see this
modifier change automatically as well.
This means that armor that was very
protective at level 15 might be so many
rags in comparison at level 25.
For old players to the game, hovering
the mouse over the new numbers will
show the percentage equivalent for
reference.
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Gambit Basics
On your character screen is a Gambit
Panel which has space for icons that
represent different attacks. When you
perform an attack, it takes up the next
available slot in the Gambit Panel, from
left to right. At the far right is an icon
representing what the Gambit currently set
up will ad up to.
The first maneuver (attack) you use will
determine how your Gambit will end, so
beginning with a weapon attack will end in
a Gambit which causes your enemy
damage. Likewise, beginning with a shield
gambit will end in healing yourself and
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Spear Gambits
2-Stroke
Deft Strike: {S}+{S}, results in a
powerful blow from your main hand
weapon that deals +33 damage. Costs 51
Power, melee range.
Offensive Strike: {S}+{F}, results in a
double-strike from your main hand
weapon and increases your threat level.
Costs 51 Power, melee range.
The Boot: {S}+{G}, results in a
powerful kick that interrupts inductions
(casting, invoking, etc.) and has a chance
of dazing the target; does 137 common
damage. 25% daze chance, which lasts for
five seconds. Costs 62 Power, melee
range.
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3-Stroke
4-Stroke
Boar's
Rush:
{S}+{F}+{S}+{F},
results in a fast charge, shield front, that
has an increased chance of a critical hit
and of stunning the target; deals 206-275
common damage. Costs 51 Power, melee
range.
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5-Stroke
The
Dark
Before
Dawn:
{S}+{G}+{S}+{F}+{S}, available only
when Warden is below 50% Morale,
results in two main hand weapon attacks
at plus 84 damage and gives +280
Power. Melee range.
Shield Gambits
All shield Gambits begin with a Shield
strike and have a cooldown of 1s. Many
of these are staples of the Warden's
tactics and are what he relies on, rather
than heavy armors, to protect himself.
3-Stroke
Maddening Strike: {G}+{F}+{G},
results in a quick attack doing main hand
weapon plus 41 damage plus transfers
slight amount of threat away from each
member of the fellowship to the Warden.
Costs 65 Power, melee range.
Safeguard: {G}+{S}+{G}, results in 52
damage and heals for 78 Morale plus 78
Morale every 3 seconds for 12 seconds.
Costs 75 Power, melee range.
Shield Up: {G}+{S}+{F}, results in a
defensive posture which gives +1040
block, evade, and ranged block ratings
(each) for 30s. Costs 54 Power, any range.
2-Stroke
Defensive Strike: {G}+{G}, results in
a mainhand weapon +18 damage attack
and adds +1040 to block rating for 20s.
Costs 45 Power, melee range.
Impressive
Flourish:
{G}+{F},
results in 62 light damage plus 15 light
damage every 4 seconds for 16 seconds,
heals 32 Morale and 32 more every 3
seconds for 12 seconds. Costs 75 Power,
medium range.
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Fist Gambits
4-Stroke
Celebration
of
Skill:
{G}+{S}+{G}+{S}, results in an attack
dealing main hand weapon plus 28
damage and heals for 78 Morale plus 78
Morale every 3 seconds for 12 seconds.
Costs 50 Power, melee range.
Dance of War: {G}+{F}+{G}+{F},
results in up to ten targets in a radius of
6m being affected by a loss of ability to
hit Warden, giving him a +1040 evade
rating for 20s and transferring a moderate
amount of threat from each member of
the fellowship to the Warden. Costs 65
Power, medium range.
Shield Mastery: {G}+{S}+{F}+{G},
results in +1040 block, evade, and
ranged block ratings (each) for 1m. Costs
36 Power, any range.
2-Stroke
Goad: {F}+{F}, affects up to three
targets within 6m, causing 62 light damage
and 15 light damage every 4 seconds for
16 seconds while moderately increasing
Warden's threat, building over 16s. Costs
97 Power, medium range.
Precise Blow: {F}+{S}, results in a
main hand weapon plus 18 damage attack,
increasing threat initially and then over
time for 18s. Costs 76 Power, melee range.
War-Cry: {F}+{G}, affects up to 10
targets within a 10m range causing 15
light damage every 4 seconds for 16
seconds, slightly increasing the Warden's
threat while also increasing threat over
time for 16s. Heals 32 Morale plus 32
Morale every 3 seconds for 12 seconds.
Costs 97 Power, medium range.
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3-Stroke
Piercing Strike: {F}+{S}+{F}, results
in two attacks, dealing main hand
weapon plus 10 and 52-103 light damage
while moderately increasing threat. Costs
65 Power, melee range.
Fierce Resolve: {F}+{S}+{G}, affects
up to 8 targets in a 6m range, draining
31.5 Morale every 4 seconds, giving it to
the Warden. Costs 113 Power, medium
range.
Brink of Victory: {F}+{G}+{F},
results in 62 light damage plus 62 more
every 4 seconds for 16 seconds while
slightly increasing threat. Costs 65
Power, melee range.
4-Stroke
Resolution:
{F}+{S}+{G}+{F},
affects up to 10 targets in a 6m range,
draining 162 Morale and giving it to the
Warden. Costs 113 Power, medium
range.
5-Stroke
Defiant
Challenge:
{F}+{S}+{F}+{S}+{F}, affects up to 10
targets in a 10m range, forcing them to
recklessly attack the Warden for 5s during
which time 38 points of their delivered
damage are returned to them and the
Warden's threat is thereafter increased.
Effects last for 30s and Warden must have
the Defiant Challenge Trait equipped.
Costs 86 Power, medium range.
Exultation
of
Battle:
{F}+{S}+{G}+{F}+{G}, affects up to 10
targets in a 6m range, draining 62 Morale
and giving it to the Warden every 4
seconds for 16 seconds while increasing
threat over time. Costs 101 Power,
medium range.
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The Warden's
Skills
Gambit Skills
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Stances
Active Skills
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Passive Skills
These are the passive skills your Warden
gains as she levels and are automatically
equipped and working once gained. These
weapon skills reflect the Warden's mastery
of these basic weapons of war. They are
all gained at level 38.
Master Spear Training: +15% spear
damage, 5x intrinsic spear bleed damage,
higher bleed damage chance.
Master Sword Training: +10%
one-handed sword damage, +2% to-hot
modifier for sword use.
Mustering Skills
While these skills are technically
Active Skills, they are skills which are all
related and have no in-combat effects.
These skills allow your Warden to "port"
directly to a location.
Master
Club
Training:
+10%
one-handed club damage, inherent club
attack speed debuff increased by 4s, club
attack speed buff happens more often.
Other Passives not listed are generic and
are all automatically active once learned.
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The Warden's
Traits
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Defiant Challenge
Allows the use of the Gambit of the
same name, forcing all nearby enemies to
attack. Requires collection of all of the
Bullroarer's Boy Pages to achieve.
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Grand Master
Weapons Training
Your preferred weapon gains a +5%
damage bonus (spear, sword, club) plus
inherent bleeds from spear, attack speed
debuff from club, and +1% to hit bonus
for sword. Collect all Chieftain of the
Dunedain Pages to achieve.
Deadly Thrust
Spear Gambit critical rating +408, part
of the Way of the Fist set. Strike with The
Dark Before Dawn 250 times to achieve.
Confidence
+1 Pulse DoT from skills, part of the
Way of the Fist set. Strike with Brink of
Victory 350 times to achieve.
Efficient Thrust
Quick Thrust power cost -40%, part of
the Way of the Spear set. Strike with
Quick Thrust 200 times to achieve.
Deadly Insult
Warden's Taunt Resist Rating -2244,
part of the Way of the Fist set. Strike
with Warden's Taunt 250 times to
achieve.
Expert Hurler
Javelin skills cooldowns lowered by 15s,
part of the Way of the Spear set. Use
Javelin skills 500 times to achieve.
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Find Weakness
Force of Personality
Target Fist Gambit resist rating -1020,
part of the Way of the Fist set. Strike
with Surety of Death, Resolution, or
Spear of Virtue 500 times (in total) to
achieve.
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Mighty Blow
Shield Trickery
Perseverance
Skillful Blocking
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Strong Voice
Wary Blocks
Terrible Visage
Javelin of Deadly
Force
Javelin can be thrown with such force
that it penetrates up to 10 targets doing
ranged weapon damage +120 with a 30m
range. Collect all of the Watch Against
the Night pages to acquire.
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Bullroarer's Boy
Chieftain of the
Dunedain Book=
The acquisition of Grand Master
Weapons Training requires the location
of the missing pages from this book.
These pages are random drop items, as
above.
Pages 3, 12, 13, and 17 can be found
on humanoids in the Angmar area while
pages 18, 23, 29, and 32 can be found on
humanoids in the Misty Moutains.
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Working in
Fellowships
If your Warden will be working
primarily in fellowships as the main or off
tank, then you will likely want to use those
Traits which buff her armor, healing,
threat, and attack/damage attributes.
While at first glance it would seem that
a higher Morale would be a good thing, in
actuality the stats that protect your Morale
are much more important. This is because
while Morale is the amount of damage you
can take, if you don't take the damage in
the first place, you're better able to handle
more situations. While in a fellowship,
you are also likely to have a healer to
which your Way of the Shield Gambits are
only augmentations rather than your only
regeneration source.
So Virtues such as Empathy, Honesty,
and Loyalty are often a better choice
because of their armor augments. Of the
three, Loyalty and Honesty may be a
better choice if you wish to also increase
your maximum Power.
Other Virtues also affect specific
defenses, such as ranged or melee, and
have other bonuses that make them
desirable. These include Discipline and
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Working Solo
When playing solo, the strategy for
your Warden's Virtues will change
somewhat. Because the Warden's
primary abilities are mainly DoT and
HoT, the time needed for them to do
their work means that the Warden will
have to be able to take some damage in
the meantime.
In this case, in-combat Morale
regeneration and resistances to wound,
disease, etc. may be more useful. So
Tolerance, Determination, and Justice
become a higher priority, although the
wound resistance of Charity and disease
resistance and to-hit bonuses of
Discipline can also be great bonuses.
Racial Traits
Men, Elves, and Hobbits all have
different Racial Traits that may affect your
Warden. These are those that are gained
through achievement in Middle Earth. A
quick overview of what those Traits are
will likely be enough to show you which
will better benefit your style of play.
Most of these Traits are gained by
killing a specific type of mob and are
usually consecutive, meaning they build
upon themselves. For instance, to achieve
Hobbit-resilience, your Hobbit Warden
would have to achieve Enmity of the
Spiders III, which requires completion of
Enmity of the Spiders I and II first.
Traits of Men
At level 13, two Racial Traits become
available to humans: Man of the Fourth
Age and Upper-Cut.
Man of the Fourth Age gives +20 Will
and is achieved by completing Enmity of
the Wargs (killing 50 wargs).
Upper-Cut gives a weak, short-range
attack and is acquired by completing
Enmity of the Dead (killing 50 undead).
Tactics and Might Bonus becomes
available at level 19 and gives a 5% bonus
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Traits of Hobbits
Summing Up Racial
Traits
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Light Armor
This is mostly cloth-based armor, such
as linen, padded, etc. These armors do not
induct a very high armor class rating, but
offer maximum flexibility. In the very
beginning, your Warden will be wearing
this kind of armor.
Light armors are broken into three
sub-categories: standard (no name
adjective), heavy, and crafted (or
"critted"). Standard light armors will have
a plain name (e.g. Cloth Leggings) while
heavy will have an adjective (Heavy Cloth
Leggings) and crafted armors will have a
stronger
adjective
(Superb
Cloth
Leggings).
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kinds of bonuses.
Shields are otherwise fitted into one of
two sub-categories: standard or crafted (or
"critted"). Shields are made by
Metalsmiths.
Medium Armors
These armors are leather based and
will soon be available to the beginning
Warden. These offer a medium AC
rating and good flexibility. Like Light
Armors, they are available in three
sub-tiers, broken down the same way and
are made by Tailors.
Shields
Similar to armor, shields are another
protective device that your Warden will
utilize throughout his life in the game.
They are very much like armor in their
abilities and styles with one exception:
there are Warden-only shields available
as well.
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Weapons
Similar to armors, weapons can make a
huge difference in your Warden's ability
to progress quickly in the game. With
only sub-par weaponry, your Warden
will likely find himself having a hard
time completing quests and finishing
Deeds.
Weapons for your Warden are
basically broken into two categories:
melee and ranged. Those two categories
can hold a myriad of choices, but will all
do one of six types of damage:
Common This damage type is just
what it's name implies and has no special
bonuses.
Beleriand This damage type is best
against ancient evil, half-orcs, spiders
and insects, and the dead and unseen.
Fire This type of damage is best
against creatures of Nature, a few beasts,
and troll-kind.
Light This damage type is best against
orcs and goblins, the unseen, and
troll-kind.
Westernesse This type of damage is
best against the dead and ancient evil.
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Melee Weapons
The melee ("up close and personal")
weapons available to your Warden
include almost all one-handed weapon
types: swords, clubs, hammers, and the
Warden's specialty: spears.
All
weapons
are
Weaponsmiths except
javelins,
which
are
Woodworkers.
made
spears
made
by
and
by
Ranged Weapons
The ranged weapons for your Warden
are limited to javelins. Similar to spears,
javelins are different in that they're made
to balance more perfectly during flight
through the air and are weighted so that
maximum penetration is achieved on
impact.
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A Final Word on
Weapons and Armor
Bonuses
Both the armor your Warden wears and
the weapon she wields will give bonuses
of one kind or another over and above
their inherent damage or protection. With
armor, this is mitigation and buffs, and
with weapons this is damage type and
critical effects.
Weapon Bonuses
Weapons can boost character stats just
as armor can. The stats most important to
dealing damage to enemies are those
which increase chances to hit and to
making critical hits. The two stats most
associated with these traits are Might and
Agility. Might increases damage and block
chances while Agility raises chances to hit
and chances to crit.
Armor Mitigation
This word merely means the amount of
damage (of whatever kind) the armor
will turn away.. Higher armor value (AC)
means higher mitigation, but the statistic
buffs given by the armor also affect this.
Mitigation buffs that directly affect
Morale are Vitality and Fate.
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Leveling Your
Warden: 1-15
process.
Introductory Quests
Now we get into the nitty-gritty of the
game. Building your character from the
ground up in LotRO can seem to be a
daunting task, but it's quite fun. This
guide is meant to supplement your game
play, not replace it with boring power
leveling and item acquisition.
The experience of Middle Earth is
what the game is all about and whether
you're into building a multi-faceted
character, interacting with other players,
experiencing the areas and scenery of
Middle Earth, or are a power player
wanting to speed through the levels
quickly to get to PvP, there is something
in LotRO for you.
Each area of Middle Earth has specific
tasks (quests), deeds, crafting bonuses,
materials to find, and so forth. Other
important aspects of your character's
development will require money (gold
and silver), weapon and armor upgrades,
etc.
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Men: Bree-land
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Leveling Your
Warden: 15-25
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Deeds in Bree-land
The following Deeds to raise Virtues
can be had while in Bree-land:
The Spider-Slayer Deed (Honour +1)
can be accomplished early on in
Bree-land. You'll find them in Archet,
Midgewater Marsh, and the Old Forest
for the most part.
The Brigand-Slayer (Advanced)
Deed (Justice +1) is in Bree-land.
Brigands are everywhere and give good
item drops as well, including crafting
components and stackables.
The Orc-Slayer Deed (Valor +1) is an
important one for the Warden to
complete as soon as possible. They drop
money, armor pieces, and crafting
recipes and can be found in the north and
south ends of Bree-land.
Barghest-Slayer (Advanced) Deed
(Determination +1) involves killing
Barghests, which are the dog-like
creatures you find in the Barrow Downs
and other areas with undead.
Bree-land
Adventurer
Deed
(Empathy +1) is completed by finishing
a token amount of quests within
Bree-land (any quest will do).
Bree-land Adventurer (Advanced)
Deed (Charity +1) is a continuation of
the first Deed of this name.
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Goblin-Slayer
(Advanced)
Deed
(Valour +1) requires that you slay several
goblins in the Lone Lands.
Orc-Slayer (Advanced) Deed (Valour
+1) requires that you kill several orcs
within the Lone Lands.
Spider-Slayer
(Advanced)
Deed
(Honour +1) requires that you kill many
spiders within the Lone Lands.
Tales of the Lonely Road Deed
(Charity +1) requires that you complete
several quests within the Lone Lands. This
is the first of three Deeds with this same
name.
Tales of the Lonely Road (Advanced)
Deed (Compassion +1), as above.
Tales of the Lonely Road (Final) Deed
(Idealism +1), final of the three Deeds.
The Grimfens Deed (Confidence +1)
are located in the south-eastern portion of
the Lone Lands. Visiting a handful of key
points in this area earns this Deed.
Troll-Slayer
(Advanced)
Deed
(Honesty +1) is a rather rough one to do
because of the relative lack of trolls in the
Lone Lands. They are mainly in the
south-eastern area in and around the
Grimfens. This Deed is best done in a
group. They drop good silver, however.
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Warg-Slayer
(Advanced)
Deed
(Determination +1) requires that you kill
several wargs within the North Downs.
These are nearly everywhere and so are
easy to get as you complete other quests
within the area. They drop sturdy hides
as well.
The Western Ruins Deed (Wisdom
+1) involves finding the ruins in the area
of Fornost. This Deed may get completed
if you do Fornost instances and quests,
but is not easily done without a
fellowship.
Worm-Slayer (Advanced) Deed
(Honour +1) requires that you kill
several worms (dragon-kind). These are
to be found in the canyons western-most
canyon leading to Ram Duath. The
worms drop nicely-stacking scales and so
forth that can make them worth farming.
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Leveling Your
Warden: 25-40
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Deeds in Evendim
The following Virtue Deeds are in
Evendim:
Brutes From the North (Advanced)
Deed (Fortitude +1) requires that you kill
Gertheryg within Evendim.
Gauradan-Slayer (Advanced) Deed
(Fortitude +1) requires that you slay
many of the wolf-men throughout
Evendim. This deed can be done in
conjunction with Giant-Slayer as these
creatures appear in the same area (north
end of the lake).
Giant-Slayer
(Advanced)
Deed
(Honour +1) requires that you kill many
giants within Evendim.
Goblin-Slayer (Advanced) Deed
(Justice +1) requires that you kill many
goblins within Evendim. They can be
found on the south end of the lands, near
the border with the Shire.
Invaders from Angmar (Advanced)
Deed (Wisdom +1) is a high-level Deed
that requires the slaying of many
Angmarim, found in Annuminas, at the
south end of the lake.
Kergrim-Slayer (Advanced) Deed
(Zeal +1) requires the slaying of many of
these beasts in Evendim. They are found
primarily to the southeast of Tinnundir.
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Deeds
Deeds in the
Trollshaws
The following Virtue
located in the Trollshaws:
are
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Leveling Your
Warden (40-50)
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(Advanced)
Deed
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Deeds in Angmar
Allies of the Enemy (Advanced)
Deed (Compassion +1) requires you to
kill many Hillmen in Barad Gularan.
Ancient Evil of Carn Dum Deed
(Innocence +1) requires that you defeat
Ancient Evil inside Carn Dum. This is a
full felloswhip or raid Deed.
The Angmarim of Carn Dum
(Advanced) Deed (Confidence +1)
requires that you kill many Angmarim
inside Carn Dum. Can be coupeld with
other Carn Dum Deeds.
Angmarim-Slayer (Advanced) Deed
(Justice +1) requires that you kill many
Angmarim. These human traitors can be
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(Advanced)
Deed
a general troll killing
Couple with one of the
maximum speed of
Uruk-Slayer
(Advanced)
Deed
(Honour +1) requires that you kill many
Uruk within Angmar. This can be done
while doing several other Deeds
throughout Angmar.
Warg-Slayer
(Advanced)
Deed
(Determination +1) requires that you kill
several wargs throughout Angmar.
Wight-Slayer
(Advanced)
Deed
(Mercy +1) requires that you kill wights
within Angmar. These are found mostly in
the eastern part of the map, just south of
the Rift.
Worm-Slayer
(Advanced)
Deed
(Valour +1) requires that you kill many
worms within Angmar. These can be
found throughout the swamp.
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Deeds in Forochel
These are the Virtue Deeds in the lands
of Forochel:
Ancient Stones of Forochel Deed
(Patience +1) is an exploratory Deed
requiring you to find the five major
outposts built by the ancient Dwarves who
lived here. Most of these can be found as
you complete quests. Angmarim-Slayer
(Advanced) Deed (Confidence +1)
requires that you kill many Angmarim
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Deeds in the
Ettenmoors
There are many Deeds within the Moors,
but all of them rewards with Titles only.
There are no Virtue rewards for
completing Deeds here. Thus, there are
none listed here.
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Leveling Your
Warden (50-60)
At last, the final stretch! Now that you
have gotten this far, your appetite for
PvP, entering the new area of Moria and
for the awesome Legendary Weapons
available there is ready to be sated.
Moria, the ancient kingdom of the
Dwarves under their king Durin, has
been, for the most part, long-abandoned
by them and is infested with evils from
Mordor. In this vast complex of mines,
tunnels, halls, and rooms lie treasures,
ancient artifacts of lore, and evils beyond
measure.
Before entering Moria, you'll enter the
ancient forest in Eregion from the
Trollshaws. Here you'll battle all manner
of beasts and evil men and you'll be
required to finish many of the quests in
the area around Gwingris (the first major
settlement, at the north end of the map),
before you can enter Moria.
These quests center around the
Fellowship of the Ring's passing through
the area and upon Saruman's spies. These
quests begin at level 48 and include some
good payoffs, but require a fellowship to
complete. Make sure to do "The
Worm-Sire" as it rewards with a good
spear (25.6DPS, +14 Vitality, +44 Max
Entering Moria
Once you have completed the quests
within Gwingris, you will be presented
with the mystical door to Moria. This
door, crafted by Rune-keepers of ages
past, marks the entrance to the mines built
by the Dwarves ages ago and last presided
over by King Durin. Now, long-neglected,
they are infested with evils from Mordor
and the lands beneath.
Questing inside Moria is not like
questing anywhere else in LotRO. While
vast, it's all underground, consisting of
tunnels, caverns, Dwarven halls, and
rooms. There are many, many quests,
many of them rewarding with Legendary
Weapons and their components.
There are also no horses in the mines, as
they would quickly come up lame. Instead
there are goats, which you can buy after
raising your faction with the Miners
sufficiently.
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Deeds in Moria
There are over 100 Deeds in the Mines
of Moria, almost all of which affect one
of your Virtues. It's likely that by the
time you arrive in Moria, you will have
maxed out your Deeds. If not, there are
too many to list all of them here (over
100), but know that they are available.
You will run into them as you play. This
list is not comprehensive, but will give
you an idea of what is available.
Deep-Claw-Slayer (Advanced) Deed
(Tolerance +1) requires that you kill
many deep-claws within the Mines.
Deep Delver Deed Chain (Charity +1,
Empathy +1, Innocence +1) is a
three-part Deed chain requiring you to
finish quests within Moria Deeps.
Defender of the Upper Levels Deed
Chain (Compassion +1, Innocence +1,
Charity +1) is a three-part Deed chain
requiring you to finish quests within
Upper Moria.
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Leveling Your
Warden (60-65)
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Western Mirkwood
(Levels 60-62)
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.
Central Mirkwood
(Levels 62-63)
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
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Eastern Mirkwood
(Levels 63-65)
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.
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Book: Prologue
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Book 4: Chasing
Shadows
There are 9 chapters in this book, all
taking place within the Trollshaws. You
will need a group for the escort-style
quests which include Legolas and others.
If you find a good group to start this Book
or after completing Chapter 1, see if they
are interested in going through the whole
chain.
These chapters are level 35-40 quests
with Chapter 8 dropping pretty good
reward items.
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introduction to Moria.
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The Warden's
Level 50 Class
Quest
Warden's Agonizer
(Javelin)
55-87 Belerand Damage
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Battle Medallion
(Necklace)
Weapon Reward
+480 Wound Resist Rating
+14 Fate
+16 Might
+8% Out of Combat Run speed
Bryok's
Forochel)
Spear
(a
named
mob
in
+28 Fate
+14 Might
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Jewelry Reward
For either of the jewelry pieces, you
will need to gather several items as well.
As with the weapons, some of these will
require a fellowship or small group to
complete.
Hoary auroch hides (6) - from aurochs
in the Misty Mountains.
Redtusk's Hide - from a boar in
Eregion.
Barbed barghest tails (10) - from
barghests in Angmar.
Coiled spider spinnerets (20) - from
spiders in Angmar.
Rune of evil presence - drops off
sentient mobs in Angmar.
Gorthorog teeth - from gorthorogs in
Angmar.
Obviously, since both sides of this
quest have similar items in similar areas,
you can combine the two to get them
more quickly. If you do not wish to quest
for them, some of these items will be
available for sale in the Auction House
as well.
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Helgerod
This is a larger, 24-person instance that
will have almost continual combat as you
plough through mob after mob to get to
the final goal. This goal is the dragon
Thorog.
This one, despite it's size, is actually
the easier of the group and is considered
the "training" raid for players new to
raiding.
Carn Dum
While not technically a raid area or
instance, Carn Dum is most often
penetrated
by
well-rounded,
full
fellowships or by small 10-12-person
raid groups.
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Warden Play
Strategies
At Lower Levels
At Medium Level
Between levels 30 and 45, you'll have
more flexibility in your choices of attack
and defense. Your Warden will be
stronger, better able to take damage, and is
now at a level where better weapons and
armor can be had.
At this point, focus on combinations of
attack and defense, especially when you've
pulled multiple mobs. Use choices like
Wall of Steel and Shield Mastery often. If
you are fighting more than two or three
mobs at once, use shorter Gambits and
faster attacks to minimize your delays and
dispatch your enemies quickly.
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At High Levels
Once past level 45, your Warden is
seeing her full potential and beginning to
come into her own. The same multi-mob
rules outlined earlier apply here, but now
skills like Desolation are possible as
well.
Even at this level, you'll find Ambush
to still be extremely useful to you.
At Lower Levels
Group Strategies
In a group or fellowship, your Warden
will likely play one of two roles: tank or
offense (DPS). Your strategy will be
very different between one and the other.
Tanks have a specific role and
damage-dealers have a different priority.
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As a Tank
At Medium Levels
As a DPS Machine
The Warden's offensive strength lies in
Damage Over Time effects. DoTs can be
a double-edged sword, however, as most
of them also bring threat enhancement,
making your group's tank have a rougher
time of it.
As a Tank
Your focus will still be on threat control,
but if your fellows (especially the Hunters
and Champions) are smart with their skills,
you will be more able to utilize your DoT
and defensive skills along with your Fist
Gambits.
At this point in the game, your Trait and
armor focuses are likely to be on
mitigation, so you'll be better able to deal
with damage and wound resistance.
During battle, your DoT skills are an aid to
the DPS man as well.
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As a DPS Machine
As a Tank
At High Levels
After level 45, your Warden is truly
finding his niche and is stepping into
some truly remarkable skill sets.
Knowing your Gambits thoroughly is
essential.
AS a DPS Machine
Similar to the mid-levels, your focus
now is still on DoT and aggro
minimization. If your group's main tank is
a Guardian, however, it will be more
difficult for you to draw focus away from
him, so you'll be more able to utilize some
of your more extravagant attacks.
Communication with the group and
awareness of the battle around you are not
as critical when damage-dealing, but
should not be forgotten.
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Raiding Strategy
As Off-Tank
As Secondary-DPS
As the secondary damage-dealer, your
job is simply to deal as much damage as
possible without pulling mobs away from
the tank. As a Warden, this will usually
mean utilizing your many DoT effects on
various mobs while the DPS Machine does
his job.
This is the role that truly allows the
Warden to shine, flexing in and out of
battle from both up-front and ranged.
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