Last updated on 26-Jan-2022
GUIDE: New to LOTRO – hints and tips
Contents
- Introduction
- Basic game vocabulary
- Getting started
- Races
- Classes
- The game
- Exploring
- Kill enemies
- Quests & deeds
- PvP (end-game)
- Socializing
- Fishing
- Tasks
- Crafting
- General new player hints
- Ways to gather information
- Useful tips in the game
- Combat hints
- Making money
- UI settings
- Other stuff
- VIP benefits
- Housing
- Plugins
- Crafting
- Getting started
- How do I craft?
- Making progress
- Crafting guilds
- Legendary Items
- Your first Legendary Item
- Improving and customizing your LI
- Traceries: what are they?
- Traceries: how to use and upgrade
- Skirmishes
- Skirmish introduction
- Skirmish categories
- Skirmish mechanics
- Why skirmishes?
- Epic Battles
- EB introduction
- EB specializations
- Getting started with EBs
- Why EBs?
1. Introduction
This is something I wrote with the intention of helping new players with some questions they might have. If you find anything that isn't correct or is incomplete in this guide, please let me know and I will edit it. Be warned, it’s a very, very long guide…
2. Basic game vocabulary
You may know some of these terms, others might be completely new to you... This is a small overview of commonly used terms and abbreviations (some are also used on other games or other parts of the internet).
- Adds: Enemies that attack you after you've begun a fight with another enemy.
- AFAIK: As far as I know
- Aggro (aggravation): Can be used as a verb, meaning alerting an enemy so it will start to attack you, or it can be used as a noun, meaning the threat that you are to an enemy in a fight.
- AH: Auction hall, a location in game where players can list items for sale and buy from each other.
- Alts /toons: Other characters owned by the same player.
- AoE attacks: Area of effect attacks that damage multiple foes within a certain range.
- Bear: Beorning, character class.
- BoA: Bind on Acquire, items that will be bound to your character as soon as you acquire them, which means they can’t be traded or sold to other players or characters.
- BoE: Bind on Equip: unlike BoA items, these will only be bound to your character after equipping them.
- BoV: Blessing of the Valar: a character upgrade bought from the store which will instantly elevate your character to either lvl 50 or lvl 95.
- Box runs: Running the weekly featured instance.
- BPE: Block, parry and evade ratings, passive attributes indicating the character’s proficiency at blocking, parrying or evading incoming attacks.
- Buff: an effect placed on a character (either by the character itself or by an ally) which boosts the character’s combat abilities.
- Burg: Burglar, character class.
- Cappy: Captain, character class.
- Champ: Champion, character class.
- Crit: Critical hit / critical success ratio, indicating either an attack which dealt more damage / healed more than the regular amount, or the rate at which a character can deal critical hits.
- Deconstruct: Certain items can be deconstructed by using the Flame of Ancalamír on them. This yields a currency-type item which can be used to barter or craft more valuable items in turn.
- Debuff: An effect placed on a character (either by the character itself or by an enemy) which hinders the character’s combat abilities.
- DoT: Damage over time, this will inflict a certain amount of damage every x seconds.
- DPS: Damage per second, this can indicate the players or classes that deal most of the damage in a fellowship, or it can indicate the dps-value of a weapon.
- EB: Epic Battles, also known as Big Battles. A special type of instance. See section 10 for more info.
- F2P: Free to Play, an account status indicating that the player has not spent any real life money on the account.
- Fellowship: Temporary group of up to 6 people, generally formed to do game content together which can’t be done solo. A fellowship can be converted to a raid which can hold up to 24 players. The monster play version of a fellowship is simply called “group”.
- FI: Featured Instance: every week a new instance will be “featured” which means they drop special rewards upon completion. The schedule of which instances are included in this rotation change with updates to the game every few months.
- FM: Fellowship maneuver, also referred to as conjunctions. These sometimes occur when you're fighting enemies while in a fellowship. The enemy will be stunned for about 10 seconds, and you will be able to choose between 4 options: a red, blue, green or yellow circle. When the enemy recovers from his stun, all fellowship members will perform a fellowship maneuver. The result depends on the combo that is made (more info later on). Note that creep FMs (warband maneuvers) are completely different from freep FMs.
- Founder: An account status indicating that the player pre-ordered the original Shadows of Angmar game in 2007. These players were allowed to participate in the beta testing, had a lower pricing rate for both monthly and lifetime VIP status and received a few minor bonuses exclusive to Founders. In 2010, Founders automatically became VIPs (as long as they either paid their subscription or bought a lifetime account), but some people still refer to the Founder title.
- GA: Garth Agarwen, a small instance cluster at the end of the Lone-lands questline at level 32, consisting of The Arboretum, Barrows and Fortress.
- GB: Great Barrow, one of the first instance clusters many people encounter as it’s located in the Barrow-Downs of Bree-Land. There are 3 instances (The Maze, Thadúr and Sambrog – or Sammy) which scale between lvl 20 and level cap.
- Guard: Guardian, character class.
- HD: Helm’s Deep, either the actual landscape location or (more commonly) the EB cluster taking place there.
- HoT: Heal over time, heals the target for a certain amount of morale (or power) every x seconds.
- ICMR: In-combat morale regeneration, the rate at which your character heals morale over time while in combat, without help of potions or healing skills.
- ICPR: In-combat power regeneration, same as ICMR but for power.
- IIRC: If I remember correctly.
- IMO: In my opinion.
- Kin: Kinship, a group of players joined together under one leader, similar to a clan or a guild in other games.
- LI: Legendary Item, a special type of weapon or class item obtained for the first time at the beginning of the Moria epic questline.
- Lifetime / Lifer: An account status of a player who bought a lifetime subscription back when they were still available. The lifetime plan is no longer being sold (since 2009) but they’re still very rarely given away as contest prizes..
- LM: Lore-master, character class.
- Mini: Minstrel, character class.
- Mob: An NPC that you can attack.
- Moors: Ettenmoors, the area where most PvP action takes place. On freep side only accessible by VIPs.
- MT: Minas Tirith, the capital of Gondor.
- NPC: Non-player character.
- Premium: An account status indicating that the player has spent some money on the game in the past, but is not an active subscriber.
- PST: Please Send Tell, an abbreviation usually put at the end of a recruiting message looking for players to join a fellowship or raid, or when buying /selling on public channels, indicating that any interested people should contact them in a private message (tell).
- PvP: Player vs. player, game mode in the Ettenmoors (or Osgiliath, but mostly in the Moors by far).
- RK: Rune-keeper, character class.
- Root: A skill that causes the target to become unable to move for a short amount of time. Attacking is still possible though.
- RP: Roleplay, a way of playing in which the real life player makes the played character act as if the character is real and not part of a game.
- RT: Roving Threat, a high-level enemy (lvl 100 – 105) roaming a certain area in a few zones. These were introduced in 2014 as a new type of landscape challenge for high-level players, but can pose a serious risk for lower level players as they roam areas with a much lower target level than their own and can easily kill an unaware player in one shot.
- Scourge: An enemy type very similar to RTs but in higher level zones (115 – 130).
- T2C: Tier 2 Challenge mode, a more difficult version of an instance or raid which also rewards much more valuable loot. Higher tiers (up to 5) have been introduced as well in 2019.
- Tank: Person who takes most of the damage in a fellowship to protect players with lower defense.
- Tell: A private chat message, named after the command /tell <player name> <message>.
- VIP: An account status indicating that the player currently has an active subscription.
- Warband: A similar type of enemy to the RTs, but specific to mounted combat areas.
- WTB: Want To Buy, a chat prefix followed by a description of an item the player wants to buy.
- WTS: Want To Sell, a chat prefix followed by a description of an item the player wants to sell.
- WTT: Want To Trade, a chat prefix followed by a description of an item the player wants to trade.
For those interested in PvP, here are some words and abbreviations often used in the Ettenmoors where most of the PvP action takes place.
- AEOP/ AOP: Arador’s End Outpost, an outpost south of Isen.
- BA: Blackarrow.
- Comms: Commendations, the currency in PvP.
- Creeps: Monster players.
- Craid: Creep raid.
- CXX (e.g. CTR): Crude map to location XX, a mapping skill for monster players with 1h cooldown.
- DG: Dâr-Gazag, a keep which is always under creep control at the very western edge of the Moors.
- EC: Elf camp, a smaller camp located between Lugz and ROP.
- Fraid: Freep raid.
- Freeps: Free peoples, meaning the normal characters in Middle-Earth: (stout-axe) dwarf – (high) elf – hobbit – race of man – beorning.
- Grams: Gramsfoot, the base camp for creeps.
- GV: Glân Vraig, the base camp for freeps.
- Grothum: A goblin camp east of Isen.
- GXX (e.g. GTR): Good map to location XX, a mapping skill for monster players with 5min cooldown.
- HH: Hoarhallow, a hobbit village west of LC.
- HOP: Hithlad Outpost, an outpost between HH and LC. Also known as South OP.
- IOP: Isendeep Outpost, an outpost between Isen and TA.
- Isen: Isendeep Mine, a keep in the north-eastern mountains of the Moors.
- LC: Lumber Camp, a keep in the south-western forest of the Moors.
- Lugz: Lugazag, a keep south of Grams.
- Lugz rez: Rez circle near ROP where players can respawn if their faction controls Lugz.
- OC: Orc camp, a smaller camp located between TR and IOP.
- OR: Ost Ringdyr, a keep which is always under freep control at the very eastern edge ofthe Moors.
- PXX (e.g. PTR): Poor map to location XX, a mapping skill for monster players with 10min cooldown.
- ROP: River Outpost, an outpost between EC and HH.
- STAB: South TA bridge.
- TA: TolAscarnen, a keep in the middle of the Moors.
- TR: Tirith Raw, a keep north of GV
- TR rez: Rez circle near IOP / AEOP where players can respawn if their faction controls TR.
- Tribe: Monster player version of a kinship.
- WL: War-leader.
- WTAB: West TA bridge.
Also good to know is how to use the basic chat channels in the game. To enter a new channel, simply type the command listed behind the channel name in the list below, followed by a space. The channel will automatically switch to the new channel (e.g.: /k Hello kin!).
- Kinship: /k
- Tribe: /tr
- Officer (only available for kinship officers): /o
- Fellowship (freep groups up to 6 people): /f
- Group (creep groups up to 6 people): /g
- Raid (groups up to 24 people, for either freeps or creeps): /ra
- World (general server-wide channel): /world
- LFF (looking for fellowship, to find players to group with): /lff
- OOC (out of character, rarely used outside of the Moors, in the Moors it’s the default communication channel): /ooc
- Trade (channel reserved specifically for trading/selling/buying with other players): /trade
- Say (sends a message visible only to players in your direct vicinity): /say
- Shout (similar to /say, but in a bigger range): /shout
- Tell (private conversation with another player): /tell <name> (no brackets)
- Reply to your last received tell: /r (or just hit the “R” button when you’re not typing a message).
- Help on available commands in chatbox: /help
3. Getting started
Welcome to the amazing world of the Lord of the Rings Online! Before you can rush off to explore Middle-Earth and kill countless orcs and goblins, you will need to create a new game character. *Help, which server should I play on? And what race/class should I choose?* It is very hard to answer these questions because they depend on what you want to play as. The server you pick doesn't matter very much. All of them are located in the USA, so there should be no difference in connection speed. Something you might want to look at is the roleplaying servers, and servers where French or German dominates (more info here).
A quick overview of the races and classes:
3.1 - Races:
Please note that although the racial bonuses may seem very useful in the beginning, they are quite small when you reach higher levels (a bonus of +15 is virtually nothing to an end-game character while it’s a huge boost for a lvl 15 player.). Don't let these bonuses determine your choice for 100%, you don't want to play a character all the way to end-game if you don't like his/her race.
- Dwarves: Sturdy and doughty folk that love crafting, resistant to corruption, but not to greed...
- The dwarves have lost many great kingdoms in the past, which results in a lower fate than other folk (-7 fate).
- Stocky dwarves aren't as agile as others (-7 agility).
- Dwarves are very sturdy (+15 might, +10 vitality, +1% common mitigation).
- Dwarves are enduring in battle (+30 in-combat morale & power regeneration, but -60 non-combat morale regeneration and -30 non-combat power regeneration).
- Elves: Fair and graceful creatures, the first ones to dwell Middle-Earth, with keen senses and a strong affinity for the beauty of nature.
- Elves have trained their agility during the long years they have lived in the woods (+15 agility).
- The fading of the Firstborn from Middle-Earth causes elves to have lower fate (-7 fate).
- The sorrow of the Firstborn causes elves to be a bit more vulnerable (-20 max morale, -60 non-combat morale regeneration).
- Elves are more resistant to diseases and poisons (+ 1% to disease & poison resistances).
- Hobbits: short, but solid and dependable folk who enjoy a simple life and have at least 6 meals a day.
- Hobbits are courageous (+1% fear resistance).
- Hobbits are tougher than they look (+15 vitality).
- Hobbits are able to heal quickly after battles (+60 non-combat morale regeneration).
- Hobbits are resistant to corruption (+1% shadow mitigation).
- Small size isn't really useful in combat... (-7 might).
- Race of Man: Men might not live as long as elves, be sturdy as dwarves or resilient as hobbits, but they are very courageous and resourceful. Despite the fact that their lives are the shortest of all 4 races, they are destined to rule the world of Middle-Earth after the Third Age.
- Men have weaker will than other races (-7 will).
- It is easy to inspire men (+5% incoming healing).
- Men have the greatest destiny of all peoples (+15 fate)
- Men have improved strength (+15 might).
- Beornings: Introduced to the game in 2014, the Beorning race has only one class (which is also called Beorning). They are the descendants of ancient Men, from Grimbeorn and Beorn themselves. When angered, they can skin-change into a bear. Beornings are gruff, distrustful and impolite, but respect all creatures of nature and hate Orcs more than anything.
- Beornings wield a ferocity unmatched by other races (+15 might).
- So few in number, Beornings’ fate is in question (-7 fate).
- Their bond with the natural world gives Beornings a natural resistance to toxins (+1% poison resistance).
- Beornings are thick skinned (+15 vitality).
- High Elves: Introduced to the game in 2017, high elves are among the oldest living beings on Arda, having witnessed the beauty of Valinor. They are similar to normal elves but differ in a few traits, and while their younger brothers and sisters are not able to become captains, the high elf can.
- The fading of the Firstborn from Middle-Earth causes elves to have lower fate (-7 fate).
- The Eldar have many centuries of knowledge and experience, which gives them inner peace and confidence while fighting (+20 max morale, +60 non-combat morale regeneration).
- Being immortal can be a curse when you see everything around you change or fade out of history (-7 will).
- Elves are more resistant to diseases and poisons (+1% disease & poison resistances).
- Stout-axes: Introduced to the game in 2019, stout-axes, once known as Drása’s Folk, were once one of the seven houses of the dwarves. They were brought unto ruin by their desire for the Rings of Power. Since Sauron gained power over them, the Stout-axes have lived in Mordor which has hardened them even more than their (now) distant relatives. Stout-axes can be burglars, unlike other dwarves.
- Serving under Sauron has not broken the willpower of the Stout-axes (+15 will, +1% common mitigation).
- Living in Mordor teaches you a thing or two about survival and resistance (+1% shadow mitigation, +1% disease resistance, +15 might, +5 agility).
- Years of malnourishment under the orc whips has left the Stout-axes less sturdy than normal dwarves (-7 vitality).
- Sauron took everything from Drása’s Folk when he enslaved the survivors, even their name and language, which left them as a lost folk (-10 fate).
3.2 - Classes:
- Burglar: masters of stealth and misdirection, able to use several tricks to surprise enemies by attacking from the shadow, or stun them for a while to give your fellowship a chance to complete a coordinated attack. Playable by Hobbits, Men and Stout-axes.
- Captain: a leader who is skillful in wielding weapons and healing his fellows. Captains can summon an ally to support them in combat. Playable by Men and High Elves.
- Champion: executing powerful, fervour-consuming attacks, the champion is the master of dealing damage while fighting multiple enemies. Their AoE attacks are unmatched by other classes, and their heavy armour ensures they can survive a lot of tough battles. Playable by all races except Hobbits and Beornings.
- Guardian: protector of the weak and defender of people in need, the guardian has the greatest defense of all classes. He shields his weaker allies from the blows of the enemies. Playable by all races except Beornings.
- Hunter: dweller of fields and forests, the hunter is unmatched with his bow. They deal very high damage at a distance, but are quite vulnerable in melee combat. Their survival skills help their companions and trap their foes. Playable by all races except Beornings.
- Lore-Master: seeker of knowledge and guardian of wisdom, the lore-master wields ancient secrets of nature and lore to confound foes and aid friends, to protect them from dark powers of the enemy. Lore-Masters can summon a pet creature to aid them in combat. Playable by Elves, Men and High Elves.
- Minstrel: a herald of hope and renewal who uses ancient songs and music to heal and inspire his allies or deal devastating damage to his foes. Playable by all races except Beornings.
- Rune-keeper: a mystical linguist who uses the hidden power of words to either heal allies, or use destructive magic against the enemy, wielding the forces of fire, ice and lightning. Playable by Elves, Dwarves, High Elves and Stout-axes.
- Warden: a powerful defender of weaker allies, armed with spears, javelins and a shield. Wardens use a gambit system to execute powerful attacks based on specific combinations. Unlike other tank classes, the warden wears medium armour and relies a lot on self-healing, blocking, parrying and evading. Playable by Elves, Hobbits, Men and High-Elves.
- Beorning: ferocious in both offence and defence, beornings can act as DPS or tank. Their bonds with nature give them great knowledge of healing herbs, which allows them to take on a healing role as well. Playable only by the Beorning race.
- Brawler: aggressive melee fighters who shine in one-on-one combat, but who are also able to defend their allies while fighting in group. Playable by all races except Beornings.
Okay, you have this summary... Now what? Well, there isn't much more that we can do. Advice is all we can give. If you cannot decide which class to play, try the ones that seem interesting to you (play one until level 30 or so, then you have a good idea of what the class can or cannot do).
After you created your character, you enter Middle-Earth. Well, not exactly. You start off in a beginner place, an introduction instance. For Humans and Hobbits, this is Archet in Bree-Land, Elves and dwarves start at Thorin's Hall in Ered-Luin, Beornings start at Grimbeorn’s Lodge in the Vales of Anduin, High Elves begin in Rivendell in the Trollshaws and the Stout-axes start at Barad-Dûr in Mordor. In this tutorial instance, you will get to know the game a bit and learn the basics of playing. The introduction ends with a special instance in which something happens that changes the environment. By this time you are probably level 6-9. After you complete this instance, you are transported to the real world, every class to a separate area (Dwarves stay in Thorin's Hall in the north of Ered Luin and are joined by the Stout-axes, Elves and High Elves go to Celondim in the south of Ered Luin, Hobbits go to Little Delving in the Shire and Men stay in Archet, Bree-Land where the Beornings join them).