The shortest-lived of the races of Middle-earth, yet also the race destined to rule in the years beyond the Third Age, the race of Men is defined by their relatively short life span. Their mortality was considered a unique gift, but in time it became known as "The Doom of Men" and a source of lamentation.
Men are a varied race, from the great Dunédain of the North to the skilled Horse-lords of Rohan, and from the proud soldiers of Gondor to the mysterious Haradrim far to the east. They are capable of great courage and honour; yet they can also easily fall prey to ambition, deceit, and betrayal. Known simply as the "Big Folk" to the Hobbits of the Shire, Men are characterized by a large, strong frame and a driving will borne out of a relatively short life span.
In designing the race of Men for The Lord of the Rings Online: Shadows of Angmar, the difficulty is in creating a race of characters that is not seen as simply "ordinary" amongst the other fascinating races of the land. Men occupy a unique place within J.R.R. Tolkien's lore, since (though they may not realize it themselves) they are the race of destiny. Men are also easily swayed and exceedingly ambitious. Many have been corrupted by promises of power and these make up a sizable portion of the armies of the Dark Lord, along with the other, more outwardly monstrous races of Middle-earth. The Men that populate the game as NPCs are particularly interesting, since the motivations of Men are often unknown and appearances can easily deceive. Conversations with Men met in Bree, for instance, can be challenging to the unwary; for within that city's walls there reside both Free People fighting for good and also a dark element of corrupted Men fighting against the light.
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Diminishing of Mankind Decreased Will - Men have weaker wills than the other races. |
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Easily Inspired Increased Morale Restoration- Men are more quickly emboldened than the other races. |
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Gift of Men Improved Fate - Men have the greatest destiny of all the Free Peoples. |
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Strong Men Improved Strength - The feats of strength that men such as Boromir could accomplish are worthy of song. |
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Balance of Man The Race of Man grows eerily proficient at the art of war. |
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Duty-bound You provide a bonus to your fellowship's Morale. |
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Man of the Fourth Age You are destined to greatness -- a Man for the Fourth Age -- but for now you must secure the Third. Your Will is improved. |
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Man Sword-damage Bonus Man Sword-damage Bonus |
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Return to Bree This enables you to quickly return to Bree. |
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Strength of Morale In combat, the Race of Man is known for its unquenchable spirit. |
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Tactics and Might Bonus You receive a bonus to Stallion's Spirit and Ent's Strength contributions. |
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Upper-cut You gain a short-distance melee attack. |
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Enmity of the Dead Since the beginning of time, fell spirits, not the least of which were the Balrogs of Morgoth, roamed the shadow-realm in service to the Enemy. Through foul sorceries, these spirits may stir the decaying bones of fallen Men, becoming terrible wights. To the race of Men, whose spirits pass beyond the world when they die, these monsters are true abominations. |
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Enmity of the Wargs Wargs are often deemed a scourge of Men because their preferred prey are the herds and livestock upon which many villages across Middle-earth so depend. In this regard they are much more a scourge than the lesser breeds of wolves, for Wargs are known to wantonly slaughter livestock even after they have sated themselves, leaving entire herds to rot. |
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Enmity of the Dead II It is said that when the Witch-king came to Angmar, he exerted dominion over many fell spirits of Morgoth and sent them from Angmar and Rhudaur to inhabit the Barrow-downs outside of Bree...the last bastion of the Rangers of Cardolan. In the Third Age, only the wights remain to tell of those evil days. |
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Enmity of the Dead III Morgoth, Sauron, the Witch-king of Angmar, the terrible Gaunt-lords...all possess the sorcerous power to infuse the remains of the dead with fell spirits in service to the Enemy. Rumour speaks of haunted vales in the realm of Angmar inhabited almost wholly by these spirits and the fell wights they produce.... |
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Enmity of the Hillmen For many years there have been tribes of Men who have shunned the rule of Kings and the life of great cities and towns. While some of these might be called allies by the Men of Gondor or Rohan, far too often they fall under the sway of the Enemy, who plays upon their distrust of the great Kingdoms, or threatens them with hidden force, or sways them with false riches and power. Thus it has been that the Kingdoms of Middle-earth have often found themselves at war with the folk of the Hills when the Enemy rises -- and this age seems no exception. |
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Enmity of the Wargs II Wargs are sometimes used by goblins as mounts to extend the range of their attacks against villages and settlements, for goblins are loathe to strike further than they can march in a single night and still return to the dark safety of their caves before morning comes. |
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Enmity of the Hillmen II It seems that old superstitions and fear of the Enemy's dark power are what drive these Hillmen to flock to the banners of the Enemy -- ancient seeds sewn long ago in the hearts of Men by the Dark Lord, that he might have willing servants to hand when he prepares to arise again. It has long been both the strength and downfall of Men that their hearts are their own, and that they may set their feet upon whatever path they choose.... |
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Enmity of the Wargs III It is unclear what the true relationship is between goblins and Wargs. Some say that they are allied against common enemies, while others believe that the goblins actively breed and raise the creatures for war. It seems likely that both stories are partly true -- long ago, perhaps, the goblins bred the Wargs, which in time escaped to form their own packs under the most powerful and intelligent leaders among their kind...and now these packs continue to work with the goblins out of convenience. |
There are few recorded deeds of Hobbits until late in the Third Age of Middle-earth, which is just the way Hobbits would prefer it. They are simple, quiet folks, preferring to dwell in hillside holes in and around the area known as The Shire in western Eriador.
Called "Halflings" by some due to their size relative to Men, these small folk enjoy the peaceful endeavours of farming, eating, and gift giving, rather than concerning themselves with the dangerous affairs of the rest of Middle-earth (save the legends of Hobbit bowmen in the wars of Fornost). In these dark days, however, it is the unassuming Hobbits, with their often surprising adeptness of both word and action, that will have the greatest impact in the war between the Free Peoples and the lengthening Shadow from the North.
From the most modest of beginnings, Hobbits are capable of the grandest of deeds. Their nimbleness and quick-thinking are well documented of course, but Hobbits are not to be underestimated. Hobbits, although small in size relative to the other races, are sturdy of body, determined in their actions, and good with bow or knife (when they have to be). Their small frame belies a toughness and spirit of a capable adventurer in the lands of Middle-earth.
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Hobbit-courage Improved Fear Resistance - The slow-kindled courage of the Hobbit Race. |
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Hobbit-toughness Improved Vitality - Hobbits are remarkably tough. |
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Rapid Recovery Improved Morale Regeneration out of combat - Hobbits recover from trying times faster than other races. |
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Resist Corruption Improved Shadow Mitigation - Hobbits have a great resistance to temptation. |
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Small Size Reduced Might - Hobbits lack the physical strength of other races. |
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Guile and Conviction Bonus You receive a bonus to Spider's Guile and Eagle's Cry contributions |
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Hobbit Club-damage Bonus Hobbit Club-damage Bonus |
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Hobbit-resilience You can raise your Fellowship's Hope value through good old-fashioned hobbit-cheer. This does not stack with other Hope buffs. |
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Hobbit-silence You can lie prone in complete silence, causing enemies to ignore you. |
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Hobbit-stature You have overcome your humble beginnings and play a mighty role in this age. Your Might is improved. |
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Hobbit-stealth Although untrained, you have the natural ability to move about unseen, though there is a chance enemies may detect you, especially when moving in front of them. |
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Return to Michel Delving This enables you to quickly return to Michel Delving. |
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Stoop for a Stone You gain a short-distance ranged attack. |
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Enmity of the Spiders While no respectable hobbit has ever had much to do with spiders, it seems of late that new breeds of the horrid things -- far larger than any proper spider ought to be -- have been migrating here from somewhere across the mountains to the East. For reasons unknown, these unpleasant creatures appear to have developed a great dislike for hobbits, making them quite a hazard for Little Folk living out on the edges of the Shire or beyond. |
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Enmity of the Wolves Wolves have long been a scourge of the peaceful people of the Shire. In hard winters, they may come down from the North to prey upon livestock and to threaten the hobbits themselves in vicious packs. More recently, it seems that greater numbers have moved south, and there are rumours that they are being driven this way by goblins or even more sinister forces. |
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Enmity of the Wolves II While wolves are often hostile, most folks just consider them to be dangerous predators rather than a true danger. Nowadays, though, one has to wonder...they are wandering down from the north in large packs, and they seem more than just hungry -- there are rumours that many of these packs were bred by the goblins in the north-lands to be particularly vicious and dangerous towards Men and hobbits and to ruin the herds of livestock upon which many of the towns of Eriador depend for their food. |
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Enmity of the Wolves III The stories say that back in old Bullroarer's time, the arrival of Golfimbul's goblins were presaged by an invasion of wolves much like the one people are seeing these days. That cannot be a good sign. |
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Enmity of the Goblins Of all the powers of the Enemy, the goblins are the only ones to have openly assaulted the Shire. They were defeated by Bullroarer Took many years ago -- but now the descendants of Golfimbul have again been seen near the bounds of your fair land, as well as many other places in the North. Hobbits have been called to take up arms again, and the Bounders have redoubled their training, lest they be caught unawares by these savage creatures. |
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Enmity of the Spiders II Where have these horrors come from? What ever happened to nice little garden spiders eating flies and all that? These days your idea of a spider starts at about two feet across and goes up from there -- hardly the kind of thing you would expect to encounter in the cozy Shire, yet now they seem to be common in all the forests of Eriador. It is enough to make even the most staid and placid hobbit sit up and take notice that things are getting rather queer these days. |
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Enmity of the Goblins II It looks like the Shire will need a new 'Bullroarer' soon, because there is no doubt that goblins are in force upon the land once again. The Bounds of the Shire are no longer safe, and the thought of your peaceful folk facing a tide of these foul creatures unawares makes your skin crawl. There will have to be a reckoning soon enough if that is to be prevented. |
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Enmity of the Spiders III From your youth you recall an old Elven tale of some great spider that tried to devour all the light in the world...and how though she was driven off and disappeared forever, her brood was left to swarm and multiply in dreadful, dark places. You remember how that tall-tale used to send a chill down your spine every time your dad told it -- but with all that you have seen of late, you wonder if maybe there might be some truth to it.... |
The stout Dwarves of Middle-earth are known for their steadfast determination, hearty strength, and commitment to all things found in the world's deep places.
Living a secretive life in their homes beneath the great mountains, Dwarves are expert miners and workers of stone and metal, capable of crafting with great strength and renown, along with unparalleled beauty and intricacy. Unwavering and proud, the Dwarves fight for the Free Peoples of Middle-earth (although an ages-old mistrust exists between Dwarves and Elves), emerging from their deep dwellings to bring their strength and fierce combat skills to bear in the battle against the Darkness in the East. Dwarves stand on average approximately 4 1/2 to 5 feet high and typically live long lives of 250 years or more.
The Dwarves are excellent warriors and master craftsmen, displaying unique toughness in battle and the ability to create great things. Ever secretive, Dwarves oft begin their adventure in the soaring halls carved from beneath Ered Luin (The Blue Mountains), a land steeped in history and natural beauty near the western shores of Middle-earth.
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Lost Dwarf-kingdoms Reduced Fate - The Dwarves' time in Middle-earth is fading. |
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Stocky Reduced Agility - Dwarves are naturally less agile than the other races. |
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Sturdiness Increased Might and Vitality, improved Common damage mitigation - Dwarves are a sturdy race. |
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Unwearying in Battle Bonus to Morale and Power regeneration in combat, penalty to Morale and Power regeneration out of combat. |
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Dwarf Axe-damage Bonus Dwarf Axe-damage Bonus |
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Dwarf-endurance You provide a bonus to your fellowship's Vitality. |
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Endurance of Stone For a short amount of time, you can withstand blows that would batter a weaker race's Morale into dust. |
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Fateful Dwarf You are a dwarf of great influence. Your Fate is improved. |
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Guile and Might Bonus You receive a bonus to Spider's Guile and Ent's Strength contributions. |
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Head-butt You gain a short-distance melee attack. |
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Return to Thorin's Gate This enables you to quickly return to Thorin's Gate. |
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Shield Brawler Your defensive combat abilities have been improved. |
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Enmity of the Dourhands The Dourhand dwarves appear to have turned their backs on the Free Peoples of Middle-earth and rebelled against the rightful rule of Durin's Folk. |
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Enmity of the Goblins Goblins and dwarves have despised each other since they first set eyes upon one another. They are natural enemies both above ground and below, with the goblins' countless numbers crashing year after year against the tireless defences of the dwarves, wearing away at them like tides against rock. |
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Enmity of the Dourhands II Jealous of the wealth and status of the Longbeards -- particularly since Durin's Folk reclaimed the Lonely Mountain -- the Dourhands have plotted to usurp their position as the leaders of the Dwarves of the Blue Mountains for many years now. |
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Enmity of the Dourhands III Ever since the earliest records, history has been rife with stories of betrayal and tragedy. The rebellion of the Dourhands is just the latest chapter in this long and sorrowful litany. It is time to bring that chapter to an end.... |
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Enmity of the Goblins II The dwarves have always held the advantage over the goblins in terms of skill in battle as well as quality of weapons, armour, and fortifications. The goblins, however, have always held the advantage in numbers -- a rather vast advantage. |
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Enmity of the Trolls Trolls are a particularly deadly threat to the dwarves. Capable of smashing the strongest fortifications and thriving in the dark underground domains where the sun poses no danger, they have often been used to spearhead major assaults against the dwarf-kingdoms. |
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Enmity of the Goblins III Goblins are an odd study in group-thought. As individuals, they are sniveling cowards who recoil from anyone who appears remotely stronger than themselves -- in large masses, they are known to hurl themselves with unthinking savagery onto pike and axe. The common wisdom is that in large groups the goblins in front simply have no choice, as they are pushed forward by the teeming masses behind them, and so they fight like cornered animals. From what you have seen, there may be some truth to this. |
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Enmity of the Trolls II Quite the opposite of goblins, most trolls have little cunning or intelligence of any kind. They are, however, almost mindlessly brave, crushing anything in their path with abandon. Only if they are badly injured are they likely to rebel -- though the sight of a Cave-troll running amok through its goblin handlers is enough to bring a chuckle to even the most hardened of veterans. |
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Playable Classes | ![]() |
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Champion |
Minstrel |
Guardian |
Hunter |
Rune-keeper Premium |
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These classes are Exclusive to this race.
Premium classes are features of an expansion or available in the in-game store.
Throughout the ages, the deeds and struggles of the noble race of Elves have been entwined with the very history of Middle-earth. They remember all too well the devastation caused by the tides of evil that once darkened the land - a shadow which threatens to do so once again.
In ages past, the Elves divided into many different groups, and settled throughout Middle-earth, primarily in the ancient forested realms where they yet live. Tall and strong, fair and graceful, Elves have keen senses and a deep affinity for the beauty of the natural world around them. Elves do not "die" in the way understood by Men; Elves often live in the lands of Middle-earth for thousands of years, suffering neither the effects of time nor disease, though the body of an Elf may be struck down in battle. At the end of their days in Middle-earth, the Elves travel to unknown realms across the western sea.
Long ago, the Elves welcomed the "younger" races of Middle-earth and allied with them when the need was great, but centuries of war, betrayal, and hardship have made them fiercely protective of their seclusion. Now, as the Third Age draws to a close and the War of the Ring is at hand, the Elves are once again stirring from their forested realms and hidden valleys, allying with the Free Peoples of Middle-earth against the darkness which grows from both the North and East.
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Agility of the Woods Improved Agility - The Grace of the Eldar is remembered in legend. |
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Fading of the Firstborn Reduced Fate - The time of the Elves in Middle-earth is nearly at its end. |
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Sorrow of the Firstborn Reduced Morale and Morale Regeneration out of combat - Elves feel things more deeply than the other races and are more subject to sorrow. |
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Suffer no Illness Improved resistance to Disease and Poison - Elves do not suffer illness. |
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Eldar's Grace With the speed and grace of the Eldar, you can put up a strong parry defence. |
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Elf Bow-damage Bonus Elf Bow-damage Bonus |
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Elf One-handed Sword-damage Bonus Elf One-handed Sword-damage Bonus |
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Friend Of Man You are devoted to guiding the race of Man. Your Fate is improved. |
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Power of the Eldar You provide a bonus to your fellowship's Power. |
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Return to Rivendell This enables you to quickly return to Rivendell. |
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Silvan Shadows Although untrained, you have the natural ability to move about unseen, though there is a chance enemies may detect you, especially when moving in front of them. |
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Tactics and Conviction Bonus You receive a bonus to Eagle's Cry and Stallion's Spirit contributions. |
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Enmity of the Goblins The goblins were created by the Morgoth long ago, as captive Elves were tortured and twisted into mockeries of themselves and set upon the world as eternal enemies to their former kin. All that was good in them was turned to evil, and the Elves have striven for ages since to eradicate them from Middle-earth...to no avail. |
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Enmity of the Orcs Bred by the Enemy for war over land, the Orcs are larger and tougher than their goblin cousins, but their origins remain the same. Militant and brutish, they retain some native talent for the clever working of wood and metal, though they only apply this to the construction of weapons and other machines of war. |
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Enmity of the Goblins II Goblins are a mockery of life, twisted by the Enemy to serve unquestioningly as an endless supply of foot-soldiers in his wars. Luckily, the breeding of unquestioned loyalty has left them unimaginative and unskilled, making them no match for trained Elven warriors. Still, their numbers are vast, and if only one Elf falls for every hundred of their kind, it is a great loss. |
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Enmity of the Goblins III It is uncertain what goblins think of Elves, as they are rarely willing to speak on the matter, save from the opposite end of a sharp implement. Are they at all aware of their distant ancestry, when they once lived among the Free Peoples? Do they hate the Elves because they are told to by their Dark Lord -- or is it because they remember something from long ago and strive to destroy you out of jealous hatred for your place in the light? |
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Enmity of the Drakes Dragons were bred long ages ago to break the power of the Elves in the North -- and in this they succeeded with their vast power and cunning, acting as a deadly spearhead of the Enemy's armies that none could stand against. Like Elves, Dragons have never been numerous, and their savage demeanor means that few of their offspring ever reach adulthood. Their numbers have also dwindled in Middle-earth -- but recently many of the lesser drakes have been unleashed from Angmar, which is worrisome indeed, for if these lesser beasts have reappeared, can the Dragons be far behind? Regardless of the danger, these creatures must be destroyed! |
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Enmity of the Orcs II Unlike the goblins, the Orcs have been raised with a martial outlook and form the backbone of the Enemy's armies. They are neither cowards nor weaklings -- though they cannot hope to match the martial prowess of the Elves -- but their numbers and war industry are vast when motivated by their shadowy lords. |
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Enmity of the Drakes II Even with but a fraction of their elder kin's power, a drake is a deadly enemy indeed. Even among the Firstborn, it is a mark of honour to stand against such a creature victorious. No one knows from whence the drakes arose -- what creature did the Enemy find to twist into such a fearful shape and power as Dragon-kind? Their origins are hidden, even to the Elves. |
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Enmity of the Orcs III While Orcs dislike the sun nearly as much as their lesser brethren, the goblins, they have more tolerance for it and can be forced to endure it for a time when necessity -- or the lash of their masters -- demands. Despite this, it has long been an artifice of the Enemy to conjure forth vast clouds of smoke or darkness both to protect their troops from the rays of the sun and to conceal their movements from spies and scouts. |
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Playable Classes | ![]() |
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Champion |
Minstrel |
Lore-master |
Guardian |
Hunter |
Rune-keeper Premium |
Warden Premium |
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These classes are Exclusive to this race.
Premium classes are features of an expansion or available in the in-game store.
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Race of Man |
Hobbit | ![]() |
This class is inspired by the famous Bilbo Baggins, who accompanied Thorin and Company on their quest to the Lonely Mountain.
Class Difficulty: Advanced
Role: Support
Gameplay: Burglars are masters of debuffing; skills that cause foes to deal less damage or be easier to kill. They utilize their Trick skills to debuff foes and can later remove the Tricks for additional benefits. Burglars also have Stealth skills and are proficient at initiating Fellowship Manoeuvers. In fellowships, a Burglar supports his allies by debuffing foes, while dealing respectable damage.
Lore: Burglars are masters of stealth and misdirection. They rely on sleight-of-hand and startling attacks that allow their companions to overwhelm adversaries.
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Subtle Stab You may make a quick, sharp attack against your foe. |
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Surprise Strike You are skilled at surprising your enemy in battle, inflicting more damage when attacking from behind or while in Stealth. Critical hits with Surprise Strike are more damaging than most skills. |
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Cunning Attack Your formidable cunning allows a darting attack which continues to deal damage after you strike, dealing even more damage if the attack is made while in Stealth. |
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Burglar's Advantage You are able to make another attack after a Critical Hit, inflicting more damage when attacking from behind. |
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Sneak You have the ability to move about unseen, though there is a chance enemies may detect you, especially when moving in front of them. |
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Trick: Disable You can strike a foe to slow their attacks for a short while. You can only have one Trick on a target at once. |
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Touch and Go You can improve your ability to evade your enemy's attacks for a short time. Using this skill will not break Stealth. This skill shares its recovery timer with Knives Out. |
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Riddle You are capable of posing riddles to your enemies, which may momentarily distract them, dazing them for a short time or until damaged. This will not work on Beasts, Insects, or Creatures of Nature. |
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Mischievous Glee You can surprise a foe with an active Trick on them, removing the Trick and restoring some of your Morale. This will never miss against on level targets, nor can it be parried, blocked, or evaded. |
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Exploit Opening You are able to stun your target, creating an opportunity to use Fellowship skills if you are in a Fellowship. |
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Aim Your careful aim ensures the next damage-dealing attack skill will result in a Critical Hit and has much lower chance of missing. Using this skill will not break Stealth. |
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Burgle While sneaking about, you can attempt to lighten the pockets of unsuspecting targets. |
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Addle You confuse your enemy so thoroughly that he fails any skill attempts in process, and any subsequent skill attempts for a short time take much longer to execute. |
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Trick: Dust in the Eyes You throw dust in your enemy's eyes, making it more difficult for your enemy to hit. You can only have one Trick on a target at once. |
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Diversion When in Stealth, you can divert an enemy's attention away from yourself for a short time. Using this skill will not break Stealth. |
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Track Treasure Turns on tracking for treasure chests and other value-laden containers. |
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Startling Twist You startle an enemy with an active Trick on them, stunning them and removing the Trick. |
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Mischief Instead of Sneaking, you set your mind straightway to Mischief. While active, your Tricks and Twists cost less power to use and the recovery timer of Riddle is reduced. This skill can only be activated out of combat and cannot be used while sneaking. |
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Reveal Weakness While you maintain this ability, you are able to point out weaknesses in your enemy's defences, increasing the damage taken from attacks. Using this skill will not break Stealth. |
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Double-edged Strike After using your Burglar's Advantage, you can make two attacks against your target. |
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Contact Pedlar At campsites scattered across the world, you can call on your contacts to find a Pedlar to whom you and others may sell items. |
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Cure Poison Your resourcefulness allows you to purge poisons ailing an ally. |
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Trick: Counter Defence You execute an attack that will lower your enemy's defences for a short time. You can only have one Trick on a target at once. |
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Trip You can stun an enemy, opening up an opportunity to use Fellowship skills if you are in a Fellowship. Only useable while in Stealth. |
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Clever Retort Mischief must be active to use this skill. Sometimes, you even surprise yourself. Usable on an enemy with an active Trick on them, it does one of four different things from healing yourself to harming your target. This removes the Trick. |
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Hide in Plain Sight You can disappear from before your enemy's eyes. For a little while, your Stealth is improved. Using this skill will not break Stealth. |
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Find Footing When dazed, stunned, knocked down, or knocked out you may quickly recover, gaining Morale and a temporary improvement to your evasion. Using this skill will not break Stealth. |
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Provoke You can cause your enemy to focus his aggression on his current opponent, whether that is yourself or an ally. Does more damage and causes much more aggression if used from in Stealth. |
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Ready and Able You are ready for action again, resetting the recovery timers on many of your skills. Using this skill will not break Stealth. |
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Trick: Enrage You enrage your foe, causing him to flail around at any target he considers a threat. You can only have one Trick on a target at once. |
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Well-placed Strike With a moment to prepare, you make a carefully aimed strike at your target, causing damage over time. When made at the back of your target, the damage over time is increased significantly. |
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Practical Joke Whose fault is it if the mightiest of heroes can't take a joke? This skill is only usable while in stealth. |
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Share The Fun You and one other fellowship member can enter stealth together. You must remain within 5 meters of one another or both of you will be revealed. |
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Knives Out You make a quick attack to nearby foes and then prepare yourself to retaliate to attacks made against you in melee. This change of fighting style temporarily reduces incoming melee damage, but you cannot parry, evade or block while concentrating on your counter-attacks. This skill shares its recovery timer with Touch and Go. |
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Seize Initiative After your fellowship performs a successful Fellowship Manoeuvre, you can use this skill to reset the recovery timer of your Aim skill, Location is Everything, and all the skills in your Critical Response chain. |
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Confound Mischief must be active to use this skill. You confound nearby foes which slightly slows their attacks and will daze them if not cured before it expires. This will not work on Beasts, Insects, or Creatures of Nature. |
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Escape Clause After your fellowship performs a successful Fellowship Manoeuvre, you can use this skill to reset the recovery timer of Touch and Go and Knives Out. |
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Location Is Everything Your next damage-dealing attack skill will deal increased damage if it strikes your target from behind. Only useable while in Stealth. Using this skill will not break Stealth. |
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Improved Startling Twist You startle an enemy with an active Trick on them, stunning them, removing the Trick and Corruptions on the target. |
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Improved Hide in Plain Sight You can disappear from before your enemy's eyes. For a little while, your Stealth is greatly improved. Additionally, you ignore effects that slow you and instead move using your normal run speed. Using this skill will not break Stealth. |
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Lucky Strike After using your Double-edged Strike, you make an attack that always applies a Damaging Gamble. |
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Feint Attack After using your Double-edged Strike, you make a quick feint attack that will allow your next Surprise Strike to act as though you were attacking out of stealth. Cannot be used while in Mischief. |
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A Small Snag After using your Double-edged Strike, you throw a dagger into your opponent's foot, rooting them to the spot and reducing their ability to fight. |
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Burglar's Antidote Your resourcefulness allows you to purge poisons ailing an ally. |
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Mischievous Delight You can surprise a foe with an active Trick on them, removing the Trick and restoring some of your Morale and occasionally restoring Power. This will never miss against on level targets, nor can it be parried, blocked, or evaded. |
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Ambidextrous You are able to wield your off-hand weapon more efficiently, dealing greater damage to your foes. |
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Appraising Eye You are skilled at detecting even the smallest weaknesses in your enemy's armour when using your Reveal Weakness skill. |
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Blind Fury When you Enrage your foes, they are likely to engage you in melee combat. |
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Complicated Terms Your Riddle and Confound skills are more complex, making them less likely to be resisted |
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Confound the Fools Your Confound skill is even more stupefying, and now both stuns and mesmerizes more of your simple-minded foes. |
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Cruel Odds Burglar's Advantage and Double-edged Strike now have a 10% chance to apply a Critical Vulnerability debuff to your target. If the target has a Gamble, the chance is increased to 25%. |
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Cunning Wound The wounds caused by your Cunning Attacks and Well Placed Strike bleed more profusely. |
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Dealings Done You know what to do with the cards you are dealt. Lucky Strike becomes Gambler's Strike and can now upgrade Gambles to their max tier. Your chance of applying a gamble is also increased. |
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Disabling Attack You are able to use your Disable skill to greatly reduce your enemy's speed. |
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Even the Odds Seize Initiative and Escape Clause can be used more frequently. In addition, they now apply a self-buff that increases the chances of applying a Gamble. |
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Exposed Throat After using your Double-edged Strike, you make an additional attack, inflicting high damage. Also has a chance of stunning your foe for 6s, creating a opportunity to use Fellowship Manoeuvres if you are in a Fellowship. |
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Flashing Blades After using your Double-edged Strike, you can make two additional attacks against your target. |
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Focused Eye You are able to take Aim more quickly than you once did. |
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Footpad Your Stealth is more subtle, making you harder to detect. In addition, Burgle has a 60% chance to apply a Debuffing Gamble. |
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Hidden Dagger Your from Stealth attacks are far more accurate, reducing miss chance and your enemies ability to block, parry or evade them. |
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Honed Wit You hone your witty banter to be usable at all times. Clever Retort can now be used outside of Mischief and its recovery is reduced. |
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Leaf-walker Your Stealth is hastened, allowing you to move more quickly while sneaking. In addition, Provoke from Stealth has a 60% chance to apply a Disabling Gamble. |
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Little Annoyances You know how to make those little things really distract people. Small Snag becomes Quite a Snag, which has increased duration and a more potent debuff. The duration of your tricks while in Mischief is also increased. |
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Opportunist Improves your Counter Defence skill to further increase your opponent's vulnerability to Critical Hits. |
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Overwhelming Odds Completing a Fellowship Manoeuvre will empower the burglar, based on what Manoeuvre was completed. |
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Perplexing Riddle Your Riddles are far more perplexing than your foes can comprehend, both stunning and mesmerizing them. |
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Practiced Bluff Your ability to bluff an attack through has been well-practiced. Feint Attack becomes Improved Feint Attack and now activates more stealth skills. Your damage from Stealth attacks, including Improved Feint, is also increased. |
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Sharp Wit, Sharp Blade Your wit and blade combine to make Provoke even more damaging and infuriating. |
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Side-step You are able to evade attacks more easily than before. |
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Spatial Sense Striking in the right place is more important than how hard you strike. Your ability to use Well-placed Strike is increased. |
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Stick and Move Skills that are normally unlocked by scoring Critical Hits now also unlock when you successfully Evade an attack. |
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Strategic Planning You plan your fights around location even more than other Burglars. Your ability to use Location is Everything is increased. |
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Strike from Shadows You are able to land precise blows when attacking from Stealth, increasing your chances of landing a Critical Hit with Surprise Strike, Cunning Attack, or Provoke. |
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Sweep the Leg Upgrades Trip to Tangle-foot. This ability does not break stealth and has a shorter cooldown. |
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Swift and Subtle You are able to use your Subtle Stab skill with greater speed, inflicting more damage. Further, when striking a target that has a Gamble, you apply a resistance debuff. |
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Trickster Your Dust in the Eyes skill affects multiple enemies nearby. |
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Cunning Wound Burglars cannot rely on strength and power to defeat their enemies -- but a severely bleeding wound will often do the trick. |
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Hidden Dagger It is always surprising how many enemies forget to look over their shoulder during a fight. |
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Perplexing Riddle A clever burglar can confuse opponents with odd challenges and riddles. |
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Swift and Subtle With extensive practice, your Subtle Stab will improve in deadliness. |
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Cruel Odds To better twist chance in your favour, you must first master the art of piling victory on top of success. |
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Focused Eye Without the advantage of strength, you must rely on speed and agility. If you are fast enough, you might be able to finish a conflict with a single strike. |
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Side-step When Orcs are raining arrows down upon you, you had best have a spring in your step. |
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Trickster So what if it is an old trick? The old tricks are the best tricks. |
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Disabling Attack Certain postures will force an enemy to fight with greater caution, limiting their ability to attack. |
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Footpad If you cannot be seen, you cannot be killed. So do not be seen. |
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Opportunist Every creature has its weak spots -- eyes, throat, spleen, something -- you just need to figure out what they are. |
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Strike from Shadows You have only one shot when ambushing an opponent -- make it count! |
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Blind Fury You must master the art of angering someone so much that they forgo their weapons in an attempt to throttle you with their bare hands. |
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Leaf-walker Moving silently is easy - moving silently and quickly? That is a challenge.... |
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Overwhelming Odds Burglars are notoriously fond of maneuvering their enemies into deadly situations where their allies can quickly defeat them. |
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Sharp Wit, Sharp Blade You must master the combination of a cutting remark and a marking cut. |
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Complicated Terms You have picked up a few new conundrums in your travels, but you will not be able to polish the weaker points until they fall flat a few times. |
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Honed Wit With practice, the right comeback may no longer require a mind set only to mischief. |
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Spatial Sense No matter how well-placed the strike, there is always room for improvement. |
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The Book of Knives The pages of this book can be found scattered across Angmar, Eregion, Forochel, and the Misty Mountains. The Book of Knives was written by a burglar of great renown -- she is even said to have retrieved the choicest gem of a hoard from beneath the grasping claw of a sleeping dragon -- but her true name remains unknown and many doubt the voracity of her most outlandish exploits. Nevertheless, she was acknowledged as one of the finest knife-fighters in Middle-Earth during her time. Sadly, The Book of Knives is incomplete; little can be gleaned from its cryptic writings. The famous burglar Bilbo Baggins is known for his love of riddles and mysteries -- perhaps he might be able to shed some light on this text. |
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Knee-breaker's Manual The pages of this book can be found scattered across Angmar, Eregion, Forochel, and the Misty Mountains. Knee-breaker's Manual is an odd tome -- it appears to be written in a rather careful and precise script, but the passages themselves describe a particularly coarse and savage individual. Whomever he was, the exploits described in this book certainly lean to the unsavoury side of the burglar's profession. Nevertheless, there are a number of intriguing points that the author of the book presents. Frustratingly, several key pages are missing. It is said that the famous burglar Bilbo Baggins has undertaken a study of the profession since his retirement -- perhaps he could tell you something about this 'Knee-breaker' or the missing sections of his manual? |
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The Expert's Guide to Dirty Fighting The pages of this book can be found scattered across Angmar, Eregion, Forochel, and the Misty Mountains. The Expert's Guide to Dirty Fighting was written about a rather notorious hobbit-burglar early in the Third Age, when the Shire was not so secure as it is today. Having found himself drafted into the Shire-muster during a particularly difficult season and pitted against Golfimbul's goblins in a number of pitched battles, he learned to fight in a most ungentlehobbitly fashion that served him well against foes considerably larger and stronger than himself. Alas, it has been many years since its writing, and all copies of this interesting text were thought lost, until now. Perhaps the famous hobbit-burglar Bilbo Baggins will have some further insights or thoughts on the book. |
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Confound the Fools You have come to believe that confusion is only scratching the surface. With a bit of work, you could stupify them where they stand. |
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Even the Odds Make the most of successful coordination with your allies, be it to strike fast or ready an escape. |
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Strategic Planning If you can internalize the age old maxim, you may find the right location easier to arrive at and more effective than before. |
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A Guide to the Quiet Knife You have heard it whispered that the libraries of Moria yet contain many tomes, while many other volumes were brought by the dwarves seeking to reclaim their kingdom of old. One such tome in the libraries of the Iron Garrison is said to be the legendary "A Guide to the Quiet Knife." If you can gain enough favour with the Iron Garrison Guards, they may let you have their copy of this book. |
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The Mines of Moria Delve deep into the ruined halls of Moria and face the threats that lie within. |
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The Path of the Mischief-maker You have begun to follow the Path of the Mischief-maker. If you follow this path to its end, you may learn how to become a master of mischief, increasing your abilities to distract foes in combat. |
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Race of Man |
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This class is inspired by Eärnur, last King of Gondor, who was revered both as a captain skilled in arms and as a lore-master.
Class Difficulty: Moderate
Role: Support
Gameplay: Captains are armoured melee fighters and masters of buffing; skills that enhance allies. They may summon a Herald companion to fight by their side, ensuring they always have an ally to buff. They can also Mark foes, giving benefits to all who attack them. In fellowships, a Captain supports his allies with healing and buffs, while still dealing respectable damage.
Lore: The Captains of Middle-earth hold the future in their hands. By their own strength of arms and the inspiration they instill in others, they must lead the Free Peoples to victory.
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Defensive Strike You attack defensively. On a successful strike you cause light damage, but recover quickly to protect yourself from returned attacks. |
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Battle-shout Your fearsome Shout strikes terror into the hearts of your enemies and puts you into a Battle-readied State. |
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Sure Strike You attack swift and sure, avoiding your opponents attempts to block and parry the attack. |
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Rallying Cry When an enemy is defeated, your Cry rallies the Morale of your nearby fellows. |
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Devastating Blow If you land a Critical Hit, this attack will deal devastating bonus damage and allow the usage of enemy defeat skills, as well as allowing you to enter into the Battle-hardened state. You must be in a Battle-readied State to use this skill. |
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Cutting Attack A light, bleeding attack, which causes your foe damage over time. |
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War-cry When an enemy is defeated, you let out a Cry which rallies your nearby fellows to attack with greater speed and determination. |
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Tactic: On Guard Your tactic is to be on guard, increasing chances of parrying attacks. No one can have more than one Tactic on at a time. |
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Make Haste You command your Fellowship to make better speed, both in and out of battle. |
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Routing Cry When an enemy is defeated, you let out a fearsome Cry which slightly demoralizes all other foes nearby. |
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Pressing Attack You swing twice hitting up to two enemies, inflicting medium damage. If you land a Critical Hit on the second attack, you will be able to use your enemy defeat skills, as well as allowing you to enter into the Battle-hardened state. You must be in a Battle-readied State to use this skill. |
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Call to Arms: Herald of War You enlist a Herald to carry your Banner of War into battle. This banner increases the Might and Agility of those around it. |
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Noble Mark You leave a Mark on your enemy, damaging your foe over time. You may only mark one target at a time. |
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Words of Courage You are able to renew one of your companions' Morale over time. |
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Motivating Speech You are able to raise the Morale of your nearby companions with a motivating speech. |
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Muster Courage You are able to renew the courage of your nearby companions, removing all existing fear effects from them. |
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Telling Mark You leave a Mark on your enemy that increases the amount of damage that you and your companions will deal to it. You may only mark one target at a time. |
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Escape from Darkness You are able to revive a fallen companion. |
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Shield-brother This toggle marks one of your fellows as your Shield-brother, making them the target of some of your abilities. |
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Inspire This melee attack raises the Morale of your Shield-brother. |
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Last Stand You are able to resist succumbing to defeat for a short time. |
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Call to Arms: Herald of Hope You enlist a Herald to carry your Banner of Hope into battle. This banner increases the maximum Morale and in-combat Morale regeneration of those around it. |
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Threatening Shout Your Shout threatens your enemy, increasing the chance that it will attack you. |
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Tactic: Relentless Attack Your tactic is to attack relentlessly, increasing Critical Hit chance. No one can have more than one Tactic on at a time. |
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Blade of Elendil This melee attack has an increased chance to critical and inspires your fellows to invoke the Light of Elendil. This skill can only be executed when you are in a Battle-hardened State. |
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Revealing Mark You leave a Mark on your enemy that will renew the Morale of your companions when they wound the target. You may only mark one target at a time. |
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Cry of Vengeance When one of your companions falls, your Cry will return a nearby fellow back to battle and inspire those around you to greater feats of skill. |
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Call to Arms: Herald of Victory You enlist a Herald to carry your Banner of Victory into battle. This banner increases the maximum Power and in-combat Power regeneration of those around it. |
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In Harm's Way You put yourself in harm's way to defend your nearby companions, taking half of all damage dealt to them upon yourself. |
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Tactic: Focus Your tactic is to focus, increasing power regeneration while in combat. No one can have more than one Tactic on at a time. |
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Command Respect Your presence commands respect from those around you. |
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To Arms You temporarily increase the offensive strength of your Shield-brother. |
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Grave Wound You inflict a blow that calls attention to yourself in battle. When dealt to a foe bleeding from your Cutting Attack, your perceived threat is also raised. |
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Kick You make a melee attack that interrupts any time-delayed actions your opponent is attempting. |
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Withdraw A well ordered withdrawal can aid the Captain in living through a harsh battle. This skill lowers your threat to your opponents around you while lowering your damage dealt. |
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Strength of Will Your reassuring presence increases the amount of Morale your Shield-brother recovers. |
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Time of Need You sacrifice some of your morale to gain the same effect as defeating an enemy and to put yourself in a Battle-readied State. |
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Improved Defensive Strike You attack keenly; recovering quickly to protect yourself from returned attacks. When attacking an opponent under the effect of the Light of Elendil you have a 25% chance of restoring some of your Power. |
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Call to Arms: Archer You enlist an Archer to assist you in battle. |
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Valiant Strike You perform an impressive strike that instantly raises the morale of your nearby fellowship members. |
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Shadow's Lament When one of your enemies falls, this powerful melee attack will cause a great deal of additional threat. |
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Fighting Withdrawal A fighting withdrawal can aid the Captain in living through a harsh battle. This skill lowers your threat to your opponents around you and greatly lowers threat gained from doing damage for a short while. |
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Watchful Shield-brother This toggle marks one of your fellows as your Shield-brother, making them the target of some of your abilities and granting them additional Morale and Power regeneration in combat. |
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Adherant of Elendil Blade of Elendil will deal 15% more damage. |
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Battle-master Pressing Attack and Devastating Blow will deal 10% more damage. |
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Blood of Númenor Allies revived by Escape From Darkness will return with full Morale and more Power. |
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Captain of War Your War-cry encourages your allies to attack with even greater speed. |
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Captain's Hope The Morale-enhancing effects provided by your Herald of Hope or Standard of Hope are more effective. |
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Captain's Valour The Might and Agility increases provided by your Herald of War or Standard of War are more effective. |
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Captain's Victory The Power-enhancing effects provided by your Herald of Victory or Standard of Victory are more effective. |
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Composure Time of Need also resets the cooldowns on your 'on-defeat' Cry skills and Shadow's Lament. |
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Deeds before Words Inspire will restore more morale. |
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Defiance Your Last Stand lasts longer, and you are healed when it ends. |
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Defy Corruption Your Escape from Darkness ability is greatly improved and your Cry of Vengeance will revive one additional ally. |
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Expert Attacks You have a greater chance of landing a Critical Hit with your Devastating Blow and Pressing Attack. |
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Fear no Darkness Your Words of Courage greatly increases the morale of your allies. |
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Focused Strikes Your skill with arms reduces the chance that your attacks will miss. |
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Hands of Healing You are a paragon of healing on the battle-field. |
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In Defence of Middle-earth Your very presence inspires those around you to perform greater deeds in battle. |
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Intimidation Your Threatening Shout and Grave Wound more strongly direct the enemy's ire towards you. |
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Leader of Men You have become a Leader of Men. |
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Loyalty You supply your Herald with better equipment, inspiring loyalty. The Herald has more morale, does more damage in combat and takes less damage from enemy attacks. |
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Master of War The vigour of war flows through your veins. |
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Now for Wrath Your Rallying Cry will also heal a small amount of power, in addition to its normal effects. |
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Oathbreaker's Shame You levy a curse upon your foe which increases the damage you can do to it. |
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Precise Ally Your Heralds and Archers deal 20% more damage. |
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Relentless Optimism Your critical heals will heal 10% more. |
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Renewed Voice Your Battle-shout recovers more quickly than before. |
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Shield of the Dúnedain You are able to protect a companion, but at a significant cost of Power. |
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Strength from Within Muster Courage will heal yourself in addition to its other benefits versus Fear, but you cannot summon Heralds or Archers. |
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Strong Voice The power costs of Words of Courage and all your Cries and Shouts are reduced. |
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Subtle Command Your Cries and healing skills draw less attention from your enemies. |
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Tactical Prowess Your To Arms buff lasts 5 seconds longer. |
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Turn of the Tide Your Routing Cry now stuns your foes and inflicts more damage. |
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Captain of War A minor victory on the field of battle can be used to urge your warriors on to greater acts of valour. |
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Focused Strikes Warriors can have little faith in a leader who is not sure which end of a sword to hold. |
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Renewed Voice A trumpet-call and cry of triumph oft begin the rage of war. |
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Turn of the Tide No warrior, be they of light or darkness, can suffer to watch a fellow fall in battle without becoming unsettled. A clever captain can sow the seeds of doubt and fear in the hearts of those who remain. |
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Captain's Valour A leader who would inspire their troops to acts of great valour must lead from the front, where their example can be seen by all those who follow them. |
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Fear no Darkness Warriors must have courage to do battle, and in battle it is your sworn duty to ensure they have it. |
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Relentless Optimism Study how encouraging words may sometimes yield very great changes in the hearts of your fellows. |
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Strong Voice All the florid phrases and knowledge of the hearts of warriors will avail you not if you lack the strength to even draw a breath. |
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Captain's Hope In times of war, soldiers must rally to symbols of hope and valour if they are to prove victorious when badly outnumbered. |
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Expert Attacks A great captain must lead by example. Prove your skill in battle! |
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Intimidating Shout A skilled captain can often bluff an enemy into facing them, thus saving a hard-pressed companion. |
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Subtle Command Unfortunately, being the centre of attention in a battle can lead to an early demise. |
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Battle-master Press the advantage against your foe and strike when the time is right. |
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Blood of Númenor When a warrior falls in battle, it is not enough to simply ease their pain if the battle is to be won -- they must be made ready for battle again as quickly as possible. |
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Captain's Victory Captains carry forth banners to inspire and rally their troops. Each carries their own meaning and history and those who follow them strive to honour those tales. |
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Now for Wrath All the stalwart bravery in the world will not save a warrior who no longer has the strength to lift their sword. |
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Strength from Within Master drawing greater strength from the courage you share with your fellows. |
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Tactical Prowess Master the call to arms and the empowerment of your shield-brother. |
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The Candle's Flame The pages of this book can be found scattered across Angmar, Eregion, Forochel, and the Misty Mountains. The Candle's Flame is a stirring piece written by one of the great Captains of Gondor during the War of the Last Alliance. It speaks of the very personal connexion that a worthy captain forms with his followers, and the power that bond can have when a fallen warrior lies upon the threshold of Death's door. Few copies of this book exist today, most having been lost in the long years since or secreted away in the hidden libraries of the Lords of Gondor. This copy of The Candle's Flame is missing many important pages. Rumour tells that Boromir, a Captain of Gondor, has come north. Perhaps he can help you comprehend the broken knowledge of this book. |
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The Treatise of Valour The pages of this book can be found scattered across Angmar, Eregion, Forochel, and the Misty Mountains. The Treatise of Valour was written by a council of captains who once commanded the great fortresses of the ancient kingdom of Arnor during the height of its power. It was said to have been the foundation stone of the principles of leadership and warfare for the warriors of Arnor and offered knowledge and teaching that proved key to staving off the assaults of Angmar for so long as the North Kingdom stood. All the remaining copies of the Treatise were believed lost or burned in the Sack of Fornost. Many pages of this book, The Treatise of Valour, have been torn or burned, rendering the volume nearly unreadable. Perhaps Boromir of Gondor, recently come north, will know something about it. |
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The Book of Oaths The pages of this book can be found scattered across Angmar, Eregion, Forochel, and the Misty Mountains. The Book of Oaths discusses the central role of Honour in true leadership and the sanctity of a King's Oath -- or a Captain's. Much of the power to guide men truly derives from the simple bond of Truth itself, and for those who lead, an Oath is a bond of commitment that cannot be broken without inviting a fate most dire. Indeed, a captain who would betray his own word risks more than his life, for it is well-known that an Oath fatefully taken binds far more than the flesh. This book is said to be the utmost authority in such matters, but the copy you have found seems badly damaged and many important passages are missing. Perhaps Boromir of Gondor, who currently rides here in the north, may know something about this book. |
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Adherent of Elendil Invoke the name of Elendil, the Elf-friend and king of old, and let his example guide your blade. |
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Composure You must learn to make the most of personal sacrifice to be of the greatest aid to your fellows and your cause. |
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Deeds before Words Be an example to your shield-brother, and you will find your inspiration greater still. |
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Precise Ally You must field your archer to practice his art in order to cultivate greater skill and precision. |
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The Master of the Charge You have heard it whispered that the libraries of Moria yet contain many tomes, while many other volumes were brought by the dwarves seeking to reclaim their ancient home. One such tome in the libraries of the Iron Garrison is said to be the legendary "The Master of the Charge." If you can gain enough favour with the Iron Garrison Guards, they may let you have their copy of this book. |
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The Mines of Moria Delve deep into the ruined halls of Moria and face the threats that lie within. |
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The Path of the Healing Hands You have begun to follow the Path of the Healing Hands. If you follow this path to its end, you may learn how to better restore the morale and vigour of your companions in combat. |
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Race of Man |
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This class is inspired by Gimli son of Glóin, whose skill in arms matched the bow-skills of Legolas.
Class Difficulty: Basic
Role: Damage
Gameplay: Champions wade into battle swinging their weapons in all directions, dealing significant damage to many foes at once. With each strike their Fervour grows, allowing them to use even more potent skills. Special stances may be used to greatly increase damage dealt at the cost of defence or enhance defence at the cost of damage. In fellowships, a Champion concentrates on engaging as many foes as possible.
Lore: Unrelenting in battle, Champions are the consummate warriors. A Champion cares not for his own well-being, but relies on his strength and prowess to slay the Enemy before they can bring more destruction to Middle Earth.
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Swift Strike You make a swift melee attack. |
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Wild Attack A single powerful melee attack. |
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Blade-wall You make a frontal area-of-effect attack. |
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Savage Strikes You make a savage double attack. |
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Flurry Your attack speed is increased. |
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Fervour Your damage and Power regeneration are increased at the expense of avoidance. |
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Brutal Strikes You make three deadly attacks. |
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Exchange of Blows You occasionally damage your attacker when hit. |
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Blade-storm You make a full area-of-effect attack. |
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Ardour Your power regeneration is increased while Parry and Evade skills are penalized. |
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Battle-frenzy Your Fervour is instantly increased. |
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Bracing Attack You make an attack which allows you to brace yourself against counterattack, increasing your Morale by a small amount. |
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Second Wind Defeating an opponent allows the Champion to regain power. |
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Cleave You make a full area-of-effect attack, which can cause minor damage over time. |
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Sudden Defence You lose all Fervour and enter a defensive stance, which increases your parry and evade rates. |
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Let Fly You attack with your ranged weapon. |
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Relentless Strike You use all of your Fervour to deal a devastating attack. This attack can only be evaded, it will never miss against on level targets, and cannot be parried or blocked. |
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Champion's Challenge Your taunting cry forces your target to face and attack you for a few seconds. |
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Merciful Strike You make a powerful attack that can only be used on opponents under 20% health. |
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Fighting Dirty You make a cunning attack that catches your opponents off-guard. Your next area-of-effect attack will cause more damage. It can only be used on opponents below 25% health. |
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Sprint Your run speed is increased. Champions are able to ignore effects that slow their running speed while Sprinting. |
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Glory Your threat generation and Power regeneration are increased at the expense of damage output. |
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Dire Need Half of your current power is expended. Twice the amount of power lost is transferred to Morale. |
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Clobber You make a swift melee attack, which interrupts any time-delayed actions your opponent is attempting. |
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Sound the Attack You make a full area-of-effect attack, which stuns your opponents. |
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Hamstring You make an attack which snares your opponent. |
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Hedge You are able to make a melee attack while regaining control of your weapons. This will also allow you to Parry at an increased rate. |
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Heroics Your heroic actions inspire your fellows restoring their power, while sapping yours. This skill can only be played after defeating an enemy. |
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Boast Tales of your heroic acts draw cheers from the crowd. |
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Rising Ire This skill transfers 15% of total accumulated threat from a fellowship member to the Champion. |
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Ebbing Ire This skill transfers 25% of total accumulated threat from the Champion to a fellowship member. |
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Fear Nothing! You feel the joy of battle coursing through your veins. You Fear Nothing! |
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Blocking Blades Increases your parry rate. This skill can only be played after defeating an enemy. |
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Red Haze Adds a fervour pip when cast, and an additional fervour pip every 15 seconds. This skill can only be played after defeating an enemy. |
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Feral Strikes You make a savage double attack that is difficult to parry or evade. Each attack has a chance to remove a Corruption from the target. |
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Rend You make a full area-of-effect attack, which causes medium damage over time. Replaces Cleave. |
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Adamant Champions shrug off damage that would bring many to their knees. |
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Great Cleave All Area attacks cost 1 less Fervour Pip. |
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Blood Rage Your Rage allows you to burst all bonds at the cost of blood. |
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Remorseless Strike You use the majority of your Fervour to deal a devastating attack. This attack is as hard to defend against as Relentless Strike but also does massive damage on critical hits. |
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True Heroics Your heroic actions inspire your fellows, restoring their power and grant yourself bonuses based on stance. This skill can only be played after defeating an enemy. |
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At the Ready You are able to more effectively block attacks. |
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Athletic Your athletic prowess allows Sprint to be used more often. |
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Blood-lust Your Wild Attack now generates 1 additional Fervour after a Critical Hit. |
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Bountiful Mercy The minimum target morale requirement for Merciful Strike is increased to 50% |
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Braced Against Defeat Your Bracing attack provides additional morale for yourself. |
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Call of the Wild Your Wild Attack more effectively draws your enemy's attention to yourself. |
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Continuous Blood Rage Gain Continuous Blood Rage, a toggle skill that has a morale cost each second and reduces incoming healing almost completely. In return the Champion gains a damage bonus that increases over time to go with the immunity to combat states of Blood Rage. |
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Controlled Burn Your damage and Power recovery are increased. |
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Controlled Fury Controlled Burn will also activate Red Haze and its duration is increased by one minute. |
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Deadly Strikes Your damage multiplier for scoring Critical Hits is increased for: Brutal, Ferocious, Merciful, Relentless, Feral and Savage Strike. |
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Deathstorm Great Cleave transforms to Deathstorm. All Area damage skills cooldowns are reset. All Area damage skill fervour pip costs are reduced to 0. |
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Deep Strikes On a Critical Hit, the following skills will now apply a bleed: Brutal, Ferocious, Merciful, Relentless, Feral and Savage Strike |
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Dirt Cheap The minimum target morale requirement for Fighting Dirty is increased to 50% |
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Explosion of Blades A full area-of-effect attack that inflicts huge damage, while drawing the attention of your enemies to yourself. |
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Eye of the Storm Your Blade-storm costs and requires only 3 Fervour to execute. |
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Ferocious Strikes You make an aggressive triple attack that draws the enemy's attention to yourself. |
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Fervent Rage Your Battle Frenzy generates 5 Fervour, totally filling your Fervour meter. |
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Fight On! A cry of defiance that robs enemies of their ability to use Power and transfers it to you. |
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Flurry of Blows Your Flurry lasts longer and your attack speed is increased. |
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Heavy Shield Use You have the ability to wield heavy shields. |
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Improved Rend Your Cleave and Rend skill will now reduce the target's armour rating in addition to causing bleeding wounds. |
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Invincible Increases the vulnerability reduction of Adamant to 30% and resets the cooldown on Champion's Challenge, Hedge, Bracing Attack, Sprint, Dire need, and Heroics. |
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Mighty Blast Converts Sound the Attack to Horn of Gondor. This skill does more damage to more targets and checks against the target's Cry Resistance rather than Block/Parry/Evade. |
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Patience Your Exchange of Blows executes more often and more effectively draws your enemy's attention to yourself. |
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Stalwart Blade Your Blade-wall skill generates 1 Fervour for every successful attack. |
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Swift to Anger Your Swift Strike skill generates 1 additional Fervour on Critical Hits. |
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Tight Grip Hedge cooldown is reduced to 1:30 and the duration of the Hedge effect is extended to 20 seconds. |
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Time of Need Dire Need now increases your Fervour by 5 and recovers 5 minutes faster. |
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Vicious Strikes Your chance of scoring a Critical Hit is increased for: Brutal, Ferocious, Merciful, Relentless, Feral and Savage Strike. |
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Vigour of Champions Your Second Wind skill restores more power. |
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Winds of the Storm Your Blade-storm and Raging Blade now affect up to 5 additional targets. |
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Deadly Strikes Champions are known for their reckless and powerful strikes in battle, cleaving any foolish enough to stand in their way. |
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Flurry of Blows A quick hand can oft mean the difference between victory and defeat. |
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Swift to Anger Swift strike is a dangerous attack, but it normally leaves you a bit off balance, unless you can truly master it. |
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Blood-lust Food, drink, companionship -- for the Champion, all of these are second to the joys of battle...drink is a very close second though. |
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Braced against Defeat The Bracing Attack is an important tool used by Champions who must fight alone and outnumbered. |
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Call of the Wild A Champion prefers to fight their enemies face-to-face, so that they may look their foes in the eye as they fall. |
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Improved Rend Practice your attacks which cause bleeding in your foes. |
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Winds of the Storm Blade-storm is one of the Champion's most impressive attacks, causing considerable havoc upon the field of battle. |
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At the Ready The longer a Champion can stand upon the field of battle, the more damage they will inflict upon the enemy. |
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Deep Strikes Deep wounds are deadly wounds. Many a warrior survives the battle, but not the night that follows. |
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Flashing Blade The Blade-wall is a staple of battle for champions, allowing them to engage multiple opponents in battle and evening the odds when outnumbered. |
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Dirt Cheap Master the delivery of your most dirty trick so that you can pull it off more readily in the future. |
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Eye of the Storm The Blade-storm is considered one of the most exacting and difficult maneuvers a Champion can execute, it is worth learning it well. |
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Fervent Rage Sometimes you do not have time to work yourself up to a task; you must simply hurl yourself into the breach. |
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Patience When trapped in a furious melee, even a Champion may find themselves overwhelmed if they fail to take the measure of their opponents and flail about wildly. |
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Time of Need Some champions have been known to hurl themselves into battle with such vigour that they injure themselves more grievously than the enemy does. |
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Athletic Build your sprinting stamina with focused training. |
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Tight Grip Practice your weapon-recovering strike; it could save your life...or a friend's. |
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Vigour of Champions Use the defeat of your foe to fuel your attack against the next. |
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The Tome of Swords The pages of this book can be found scattered across Angmar, Eregion, Forochel, and the Misty Mountains. Written in a neatly defined Sindarin script, The Tome of Swords has long been renowned as one of the finest manuals on the art of swordsmanship and battle. Originally written in the early ages of Middle-earth, many copies exist -- but sometime shortly after the end of the Second Age, most of them either vanished or had important passages edited, meaning that most of the copies that exist today are incomplete. The copy you have found appears to be mostly intact, but time and wear have done the duty of whomever wished to limit the knowledge contained therein. There are a few pages that are either missing or too badly weathered to read. Perhaps the dwarf Gimli, son of Glóin of the Lonely Mountain, could tell you more about this ancient tome. |
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The Joy of Battle The pages of this book can be found scattered across Angmar, Eregion, Forochel, and the Misty Mountains. The Joy of Battle is an aptly named text, written by a great dwarf-champion during the height of Durin's reign in Khazad-dûm. It is no simple treatise on the art of battle, as so many texts are. Rather, it is a philosophical tract that describes the author's outlook upon warfare and battle, and how he came eventually to seek it out as a meditative and even transcendant experience that he was unable to experience in any other setting save the midst of clashing blades and the cries of battle. It is not a text for the faint-hearted or the meek, but it seems oddly lofty and its tone does not reflect the maddened bloodlust that one might have expected given the title. Alas, the long years have been rough on your copy, and there are a number of pages torn or missing from it. Gimli the Dwarf might have some insight into the missing knowledge of The Joy of Battle, since it was written by one of his forebears in the depths of time. |
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The Artisan Blade The pages of this book can be found scattered across Angmar, Eregion, Forochel, and the Misty Mountains. Given the title, you half expected that this book would have been written by an Elf -- and indeed the script is Sindarin -- but it seems that the author is a champion of some ancient Númenórean lineage from a time before the founding of Arnor. The text is so ancient that some of the pages threaten to crumble in your hands as you carefully peruse it. While the dialect is ancient and difficult to read, the author's approach to swordsmanship is rather unusual, placing a great deal of emphasis on grueling repetition and concentration around what appear to be the most basic motions of the form. It suggests a focus on absolute control and power, which then leads to the discovery of finesse and artistry. If only several key passages and pages were not missing, it could be an invaluable training guide -- perhaps Gimli the Dwarf could tell you more? |
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Bountiful Mercy Learn to identify the turning point in a foe's strength and strike. |
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Controlled Fury Master self-control, and many techniques will be possible that were not before. |
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Mighty Blast You must master your horn-blowing technique to use the horns of the South Kingdom. |
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The Boiling Rage You have heard it whispered that the libraries of Moria yet contain many tomes, while many other volumes were brought by the dwarves seeking to reclaim Moria. One such tome in the libraries of the Iron Garrison is said to be the legendary "The Boiling Rage." If you can gain enough favour with the Iron Garrison Guards, they may let you have their copy of this book. |
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The Mines of Moria Delve deep into the ruined halls of Moria and face the threats that lie within. |
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The Path of the Martial Champion You have begun to follow the Path of the Martial Champion. Mastery of the arts found along this path will allow you to suffer the most cruel attacks and remain in the fight. |
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Elf |
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Race of Man |
Hobbit | ![]() |
This class was inspired by the hobbit Samwise Gamgee, whose loyalty to Frodo Baggins knew no bounds.
Class Difficulty: Basic
Role: Defence
Gameplay: Guardians wear heavy armour and have many defensive skills that allow him to survive battles against the most fearsome foes. Guardians also have skills that draw foes' attention away from their allies and to themselves. In fellowships, a Guardian forces enemies to attack himself, so his more fragile allies will not be harmed by the foes.
Lore: The Guardians are the stout protectors of the weak and defenders of those in need, loyal companions to the end. True Guardians stand to the forefront of battle, shielding their allies from enemy assaults.
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Sting A quick attack that will lightly wound your opponent. |
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Guardian's Ward Your great skill enables you to strengthen your defences for a short time. |
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Shield-blow You strike your opponent with your shield. This skill generates additional threat. |
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Shield-swipe After successfully blocking an enemy's blow, you may attack with both your weapon and shield. This skill draws the enemy's attention to yourself. |
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Guardian's Defence This stance focuses your defences on blocking attacks. |
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Sweeping Cut Large sweeping strokes cut into all of your foes standing before you. |
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Vexing Blow You are capable of drawing an enemy's attention to yourself with this attack. |
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Overwhelm You are able to make a powerful attack against an enemy who has suffered your Retaliation. This attack will stun the target on a critical hit. |
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Retaliation You are skilled at swiftly retaliating after parrying an enemy's attack. |
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Overpower This stance forgoes your shield and focuses your energies on finishing off your opponent quickly. |
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Bash After a successful Shield-swipe, you may bash your foe again with your shield, stunning the target briefly. This skill draws the enemy's attention to yourself. |
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Guardian's Parry This stance focuses your defences on parrying attacks. |
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Whirling Retaliation After successfully retaliating, you may make a whirling attack against all enemies in a circle around you. You will also transfer threat from all fellowship members within 10 meters to yourself. |
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Catch a Breath You catch your breath after blocking an enemy's attack, restoring Morale |
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Challenge You know how to goad your enemies into attacking you, leaving your allies free to manoeuvre. |
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Thrust Follow-up your Retaliation with a thrusting blow, which will open a bleeding wound. |
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Guardian's Pledge Your great skill enables you to strengthen your defences for a short time. |
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Salt the Wound You look to further injure a wound opened by thrust. |
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Shield-taunt Laugh at your enemies after bashing them with your Shield-swipe, taunting them. This skill draws the enemy's attention to yourself. |
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Protection When wielding a shield, you may protect one of your allies, improving his defence. You will also be able to react to attacks made against him if you are within 10m. |
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Summon Tinker At campsites scattered across the world, you can call on a wandering Tinker to help repair equipment for you and your fellowship. |
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Thrill of Danger The thrill of danger allows you to regain Power, increasing with every enemy near you. This skill works in combat only. |
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Force Opening You use brute strength to force an opening in your opponent's defences. Will open a parry response event on a successful hit. Requires Overpower. |
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Let Fly You attack with your ranged weapon. |
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Warrior's Heart You have the ability to improve your Morale for a time, even above its normal maximum. |
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Stamp Your attack enables you to break your enemy's concentration, interrupting his actions. |
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Deep Breath You gather your wits and instantly recover some of your skills. |
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Turn the Tables When dazed, stunned, knocked down, or knocked out you may turn the tables on your enemy, recovering from the effects and instilling them in your enemy. |
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Guardian's Promise You can create a whistle out of an acorn that will allow your fellows to call you to them when they are in need. |
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Fray the Edge Your threatening taunts and feints are causing your target to slowly unravel. |
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Engage You are able to press your opponent, forcing them to slow down and concentrate on defending themselves. This skill makes you the target's most threatening opponent. |
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Ignore the Pain You Ignore the Pain of up to 3 Wounds, curing yourself of their effects. |
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Stagger You are able to cause your opponent to stagger on a critical hit, or when attacking them from behind. Requires Overpower. |
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Charge You charge into the fray. |
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Shield Wall You protect a member of your fellowship by intercepting all incoming attacks. |
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Improved Sting A quick attack that will lightly wound your opponent. |
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Improved Shield-blow You strike your opponent with your shield. This skill generates additional threat. |
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Brutal Assault You use brute strength to hammer home a well placed blow. Requires Overpower. |
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Take to Heart A quick attack that, at the cost of some of your morale will give you a small amount of power. |
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Litany of Defiance After successfully blocking an enemy's blow, the guardian screams out a string of taunts that affect all those around him, with an aggro over time effect. |
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Brutal Charge You use your brute strength to charge into the fray. The Guardian is immune to slow effects while using Brutal Charge. |
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Warrior's Fortitude You have the ability to raise your Morale above it's normal maximum and gain a buff based on stance. |
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Blocking Force This trait enables you to gain a block event when you critical with Force Opening as well as reducing the cooldown of Force Opening. |
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Brave Heart Warrior's Heart recovers 90 seconds quicker and allows you to use your reactive skills. |
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Challenge the Darkness You know how to goad your enemies into attacking you, leaving your allies free to maneuver. This skill also activates your Guardian's Ward. |
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Controlled Breathing Your Catch a Breath skill heals additional Morale and also restores Power. |
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Defensive Expertise You use your shield more efficiently, blocking more and reducing the damage dealt to you. |
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Deflected Blows You recover some of your Power whenever you block an incoming attack. |
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Final Straw This trait enables a sixth component to Fray the Edge, which raises your chances to initiate a Fellowship Manoeuvre to 30% |
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Grim Challenge Your Challenge skill recovers 15 seconds quicker. |
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Guardian's Threat You focus yourself on enraging your enemies. |
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Guardian's Ward Your Guardian's Ward increases your common damage mitigation, and more effectively protects your armour from damage. |
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Haemorrhage This skill enables Brutal Assault to apply a stackable bleed 50% of the time. |
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Harasser Vexing Blow can hit two additional targets in a 90-degree arc and recovers 2.5 seconds faster. |
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Heart of Fire This trait enhances Take To Heart, reducing its cooldown and reducing its morale cost enabling it to be used more often to protract long encounters and snatch victory from long fought fights. |
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Heat of Battle Thrill of Danger recovers 2 minutes quicker and allows you to use your reactive skills. |
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Hit Where It Hurts This trait raises the chances of Stagger scoring a critical hit. |
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Litany Master This legendary ability enables a stackable version of the Litany of Defiance to be levied when you crit on Shield Smash, Shield-swipe, Sweeping Cut and Vexing Blow. |
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Litany of Challenge This trait enables Challenge's force attack to last for a few precious seconds extra. |
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Parried Blows You recover some of your Power whenever you parry an incoming attack. |
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Parried Blows You recover some of your Power whenever you parry an incoming attack. |
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Quick of Foot Your Stamp skill recovers 15 seconds quicker. |
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Quickness Your attack speed is increased beyond your normal abilities. |
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Raw Power This trait raises the Damage Bonus of Overpower, but also increases the Power Cost |
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Reactive Block You damage your attacker whenever you block an incoming attack. |
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Selfless Defence Your Protection skill makes your target less threatening. |
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Shield of Fire This trait enables Shield Taunt to generate 15% more threat. |
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Shield-smash After a successful Shield-bash or Shield-taunt, you may bash your enemy again with your shield for greater damage. This skill more effectively draws your enemy's attention to yourself. |
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Stinging Blow You attack more quickly with your Sting skill, inflicting greater damage. |
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Stoic Your stoic nature increases your resistance to Fire, Frost, Shadow, Acid, and Lightning damage. |
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Strong Lungs Your strong lungs enable Deep Breath to recover in half the time. |
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Threatening Presence This trait enhances the threat output of some of your shield skills. |
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To the King You are able to make a powerful attack against an enemy who has suffered from Overwhelm or Thrust, potentially knocking it down. |
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To the Rescue You are able to move more quickly in and out of battle. |
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Reactive Block A shield is not simply some hobbit's door that has been strapped to your arm. It is as effective a weapon as any, and better than most for one who has mastered it. |
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Shield Expertise To truly measure the worth of a shield, one must master it as a living thing with a motion and cunning equal to that of any sword or bow. |
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Stinging Blow Sometimes the most basic styles avail the greatest results. |
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Controlled Breathing There is no point in going into a fight if you always run out of breath just as things are getting good. |
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Guardian's Ward Constant vigilance is needed to protect oneself in battle. A moment's forgetfulness can be the end of you. |
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Harasser A Guardian is talented at drawing the attention of his enemies away from his friends. |
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Raw Power Practice assuming an aggressive stance and learn how to make it stronger still. |
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To the Rescue Above all, a Guardian must be where they are needed and quickly, for your companions are not so sturdy as you. |
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Grim Challenge A Guardian's task is to protect his allies from the assaults of their foes. |
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Quickness Time is of the essence in battle. It can either be your ally or your enemy. It is best to have it on your side, because you are not going to beat it in the end. |
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Selfless Defence A Guardian's most important role is to ensure the lives of their companions. A Guardian who forgets this creed is no Guardian at all, but a preening fool. |
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Stoic Many would call Guardians fatalistic. Perhaps they should try holding a bridge alone against countless Orcs? |
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Brave Heart Every warrior tests his limits and faces his own mortality in battle. |
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Heat of Battle Many claim that the Champion knows the greatest joy in battle. Those who believe this have never seen a Guardian wading into a throng of foes, sinews singing to the thrill of mortal peril. |
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Litany of Challenge Master the goading of your foes...train to draw and hold their ire ever longer. |
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Strong Lungs When preparing for intense exertion, it is advisable to take a deep breath before diving into the fray. |
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Blocking Force Practice opening your opponent's guard and learn how to gain further advantage from it. |
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Quick of Foot Practise your stamp to interrupt your foes, for using the skill repeatedly will help you to perform it with greater ease in the future. |
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Threatening Presence Cultivate a threatening demeanor and practice the imposing art of putting your shield into your enemy's face. |
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The Best Defence The pages of this book can be found scattered across Angmar, Eregion, Forochel, and the Misty Mountains. This book was written as a primer in the Guardian's art some time in the middle of the Third Age, during the difficult period after the fall of Khazad-dûm. At that time, Durin's Folk were scattered and greatly reduced in number, and the Guardian's role took on a much greater importance as the threat of goblins and Orcs to dwarf-settlements beneath the roots of the world became more and more common. The dwarves often settled for building powerful strongholds designed to make the approach to their cities, impervious to assault, manning them with skilled and powerful guardians to ensure that none would pass unchallenged. While the book itself is common enough, the owner of this copy seems to have scribbled copious notes within the margins of the pages -- notes containing an experience and insight to the art that even at a glance exceeds that of the original author. Unfortunately, the copy is worn and tattered, and a number of pages are missing. Perhaps someone well-versed in the art could provide you with some insight as to the identity of the mysterious scribbler and where his remaining notes could be found? |
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A Shield-maiden's Song The pages of this book can be found scattered across Angmar, Eregion, Forochel, and the Misty Mountains. A Shield-maiden's Song was written many long years ago and tells the tale of a Shield-maiden of Rohan. While the Shield-maidens of Rohan were rarely called to war, they were nevertheless as well-trained and versed in the arts of battle as their male counterparts. This book tells the tale of one such Maiden caught in unexpected battle, who in striving to defend her Lord against a great onslaught, sang out in clearest tones a stirring song of war as she fought. Such was the power of her voice that even the Orcs whom she faced saw her not as a frail woman, but as a great warrior to be feared. Alas, you have no idea how the story ends and several other details beside seem to be missing from this copy of the book, which has been damaged by time and neglect. Perhaps there is someone at Rivendell who would be able to make use of it. |
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The Final Word The pages of this book can be found scattered across Angmar, Eregion, Forochel, and the Misty Mountains. This book is of Elvish origin, having been written so long ago that few of the Elves today were alive at the time of its writing. You cannot even guess at how old it actually is, as it seems to show few signs of age or decay. You cannot recognize the type of parchment it was written upon, nor what kind of ink could withstand the passage of so much time without fading. The main indication of its age and origin is the writing style which is in an extremely old form using ancient letters called Tengwar, which were created by the Noldor many ages ago. The main focus of the book is difficult to translate, but seems to centre around an ancient oath of battle that Elf-guardians might make in the midst of a desperate melee, in essence binding themselves and their enemies in a pact of battle and death that neither the oath-taker nor their sworn-enemies dared break. It is clear from the text that these oaths carried power beyond that of any simple cry to infuriate or trick one's enemies -- but the secret of the technique seems lost as several key pages have been carefully cut from the book, presumably by someone hoping to safeguard its secrets in an age long past. Perhaps someone in Rivendell will be able to help decipher the book. |
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Final Straw Practice harrying your foes, encouraging them to expose their vulnerabilities. |
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Hit Where It Hurts A well-placed strike can throw your opponent off-balance. |
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Shield of Fire Taunt your foes without relent, for you know they would not spare you or your allies the blade. |
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A Keen Blade You have heard it whispered that the libraries of Moria yet contain many tomes, while many other volumes were brought by the dwarves seeking to reclaim their ancient realm. One such tome in the libraries of the Iron Garrison is said to be the legendary "A Keen Blade." If you can gain enough favour with the Iron Garrison Guards, they may let you have their copy of this book. |
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The Mines of Moria Delve deep into the ruined halls of Moria and face the threats that lie within. |
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The Path of Freedom's Defender You have begun to follow the path of the Freedom's Defender. If you follow this path to its end, you will find that your already considerable ability to survive attacks in a fight much improved. |
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Elf |
Dwarf | ![]() |
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Race of Man |
Hobbit | ![]() |
This class was inspired by Legolas, Prince of Mirkwood, a mighty hunter and companion of Aragorn.
Class Difficulty: Basic
Role: Damage
Gameplay: Hunters are proficient at dealing significant damage to a single foe at long range. Their basic bow skills generate Focus points, allowing them to use even more potent skills. If a foe manages to close into melee, the Hunter's dual-wielded weapons are capable of dealing the final blow. In fellowships, a Hunter concentrates on quickly killing foes one at a time.
Lore: Hunters are masters of field and forest, unmatched in their dexterity with the bow. They use their survival skills to guide companions and lay traps for enemies. The coming of the Enemy has forced them to adapt these skills to use against new prey.
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Swift Stroke A fast, damaging melee attack which temporarily increases your defenses. |
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Blindside You are able to divert your enemy's attention with a single melee strike and follow it with a single bow-attack at close range. |
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Quick Shot You can nock and loose an arrow quickly. |
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Penetrating Shot An extremely damaging shot that pierces the armour of your enemy, ignoring some mitigation. |
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Barbed Arrow Your arrow can cause a wound that bleeds and slightly slows movement speed. |
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Scourging Blow This attack has an increased chance to critical, and will also deal additional damage if the enemy is suffering from your Barbed Arrow. However, using this skill will stop their bleeding. |
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Stance: Strength You take a stance which increases the damage of your shots, while increasing the Power cost and draws the enemy's attention to yourself. While in Strength Stance, your Quick Shot will slow your enemy's movement. |
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Set Trap Your survival skills enable you to lay traps for enemies which can hold them in place. The trap remains for 60 seconds after being placed. This skill is easily interrupted. |
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Focus Before combat, you may rapidly increase your Focus. Focus is required to use some bow skills and is lost if you move. |
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Swift Bow You are able to loose two missiles in rapid succession. |
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Passage of Nature Your skill as a tracker allows you to detect the presence of nearby beasts and other natural creatures. |
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Cry of the Predator You mimic the cry of a predatory animal, causing an enemy beast to run in fear. |
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Find the Path Your skill as a tracker allows you to increase the speed with which your Fellowship can move across terrain. Entering combat disables this ability. |
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Low Cut You can make a low cut in front of you which can temporarily slow the movement speed of up to 2 of your enemies. |
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Purge Poison Your survival-lore allows you to use naturally-occurring medicines to purge poisons from an ally. |
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Stance: Precision You take a stance which decreases the possibility that your enemies will avoid your shots. While in Precision Stance, your Quick Shot has an increased chance to score Critical Hits. |
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Rain of Arrows You rain arrows down upon your enemies, allowing you to hit multiple targets. |
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Desperate Flight Your knowledge of the land and of its many secret ways allows you to escape from danger and travel to a nearby rally point. Requires rations which may be acquired from Provisioners. |
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Intent Concentration In a desperate time, you can instantly reach full Focus. |
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Bright Campfire Your survival-skills enable you to make your Fellowship comfortable in the wild, increasing their recovery and enabling some crafting skills. The campfire lasts for 3 minutes. |
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Passage of Foes Your skill as a tracker allows you to detect the presence of nearby orcs, trolls, giants, and evil men or dwarves. |
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Guide to Michel Delving Your skill as a tracker allows you to find a path for you and your Fellowship to Michel Delving in the Shire. This skill is easily interrupted. Requires rations which may be acquired from Provisioners. |
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Agile Rejoinder When you parry an enemy's attack, you can respond with a highly damaging melee attack. This attack will never miss against on level targets and cannot be parried, blocked, or evaded. |
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Guide to Thorin's Hall Your skill as a tracker allows you to find a path for you and your Fellowship to Thorin's Halls. This skill is easily interrupted. Requires rations which may be acquired from Provisioners. |
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Stance: Endurance You take a stance which decreases the Power cost and reduces the chance that your enemy's attention will turn to you. While in Endurance Stance, your Quick Shot will distract your target, lowering total threat when it hits. |
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Merciful Shot When your enemy falls below 50% of its health, you may make a shot which inflicts massive damage. If you land a Critical Hit, this attack will deal exceptional bonus damage. |
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Guide to Bree Your skill as a tracker allows you to find a path for you and your Fellowship to Bree. This skill is easily interrupted. Requires rations which may be acquired from Provisioners. |
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Passage of Shadow Your skill as a tracker allows you to detect the presence of the dead, the unseen, and ancient evil. |
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Needful Haste You can sacrifice some of your Focus to make ranged attacks at a faster rate. |
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Guide to Esteldín Your skill as a tracker allows you to find a path for you and your Fellowship to Esteldin. This skill is easily interrupted. Requires rations which may be acquired from Provisioners. |
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Set Snare Your wilderness knowledge allows you to prepare a snare for enemies which will slow them and cause them damage over time. The trap remains for 60 seconds after being placed. This skill is easily interrupted. |
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Beneath Notice Your survival-skills allow you to make yourself appear less threatening to enemies for a short time. |
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Camouflage You have the ability to blend into your surroundings, making it difficult for your foes to detect you so long as you remain still. |
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Blood Arrow This arrow will seek the enemy's blood, doing exceptional damage on a critical hit, but using it will drain the Hunter of resolve. |
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Guide to Rivendell Your skill as a tracker allows you to find a path for you and your Fellowship to Rivendell. This skill is easily interrupted. Requires rations which may be acquired from Provisioners. |
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Dazing Blow You are able to daze your enemy with a sinister blow. |
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Heart Seeker Taking great care and practiced aim, you prepare a shot to strike at your target's most vital weak spot. This shot will not miss, nor can your target parry, block, or evade it. |
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Improved Merciful Shot When your enemy falls below 50% of its health, you may make a shot which inflicts massive damage and removes Corruptions on the target. |
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Improved Dazing Blow You are able to daze your enemy with a sinister blow. |
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Improved Swift Bow You are able to loose three missiles in rapid succession. |
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Stance: Fleet You take a stance which improves mobility, reducing auto-attack miss penalty for movement. Stance ends if you fall to zero Focus and cannot be used outside of combat. |
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Distracting Shot You can fire an arrow that will daze the target. |
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Burn Hot Drawing upon deep reserves, you let fly with great strength and precision. The result is impressive, but so is the cost. |
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Beneath Care Your survival-skills allow you to make yourself appear less threatening to enemies for a short time as well as restore Power over time. |
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Arrow Storm The Focus cost for your Rain of Arrows is reduced by 1. |
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Barbed Fury Wounds caused by your Barbed Arrow bleed more profusely. |
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Bard's Arrow You attack with the skill of Bard the Bowman himself, driving fear into your enemies. |
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Bow and Blade This enables your dual wield melee skills to have an additional strike. |
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Bow of the Righteous The righteousness of your cause allows you to recover Power with each successful ranged attack. |
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Combat Traps Your set trap may now be used in combat. |
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Cool Burn You understand how to keep cool under intense challenge, this trait enables you to deal more damage while using the Burn Hot skill, as well as use it more often. |
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Critical Eye This increases the critical chance of all of your ranged attacks. |
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Deadly Precision When you land a Critical Hit with a ranged attack, your Focus increases by 1. |
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Deep Concentration Your Intent Concentration also restores some Power, in addition to its normal effects. |
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Enduring Precision Your Focus increases by 1 every 10 seconds while you are in a Precision Stance. |
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Explosive Arrow Your distracting shot will daze an opponent for thirty seconds with a shorter cooldown. |
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Fast Draw You are able to release your Barbed Arrow and Swift Bow more quickly. |
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Fast Draw You are able to release your Barbed Arrow and Swift Bow more quickly. |
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Graceful Draw Your Endurance Stance further reduces the Power cost and threat generation of your ranged skills. |
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Hail of Arrows You have a greater chance of landing Critical Hits with your Rain of Arrows, and the Critical Hits do more damage. |
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Heart of the Bard This enables you to reset heartseeker on a critical from Bard's Arrow. This skill does not stack with any other on critical effects. |
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Heightened Senses Your exceptional senses allow you to track creatures over a greater distance, even if they are using Stealth, and to more easily detect creatures using Stealth. |
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Improved Fleet Stance This drops all the aim requirements for Fleet Stance. It also raises your attack speed. |
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Press Onward When the need is great, you can move on with little rest, restoring your Power and Morale. |
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Rain of Thorns You rain 5 thorn-arrows down upon your enemies, allowing you to root multiple targets. |
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Rapid Recovery All of your melee skills recover more quickly than before. |
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Resolute Aim This trait prevents setback on bow inductions while using needful haste. This has no effect on Press Onward. |
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Shot through the Heart This increases the critical chance of Heartseeker, and is one of the many reasons why hunters are so feared by the fell creatures of Middle-earth. |
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Stealthy Shot Beneath Notice lasts 10 seconds longer and draws even less attention from your enemies. |
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Strong Draw The Focus cost for your Penetrating Shot and Blood Arrow is reduced by 1. |
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Strong Intimidation Your fear skills last longer. |
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Sturdy Traps It is more difficult for enemies to break free of your traps. |
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Swift and True Your Swift Bow inflicts greater damage to your enemies. |
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Swift Recovery Your Needful Haste and Intent Concentration recover more quickly. |
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The Quality of Mercy This increases the critical damage multiplier of Merciful shot from 2x to 2.5x. |
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True Shot Your Penetrating Shot pierces more deeply through your enemy's armour, ignoring more of the armour's damage reduction. |
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Barbed Fury Hunters who mean business often use cruelly barbed or bladed arrows during battle. |
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Rapid Recovery It is all very nice to strike down enemies at range. As battle goes it is a quiet, serene art, but that is not always an option, and when things get close, they get messy. |
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Sturdy Traps Traps are not by their nature terribly dependable weapons. They are nevertheless effective. |
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Swift and True It is said that the Elves developed the art of the Swift Bow long ago, but the old tales do not say who among them first mastered it. |
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Combat Traps Master the art of trap-setting to be able to deploy them no matter the distractions. |
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Hail of Arrows When facing large numbers of enemies the role of the Hunter goes from that of deadly artist to a bringer of terror from the skies. |
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Heightened Senses Hunters are often renowned for their ability to see what is hidden and follow signs that few others are even aware of. |
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Strong Draw The strength required to pull a bowstring back with sufficient power to penetrate armour is sorely underestimated by warriors who do not understand the art of the Hunter. |
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Arrow-storm When a Hunter faces many foes, the only answer is a great many arrows. |
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Deadly Precision Hunters cannot rely on brute force to achieve victory in battle, so it is important to find your enemy's weaknesses. |
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Deep Concentration The Hunter depends on precision and focus above all other things, but few realize the endurance it takes to pull back that arrow as well, and fatigue quickly clouds one's vision. |
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True Shot Few of your foes are foolish enough to take to the field of battle without armour, but every armour has its flaws. |
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Bow and Blade Train hard to improve your melee technique, for not all prey stay a comfortable distance from your bow. |
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Graceful Draw Amateur hunters often waste precious time and energy fumbling for their arrows in the heat of battle. |
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Stealthy Shot Many fear Hunters not for the death they bring, but for the silence with which it approaches. |
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Swift Recovery Sometimes it is best to sacrifice precision and power for a great deal of speed. |
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Resolute Aim Cultivate the precise and dextrous movements to draw and fire at speed, no matter the distraction. |
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Strong Intimidation Strike fear into the heart of your enemies and learn what it is that makes them flee. |
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The Quality of Mercy The quality of your shot must not strain your bow. The strain on your target is another matter altogether. |
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A Shot in the Dark The pages of this book can be found scattered across Angmar, Eregion, Forochel, and the Misty Mountains. This journal was written by a hunter who seems to have spent much of his time alone somewhere on the western borders of Mirkwood across the Misty Mountains, where few Men live and goblins present a frequent threat. With no allies to rely upon and always outnumbered, he discovered the value of uncertainty and fear as a weapon to keep his pursuers off balance as he strove to survive in that rugged country. Having no-one to talk to, it seems that he choose to create a record of his life and experiences. This journal is badly weathered and torn -- perhaps by the self-same goblins whom the hunter claims to have frequently out-witted -- and several key passages are missing. Another hunter of renown might be able to shed some light on this unusual book. Legolas of Mirkwood is said to be in Eriador on a mission of some import. |
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The Way of the Hunter The pages of this book can be found scattered across Angmar, Eregion, Forochel, and the Misty Mountains. You have heard of this book before -- The Way of the Hunter is believed to have been a work produced by Elven hunters who were set to the task of guarding the approaches of the hidden city of Gondolin, which fell to the forces of darkness in the First Age. While this work outlived its authors and has been copied innumerable times since, many of those copies were produced by Men from far older works and are imperfect in their translation, leaving several important points untold. This copy of The Way of the Hunter appears to have been a much more accurate work, probably transcribed by Elven scribes in Rivendell or Lórien -- but unfortunately someone seems to have intentionally defaced the book, ripping several pages from it. Legolas of the Elves might be able to shed some light on the text. |
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The Furthest Charge The pages of this book can be found scattered across Angmar, Eregion, Forochel, and the Misty Mountains. The Furthest Charge was written by a Captain of Gondor who fought in a misguided battle shortly before the War of the Last Alliance. In this battle, the forces of the young kingdom of Gondor found themselves pitted against a company of Elven hunters out of Lórien, both sides having been tricked into battle by a device of the Enemy, who was determined to cripple the alliance that would eventually result in his overthrow. In this book, the Captain describes a valiant but doomed charge of the Men of Gondor against the Elves, within which they suffered a terrible onslaught of arrows raining down from the sky in such fashion as to cause brave men to cower and falter in their advance, trapped unmoving beneath an endless hail of biting wood and metal. The Furthest Charge is considered to be a defining work on the power of the hunter's art in the grand battles that have defined the face of Middle-earth today. Unfortunately, this copy is badly damaged by time and wear. Perhaps Legolas of Mirkwood, purported to be in Eriador, could shed some light upon the text. |
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Critical Eye Develop the eye to spot and target the weak points of your foes more reliably. |
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Heart of the Bard Follow in the steps of Bard himself and the servants of evil may grow to fear your name as well. |
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Shot through the Heart Earn a name for yourself and improve the reliability of your most deadly attack. |
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The Jolly Hunter You have heard it whispered that the libraries of Moria yet contain many tomes, while many other volumes were brought by the dwarves seeking to reclaim their ancient realm. One such tome in their libraries is said to be the legendary "The Jolly Hunter." If you can gain enough favour with the Iron Garrison Guards, they may let you have their copy of this book. |
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The Mines of Moria Delve deep into the ruined halls of Moria and face the threats that lie within. |
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The Path of the Foe-trapper You have begun to follow the Path of the Foe-trapper. If you follow this path to its end, you will find your distracting shots will have grown in power, helping you gain a welcome reprieve in a prolonged fight. |
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Elf |
Race of Man | ![]() |
This class was inspired by Elrond Halfelven, Elf-lord and Master of Rivendell.
Class Difficulty: Advanced
Role: Support
Gameplay: Lore-masters are the masters of crowd-control, skills that trap foes and keep them from fighting. They may call on animal companions to fight by their side and even call on elemental forces to damage their foes. In fellowships, a Lore-master concentrates on supporting his allies, primarily by hindering the foe's ability to deal damage.
Lore: Lore-masters are seekers of knowledge and the guardians of wisdom. Through study of bygone Ages, they learn ancient secrets that allow them to hinder foes, as well as protect against the dark powers of the Enemy. They have many skills that invoke the natural world of Middle-earth, but it is draining on the will, thus costing them Morale to fuel some of these powerful skills.
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Staff-strike You raise your weapon to fell your enemy with a mighty blow. |
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Sign of Power: Command This sign causes your enemy to pause so its attacks are slower and parries less often. |
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Burning Embers Red-hot embers swirl around the target, causing damage over time and slowing movement. |
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Sign of Battle: Wizardry When your companion has flanked your enemy, the Sign of Battle: Wizardry shall provide you with Morale and deal damage to your enemy. Used normally, it deals light-based damage over time. You cannot have more than one Sign of Battle active on your target at a time. |
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Raven-lore Your understanding of the speech of ravens allows you to call one to assist in your adventures. |
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Sign of the Wild: Rage This sign asks your animal friend to go into a rage, attacking faster and making itself look as threatening as possible. You cannot have more than one Sign of the Wild active on your companion at a time without the trait 'The Wild and Ward'. |
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Inner Flame You can transfer some of your Power to Morale for both yourself and your companion. This skill only works if you have a companion summoned. |
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Sign of the Wild: Protection This sign wards your animal friend so that it may parry enemy attacks more frequently and resists damage more effectively. You cannot have more than one Sign of the Wild active on your companion at a time without the trait 'The Wild and Ward'. |
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Test of Will You test the will of your enemy. When successful, it will damage and stun the target. This skill has a large bonus to its critical chance and magnitude. |
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Gust of Wind Air swirls around the target kicking up debris and other objects that cause damage and distracts nearby enemies. |
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Beacon of Hope Transfers Morale to an ally or companion. |
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Blinding Flash A blinding flash accompanied by a loud crack and the smell of blasting powder causes the foe to stop all action. Any damage inflicted on the target will break its stupor. Creatures of Nature and the Dead cannot be affected. |
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Leechcraft You are able to remove wounds suffered by an ally. This cannot be used in combat. |
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Fire-lore Your knowledge of things natural gives you influence over the very environment itself. You are able to subtly raise the temperature, making it difficult for most creatures to deal damage to you. |
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Wind-lore Your knowledge of things natural gives you influence over the air itself, allowing you to slow many of your enemies at once. |
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Friend of Bears Your understanding of the speech of bears allows you to call one to assist in your adventures. |
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Cracked Earth The ground cracks beneath your enemies' feet, inflicting damage. After a few seconds, the great upheavals in the earth root the targets. |
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Tend the Sick You are able to cure disease. |
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Power of Knowledge You steal the Power of your enemy, slowly increasing your own. |
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Light of the Rising Dawn Your wisdom can light even the darkest of places, harming and stunning those that are in opposition to your purpose. |
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Bane Flare The Lore-master heaves a flare into the sky that detonates into an explosion of fireworks. Several of the Dead will be stunned for 5 seconds and then mezzed for 10 seconds. |
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Knowledge of the Lore-master This skill enables you to examine the weaknesses and strengths of certain creatures. |
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Wisdom of the Council Your knowledge of the White Council gives your Morale a boost in times of need. For a short time, it will also protect you and damage enemies who strike you. |
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Share the Power You can transfer a portion of your Power to an ally or companion. |
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Sign of Power: Righteousness This sign will cure dazed, knockdown, knock-out, silence, and stunned effects. It will provide temporary immunity to: dazed, knockdown, knock-out, and stunned effects. This skill has no effect on cowering or full disables. |
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Warding Knowledge: Dead Your knowledge of warding lore enables you to create an area that is the bane of the chosen creature, creating a sanctified area where they will take more damage from tactical skills and have an increased miss chance. This lasts for one minute. |
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Ancient Wisdom Your research into lost knowledge increases your Will. |
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Lynx-speech Your understanding of the speech of lynx allows you to call one to assist in your adventures. |
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Sign of Power: Vigilance This sign provides you with a heightened vigilance against those who would hide from your gaze. |
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Back from the Brink With some careful thought, the Lore-master can restore a fallen comrade to fighting trim, reviving a defeated ally at a small cost of fragrant herbs. This skill can only be used out of combat and will weaken those brought back temporarily. |
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Call to the Valar You call upon the wisdom of the Valar, recovering some of your skills. |
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Herb-lore Your knowledge of things natural gives you influence over the ground and plants, allowing you to root a group of enemies in place. |
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Warding Knowledge: Creatures of Nature Your knowledge of warding lore enables you to create an area that is the bane of the chosen creature, creating a sanctified area where they will take more damage from tactical skills and have an increased miss chance. This lasts for one minute. |
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Warding Knowledge: Drakes Your knowledge of warding lore enables you to create an area that is the bane of the chosen creature, creating a sanctified area where they will take more damage from tactical skills and have an increased miss chance. This lasts for one minute. |
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Ancient Craft This allows the Lore-master to prepare a mixture of magnetized metal filings and other obscure materials. This makes wearing armour more difficult and heavily armoured creatures irritated thereby rendering their armour ineffective. |
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Air-lore Air swirls around your target, inflicting damage on any who strike it. This skill cannot be used on yourself. |
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Sticky Tar The Lore-master smashes a phial of foul smelling sticky tar onto the ground causing an area that is 50% harder to move through, as well as making enemy creatures more vulnerable to fire. This area lasts for one minute. |
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Storm-lore The Lore-master can smash his staff upon the ground, causing a thunderclap stunning creatures around him for 3 seconds and causing weak damage. |
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Lightning-storm Electrical energy is attracted to targets that have already been coated with the mixture of materials from Ancient Craft. This bond of nature is difficult for the mortal races and is very demanding on the Lore-master's morale. |
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Dispel Corruption You are able to remove Corruptions from your foes. |
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Sign of Battle: Wizard's Fire When your companion has flanked your enemy, the Sign of Battle: Wizard's Fire shall provide you with Morale and deal damage to your enemy. Used normally, it deals fire-based damage over time. You cannot have more than one Sign of Battle active on your target at a time. |
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Friend of Feline Hunters Your understanding of the speech of hunting cats allows you to call one to assist in your adventures. The normal strikes of these big cats can hit multiple targets in a frontal arc. |
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Sign of Power: See All Ends This sign obscures some of the chinks in your defences enabling you to reduce the threat of a critical hit. |
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Sticky Gourd The Lore-master smashes a phial of foul smelling burning pitch on his foe. |
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Ancient Knowledge of Cures You are able to cure disease and remove wounds suffered by an ally. This cannot be used in combat. |
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Continual Air-lore Air continually swirls around your target, inflicting damage on any who strike it. This skill cannot be used on yourself. |
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Awareness of Body This gives you a reduction to the morale costs on overt displays of nature's wrath. This includes: Cracked Earth, Gust of Wind, Test of Will, Light of the Rising Dawn and Ents go to War. |
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Beast-lore The Combat Prowess of your companions is increased. This includes attack, defense, and stealth detection. |
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Deep Lore Your knowledge of herbs, fire, and wind are unmatched, increasing your ability to use them. |
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Dúnadan-learning You are well versed in the knowledge of the Dúnedain and their signs, allowing you to increase their duration and effectiveness. This includes: Sign of Righteousness and Sign of Vigilance. |
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Eagle-friend You are a friend of the Eagles and may summon one to aid you. |
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Explosive Force Your blinding flash is harder to resist. |
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Fast Loader You have perfected the art of mixing blasting powder faster. |
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Flame of Anor Your fire-based skills inflict 10% greater damage. |
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Force of Will Your Sign of Power: See All Ends magnitude has increased. This also increases the duration of Fire-Lore, Sign of Power: Command, Sign of Power: See All Ends and Ancient Craft. |
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Friend of the Wild Allows the use of non-combat companions. |
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Hardy Bear The Power of your bear-friend is increased. |
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Harmony with Nature Reduces power costs and the casting time of your overt displays of nature's wrath. This includes: Cracked Earth, Gust of Wind, Burning Embers, Light of the Rising Dawn, Lightning-Storm, and Ents go to War. |
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Healer You gain a number of bonuses to your healing and restorative skills. |
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Improved Sign of Battle: Wizardry Your understanding of the Signs of Wizards has increased, lending some increased power to your secret sign. |
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Improved Sign of Power: Command Your keen understanding of the Sign of Power: Command, means you can now harm the evade and block chances of your foes. |
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Improved Sticky Gourd This trait makes your Sticky Gourd into a lasting AOE hotspot. |
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Improved Storm-lore Your knowledge of Storms has increased causing you to make your Storm-lore more dangerous. |
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Knowledge of the Past All of your skills have a chance to restore a small amount of Power. |
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Light of Hope Beacon of Hope has a lower Morale cost, recovers faster and has a shorter cast time. |
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March of the Ents Only the Eldar and Wizards rival your knowledge of nature. You are able to bring down the wrath of the natural world upon your foes. |
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Master of Beasts Your knowledge of the Signs of the Wild gives you greater control over them, lessening their cost and enhancing their duration. This also enables these signs to remove poison, fear, wound and disease effects from your companion. |
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Master of the Staff Staff Strike is more damaging, can stun opponents and will do bonus damage on flanked enemies. Your training also makes you more confident in battle. |
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Nature-friend You are a friend of the Nature Dwellers and may summon one to aid you. |
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Noble Savage Your companions have better morale, attack increase, raised critical chances, increased stealth detection, increased stealth and greater defensive capabilties. You must resummon the companion for this to take effect. |
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Power and Wisdom This improves your Ancient Wisdom effect magnitude and enables you to use your Power of Knowledge skill for a longer period of time. |
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Proof against All Ills Your Tend the Sick and Leechcraft works on all fellowship members within an area-of-effect. This also enables Leechcraft to be used in combat. |
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Sword and Staff You now may dual wield sword and staff as well as gaining some improved skill in melee. |
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Tactically Adept Some of your tactical skills have a lower cost to your Power. |
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The Secret of Tar Your sticky tar and sticky gourd inductions are reduced. |
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The Study of Fire-lore You've learned to make your Fire-lore more effective. |
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The Study of Wind-lore You've learned to make your Wind-lore more effective. |
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The Wild and Ward Your Sign of the Wild: Protection now grants your companions mitigation bonuses versus Frost and Flame. You may now also place both Sign of the Wild: Protection and Sign of the Wild: Rage on your companions at the same time. |
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Light of Hope Hope is so much more than a naive emotion or dream...it is a wellspring of great power. |
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Master of Beasts Of the magicks that can be wielded by Man or Elf, the hearts of beasts are among the most closely tied to the visible world, and so there are many who strive to master them. |
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Master of the Staff Even a lore-master will occasionally find himself face-to-face with the enemy. At times like these, a sturdy oaken staff may take on a simpler and most vital role. |
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Power and Wisdom There is much to be learned from your enemies, but every Lore-master must decide for themselves how deeply to delve into the darkness. Every being has their limits, and it is never clear when you have taken a step too far until it is too late to return. |
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Beast-lore The Lore-master is friend to beast and bird and may call upon their aid. |
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Deep Lore The elements of nature can be truly understood by few and to those few alone will they lend their power. |
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Healer Among the most respected forms of learning is that of healing. Every Lore-master should strive to understand this fundamental art. |
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Dúnadan-learning While the Elves were long known as masters of lore, the Dúnedain of old were very near their equals in many arts. |
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Harmony with Nature Lore-masters are often said to be in harmony with the forces of nature. It is sometimes difficult to understand what is so harmonious about the earth-rents they just ripped open under an enemy's feet however. |
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Subtlety of Wisdom Many Lore-masters choose to forsake the garish magics of thunderous fire and glamour, for they may bring the wrath of the Enemy quickly upon them. |
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Awareness of Body Clearly, if one is to learn to properly manipulate the forces of nature and other lore, one must first understand the true nature of power. |
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Knowledge of the Past Much of what simpler folk call magic is tied to the life of the world and is intertwined with it since the time before days. |
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Magic Adept Lore-masters are dreaded for their ability to steal away the strength of others, yet are considered strange or mysterious for the power to give up their own for another's sake. |
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Proof against all Ills Disease and illness has always been a favoured weapon of the Enemy, and Lore-masters have long striven to contest this power to greater or lesser success. |
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The Study of Wind-lore Knowledge of the natural world has given you subtle influence over its natural fluctuations, but there is deeper knowledge still to be gleaned through study. |
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Explosive Force Few mixtures are as delicate as that of your mixture of blasting powder and other minerals that have its blinding effects on your foes. Still, with some cautious experimentation, you might further refine it. |
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Improved Sign of Power: Command You have heard that there may be a more complete form of the sign you uncovered previously. |
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Improved Storm-lore Knowledge of the natural world has given you subtle influence over its natural fluctuations, but there is deeper knowledge still to be gleaned through study. |
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The Study of Fire-lore Knowledge of the natural world has given you subtle influence over its natural fluctuations, but there is deeper knowledge still to be gleaned through study. |
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The Book of Beasts The pages of this book can be found scattered across Angmar, Eregion, Forochel, and the Misty Mountains. It is unclear who wrote this book as no author's name is given, but the clarity and wisdom with which it is written only adds further to the mystery of its apparently modest writer. The Book of Beasts speaks at great length of the bonds which may be formed between creatures of the wilds and those among the Free Peoples of Middle-earth who are willing to understand their own true natures. It further claims that the Wise might even learn the tongues of the wild creatures of the world and may coax them to greater feats of bravery and strength than would otherwise be possible for a beast lacking in its own will to strive and accomplish. Whomever transcribed this particular copy, alas, does not appear to have been entirely in his right mind. Most of the text is clear, but some few of the pages are written in a hopeless scrawl with no meaning in any language of Elves or Men that you can discern. Indeed, it seems as if the scribe must have been taken with fits of madness during these passages. Perhaps Elrond of Rivendell might be able to tell you more about the mysterious author and help you untangle the riddle of the meaningless passages. |
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Lore of the Blade The pages of this book can be found scattered across Angmar, Eregion, Forochel, and the Misty Mountains. Lore of the Blade seems to be a rather unusual tome for a Lore-master to express interest in. Rather than delving deeply into the hidden mysteries of mountains, or discussing at length the habits of wave and wind, it reads more like a rousing tale of adventure written to entertain hobbit-children. The pages of Lore of the Blade claim to follow the adventures of a brave young Lore-master who when confronted with deadly dangers is just as apt to fight her way through with flashing swordplay as to confound her opponents with the lore of the elements or the wisdom of long forgotten sages. Oddly, as you find yourself drawn into the stirring tale you begin to see the more subtle nuances of the story unfold through the eyes of its character, who displays an uncanny insight into the nature of the foes she faces, and an understanding of when the strength of arms applied at the correct moment may indeed be the least destructive course. Unfortunately, some prior reader has handled this copy rather poorly and some of the pages are torn beyond repair. The author also proves to be a bit difficult to pin down, as he has chosen to identify himself solely by the runic letter 'G' inscribed on the binding. |
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Of Leaf and Twig The pages of this book can be found scattered across Angmar, Eregion, Forochel, and the Misty Mountains. This is a strange book indeed. The covers are crafted from strips of some fibrous bark supple enough to be woven together, while the pages themselves appear to be birch bark pounded carefully flat and gently inscribed with runic letters in dense rows, page after page. What magic can have allowed such a fragile-looking tome to survive time and age, you cannot guess. Nor have you ever seen a book of such length, for its author goes into each subject and sentence with such painstaking detail that you cannot imagine how long it must have taken to record it all in this fashion. The subject appears to be anything with roots and leaves. There is such an enormous breadth of knowledge concerning root, leaf, bark, and twig that you could likely study it for years without understanding it all. To your ire, someone or something has carefully removed a few of the pages from the volume, leaving you to wonder what hidden lore they must have contained. Perhaps the master of the Last Homely House could shed some light on this mysterious tome -- you can think of few others who might. |
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Improved Sign of Battle: Wizardry Continue your study of ancient signs and the power they represent. |
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The Secret of Tar Refine the quality of your sticky mixtures to make them easier to prepare. |
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The Wild and Ward Your companions may be better suited to fire and frost than you, but even a furry coat or thick skin will not keep out all harshness. |
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The Book of Nature You have heard it whispered that the libraries of Moria yet contain many tomes, while many other volumes were brought by the dwarves seeking to reclaim their ancient realm. One such tome in the libraries of the Iron Garrison is said to be the legendary "The Book of Nature." If you can gain enough favour with the Iron Garrison Guards, they may let you have their copy of this book. |
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The Mines of Moria Delve deep into the ruined halls of Moria and face the threats that lie within. |
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The Path of the Ancient Master You have begun to follow the Path of the Ancient Master. If you follow this path to its end, you will gain insight into the events surrounding you and see how they will end. |
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Elf |
Dwarf | ![]() |
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Race of Man |
Hobbit | ![]() |
This class was inspired by Lúthien Tinúviel, whose Elven voice beguiled friend and foe alike.
Class Difficulty: Moderate
Role: Healer
Gameplay: Minstrels are known for their healing abilities and are capable of dealing respectable damage with War-speech. They have a variety of support skills and special Ballads. Using a Ballad unlocks more potent Ballads, which culminate with powerful Anthems. In fellowships, a Minstrel keeps his allies healed and supported.
Lore: Middle-earth is a land deeply infused with music, and true Minstrels are skilled at tapping into that power. They weave songs and tales so stirring that their companions' morale will not fail, and they will be driven to perform greater feats of prowess. They can even utter words of true power and ward against the forces of darkness with their Anthems.
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Ballad of Vigour Tier 1 Ballad: A quick ballad that gives you Vitality and harms your foe. |
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Raise the Spirit Words of encouragement that renew the Morale of a companion or yourself. |
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Herald's Strike This melee attack increases the effects of healing on yourself for a short time. |
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Ballad of Swiftness Tier 2 Ballad: A quick ballad that gives you a bonus to your attack speed and harms your foe. Requires a recent Tier 1 ballad. |
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Piercing Cry Your shout does light damage to your enemies. |
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Ballad of Steel Tier 1 Ballad: A quick ballad that gives you an armour bonus and harms your foe. |
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Echoes of Battle This chant recalls great deeds done in battle, demoralizing your foe. When in War-speech, this chant is upgraded to Timeless Echoes of Battle. |
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Ballad of War Tier 3 Ballad: A quick ballad that gives your fellowship a bonus to their melee damage. Requires a recent Tier 2 ballad. |
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Ballad of Unshakeable Will Tier 3 Ballad: A quick ballad that gives your fellowship a bonus to their resistance to fear. Requires a recent Tier 2 ballad. |
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Ballad of Resonance Tier 1 Ballad: A quick ballad that gives you a bonus to Tactical attacks and harms your foe. |
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War-speech Your charismatic speech drives fear into the hearts of your enemies. |
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Cry of the Valar Calling upon the Valar can send certain evil foes fleeing in terror for a short time. |
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Ballad of Balance Tier 2 Ballad: A quick ballad that gives you a bonus to your Evade and harms your foe. Requires a recent Tier 1 ballad. |
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Noble Cause The next three Herald's Strikes you execute do extra Light damage and return part of that as Morale to your group. When you invoke this skill your reset timer of Herald's Strike is reset. |
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Call of Oromë War-speech must be active to use this skill. This piercing call, a lesser echo of one used long ago by Oromë the Great, demoralizes a group of your foes and reduces their resistance to further attacks. |
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Bolster Courage Words of encouragement renew the Morale of a companion or yourself. This maneuver is larger but slower than Raise the Spirit. |
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Song of the Dead This song causes undead to freeze in fear. |
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Song of Restoration A song that makes an ally's heart glad again, removing some of the oppression of defeat. |
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Anthem of the Free Peoples Anthem: Increases Morale regeneration in combat for you and your Fellowship and generates less threat than direct healing. Requires a recent Tier 3 ballad and resets your ballad counter. |
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Enlivening Grace Brings hope to those whose Morale has been entirely depleted, reviving a defeated ally. |
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Inspire Fellows Words of encouragement renew the Morale of your fellowship and increase its vigour. |
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Tale of Heroism This aura increases the Will and Fate of your Fellowship. |
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Anthem of Compassion Anthem: Decreases the amount of threat you generate from healing. Requires a recent Tier 3 ballad and resets your ballad counter. |
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Cure Fear Your inspirational spirit can dispel fear afflicting yourself or others. |
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Cry of the Chorus This skill enables you to access every Ballad Tier and Anthem at once. It also breaks any silence effects on you. |
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Song of Soothing This skill soothes targets in an area, reducing their hate towards you. May only be used during combat and only affects monsters who are in combat. |
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Mentor : Clarinet You can instruct someone how to play the clarinet. |
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Scribe Stance When you enter Scribe Stance, you change your Mentor skills into Scribe Manual skills, allowing you to create manuals to teach instruments. Scribing manuals is much more taxing than teaching in person, requires a Blank Mentor Manual, and will apply a 10 day cooldown to all Mentor skills. |
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Mentor : Horn Y |












































































