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The Unofficial Lord of the Rings Online Warden Guide

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Table of Contents
Important

The short version . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2


The long version . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Introduction

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

Basic Game Terms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15


More Advanced Game Terms . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Vital Statistics

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

The Gambit System

21

How Gambits Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21


Gambit Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
A Low Level Gambit Example . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Gambit Skills List

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

Warden Class Trait Set Pairings . . . . . . . . . . . . . . . . . . . . . . . . . . 33


The Way of the Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
The Way of the Fist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Warden Class Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Defiant Challenge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Grand Master Weapons Training . . . . . . . . . . . . . . . . . . . . . . 35
Confidence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Deadly Insult . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Deadly Thrust . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Efficient Shield Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Efficient Thrust . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Expert Hurler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Find Weakness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Force of Personality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36

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Know Your Enemy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36


Master of the Fist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Master of the Shield . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Master of the Spear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Mighty Blow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Never Say Die . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Perseverance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Sharp Blade, Sharp Wit . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Shield Trickery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Skill and Power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Skillful Blocking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Strong Voice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Terrible Visage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Javelin of Deadly Force . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Wary Blocks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Legendary Traits of the Warden . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Bullroarer's Boy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Chieftain of the Dunedain Book= . . . . . . . . . . . . . . . . . . . . . . . . . 39
The Watch Against the Night Book . . . . . . . . . . . . . . . . . . . . . 39
A Final Note On Class Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Utilizing Virtue and Racial Traits . . . . . . . . . . . . . . . . . . . . . . . . . 40
Working in Fellowships . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Working Solo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Racial Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Traits of Men . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Traits of the Elf . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Traits of Hobbits . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Summing Up Racial Traits . . . . . . . . . . . . . . . . . . . . . . . 43
Arms and Armor

44

Armor Types Styles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44


Light Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Medium Armors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Shields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45

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Where Armor Shields Come From . . . . . . . . . . . . . . . . . . . . . . . . . 45


Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Melee Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Ranged Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Where Weapons Come From . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
A Final Word on Weapons and Armor Bonuses . . . . . . . . . . . . . . . . . . 48
Armor Mitigation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Weapon Bonuses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Why Quest? The Four Quest Types

49

Leveling Your Warden: 1-15

50

Introductory Quests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Men: Bree-land . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Hobbits: The Shire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Elves: Ered Luin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Leveling Your Warden: 15-25

53

Bree-land (Levels 0-20) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53


The Barrow Downs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
The Old Forest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Deeds in Bree-land . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Before You Leave Bree-land . . . . . . . . . . . . . . . . . . . . . . . . . 55
The Lone Lands (Levels 15-28) . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Deeds in the Lone Lands . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Before You Leave the Lone Lands . . . . . . . . . . . . . . . . . . . . . . 57
The North Downs (Levels 20-35) . . . . . . . . . . . . . . . . . . . . . . . . . 57
Deeds in the North Downs . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Before You Leave the North Downs . . . . . . . . . . . . . . . . . . . . . 59
Leveling Your Warden: 25-40

60

Evendim (Levels 32-40) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60


Deeds in Evendim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Before You Leave Evendim . . . . . . . . . . . . . . . . . . . . . . . . . 62
The Trollshaws (Levels 32-45) . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Deeds in the Trollshaws . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Before You Leave the Trollshaws . . . . . . . . . . . . . . . . . . . . . . 64

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Leveling Your Warden (40-50)

65

The Misty Mountains (Levels 39-50) . . . . . . . . . . . . . . . . . . . . . . . 65


Deeds Within the Misty Mountains . . . . . . . . . . . . . . . . . . . . . 66
Before You Leave the Misty Mountains . . . . . . . . . . . . . . . . . . . 67
Angmar (Levels 40-50) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Deeds in Angmar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Before You Leave Angmar . . . . . . . . . . . . . . . . . . . . . . . . . 70
Forochel (Levels 44-49) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Deeds in Forochel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Before You Leave Forochel . . . . . . . . . . . . . . . . . . . . . . . . . 71
The Ettenmoors (Levels 40+) . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Deeds in the Ettenmoors . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Leveling Your Warden (50-60)

73

Entering Moria . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Deeds in Moria . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Leveling Your Warden (60-65)

75

Western Mirkwood (Levels 60-62) . . . . . . . . . . . . . . . . . . . . . . . . . 76


Central Mirkwood (Levels 62-63) . . . . . . . . . . . . . . . . . . . . . . . . . 76
Eastern Mirkwood (Levels 63-65) . . . . . . . . . . . . . . . . . . . . . . . . . 77
The Epic Quest Line

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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Book 13: Doom of the Last-King . . . . . . . . . . . . . . . . . . . . . . . . . 83


Book 14: The Ring-Forges of Eregion . . . . . . . . . . . . . . . . . . . . . . . 83
The Warden's Level 50 Class Quest

84

Warden's Agonizer (Javelin) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84


Warden's Piercer (Spear) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Battle Medallion (Necklace) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Gold Star Earring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
The Required Quest Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Weapon Reward . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Jewelry Reward . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Raids and Instances

87

The Rift of Nurz Ghashu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87


Helgerod . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Carn Dum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Warden Play Strategies

89

Solo Strategies (PvE) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89


At Lower Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
At Medium Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
At High Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Group Strategies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
At Lower Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
As a Tank . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
As a DPS Machine . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
At Medium Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
As a Tank . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
As a DPS Machine . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
At High Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
As a Tank . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
AS a DPS Machine . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Raiding Strategy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
As Off-Tank . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
As Secondary-DPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Gold Crafting in Middle Earth

94

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The Basic Gold Skill All Should Know . . . . . . . . . . . . . . . . . . . . . . 94


The Explorer: Gathering For Gold . . . . . . . . . . . . . . . . . . . . . . . . . 95
The Crafter: Making Items For Money . . . . . . . . . . . . . . . . . . . . . . . 95

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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.

How you wish to play your Warden, or


what your vision of your new character's
abilities and traits will be, will ultimately
decide which race is best for you. Since
the Warden is a very flexible class, you'll
likely wish to "build" your character
before you've created her on the screen.
So before you actually click through and
create your new Warden, let's look at
racial characteristics and how they'll affect
your Warden's game play.

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Race Statistics: Man


Humans (referred to in-game as Man)
are a race of resourcefulness and
courage. Men hail from various parts of
Middle-Earth,
including
Gondor,
Bree-land, and Rohan, but where your
character is from does not affect his or
her statistics.
Men have specific racial characteristics
which affect them in-game: Gift of Man
(+15 Fate), Diminishing of Mankind (-8
Will), Easily Inspired (increased
regeneration), and Strong Men (+15
Might).
After looking at the traits of Elves and
Hobbits, we will discuss how these traits
can affect your game play.

Racial Statistics:
Elves

Sorrow of the Firstborn (-20 maximum


Morale,
-1
non-combat
Morale
regeneration), Agility of the Woods (+15
Agility), Fading of the Firstborn (-8
Fate), Suffer no Illness (+1% Disease and
Poison resistance).

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).

Elves are one of the old races of


Middle-Earth and are an ally to nature. A
secluded and protective race, Elves hail
from lands such as Rivendell, Lorien, or
Mirkwood. Where your character is from
does not affect his or her statistics.
Elves
have
specific
racial
characteristics that affect them in-game:

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How These Racial


Characteristics Affect
Your Warden

Warden, at least in the beginning stages.


As your character progresses, you'll be
able to manipulate these statistics through
items and deeds, honing them to match
your style.

A full explanation of the traits in the


game and how they affect your character
is not appropriate to this book, as this
information is readily available from the
Lord of the Rings Online game forums
and booklets.

So there is nothing wrong is choosing


your Warden's race based entirely on
aesthetics, as any shortcomings are
compensated by strengths, both of which
can be further changed using Traits and
items to enhance or minimize them.

The three races to which the Warden


class is available (Men, Elves, and
Hobbits) can each change how your
Warden is played during the character's
lifetime.

If you prefer the Hobbit over the Elf, the


Elf over the Human, etc. then there is no
reason to compromise your enjoyment of
the game by choosing one because it might
have better statistics at the very beginning.
These will change quickly.

A Man as a Warden, for instance,


would be highly adaptable and quick to
recover, but would not stand up to fear
and shadow as well as others.
Elves, on the other hand, will begin the
game with lower morale and less ability
to gain more morale throughout game
play, but their increased agility and
resistance to disease and poison creates a
strong skirmisher.
Finally, Hobbits, while they lack
strength to hit their opponents harder,
will have higher overall morale and
recovery and less chance of succumbing
to fear or shadow.
As you can see, your initial choice of
race can affect how you'll play your

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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your choices carefully as this is how your
character will look to others in-game.
You will also be able to give your
character a name and a place of origin.
These are also permanent choices, so
think carefully. LotRO has specific
naming policies and will not allow
profanity or objectionable names. In
addition, names which may be
trademarked or copyrighted will also be
disallowed.
There is an on-screen guide as you
create your character that will give you
an idea of common names, including
prefixes and suffixes, according to the
race you've chosen.

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Common Game
Terms

especially early in their game careers, a


good kinship can be a big boost to their
development.

Before we get too deep into the


workings and play of the Warden class, a
few game terms should be reviewed. You
will see these both in this book and while
playing in-game. These are the
"shorthand" players use to communicate
game information.

Monster Play/PvP: Monster Play or


PvP is an aspect of the game that comes in
later levels. When your character reaches
high enough level, you'll be allowed to
create a monster or take your Warden to
play in the special Player vs. Player (PvP)
area of the game: The Ettenmoors--or
"Moors" for short. PvP play is very
different from the usual PvE (Player vs.
Environment) play of the LotRO game.

Basic Game Terms


LotRO: Also seen as "LOTRO" is
simply a short version of Lord of the
Rings Online. Capitalization is not
mandatory, so you'll also see "lotro."
Morale: This is your character's health
points, measured as Morale points, and is
a number representing how much total
damage you can take before you
succumb to your wounds.
Kinship: Kins, kinships, guilds, or
even families are groups of players who
band together for various reasons in the
game in a more or less permanent way.
Officially called Kinships in the game,
these groups can be formed as clubs,
families, large group play (raid) teams,
and so forth. Many players find that,

Aggro: Short for "aggravation," this is


the term used to describe who monsters in
the game view as the largest threat in a
group. For example, if your player group
(fellowship) consists of a Guardian, a
Champion, a Warden, and a Minstrel, it's
likely the mob will aggro on the Guardian
or Champion because of their greater
perceived threat (due to class bonuses).
Certain skills and tacticts can increase or
decrease aggro for specific players or
mobs depending on the situation.
DPS: Damage Per Second, the game's
basic measurement of the damage dealt by
an item, affect, or attack type. For
example, a sword with a DPS rating of
24.6 will average 24.6 points of damage
per second.
Armor, AR, or AC: An armor rating
for a piece of armor, an armor set, or for
the character as equipped. This number

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determines how difficult it is for enemies
to hit you in combat.
Stats or Vitals: Statistics, usually
referring to the character's vital statistics.
These include Agility, Morale, Will, etc.
We will cover these more in-depth in a
later chapter.
Mob: Another word for monsters or
enemies in the game. Named Mobs are
those which have given names (rather
than generic titles) and these are often
the targets for quests or specific item
drops.
Cooldown: How long it takes
(measured in seconds, minutes, or hours)
for a skill, item, or benefit to be reused.

More Advanced Game


Terms
Mitigation: This is the percent of
damage that is negated before an effect's
damage is dealt. For instance, if you have
a Fire Mitigation of 12%, you will suffer
12% less damage when fire damage is
inflicted on your character.
BPE or B/P/E: Block, Parry, and
Evade percentages. These are listed for
you on the character profile and are
calculated based on several factors such
as weapons, armor, vitals, etc.

HoT: Heal over Time, which is the


effect that some items and spells have on a
character. This means that they do not heal
morale all at once, but instead heal in
pieces over time. Many of your Warden's
skills will utilize HoT.
DoT: Damage over Time, works
similarly to HoT, but is damage caused
rather than heals.
AoE, AE, or AOE: Area of Effect, a
designation given to items, spells, or
actions that have an affect in an area (hit
more than one mob) rather than targeting
only one enemy.
Drops: Items or objects that can be
looted from mobs you or your fellowship
have killed. These items are sometimes
quest items, sometimes random items of
use, and are almost always worth money
in the game.
There are many other terms you'll see
used by players of Lord of the Rings
Online, but the list here should get you
started towards understanding what is
being discussed in in-game chat or on
game-based message boards online.
If at any time you see a term you aren't
familiar with, don't hesitate to ask what it
means. Most players are happy to explain
things and you'll find that LotRO is a
game with a very friendly atmosphere.

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Vital Statistics

and slotting (equipping) Traits.

There are several vital statistics in the


game of which you should be aware.
These are the numbers that will affect
your Warden's performance in-game and
should be watched as your Warden levels
to see how they are doing.
Your Warden's major vital statistics
can be seen on the equipment and
character screen (press "C" in-game),
which contains several items of which
you should be aware. Without going into
too much detail, since this information
can be found in the Lord of the Rings
Online Players Guide, these numbers
affect how your Warden performs in the
game.
Some
of
these
numbers
are
self-explanatory. Morale, Armor, and
Power are all numbers that are easy to
understand: bigger is better. Morale is
your "health," Armor is your armor's
strength or efficiency, and Power is your
mana from which you draw special
abilities.

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.

Other numbers, such as Vitality,


Fortitude, and so forth (listed under
Morale and Power) are modifiers that
affect one of the big three. Again, the
higher the number, the better. You raise
these numbers by gaining, increasing,

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Gaining Trait Slots


Traits slots (in which Traits are
equipped) are gained at specific levels in
the character's development. As you
level, your Warden will visit Bards (NPC
characters) and slot any Traits that need
to be equipped so that they will become
active. You are given slots for each Trait
type at different intervals.
These slots are gained as follows:
Slot

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

Virtue and Class Traits are the ones


which really affect your Warden's
development statistically, and therefore
have the largest impact on your character
over time. Virtue Traits are covered later
on in this book in the Leveling Your
Warden chapters.

leveling. For that reason, listing all of the


Class Traits available to the Warden here
would be redundant. What is important,
however, is knowing what to do with those
Traits once you get them.

Class Trait Sets


The benefits from Class-based Traits
(Class and Legendary Traits) can "stack"
with other similar Traits, becoming Class
Trait Sets that increase the overall effects
of the individual Traits when added
together.
The Legendary Traits for higher-level
characters (over 40) are utilized as
"cappers" to a Trait Set, giving that set
even more effect on the character's overall
stats.
Below are the three Class Trait Sets for
the Warden and how they are used
in-game to maximum benefit. Note that
these complete sets will not be gained
before level 40 and will likely not come
into play until levels 53 or higher.

Class Traits, almost exclusively, are


gained merely by using your Warden's
attack maneuvers repeatedly. The Deed
to gain the new Class Trait is usually
gained as soon as you being using a new
attack form you've gained through

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Way of the Spear

Way of the Fist

This
Trait
Set
focuses
on
damage-dealing for the Warden. This is a
good choice for solo players or group
damage-dealers.

This Trait Set focuses on threat and


damage-over-time (DoT) Gambits. This
set is chosen by off-tanking Wardens in
larger groups that might want to split
enemy forces.

Traits in this set: Skill and Power,


Efficient Thrust, Find Weakness, and
Veteran. The Capstone Skill is
Warden's Triumph and the Legendary
Capstone is Way of the Spear.
This set greatly increases the Warden's
Spear Gambits as well as javelin throws
while lowering Power costs for each.

Traits in this set: Know Your Enemy,


Deadly Insult, Strong Voice, and
Terrible Visage. The Capstone Skill is
Desolation and the Legendary Capstone is
Way of the Fist.
This set greatly increases the Warden's
control over threat and its management. It
also ads a long-term (DoT) damage ability.

Way of the Shield


This Trait Set is all about defense and
heal-over-time (HoT) Gambits. This set
is preferred for tanking or off-tanking
Wardens in groups.
Traits in this set: Wary Blocks, Shield
Trickery, Perseverance, and Skillful
Blocking. The Capstone Skill is
Conviction and the Legendary Capstone
isWay of the Shield.
This set transfers threat from each
member of the fellowship to the Warden,
applies HoTs to fellows, and increases
Block and Evade skills.

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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.

player to fight monsters that are much


higher level than the player's character and
still have a chance at success.
The higher the skill's rating number, the
better the Wardenis at that particular skill.
Some skills have the ability to "peak" and
thus receive a chance to gain new "partial
avoidances," which means they can ad to
the mitigation (ignored) damage of a
particular type.
What all this means is that a relatively
low-level character can still have high
enough skill numbers to take on much
higher level foes because those foes will
do less damage than they would otherwise.
It also means the character's attacks could
do more damage as well.
Critical chances to hit in tactical, ranged
and melee now also have what's called a
Devastation chance. This is devastating
damage over and above the critical hit
damage and also triggers any critical
response skills your character might have.
Thus high Tactical, Ranged, and Melee
Ratings can allow your character to hit
harder and with more effect, even on
enemies of much higher level.

The new system is based almost solely


on those rating numbers rather than on
character level versus mob (enemy)
level. This allows several things, one of
the best of which is the ability to fight
"up-level." This means it's feasible for a

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The Gambit System

How Gambits Work

Unique to Wardens, the Gambit


System is what makes the Warden so
versatile and distinctive. In their basic
sense, Gambits are attack sequences that,
when performed correctly, act as a recipe
that culminates into a big finale. These
can combine to give one of three major
effects:

Gambits are most easily understood if


you consider them to be recipes that, when
properly mixed and baked, produce
"uber-effects" that can make or break a
battle. Because they take time to complete,
Gambits are what require the player who
wishes to truly master the Warden class to
think ahead and consider not only what is
happening now in a battle, but what will
likely be happening ten seconds from now
as well. We'll discuss this more, but first a
look at the core of how Gambits work.

1.an attack (represented by a red spear


icon),
2.a heal (represented by a green shield
icon),
3.or a taunt (represented by a yellow
fist icon).
In order to fully understand the special
skills and unique character play the
Warden offers, a good understanding of
how Gambits work is essential.

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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beginning with an aggro (fist) gambit
will end in increasing your perceived
threat. Combinations of end effects are
possible at higher levels.
While it sounds complicated, Gambits
are actually quite simple once you've
used them. They do require a lot of
forward thinking and tactical observation
to be used to their maximum, however.

A Low Level Gambit


Example
At beginning levels, your character
will be limited to Gambits that require
only two maneuvers to complete. Using
this starting point in our example, we can
illustrate how Gambits work.
Your low level Warden has available
to him five basic maneuvers that, when
used, will have a specific effect on the
Gambit Panel:
- Quick Thrust - a Spear icon is added
to your Gambit Panel.
- Shield Bash - a Shield icon is added
to your Gambit Panel.
- Warden's Taunt - a Fist icon is added
to your Gambit Panel.
- Quick Recovery - removes the most
recently added icon from the panel.

- Recovery - clears the Gambit Panel


entirely.
In combat, you wish to pull off a Deft
Strike (which results in a powerful blow),
so you do a Quick Thrust followed by
another Quick Thrust, resulting in a Deft
Strike, which costs 51 Power points and
results in you doing your main hand
weapon damage plus 33 more points. After
you've pulled off the Gambit, your Gambit
Panel will clear, ready for another.
If, on your next maneuver, you put in
two spears and then realize that you are
getting low on morale, you can use
Recovery to clear the Gambit Panel and
then begin an Impressive Flourish (a
Shield Bash and a Warden's Taunt), which
heals for 32 morale initially and continues
with an HoT while dealing light damage
on the enemy and draining your Warden of
75 power points.
As you play the game, this system will
make more sense and the next chapter,
which lists all of the Gambits available,
will give you an idea of what can be
accomplished using your Warden's
Gambits.
Gambits are gained slowly over your
character's development, so don't fear that
you'll need to memorize the entire list.
Most of them will be learned naturally
through repetition in-game, but the list
below will show you what's available, how
they can be utilized, and act as a reference

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should you wish to refresh yourself later
in the game.

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Gambit Skills List

Spear Gambits

The three basic skills of the Warden's


Gambits include Spear Thrust, Shield
Bash, and Warden's Taunt, as discussed
in the last chapter. Another skill, named
simply "Gambit Default," is the default
symbol and effect if a Gambit is
incomplete and set off early. This default
does eighteen extra damage on top of
your weapon and other bonuses and costs
46 Power to use.

All spear Gambits start with a Spear


({S}) strike and have a cooldown of one
second (1s). As you play, you'll find that
the Spear Gambits that do DoT can be
stacked, so you can perform a 4-stroke
Mighty Blow and a 3-stroke Power Attack,
resulting in a combined potential of 128
damage every four seconds over and
above the initial attack damages. We'll
discuss strategies for these combinations
later in the book.

Since Gambits are basically broken


into three categories, we'll organize them
that way here. Remember that as your
Warden gains levels, larger and more
complicated Gambits will become
available. So you'll start out with 2-piece
Gambits and eventually gain 3, 4, then 5
stroke Gambits.
We'll use the following symbols for the
actions that build the Gambits: {S}
Spear, {G} Shield, and {F} Fist. Melee
range Gambits affect targets within
immediate reach (out to 2.5 meters)
while medium range Gambits affect
targets up to 10 meters away.

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

Combination Strike: {S}+{F}+{S},


results in double-strike from main hand
weapon with +33 damage to each strike
and increases your threat level. Costs 62
Power, melee range.

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.

Onslaught: {S}+{G}+{S}, results in


multiple fast attacks (3 total) that each do
87% of your main hand weapon's
damage, interrupting inductions. Costs
62 Power, melee range.
Power Attack: {S}+{G}+{F}, results
in a massive attack which deals main
hand weapon plus 95 damage plus an
additional DoT of 51 every 4 seconds for
16 seconds. Costs 62 Power, melee
range.
Reversal: {S}+{F}+{G}, results in a
negation of Corruption abilities (common
to undead) and deals an extra +33
damage over main hand weapon damage.
Costs 51 Power, melee range.

Mighty Blow: {S}+{G}+{F}+{S},


results in a heavy blow that does 110% of
main hand weapon damage plus 112 more
and an additional DoT of 77 every 4
seconds for 16 seconds. Costs 51 Power,
melee range.
Wall of Steel: {S}+{G}+{S}+{G},
results in a weaving pattern of attacks (3
main hand) that interrupts inductions and
raises your parry chance for incoming
blows (+1040 for 20s). 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.

Persevere: {G}+{S}, results in a quick


thrust which does main hand weapon plus
28 damage, heals 50 Morale plus another
50 Morale every 3 seconds for 12 seconds.
Costs 10 Power, melee range.

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.

All fist Gambits begin with a Taunt and


have a cooldown of 1s. These are the
Warden's primary aggro pullers and those
affects stack when combined.

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.

Surety of Death: {F}+{G}+{F}+{G},


results in main hand weapon plus 95
damage plus 62 light damage and 62 more
every 4 seconds for 16 seconds while
moderately increasing threat. Costs 65
Power, melee 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.

Spear of Virtue: {F}+{S}+{F}+{S},


results in two attacks, dealing main hand
weapon damage plus 33 and 69-137 light
damage while slightly increasing threat.
Costs 65 Power, melee range.

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The Warden's
Skills

Gambit Skills

A Warden's skills are what set him


apart from other character classes,
combining with the potent Gambits and
Traits to give them maximum flexibility
and resourcefulness.
Skills are gained as your Warden
achieves new levels, with active skills
(attacks, ports, etc.) being gained on even
levels (4, 6, 8) while passive skills
(increased defense, etc.) are gained on
odd levels (3, 5, 7).
The skills listed here are only
attainable by Wardens, while generic
skills available to many or all classes are
left out. Because of their unique class
abilities, Wardens have very specific
skills. The skill's level is listed next to its
name in paranthesis.

These are the three simple skills,


mentioned earlier, that can build to
become Gambits. These three skills are
actually attacks, so when you're "slotting"
them to create a Gambit, you're Warden is
also performing the attack that skill
represents.
Quick Thrust(1): a fast melee attack
resulting in main hand weapon damage.
Costs 27 Power, 1s cooldown.
Shield Bash(2): quick shield strike in
melee doing 52 common damage with
15% chance of giving +1040 to block
rating for 20s. Costs 38 Power, 1s
cooldown.
Warden's Taunt(4): taunts the enemy
while doing 30 light damage plus 15 more
every 4 seconds for 4 seconds while
slightly increasing threat. Has a 10m
range, affects one target, costs 38 Power
and has a 1s cooldown.

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Stances

Active Skills

These are the basic stances you


activate in order to put your Warden into
a specific frame of mind, giving inherent
bonuses according to which stance is
chosen. They are toggled and left on until
changed or deactivated and have no
power cost.

These skills are used in active combat or


require you to activate or otherwise enable
them in order for them to work.

Conservation(22): Increases power


regeneration and gives minor defense
bonuses. +361.2 in-combat Power regen.,
+416 evade and block ratings.
Determination(12): Increases morale
during combat. +835.8 in-combat Morale
regen.
Recklessness(34): Gives attack and
damage bonuses, but lowers defenses.
-13% attack duration, +5% melee
damage, -416 evade and block ratings.

Ambush(10): Ranged weapon damage


plus 103, causes 5s knockdown of target,
gives +50% run speed to Warden for 5s,
and has 25m range. Costs 86 Power, 30s
cooldown.
Careful Step(14): Allows Warden to
move stealthily for a short period (20s) at
half speed. Costs 54 Power, 3m cooldown.
Critical Strike(10): Victims of Ambush
skill or otherwise dazed opponents can be
targeted with this skill, causing main hand
weapon plus 104 damage. Costs 54 Power,
30s cooldown.
Forced March(14): Being used to hard
marching allows your Warden to move at
+25% speed out of combat. Toggled skill
(no duration limit), automatically turned
off when in combat. Power cost is 80% of
maximum Power, 1.5s cooldown.
Hampering Javelin(28): Special aiming
allows javelin to slow down the opponent,
doing ranged weapon plus 25 damage,
-35% run speed to target for 20s. Range of
25m, costs 70 Power, 45s cooldown.
Javelin of Deadly Force(48): Throw
javelin with such force, it penetrates

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multiple targets. Ranged weapon plus
142 damage, 30m range, affects up to 10
targets. Must have trait of same name
equipped. Costs 76 Power, 45s
cooldown.

- Muster in Esteldin (28)


- Muster in Evendim (40)
- Muster in Rivendell (44)
- Muster in the Twenty-First Hall (50)

Javelin-Toss(1): Javelin thrown for


+25 damage, 25m range. Cost 59 Power,
8s cooldown.
Shield Piercer(20): A special javelin
skill which causes the javelin to pierce a
shield, giving a chance of the javelin
bending and causing the shield to
become useless. Takes -2288 Block
rating from target for 21s, has 25m
range. Costs 65 Power, 45s cooldown.
Wages of Fear(38): Ranged weapon
+125 damage, 25m range, used when
target's back is turned. Costs 97 Power,
45s cooldown.

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.

Unlike the Hunter and Captain's


similar skills, however, only the Warden,
and not his fellowship, can be
transported this way. These skills are:
- Muster in Ost Guruth (26)

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Summing Up Skills and


Gambits
The combination of skills and Gambits
are what make Wardens both strong and
flexible. They are what allow a Warden
to be both front-line tank and the
spear-head of a fellowship's attacks.
These combinations of abilities are also
what make Wardens so formidable as
solo players and what will, at later levels,
make them so fearsome in PvP.
Before we talk about how skills can be
mastered and combined with Gambits to
make for powerful game play, we must
first look at the other major modifier to
your Warden's abilities: Traits.

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The Warden's
Traits

saw vast improvement in how your Traits


are displayed and organized in your
character development screens.

While skills give the Warden quick


abilities for attack and defense and
Gambits give him powerful combinations
in battle, Traits are what influence the
Warden's overall prowess the most.
Traits create modifiers to the Wardens
statistics, affect both attack and defense
capabilities, and even impart special
skills that can be used for more powerful
effects.
Characters in Lord of the Rings Online
have access to four types of Traits:
Virtues, Racial, Class, and Legendary.
While in this book we'll be mostly
concerned with the Class Traits available
only to the Warden, other traits in the
Virtues and Legendary slots will also be
important.
You have already seen how some skills
can only be obtained by achieving and
slotting a Trait. Your character can have
more Traits than slots available to
activate them, so choosing which ones
you'll use is important. You choose
which Traits to slot by visiting a Bard
in-game, which are available in most
cities and large towns in Middle Earth.
Luckily, with the Mines of Moria
upgrade, the Lord of the Rings Online

Class Traits are generally achieved by


using specific class skills multiple times
over time to "master" that skill, thus
gaining the Trait mastery.

Warden Class Trait Set


Pairings
There are three Trait Sets that can be
created to make three separate "themes"
for your Warden's ability focus. These
three themes follow the three Gambit
focuses of the Warden. Each trait set is
"capped" by a Legendary Trait which does
further damage.
Trait icons have colored backgrounds
which correspond to the trait set they are
paired to. Although trait set pairs are not
required in the game, they can be a great
complement to your style of game play.
The Way of the Spear This trait set
includes all of the class traits which
improve Spear Gambits and javelin skills.
This trait set gives bonuses of increased
damage and reduced Power costs for using
Spear Gambits. It culminates in the
Legendary Trait Warden's Triumph.

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Warden Class Traits

The Way of the Shield


This trait set includes all those traits
which improve defense and HoT effects.
This set gives bonuses to Block and
Evade skills and higher heal effects to
healing skills. It is capped with the
Legendary
which
improves
the
Conviction skill.

The Way of the Fist


This trait set, as its name implies,
includes those traits which improve or
enhance the Warden's damage and threat
enhancement skills. This skill is
culminated by the Legendary which
enhances the Desolation skill, giving a
global increase in the threat your Warden
generates as well as the number of mobs
that can be targeted by it.

These traits are specific to the Warden


class and are, for the most part, gained by
using a skill or Gambit enough times to
master the Trait. Your character's Trait
panel will show which of these are
available to you and specifics on what you
need to accomplish to gain them. Those
requirements are listed here for reference
as well. These Class Traits are those which
can be combined to make the sets
mentioned above.

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.

Efficient Shield Work


Shield Gambit Power cost -5%, part of
the Way of the Shield set. Use Shield Up
350 times to acquire.

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

Master of the Fist

Critical Strike critical rating +1020,


part of the Way of the Spear set. Achieve
critical hits with Critical Strike 75 times
to acquire.

Gives Master of the Fist Deed, which


gives access to Fist and Spear and Fist and
Shield basic Gambits (if equipped); part of
the Master of the Fist set. Strike with
Exultation of Battle 500 times to acquire.

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.

Know Your Enemy

Master of the Shield


Gives Master of the Shield Deed, which
allows Shield and Spear and Shield and
Fist basic Gambits (if equipped); part of
the Way of the Shield set. Strike with
Shield Mastery, Celebration of Skill, or
Dance of War 500 times (in total) to
achieve.

Goad affects three additional targets,


part of the Way of the Fist set. Use Goad
200 times.

Master of the Spear


Gain Master of the Spear Deed which
gives Spear and Fist and Spear and Shield
Gambits (if equipped), part of the Way of
the Spear set. Strike with Mighty Blow,
Wall of Steel or Boar's Rush 500 times (in
total) to acquire.

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Mighty Blow

Shield Trickery

Ads +10% to javelin skills damages.


Strike with Ambush 350 times to
acquire.

Ads 10% to chance for block bonus


when using Shield Bash skill, part of the
Way of the Shield set. Use Shield Bash
250 times to achieve.

Never Say Die

Skill and Power

Pulse HoT skills give +1, part of the


Way of the Shield set. Strike with
Safeguard 200 times to achieve.

Gambit default damages gain +30%,


part of the Way of the Spear set. Strike
with Deft Strike 200 times to acquire.

Perseverance

Skillful Blocking

Pulse HoT skills have +1, part of the


Way of the Shield set. Strike with
Persevere 500 times to achieve.

Block rating +408, part of the Way of


the Shield set. Block incoming attacks 500
times to achieve.

Sharp Blade, Sharp


Wit
Earns A Keen Response Deed,
providing +15% physical damage to
Warden fist skills; part of the Way of the
Fist set. Use Precise Blow 350 times to
acquire.

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Strong Voice

Wary Blocks

War Cry gains chance to fear enemies


for a short time, part of the Way of the
Fist set. Use War Cry 500 times.

Defense buff strike duration increases


+10%, part of the Way of the Shield set.
Use Defensive Strike 200 times to achieve.

Terrible Visage

Legendary Traits of the


Warden

DoT skills damage gain +5%, part of


the Way of the Fist set. Strike with
Fierce Resolve 500 times to achieve.

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.

The Legendary (or "capstone") Traits of


the Warden all require the finding of book
pages from books specific to the Warden
class. The traits themselves are listed
above, along with the books whose pages
must be located to achieve that Trait.
Because these Legendary Traits are the
hardest to achieve, in general, it's
important that you be prepared to find
these book pages when the time comes.

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Bullroarer's Boy

The Watch Against the


Night Book

To achieve the Defiant Challenge


Trait, your Warden must find all the
missing pages of the book Bullroarer's
Boy. These pages are random drop items
found in specific locations from specific
mobs.
Pages 4, 7, 10, and 12 can be found on
humanoid creatures in the land of
Angmar. Pages 17, 21, 25, and 33 can be
located on humanoid creatures in the
Misty Mountains.

This is the required book to complete in


order to achieve the Javelin of Deadly
Force Trait. Like the other two, the
missing pages of this book are random
drop items on specific creatures.
Pages 5, 7, 13, and 17 can be found on
humanoids in Angmar and pages 21, 25,
41, and 44 can be gained from humanoids
in the Misty Mountains.

A Final Note On Class


Traits

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.

The game mechanics of Traits in Mines


of Moria, as I said earlier, is very different
from those used earlier in Shadows of
Angmar. The largest change is the
introduction of trait "sets." To finish out
clarification of how class Traits are treated
in LotRO, at maximum level (60) you will
have 7 open slots in which to equip
standard Traits and two slots for
Legendaries.
To "fill" one of the three sets of traits
(Way of the Fist, Spear, Shield) requires
only five of those slots to be filled, plus
the appropriate Legendary Trait. This

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leaves two open slots for extra
customization of your Warden. Further,
you are not required to use the Trait Sets
at all and can mix-and-match your
Warden's Traits as you'd like.
Most likely, you will find that your
Warden will benefit most from utilizing
the appropriate Trait Set and will use it,
but that may not always be the case. The
Class and Legendary Traits are, however,
only two of the four types of Traits
available to you in the game. What about
the other two?

Utilizing Virtue and


Racial Traits
Your
choice
of
Virtue
and
Race-specific Traits will be according to
your personal play style and how you
envision your Warden's role in the game
overall. The choices of achievable Virtue
and Race Traits are the same for all
players, regardless of class.
That being said, there are some of
these Traits that may be more useful to
you than others. So they bear listing here,
though in a much briefer form.
All front-line classes, like the Warden,
can benefit from those Traits which most
effect melee chances to hit and damage

and those which raise healing abilities.

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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Zeal, which also add to your Warden's
to-hit percentages.

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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to green and red Conjunction colors. This
Trait is achieved by completing the
Enmity of the Dead II (killing 100
undead).
Man Sword-damage Bonus is
available at level 25 and gives a 2%
bonus to 1 and 2-handed sword damage.
You gain this Trait by completing
Enmity of the Dead III (killing 150
undead).
Return to Bree is available at level 29
and enables a teleport to the city of Bree.
This is achieved by completing Enmity
of the Wargs II (killing 150 wargs).
Balance of Man becomes available at
level 30 and gives a 1% bonus to B/P/E.
This is achieved by gaining Enmity of
the Hillmen I (killing 150 Hillmen).
Duty-bound begins at level 35 and ads
a bonus to fellowship Morale. This Trait
is achieved by gaining Enmity of the
Wargs II (killing 150 wargs).
Strength of Morale is also available at
level 35 and restores 3,000-3,005 Morale
on activation, once per day. You achieve
this powerful Trait by achieving Enmity
of the Hillmen II (killing 250 Hillmen).

Traits of the Elf


Sylvan Shadows is available at level 13
and enables Stealth Movement, at
decreased movement speed. This Trait is
achieved by completing Enmity of the
Goblins I (killing 50 goblins).
Friend of Man is also available at level
13 and ads +20 Fate. This is achieved by
doing Enmity of the Orcs I (killing 50
orcs).
Tactics and Conviction Bonus begins
at level 19 and ads 5% to blue and green
Conjunction colors. This is achieved by
gaining Enmity of the Goblins II (killing
100 goblins).
Elf Bow-damage Bonus is available at
level 25 and gives a 2% bonus to damage
with a bow. This Trait comes with Enmity
of the Goblins III (killing 150 goblins).
Return to Rivendell is available at level
29 and enables a teleport to Rivendell.
This is achieved by gaining Enmity of the
Orcs II (killing 100 orcs).
Elf One-handed Sword Damage
Bonus begins at level 30 and gives a 2%
bonus to one-handed sword damage. This
is gained by gaining Enmity of the Drakes
I (killing 100 drakes).
Eldar's Grace begins at level 35 and
ads 75% parry chance for 10s. This is
achieved by completing Enmity of the

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Orcs III (killing 250 orcs).
Power of the Eldar also begins at
level 35 and ads a bonus to your
fellowship's Power by 2% for 10m. It's
gained through Enmity of the Drakes II
(killing 150 drakes).

Traits of Hobbits

Hobbit-stealth begins at level 29 and


gives the Hobbit the ability to move with
stealth at half speed. This is achieved by
gaining Enmity of the Goblins I (killing 50
goblins).
Hobbit-silence is available at level 35
and gives the skill Hobbit-silence, a 30s
feign death ability. This is gained by
finishing the Enmity of the Goblins II
(killing 100 goblins).

Hobbit-stature is available at level 13


and more than negates the loss of
strength for being small, giving +20
might. This is achieved by completing
Enmity of the Spiders I (killing 50
spiders).

Hobbit-resilience is the other level 35


Trait and gives your fellowship a +1
(non-stacking) Hope bonus. This is gained
by completing Enmity of the Spiders III
(killing 250 spiders).

Stoop for a Stone is also available at


level 13 and gives a Throw Stone skill,
allowing a short-ranged attack dealing 9
common damage. Achieving Enmity of
the Wolves I (killing 50 wolves) gives
this Trait.

Summing Up Racial
Traits

Guile and Conviction Bonus begins


at level 19 and ads 5% to yellow and
green Conjunctions. This is gained by
doing Enmity of the Wolves II (killing
100 wolves).

You can see that these Traits can greatly


influence your play style. Your main
choices will be dependent on whether you
play solo or in groups.

Hobbit Club-damage Bonus is


available at level 25 and gives a 2%
bonus to 1 and 2-handed club damage.
This is achieved by completing Enmity
of the Wolves III (killing 150 wolves).

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Arms and Armor

Armor Types & Styles

A brief overview of how weapons


(arms) and armor can affect your Warden
is important before we begin discussion
of actual game play with your chosen
character.

All armor fits within three categories,


which are then generally broken into three
more by level. The first three categories
are Light, Medium, and Heavy. The
sub-categories (heavier) armors are named
differently for each armor type, but are
basically 3-tiered levels underneath the 3
major tiers of Light, Medium, and Heavy.
Light and Medium, which are available to
your Warden, will be described in the
basic armor descriptions below.

As your Warden levels, he will have


access to better and more potent weapons
and stronger, more resistive armors.
Because Wardens are limited to the use
of one-handed weapons and light and
medium armors, these choices can be
game makers or breakers.
In the chapters ahead, we'll be looking
at leveling your Warden starting from
scratch and working all the way up to the
level cap at 60. During that discussion,
we'll look at the weapons and armor
available at those points individually.
First, though, a quick look at how the
statistics of that armor can affect your
Warden's abilities is warranted.

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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The adjectives change occasionally
with various levels, but the degrees are
the same. Crafted armors are always
superior to heavy which is superior to
standard. Light armors are crafted by
Tailors.

kinds of bonuses.
Shields are otherwise fitted into one of
two sub-categories: standard or crafted (or
"critted"). Shields are made by
Metalsmiths.

Where Armor & Shields


Come From

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.

Armor and shields can be acquired in


several ways. They can be purchased from
a vendor in most any city or town, found
on mobs (usually humanoid), and
purchased or traded with other players
who craft. The quality of the item rises
with each of these sources.
Your Warden will begin with basic
armor and will gain new pieces through
the beginning levels. It's not likely that
you will find it necessary to actively seek
out better armor and shields until you are
past the beginning stages of your
character's development (levels 1-10).

All shields for the Warden are either


light, medium, or Warden shields.
Warden shields, for all intents, are
basically medium shields with different

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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.

No matter the damage type, all weapons


will do damage to all types of creatures,
but at varying degrees of success. Until the
later levels, the above damage types are
not likely to affect your Warden's success
from one quest to the next. Once you are
high enough level to enter Sarnur or
Moria, however, the damage type your
weapon deals will be important.
Other factors affecting a weapon are its
speed and damage total. The damage and
speed rating are shown on the weapon's
stats, but the combination of the two,
called DPS (Damage Per Second) is what
you'll likely look at first.
DPS Damage Per Second is a number
representing the average damage per
second the weapon, by itself (without your
character's bonuses), will deal. This
number will be something like 7.1 or 29.7
depending on the weapon and level.
Hint: when you are equipped with a
weapon, look at your character screen
overview and note your character's DPS
rating in the bottom right column. This is
your total DPS, all bonuses included, with
the weapons you've currently equipped.
As with armors, weapons come in
standard or crafted versions, with crafted
weapons being superior.

Ancient Dwarf-Make This damage


type is best used against dragon-kind.

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Where Weapons Come


From

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

Weapons are acquired from vendors, as


special drops from mobs and from players
who
craft
as
Weaponsmiths
or
Woodworkers. The quality of the weapon
will increase with each of these
respectively.
As with armors, in the beginning levels
(0-10), quests will provide you with
weapons of good enough quality to get
you through without purchasing or crafting
your own.

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.

By the time you've leveled your Warden


into the 40s and higher, you'll likely have
several weapons in your arsenal to choose
from based on your intended goals in each
play session or scenario.

Many of the Warden's core abilities,


such as the Ambush skill, require the use
of a javelin.
Outside of their ability to be thrown at
range, javelins are otherwise identical in
statistics to other weapons in the game.

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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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Why Quest? The


Four Quest Types
The question of "Why should I quest?"
is a common one to players new to the
Lord of the Rings Online. This question
usually comes from players who're used
to another type of game or come from
another online game that doesn't focus on
story as much as LotRO does.
The short answer is that questing not
only makes the game more fun and
interesting, but it is the fastest way to
gain experience and level your character
as well.
The second question involves the quest
types that are in LotRO. These fall into
four basic categories and are found in
just about every area of the game:
- Book Quests - these are the storyline
quests that follow the story inherent to
the Lord of the Rings books and movies.
For many things in the game, completing
these quests is mandatory.
- Collection Quests - these are the
sometimes fun, usually exploratory
quests that require you to collect certain
item or items (flowers, lost goods, etc.)
and return them to the owner. These
quests are great for exploring new
territory and gaining or completing
location Deeds.

- Hunt and Kill Quests - these are the


quests that require you to kill so many of a
certain mob, such as boars, bears, goblins,
etc. Some of these quests will also require
that you collect something from the dead
mobs once you've killed them (boar meat,
bear hides, goblin tabards, etc.). These
quests are great supplements to "slaughter"
deeds (Enmity of...).
- Grinding Mobs Quests - these are
similar to Hunt and Kill Quests, but are
more slaughter-oriented. These quests
require that you kill large numbers (20,
sometimes more) of certain beings, often
in a specific area. Goblins, orcs, spiders,
wargs, and so forth are common targets for
these quests. These are a great way to gain
or complete Deeds that have similar
requirements and are often the way the
game subtly introduces you to the Deed
itself.
As we delve into the questing areas in
Middle Earth, you'll notice overlap
between one area and another. When you
move from one area to the next is up to
you, as LotRO is an open game with
plenty of flexibility.

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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.

No matter your chosen race, your


character will begin with an introductory
quest located at her starting point. Whether
you're new to LotRO or a seasoned pro, it
is highly recommended that you complete
these introductory quests. They will level
your Warden to somewhere in the 6-8
range, depending on how well you've
done.
Be aware that during this time, your
character will be offered the chance to
gain a craft. Make sure to read the Gold
Making and Crafting chapter (ahead in this
book) before you make your choice of
craft.

Depending on your choice of race, you


will begin in one of three areas. We'll
briefly describe those areas (commonly
called the Introduction areas) and what
you'll find there before moving on to
each stage of your Warden's leveling

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Men: Bree-land

Hobbits: The Shire

Men begin their careers in Bree-land.


Specifically, in post-war Archet and
eventually moving into Combe, Staddle,
and then Bree itself. After the
Introductory Quests, this is also where
you're likely to continue your career until
around levels 15-20. More on that later.

Hobbits start their careers in the Shire


and proceed there until about level 12-13,
at which point your Hobbit Warden will
go to Bree. The quests in the Shire are fun
and often entertaining, but are not very
heavy on battle, so if you'd prefer that,
proceed into Bree-land quickly (go east
along the Great East Road) or to Ered Luin
(go north, through Michael Delving and
the swamp). You can do starting-level
quests in both of those areas as well.

Bree-land is one of the busiest places


in Middle Earth, which has good and bad
benefits. The best being that it's easy to
find groups for fellowship quests, the bad
being that this many people means a lot
of chatting and gold spammers.
Watch out for these quests: A Blade
for a Life (gives earring with +4 Vitality)
and Big Problems (Sandheaver's
Hammer, +15 Max Power).
Once you choose a profession (craft),
make sure your resource tracker is
always on as Bree-land is full of copper
and tin ore, barrow-iron ore in some
areas, and plenty of wood and relics.
Light and medium hide animals are
plentiful too.

While questing in the Shire, watch for


the quest chain starting with "A True
Friend to the Quick Post" which yields a
cloak that gives you +4 Agility.
Once you've chosen a craft, make sure
it's resource tracker is on as the Shire is
full of copper, tin, and barrow-iron ore as
well as woods and animals to kill for light
or medium hides.

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Elves: Ered Luin


While this area is actually the
Dwarves' stronghold, it is also where
Elves begin their careers. You will begin
inside Thorin's Gate for the immediate
introduction and then quickly be taken to
Celondim. Your quests will then take
place between the two, which are at the
north and south ends of the map
(respectively). Quests here go to around
the level 14 mark and can be quite
rewarding.
Watch for the quests "Tangled Up"
(rewards an earring with +4 Vitality) and
"The Plundered Port" (rewards a bracelet
with +4 Might). Once you have
completed questing here (or have
reached level 12-14), it's best to head
through the Shire (to the south and east,
past Duillond) and into Bree-land
(proceed directly east through the Shire
on the Great East Road).
Ered Luin is full of copper and tin ore,
wood, and animals that yield light and
medium hides. So if you've chosen a
craft, make sure your resource tracker is
on.

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Leveling Your
Warden: 15-25

The Barrow Downs

At levels beginning with 13-15, you'll


be questing primarily in Bree-land
(specifically the Barrow Downs and Old
Forest) and then be proceeding to the
Lone Lands, which are just south of Bree
and then possibly to the North Downs,
which are north of Bree.
Hint:By now, you've probably noted
that if you visit every quest-giver
(marked by a ring above their head) and
get all the quests available to you, you
can often get these quests done
simultaneously, thus speeding up your
quest completion and leveling.

There are a few quests here, not already


mentioned, that you will likely find helpful
to you. "Lalia's Safe Passage" and "Find
Malin" are both level 16 quests that have
good item rewards your Warden can use
(boots, shield, and cloak). "An Ancient
Story of Evil" is a level 23 quest that you
can undertake in a small fellowship at
level 17-18 that also has good rewards
(gauntlets, necklace).
In this land, you'll find copper, tin,
Barrow-iron, rowan and ash woods, and
several ruins with scholar items in them.
Most beasts drop light and medium hides.

The Old Forest


Bree-land (Levels 0-20)

Chapters 9-12 of the Book 1 quests take


place in this location and should be
completed herethey are level 15-18
quests.

- The Barrow Downs


- The Old Forest
- Deeds in Bree-land
- Before You Leave Bree-land

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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.

Bree-land Adventurer (Final) Deed


(Loyalty +1) is the final of the three Deeds
of this name.
Bree-land Woodsman (Advanced)
Deed (Fortitude +1) is accomplished by
killing sentient, evil trees within the Old
Forest. You'll likely find that this Deed
requires you to be in a fellowship to
complete as these trees are not easily
killed. They do drop decent experience
and a few worthwhile items to loot.
Flowers of the Old Forest Deed
(Idealism +1) involves merely finding and
examining several special flowers
throughout the Old Forest. This is an easy
Deed to complete and you will probably
complete it while doing other quests
within the zone.
Lore of the Cardolan Prince Deed
(Wisdom +1) involves finding missing
pages to a book, all of which are found in
the Barrow Downs. These mostly drop
from wights and are easily obtained while
doing other quests in this zone.
Neeker-breeker Slayer (Advanced)
Deed (Fortitude +1) is completed by
killing Neekers in the Midgewater
Marshes. This is an easy, but
time-consuming Deed to finish.
Sickle-Fly Slayer (Advanced) Deed
(Discipline +1) is done by killing
Sickle-flies in the Midgewater Marshes
and can be accomplished in tandem with

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the Neeker-Slayer Deed above. The
Barrow-Downs Deed (Patience +1)
involves merely finding five locations
within the Barrows and will likely be
accomplished while you are questing
there.
The History of the Dunedain
(Idealism +1) involves finding six
locations in and east of the city of Bree
and will likely be completed as you
accomplish other quests in the area.
Wight Slayer (Advanced) Deed
(Mercy +1) is accomplished by finishing
the first Deed of this name and then
killing more, all in the Barrow-Downs.
Since wights drop good scholar craft
components and stackable items to sell,
they are a good mob to farm. You'll
likely get most of this Deed done while
questing within the Barrows.

- Your Warden should be through at


least the Prologue book.

The Lone Lands (Levels


15-28)
Beginning at The Forsaken Inn, this area
is where most of your 15-27 leveling will
take place. In the beginning, you'll be
around the Forsaken Inn, moving to
Weathertop, and finally Ost Guruth.
Several of the quests in this area require
fellowships to complete, especially
"Retake Weathertop" and "A Dwarf's
Duty." Most of the quests in these lands
center around killing goblins, orcs,
spiders, and wargs.

Before You Leave


Bree-land

For crafting, the Lone Lands are full of


Barrow and rich iron, rowan and yew
wood, and ruins with scholar materials in
them. Many creatures drop medium or
sturdy hides as well.

You should have completed the


following before you leave Bree-land for
the Lone Lands:

Hint: Set your home map to Bree or the


Forsaken Inn (later Ost Guruth) to
facilitate quicker travel and to save on
horse rentals.

- Your Warden should be at least level


15.
- You should be wearing Medium
armor of good quality and carrying a
javelin for distance attacks.

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level 29 area, but even a solo level 50 will
find it rough going.

Deeds in the Lone


Lands
The following Virtue Deeds can be
done in the Lone Lands:
Bog-lurker Slayer (Advanced) Deed
(Discipline +1) requires that you slay
several Bog-lurkers, which you'll find in
the swamps near Ost Guruth. This one is
a hard grind, since there are only one or
two quests that require these be killed
and they don't drop very good loot.
Combined with wights and done in a
fellowship, it will go quickly, though.
Craban-Slayer (Advanced) Deed
(Honesty +1) requires that you kill
several of these birds. They are literally
just about everywhere and you'll easily
complete this Deed as you quest
throughout the Lone Lands.
Defenses of the Lone-lands Deed
(Fidelity +1) is an explorer Deed in
which you'll need to find several points
within the Lone Lands. You'll find most
of these during your quests, though one
is within Garth Agarwen, which requires
a full fellowship to get to.
Garth Agarwen Exploration Deed
(Confidence +1) is very difficult to
complete. This Deed will take you into
Garth Agarwen (called GA in this area)
and requires a full felloswship. This is a

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
(Fortitude +1) is an easy Deed to
complete in this area because of the
number of warg-killing quests you will
have while you're here. Wargs drop hides
as well. This Deed can be coupled with
the Spider, Craban, and Orc Deeds as
these mobs are all in the same areas.
Weathertop
Exploration
Deed
(Wisdom +1) is an exploratory Deed
wherein you find several points in and
around Weathertop, which is at roughly
the halfway point of the Lone Lands
map. Several quests center around this
area, so you will likely complete this
Deed while doing them.
Wight-Slayer
(Advanced)
Deed
(Mercy +1) is a medium to hard level
Deed to finish because few wights in the
Lone Lands are alone. The east side of
the swamp just east of Ost Guruth, near
Garth Agarwen, is the easiest place to
farm these. They drop good loot,
however, and are a good source for
Scholar items.

Before You Leave the


Lone Lands
Before you leave the Lone Lands, your
Warden should have completed the
following:
- Achieved level 20.
- Should have completed the Deeds for
and slotted both a Discipline and a Valour
Virtue. This helps with buffs.
- Should be wearing Sturdy medium
armor to maximize protection.
- Your Warden should have completed
his level 15 Class Quest.

The North Downs


(Levels 20-35)
North of Bree-land, you'll have to travel
back through the Lone Lands and then up
through Bree-land to arrive here. This area
starts at Trestlebridge, goes north to
Fornost, and east to Esteldin.
The quests around Trestlebridge involve
recovering stolen items and wreaking
havoc on or putting a stop to the orc and
troll invasions that are a constant
happening. Be sure to complete "Vile
Poison," which gives a dagger with +8

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Agility as a reward.

as these two creatures are intermingled.

North of Trestlebridge is Mincham's


Camp and then Minas Vrun. East of there
are the farms and then Esteldin. There
are too many quests here to mention
without missing at least one or another of
importance, but "Scattered Belongings"
rewards with a ring giving +8 Might.

Of Glories Long Past Deed (Empathy


+1) requires that you complete several
quests within the North Downs. This is the
first of three Deeds with this same name.

There is Barrow and rich iron,


creatures that drop medium to
exceptional hides, many ruins for
scholars to find materials in, and several
types of wood to continue your crafting
and gold income.

Of Glories Long Past (Final) Deed


(Loyalty +1) is the last of the three Deeds
with this name.

Hint: You'll be able to purchase a


horse, saving you travel time and rental
costs, at level 35. These will cost you
about 4 gold, so make sure to start
saving!

Deeds in the North


Downs
The Eastern Ruins Deed (Patience
+1) is an explorer Deed you'll likely
complete while questing around Esteldin.
Goblin-Slayer (Advanced) Deed
(Zeal +1) requires that you kill several
goblins within the North Downs. You'll
likely do this Deed while completing
quests around Trestlebridge. You'll likely
do the Orc-Slayer Deed simultaneously

Of Glories Long Past (Advanced)


Deed (Charity +1) is the next of the three
Deeds with this title.

Orc-Slayer (Advanced) Deed (Justice


+1) requires that you kill several orcs
within the North Downs. You'll likely get
most of the way through this Deed while
completing quests around Trestlebridge
and then in the farms near Esteldin. This
can be combined with the Goblin-Slayer
Deed to more efficiently finish them.
Reedemer (Advanced) Deed (Mercy
+1) requires you kill several shades in the
North Downs. These are mainly located in
the area just south of Fornost. They drop
decent loot, but are not easily killed until
you are higher level. Hint: when they
"sink" into the ground to heal, step back
and wait, then throw a javelin when they
reappear.
Strongholds
Exploration
Deed
(Confidence +1) requires that you explore
and spy out orc and goblin strongholds
within the North Downs.

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Troll-Slayer
(Advanced)
Deed
(Fortitude +1) requires that you kill
several trolls within the North Downs.
Most are on the south side of Fornost and
east of Esteldin. Trolls drop lots of silver,
but are not easily killed without a
fellowship.
The Villages of the Earth-kin Deed
(Tolerance +1) is another exploratory
Deed wherein you find the four camps of
these giant-like humanoids. You will find
quests as you work on this Deed.

Before You Leave the


North Downs
Your Warden should have completed the
following before you leave this area for
your next choice of questing location:
- You should have achieved level 30.
- Your Warden should have completed
or be planning to complete her level 30
Class Quest.

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

Evendim (Levels 32-40)

At level 25, your Warden is likely now


in the North Downs or about to go there.
From there, you will have a choice at
around level 30-33: go to Evendim (west
of Fornost in the North Downs) or to the
Trollshaws (east of Ost Guruth, over the
Last Bridge in the Lone Lands).
They will both offer you a path to level
40, so which one you choose will be
based on your play style and what you
expect from the game. By the time
you've reached level 50, you will likely
have visited both locations regardless.
We'll be outlining both of these areas
in this chapter. It may be that you decide
to spend time in both areas, as they each
offer a unique look at Middle Earth and
enjoyable quest lines.
Hint: In-game, players often refer to
Evendim as "Everswim" because of the
huge lake that splits it in half, which
must be swam across. The large Elven
city of Rivendell and the famous
"Dancing Trolls" statues are both in the
Trollshaws, which are often called "The
Shaws" for short.

This land is bordered by the Wild on all


sides. You'll enter through the North
Downs, by skirting Forochel and heading
west along the road. Following the road
west, you'll arrive at the area's largest
outpost: Tinnundir. Quests will range
around the tear-drop-shaped Lake
Evendim on its east, west and northern
sides.
North of Tinnundir, along the road, is
Ost Forod, the second establishment of
civilization you'll be visiting during your
time here. Both towns offer many quest
leads, mainly centering around the
tomb-robbers that infest the lands and the
Gauradan, the wolf-men of the north.
Most of the quests here can be solo'd or
done with a friend and only a very few
require a full fellowship. Be sure to
complete "Knocking Heads" and watch the
giant's reactions, as this is one of the
funniest quests in all of Middle Earth. The
quest "Grave Rubbings" rewards with a
jacket (medium armor, 144 A/C, +10
Agility, +3% wound resistance) and
"Ballard Wilmer and the White Warg"
gives a cloak (80 A/C, +22 Might, +1%
evade).

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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.

Leaders of the Invasion (Advanced)


Deed (Innocence +1) is a high-level Deed
in which you must slay several of the
leaders of the Angmarim invaders in
Annuminas.
Limrafn-Slayer (Advanced) Deed
(Mercy +1) requires the slaying of many
of these ghostly beings. They are found
mainly east of Ost Forod and in the ruins
south-east of Tinnundir.
Pilgrim of Evendim Deed (Innocence
+1) is a reputation Deed requiring you to
raise your reputation with the Rangers of
the North to Friend status. Ruins of
Evendim Deed (Fidelity +1) is an
exploratory Deed requiring that you find
all eight of the ruins that mark the old
cities of the land. This will likely be
accomplished as you're questing.
Salamander-Slayer (Advanced) Deed
(Determination +1) requires that you slay
many of the salamanders that inhabit
Evendim. There is an island full of them
directly west of Tinnundir and there are
many more in the desert on the road south,
near the border with the Shire.
Spirits Aiding Angmar (Advanced)
Deed (Tolerance +1) requires that you kill
several of the undead in Annuminas. This
is a high-level Deed and can be combined
with the other Annuminas-specific Deeds.
The City of the Kings Deed (Loyalty
+1) is another high-level Annuminas Deed

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in which you must find all eight of these
locations.
Tomb-defender (Advanced) Deed
(Discipline +1) requires that you slay
many of the tomb-robbers in Evendim.
Tombs of Evendim Deed (Fidelity +1) is
an exploratory Deed in which you must
locate all eight tombs of the High Kings.
They are within a relatively small map
area halfway between High Kings
Crossing and Annuminas.
Wilds of Evendim Deed (Patience +1)
is an exploratory Deed requiring that you
find eight locations throughout the lands.
Five of these are on the west side of the
lake, one at the tip, and the others around
Ost Forod.

The Trollshaws (Levels


32-45)
The Last Bridge marks the border
between this land and the Lone Lands to
the west. Two-thirds of the way between
the bridge and the Bruinen to the east side
of the map is Thorenhad, a small
settlement. Over the Bruinen and up
through the hills is Rivendell Valley, home
of the Elves.
While a majority of the quests in the
Trollshaws can be done solo, many will
require at least a small fellowship to
complete.

Your Warden should have completed


the following before leaving the lands of
Evendim:

The Warden will be interested in the


quests "A Gift for the Elf Maid" (rewards
a pocket item giving +1 to parry and block
or a shield giving +4 Might and +9
Vitality), "A Superior Lynx-Hide Cloak"
(rewards cloak of same name, with +1
Evade and +21 Fate), and "Clear Water"
(rewards an earring with +8 Vitality and
+24 Morale).

- Your Warden should be level 40 or


going to the Trollshaws.

You will also be likely to see Golem


within these lands.

- Should be wearing jewelry to


enhance her vitals.

For gold hunting, there are lots of good


resources in the Trollshaws, including
Dwarf-iron and gold ore, two kinds of
wood, several locations for scholar's items,
and animals yielding sturdy and
exceptional hides.

Before You Leave


Evendim

- Have a spear with at least 23 DPS.

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Hint: These lands get their names from
the trolls which infest them nightly. You
can walk right past these trolls, however,
without fear. As long as you don't stand
near them for too long, they will not
attack.

Deeds

Ruins of the Trollshaws Deed


(Tolerance +1) is an exploratory Deed that
requires that you find all of the ruins of the
Rhudaur within the lands.

Deeds in the
Trollshaws
The following Virtue
located in the Trollshaws:

are found in the Giant Hills on top of Tal


Bruinen near Rivendell. Completion of
this Deed is easiest when done in a
fellowship.

are

Crawler-Slayer (Advanced) Deed


(Determination +1) requires that you kill
many
Root-Crawlers
within
the
Trollshaws. These are all along the river
and the Tal Bruinen and this Deed can be
coupled with the Worm-Slayer Deed.
Deeds in the Wilderness Deed
(Innocence +1) is the first of three
reputation Deeds you achieve by
completing quests within the Trollshaws.
Deeds in the Wilderness (Advanced)
Deed (Loyalty +1) is the second of the
three Deeds with this name.
Deeds in the Wilderness (Final) Deed
(Idealism +1) is the last of the three
Deeds of this name.
Giant-Slayer
(Advanced)
Deed
(Fortitude +1) is achieved by slaying
many giants within the Trollshaws. Most

The Road to Rivendell Deed (Fidelity


+1) is another exploration Deed, this one
requiring that you find all four points
along the road from the Last Bridge to the
entrance to Rivendell itself.
The Wilds of Tal Bruinen Deed
(Honesty +1) is an exploration Deed
requiring that you find specific points
within the wilds of the Southern
Trollshaws.
Troll-Slayer (Advanced) Deed (Zeal
+1) is a slayer Deed in which you must kill
many trolls within the Trollshaws. This is
easily accomplished at night in a
fellowship or by entering the troll's caves
near Thorenhad.
Wight-Slayer
(Advanced)
Deed
(Mercy +1) requires that you kill many
wights within the Trollshaws. These can
be found north of Thorenhad and you'll
likely begin this Deed while questing
there.
Wolf-Slayer
(Advanced)
Deed
(Discipline +1) requires that you kill many
wolves within the Trollshaws. These are

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most easily found around the area of
Thorenhad.
Worm-Slayer (Advanced) Deed
(Valour +1) requires that you slay many
of the worms in the Trollshaws. These
are mainly found along the Bruinen
River and in the hills around it. Hint:
Stack the "scales" they drop as these can
sell to vendors for decent money.

Before You Leave the


Trollshaws
Before leaving the Trollshaws, your
Warden should have completed the
following:
- Be at least level 40 or headed for
Evendim.
- Have a spear with at least 23 DPS.
- Be wearing jewelry that enhances his
vitals.

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Leveling Your
Warden (40-50)

The Misty Mountains


(Levels 39-50)

By the time your Warden has reached


level forty, you are likely spending more
and more time within the great Elven city
of Rivendell. There are many quests to
be had here, many of them pointing
towards the Misty Mountains in the
north.

Almost entirely shrouded in snow and


ice, these forbidding lands are inhabited by
snow-beasts,
ice
worms,
giants,
mammoths, and other dangerous beings.
From the entrance out of the Rivendell
Valley to the south to the imposing
mountains of the North and South High
Passes to the grim valley of Helgerod,
these lands are inhospitable and
dangerous.

Rivendell is also where the Fellowship


of the Ring is spending its time at this
point and you may have interacted with
Bilbo, Frodo, Samwise, Gandalf and the
others. Elrond is also in his home, The
Last Homely House, which features
prominently within Rivendell.
During this time in your Warden's
development, you will be questing within
the Misty Mountains, Angmar, Forochel,
and perhaps the Ettenmoors. You will
also now be interacting more heavily
with the epic storyline as the Fellowship
of the Ring continues their questand
you do your small part to help.
Hint: While in Rivendell, be sure to
complete some of the riddle quests which
are given by Bilbo and his Elven friend
in the great craft hall within The Last
Homely House. They are fun and give
good rewards.

The only inhabited outpost is Gloin's


camp, just north-west of the entrance from
Rivendell, where a few sturdy Dwarves
still keep a foothold in these cold lands.
Goblins and evil Dourhands hold camps
and fortresses in other parts of the
Mountains.
Your Warden will want to complete
"Real Treasure" (rewards a necklace with
+13 Vitality, +38 Maximum Morale, and
+1% evade) and "Arctic Hunters" (rewards
with a cloak giving +12 Fate and +73
Maximum Morale). Also, "Blackfang's
Demise" yields a spear worth having
(23.68 DPS, +14 Agility, +14 Might, +28
Fate).
Hint: most of the quests within the Misty
Mountains are more easily completed with
a fellowswhip, especially those early on.

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this three-part series.

Deeds Within the


Misty Mountains

Perils of the Mountains (Final) Deed


(Innocence +1) is the last of the three-part
series.

Several Deeds for Virtue are available


within the Misty Mountains:
Bear-Slayer

(Advanced)

Deed

(Fortitude +1) requires that you kill


many of the large bears within the Misty
Mountains.
Bilbo's Buttons Deed (Honesty +1) is
an exploratory Deed of sorts wherein you
must find all of Bilbo's lost buttons
within Goblin Town. In a fellowship, this
Deed can be combined with the
Warg-Slayer Deed as well as the
Goblin-Town Deed.
Giant-Slayer (Advanced) Deed (Zeal
+1) requires that you kill many giants
within the Misty Mountains. This Deed
requires a fellowship to complete and can
be coupled with the Where Giants Dwell
and Troll-Slayer Deeds.
Goblin-Town Deed (Honesty +1) is an
exploratory Deed in which various parts
of Goblin-Town must be found.
Perils of the Mountains Deed
(Compassion +1) is the first of three
parts of this quest Deed in which quests
within the Misty Mountains must be
performed.
Perils of the Mountains (Advanced)
Deed (Empathy +1) is the second part of

Ruins of the Misty Mountains Deed


(Tolerance +1) is an exploratory Deed in
which various ruins throughout the
Mountains must be found. You are likely
to find most of these in your travels while
questing.
Snow-Beast Slayer (Advanced) Deed
(Determination +1) is a deed in which you
must kill many snow beasts. This is easily
coupled with the Worm-Slayer Deed as
the two mobs are in the same areas. The
Forbidding Heights Deed (Honesty +1) is
an exploration Deed where various
mountain peaks must be found within the
Misty Mountains.
The High Passes Deed (Wisdom +1) is
another exploration Deed wherein you
must find several of the passes between
mountains in the Misty Mountains. This is
usually accomplished during normal
questing.
Troll-Slayer (Advanced) Deed (Valour
+1) requires that you kill many trolls
within the Mountains. Combined with
Giant-Slayer and a fellowship, this is
easily accomplished.
Warg-Slayer (Advanced) Deed (Justice
+1) requires that you kill many wargs
within the area. These are mainly found in

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and around Goblin-Town and can be
combined with Deeds there.
Where
Giants
Dwell
Deed
(Confidence +1) is an exploration Deed
that requires you to find all of the
strongholds of the giants in the Misty
Mountains.
Worm-Slayer (Advanced) Deed
(Honour +1) requires that you kill many
worms within the Misty Mountains.
Most easily combined with the
Snow-Beast Slayer Deed.

Before You Leave the


Misty Mountains
Before your Warden leaves the Misty
Mountains,
you
should
have
accomplished the following:
- At least three Deeds to buff Valour,
Discipline, or Confidence. These are
vital to your Warden's stats.
- Completed Books 1 and 2 to allow
eligibility for Book 6 later.

Angmar (Levels 40-50)


Entering Angmar from the south
(through the canyon at the north end of the
North Downs), you will first come upon
the Earth-kin camp of Lehma-koti and
then the outpost of Aughaire. This dark
land holds much evil and many enemies of
the Free Peoples.
From the territories of the Goblins in the
Fasach to the ugly swamps of Malenhad,
this land is infested with servants of the
Dark Lord. It is home to the high level
play areas of Carn Dum in the north-west
and The Rift of Nurz Ghashu in the
north-east.
There is a lot of questing here, with the
map basically split in half (by level). The
western half, where you'll enter, is home to
quests up to about level 45. To complete
your 50-level Class Quest, which you'll
receive at level 45, you'll need to complete
Book 6 so that you may cross into the
eastern side of the map.
There are literally hundreds of quests in
this areaway to many to mention here.
One that you will definitely not want to
miss will come up almost as soon as you
enter the map: "Present Yourself to the
Chieftain" (5 challenges, after which you
receive a pocket item that gives +7 Fate,
+13 Vitality, +79 Morale, -1.5% ranged

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vulnerability, and +15 Might).
This land is full of resources, including
Dwarf-iron, ancient-iron and gold ores,
black ash, and plenty of scholar items in
the ruins. In addition, there are many
beasts worth farming for money here,
including the turtles of the swamp and
the humanoids throughout the lands.
Hint: Complete Book 6 as quickly as
possible in order to open up the evil
Rammas Deluon and the rest of the map.
Also, save all the special drops listed
under the Level 50 Class Quest chapter
later in the book. You'll be glad you did!

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

found throughout Angmar and this Deed


can be coupled with many of the others.
Bastions of Hope Deed (Tolerance +1)
is an exploration Deed that requires you to
find the five outposts ("bastions of hope")
in Angmar. You'll likely complete this
during normal questing.
The Beasts of Urugarth (Advanced)
Deed (Patience +1) requires that you slay
beasts within Urugarth.
Champions of Carn Dum (Final) Deed
(Valour +1) requires that you defeat the
champions in Carn Dumthis is the third
and final Deed in a line of Deeds. This
will require a raid to complete.
Champions of Urugarth (Final) Deed
(Discipline +1) similar to the Carn Dum
Deed of the same name, this one requires
you to defeat the champions in Urugarth.
Also likely to require a raid.
The Circle of Despair Deed (Fidelity
+1) is an exploratory quest requiring you
to find the eight towers surrounding the
fortress of the Witch King within Gath
Forhnir.
The City of Orcs Deed (Loyalty +1) is
another exploration Deed, this one
requiring you to find six locations within
Urugarth.
The Dead That Live (Advanced) Deed
(Empathy +1) requires that you kill many
undead within Barad Gularan.

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The Enemy's Stronghold Deed
(Tolerance +1) is an exploration Deed
requiring you to find seven key locations
within Carn Dum.
Marching Into Shadow Deed
(Loyalty +1) requires that you complete
several quests within Angmar. First of
three Deeds by the same name.
Marching Into Shadow (Advanced)
Deed (Idealism +1) is the second in this
Deed chain.
Marching Into Shadow (Final) Deed
(Empathy +1) is the final Deed in this
chain.
The Minions of Wisdan (Advanced)
Deed (Charity +1) is another Angmarim
slaying Deed, this one within Barad
Gularan.

Angmar that leads to the gates of Carn


Dum.
The Trolls of Carn Dum (Advanced)
Deed (Patience +1) is a troll-slaying Deed
that can be coupled with Troll-Slayer. Like
most of the Deeds in Angmar, it will
require a fellowship or raid.
The Trolls of Urugarth (Advanced)
Deed (Valour +1) is another troll-slaying
Deed, this one taking place within
Urugarth.
Troll-Slayer
(Fortitude +1) is
Deed in Angmar.
other two for
execution.

(Advanced)
Deed
a general troll killing
Couple with one of the
maximum speed of

The Orcs of Carn Dum (Advanced)


Deed (Honour +1) requires that you kill
many orcs within Carn Dum.

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.

The Orcs of Urugarth (Advanced)


Deed (Honour +1) is another orc-slaying
Deed, this one within Urugarth.

Warg-Slayer
(Advanced)
Deed
(Determination +1) requires that you kill
several wargs throughout Angmar.

Orc-Slayer (Advanced) Deed (Zeal


+1) requires that you slay many orcs
within Angmar. This can be coupled with
several other Deeds, such as Angmarim
and Worm-Slayer.
The Road to War Deed (Confidence
+1) is an exploration Deed requiring that
you follow the great road through

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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Before You Leave


Angmar
Before your Warden leaves Angmar
for the Ettenmoors or Moria, you should
have accomplished the following:
- Book 6 of the Epic Quest line.
- Be at least level 42.

Forochel (Levels 44-49)


The frozen wastes north of Evendim
are home to only the hardiest and
strongest of men and beasts. Reached by
trudging the mountain passes into Taur
Orthon and then braving the great divide
Ja-Kuru and the hazards of the Gauradan
that guard it, Forochel is a forbidding
place.
You'll begin your quest lines in Ita-ma,
stronghold of the Lossoth, the men of
Forochel. Complete the "Frozen War"
quest as soon as possible to open up swift
travel between the settlements of
Forochel.
This area is fun to solo or complete in
duo with a friend. There are a lot of great
quests to choose from and plenty of area
to explore. Make sure to do "A
Midwinter's Thaw" as it is one of the

funniest in all of LotRO. What are they


doing in that tent, exactly?
Other quests like "Building the Snow
Sled" (rewards med-gloves with AC89,
+13 Will and Agility, +.6 in-combat
Morale regeneration) and "Scrimshaw's
Fate" (necklace with +7 Will, Agility,
Might, Vitality, Fate, and +19 Morale) are
worth doing. Among others.
This land is full of ancient silver and
iron ore, many types of wood, and animals
that drop exceptional and pristine hides.
Hint: Do not step into the waters of the
lake in Forochel as it can freeze you,
causing very fast-occurring damage that
can quickly kill your character. Make sure
to keep campfire materials or the local
warm foods on-hand to abate the chill's
effects.

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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within these lands. They are found nearly
everywhere, but especially near the lake
shores at the south end of the lake.
The Battle for Forochel Deed
(Wisdom +1) is an exploration Deed
requiring you to find each of the key
battlegrounds for control of the Ice Bay.
There are four, all roughly following the
half-moon of the Bay's shape.
Dourhand-Slayer (Advanced) Deed
(Fidelity +1) requires that you kill many
of the evil Dourhand Dwarves that live
within Forochel, usually inhabiting the
old Dwarven outposts.
Forochel
Expeditionary
Deed
(Charity +1) is the first of a three-Deed
series in which you must complete quests
within Forochel.
Forochel Pioneer Deed (Compassion
+1) is the second in the series of quest
Deeds.
Forochel Survivor Deed (Empathy
+1) is the final in this three-part series of
Deeds.

as these mobs appear randomly just about


everywhere.
Sabre-tooth Slayer (Advanced) Deed
(Fortitude +1) is achieved by killing many
of these fearsome cats. There is a large den
of them just south of where the road dips
between Ita-ma and Lansi-ma.
Worm-Slayer (Advanced) Deed (Zeal
+1) requires that you slay many of the
ice-worms that inhabit Forochel. Many of
these can be found in the hills and salt
swamp just west of Lansi-ma.

Before You Leave


Forochel
Before your Warden leaves Forochel for
Angmar, PvP, or Moria, be sure you have
accomplished the following:
- Finished at least one more Deeds for
added Valour or Determination.

Gauradan-Slayer (Advanced) Deed


(Idealism +1) requires that you kill many
of these cunning wolf men. Can be
combined with Sabre-tooth-Slayer.
Grim-Slayer
(Advanced)
Deed
(Mercy +1) is achieved by killing many
of these strange, powerful spirit beasts
that swirl throughout Forochel. Can be
done while doing quests and other Deeds

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The Ettenmoors (Levels


40+)
Unlike other areas of Middle Earth in
LotRO, the Moors are almost entirely
made up of Player vs. Player conquests.
The quests that exist here are meant to
enhance or create the conflicts that make
for massive PvP play.
Your Warden will enter the Moors as a
"good guy" while other players who play
as Monsters (orcs, wargs, etc.) are the
"bad guys." Here in the Moors is where
you fight toe-to-toe in massive
battle-sized engagements, with raids up
to 24 people per side taking part.

(designated as "creature players") are


called "creeps."

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.

There are many aspects to this that will


be covered in the later PvP Strategies
chapter, along with details of how the
battle system in the Ettenmoors works. If
you choose to enter the Moors before
you're level 50, you're not likely to do
very well. Level at least to 50 before
going in, but the closer to 60 you are, the
more likely your Warden will do well in
PvP. All monster characters are
automatically at level 60, so you're at a
disadvantage if you're not.
Hint: In the Ettenmoors (aka "The
Moors'), players are called "freeps"
(short for their designation as "Free
Peoples")
and
monster
players

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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

Morale, +104 Parry Rating, +88.2


in-combat Power regeneration, spear
pierce does 106 Common Damage every 5
seconds for 15 seconds). Another quest,
"The Worm Keeper" rewards a Warden's
shield you might want.

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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Many of the quests in Moria are geared
towards the Warden. It's more likely
you'll begin focusing on Legendary
Weapons (see that section of this guide)
rather than mundane quest reward items.

dragonets within Moria.


Goblin-Slayer
(Advanced)
Deed
(Justice +1) is acquired after killing many
goblins within the Mines.
Grodbog-Slayer (Advanced) Deed
(Discipline +1) requires that you kill many
grodbogs within the Mines.

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.

Morroval-Slayer (Advanced) Deed


(Innocence +2) requires that you kill many
morroval within Moria.
Orc-Slayer
(Advanced)
Deed
(Determination +1) requires that you kill
many orcs within the Mines.
Slaves
to
the
Forge
Deed
(Determination +1) requires that you kill
many goblins within Khazad-Dum.
Stalwart of the Central Levels Deed
Chain (Idealism +1, Innocence +1,
Empathy +1) is a three-part Deed chain in
which you must complete quests within
Central Moria.
The Vile Maw Deed (Charity +1)
requires that you kill the Watchers at three
locations.
These are only a few of the Deeds and
don't include any of the Exploration Deeds
(such as "In the Footsteps of the
Fellowship") at all. This short list has
hopefully given you an idea of what's
there.

Dragonet-Slayer (Advanced) Deed


(Zeal +1) requires that you kill many

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Leveling Your
Warden (60-65)

save you from spending a lot of time in


grinding IXP runes for your LI.

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
precious points. However, remember that
deconstructing a level 60 LI beyond level
11 only yields a Moria IXP rune, which
can't be used on level 61+ LIs. Therefore,
as soon as you hit level 61, immediately
equip any old level 61 LI, and
deconstruct that level 59-60 LI. Pour the
rest of your IXP into the level 61 until
you hit level 65. Once you have an LI
you'll want to keep indefinitely,
deconstruct that level 61 LI and put the
points into your active weapon. This will

Although the ideal level to enter


Mirkwood is 60, some players may feel
overwhelmed and not ready. Don't worry;
there is no rush. You can finish up any
leftover quests you have in Moria;
alternatively if you want to take it easy, do
the simple, non-combat repeatable quests
in Lothlrien. Better yet, you can gain a
level or two in a few skirmishes, the most
significant addition to LOTRO since the
legendary item system. I'll discuss
skirmishes in a little bit. However, for the
sake of the guide, I'll assume that you land
in Mirkwood at level 60.
You can easily solo your way to 65, as
there are only a couple of quests that
require a small fellowship. Feel free to
skip them if you have trouble finding a
group. The most group quests (3- and 6person group instances, and the raid) are
located at the camp in Dol Guldur, but you
don't have to worry about doing them until
you hit 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.

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
(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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there is no AH, so if you're not a hunter
or warden that can easily port anywhere,
if you need to visit an AH, use your
racial map to visit one in any of the
starter areas. You can also swift travel
from Ost Galadh to Calas Galadhon for
an AH.
Do all the quests in Ost Galadh, and
when you've finished you can either go
north to the spider infested Scuttledells
or south to Iavassul's Watch (16.4 S, 50.5
W) in Taur Morvith. You'll eventually
want to quest in both areas so it doesn't
matter which you visit first.
There is one special repeatable quest in
Ost Galadh that shouldn't be missed. It's
a crafting quest that you pick up from the
Relic-master called "Silken Threads".
The quest takes you to the Scuttledells
where you're supposed to collect 25
pristine webbing from spiders. To make
this quest go faster, enter the spider cave
at the very northwest part of the
Scuttledells. The reward for turning in
this quest is a Compendium of
Middle-earth II, a special crafting
component used to make orange crafted
relics. There's a similar crafting quest in
Anazarmekhem called "Trace Metals" in
which you have to collect 15 iron ingots
and 10 burnished worm scales. Kill orcs
for the ingots and worms for the scales.
The rewards is a Compendium of
Middle-earth I, a crafting component

used to make teal crafted relics.

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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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.
Remember that the Medallions of
Mirkwood only drop in these group
instances, so if you want those stat
scrolls start running those instances. On a
related note, the medallions can also be
bartered for +15 and +25 radiance gear,
another reason why you may want to run
those instances, particularly the easier
3-person ones. Visit your class trainer to
see what gear is available and how many
medallions are required.

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The Epic Quest


Line

Book: Prologue

The Lord of the Rings Online is made


up not just of monsters to kill, players to
interact with, and quests to complete, but
of epic, storyline quests that follow the
story of the Fellowship of the Ring as
they complete their epic journey through
the lands of Middle Earth.
Aragorn, Gandalf, Frodo, Gimli and
the others are all there and are all doing
their heroic deeds to battle the forces of
Mordor and the evil intents of Saruman.
These epic quests begin with the
Prologue quest, in which your young
Warden will be introduced to Strider.
The quests will continue through to Book
1 and all the way to Book 14. Later
expansions to the game will include
further epic quests as new books are
added.
Be aware that the books do not have to
be completed in order, though some
require earlier ones to be finished before
you'll be able to acquire the quests for
them. Besides completing the epic
storyline for the game, however, the
book quests also bring some bonuses as
well as singular drops that are not
available anywhere else in the game.

These introductory quests are designed


to start you out in Middle Earth with a
good grasp of the epic storyline and the
mystery that surrounds it. These quests
begin at about level 5 and will start out
differently, depending on your chosen race
and starting point.
The final quests in this chain are of level
12 and will introduce your Warden to the
Ranger Strider and Book 1.

Book 1: Stirring in the


Darkness
This book begins where the Prologue
left off, with Strider in the Prancing Pony
in Bree-Town. All of these quests take
place within Bree-land, in areas such as
Buckland, the Barrow Downs, and Combe.
Several are instances and the final quests
are at about level 18.
There are twelve total chapters in this
book and through it you will be introduced
to Tom Bombadil, who currently resides in
the Old Forest. Make sure to have a group
for Chapter 11, which can be difficult.

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Book 2: The Red Maid


This book begins with Radagast the
Brown in Ost Guruth, the Lone Lands.
All 9 chapters in this book take place
within the Lone Lands and Agamaur.
These Chapters are level 26-30 quests,
with Chapters 8 and 9 requiring a good
fellowship to complete.

Book 3: The Council of


the North
This book can be quite exciting as you
defend Evendim and the town of
Trestlebridge. There are 7 chapters in
this book and they all take place in the
North Downs. There is quite a bit of
travel involved in the first few, however,
as you must travel to summon the
Dwarves, Elves, and Men to the Council.
The Defense of Trestlebridge Chapter
will require at least a small group, as
many elite orcs will come in waves to
storm the bridge and must be turned
away. The final chapter will bring you to
Aragorn in Rivendell. These are all level
29 and 30 quests.

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.

Book 5: The Last Refuge


This Book has eight chapters, all taking
place in the Misty Mountains and
Rivendell. This is an exciting Book to
complete as it culminates in a showdown
with a Nazgul, which up to this point have
avoided conflict!
For the final chapter, you'll need as
many Hope buffs as you can get, as the
Nazgul sheds some heavy dread. Also, if
your Warden prefers a sword, Chapter 2
has a good one as a reward. The quests in
this chain are of levels 42-45.

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Book 6: Fires in the


North

This Book also introduces you to Carn


Dum, where many of the end-game play
takes place. These quests are all levels 49
and 50. All of the books after Book 7 are
level 50.

The seven chapters in this Book all


take place within Angmar, except the
first two, which are in Rivendell and
Esteldin respectively. This book, as
mentioned earlier, requires completion
before you are able to move across to the
eastern side of Angmar.
All of these Chapters are solo-able, so
you can complete this book alone.
However, you'll need either a Hope
Token or some guile to kill the spirit that
appears in Chapter 6. Stay back from the
stone, to keep the Great Eye from
noticing you, and you'll be all right.
These are all level 45-47 quests.

Book 8: The Scourge of


the North
This Book is designed to introduce your
Warden to the high-level battles to be had
inside Carn Dum. With only 5 chapters, it
also manages to have you traveling most
of Middle Earth as well.
Both Chapters 1 and 5 will require a
fellowship to complete with any success
and Chapter 5 has you confronting
Mordirith, the False King.

Book 7: The Hidden


Hope
This book has eight chapters, taking
place throughout Middle Earth, though
mainly in eastern Angmar. The last two
or three quests drop nice rewards for
various classes, with Chapter 5's
necklaces and Chapter 8's headgear of
most interest to the Warden.

Book 9: The Shores of


Evendim
This book also travels the extent of
Middle Earth, going from Rivendell to
Angmar to Bree-land and more in its 8
chapters. While all of these quests can be
done solo, they are quite lengthy due to the
travel involved. In this book, you'll piece
together the mysterious story of Sara

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Oakheart.

Ring is filled in.

While some of the rewards are good,


including the club in Chapter 4, the
money rewards are even better.

The final chapter rewards with one of


the best necklaces in the game, as Elrond's
Gift. You'll likely solo most of this Book,
though you might need help for Chapter 2.

Book 10: The City of


the Kings
This is one of the lengthier books in
the epic chain, having 14 chapters. Most
of the chapters in this one will require a
fellowship to complete and take place
inside Annuminas.
Chapter 3 rewards a nice earring that
can be great in a pinch, giving +455
Morale when activated. The 14th chapter
gives a nice ring as well.

Book 11: Prisoner of the


Free Peoples

Book 12: The Ashen


Wastes
This book has 10 chapters, most of
which happen in Carn Dum. This book
will definitely require a fellowship to
complete. Much of this book happens in
areas of Carn Dum that even diligent Carn
Dum raiders haven't seen and Chapter 3
has a nice shield as a reward.
Either of the cloaks offered as reward
for the final chapter are worth having and
your choice will depend on your play
style.

Another long chain of chapters, this


one having 13, this one is heavily
story-involved with the capture of
Mordrambor and the diary of Sara
Oakheart. While traveling and piecing
together the rest of the story, much of the
background for the Fellowship of the

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Book 13: Doom of the


Last-King

introduction to Moria.

The quest chapters in this book take


place almost entirely in the frozen lands
of Forochel. Most of the chapters yield
little payoff besides pure silver, but the
final one, Chapter 11, gives a nice spear
for the Warden.
Most of these chapters can be done
solo, but the final one will require a
fellowship to complete.

Book 14: The


Ring-Forges of Eregion
This is the final book in the epic story
so far and is, up to this point, the most
confusing of the Books to get into. There
are three "sub quests" of Chapter 1, all of
which need to be completed. Book 13
should also be completed if you are to
begin this Book.
Each of the sub-quests take place in
separate parts of Middle Earth: one in the
Shire, one in Thorin's Gate, and one in
Angmar. Once you've met the
requirements, you'll begin this long
Book, which culminates in an

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The Warden's
Level 50 Class
Quest

Warden's Agonizer
(Javelin)
55-87 Belerand Damage

The greatest of the class quests, for


every character class, becomes available
at level 45, though the quest is for
advancement to level 50. Commonly
called, in-game, the "Level 45 Quest,"
this quest is one of the hardest
character-advancement quests.

29.6 DPS 2.4 Speed


Greatly increases threat during combat.
+160 Ranged Critical Rating
Target: 5% chance of increasing target's
susceptibility to Beleriand-type damage.

While the level 15 and 30 quests are


seminal to character advancement, this
quest is the capper. Until you get into
Moria and do your level 60 quest, that is.
But that's for another chapter.

Warden's Piercer (Spear)


42-57 Ancient Dwarf-make Damage

This quest is in two parts, which are


further broken into pieces. They involve
finding specific items and returning them
to the quest-giver, who will then have a
list of more items. Once all items have
been assembled, rewards are given.
The two parts to the Warden's Level 50
Class Quest reward a weapon and a piece
of jewelry. You are given two choices,
one of each: a spear or a javelin and a
necklace or an earring.

25.9 DPS 1.9 Speed


+14 Fate
+14 Might
+42 Maximum Morale
+6 Vitality
Spear-pierce: 101 Common Damage
every 5 seconds for 15 seconds.
Target: 5% chance of increasing your
target's
susceptibility
to
Ancient
Dwarf-type damage.

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Battle Medallion
(Necklace)

same or similar items you that can team up


with.

Weapon Reward
+480 Wound Resist Rating
+14 Fate

Regardless of which weapon you


choose, you will need to gather the
following items:

+16 Might
+8% Out of Combat Run speed

Invader Breast Plates (12) - found in


Annuminas.

Gold Star Earring

Bryok's
Forochel)

Spear

(a

named

mob

in

Revered wight remains (10) - found in


Angmar.

+28 Fate
+14 Might

Gem-encrusted nails (20) - found on


severed arms in Angmar.

+56.4 in-Combat Morale Regen.

Bloodstained Tally stick - found on elite


orcs in Angmar.

+100 Melee Critical Rating

Crimson gorthorog horn - found on


gorthorogs in Angmar.

The Required Quest


Items
There are several items you must
acquire for both halves of this quest.
They are not easy and some may require
a fellowship or small group to complete.
Luckily,
these
items
are
not
Warden-specific in their entirety, so
you're likely to find others who need the

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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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Raids and Instances

The Rift of Nurz Ghashu

The supposed "end-game content" is


far from being the end of the game. In
fact, for many players, it's only just
started at this point.

This instance is one of the hardest


high-level raids to undertake. It's a
12-person instance and is one in which
strategy and team coordination come
heavily into play.

These raids and instances, starting at


around level 50, can be extremely
rewarding both in-game and out. The
Rift, for instance, has instances that drop
very nice class-specific items, armor, and
more. Many players will spend hours
doing weekly runs (each "instance" raid
is limited to about once per week) just to
complete a set of armor.
With each raid taking up to six
real-time hours to complete, that's a lot
of raiding!
Each of these areas take place within a
specific area of the Misty Mountains, or
Angmar. They happen in the Rift of Nurz
Ghashu, Helgerod, and Carn Dum.

It is highly recommended that you have


a headset or be able to otherwise voice
communicate with your raid when you
undertake this one. If you cannot
coordinate your movements, you will
likely fail.
Despite its difficulty, The Rift has great
payoffs. Each "boss" monster inside drops
up to two stones that can be turned in for
class-specific armorsome of the best in
the game. The final goal is a Balrog, one
of the most dreadful beasts in all of
Middle Earth.

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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

Strategies for how you play your


Warden, whether solo, in groups (tanking
or DPSing), raiding, or PvP, are
important to how your Warden will
advance and how well she'll do in-game.
Each of these play styles requires
different strategies. We'll look at each of
them.

When you are under level 30, you will


likely find that more than two or three
like-level mobs will be enough to bring
you down quickly. This is where
maximizing your strategy during play will
suit you best.
Isolate mobs whenever possible and
bring them down as quickly as you can.
Focus on damage-dealing Gambits and
attacks. Use Ambush, Critical Strike, and
Power Attack as your primary maneuvers.

Solo Strategies (PvE)


When running solo with your Warden,
you will want to maximize your ability to
take damage without succumbing. Many
of the creatures you'll face at every level
of play will come in groups rather than
single mobs, so you will need to be able
to receive damage while you deal with
these mobs.

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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You'll now also be enjoying some of
your musters, giving you faster
movement around Middle Earth.

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.

As a DPS machine, your Warden's role


is simpler, but not necessarily easier.
Wardens are not strong attackers, so your
focus in this case is on maximizing the
damage you can dealespecially from a
distance or over short amounts of time.
In either case, if you're used to playing
solo, one of the hardest things to overcome
is the tendency to "tunnel vision" and stop
noticing things around you. As a tank,
especially, keeping track of where and
what is happening is crucial, even more so
because of your Warden's inability to
instantly
shift
aggro
from
a
mobsomething most Guardians will take
for granted.

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.

Up to level 30, your Warden's group


strategies will hinge primarily on
survivability. Learning to watch what is
going on at all times during the battle and
being as nimble as you can with reactions
and Gambits will be the key.

As a tank, your Warden's job will be to


hold aggro and keep mobs tuned to him
while taking the damage they deal,
allowing others in the party freer
movement and ranged attacks. This
requires
focus
on
both
threat
management and defense.

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As a Tank

At Medium Levels

Tanking at lower levels will require


that your Warden utilize a balance of Fist
and Shield gambits, both pulling threat
and defending himself. Begin with a Fist
and go back and forth between Fist and
Shield as needed from there.

Above level 30, your Warden has many


more skills and your fellows will have
strong abilities to both tank and heal as
well. This makes for an easier time in
some respects, but the mobs are also
getting
stronger.
Your
battlefield
awareness is still critical to success.

If your group includes a smart healer,


you will begin to turn your focus towards
Fists as you hold aggro so the
damage-dealer can finish off the mobs.
You will have done your job effectively
if the healer is not required to target any
other member of the fellowship to heal
them.

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.

Focus on short Gambits and


single-attacks and avoid all Fist Gambits
as much as possible. Utilize your javelin
often, especially before going toe-to-toe
next to the tank.

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As a DPS Machine

As a Tank

In these mid-levels, your attacks truly


begin to become strong, especially your
spear's DoT effects. You have the added
ability to utilize your heals to keep
yourself
going,
allowing
your
fellowship's healer to focus on the party
tank.

Tanking at these high levels is a true art


form, especially for your Warden.
Utilizing strong armor and the Way of the
Shield Virtue set will greatly enhance your
abilities.

Allow the tank to continue doing his


job by avoiding Fist skills and those
attacks that pull very much threat. Being
the DPS, you can also utilize some of
your longer-term skills, giving strong
attacks that may not kill the mob right
away, but allow you to turn to another
while the first slowly bleeds to death.
Learning to utilize these long-term skills
is crucial to your success as a front-line
damager.

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.

Your focus now is on long-term threat


management and damage mitigation.
Utilize your more powerful Fist Gambits
and shorter, faster Shield Gambits to keep
yourself buffed and to augment your
healer. You'll find it more difficult to hold
aggro from Hunters, especially, so focus
and awareness are key.

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

At higher levels, you'll be raiding in


groups and will be more likely the
"off-tank" or secondary tank or damager
rather than the primary one. If you are
asked to be the primary tank, consider
waiting until a Guardian of skill can be
found as you are not likely to do well as
main tank in a full-blown raid. Nothing is
impossible, however.
As the secondary in these situations,
your role is slightly different than when
you're in a smaller fellowship and acting
as the main. This generally means you'll
have more freedom, but you'll find that
keeping a keen awareness of the battle is
still important.
In a raid, whether it be in a group of 12
or 24, you will find that communication
is what everything hinges on. If the
group has not played before, make sure
to learn everyone's voice (if you can).
There is usually a lot of waiting for
players to get to the muster point, to set
up their characters, etc., so just chatting
with the other raid members will usually
be enough to acquaint you with their
voices. This will allow you to know who
is talking (and what their role is in the
raid) without having to look away from
the action to see who's icon is indicating
speech.

In this role, your Warden has more


freedom of movement and strategy, and
will likely be dealing more damage and
spending less time worrying about threat.
However, in many raid instances, the
off-tank has a specific role and you should
be aware of it.
That specific role is as "secondary mob
puller" which means you'll be responsible
for pulling and holding aggro from all of
the sub-bosses (or lower mobs) that are
encountered so that the main tank can
focus on the big boss and heavy hitters.
This role makes you crucial to success and
will require a lot more concentration on
threat management than otherwise.

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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Gold & Crafting in


Middle Earth

The Basic Gold Skill All


Should Know

All money is the same: you don't


notice it until you haven't got any. This
rings especially true in LotRO. Luckily,
getting silver and gold isn't too difficult
if you learn to master a few key skills.

The first skill that everyone should


know, whether you choose to craft or not,
is the art of pillaging. Every mob you kill
will likely drop at least one item, many
will drop more. Loot every mob you kill
and let the items stack until your bags are
full. Then sell those items to the vendor.

There are two basic paths to gold in


LotRO: gathering and crafting. The first
involves merely gathering items during
your travels to sell as the base materials
for crafters. The second is taking those
materials and making actual in-game
items out of them.
Your style of play and how much time
you're
willing
to
devote
to
non-combat/leveling will decide which
path you take towards gold making. The
first path is the easier of the two,
requiring only that you stop once in a
while to "pick up" items you'll see
around you. The second path requires
more dedication, but can be rewarding
and fun if you enjoy spending time in
front of a forge, workbench, etc.

Many players ignore this and loot only


those items that are "worth it" or "stack
well." Save this choosiness for when your
bags are full of loot and you can't carry
any more. Then look at what you've got
and decide what you'll throw away and
what you'll sell.
If you do this one simple thing, you'll
find that you can usually come out even or
ahead on your quests (after paying repair
bills, travel costs, etc.) just from selling
the items you've looted to a vendor. Even
at higher levels when your repair bill alone
can run 100 or more silver!

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The Explorer: Gathering


For Gold
If the way of crafting is not for you,
then you'll want to choose the Explorer
as your craft. The Explorer can mine for
ores and gather woods, both of which can
sell well in the Auction House or directly
to other players quickly.
In each area of Middle Earth, you'll
find different amounts of various kinds
of materials. Using your Prospector
skills, you'll be able to track and mine
ores and then process them into ingots
that are useable by crafters in making
items such as weapons and heavy
armors.
Be sure to utilize your prospecting
skills at the forge in order to gain points
towards finishing your tiers so you can
gather better ores that will be worth more
and more money as you go up in level. It
doesn't take much time and is well worth
the effort for the monetary payoffs it can
give.
Also be sure to utilize your Forestry
skills to gather and process wood and to
make the hides you gather from slain
beasts into leather that Tailors can use to
make armors. Often, you can trade boiled
leather hides straight across for good
armor from a tailor, especially one who

is attempting to pursue his craft and can


use the materials.

The Crafter: Making


Items For Money
If you prefer to step away from the grind
of leveling and Deed achievement to craft
items for fun and profit, then this is your
path to gold.
There can be a lot of money in crafting,
especially
in
crafts
such
as
Weaponsmithing,
Metalsmithing,
Tailoring, Jewellry, and as a Scholar. For
the Warden, Tailoring and Woodworking
are choice as medium armors are made by
the Tailor and both spears and javelins are
crafted by Woodworkers. You will save
money by utilizing one or both of these
crafts.
Any of these crafts are good for making
gold in LotRO, no matter your choice.
Especially once you've mastered a craft
tier and can "crit" on an item, making it
much more powerful than its standard
counterpart.
Trading with other players who act only
as hunter-gatherers, gathering some
materials yourself, or purchasing the
materials in the Auction House are all
viable methods of getting the resources

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you'll need to craft items. You'll find that
if you trade or find the materials
yourself, your profit margins will be
much higher, however. Dedicating the
time and effort to master a craft is a fun
part of LotRO that you can take part in,
but is not required to find success in the
game.

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