Rune Keeper Guide
Rune Keeper Guide
Rune Keeper Guide
Important
The short version
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Table of Contents
Important
Character Creation
10
Choosing a Race . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Character Customization and Place of Origin . . . . . . . . . . . . . . . . . . . 10
Common Game Terms
12
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
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Traits of Elves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Summing Up Racial Traits . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Arms and Armor
35
38
39
Introductory Quests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Ered Luin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Leveling Your Rune-Keeper: 15-25
41
47
52
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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
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
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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
94
99
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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
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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Common Game
Terms
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Rune-Keeper
Basics
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Vital Statistics
Traits
Traits, which are acquired by leveling,
completing Deeds and Quests, and by
using some skills, produce three effects:
primary, secondary, and tertiary effects.
The primary effect will increase faster
than the secondary which rises faster than
the tertiary effects.
The Deeds, listed later in this book,
focus on Virtue Traits, but the other Trait
types are also accomplished in the same
way. Often with similar Deeds or even
overlapping Deeds.
These other Trait types, however, rarely
affect your base stats but instead impart
special abilities or other bonuses.
Dwarves, for instance, have a Racial Trait
that gives them the ability to do a
small-damage head-butt attack. Fun,
maybe, but generally useless otherwise.
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Virtue
Race
Class
Leg.
Slot 1
Lvl 7
Lvl 13
Lvl 15
Lvl 41
Slot 2
Lvl 9
Lvl 19
Lvl 21
Lvl 45
Slot 3
Lvl 11
Lvl 25
Lvl 27
Lvl 60
Slot 4
Lvl 17
Lvl 31
Lvl 33
Slot 5
Lvl 23
Lvl 37
Lvl 39
Slot 6
Lvl 53
Slot 7
Lvl 57
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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.
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:
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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.
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Conflagration of
Runes
Harsh Debate
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.
Linnod of Peace
Frost-Burn
Cleansing Fires set. Writ of Cold will
maintain (reset) Writ of Fire effects'
duration without increasing Writ's tier.
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Linnod of Subtlety
Memorable Prose
Master of Allusion
Overflowing
Confidence
Master of Connotation
Master of Tragedy
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Rune of Endurance
Terse Narrative
Scathing Retort
Thunderous Words
Tale of Rage
Winter-Storm
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Steady Hands
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.
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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.
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
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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
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Visions and
Foretelling
Words of Grace
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The Rune-Keeper's
Roles
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
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
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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.
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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."
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Traits of Elves
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.
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Light Armor
This is mostly cloth-based armor, such
as linen, padded, etc. These armors do not
induct a very high armor class rating, but
offer maximum flexibility. 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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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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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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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.
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.
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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
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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.
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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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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
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Deeds in Evendim
The following Virtue Deeds are in
Evendim:
Brutes From the North (Advanced)
Deed (Fortitude +1) requires that you kill
Gertheryg within Evendim.
Gauradan-Slayer (Advanced) Deed
(Fortitude +1) requires that you slay
many of the wolf-men throughout
Evendim. This deed can be done in
conjunction with Giant-Slayer as these
creatures appear in the same area (north
end of the lake).
Giant-Slayer
(Advanced)
Deed
(Honour +1) requires that you kill many
giants within Evendim.
Goblin-Slayer (Advanced) Deed
(Justice +1) requires that you kill many
goblins within Evendim. They can be
found on the south end of the lands, near
the border with the Shire.
Invaders from Angmar (Advanced)
Deed (Wisdom +1) is a high-level Deed
that requires the slaying of many
Angmarim, found in Annuminas, at the
south end of the lake.
Kergrim-Slayer (Advanced) Deed
(Zeal +1) requires the slaying of many of
these beasts in Evendim. They are found
primarily to the southeast of Tinnundir.
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Deeds in the
Trollshaws
The following Virtue
located in the Trollshaws:
Deeds
are
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Leveling Your
Rune-Keeper
(40-50)
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Bear-Slayer
(Advanced)
Deed
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Deeds in Angmar
Allies of the Enemy (Advanced)
Deed (Compassion +1) requires you to
kill many Hillmen in Barad Gularan.
Ancient Evil of Carn Dum Deed
(Innocence +1) requires that you defeat
Ancient Evil inside Carn Dum. This is a
full felloswhip or raid Deed.
The Angmarim of Carn Dum
(Advanced) Deed (Confidence +1)
requires that you kill many Angmarim
inside Carn Dum. Can be coupeld with
other Carn Dum Deeds.
Angmarim-Slayer (Advanced) Deed
(Justice +1) requires that you kill many
Angmarim. These human traitors can be
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
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other two
execution.
for
maximum
speed
of
Uruk-Slayer
(Advanced)
Deed
(Honour +1) requires that you kill many
Uruk within Angmar. This can be done
while doing several other Deeds
throughout Angmar.
Warg-Slayer
(Advanced)
Deed
(Determination +1) requires that you kill
several wargs throughout Angmar.
Wight-Slayer
(Advanced)
Deed
(Mercy +1) requires that you kill wights
within Angmar. These are found mostly in
the eastern part of the map, just south of
the Rift.
Worm-Slayer
(Advanced)
Deed
(Valour +1) requires that you kill many
worms within Angmar. These can be
found throughout the swamp.
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Deeds in Forochel
These are the Virtue Deeds in the lands
of Forochel:
Ancient Stones of Forochel Deed
(Patience +1) is an exploratory Deed
requiring you to find the five major
outposts built by the ancient Dwarves who
lived here. Most of these can be found as
you complete quests.
Angmarim-Slayer (Advanced) Deed
(Confidence +1) requires that you kill
many Angmarim 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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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.
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Deeds in the
Ettenmoors
There are many Deeds within the
Moors, but all of them rewards with
Titles only. There are no Virtue rewards
for completing Deeds here. Thus, there
are none listed here.
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Leveling Your
Rune-Keeper
(50-60)
Eregion
Deeds In Eregion
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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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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
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Deeds in Moria
There are over 100 Deeds in the Mines
of Moria, almost all of which affect one
of your Virtues. It's likely that by the
time you arrive in Moria, you will have
maxed out your Deeds. If not, there are
too many to list all of them here (over
100), but know that they are available.
You will run into them as you play. This
list is not comprehensive, but will give
you an idea of what is available.
Deep-Claw-Slayer (Advanced) Deed
(Tolerance +1) requires that you kill
many deep-claws within the Mines.
Deep Delver Deed Chain (Charity +1,
Empathy +1, Innocence +1) is a
three-part Deed chain requiring you to
finish quests within Moria Deeps.
Defender of the Upper Levels Deed
Chain (Compassion +1, Innocence +1,
Charity +1) is a three-part Deed chain
requiring you to finish quests within
Upper Moria.
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Leveling Your
Rune-Keeper
(60-65)
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Western Mirkwood
(Levels 60-62)
As mentioned earlier, when you
complete the Mirkwood Landing
instance, you wind up in the "real"
version of the Mirk-eaves. As you pick
up the quests, don't forget to check out
the Malledrhim barterers; one of them
offers some nice earrings. Wardens and
Hunters should pay special attention to
these barter NPCs, as they also have the
Muster in Mirk-eaves and Guide to
Mirk-eaves skills, worth a few feathers
each.
When you've finished with Mirk-eaves
you may be tempted to head to the
Haunted Inn in the Dourstocks since the
Book quest leads you in that direction,
but hold off on that. Instead, head to
Echad Mothelen (13.5 S, 58.1 W) first, a
small campsite with NPCs that give a
healthy number of quests. It's a short but
worthwhile detour on route to the
Haunted Inn. Once you reach the Inn,
pay a visit to the Malledrhim NPCs
inside; one of them offers some nice
bracelets. After finishing with the
Haunted Inn quests, head south to
Estolad Mernael (16.9 S, 51.5 W) in the
swampy Drownholt.
Central Mirkwood
(Levels 62-63)
Make your way to the elven hideout of
Ost Galadh, in Emyn Lum. This is right
smack in the middle of the map, so you
can't miss it. Again, check out the
Malledhrim barter NPCs for goodies such
as recipes, jewelry, and LIs. This is the
new 21st hall in the sense that you have
almost all the important NPCs and
facilities here (e.g. crafting hall, bard,
Relic-master and Forge-master). Oddly
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Eastern Mirkwood
(Levels 63-65)
Head a little north and east to the
outpost of Thangulhad, in Gathburz. As
usual, see what the Barter vendors have to
offer. There are some nice level 65 cloaks,
and morale/power pots as well. There are
plenty of quests here so you might be here
for a while. Be careful while you wander
around, as you may run into signature
level mobs. Soloing one isn't difficult, but
you may get in trouble if you accidentally
aggro another mob in the process.
You'll most likely start on the Mithechad
(17.6 S, 48.3 W) quests in the Ashenslades
when you hit level 64. Finish off with Dol
Guldur. If you do the book quest chain at
the same time as you're doing these quests,
you'll hit 65 easily without the need to do
any repeatable quests or mob grinding.
Even when you hit 65, you don't have to
stop questing if there are still some
available. Remember that many quests
offer IXP as rewards, so finish as many
quests as possible. Also, if you haven't
reached Kindred reputation with the
Malledrhim yet, do some of the repeatable
quests in Thangulhad and the Ashenslades.
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Book: Prologue
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Book 4: Chasing
Shadows
There are 9 chapters in this book, all
taking place within the Trollshaws. You
will need a group for the escort-style
quests which include Legolas and others.
If you find a good group to start this Book
or after completing Chapter 1, see if they
are interested in going through the whole
chain.
These chapters are level 35-40 quests
with Chapter 8 dropping pretty good
reward items.
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The Walls of
Moria: Book 1,
Volume 2
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 5: Handling
the Situation
Chapter 6: Cousin
Brogur
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 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.
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Chapter 14:
Khazad-Dum At Last
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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.
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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.
Item Names
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
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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).
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Legacy Points
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- 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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Tier 2
Tier 4
Tier 3
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Tier 5
Tier 6
Melee
Critical
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Tier 7
Tier 8
Hardiness:
Might/+15 Agility
+15
Vitality/+15
Incoming
Tactical
Power
Scrolls of Title
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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
Cold Touch-Stone
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target's
Dark Crystal
Wristband
Wrist item (jewelry)
+28 Agility
+14 Fate
+85 Maximum Morale
+6 Will
Runic Tiles
Pocket Item (jewelry)
+28 Fate
+14 Agility
Rune-stone Reward
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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.
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Helgerod
Eregion
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.
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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.
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At Medium Levels
At High Levels
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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.
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.
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At High Levels
Raiding Strategy
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