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Important
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Table of Contents
Important
Character Creation
Race . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Dwarf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Passive Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Racial Accomplishments . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Elf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Passive Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Racial Accomplishments . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Hobbit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Passive Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Racial Accomplishments . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Man . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Passive Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Racial Accomplishments . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Statistics
15
20
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Deeds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Class Deeds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Racial and Social Deeds . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Region Deeds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Racial Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Class Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Legendary Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Virtue Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Virtue Traits by Grouping . . . . . . . . . . . . . . . . . . . . . . . 25
Minstrel Class Deeds and Corresponding Traits . . . . . . . . . . . . . . . . . . 29
Trait Builds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Solo Build . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Fellowship Build . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Minstrel Basics
33
Instruments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Ballads, Anthems, Tales and Songs: The Minstrel's Gallery . . . . . . . . . . . . 34
Combat as a Minstrel
35
The Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Things you should know . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Healing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Resurrection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Crowd Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Minstrel 101
39
56
Crafting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Resource Farming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Leveling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Reputation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
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Reputation Sets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Instance Sets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Rift Set . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Helegrod Set . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Crafted Set . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Conclusion
89
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Introduction
With glorious songs and tales sung of great heroes of ages past you bring hope to the
darkest of times and inspire your Fellowship to great deeds. You can turn the tides of battle
by restoring morale to your companions and lifting up their hearts if defeat has overcome
them. Your songs and ballads strike fear into the hearts of your enemies, and they tremble
at your cries.
The Minstrel is the class of choice for those players who thrive on group play in
Fellowships. While they are a highly-survivable class on their own, they lack the DPS
(damage per second) to compare with the other classes of Lord of the Rings Online:
Shadows of Angmar when it comes to soloing. The primary roll of the Minstrel is that of a
healer.
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Character Creation
Race
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Passive Skills
http://lotro-wiki.com
All of the Racial Accomplishments are
Traits that must be slotted in your Racial
Traits slots in order to benefit from them.
Dwarf
Unwearying
in
BattleIncreased
Morale and Power regeneration (0.05%) in
combat, although reduced out of combat
(-1 morale, -0.5 power).
- Passive Skills
- Racial Accomplishments
- Elf
- Passive Skills
- Racial Accomplishments
- Hobbit
- Passive Skills
- Racial Accomplishments
- Man
- Passive Abilities
- Racial Accomplishments
Racial
Accomplishments
Enmity of the Goblins
-Rank 1 is available at level 13
-Defeat 50 Goblins
-Reward is the Fateful Dwarf Trait, +20
Fate.
-Rank 2 is available at level 29
-Defeat 100 Goblins
-Reward is the Return to Thorin's Gate
Trait, which is a teleport back to the
Dwarven starting area. It has a 1 hour
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Elf
Passive Skills
Agility of
Agility (+15)
the
WoodsImproved
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Racial
Accomplishments
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Hobbit
Racial
Accomplishments
Enmity of the Wolves
Passive Skills
Hobbit
CourageImproved
resistance (+1%)
fear
Rapid
out-of-combat
(+1.0)
RecoveryImproved
morale
regeneration
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Passive Abilities
Diminishing of MankindDecreased
Will (-8)
Easily
InspiredIncreased
regeneration
morale
-Defeat 50 Goblins
Racial
Accomplishments
Man
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Statistics
Before you head out into the great wild
in search of adventure and the slaying of
mighty beasts, and long before you
actually delve into any of those dark and
scary dungeons or swing your weapon at
one of the monsters within Middle Earth,
you are going to want to know a little bit
more about the basics of statistics and
attributes and how they can affect your
play and class.
While you do get some slight stat
bonuses as you level up, the majority of
your increases will be coming from gear
and Traits. Traits are a unique feature of
LOTRO and while we will be covering
them a little more in-depth later on in this
guide, it's important to know that there
are a few Minstrel-specific Traits which
are rather vital to your role in a group
setting, and an entirely different set
which are far more useful in a solo
setting.
But before we get into all of that, you'll
need to know a little bit about the system
and how it works. LOTRO employs a
simple percentage system. What that
means is that you have a percent chance
to resist, land a critical hit, land a critical
heal, resist damage, and so on and so
forth.
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Stats
- Might
- Agility
- Vitality
- Will
- Fate
- Armor
- Mitigation
- Resistances
- Abilities
-Decreased Morale
Might
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Agility
Agility is more of a ranged class
statistic. It directly influences the damage
you deal with a ranged weapon, but it
also increases your chance to land a
critical hit on a mob, reduces your
chance at missing when attacking with a
melee or ranged weapon, and increases
your ability to evade or parry incoming
attacks. Again, this really isn't an
extremely valuable stat for the Minstrel
class, so you really don't need to worry
about it.
Vitality
Vitality is one of the most important
statistics for every class in the game.
Vitality increases your maximum morale,
reduces the amount of incoming damage
from shadow, fire, and frost, increases
your morale regeneration in combat, and
increases your wound, disease, and
poison resists. In other games the healer
classes did not always have to worry
about morale, and if you are from one of
those min/max games where your power
pool is the only thing to worry about, you
might want to reconsider. In LOTRO
morale plays a huge part in every player's
survivability at the higher levels of the
Will
Will is another important statistic for the
Minstrel. Firstly, it increases the size of
your power pool. This is your second-most
valuable statistic. I find it on equal level of
importance with Vitality, although you
will always have far more Will than
Vitality simply because of the majority of
gear and your stat increases per level as
defaulted by the choice of the Minstrel
class. It is also an important stat because it
increases your chance to resist fear effects,
including cowering from Dread. It also
affects how much power you regenerate
outside of combat.
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Fate
Mitigation
Mitigation
is
more
commonly
referenced as damage reduction. There are
several types of mitigation in LOTRO, and
each reflect specific types of damage.
-Common damage
-Fire damage
-Frost damage
-Shadow damage
Each of these types is represented in
your Character box and shows up as a
percentage. The higher the percentage the
more you will resist those types of
damage.
Armor
Much like in other games, Armor
reflects your armor class, or the difficulty
the mobs have hitting you with their
weapons. The higher the value, the
harder you are to hit. However, as a
minstrel, this is not going to be an area
where you spend a lot of time worrying
about.
Resistances
Resistances play a vital role in LOTRO.
The higher your percentage, the higher
your chance to completely avoid or resist
the entire affect. There are four types of
resists.
-Fear. Can be increased through Will
-Wound. Can be increased through
Vitality
-Disease. Can be increased through
Vitality.
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Abilities
Lastly, but not necessarily least, are the
actual abilities that make up your
character.
-Melee crit. Your chance to land a
critical hit on the mob with melee
weapons and/or abilities.
-Ranged crit. Your chance to land a
ranged critical hit on a mob through the
use of ranged weapons and/or abilities.
-Tactical crit. This is your chance to
land critical hits with special attacks and
abilities.
-Block. Your chance to completely
block all incoming damage. You have to
have a shield equipped for this to take
effect.
-Parry. Your ability to completely
parry and avoid all incoming damage.
-Evade. Your ability to evade and
completely avoid all incoming damage.
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Deeds
Deeds are tasks which reward the
character with titles, skills, or traits. These
can range from completing a certain
number of quests within an area, to
exploring certain key locations within an
area, to killing a specific number and type
of mob within an area. There are several
different types of Deeds within the game.
Class Deeds
These Deeds are unlocked by using
specific skills related to your class. From
very early on some of your skills will start
Deeds which track your use of a specific
skill and reward you with a Class Trait
after you have used that ability a specific
number of times. There is a maximum
number of times you may advance a
particular skill each 24 hour period, which
means that it sometimes takes a few days
to a few weeks to earn some of your class
Deeds.
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Region Deeds
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Traits
Class Traits
- Racial Traits
- Class Traits
- Legendary Traits
- Virtue Traits
Racial Traits
As detailed in the Racial section
further up in the guide, these racial traits,
which are rewarded through the
completion of the racial deeds, are
unique to each race in particular. The
Virtuous traits, however, are based upon
earning faction for your particular race
through the specific Reputation Houses
located in each starting area. It takes time
to earn enough Reputation for your
specific Virtuous Trait, so don't be
surprised if you don't get this right away.
You need to be Friendly with your race's
faction in order to purchase this trait
from the corresponding vendor.
Legendary Traits
Legendary traits are the hardest to
acquire and are not available until level
39. They are class-specific. Each class has
a different type of legendary trait. These
are acquired through the collection of
pages to create Books that are specific to
each class. The final legendary trait is only
available after completing the level 50
class quest.
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Virtue Traits
+ Magic Resistance
Determination
+ Agility
+ Combat Morale Regen
+ Morale
Discipline
+ Might
+ Disease Resistance
+ Melee Resistance
Empathy
+ Armor
+ Fate
+ Fear Resistance
Fidelity
+ Shadow Resistance
Charity
+ Vitality
+ Wound Resistance
+ Power
+ Ranged Resistance
Fortitude
Confidence
+ Might
+ Fear Resistance
+ Disease Resistance
+ Will
Honesty
+ Power
Compassionate
+ Armor
+ Ranged Resistance
+ Fate
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+ Wound resistance
+ Poison Resistance
+ Ranged Resistance
+ Shadow Resistance
Tolerant
+ Vitality
+ Magic Resistance
Idealism
+ agility
+ Fate
+ Fear Resistance
Valour
+ Will
+ Morale
Innocence
+ Melee Resistance
+ Might
+ Poison Resistance
Wisdom
+ Shadow Resistance
+ Will
Justice:
+ Wound Resistance
+ Morale
Zeal
+ Disease Resistance
Loyalty
+ Melee Resistance
+ Vitality
+ Poison Resistance
+ Power
+ AC
Merciful
+ Peace Power Regen
+ Magic Vulnerability
+ Agility
Patience
+ Peace Power regen
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Virtue Traits by
Grouping
Charity
Quests
Determination
Determination: Barghest --- Bree-Lands
Quests
Compassionate
Compassionate: Defender of Ered Luin
[Advanced] --- Ered Luin
Compassionate: The
Bounder --- The Shire
Life
of
the
Determination:
Evendim
Salamanders
---
Discipline
Confidence
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Fidelity:
Evendim
of
Evendim
---
Fortitude
Fortitude: Bear --- Misty Mountains
Fortitude: Bree-Lands Woodsman [old
forest trees] --- Bree-Lands
Empathy
Tombs
Bree-Lands
Quests
---
Fidelity
Fidelity: Defenses of the Lone Lands
--- Lone Lands
Fidelity: Scouting the Dourhands --Ered Luin
Fidelity: The Circle of Despair --Angmar
Fidelity: The Road to Rivendell --Trollshaws
Honesty
Fidelity:
Evendim
Ruins
of
Evendim
Bruinen
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Idealism
Idealism +2: Brave Deeds in the
Wilderness [Final] --- Trollshaws
Idealism: Angmar Quests [Advanced]
--- Angmar
Loyalty
Loyalty +2: Bree-Lands Quests [Final]
--- Bree-Lands
Loyalty: Angmar Quests --- Angmar
in
the
Mercy: Limrafn --- Evendim
Justice
Justice: Brigand --- The Shire
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Patience:
Evendim
Wilds
of
Evendim
---
Misty
Tolerance
Tolerance: The Villages of the Earth
Kin --- North Downs
Zeal
Zeal: Giant --- Misty Mountains
Valour
Valour: Goblin --- Lone Lands
Valour: Goblin --- The Shire
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Graceful
Demeanor.
This
trait
enhances the effects of your Enlivening
Grace and Rally! Abilities. It also
subtracts 2.0 from the cast time on your
resurrection spells. When slotted it
reduces the cast time on Rally by 2
seconds and recovery time by 5 minutes.
Line bonus is 2% fear resist, 20% to
morale and 30% to power upon
resurrection. Must use Enlivening Grace
100 times to finish this deed and earn this
trait.
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Trait Builds
The following details specific builds.
Depending on the situation you will want
to switch your traits around for maximized
performance. You want to avoid all
"all-in-one" build specifically because
while it might enhance one area, it will
sacrifice in another, and since this game is
very clearly divided between solo and
group play you need to make that
distinction.
For the most part you will leave your
Virtue traits alone...you can keep the same
ones for group and solo play slotted. The
only ones you will be changing out with
regularity is your Class traits.
Furthermore you should make sure to
pay attention to boss fights for specific
areas. These will be the few times when
you might change out your Virtue traits to
get higher resists. The Rift, for example,
can require high shadow and fear resists,
so if you know what kind of boss fights
you are going up against, you can change
out your Virtue traits accordingly. But it is
fairly rare that you need to worry about
changing the Virtue ones around, and you
don't have to if you really don't want to.
For the most part you will want to stick
with Virtue traits that increase your morale
and vitality. Why vitality, and not wisdom
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Solo Build
The solo build is made up of primarily
increased damage traits. You will be
surprised at how much DPS the minstrel
can do, especially in the upper 30's and
to cap. Also keep in mind that since all of
your trait slots will not become available
until higher levels, some of the traits will
not be available to you until higher
levels.
Fellowship Build
Your Virtue traits will remain the same,
regardless if you are in Solo or Fellowship
mode. However, your class traits are
important. While you want a higher DPS
mode when soloing or duoing or even in
smaller groups, you absolutely want to
switch out for performance-healing traits
whenever you decide it's time to do an
instance. Healing is, after all, your primary
role, and as fun as it is to be able to DPS
while playing this class, it's important to
remember that doing so is your backup
job.
Focused Performance (this is the only
trait which you will never move. Faster
cast time is important regardless of solo or
fellowship play).
Herald's Hammer.
Life-Singer.
Harmonious Melody.
Unrelenting.
Battle-Hymn.
Focused Performance.
Glorious Anthem.
Silver Tongue.
Subtle Movements.
Powerful Voice.
Also keep in mind that until the
low-mid 40's one of your class trait slots
will be taken up by the Medium Armor
minstrel class trait. Once you get your
first full set of light gear in Angmar you
can replace that with any of the above.
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Minstrel Basics
Whether solo or in a fellowship, there a
few things that make playing a minstrel
far different than many of the other
healers you might have played to-date.
Firstly and foremost is the different tiers
of ballads, songs, anthems and how they
play into your heals. Second is
instruments, and how they can affect the
potency of your songs, ballads, anthems,
and help you with your aggro. Thirdly is
aggro itself. Aggro in LOTRO is
different than in almost every other
game. Heals generate a LOT of threat,
and unless you are using the full extent
of your abilities, you will be squashed
like a little bug.
Instruments
Instruments play a vital role in how the
minstrel class is played. I keep a full set
of instruments on me at all times, as each
particular instrument gives a unique
bonus that can come in handy depending
on the situation. Instruments are crafted
by the Woodworker class. Each tier of
instrument gives you a better bonus, so
try and replace your instruments with the
next tier each time you ding 20, 30, 40,
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Combat as a
Minstrel
The Basics
Ballads, Tales, Songs, Anthems...you
have a vast repertoire of skills at your
command. But where to start!
Life as a young minstrel can be a bit
tough, but as with all things you will
eventually grow, and as you grow you
begin to take on multiple roles within the
group or solo setting. When you are solo
you are going to want to worry about your
damage output, as well as keeping yourself
alive. As detailed in the class traits section
above there are several traits which can
help you when it comes to soloing,
specifically the Medium Armor trait, the
Focused Performance trait, and the
Unrelenting trait. Those three are the most
important when it comes to your ability to
rapidly defeat your enemies while at the
same time retaining some form of dignity
in terms of staying alive long enough to
get the job done.
Your instruments will also play a vital
role in your abilities. While you cannot
create macros in LOTRO to easily switch
out instruments, you can manually do it or
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Healing
The minstrel can only heal effectively
with no mobs on them, so everyone
should be scrambling to get them off of
you!
Resurrection
We can't do any until level 20. So tell
everyone to stop asking! And even then,
we can't rez in combat until we get the
Rally trait, which is a legendary trait
reward from one of the legendary deeds,
as detailed in the Deeds and Traits section
of this guide. Even then, Rally has a rather
lengthy cooldown so it's only for
emergencies.
In the case of a party wipe the minstrel
can attempt a feign death. If it succeeds
then you have nothing to worry
about...other than re-spawns.
Please, for the love of all things holy and
unholy, do not revive until your minstrel
says you should. I cannot tell you how
many times I've had to deal with people
who don't pay attention and revive after a
death before waiting to get a rez. It is not
your job as a minstrel to have to tell
people how to play, but if I'm with people
I don't know that well I always remind
them at the start of a group to wait for a
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Crowd Control
We can mez undead for 30 seconds,
but everyone needs to be on their toes
and avoiding their AoE attacks. Any
damage will break the mez. We can also
lull mobs, which can make pulling a lot
easier and reduce the need for rez and
stuns. The less mobs that come, the
easier the fight!
We can fear mobs. The best part about
fear in LOTRO is that unlike in other
games a feared mob doesn't bring back
everyone else in the zone. They won't
bring back any. So you can generally fear
mobs without worrying about adds.
Damage
War-Speech. I've talked about this
briefly but basically it's a toggled stance
that you can enter into which allows you
to do a lot more damage than usual,
including some nice AoE damage, but
your healing abilities are cut in half. This
is NOT a good stance to be in for instance
settings, unless you are a backup minstrel.
As a general rule of thumb you'll only
have 1 minstrel per fellowship but on
occasion there will be 2. Make sure to go
over it with the other minstrel first to see
who will heal and who will go into
War-Speech mode. War-Speech is
particularly useful for solo grinding,
especially as you get into your 30's and
find yourself with several abilities in the
stance. You can literally kill as fast as
most of the other classes if you have the
right gear and proper trait selection. It is
also highly useful when in small groups
doing outside quests that don't require a lot
of healing. You will eventually be able to
lay on some serious AoE damage with
War-Speech active, which makes it
particularly useful when grinding.
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Minstrel 101
Nearly half of the time you spend in
LOTRO will be spent working on quests
by yourself. Nearly every quest chain in
Lord of the Rings starts out as a solo
quest but ends up with a fellowship quest
as its finale. Of course, some people
choose to bypass the fellowship content
in its entirety and focus solely on
working their way to level 50 without
bothering to group or even worry about
the group quests.
There are valid points to be made on
either side of the fence when it comes to
soloing or grouping. In Lord of the Rings
Online it is most effective to combine
aspects of both in order to achieve the
fastest route to level 50. However, it's
double important to start with a solid
foundation, and that's where we'll begin.
Keep in mind that you will want to return
to your trainer as often as possible. You
earn Passive abilities every odd level
(1,3,5, 7, 9, etc.) and Active
abilities/skills at every even level (2, 4, 6,
8, 10, 12, etc). Make it a habit to return
to your trainer every 2 levels. It's best if
you make this an even level so you can
keep your active abilities topped off. For
the most part your passive abilities, such
as Block, or Evade, are self-explanatory.
As such I won't be covering them as
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tier 3
be a
entire
melee
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The Minstrel in a
Fellowship
This is where your class really begins to
shine. The majority of your skills,
especially from level 40 to 50, focus on
your role in the groupor fellowship as it
is called in LOTROsetting. Your main
role will be that of a healer, but depending
on the situation you may be called upon to
crowd control mobs through either the use
of your fear or your mez-undead spell.
In terms of traits you are going to focus
on those which increase the duration of
your abilities, decrease the amount of
power it costs to cast your heals, and those
traits which transform your ordinary
ballads into fellowship-wise buffs rather
than only for yourself. In specific, Focused
Performance is extremely important for its
reduced casting time on abilities, making
your heals cast faster with less chance of
an interrupt being possible. The
Life-Singer trait is also important because
it gives you a 10% reduction to the power
cost of all your heals. Smooth Voice is one
of my favorites because it turns your
Ballad of Vigour and Ballad of Balance
into 30 second group buffs instead of
damage-dealing self-buff spells. Subtle
Movements is important because it further
reduces the amount of hate you generate
from abilities. Silver Tongue can
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Another
important
function
of
conjunctions is combinations and how
they work. Certain combos such as pairs,
flushes, or straights (of colors) will
increase the maneuver's strength, but the
damage dealt by red and yellow
maneuvers remains associated with the
player who selected those colors.
Successful combos will strengthen the
individual player's "maneuver" strength,
while blue and green conjunctions gain
an AoE in almost every combination,
therefore benefiting every member of the
fellowship.
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A Guide to Middle
Earth
Middle Earth is a vast realm of
ever-changing landscapes and difficulty.
So vast that at times you might find
yourself wondering...where do I go from
here?
Each race has its own unique starting
area. The first time you play any given
race the starting area is mandatory. You
are given the option to skip the intro
quests and area the next time you make a
character of that race, if you so choose.
However, it's an easy way to get your
first 6 levels and starter gear. If you
choose to skip an intro it will dump you
into the "real" world at level 2, with no
gear, no coin, and unless you have a set
of gear ready to twink yourself with, no
way to get started in Middle Earth.
Lord of the Rings Online is a fairly
linear game. Unlike other MMORPGs on
the market this is a storyline-based game.
This is a double-edged sword. For one, it
means that you will never have to go
looking for things to do; a linear game
leads you along on a fairly
straight-forward path. The downside to
this is that you do not have nearly as
large of a "sandbox" feel as you do in
other games. Yes, you can go anywhere
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Crafting
There are several choices when it
comes to crafting, although you don't
have to pick up a trade if you have no
desire to. Each specific vocation is made
up of three professions. A basic overview
of the choices can be found at
http://lotro-wiki.com/index.php/Cra
fting.
The Explorer is most often the logical
choice for the Minstrel, because you gain
Tailoring as a crafting class, along with
Prospector and Forester, the skills which
allow you to mine ore and harvest wood.
Since hides drop from monsters that you
kill (bears, wolves, wargs, boards, etc.),
choosing this vocation is usually the
wisest course of action if you want a
fast-track to plenty of coin along with
making your own armor. Ore and wood
are arguably two of the easiest ways to
make money in this game, and
considering you pass by nodes aplenty
during the course of your adventures, it is
a best-choice for making sure you have
coin for a horse at level 35 and plenty of
coin to spare when you hit 50.
Each profession is broken up into tiers,
which is also explained in greater detail
at the wiki, but the basic concept is you
must reach at least a certain number of
points within a previous tier to unlock
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Resource Farming
Regardless if you are farming ore and
wood for cash or for your own crafting,
there are several routes through each area
that will warrant you the best amount of
ore and wood. Hides are a different
matter entirely.
Between ore and wood, ore is the more
valuable. If you chose the Explorer craft
the best thing to do is track ore instead of
wood nodes, because where there is ore,
there is usually wood. As a general rule
of thumb you can farm 3 stacks of ore
and 1 stack of wood per hour, or vice
versa depending on which you choose to
track.
For the first tier of ore, which is Tin
and Copper, head to the swamp in the
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Leveling
As stated before, each race has a
specific introduction into how their race
fits into Middle Earth. Each intro area
has a distinctly different feel. The first 6
levels are done in these introduction
areas. You cannot accept kin invites
during this phase, nor will you come
across any other players. These instances
are "tutorial" instances for all intents and
purposes. They do, however, give you
some starter gear, coins, and the ability
to get to level 6 before they dump you
into the real world.
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Reputation
Reputation is another factor of Lord of
the Rings Online. There are several
different Reputation systems throughout
Middle Earth. Each race has an
associated faction they can earn
Reputation with, as well as certain areas
throughout the game which have a
faction associated with them. As you
earn ranks within the Reputation system
it allows you access to special vendors
who have unique items, abilities, and
other sundries which you can purchase
from them if you have the corresponding
level of Reputation.
A detailed list can be found at
http://lotro-wiki.com/index.php/Rep
utation
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possible.
The Old Forest can be a pain, and you'll
have to go in there for several quests, both
now and later on in the game. There is an
excellent map to be found at
http://community.codemasters.com/fo
rum/showthread.php?t=191870
which
gives you a very clear picture of how to
navigate the Old Forest, which helps
alleviate any headaches due to the
maze-like environment.
Do all of the quests you find in Bree.
Most of the chains will end up in either
small fellowship or full fellowship quests.
I don't recommend spending an inordinate
amount of time looking for a fellowship.
Just keep your eye out for other players,
and ask around in the LFF channel from
time to time, or if you are in a Kinship ask
them. But if you can't find the help you
need within a night or two, bypass them.
It's much quicker to just keep moving
forward on the solo quests than wait
around for a fellowship that may or may
not ever happen.
Remember those quests that wanted you
to head to the Lone Lands? Now's the time
to worry about them. Don't worry about
the run to Trestlebridge just yet...that's for
later on.
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(22-24) Trestlebridge
Trestlebridge fills the gap between 22
and 24 in Lone Lands. There are plenty of
solo quests here that lead up to a few
impressive chains in the Nan area of
goblins. Groups are usually always
running here, so it's easy to get them if you
need. Run the chains until you are
completed with them. Don't worry about
heading to Esteldin just yet...that's a stop
for later on.
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(36-40) Evendim
Evendim is west of the North Downs.
Just follow the road through the Fields of
Fornost. Tinnudir is the city you are
looking for. Just head due west past the
cross roads and you will find it located on
an island. I would recommend binding
here, as there are trainers, and you'll be
spending the next few levels here.
Most of these quests are solo. You will
have some quests from the island, and
some from the town of Ost Forod, which is
north of the cross roads. Run the quests
until you are completely out of them. They
are very straight-forward, and very easy.
The Aragorn chain is particularly fun,
because it's very long and has an amazing
story behind it. It will eventually lead to
fellowship quest within the Tomb of
Elendil at level 40.
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(40-50) Rivendell,
Trollshaws, Misty
Mountains, Angmar,
Forochel
The first thing you should do when you
hit 40 is return to Rivendell and set your
bind point. At level 40 you can
fast-travel from Rivendell to many areas
of the game, as well as vice-versa.
Rivendell is like Bree...it has an Auction
Hall, Banker, Trainers...everything you
will need.
From Rivendell you will want to travel
to the area south, the Trollshaws. This
will have some low 40's quests you can
work on, as well as some fellowship
quests. You can also pick up all of the
quests in Rivendell. Once you've done all
that you can, head north of Rivendell into
the Misty Mountains. Do all of those
quests that you can as well until you have
nothing left but orange/higher quests.
Once you hit 43ish you will be heading
off to Angmar, which is north of the
North Downs. The first camp is the Earth
Kin camp, in the southern part of the
zone. There are quite a few quests here,
most of which are solo. Just north of here
is the main camp of Men as well, which
has many more quests to start. The place
is called Aughaire, and you will also get
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- Eregion
- The Mines of Moria
Gwingris
Eregion
Introduced with the Mines of Moria
expansion, this area borders the
Trollshaws and is the first place players
headed for the Mines of Moria will enter.
To the north, entering from the
Trollshaws, it is wooded and bordered by
hills and mountains in the north, turning
to grass and thin woods as you move
southward. The first settlement found is
Gwingris, almost right on the border and
housed within the ruins of the ancient
city by the same name. The Elves of
Rivendell are attempting to regain a
foothold in this region.
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Deeps,
The
Foundations of
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(60-65) Mirkwood
It's shockingly fast to gain five levels
in Mirkwood. The region is chock full of
quests as you make your way from the
west end to the east end of the map. The
average player can easily get from 60-65
in about a week while the more hardcore
types can swiftly blow through the
content in a couple of days. Mirkwood
isn't a very big place, and the main
storyline neatly connects the various
quest hubs together.
Before you start your journey, keep in
mind that many quests offer IXP as
rewards, not to mention that every kill
grants you more IXP. Don't let them go
to waste! If you're level 60 and your
current weapons are maxed out, equip
any level 59-60 LI to collect those
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Western Mirkwood
As mentioned earlier, when you
complete the Mirkwood Landing
instance, you wind up in the "real"
version of the Mirk-eaves. As you pick
up the quests, don't forget to check out
the Malledrhim barterers; one of them
offers some nice earrings. Wardens and
Hunters should pay special attention to
these barter NPCs, as they also have the
Muster in Mirk-eaves and Guide to
Mirk-eaves skills, worth a few feathers
each.
When you've finished with Mirk-eaves
you may be tempted to head to the
Haunted Inn in the Dourstocks since the
Book quest leads you in that direction,
but hold off on that. Instead, head to
Echad Mothelen (13.5 S, 58.1 W) first, a
small campsite with NPCs that give a
healthy number of quests. It's a short but
worthwhile detour on route to the
Haunted Inn. Once you reach the Inn,
pay a visit to the Malledrhim NPCs
inside; one of them offers some nice
bracelets. After finishing with the
Haunted Inn quests, head south to
Estolad Mernael (16.9 S, 51.5 W) in the
swampy Drownholt.
In certain locations, doing all the quests
will unlock repeatable quests, with
Malledrhim feathers as rewards. These
feathers can be traded for level 65 morale
and power pots, a cheap and easy
alternative to buying them off the AH.
There are several repeatable quests,
though some aren't worth doing because
they take too much time or require you to
go to some out of the way place to kill
mobs. For the fastest way to earn feathers,
I recommend talking to Handelen in
Thangulhad (12.7 S, 46.6 W) and accept
the quests "Scouting in Force" and "An
Eye on the Enemy". If you have your quest
tracker turned on, simply ride on your
horse and follow the arrow. Very easy and
fast.
Central Mirkwood
Make your way to the elven hideout of
Ost Galadh, in Emyn Lum. This is right
smack in the middle of the map, so you
can't miss it. Again, check out the
Malledhrim barter NPCs for goodies such
as recipes, jewelry, and LIs. This is the
new 21st hall in the sense that you have
almost all the important NPCs and
facilities here (e.g. crafting hall, bard,
Relic-master and Forge-master). Oddly
there is no AH, so if you're not a hunter or
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Eastern Mirkwood
Head a little north and east to the
outpost of Thangulhad, in Gathburz. As
usual, see what the Barter vendors have to
offer. There are some nice level 65 cloaks,
and morale/power pots as well. There are
plenty of quests here so you might be here
for a while. Be careful while you wander
around, as you may run into signature
level mobs. Soloing one isn't difficult, but
you may get in trouble if you accidentally
aggro another mob in the process.
You'll most likely start on the Mithechad
(17.6 S, 48.3 W) quests in the Ashenslades
when you hit level 64. Finish off with Dol
Guldur. If you do the book quest chain at
the same time as you're doing these quests,
you'll hit 65 easily without the need to do
any repeatable quests or mob grinding.
Even when you hit 65, you don't have to
stop questing if there are still some
available. Remember that many quests
offer IXP as rewards, so finish as many
quests as possible. Also, if you haven't
reached Kindred reputation with the
Malledrhim yet, do some of the repeatable
quests in Thangulhad and the Ashenslades.
There's also one more quest hub, Barad
Angol (17.4 S, 44.5 W) for you to check
out if you wish.
In Dol Guldur, you'll find that many of
the quests are for group instances.
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A Minstrel's Hope
This is the level 30 class quest for the
Minstrel, and the second in the chain of
quests that culminate at level 50. Once
again, any minstrel trainer in the world
will have this quest for you once you ding
level 30. If you use the leveling guide
provided within this guide you will be
somewhere in the North Downs around
level 30. Your trainers will ask you to seek
out Leigh Putnam, who is located in the
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Articles on Harmony
This is a level 50 quest you will
receive after turning in The Finest
Melody. It is basically one big
gathering/kill quest. There are multiple
steps to this and the following quest, so
do not be deceived. You will gather the
first set of components only to be told
you need another set. Be prepared to do a
lot of hiking around and farming mobs,
both solo and in the higher level
dungeons. A great list can be found at
http://www.pooh.cz/lotro/a.asp?a=20
14367 detailing where you can find each
component.
Implements of Song
This is a level 50 quest you will
receive after turning in The Finest
Melody. It's pretty much the same as the
previous. A bunch of components that
need to be gathered. Like the previous
quest (which can be done at the same
time) there are multiple steps. You can
use the chart from the above link to help
you find where and what drops the items
you need.
Instances
Instances within LOTRO are few and far
between. There are only several "major"
instances until you hit level 45. That is,
instances which don't correspond with the
Epic Book quests and have their own
separate quest chains. Many people bypass
them entirely as they can slow the leveling
process considerably, which is a
downright shame in my opinion. Gone are
the days when players used to thrive on
dungeons. Now it's all about solo play and
rapid advancement. But if you are up for a
challenge and you like going in with a full
group and taking several hours to
complete quest chains, getting phat lewts
and knowing you personally were
responsible for kicking the butt of the boss
mobs, then you will want to be sure to
check out the following. Keep in mind that
most of the instances within LOTRO take
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Great Barrows
The Great Barrows, also known as GB,
is the first instance within LOTRO. It's
set for the mid-20's and if you picked up
the quests from Bree and ran all of the
chains to their end, you should have
several quests for this instance. It will
require two runs to fully complete as you
cannot get the followup for the main boss
mob until you get the 2 key pieces from
the two mini-boss fights, and then turn
them in back in Bree. It's rather large,
and can take a few hours, so save this for
a time when you know you can dedicate.
Garth Agarwen
The second major instance within Lord
of the Rings Online. It is also known as
GA. There are several "outer" quest chains
that lead to inner quests, and I highly
recommend doing them if you can get a
static group together. If you can't get a
static group together this place can be a
pain because there are so many quests and
so many different chains that trying to find
pickup people with the same steps as you
is nearly impossible.
The place is also a maze, in and of itself.
You can find a really good map over at
http://forums.lotro.com/showthread.
php?t=117001 to help you with your
transition.
You have to kill mobs in particular order
to get the keys to unlock other portions of
the dungeon. The twins drop the key to get
into Ivar's area, and Ivar drops the key to
get into the Red Maid's area. The only two
challenging fights in this zone are the Red
Maid and Ivar, and out of the two Ivar is
the hardest. The Red Maid is a straight up
tank-and-spank mob, although she does
have a nasty knockback. Ivar is a bit more
of an issue. When you take him out you
should focus on his elite add first, then
him. Every time he spawns an elite add,
kill it. Ignore the banner adds because he
will eventually drain their health
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Fornost
Fornost is the third major instance of
LOTRO. It's rated for 38th to 40th level
characters, but I would recommend
waiting to level 40. If you ran Esteldin
quests you will have gotten a few starters
for here, and once you head up to
Fornost proper you will find a camp
which has even more quests. You can run
the outer quests with 3-4 people fairly
easy, but once you get to the inner quests
inside the instance you will want a full,
well-balanced group. You will absolutely
need a lore-master, a tank, and a
minstrel. A burglar too if you can find
one. And keep in mind, getting to the
final boss in here can literally take 6-8
hours if you go in at the appropriate
levels. Frustratingly, most players bypass
this dungeon entirely because it "takes
too long", but if you are a person who
really likes a challenge you won't want to
skip this place. It's an absolute blast. But
it does take 6-8 hours if you go in at level
Urugarth
Also known as Uru, this dungeon is best
suited to a team of 48+ adventurers,
although it is rated for 45+. It is located
within Angmar. It is not for the faint of
heart or those who do not have the time to
go. It will take several hours, but is well
worth the time. All of the instances within
Lord of the Rings Online are extremely
well done, and this is par for the course.
You should absolutely do the quests for
this area, as well as run the dungeon.
There's an absolutely phenomenal map
with the path and walkthrough over at
http://www.pooh.cz/lotro/a.asp?a=20
14335. There are also quite a few
class-specific items which drop here in
relation to the class quests for 45-50, so
you will be coming here on probably more
than 1 occasion.
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Carn Dum
Barad Gularan
Glinghant
Also known as The Gardens, it is one of
the several instances of Annuminas and is
in the top 3 dungeons which should be
focused on after you are done with book
quests and sundries, as you can earn a full
set of Annuminas set armor by completing
the three dungeons within the area. Keep
in mind that all of the Annuminas
dungeons cannot be entered unless specific
outer areas are cleared of mobs and
"unlocked". The NPC factions will
occasionally take back control in this
dynamic setting, so at times you might
find access to the Annuminas dungeons
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Ost Elendil
Also known as OE, this is another
Annuminas dungeon. It is the second most
difficult, but is also fairly short if you
know what you are doing and have no
wipes. The first few times through you
might take longer but once you get it
down, it's very quick, taking only about an
hour to an hour and a half. A decent
overview
can
be
found
at
http://lotro-wiki.com/index.php/Ost
_Elendil.
Haudh Valandil
Also known as HV, this is arguably the
hardest instance in the entire game. You
will absolutely want a well-balanced group
for this. You will need a Lore-master for
sure for wounds/disease curing, a
Guardian for tanking, and a Captain for
buffs/rezzing/summoning in case of wipes.
Additionally you can fill up the last two
slots as you see fit, but a Burglar and
Hunter or Champion are good picks. You
will not want to go in here with duplicate
classes...a balanced group is key to
success.
There is a detailed overview of this zone
to
be
found
at
http://lotro-wiki.com/index.php/Hau
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Gear Sets
For the most part you will be earning
quest gear as you level up from one to 50
throughout Middle Earth, but as you get
into the higher levels of the game and
specifically certain areas you will find
armor sets and jewelery sets that are
extremely fun to earn and worthwhile
because of the set bonuses you will receive
from wearing full sets. The bonuses range
depending on how many pieces of the set
you are wearing.
There are also Reputation-based sets of
gear that can be acquired from maxing out
your faction with the various Reputation
factions available as detailed earlier on in
the guide. With such a wide variety of gear
available to you at the max level, it's really
up to you as to what you want to focus on,
because each set will have its own unique
bonuses and looks.
It is also important to note that while the
Rift set is arguably the "best" in the game,
gear is not the same in LOTRO as it is in
other games. Yes, Rift gear is nice, and it
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Reputation Sets
There are various reputations throughout
Middle Earth, and maxing your faction
with each can lead to some rewarding
benefits. Along with a drastically reduced
repair bill and other nice perks, you also
gain access to gear sets which can only be
purchased from the various Rep vendors
once you have reached that prestigious
level. The best guide you can find that
shows you each distinct set and lists of the
faction necessary to earn them and which
factions have what can be found over at
http://lotro-wiki.com/index.php/Cat
egory:Reputation.
Instance Sets
There are 2 instance sets of gear within
LOTRO. A set from the Angmar
dungeons, and a set from the Annuminas
dungeons. The Angmar set is easier to
obtain and takes less time, but the stats are
significantly less. As of book 14 (July
2008) the stats on both sets have been
significantly increased. As you can see
over
at
http://www.lotro-europe.com/news.ph
p?id=6798&type=Dev the new stat
bonuses are quite nice.
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Rift Set
As previously mentioned, the Rift set
of armor comes from the gem drops off
of the boss mobs within the instance
itself. You can find the NPCs who trade
gems for armor in Angmar, at the ranger
outpost called Iorelen's Camp. You can
find
basic
information
at
http://lotro-wiki.com/index.php/Ior
ellen%27s_Camp.
These sets are class-specific, which
makes them extremely fun to get. And
they look pretty darn cool!
Helegrod Set
Similar to the Rift, the Helegrod set is
based upon barter items looted from the
boss mobs within Helegrod. Unlike the
Rift, Helegrod is a 24 man raid zone, and
the only one to-date within LOTRO. Each
class-specific armor set is bartered from
vendors within Elrond's house in
Rivendell. You will need specific drops
from the boss mobs to earn your set.
Crafted Set
Crafted gear in LOTRO is really nice.
Unlike in other games, it's actually viable
gear, instead of just thrown in for the sake
of giving people the ability to craft. In
most cases crafted gear is actually better
than similar level gear from the quests. At
the cap it is comparable to the Instance
and Reputation sets, but slightly less than
the Rift set.
A great overview can be found over at
http://lorebook.lotro.com/wiki/Cate
gory:Recipes. Just follow the tabs and you
will see the recipes by tier, as well as what
the resources required are, and also the
regular successful combines along with the
critical success combines making it easy
for you to make the best educated decision
as to what kind of gear you want to have
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Conclusion
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