Category: Guides

Power Leveling Guide (1-20)

Power level refers to leveling as quickly as possible. Although I don’t recommend it for new players (do yourself a favor and take the time to stop and smell the virtual roses), I do it regularly. I am, and always will be an altoholic., therefore I have played though the first 20 levels or so of LOTRO many, many times. I don’t feel the need to stop and smell the roses in the early levels anymore, because quite frankly, I’m pretty sure they still smell the same as the last fifty times.

Since I recently started playing LOTRO again, I have power leveled 3 characters to level 20 or higher (for various reasons). It generally takes me about six hours of continuous play to get there using this method. It could probably be shortened to five hours if I didn’t take the time to craft or gather any crafting-related resources.

This guide should work for all races and classes, although there may be a little variance in the amount of time it takes based on that factor.

Playing through the intro should get you to level 6 or so. As you’re playing through, don’t take too much time to explore, do deeds, or kill extra enemies other than what’s required by your current quests (quest EXP is where it’s at).

After the intro, start on the Epic Prologue, and do some of the quests around those areas. At level 8, you will unlock the capability to unlock the riding skill (if you want to purchase it from the LOTRO store). At that point, you will have a red gift-box in your inventory (make sure you check your mail) that will turn into a 24-hour horse-whistle. Make sure you use this, it’s much faster than running around everywhere on foot.

Try to avoid working on any less than 2 quests at a time in any given area. Once you hit level 10 or so, speak to a stable-master and fast travel to the West Bree Gate. From Bree, head to Combe and do all the Chetwood quests. That should get you to at least level 12. After Combe, it’s on to Staddle to do the quests there. Make sure you accept the Midgewater Marsh quests and the Widow Foghorn quests. After completing the quests in the Midgewater Marsh, head back to Staddle and turn everything in.

Now, head to the Prancing Pony in Bree, and talk to Strider to get Epic Volume I, Book 1. Do a couple instances in the Epic Quest line, and eventually Strider will give you a quest to go all the way to the western edge of the Bree-Lands and talk to Lenglinn (30.1S, 61.3W). Once you’re over there, head into Buckland and accept the quests from the trio at the north gate and from the group at the entrance to the Old Forest. Once those are completed, you should be around level 16.  After talking with Lenglinn again, he’ll send you back to Strider. Mount up and head back towards Bree, but make sure you make a pit-stop at Adso’s Camp to pick up a few more easy quests. After doing these, continue back to Strider to pick up Epic Volume I, Book 1, Chapter 8, which will send you to Tom Bombadil.

Go west out of Bree and take a left on the road that goes south into the Barrow-Downs. There will be a corpse at the entrance that you can pick up a quest from. Follow the quest to a quest hub in the Northern Barrow-Downs. Before doing any of these quests, head past them and back into the Old Forest to knock out a couple more Epic quests. Once you are on Volume I, Book 1, Chapter 10, head back and start working on all the Barrow-Downs quests. Don’t forget the quest from the Wandering Shade near the Dead Spire (32.1S, 55.1W)!

After doing these, you will be sent into the Southern Barrow-Downs by a group of quests from the guides at Dead Man’s Perch. I always do the bounty quests and the quests from the “Find Malin” questline, but I skip the others because they’re a pain and they take too long. After doing the bounty quests three times, you should be level 20. If not, head back to Adso’s camp and do a couple more miscellaneous quests to finish up the remainder.

If you follow this guide, the whole process should take around 6 hours. Keep in mind that the horse-whistle is only good for 24 hours of real-life time, so if you split this up over multiple days it’s going to take longer unless you spend the TP for the riding skill and get a horse for 500 silver. And then it will still take you longer because you have to detour to Hengstacer Farm. Best of luck always!

Alrighty, submission deadline for the RoI giveaway has ended, and I have picked the winners!

The winners are as follows:

  • First Place: David, with the poem “Lalia, That Girl In Red”
  • Second Place: Andared, with a letter to Elrond
  • Third Place: Pounceclaw of Landroval, with a guide to Warg Packs

I will post all three, spread out throughout this week. David and Andared, check your emails and you should see the code for your bright and shiny new RoI expansion!

First off, we will post the runner-up, third place submission from Pounceclaw of Landroval.


The main advantage of the warg pack is the stealth and tracks. Most warg packs avoid the main figh and kill small groups and stragglers. The best is to allow the leader or alloted warg to pounce (5 sec stun/knockout) while the rest of the group uses bloody maul (DoT from stealth). Most groups then split before any more freeps show up, if caught they mainly use Disappear and Flee. The main goal is to stay alive and get quick kills.

Many groups require the members to have improved stealth equipped, it gives you better stealth and +55% run speed while stealthed. A huge point is no matter who is attacking you, stay on the leader’s target. When you pick your own targets you should try to pick healers and hunters (other squishies are okay, too) but if you hit a burg never stun them because it will give them a huge evade buff.

If a freep attempts to flee use sprint then tendon shred (skill given at rank 3) and let other creeps catch up. Warg packs are in my opinion highly fun, depending on your leader, voice chat is highly reccomended so you can hear orders and give advice. Oh, you’ll hear a lot about “nomming hobbits.”

Good luck to you and see you in the Moors!


I will post the other two winners’ submissions later this week.

Alrighty, time for installment number two of my Greenie Creep’s guide to the Ettenmoors. This part will cover an overview of the various creep classes, and a basic guide to Creep combat tactics. Without further ado, let’s get to it!

It is important to note that although parallels can be drawn between creep and freep classes, no two classes are the same or equal and opposites. For example, although both a burglar and a stalker can both use stealth, the Warg is capable of things that the burglar is not, and the burglar is capable of things that the Warg is not.

Blackarrow – The Uruk Blackarrow is a ranged DPS class, able to do very good ranged damage and damage over time. It has a few crowd control skills and is one of the stronger classes in the post-RoI creep ranks. The freep class most comparable to it is the Hunter.

Defiler – The Orc Defiler is the primary healing class on the creep side.  It heals primarily through HoTs, so it is important to heal proactively, rather than reactively. In addition to its healing skills, is also has some nice crowd control, debuff, and tactical ranged damage skills.  The freep class most comparable to it is probably the Rune-keeper.

Reaver –  The Orc Reaver is a melee DPS class, able to do very good AoE, bleed, and single-target damage. It also has a couple debuff skills. This is the only free-to-play class, and is one of the easier creep classes to play. The most comparable freep class is the Champion.

Stalker –  The Warg Stalker (more commonly referred to as “Warg”) is my personal favorite class to play. The Stalker is the only creep class able to use stealth, and is therefore the quintessential scout and healer-harassing class. It has several damage-over-time, debuff, stun, and escape abilities. It is also the best creep class for popping Warband Maneuvers (which are basically Fellowship Maneuvers) on NPCs. The most comparable freep class is the burglar.

Weaver – The Spider Weaver is a crowd-control, damage-over-time, and pet-using class. It can be an extremely difficult class to kill at high ranks, and it has the ability to apply several tactical DoTs. The most comparable freep class is the Lore-master.

Warleader – The Uruk Warleader is an extremely versatile class. It can buff, heal, revive, and DPS. Warleaders are tough to kill, and is one of the “tankier” creep classes. The most comparable freep class is the Captain.

Choosing the right class is going to make your Moors experience much more enjoyable. Make sure that you pick one that matches your play style.

Now, let’s move on to combat tactics! I’m not going to turn into Sun Tzu here, but I am going to go over some basic tactics that every creep should know. First and foremost, every creep needs to know how to focus fire, unless you want to be lonely and sad and be a creep all by yourself. It’s very simple and easy to do, to the point where it almost shouldn’t be considered a combat tactic, and yet some people don’t do it. When people don’t focus fire, their entire raid wipes. To focus fire, open up your social window. Go to the raid tab. Near the bottom, there should be a checkbox to enable your target assist window. Once your target assist window is displayed, simply choose the target of whomever the raid leader picks to choose targets, and kill it. Pretty easy, right?

The next combat tactic is the drop pull. This is a very commonly used tactic when trying to flip keeps or outposts. One creep will drop from the raid, run in and grab all of the aggro, and run away, while the rest of the raid runs in and up to the boss without resistance. Once the lone creep has run off the aggro, he is invited back to the group. The best class to do a drop pull with is the Warg Stalker, since they have Disappear (which is basically HIPS) and then they can stealthily sneak back up to the boss and help fight without pulling everything again. When this is done right, the time required to take a keep can be reduced dramatically.

Another common tactic is baiting. All but one or two creeps will bunch up and hide behind a rock, or a tree, or a bush, or a wall, or… well, you get the idea. Then those one or two creeps will run out and try to lure the freeps to a little past where the creeps are hiding to ambush them. The creep raid then charges out and zergs everything, beginning with the healers which are almost always at the back of the freep raid.

There are many, many other tactics that have been used, but these are the main ones. Listen to your raid leader, and you should be just fine. Go out, young creeps, and munch on some freeps!

Welcome to the Ettenmoors, Maggot. If you are anything like me, you are competitive. You enjoy competing against others. You may even take pleasure in annoying other players. Well, the good news is, there’s a place in LOTRO for that. It’s called the Ettenmoors, (or the Ettens or the Moors for short). Unfortunately, if you have never set foot in the Moors before, the initial shock of new things to learn can be a little bit overwhelming. Therefore, I have decided that it might be beneficial (especially with the Reaver monster player class recently becoming F2P) to compile a brief guide of some of the things a brand new, greenie monster player should know.

First of all, monster players are referred to as creeps. Non-monster players (elves, dwarves, etc) are referred to as freeps (short for Free Peoples). There are several creep classes to pick from, each with its own niche in the battlefield environment.

There are lots of acronyms and abbreviations in the Moors. In fact, just about everything has an acronym or abbreviation. This is because while in combat, it is not practical to type out the full names of places (and because creeps and freeps are lazy). Here is a brief glossary. Also included are some commonly used nicknames.

  • An – First Marshall An
  • BB – Buffalo Beach, the beach south of TA where there are a bunch of Aurochs
  • DG – Dar-Gazag
  • DP – Destiny Points
  • EC – Elf Camp
  • Girl Scout Camp – Small campfire and tents near the entrance to Glan Vraig
  • Goldie – Old Goldhead
  • Grams – Gramsfoot
  • GV – Glan Vraig
  • HH – Hoarhallow (also know as Hobbit Town)
  • Inf – Infamy
  • Isen – Isendeep Mine
  • LC – Lumber Camp
  • Lugz – Lugazag
  • OP – Outpost
  • OR – Ost Ringdyr
  • STAB – South Tol Ascarnen Bridge
  • TA – Tol Ascarnen
  • TR – Tirith Rhaw
  • WTAB – West Tol Ascarnen Bridge
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Now, for a brief tour of the Moors. We will start at Gramsfoot (Grams for short).
Gramsfoot is where you will start out. There are lots of quests you can do there for infamy, including all of the Captain-General killing quests, which pay out fairly nicely both in infamy and destiny points. There are also class trainers, vendors, and barterers there. It is also a completely “safe” zone, that is to say, you cannot be killed there by the freeps.
Lugazag (Lugz) is next on our list; it lies just a little bit southeast of Grams. It is tied to a rez circle, meaning that whichever side controls Lugazag will also have control of the rez circle right next to it. Because of its proximity to Grams, this is often considered a creep base.
Moving east from Lugz, you will run into Tol Ascarnen (TA), which is basically on a big island in the middle of the map. There are bridges to the west and to the south of TA, known as WTAB and STAB respectively. TA is not tied to a rez circle, so if forced to make the choice between saving TA and Lugz, I would save Lugz.
Lastly, if you move east past TA, you will run into Tirith Rhaw (TR). TR is tied to a res circle, and due to its proximity to the freeps’ starting location, it is often considered a freep base (but not if I have anything to say about it!).
The two remaining keeps are Lumber Camp (LC), which is located south of TA, and the Isendeep Mine (Isen), which is located way north of TR.
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Lastly, I will give a few general rules of thumb concerning life in the Moors:
  • When fighting in a group, enable voice. To do that, open up your options, go to audio options, and check the box that says “Enable Voice”.  You do not have to be able to talk, but you do have to be able to listen to the raid leader. On that note, listen to the raid leader and obey him!
  • The target assist window is your best friend. Focusing fire in a raid is the best way to quickly cause the other side to wipe. If your group’s DPS is spread around, and the other side is focusing all of their DPS on one character at a time, you will lose half your DPS before anyone on the other side dies.
  • Don’t get whiny. The first few ranks as a creep are difficult. You will die. A lot. Dying is part of PvMP, get used to it.
  • Get your maps! Creeps can get maps, which they can use to warp around the Moors very quickly. These maps are obtained by doing quests at the respective locations for each map: Lugz, TA, TR, Isen, and LC. You will also get a map to Grams, which can be upgraded to have a one-minute cooldown. Get them, use them, love them.
  • Find a good tribe. A tribe is basically the creep version of a kinship. A good tribe will give you a good group to kill freeps with.
This concludes Part I of the Greenie Creep’s Guide to the Ettenmoors. Coming soon… combat tactics!