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The Unofficial Lord of the Rings Online Rune-keeper Guide

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Table of Contents
Important

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


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

Character Creation

10

Choosing a Race . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Character Customization and Place of Origin . . . . . . . . . . . . . . . . . . . 10
Common Game Terms

12

Basic Game Terms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12


Rune-Keeper Basics

14

Vital Statistics

15

Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Gaining Trait Slots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Class Trait Sets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Solitary Thunder . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Cleansing Fires . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Benedictions of Peace . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Rune-Keeper Class Traits

19

Traits List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Author of Exaltation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Closing Remarks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Conflagration of Runes . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Confounding Principles . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Frost-Burn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Harsh Debate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Icy Discourse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Linnod of Peace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Linnod of Subtlety . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Master of Allusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Master of Connotation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Master of Tragedy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

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Memorable Prose . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Overflowing Confidence . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
The Prophetic Word . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Rune of Endurance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Scathing Retort . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Tale of Rage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Terse Narrative . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Thunderous Words . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Winter-Storm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Writ of Blazing Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Legendary Class Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Martial Training . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Steady Hands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
You Shall Fall To Our Wrath . . . . . . . . . . . . . . . . . . . . . . . . 23
How Combat Works in LotRO

24

Rune-keeper Skills

25

Rune-stones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
The Six Basic Rune-keeper Skills . . . . . . . . . . . . . . . . . . . . . . . . . 25
Chill of Winter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Wrath of Flame . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Fury of the Storm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
The Middle Path . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Visions and Foretelling . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Words of Grace . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
The Rune-Keeper's Roles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
As Group Healer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
As Group Nuker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Going Solo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
A Final Word on Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Utilizing Virtue and Racial Traits

32

Virtue Traits Every Rune-Keeper Should Have . . . . . . . . . . . . . . . . . . 32


Racial Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Traits of Dwarves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33

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Traits of Elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Summing Up Racial Traits . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Arms and Armor

35

Armor Types Styles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35


Light Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Where Armor Comes From . . . . . . . . . . . . . . . . . . . . . . . . . 36
Rune-Stones: The Rune-Keeper's Weapons . . . . . . . . . . . . . . . . . . . . 36
DPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Types of Rune-stones and Where They Come From . . . . . . . . . . . . 37
Why Quest? The Four Quest Types

38

Leveling Your Rune-Keeper: 1-15

39

Introductory Quests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Ered Luin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Leveling Your Rune-Keeper: 15-25

41

Bree-land (Levels 0-20) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41


The Barrow Downs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
The Old Forest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Deeds in Bree-land . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
The Lone Lands (Levels 15-28) . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Deeds in the Lone Lands . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
The North Downs (Levels 20-35) . . . . . . . . . . . . . . . . . . . . . . . . . 45
Deeds in the North Downs . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Leveling Your Rune-Keeper: 25-40

47

Evendim (Levels 32-40) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47


Deeds in Evendim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
The Trollshaws (Levels 32-45) . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Deeds in the Trollshaws . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Leveling Your Rune-Keeper (40-50)

52

The Misty Mountains (Levels 39-50) . . . . . . . . . . . . . . . . . . . . . . . 52


Deeds Within the Misty Mountains . . . . . . . . . . . . . . . . . . . . . 53
Angmar (Levels 40-50) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Deeds in Angmar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Forochel (Levels 44-49) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56

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Deeds in Forochel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
The Ettenmoors (Levels 40+) . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Deeds in the Ettenmoors . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Leveling Your Rune-Keeper (50-60)

60

Eregion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Deeds In Eregion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Entering Moria . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Deeds in Moria . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Leveling Your Rune-Keeper (60-65)

64

Western Mirkwood (Levels 60-62) . . . . . . . . . . . . . . . . . . . . . . . . . 65


Central Mirkwood (Levels 62-63) . . . . . . . . . . . . . . . . . . . . . . . . . 65
Eastern Mirkwood (Levels 63-65) . . . . . . . . . . . . . . . . . . . . . . . . . 66
The Epic Quest Line

68

Book: Prologue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Book 1: Stirring in the Darkness . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Book 2: The Red Maid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Book 3: The Council of the North . . . . . . . . . . . . . . . . . . . . . . . . . 69
Book 4: Chasing Shadows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Book 5: The Last Refuge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Book 6: Fires in the North . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Book 7: The Hidden Hope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Book 8: The Scourge of the North . . . . . . . . . . . . . . . . . . . . . . . . . 70
Book 9: The Shores of Evendim . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Book 10: The City of the Kings . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Book 11: Prisoner of the Free Peoples . . . . . . . . . . . . . . . . . . . . . . . 71
Book 12: The Ashen Wastes . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Book 13: Doom of the Last-King . . . . . . . . . . . . . . . . . . . . . . . . . 72
Book 14: The Ring-Forges of Eregion . . . . . . . . . . . . . . . . . . . . . . . 72
The Walls of Moria: Book 1, Volume 2

73

The Walls of Moria . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73


Chapter 1: Strangers to Hollin . . . . . . . . . . . . . . . . . . . . . . . . 73
Chapter 2: Along the Sirannon . . . . . . . . . . . . . . . . . . . . . . . . 74
Chapter 3: Bosi the Dwarf . . . . . . . . . . . . . . . . . . . . . . . . . . 74

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Chapter 4: Outside the Gates . . . . . . . . . . . . . . . . . . . . . . . . . 74


Chapter 5: Handling the Situation . . . . . . . . . . . . . . . . . . . . . . 74
Chapter 6: Cousin Brogur . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Chapter 7: Wolf Voices on the Wind . . . . . . . . . . . . . . . . . . . . 74
Chapter 8: Before the Doors of Durin . . . . . . . . . . . . . . . . . . . . 75
Chapter 9: A Weapon of the Elder Days . . . . . . . . . . . . . . . . . . . 75
Chapter 10: Forgotten Lineage . . . . . . . . . . . . . . . . . . . . . . . . 75
Chapter 11: Worth Beyond Measure . . . . . . . . . . . . . . . . . . . . . 75
Chapter 12: Forged Anew . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Chapter 13: The Watcher in the Water . . . . . . . . . . . . . . . . . . . . 76
Chapter 14: Khazad-Dum At Last . . . . . . . . . . . . . . . . . . . . . . 76
Legendary Items

77

Identifying a Legendary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Deconstructing Legendary Items . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Combining and Using Relics . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Reforging a Weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Gaining Item Experience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Legacy Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Getting the Most Out of Your Legendary Items . . . . . . . . . . . . . . . . . . 81
Legendary Items For the Rune-Keeper . . . . . . . . . . . . . . . . . . . . . . . 82
Legendary Item Runes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Tier 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Tier 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Tier 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Tier 4 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Tier 5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Tier 6 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Tier 7 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Tier 8 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Scrolls of Title . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Final Notes on Legendary Items . . . . . . . . . . . . . . . . . . . . . . . 86
The Rune-Keeper's Level 50 Class Quest

87

Warm Touch-Stone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87

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Cold Touch-Stone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Dark Crystal Wristband . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Runic Tiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Required Quest Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Rune-stone Reward . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Jewelry Reward . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Which Item To Choose? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Completing These Most Easily . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Raids and Instances

91

The Rift of Nurz Ghashu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91


Helgerod . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Carn Dum . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Eregion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Moria . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Final Thoughts on Raids . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Rune-Keeper Play Strategies

94

Solo Strategies for PvE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94


At Lower Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
At Medium Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
At High Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
Group Strategies (PvE) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
At Lower Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
At Medium Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
At High Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Raiding Strategy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Gold Crafting in Middle Earth

99

The Basic Gold Skill All Should Know . . . . . . . . . . . . . . . . . . . . . . 99


The Explorer: Gathering For Gold . . . . . . . . . . . . . . . . . . . . . . . . 100
The Crafter: Making Items For Money . . . . . . . . . . . . . . . . . . . . . . 100

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Introduction
"For this is what your folk would call magic. I believe; though I do not understand
clearly what they mean; and they seem also to use the same word of the deceits of the
Enemy. But this, if you will, is the magic of Galadriel."
--Galadriel, Elven Rune-keeper, The Lord of the Rings
The Rune-keeper is the wielder of ancient words of power, the elder tongue that only the
oldest of the Peoples of Middle Earth remember. Inscribing these runes of power, the
Rune-keeper forges the elements: fire and ice, lightning and mana. With these powers, the
Rune-keeper is both guardian of the old knowledge and protector of the Free Peoples.
These powerful sages are quiet, calm, and neutrally balanced until the time comes for
them to choose a path in battle. This path, called Attunement, decides the fate of the
Rune-keeper's foes: death by fire, lightning, and ice or by the blades of the Rune-keeper's
comrades as he heals their wounds and keeps them in the fray.
The powerful combination that the Rune-keeper represents is strong: long-range attacks
and self and party healing. Players who choose characters of this class will be challenged
with controlling all of that power and using it wisely to advance through Lord of the Rings
Online.
At first glance, the Rune-keeper class seems straight-forward to anyone who's played
magic users and healers in fantasy games before. Especially to those who have played Lord
of the Rings Online (LotRO) and are familiar with Minstrels and Lore-masters.
Rune-keepers, however, are unique.
They are neither pure healer nor pure damage dealer, but are instead some of both. They
cannot replace the healing strength of a Minstrel in battle or the crowd control powers of a
Lore-master, but can accomplish some of both tasks as a backup or solo endeavor.
Handling a Rune-keeper during game-play is very different from the other classes and
requires some forethought and understanding of the strengths and weaknesses of the class.
Players who master this character class will truly wield one of the most powerful classes in
The Lord of the Rings Online.

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Character Creation

Choosing a Race

The first step in playing the


Rune-keeper is to create a character on
Lord of the Rings Online (LotRO) and
begin to play. As you read through this
book and put your character together,
you will learn enough about the
Rune-keeper to know that it's a unique
class.

Rune-keepers are available only to the


elder races: Elves and Dwarves. Your
choice of race is basically aesthetic, as
there is little difference between them
statistics-wise once you're past the lower
levels.

Before we begin, however, it is


necessary that you are familiar with the
basic workings of Lord of the Rings
Online. This book will assume that you
have read the player's manual that comes
with the game (or downloaded it from
lotro.com). The information in that book
covers the basics of the game itself and
need not be repeated here.
When you log into your LotRO
account, you are presented with a
character screen with all of your current
characters listed. If you are new to the
game, the list will be blank and a "create
character" button will be in place of your
first listing. Whether this is your first
character in-game or not, select to create
a new character and proceed.

With that said, the Dwarf is usually the


Rune-keeper of choice because of specific
characteristics this race contains: namely
sturdiness and strong Will. Elves, on the
other hand, possess better Agility, which is
good for a Rune-keeper, since they utilize
ranged attacks. Again, the choice is mainly
one of aesthetics. Both of these
weaknesses can be overcome as your
character develops.

Character Customization
and Place of Origin
How your character looks and where he
or she is from are entirely choices of taste
and aesthetics and have little impact on
game play. All Elves and Dwarves begin
in the same area of Middle Earth (Ered
Luin) and the other attributes affected by
your choices here do not affect game play
outside of names and titles. So choose

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what you prefer and don't worry about
how your choice might affect the game.

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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 Rune-keeper
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.

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,

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 Rune-keeper
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.
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 Rune-keeper, 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 tactics 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.

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Armor, AR, or AC: An armor rating
for a piece of armor, an armor set, or for
the character as equipped. This number
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.

a character. This means that they do not


heal morale all at once, but instead heal in
pieces over time. Many of your
Rune-keeper'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.

HoT: Heal over Time, which is the


effect that some items and spells have on

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Rune-Keeper
Basics

Rune-keepers need to be thinking on their


feet at all times.

A few basic things to know about


playing a Rune-keeper should be covered
before we get into too many details about
game play.
First, a Rune-keeper wields both
ranged attacks and ranged healing skills.
While there are a few melee-only skills,
the primary focus of the Rune-keeper is
on ranged abilities.
Secondly, those abilities become
available or are increased in power
according to the Rune-keeper's current
Attunement. This is a small bar that
measures the Rune-keeper's level of
attack or healing. Some skills are lost as
one or the other becomes emphasized. A
Rune-keeper who's been forcing strong
attacks, for instance, will begin losing
healing abilities during that battle. We'll
cover this more in-depth further on.
Finally, Rune-keepers do not wear any
but the lightest of armors and wield few
(if any) weapons. This means that, when
battle becomes up-close and personal, the
Rune-keeper is at a disadvantage.
Because the Rune-keeper wields distance
skills, battles at close range can become
dangerous for him. This is one of the
reasons
players
who
choose

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Vital Statistics

raise these numbers by gaining, increasing,


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 Rune-keeper's performance in-game
and should be watched as your
Rune-keeper levels to see how they are
doing.
Your Rune-keeper'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 stay on top of. 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 Rune-keeper
performs.
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 can

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Gaining Trait Slots

you've gained through leveling. What is


important is knowing what to do with
those Traits once you get them.

Traits slots (in which Traits are


equipped) are gained at specific levels in
the character's development. As you
level, your Rune-keeper 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 Rune-keeper'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
Rune-keeper chapters.

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 Rune-keeper 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
Rune-keeper's skills and maneuvers
repeatedly. The Deed to gain the new
Class Trait is usually gained as soon as
you being using a new attack form

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- Decreases induction time for Fiery
Ridicule and lowers Self-Motivation
Power consumption.

Solitary Thunder
This is the preferred solo Trait Set as it
focuses on damage skills of spiked, short
duration, such as Wrath of Storm and
Chill of Winter.

- Writ of Cold can be used to keep Writ


of Fire attuned to maximize its damage.
- Fiery Ridicule can be used regardless
of current Attunement.

Bonuses this Set gives include:


- Chilling Rhetoric can be used at any
Attunement.

- Distracting Flame skill becomes


available,
doing
damage
without
increasing your threat (aggro).

- Bonus to critical magnitude of all


skills, increasing as Attunement moves
upwards (regardless of direction).
- AoE attack Vivid Imagery, similar to
Shocking Touch, but affecting multiple
mobs.

Cleansing Fires

Benedictions of Peace
This Trait Set is aimed primarily at the
Rune-keeper who focuses on healing
during battle in groups. Words of Grace
and Foretelling skills are boosted.
Bonuses to this Set:

This Trait Set is best used by the


Rune-keeper who works in groups as a
ranged damage dealer. Focusing on the
Wrath of Flame skill, this set boosts
damage over time as well as aggro and
Power management.

- Writ of Health is no longer dispelled at


the end of its duration, but instead lowers
in tiers over time.
- Mending Verse is given a small
maximum Morale bonus that increases the
targets max Morale temporarily.

This Set gives the following bonuses:

- Rune of Restoration can be used


regardless of current Attunement.

- Fiery-temper bonus increases damage


each time the Wrath of Flame skill is
used, making it stronger with each use in
battle.

- Threat generated by the Rune-keeper is


lowered with each step of Attunement
gained.

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- Increase to Glorious Foreshadowing,
giving higher healing over time.

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Rune-Keeper Class
Traits
These are the Traits that are specific to
the Rune-keeper and are available only to
this class of character. For the most part,
these
Traits
enhance
existing
Rune-keeper skills or grant new ones that
are only available when the Trait is
equipped.
All of these Class Traits fall into one of
the three categories for Trait Sets,
discussed in the previous chapter. These
Class Traits are usually earned by using a
specific skill a specific number of times
or, rarely, by accomplishing a certain
Deed. They become available to earn
when Class Traits are available to the
character and the level required to learn
the associated skill has been achieved.
Your progression through earning
these Traits can be viewed in your Deed
Log from your character screen.

Traits List
Each of the Class Traits available to the
Rune-keeper are listed here. In the Trait's
description is the set it belongs to and its
effects. If the Trait requires a special Deed
to complete, that will also be included.

Author of Exaltation
Benediction of Peace set. Word of
Exultation skill protects against 20% more
damage.

Closing Remarks
Part of the Solitary Thunder set. Ads
+1200 to Epic Conclusion rating and
increases critical chances for Epic
Conclusion.

For more on the skills associated with


these Traits, see the next chapters.

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Conflagration of
Runes

Harsh Debate

Cleansing Fires set. -0.5 seconds from


Fiery Ridicule induction, -20% Fiery
Ridicule Power cost.

Solitary
Thunder
set.
Ceaseless
Argument skill applies a Shaken debuff
(reduced lightning mitigation) on critical
hits.

Icy Discourse

Confounding
Principles
Solitary Thunder set. Doubles the daze
time of Shocking Touch skill.

Solitary Thunder set. Chilling Rhetoric


puts a 30% slow on the target which takes
damage before duration expires.

Linnod of Peace

Frost-Burn
Cleansing Fires set. Writ of Cold will
maintain (reset) Writ of Fire effects'
duration without increasing Writ's tier.

Benediction of Peace set. Calming Verse


becomes instant and reduces threat
generation from healing by a higher
amount (scaled by level).

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Linnod of Subtlety

Memorable Prose

Cleansing Fires set. Gives +30 second


Calming Text duration, -10% Calming
Text threat.

Benedictions of Peace set. Mending


Verse skill increases maximum Morale of
target for 15 seconds (amount scaled by
level).

Master of Allusion

Overflowing
Confidence

Benediction of Peace set. Lowers


threat generation for all skills by 5%.

Master of Connotation

Cleansing Fires set. Self-Motivation


skill Power cost is reduced by 20% and
increases in duration to 30 seconds.

Cleansing Fires set. Target resistance


to all your skills is reduced by -400.

The Prophetic Word

Master of Tragedy

Benedictions of Peace set. All Visions


and Foretelling skills recover 20% faster.

Solitary Thunder set. Tactical Skill


rating (chance to crit) increases by +200.

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Rune of Endurance

Terse Narrative

Benedictions of Peace set. Increases


the durability (hit points) of the Rune of
Restoration (scaled by level).

Benedictions of Peace set. Cooldown on


Epic for the Ages decreased by 3%, Epic
Conclusion induction reduced 0.5 seconds.

Scathing Retort

Thunderous Words

Cleansing Fires set. Reduces target's


fire mitigation while Smouldering Wrath
is active.

Solitary Thunder set. Scribe's Spark skill


applies the Thunder Struck debuff
(reduced tactical resistance) on critical hit.

Tale of Rage

Winter-Storm

Cleansing Fires set. Wrath of Flames


skills put Enflamed Runes buff, which
can stack up to 5 times. Each buff ads
3% to fire skill damages.

Solitary Thunder set. Fury of the Storm


skills gain 35% chance of stunning targets
when under the effects of Chilling
Rhetoric.

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Writ of Blazing Fire

Steady Hands

Cleansing Fires set. Writ of Fire tiers


down gradually rather than instantly
dispelling when duration ends.

Allows use of Steady Hands skill,


described below in skills listing. Gained
by finding all pages of Whispers in the
Dark.

Legendary Class Traits


There are three Legendary Class Traits
for the Rune-keeper class. Each of these
require the finding of missing pages from
a book, which are random drops from
humanoids in The Misty Mountains and
Angmar.

You Shall Fall To Our


Wrath
Grants You Shall Fall To Our Wrath
skill, described below in Visions and
Foretelling skills. Requires the finding of
all Thunder and Flame pages.

Martial Training
Gives +15% to Attack Duration,
+1,000 Melee Base Critical Rating,
+10% to all Melee Damage. This Trait is
gained by finding all of the pages of
Golo Maeth.

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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 Rune-keeper is 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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Rune-keeper Skills
Because Rune-keepers are not armed
in the traditional sense and because their
armor is the thinnest of protection, the
Rune-keeper character in Lord of the
Rings Online is dependent upon skills to
survive. The skills of both the character
in-game and the player who controls it.
Skills are gained through leveling
in-game and become more powerful as
the character increases in level. Most of
the Rune-keeper's skills can be
maximized to emphasize strengths and
discount weaknesses for the character.

an element: fire, lightning, or frost. This


affinity changes how some skills function.
Like other weapons in LotRO, the
Rune-stone will also have a DPS value,
bonuses and buffs, and other information
in its description panel. During game play,
especially at higher levels, having the right
Rune-stone for the job can make a big
difference in how the battle progresses.
Usually it's a matter of Attunement and the
bonuses the stone gives to match the
situation the Rune-keeper will be in.
Rune-keepers who use a lot of
lightning-based spells, for instance, will be
ill served utilizing a frost-attuned stone.

The Six Basic


Rune-keeper Skills

Rune-stones
These are the "weapons" of the
Rune-keeper.
During
battle,
the
Rune-keeper will inscribe words of
power upon her Rune-stone to activate
specific skills, whether for healing or
damage. Otherwise, she has only her fists
to defend hernot much against a
sword.
The Rune-stones are gained by the
character during play: as rewards, crafted
items, or by purchase. Each of these
stones will have its own affinity towards

There are six basic skill types that make


up the Rune-keeper's skillset. Each skill
affects the character's Attunement towards
red (battle: Dagor) or green (healing:
Nestad). The skills themselves are also
affected by where the Rune-keeper's
Attunement is when the skill is used, so
healing skills will be less effective if
Attunement is towards battle and visa
versa.
All Rune-keeper skills function within
six basic skill categories: Chill of Winter,

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Fury of the Storm, Wrath of Flame, The
Middle Path, Visions and Foretelling,
and Words of Grace.
The six groups are listed here with
individual skills comprising that group
underneath. The level at which the skill
is gained is in parenthesis and a few
notes on the effects of each are also
given.

Wrath of Flame
This is also a Dagor (battle) set of skills,
all based primarily on fire and life. These
are:
- Essence of Flame (36) damages target
per Writ of Fire tier , stackable.
- Fiery Ridicule (1) DoT with +3%
damage per Dagor Attunement.

Chill of Winter

- Scathing Mockery (24) medium fire


damage, AoE with 1 target possible per 2
Dagor Attunements, also does Light DoT.

This skill set pushes towards Dagor


(battle) and uses both frost and wind
elements. The set includes:

- Smouldering Wrath (40) medium


DoT for 8 seconds +1 per Dagor
Attunement.

- Chilling Rhetoric (4) slows target


until damaged further, +2% damage per
battle attunement.

- Writ of Fire (14) fire DoT, stackable,


-3% Power cost per Dagor Attunement.

- Essence of Winter (18) AoE up to 3


targets, lowers incoming healing and
increases Power costs to targets.

Fury of the Storm

- Flurry of Words (40) frost DoT,


lowers target's evade chance.
- Frozen Epilogue (32) AoE
short-ranged, cold damage combining
effects of Flurry of Words and Essence
of Winter. 5 min cooldown.
- Writ of Cold (12) slows target's
attack and induction speeds, can be
stacked.

This is another offensive list of skills,


which increase Dagor Attunement and are
based primarily on lightning damage.
These include:
- Ceaseless Argument (20) medium
lightning damage, +10% damage, -10%
Power cost to Fury of Storm skills.
- Epic Conclusion (26) massive
lightning
damage,
+10%/-10%
damage/Power cost to Fury of Storm

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skills. +50% damage on critical and
+50% to Dagor Attuned skills' cost for
10 seconds.
- Essence of the Storm (2) short
range, medium lightning, +3% critical
damage per Dagor Attunement, +75%
damage on critical hit.
- Scribe's Spark (1) small lightning
damage, +4% damage per Dagor
Attunement.
- Shocking Words (6) small lightning
damage, +7% chance to stun for 5
seconds per Dagor Attunement.

- Nothing Truly Ends (20) medium


range, revives target to 30% Morale.
- Self-Motivation (14) lower Power
costs 20%, +574 Power.
- Shocking Touch (8) dazes melee
target 5 to 10 seconds.
Steady
Hands
(Legendary)
immediately
changes
Rune-keeper's
Attunement to center (Talus).
- Weapon of Flame (34) gives target
ally's weapon chance to apply Writ of Fire
on those it strikes.
- Weapon of Storm (34) causes target
ally's weapon to have small chance of
applying lightning strike to opponent.

The Middle Path


This is a central, or neutral set,
comprised of skills that neither increase
Dagor nor Nestad in Attunement.
Instead, these skills promote Thalas
(neutrality) and pull your Attunement
that direction. They are:

- Weapon of Winter (34) causes target


ally's weapon to have small chance to
apply Writ of Cold on those it strikes.
Note: "Weapon of" skills are all one
skill and which is used will depend upon
the Attunement of the Rune-stone carried
by your Rune-keeper.

- Armour of Storm (10) thin armour


of lightning covers Rune-keeper, melee
attackers have chance of 5 second daze.
- Calming Verse (26) lowers threat
from damage and healing by -10% for 30
seconds.
- Distracting Winds (30) AoE, slows
targets' movement by half for 10
seconds. 3 minute cooldown.

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Visions and
Foretelling

Words of Grace

These skills, like The Middle Path, do


not affect Attunement. They are
primarily defensive buffs (ads) or
debuffs (removes) which allow the
Rune-keeper to avoid or increase
damage. They include:
- Blade Will Not Wound (40)
wound-based attack thwarted when
hitting ally. Works once per casting, not
stackable.
- Do Not Fall This Day (50) target ally
will not be defeated (staying at 0 Morale)
for 30 seconds from casting. Can be used
on already defeated fellows. 15 minute
cooldown.

These are healing skills which Attune


towards Nestad. These are:
- Epic for the Ages (38) heals 1073
Morale.
- Mending Verse (10) HoT, stackable,
-2% Power cost per Nestad Attunement.
- Our Fates Entwined (48) 10% of
fellows damage is absorbed by
Rune-keeper,
damage
interruption
negated. *
Prelude to Hope (1) light healing, +3%
per Nestad Attunement.
- Rune of Restoration (4) sets Rune of
Restoration in ground, doing light HoT to
all allies in area. Stone can be destroyed
by attack.

- Do Not Fall to Flame/Storm/Winter


(46) damage type (flame, lightning, frost)
is thwarted once per casting. Effect
dependent on Rune-stone Affinity.

- Rousing Words (22) gives +2718


in-combat Morale regeneration. No threat
increase from this skill.

- Fall to Flame/Storm/Winter (8)


target receives heavier injury from
damage type (flame, lightning, frost).
Dependent on Affinity of Rune-stone.

- Word of Exaltation (28) target ally's


income damage reduced by 50% for 1
second per 3 Nestad Attunements and +1
per Writ of Health active on target.

- Fall to Our Wrath (Legendary)


target receives heavier injury from all
attacks from Rune-keeper and allies.

- Writ of Health (16) HoT, stackable,


increases in potency per stack.

- Fang Will Not Poison (44) next


poison-based attack is thwarted. Not
stackable, works once per cast.

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The Rune-Keeper's
Roles

individual members of the group.

The Rune-keeper has two basic roles to


fulfill within LotRO: ranged damage
dealer ("nuker") and healer. During
group play, these roles will be
maximized one way or the other while
during solo play, they are more likely to
be jockeyed as needs change.
The basic strategies used during game
play will change widely when assuming
one or the other role, so it's important to
understand what those strategies are and
when they'll be best employed.

As Group Healer
When the Rune-keeper is employed as
the healer in a fellowship or raid group,
that Rune-keeper will obviously Attune
quickly towards Nestad. Most of the
healing skills the Rune-keeper has are
ranged, so staying well back from the
battle is important so no healing needs to
be used on the Rune-keeper himself. A
Rune of Restoration can be placed near
the front line to apply HoTs to the front
line troops of the group while applied
healing from Prelude to Hope and
Mending Verse can be used at range on

The primary goal of the Rune-keeper as


the group healer is to stay Attuned towards
healing and avoid the temptation of
hurling the occasional offensive attack at
enemies. Power and focus should remain
on healing the group.

As Group Nuker
When the Rune-keeper is employed as a
group ranged damage dealer ("nuker"), the
character then takes on a task directly
opposite of the healing role. In this case,
the Rune-keeper has two primary goals in
mind: ranged damage where it's needed
most and threat management.
Standing back from the front line and
watching the battle, the Rune-keeper can
throw Fiery Ridicule and similar spells to
deal damage to individual enemies while
also keeping an eye out for comrades in
need of help. Other "crowd control" spells
such as Shocking Words can be used to
stop an enemy temporarily as well.
With this in mind, the Rune-keeper's
other task is to keep from becoming a
primary target of the enemy, so managing
threat by shifting targets or allowing
front-line fighters to hit first is key.

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Going Solo
When playing solo, the Rune-keeper
often switches between healing and
attacking as the battle dictates, but
specific
strategies
to
maximize
effectiveness are easily overlooked when
the heat of battle creates reactionary skill
choices.
For most solo players, Attunement will
generally move towards Dagor most of
the time. The further the Rune-keeper is
attuned in that direction, the more
damage she will deal with her attacks. So
most of the time, minimizing healing
usage is important to shorten the battle's
duration and speed up quest and killing
completion.
For this, other items can be used to
supplement or even replace the
Rune-keeper's healing skills. Foods that
heal over time, potions/draughts, and
even healing salves can do the trick.
Proper Trait management can also make
a big difference in this case.
Finally, the solo player with a
Rune-keeper character should at all times
maximize the armor worn and trade up
whenever
possible.Because
solo
characters take much more damage than
grouping Rune-keepers do, protection
from that damage is vital. Be especially
aware of this at lower levels and trade up

to any better armor that is rewarded


through questing. Also, be aware that
armor crafted by other players can far out
perform anything you receive in a quest.
These crafted armors should be sought
out at levels 10, 17, 21, 27, and 35.
Crafters in Tailoring make the armor
Rune-keepers wear and can often be
traded with quickly. Crafting your own
armor is another option. See the Crafting
section later on in this book for more
details.

A Final Word on Skills


Before discussion about leveling your
Rune-keeper through Middle Earth, a
quick note on the use of skills is in order.
At lower levels, especially when just
beginning, attacking at range whenever
possible is key to quickly ending a battle
without detriment to your character.
A good sample of a low-level battle
would be: Chilling Rhetoric to slow the
opponent's approach, Fiery Ridicule to
begin doing damage over time, and
Essence of the Storm to do more severe
damage right away. This combination can
often kill (or nearly kill) opponents before
they even reach you!
Your play style and personal preferences
will decide how you proceed through

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Middle Earth with your Rune-keeper,
however, and no one way is perfect or
the best.
Many players, for instance, will rarely
use that combination because they have a
friend they play with in fellowship at all
times. That is one of the best ways to
play LotRO, of course, and can make the
game much more enjoyable.
In addition, watching how those
around you play their characters
(whatever the class) will teach you many
things as well. For instance, if you group
with a Warden and go into battle, you'll
quickly learn that your Fiery Ridicule
goes off before his Ambush skill does,
drawing aggro to you instead of the
Warden. Details like this are what make
for great players, especially in the
higher-end
content
that
requires
fellowships, raids, etc.

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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 Rune-keeper'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 "glass cannon" or ranged classes,
like the Rune-keeper, can benefit from
those Traits which most effect ranged
chances to hit and damage and those
which raise healing abilities and
self-preservation skills.

Virtue Traits Every


Rune-Keeper Should
Have
Regardless of your play style, the
Rune-keeper's low Morale and armour
rating are his greatest weakness. This must
be overcome as much as possible and
Virtue Traits are one of the important
ways of doing this.
Many players make the mistake of
thinking that their Morale is all there is to
it. While a high Morale helps, it's the least
of the statistics when it comes to
self-preservation. A high Morale means
you can take a hit immediately, but does
nothing for the next one, or the next, or the
next during a battle. Those statistics which
protect your Morale to start with are of
primary importanceespecially to a
defensively weak class such as the
Rune-keeper.
Secondarily, nearly all Rune-keeper
skills, including those which heal, are
based on Power usage. So buffing that is
also a priority.
Slotting the following Virtues is highly
recommended for all Rune-keepers:
- Honesty - augments Armour as well as
maximum Power.

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- Loyalty - is similar to Honesty,
giving both Armour and max Power.
- Empathy - raises Armour, but is not
as desireable as Honesty and Loyalty.
Other Virtues such as Discipline or
Zeal may also be a good choice,
depending upon your play style.

Traits of Dwarves
Dwarf Axe-damage Bonus increases
axe damage of Dwarf by +2%. Gained
through Enmity of the Dourhands III.
Dwarf-Endurance raises your entire
fellowship's Vitality by a few points.
Gained through Enmity of the Trolls.
Endurance of Stone gives a short-term
buff to all defensive skills. Gained through
Enmity of the Goblins III.

Racial Traits
Both Dwarves and Elves have specific
Traits that are available only to their
race. These may affect your Rune-keeper
and your play style and could also affect
your choice of race when creating a new
character.
These Racial Traits are earned through
achievement and are usually gained by
killing so many of a specific type of
mob. These are also usually consecutive,
meaning they build on themselves. They
will appear in your Deeds panel under
"Race & Social."

Fateful Dwarf increases your Fate by


+20. Gained through Enmity of the
Goblins I.
Guile and Might Bonus gives a bonus
to fellowship skills Spider's Guile and
Ent's Strength. Earned through Enmity of
the Dourhands II.
Head-butt gives a short distance melee
attack, which does a small amount of
damage.
Return to Thorin's Gate is a port
which transfers you to Thorin's Gate, as a
map.
Shield Brawler gives bonuses to
Dwarves who are using shields in battle.
Of these Racial Traits, your Dwarf
Rune-keeper will most likely utilize
Dwarf-Endurance and Endurance of Stone.
Although many find use for Return to
Thorin's Gate and an increase in Fate

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through Fateful Dwarf is not to be
overlooked.

Traits of Elves

Enmity of the Goblins II.


Of these, the most useful to the Elven
Rune-keeper are Power of the Eldar and
Friend of Man. Sylvan Shadows can be
very useful for the solo player, as can
Eldar's Grace.

Eldar's Grace ads a 75% parry chance


for 10 seconds. Achieved through
Enmity of the Orcs III.
Elf Bow-damage Bonus gives a 2%
bonus to damage with a bow. Gained
through Enmity of the Goblins III.
Elf One-handed Sword Damage
Bonus gives a 2% bonus to damage with
a sword. Gained through Enmity of the
Drakes I.
Friend of Man ads +20 to Fate and is
achieved through Enmity of the Orcs I.
Power of the Eldar ads a
fellowship-wide bonus to Power (2% for
10 minutes). Achieved through Enmity
of the Drakes II.

Summing Up Racial
Traits
Racial Traits can influence your play
style and increase your survivability
in-game. They are, for the most part,
generally tertiary, however.
Because the Rune-keeper does not
generally carry weapons (Dwarves can use
1-handed axes and Elves can use 1-handed
swords), the racial bonuses for utilizing
them can be ignored. When carrying a
weapon, a Rune-keeper loses all other
skills because the weapon replaces the
Rune-stone used to draw on those powers.

Return to Rivendell is a port, like a


map, to Rivendell. Achieved through
Enmity of the Orcs II.
Sylvan Shadows enables a stealthy
movement (similar to Burglars) at a
reduced speed. Gained by Enmity of the
Goblins I.
Tactics and Conviction Bonus ads
5% to blue and green conjunctions in
fellowship maneuvers. Achieved through

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Arms and Armor

Armor Types & Styles

A brief overview of how weapons


(arms) and armor can affect your
Rune-keeper 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 which is the only type available to
your Rune-keeper, will be described here.

As your Rune-keeper levels, he will


have access to better and more potent
weapons and stronger, more resistive
armors. Because Rune-keepers are
limited to the use of Rune-stones and
light armors, these choices can be game
makers or breakers.
In the chapters ahead, we'll be looking
at leveling your Rune-keeper starting
from scratch and working all the way up
to the level cap at 60. During that
discussion, we'll look at the stones and
armor available at those points
individually. First, though, a quick look
at how the statistics of that armor can
affect your Rune-keeper'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. From the very
beginning, your Rune-keeper 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.

Where Armor Comes


From
Armor can be acquired in several
ways. It 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 Rune-keeper 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).

Rune-Stones: The
Rune-Keeper's Weapons
The Rune-stone your Rune-keeper is
carrying, like the armor she's wearing, can
greatly affect your progress in LotRO.
With below-par stones, your Rune-keeper
will have a much harder time completing
quests and finishing Deeds.
Rune-stones come in one of three
affinities: Fire, Frost, and Lightning. Each
of these gives both damage and defensive
buffs to skills of matching affinity.
Which Rune-stone you use will depend
upon the situation and at higher levels,
you're likely to have one of each that you'll
switch to when the need arises.

DPS
Damage Per Second is a rating given to
all weapons that shows their base damage,
on average, per second during battle. This
number goes up according to the skills and
abilities of the character wielding the
weapon.
While Rune-stones have a DPS rating,
this number is secondary to the other buffs
the stone imparts (which are also shown
on its panel). This is because DPS applies

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only to melee fighting, so with your
Rune-stone, it will only come into play
when you physically use the stone to hit
a mob. Most of your attacks are at range
and the damage is based on skills, so the
DPS rating of the stone is irrelevant.

Types of Rune-stones
and Where They
Come From
As with other weapons, Rune-stones
come in standard or crafted versions,
with crafted being superior.
Rune-stones are crafted by Jewelers in
Middle Earth.

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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 a
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
Rune-Keeper: 1-15
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 style, 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.

each stage of your Rune-keeper's leveling


process.

Introductory Quests
No matter your chosen race, your
character will begin with an introductory
quest located in Ered Luin at Thorin's
Gate. Whether you're new to LotRO or a
seasoned pro, it is highly recommended
that you complete these introductory
quests. They will level your Rune-keeper
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.

Both Elves and Dwarves begin in Ered


Luin, though Elves move south after the
introduction quest is complete. We'll
briefly describe those areas (commonly
called the Introduction areas) and what
you'll find there before moving on to

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Ered Luin
While this area is actually the
Dwarves' stronghold, it is where Elves
also begin their careers. You will begin
inside Thorin's Gate for the immediate
introduction. Elves are then taken to
Celondim, while Dwarves stay in
Thorin's Gate. In either case, your quests
will then take place between the two,
which are at the north and south ends of
the map (Thorin's Gate to the north,
Celondim/Duillond to the south). 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
Rune-Keeper:
15-25

The Barrow Downs

At levels beginning with 13-15, you'll


be questing primarily in Bree-land 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.

Bree-land (Levels 0-20)

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 Rune-keeper can
use (boots 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
(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


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

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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 Rune-keeper 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.

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.
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.
Hint: Set your home map to Bree or the
Forsaken Inn (later Ost Guruth) to
facilitate quicker travel and to save on
horse rentals.

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

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Deed as you quest throughout the Lone
Lands.

Tales of the Lonely Road (Final) Deed


(Idealism +1), final of the three Deeds.

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.

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.

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

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.
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

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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.

types of wood to continue your crafting


and gold income.
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!

The North Downs


(Levels 20-35)

Deeds in the North


Downs

This is north of Bree-land, so 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.
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.
There is Barrow and rich iron,
creatures that drop medium to
exceptional hides, many ruins for
scholars to find materials in, and several

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 as these
two creatures are intermingled.
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.
Of Glories Long Past (Advanced)
Deed (Charity +1) is the next of the three
Deeds with this title.
Of Glories Long Past (Final) Deed
(Loyalty +1) is the last of the three Deeds
with this name.

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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 use ranged skills
when they reappear.
Strongholds
Exploration
Deed
(Confidence +1) requires that you
explore and spy out orc and goblin
strongholds within the North Downs.

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.

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.

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Leveling Your
Rune-Keeper:
25-40

Evendim (Levels 32-40)

At level 25, your Rune-keeper 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 "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.

require at least a small fellowship to


complete.

Tomb-defender (Advanced) Deed


(Discipline +1) requires that you slay
many of the tomb-robbers in Evendim.

The Rune-keeper 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).

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.

You will also be likely to see Golem


within these lands.

The Trollshaws (Levels


32-45)

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.

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.

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.

While a majority of the quests in the


Trollshaws can be done solo, many will

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

Deeds

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
are found in the Giant Hills on top of Tal
Bruinen near Rivendell. Completion of
this Deed is easiest when done in a
fellowship.
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.

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
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

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vendors for decent money.

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Leveling Your
Rune-Keeper
(40-50)

The Misty Mountains


(Levels 39-50)

By the time your Rune-keeper 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.
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 Rune-keeper'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.

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.
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 Rune-keeper 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).
Hint: most of the quests within the Misty
Mountains are more easily completed with
a fellowship, especially those early on.

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Deeds Within the


Misty Mountains

Perils of the Mountains (Advanced)


Deed (Empathy +1) is the second part of
this three-part series.

Several Deeds for Virtue are available


within the Misty Mountains:

Perils of the Mountains (Final) Deed


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

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.

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.

Goblin-Town Deed (Honesty +1) is an


exploratory Deed in which various parts
of Goblin-Town must be found. Goblin
Town is west of Helgerod.

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.

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.

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.

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Warg-Slayer
(Advanced)
Deed
(Justice +1) requires that you kill many
wargs within the area. These are mainly
found in 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.

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
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!

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complete.

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

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.
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.

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The Minions of Wisdan (Advanced)
Deed (Charity +1) is another Angmarim
slaying Deed, this one within Barad
Gularan.

other two
execution.

for

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.

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.

The Road to War Deed (Confidence


+1) is an exploration Deed requiring that
you follow the great road through
Angmar that leads to the gates of Carn
Dum.

Worm-Slayer
(Advanced)
Deed
(Valour +1) requires that you kill many
worms within Angmar. These can be
found throughout the swamp.

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
(Advanced)
Deed
(Fortitude +1) is a general troll killing
Deed in Angmar. Couple with one of the

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.

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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 "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 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.

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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.

The Ettenmoors (Levels


40+)

(Idealism +1) requires that you kill many


of these cunning wolf men. Can be
combined with Sabre-tooth-Slayer.

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.

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
as these mobs appear randomly just
about everywhere.

Your Rune-keeper 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.

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.

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 Rune-keeper will do well in
PvP. All monster characters are
automatically at level 60, so you're at a
disadvantage if you're not.

Gauradan-Slayer (Advanced) Deed

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.

Hint: In the Ettenmoors (aka "The


Moors'), players are called "freeps" (short
for their designation as "Free Peoples")
and monster players (designated as

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"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.

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Leveling Your
Rune-Keeper
(50-60)

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 at least a small
fellowship to complete.

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.

Going directly south from Gwingris,


you'll find Echad Eregion in the High
Hollin, and south of that is Mirobel.
Across the river, southwest of Mirobel, is
the Library where many group quests take
place. Directly east of Mirbel, along the
dry riverbed, is Echad Dunan, entrance to
the Walls of Moria.

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.

The Walls of Moria is relatively small


and is enclosed in mountains on all side,
with only the entrance from Echan Dunan
to the west and the entrance to Moria on
the east. This area is where the Book 1,
Volume 2 qust takes place.

Eregion

Deeds In Eregion

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.

Craban-Slayer (Advanced) Deed


(Loyalty +1) requires that you slay many
of these birds within Eregion. They are
found mostly to the north near the entrance
from the Trollshaws.
Dens of the Beasts Deed (Patience +1)
requires that you find 7 beast dens
throughout Eregion.

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Dunlending-Slayer (Advanced) Deed
(Honour +1) is a slayer Deed in which
many of these human traitors are to be
killed.
Half-Orc Slayer (Advanced) Deed
(Justice +1) is another slayer deed in
which these half-men must be killed.
They are mainly in the High Hollin area.
Lizard
and
Crawler-Slayer
(Advanced) Deed (Determination +1)
requires that you kill several of these
beasts (either/or). They are everywhere
in Eregion.
Mercenaries of the White Hand
(Advanced) Deed (Determination +1)
requires that you slay several of the
Dunlending inside the Library.
Ring-lore of Eregion Deed (Fidelity
+1) requires that you collect Ring-lore
from various parts of Eregion. This will
most likely be completed as you do other
quests.
Scholars From Angmar (Advanced)
Deed (Discipline +1) is a slayer Deed in
which you must kill several Angmarim,
which are found mostly in the south near
Mirobel.
Silent of the Restless Deed (Honesty
+1) complete ten quests within Eregion.
Also rewards with swift travel.
Silent of the Restless (Intermediate)
Deed (Charity +1) complete 20 quests
within Eregion, rewards with more swift

travels.
Silent of the Restless (Advanced) Deed
(Compassion +1) requires 40 quests and
rewards with more swift travels.
Silent of the Restless (Final) Deed
(Empathy +1) requires 60 quests
completed and rewards with the last of the
swift travels. Note that this Deed chain
stacks, so they each require 20 quests
completed.
Soldiers of the Enemy (Advanced)
Deed (Idealism +1) requires that you kill
several Orcs within the Library, School, or
Ring-forges.
The Pale Followers (Advanced) Deed
(Justice +1) is a slayer Deed for killing
pale folk within the Library and
Ring-forge.
The Ring Goes South Deed (Honesty
+1) requires that you find 5 locations of
the Ring Bearer's travels through Eregion.
Most of these will be found during normal
questing.
The Ruins of Eregion Deed (Wisdom
+1) is an exploratory Deed in which 6
locations need to be found. They are found
during normal questing, with four of them
being the inhabited areas/settlements on
the map.
Uruk
Captains
of
Eregion
(Determination +1) requires that you
summon and slay 7 named Uruk Orc
Captains. This will require a fellowship.

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Warriors of the Enemy (Advanced)
Deed (Wisdom +1) requires that you kill
Uruks within the Library.
Wolf and Warg-Slayer (Advanced)
Deed (Discipline +1) is a slayer deed.
These mobs are found all over the Hollin,
especially near Red Horn Pass.

Entering Moria
Once you have completed quests
within Eregion, especially within the area
of The Walls of Moria, 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.
In order to gain entrance, you'll be
required to complete Book 1, Volume 2.
The next chapters will walk you through
that.
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.


Mapping the Mines is very difficult
because it consists not only of multiple
areas, but multiple levels as well, so
2-dimensional maps are not accurate. Most
players have to learn by feel and
experience, since one set of stairs may not
lead to a higher level that another set of
stairs just around the corner does.
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.
Many of the quests in Moria are geared
towards the Rune-keeper. It's more likely
you'll begin focusing on Legendary
Weapons (see that section of this guide)
rather than mundane quest reward items.
Be sure to read the Legendary Items
section of this book to familiarize yourself
with them.
Hint: any Rune-keeper legendaries you
pick up should be equipped and leveled to
level 2 or 3 before deconstructing for
maximum benefit. Again, see the
Legendary Items section for more
information.

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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
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

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Leveling Your
Rune-Keeper
(60-65)

deconstruct that level 61 LI and put the


points into your active weapon. This will
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.

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.

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,

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
Rune-keeper 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 Rune-keeper 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 Rune-keeper 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.

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.

All of the books after Book 7 are level


50.

Book 8: The Scourge of


the North
This Book is designed to introduce your
Rune-keeper 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
necklacesof most interest to the
Rune-keeper.

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Book 9: The Shores of


Evendim

Book 11: Prisoner of the


Free Peoples

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 Oakheart.

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 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 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.
Either of the cloaks offered as reward
for the final chapter are worth having and
your choice will depend on your play
style.

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Book 13: Doom of the


Last-King

When all of the Book quests for Book 1


are completed, you'll be rewarded with a
token to redeem for a White Horse, which
is tougher and nicer-looking than the
standard horses in LotRO. Great reward!

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.
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
introduction to Moria.

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The Walls of
Moria: Book 1,
Volume 2

The Walls of Moria

In order to enter the Mines of Moria


themselves, your Rune-keeper will need
to complete this series of quests, which
are part of the Epic Quest chain. This
quest chain opens up Durin's Gate and
allows entry into the Mines of Moria.
Before we continue, it's important to
note that if you are familiar with and
interested in following the epic storyline
behind Lord of the Rings Online, then
you'll want to complete a few of the
other quests within The Walls of Moria
which branch off from the Epic Book
described here. Otherwise, once you
complete Chapter 8 of this epic quest
line, you will no longer be able to go
back for the storyline quests. Those
quests culminate in the explanation of
how the Balrog returns to Moria. They
give a teaser as to how you'll meet him
again later as well.
One final note on this epic quest chain
is that it also introduces you to and gives
you your first Legendary Item in the
game. You cannot find or receive
Legendary Items in LotRO until you
have completed this series of quests.

The epic quest line of Book 1, Volume 2


is titled "The Walls of Moria" and takes
place almost entirely within that region of
the map.
All quests within this chain are level 50
quests and are a combination of solo and
group quests, though most can be
completed with a friend or two in
fellowship. The 8th and 13th chapters are
solo instances, so you'll have to go it
alone, but they aren't difficult for a good
player. There are a total of fourteen
chapters in this book.

Chapter 1: Strangers to
Hollin
Hollin is the name Men gave to this
region, for the Holly trees which grow
here. This is the introductory chapter and
requires only that you find and talk to
someone. Clear directions are given
in-quest.

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Chapter 2: Along the


Sirannon

Chapter 5: Handling
the Situation

Sirannon is the name for the river that


used to run through the now-dry riverbed
that enters The Walls of Moria. This
chapter requires that you kill four
Crebain and collect four jagged talons
from them. These birds are all along the
banks of the dry riverbed.

This quest is in two parts, the first


requiring you to merely find some
branches, which are easily found under
trees in the area. The second part has you
finding sharpening stones for the pickaxes.
These are also all around and easy to find.

Chapter 6: Cousin
Brogur

Chapter 3: Bosi the


Dwarf
Upon turning in Chapter 2, Tulk will
give you a report to deliver to Bosi.
You'll find him overseeing wagons
southeast of the Gate, along the road.

Chapter 4: Outside the


Gates
Bosi will task you with delivering
prepared lunches to the Dwarves
working further along the road. Deliver
those and receive a sub-quest which
requires you to return to Bosi with some
broken pick-axes.

Just find the Dwarf named Brogur, who


is further along the road from Bosi, around
50s, 5.5w.

Chapter 7: Wolf
Voices on the Wind
This is a two-part quest. First, you must
first find Broin, who is near Brogur (just
north and east). Near him is a cave in
which a burnt wolf corpse can be found,
the cause of the wolfs' madness. Secondly,
you'll
need
to
defeat
three
Shadow-Wolves. These wolves are near
the river bed.

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Chapter 8: Before the


Doors of Durin

Chapter 11: Worth


Beyond Measure

This is a solo instance in which Bosi


will take you to deliver the finished
pickaxes to his crew. You must defend
Bosi from small groups of wargs and a
level 50 signature warg. At the end, you
will be attacked by the Watcher in the
Water, but will retreat with Bosi, ending
the instance.

This is an ambiguous quest in that no


specific targets are given, only a goal.
Now that you have a Legendary Weapon,
you must use it against various enemies to
gain experience. Your goal here is to have
the weapon reach the 10th level of
advancement.

Chapter 9: A Weapon
of the Elder Days
This is where you'll be introduced to
Legendary Items. You'll be sent to speak
with Hundi in Echad Dunann.

Chapter 10: Forgotten


Lineage
This chapter requires some travel, as
you must go to Thorin's Hall in Ered
Luin and have your new Legendary Item
identified by a Forge-Master there. He is
in the forge hall.

The best places to go if you have a good


group are south of Thorin's Hall in Ered
Luin to the mines of the Dourhands, or to
Angmar.
If you are soloing, then you'll be best
served going to Angmar, Forochel, or the
Trollshaws and Misty Mountains to level
your weapon. Attack only mobs you will
get experience for (non-gray), otherwise
you're wasting battle.
Note that you cannot raise the
experience level of your Legendary
Weapon in PvP and in some Raid
instances, so stick with standard areas.
If you have not completed many quests
within Eregion, now is the time to do it
and kill two birds with one stone!

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Chapter 12: Forged


Anew

Chapter 14:
Khazad-Dum At Last

This requires only that you bring the


weapon back to a Forge-Master, which is
in Thorin's Hall or in Rivendell. Then
return to Echad Dunann to speak with
Rathwald.

Now that the Doors of Durin are opened


(the fabled West-Gate of Moria), you will
be given an introduction to Moria.

Chapter 13: The


Watcher in the Water
This is a solo instance and is one of the
more difficult, though not necessarily
because it's hard, just nerve-wracking.
Rathwald will take you to confront the
Watcher in the Water and do battle with
your new Legendary Weapon.
The Watcher's tentacles appear in
small groups and can easily be defeated
if you utilize your skills. There is little
time for recovery between bouts,
however, so use your heals/potions
wisely.

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Legendary Items
The Legendary Items that came with
the Mines of Moria expansion are one of
the biggest additions to the game other
than the new map areas. These powerful
items can have dramatic effects on your
character's in-game possibilities.
These items become available after
you complete Book 1, Volume 2 and are
complex enough that they warrant some
serious explanation. They're important to
your character, so you'll want to know
how they work from start-to-finish and
what items will be available to your
character for customization.
You will receive a Legendary Item
during the Epic Quest of Book 1 in
Moria. This quest also introduces you to
the mechanics of leveling and acquiring
new runes for your item. More on that
quest later.
Legendary Items are also occasional
drops from sentient (usually humanoid),
high-level monsters throughout Moria.
You'll know you've received a Legendary
Item by the way it looks in your
inventory and by its description. You
will have no other information and will
not be able to equip it until you have
identified it, however.

Finally, Legendary Items can be


purchased through barter with special
vendors, much like reputation and
area-specific armors and weapons can be.
You identify a Legendary Item by
visiting a Forge Master. There are Forge
Masters throughout Middle Earth, most
notably in most inhabited portions of
Moria, Thorin's Hall, and Rivendell. This
identification will also show you what
class of Legendary Item you have
obtained: rare, incomparable, or epic (also
"3rd Age, 2nd Age, and 1st Age").
Rare legendaries have a maximum
achievable level of 30, incomparable of
level 40, and epic of level 50. Legendary
Items are class-specific, though the runes
to augment them usually are not.
Note: DO NOT equip a Legendary Item
you do not intend to use or level! Once the
Legendary is equipped, it cannot be sold,
but only deconstructed, as it becomes
bound to you. Equip only items you plan
to use.
The exception to this are Rune-keeper
items you plan to deconstruct. Leveling
them to 2nd or 3rd level will double the
rewards for deconstructing, so it's well
worth it to do so.

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Identifying a Legendary
Once you visit a Forge Master and
have identified the Legendary Item,
you'll see it's current buffs and bonuses
(or legacies). These have various effects,
such as reducing skill costs, increasing
damage, or making a skill's cooldown
faster.
At this point, you'll have a rough idea
of the potential of the Legendary Item,
but will be faced with a decision. Do you
keep the item, equip it and use it? Do you
sell the item as it is to someone else or a
vendor? Or do you deconstruct the item
for its legacies and use them for
something else (or save them for later).
Most likely you'll either use or
deconstruct the weapon. If you have a
friend or kin-mate that can use it or are
offered a good price for it, then by all
means, sell it. But most Legendaries are
more useful for their component parts
than they are for the relatively low
amount of money they will sell for.

Deconstructing
Legendary Items
Relic Masters (near Forge Masters) can
break a Legendary Item down into its
component parts (relics). These can then
be used with other Legendary Items that
they are compatible with. They do not take
up inventory space, so they can be stored
indiscriminately.

Combining and Using


Relics
However you acquire a relic, be it
through
quest
completion,
item
deconstruction, or when reforging an item,
that relic will fall into one of three types:
runes, settings, and gems. These are
further organized into eight tiers, each
more powerful than the next:
Relics Tier Level Table
Tier

Item Names

Bronze (settings only)

Copper (settings)
Agates (gems)

Iron (settings)
Amethyst (gems)

Steel (settings)
Garnet (gems)
Early Runes

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Reforging a Weapon

Silver (settings)
Sapphire (gems)
Aged Runes

Gold (settings)
Ruby (gems)
Profound Runes

Platinum (settings)
Moonstone (gems)
Deep Runes

Ithildin (settings)
Adamant (gems)
Ancient Runes

If you have five relics of any tier, you


can combine them to receive a small,
random selection of relics for higher
tiers. You'll receive less than the original
five you combined, but you'll get
higher-level relics for your trouble. In
this way, you can build up higher-tier
relics on your own without having to
grind out quests in the hope of having
one drop.
Once you have a relic you'd like to use
with your Legendary Item, you can equip
it by simply opening your Legendary
Item Panel. Just choose the tab for the
item you wish to use your relic with. To
the top-right is a list of settings, gem, and
rune slots for your item. Below that is a
list of unused relics you posses and
hovering over any of those will show you
what bonus(es) it gives. Choose the relic
and click the Slot Relic button. Done!
Just remember that once you've slotted
a relic to your item, it cannot be
recovered unless the item is reforged.

When you reforge an item, which is


required when it reaches any level
divisible by 10 (10, 20, 30, etc.), you can
also do three things: rename it, refund
legacy points, and unlock the relics. Each
of these has a different use for the item
itself.
Items can be named according to the
LotRO conventions for length and content
(no profanity, trademark infringements,
etc.). Your item's new name can be as
unique as your own.
Refunding legacy points allows you to
re-designate those to different attributes,
boosting the ones you want to emphasize.
This gives you the ability to tune the
weapon's progress to your intentions for
that item, whether they be for damage,
healing, or other buffs.
Finally, you can unlock the relics
(removing them from the weapon) so you
can put new or newly-augmented relics on
it to emphasize the strengths you wish it to
have. This ties in with the legacy points
above, though one can be done without the
other if you wish.
At levels 10, 30, and 50, your item will
be granted a new legacy. These are
random and the power (tier) of the legacy
will depend upon the item's quality and

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current experience level.
At levels 20 and 40, your item will
receive a legacy upgrade. This upgrade is
random and will raise the tier of one of
your item's current legacies by at least
one.
Reforging your item and gaining
experience for it are closely tied.

Gaining Item
Experience
There are several ways to gain
experience points for your Legendary
Items. The most common of these is
through defeating opponents.
If you have a Legendary Item equipped
when you defeat an opponent, half the
experience you gain is also shared
amongst all the Legendary Items you
have equipped. So if you defeat an Orc
and receive 400 experience points for
doing so, you're Legendary Items will
receive 200, split between them (100
each if you have two, for instance).

the quest ("turn it in") will gain the


reward. Solo instance quests located in
Dolven-View are especially made for item
leveling.
Heritage Runes are another way to gain
experience for your Legendary Items
quickly. These runes have different levels
of bonus experience that can be given to
the item of your choice. Just click on the
Heritage Rune, choose the Legendary Item
you wish to impart the bonus experience to
from the list of your items that comes up,
and it's done.
Finally, special quests can be undertaken
when activated by infused gems, which are
random drops. Infused gems are rare and
are expended when the quest is activated,
so stockpiling them until you can complete
the quests is recommended. Most of these,
as mentioned, are in Dolven-View.
Once your Legendary Item reaches it's
level cap or a level of 10 in which it needs
to be reforged, it cannot gain any new
experience until the reforge has been done.
Most experience rewards, with the
exception of Heritage Runes, do not carry
over, so reforge the weapon as soon as it
needs it.

Some quests in the Mines of Moria


will reward with Legendary Item
experience rewards instead of or in
addition to regular character experience
rewards. In this case, whichever item(s)
you have equipped when you complete

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Legacy Points

Weapon you want.

All Legendary Weapons have legacies,


the effects of which depend on the class
the weapon is meant for. All Legendary
Weapons have damage legacies, of
course.
Legacy Points come few and far
between and are akin to your Destiny
Points for your character. They should be
spent wisely to build the legacies you
wish your weapon to have to augment
your play style.
For the Rune-keeper, at these high
levels, the DPS of the Legendary
Rune-stone you might be using is likely
to be at the bottom of your list. Pick
stones for their other buffs instead.
Legacies progress through seven tiers
(levels), with each being progressively
harder to achieve (costing more points).
Each of these tiers has a rank rating,
which identifies how powerful the tier is.
It's advisable to raise all of your
weapon's legacies to somewhere around
the 4th tier and then focus on the ones
you wish to emphasize from there, as at
this point they become much more
expensive and harder to raise. This will
give your weapons a good, all-round set
of abilities and still allow you to build on
that base to get the truly Legendary

Getting the Most Out of


Your Legendary Items
Because of the dramatic new dimension
these items can ad to the game and to your
character's play style and success,
Legendary Items should be carefully
considered and planned as well as
possible. Below is a list of the Legendary
Items available to Rune-keepers, followed
by a list of relics that are available.
Which ones you use will depend on your
character's class and your own play style.
As you gain Legendary Items, relics and
legacies, you'll likely find that you have
several of them, each for a specific use. It's
possible to store up to six Legendary Items
for use, so having one for solo play, one
for group play, and one for an alternate
role (such as a Rune-keeper as healer
versus solo) will not be unusual.

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Legendary Items For the


Rune-Keeper
Main Hand Weapon Slot:
- Lightning Orb
- Frost Orb
- Fire Orb
Class Slot:
- Rune-Kepper's Rune Satchel
What these items do is dependent on
the item itself and the combinations of
possible finds are limitless. For the Third
Age items you'll be finding early on,
watch for those with better buffs than the
default ones you received during Book 1.
For Second Age, watch for items with
at least four buffs, though almost all
Second Age Legendaries are better than
any Third Age items. First Age
Legendaries are extremely rare and
valuable.

Legendary Item Runes

- Tier 1
- Tier 2
- Tier 3
- Tier 4
- Tier 5
- Tier 6
- Tier 7
- Tier 8
- Scrolls of Title
- Final Notes on Legendary Items

Tier 1
Bronze Setting of:
- Warding: +10 Might/+2.5% Partial
Block Mitigation
- Fleetness: +10 Vitality/+2.5% Partial
Evade Mitigation
- Deflection: +10 Agility/+2.5% Partial
Parry Mitigation
- Deftness: +10 Agility/+10 Might
- Endurance: +10 Vitality/+10 Agility
- Might: +10 Might/+10 Vitality

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- Determined Fate: +60 In-Combat
Power Regeneration/+10 Fate

Tier 2

- Destiny: +10 Will/+10 Fate


Copper Setting of:
Rage: +24 Melee Critical/+10 Might

Tier 4

- The Enduring Hand: +204 Ranged


Critical/+10 Vitality
- The Deft Hand: +204 Ranged
Critical/+10 Agility
- Whelming: +204 Melee Critical/+10
Vitality
Agate Gem of:
- The Fateful Word: +2% Tactical
Damage/+10 Fate
- The Willful Word: +2% Tactical
Damage/+10 Will

Steel Setting of:


- Great Might: +3% Partial Block
Mitigation/+3%
Partial
Parry
Mitigation/+12 Vitality
- Great Rage: +212 Melee Critical/+12
Agility/+12 Vitality
Garnet Gem of:
- The Mindful Touch: +2.5% Incoming
Healing/+12 Will
- The Fateful Touch: +2.5% Incoming
Healing/+12 Fate

Tier 3

Early Rune of:


- The Heart: +75 Morale/-2% Attack
Duration

Iron Setting of:


- Fleet Hand: +208 Ranged
Critical/+2.5% Partial Evade Mitigation

- The Spirit: +75 Power/-2% Attack


Duration

- Stout Deflection: +208 Melee


Critical/+2.5% Partial Parry Mitigation
- The Stout Ward: +208 Melee
Critical/+2.5% Partial Block Mitigation
Amethyst Gem of:
- The Determined Mind: +60
In-Combat Power Regeneration/+10 Will

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Tier 5

Tier 6

Silver Setting of:

Gold Setting of:

- Strength: +216 Melee Critical/+2.5%


Super Critical Magnitude/+15 Might
Longevity:
+216
Critical/+2.5%
Super
Magnitude/+15 Might

Melee
Critical

Sapphire Gem of:


- Empowerment: +216 Tactical Critical
Rating/+72
In-Combat
Power
Regeneration/+15 Will
- The Sage: +216 Tactical Critical
Rating/+72
In-Combat
Power
Regeneration/+15 Fate
Aged Rune of:
- Courage: +100 Morale/-5% Item
Wear Chance On Hit/+50 Power
- Freedom: +100 Morale/-5% Item
Wear Chance On Hit/+50 Morale

- Nimbleness: +5% Partial Evade


Mitigation/+220 Ranged Critical/+15
Agility
- Quickness:
Mitigation/+220
Agility

+5% Partial Parry


Melee
Critical/+15

Profound Gem of:


- Nobility: +84 In-Combat Power
Regeneration/+5% Incoming Healing/+15
Fate
- Respite: +84 In-Combat Power
Regeneration/+5% Incoming Healing/+15
Will
Profound Rune of:
- Swift Step: -2.5% Attack Duration/-2%
Ranged Vulnerability/+125 Power
- Action: -2.5% Attack Duration/-2%
Melee Vulnerability/+125 Morale

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Tier 7

Tier 8

Platinum Setting of:

Ithildin Setting of:

- The Bulwark: +7.5% Partial Block


Mitigation/+224 Melee Critical/+7.5%
Partial Parry Mitigation

- The Biting Fly: +7.5% Partial Evade


Mitigation/+5%
Super
Critical
Magnitude/+230 Ranged Critical

Hardiness:
Might/+15 Agility

- Reflex: +7.5% Partial Parry


Mitigation/+5%
Super
Critical
Magnitude/+230 Melee Critical

+15

Vitality/+15

Moonstone Gem of:


- The Sundering Sea: +15 Will/+15
Fate/+4% Tactical Damage
- The Stars: +5%
Healing/-2%
Incoming
Damage/+90
In-Combat
Regeneration

Incoming
Tactical
Power

Deep Rune of:

Adamant Gem of:


- Dreams: +96 In-Combat Power
Regeneration/+230
Tactical
Critical
Rating/+5% Tactical Damage
- The Moon: +96 In-Combat Power
Regeneration/-2.5%
Tactical
Vulnerability/+5% Tactical Damage

- The Mountains: +150 Morale/+100


Power/-2.5% Attack Duration

Scrolls of Title

- The Forest: +100 Morale/+150


Power/-2.5% Attack Duration
While these scrolls sound like they
allow you to rename your Legendary Item,
they actually are for Legendary Weapons
and allow the damage type to be changed.
It's unlikely you'll use these on your
Rune-keeper Legendaries, however.

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Final Notes on
Legendary Items
There are a few miscellaneous things
you'll want to know about Legendary
Items that haven't been mentioned yet.
First, 2-Handed weapons have three
extra stats that cannot be upgraded (such
as ads to Agility, Vitality, etc.). This
balances the use of the 2-Handed weapon
versus dual-wielded 1-Handed weapons.
All Legendary Weapons of the 2nd and
1st Age have stat bonuses permanently
attached to them just as any crafted or
high-tier weapon would. These stats are
not upgradeable, but are inherent to the
weapon itself.
You can have a total of 6 Legendary
Items bound to you at any one time, so if
you find a seventh you'd like to keep,
you'll have to deconstruct or destroy one
of the others.
Tier 8 items can be combined in sets of
2 to get either one or two, random Tier 8
items in return.
Again, Legendary Items are a critical
part of the game and can be a deciding
factor in your success in Lord of the
Rings Online.

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The Rune-Keeper's
Level 50 Class
Quest

Warm Touch-Stone
63-85 Fire Damage
29.6 DPS 2.5 Speed

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.

+28 Agility, Vitality, Fate


+170 Maximum Power
+34 Maximum Morale
Sets current Trait Combo to Afinity Fire

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.

Cold Touch-Stone

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 Rune-keeper's
Level 50 Class Quest reward a
Rune-stone and a piece of jewelry. You
are given two choices, one of each: a Fire
or Frost-oriented Rune-stone and a
wristband or pocket item.

63-85 Frost Damage


29.6 DPS 2.5 Speed
+28 Agility, Vitality
+11 Fate
+85 Maximum Power, Morale
Sets Current Trait Combo to Affinity Frost.
10% chance of increasing
susceptibility to Frost damage.

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Required Quest Items

Dark Crystal
Wristband
Wrist item (jewelry)
+28 Agility
+14 Fate
+85 Maximum Morale
+6 Will

Runic Tiles
Pocket Item (jewelry)

Each of these items is part of a two-part


quest, so four quests in all. They can be
done concurrently, however, so getting all
of the items at once and then turning in the
quests is the fastest way to complete it.
Note that some items (as indicated) are
only dropped by mobs when the quest to
get them is active.
Teaming up with other players who need
similar (or the same) items can make the
quests go faster as well. It's possible to do
all of these within two or three hours' play
time.

+28 Fate
+14 Agility

Rune-stone Reward

+68 Maximum Power


+240 Fear Resist Rating

Regardless of which stone you prefer,


you'll need to get the same items:
Corroded Neeker-breeker Horns (10) common in the swamp at the center of
Angmar.
Hooked Warg Claws (20) - also very
common within Angmar, especially the
east side.
Sigil of War (1) - from named Orc
"Gruglok" in Urugarth
Rune of Winged Dominance (1) - From
named "Mormoz" in Carn Dum.

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Note that the above items are all
"tradeable," so they're available in the
Auction House or from other players.
The items below are quest-only, so they
can only be received when doing the
quest.

The above items are "tradeable" and can


be traded or purchased. The below items
are not.

Misty Mountain Stones (10) - drop


item from Goblins in the Misty
Mountains. Goblins inside Goblin-Town
drop at 100% rate.

Helchuan's Hide (1) - signature worm in


Forochel, near Zigilgund.

Archivist Anraig's Runes (1) - a


signature Angmarim in Annuminas.
Swim to the port and attack from the
water for fewer (or no) extra pulls.

Which Item To Choose?

Jewelry Reward
Again, regardless of which piece you
choose, the items to complete the quest
are the same:
Rotted Barghest Paws (10) - Barghests
in Angmar.
Corrosive Droplets (20) - common
drop from slugs in the swamp and east
Angmar.
Badge of Command (1) - from
"Lagmas" in Urugarth (this and
"Gruglok" above are near one another).
Ashen Gorothorog Horn (1) - drops by
"Tarlug" in Carn Dum, who is near
Mormoz.

Glad Ereg Vines (12) - Glan Ereg


(Eregion) area trolls and lurkers drop
these.

Which of the items you choose from


each set is entirely up to your game play.
They are roughly equal in value to the
character, depending on which statistics
you tend to buff and how you prefer to
play.
If you prefer Fire damage to Frost
damage (or visa-versa), then take the stone
to match. Be aware that this Rune-stone
will likely only serve you for a couple of
levels, however, until you get your first
Legendary.
The jewelry is a little tougher choice,
but basically boil down to a better to-hit
chance or a larger amount of Power. If you
find yourself running low on Power
regularly, then take the Runic Tiles. While
the direct boost isn't much, the Fate and
Fear Resist are also great additions.
Conversely, if you find yourself getting

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beaten all the time, the extra Morale and
(especially) Agility will come in
handythe Agility boosts not only your
to-hit, but also your Evade.

Completing These Most


Easily
To complete this class quest fastest,
purchase all of the items you can (or
trade for them) and then find a
higher-level front-liner, like a Champion
or Guardian, and finish the quest out. It's
usually not difficult to find someone
wanting to do the same basic quests (all
class quests require similar items from
similar areas).
If you're in a kinship, you'll likely find
that they either do regular "raids" to farm
these items, or have members who're
more than happy to come help you get
yours done quickly.
A well-equipped Hunter is another
great choice to facilitate faster travel
between areas.

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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 part of the Misty Mountains, or
Angmar. They happen in the Rift of Nurz
Ghashu, Helgerod, and Carn Dum. New
raids inside Moria and Eregion have also
been added now as well.

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

Eregion

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.

Three group areas in Eregion are


available, though none require a raid to
complete. These are mainly fellowship
instances.

This one, despite it's size, is actually


the easier of the group and is considered
the "training" raid for players new to
raiding.

These all start in Mirobel and include


the Library, the School of Tham Mirobel,
and the Ring-forges.
The Library and School can both be
done with smaller groups (Library is
limited to 3, School to 6) while the forges
are a full group.

Carn Dum
Moria
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.

Many high-level group quests are inside


Moria. Most of these take place in the
lower depths and are full fellowship or
raid quests. They take start or place in the
Redhorn Lodes, The Waterworks, and The
21st Hall.
These are unique in that they have both
a "normal" mode and a "hard" mode. If it
is your first time in the quest, try to find a
group for the normal mode to learn it. In
either case, make sure your group knows
you're new to the instance.

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The Moria "raids" are: 16th Hall,
Grand Stair, Forgotten Treasury, Forges,
Fil-Gashen, Skumfil, Dark Delvings,
Vile Maw. Of these, only the last is a
true raid.
All of these, except Vile Maw, are full
group (fellowship) quests that will need a
well-rounded group of 6. Some drop
different types of items, all part of the
same "set" (they compound one another):
Grand Stair: class set boots.

Final Thoughts on Raids


Be aware that most of these instances,
raids, etc. in the end-game content require
a lot of time to complete. Some of the
"hard modes" in Moria are timed, but
otherwise you can expect to spend from
2-5 hours per raid/instance to complete it.
Save these for when you have the time to
devote to them.

Forges: class set chest.


Fil-Gashen: class set gloves.
Skumfil: class set leggings
16th Hall: Radiance shoulder pieces.
Dark Delvings: Radiance head gear.
The Vile Maw is a 12-man raid that
confronts the Watcher in the Water and
is the hardest in LotRO so far. Be ready
for a lot of Dread when doing this one.

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Rune-Keeper Play
Strategies

ranged attacks.

At Lower Levels
Unlike other classes, Rune-keepers do
not have a lot of difference in play style
between lower and higher level play. The
skills change and improve, but the
overall strategy is basically the same.
The big difference comes when you
move from solo to group play or group to
solo. In a group, your job is most likely
going to be healing, since your ranged
DPS is not comparable to a Hunters, who
still reign supreme in ranged damage.
Regardless of your role, you'll have
several things to think about depending
on your level and situation. We'll look at
those now.

Under level 30, your main strategies, as


above, will focus on damage at range and
pulling single mobs as often as possible.
Crowd control moves like Shocking Touch
will also play heavily in your solo play at
these levels.
Combine strong, complementary skills
to speed up your damage dealing. Chilling
Rhetoric will aggro and slow your
opponent, giving you time to get off Fiery
Ridicule for the DoT before they reach
you. Then quick skills can be employed to
bring them down fast. Often, this can drop
a mob before it's even hit you once.

Solo Strategies for PvE

For larger groups or mobs you can't


single out from its fellows, make sure to
place a Rune of Restoration before
commencing. This object has two goals: to
heal you over time and to act as a
distraction for mobs.

Soloing with your Rune-keeper in


Player versus Environment (normal play)
is most successful when you maximize
your damage dealing abilities. Since your
ability to take damage is limited, you'll
need to focus on strategies that allow you
to do maximum damage before a mob
reaches you and on pulling one mob at a
time, which involves timing your initial

Your Rune of Restoration will become a


target for mobs, who see it as a threat (due
to its healing properties). This means they
are hitting the stone instead of you, which
gives you a chance to work quickly to
single one or two out and take them down.
An often-overlooked advantage the
Rune-keeper has.

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At Medium Levels

At High Levels

When your Rune-keeper gets to level


30 or so, you'll have begun to notice a
change in how you best interact with the
world. At this level, your lack of armor
and Morale will begin to become a real
obstacle unless you work to overcome
these limitations.

Now is when solo play becomes


trickiest. Gear is still key, but your Traits
are even more so. Maximize your
self-defense Virtues and your offensive
Class Traits if you plan to solo more often
than grouping. This will enhance your
ability to avoid or minimize damage as
well as your ability to deal damage. Make
sure your Agility is as high as you can get
it to give your ranged attacks better to-hit
and damage chances.

Through a combination of utilizing


available healing and body-buffing Traits
and an upgrade to the best gear you can
get as soon as you can get it, you'll do
well.
Crafted armor becomes key at this time
and should be sought out at levels 27 and
35, especially.
Your attacks and combinations of
skills should still be focused on doing
maximum damage in the shortest amount
of time and your skills will have
improved to a point where they're much
more viable for this.

Singling out mobs is still key and hitting


them for maximum before they reach you
to hit back hasn't changed. Hit hard, but
don't neglect your DoT skills as stronger
or named mobs will feel their effects.
If you feel that a target will take a while
to kill and you're going to have to take
some damage before it goes down, buff
yourself as much as possible first and start
off with your biggest Damage Over Time,
which is probably Essence of Flame at this
point.
Don't neglect to use Armor of Storm and
related armor skills often as well.

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Group Strategies (PvE)


While strategies for grouping in
regular play versus PvP or raiding are
fundamentally the same, one major
difference exists: in smaller fellowships,
you're likely to be the primary healer,
whereas in larger raids or in the
Ettenmoors, you're more likely to be
secondary healer or ranged DPS nuker.
With that in mind, the strategies here
are focused on smaller groups for
fellowships or small raid instances.

At Lower Levels
Up to level 30, your Rune-keeper's
strategies in groups will focus on healing
and occasionally on DPS. Stay back from
the battle as much as possible and keep
an eye on everything that's happening.
Watch the status bars of your fellows and
learn to quickly switch from one to the
next to throw a heal when needed.

Finally, stay away from other ranged


DPS classes like Hunters so that any mobs
they might aggro will not hit you with
their area effects.

At Medium Levels
At these levels over 30, you're likely to
still be the group's primary healer.
Strategies don't change much from lower
levels, but your powers have increased in
skill and your abilities will reflect this.
Your HoT skills will come in much
more handy as will your newer, AoE
heals. Continue to watch your fellows and
be prepared to aid at the last moment when
needed. Getting off the occasional damage
attack is nice, but keeping your
Attunement as far in the green as possible
is paramount.

Learn to maximize placement of your


Rune of Restoration and how mobs react
to it. When soloing, the Rune is
well-used as a target to keep mobs off of
you, but in groups, it's generally more
useful for its healing properties in an area
and placement should reflect this.

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At High Levels

Raiding Strategy

In groups when over level 45, you're


still likely to be the main healer, though
it's almost as likely that your nuking will
be more needed. Know your role before
you enter a situation so you can begin
right away with that Attunement. This
will become more critical as your level
gets higher.

In a raid, you will likely be either


secondary nuker or secondary healer. You
cannot effectively be both at the same
time, so know which you are to be first. In
a pinch, Steady Hands (if equipped) will
become extremely useful to change your
role quickly, as needed.

If you are to DPS, then your strategy


will be to focus on DoT and the
occasional fast-hit at range. Pay careful
attention to your threat, however, and let
the front-line fellows pull aggro first so
you do not become a target.
Observe the other characters from your
vantage behind the lines and watch how
they move so you can learn the timing on
basic attacks they use. Learn how long it
takes for a Warden to Ambush, a
Guardian to yell, and a Captain to post a
standard. By doing this, you'll be better
able to set up your longer-induction skills
without having them go off too early.
This will be an important skill to have
when you're in critical instances and
raids.

If you are asked to go into a raid as


primary healer or nuker and are not
familiar with the instance, it's best to
decline and explain yourself. Otherwise,
you'll likely find yourself in way over your
head.
Communication is the key to successful
raiding and that starts with being honest up
front. Make sure your raid fellows know if
you're new to this instance or not. That one
thing will save you a lot of grief and
resentment.
Raids require a lot of time commitment
and effort on the part of the participants
and losing out after 2 hours of working
because someone didn't know is a great
way to get on someone's hate mail list.
You're not likely to get kicked out just
because your new and the group is going
to be much more inclined to help you and
welcome you if you've been honest.
That said, your work as secondary healer
or nuker isn't much different than it is in

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fellowships as the primary. As a
secondary, however, you'll have two
responsibilities to care for: taking over
where the main can't be or fails, and
taking care of the main.
If a Minstrel is to be the main healer,
your job is not only to watch those
who're hurt and care for them when the
Minstrel can't, but to also make sure the
Minstrel (who cannot self-heal) doesn't
fall to an accident or fluke effect.
Also remember that your ranged
attacks are not nearly as good as Hunters,
so your job is to focus on the secondary
targets rather than the main bosses.
Usually, the Hunter will focus on the
mob that the Guardian is holding aggro
on, doing the damage that the Guardian
is not capable of doing. You will then be
more likely to focus on the mobs the
Champion or Captain are hitting, which
will change quickly because of the
superior melee damage these classes do.
Be sure you do not pull aggro from any
mob before the front line troops have
done so. At these higher levels, the kind
of damage these higher-level mobs do
will take you down quickly. Remember
the "glass" part of "glass cannon."

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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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