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<channel>
	<title>The Lotro Guide</title>
	<link>http://lotro.gamezguru.com</link>
	<description>The LOTRO Guide weblog</description>
	<pubDate>Mon, 18 Jun 2007 06:05:19 +0000</pubDate>
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	<language>en</language>
			<item>
		<title>Combat Conjuntion Function</title>
		<link>http://lotro.gamezguru.com/combat-conjuntion-function/</link>
		<comments>http://lotro.gamezguru.com/combat-conjuntion-function/#comments</comments>
		<pubDate>Tue, 29 May 2007 10:26:49 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Lotro Guide Combat Conjuntion Function]]></category>

		<guid isPermaLink="false">http://lotro.gamezguru.com/combat-conjuntion-function/</guid>
		<description><![CDATA[Conjunction Guide 
  I. What   Are Conjunctions? 
  II. The Color Wheel 
  III. How to Initiate Conjunctions 
  I. What Are Conjunctions? 
  Conjunctions are a special mechanic in LOTRO that arise when in a group   of two or more players. They can do anything [...]]]></description>
			<content:encoded><![CDATA[<p><u><strong>Conjunction Guide</strong> </u></p>
<p>  I. What   Are Conjunctions? <br />
  II. The Color Wheel <br />
  III. How to Initiate Conjunctions </p>
<p>  <u><strong>I. What Are Conjunctions?</strong> </u><br />
  Conjunctions are a special mechanic in LOTRO that arise when in a group   of two or more players. They can do anything from massively damage a single   enemy to restoring both your morale and power to full. Conjunctions can turn the   tide of battle are are especially important against powerful foes. Knowing how   to set up conjunctions and organize fellowship members into coordinating on   conjunctions will enable you to best troublesome bosses and save your group from   a certain death. </p>
<p>  Burglars are the primary inductors of conjunctions, and   conjunctions may only be used once every minute on a monster. </p>
<p>  <u><strong>II. The Color Wheel</strong></u> <br />
  The   Color Wheel forms the foundation of conjunctions and knowing how it works will   allow you to formulate the type of conjunction best suited to your situation. </p>
<p>  When a player initiates a conjunction a four color wheel will appear in   the lower right hand portion of the screen for each member in the fellowship.   Every player gets to contribute a color of their choice to the conjunction. Both   the color and order of selection affect the resulting conjunction. </p>
<p>  <strong>Here are the four conjunction colors:</strong> <br />
  Red: Ent&#8217;s Strength. This color represents direct   damage. <br />
  Yellow: Spider&#8217;s Guile. This   color represents damage over time. <br />
  Blue:   Stallion&#8217;s Spirit. This color represent power restoration. <br />
  Green: Eagle&#8217;s Cry. This color represents morale   restoration. </p>
<p>  Organizing your fellowship members around performing a   certain conjunction will help maximize the effect and achieve signature   conjunctions. The types of conjunctions you can perform are based on group size.   One notable change is with fellowships of five and six you can begin to do AoE   conjunctions. </p>
<p>  <strong>2 Members:</strong> You are rather limited in   options here. Your best choice is to match a pair such as Red-Red (called Clash   of Arms) for a damage burst or Green-Green (Rallying Cry) to regenerate much morale over   time. Matching is usually best here as the whole tends to be greater than the   sum of its parts. </p>
<p>  <strong>3 Members:</strong> There are more directions   to go in now. You can pick three of the same color to get a powerful single   effect conjunction such as Red-Red-Red doing massive   damage, or Blue-Blue-Blue to   regenerate a lot of power. You can also do three color conjunctions like Red-Blue-Yellow (Sinister Plan) giving a DoT, direct damage,   and a power buff. Performing two of the same color follower by another color   will just give you the two person conjunction plus that other effect. For   example Red-Red-Yellow will   give you Clash of Arms (Red-Red) and a DoT. If you choose to do a conjunction   involving multiple colors I would strongly suggest that you assign people a   color and order so you pull off the correct conjunction. Teamwork is key. </p>
<p>  <strong>4 Members:</strong> Once again you can do all of the same color   for a devastating effect, such as Green-Green-Green-Green (Call to Arms) for a huge morale boost and   buff. Two pairs can also be matched to get something that would be stronger than   just two of the two member conjunctions. Yellow-Yellow-Blue-Blue results in Deadly Whispers (DoT and Power boost)   which is better than just a Yellow-Yellow and Blue-Blue combined. The third   option is one of each color in which it is especially important that everyone   know their specific color and turn. Red-Green-Yellow-Blue (Ents   Stand) does it all. </p>
<p>  <strong>5 Members:</strong> Conjunctions get more   devastating at this point as AoE effects are available. You can perform a full   house (three of a kind and then a pair), four of a kind with an extra, or even   stranger assortments of multiple colors such as Red-Green-Yellow-Blue-Red: Entish Justice. </p>
<p>  <strong>6   Members:</strong> The maximum number of people that can be in a fellowship and   the most possible combinations. <br />
  3 Pairs <br />
  2 Three of a Kinds <br />
  1 Four of   a Kind, 1 Pair. <br />
  1 Five of a Kind, 1 Add. <br />
  6 of Kind. <br />
  Or just circle   the wheel. </p>
<p>  <u><strong>III. How to Initiate   Conjunctions</strong></u> <br />
  One of the primary roles of the Burglar class in   LOTRO is to set initiate conjunctions. Groups without burglars may perform   conjunctions as well, but theirs will be less frequent. </p>
<p>  Burglars can set   up conjunctions as early as level 12 with the skill &#8220;Exploit Opening&#8221; which is   on a 5 minute cooldown. At level 28 they gain an additional conjunction starter   called &#8220;Trip&#8221; which must be used from stealth and is also on a separate 5 minute   cooldown. Burglars may also use items called marbles to set up a conjunction,   they are on a 10 minute cooldown. Finally the legendary trait &#8220;Exposed Throat&#8221;   will open up a conjunction. &#8220;Exposed Throat&#8221; is gained after acquiring the   &#8220;Legendary Book: The Experts Guide To Dirty Fighting&#8221; and then 8 pages scattered   around the world, Angmar, Misty Mountains, and the Trollshaws. </p>
<p>  Some   skills do not guarantee a conjunction, but support the induction of one meaning   there is a chance for a conjunction to occur. Some of these skills are: </p>
<p>  Counter Defense: Negates block/parry/evade on mob. <br />
  Riddle: While a   mob is in the &#8216;Riddled&#8217; state they are still open to a induction. <br />
  Startling   Twist: Again while in the stunned state the mobs block/parry/evade is disabled. <br />
  Stun Dust: Stuns the mob opening it up for a conjunction. </p>
<p>  The   probability of beginning a conjunction is affected by your fellowship&#8217;s level   relative to the monster&#8217;s level. </p>
]]></content:encoded>
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		</item>
		<item>
		<title>Champion Skills List</title>
		<link>http://lotro.gamezguru.com/champion-skills-list/</link>
		<comments>http://lotro.gamezguru.com/champion-skills-list/#comments</comments>
		<pubDate>Tue, 29 May 2007 10:21:08 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Lotro Champion Skills List]]></category>

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		<description><![CDATA[


Level
Skill
Description


1
Bladewall
You make a Frontal Area   of Attack 


1
Dual   Wield
Allows the wielding of a   second weapon in the off-hand 


1
Swift   Strike 
You make a swift melee   attack 


1
Wild Attack 
A single powerful melee   attack 


2
Savage   Strikes
You make a savage double   [...]]]></description>
			<content:encoded><![CDATA[<table width="480" align="center" border="1" style="text-align:center">
<tbody>
<tr>
<td width="104">Level</td>
<td width="129">Skill</td>
<td width="293">Description</td>
</tr>
<tr>
<td>1</td>
<td>Bladewall</td>
<td>You make a Frontal Area   of Attack </td>
</tr>
<tr bgcolor="#cccccc">
<td>1</td>
<td>Dual   Wield</td>
<td>Allows the wielding of a   second weapon in the off-hand </td>
</tr>
<tr>
<td>1</td>
<td>Swift   Strike </td>
<td>You make a swift melee   attack </td>
</tr>
<tr bgcolor="#cccccc">
<td>1</td>
<td>Wild Attack </td>
<td>A single powerful melee   attack </td>
</tr>
<tr>
<td>2</td>
<td>Savage   Strikes</td>
<td>You make a savage double   attack. </td>
</tr>
<tr bgcolor="#cccccc">
<td>4</td>
<td>Flurry</td>
<td>Your attack speed is   increased.</td>
</tr>
<tr>
<td>4</td>
<td>Fervour</td>
<td>Your power and   regeneration are increased at the expense of avoidance</td>
</tr>
<tr bgcolor="#cccccc">
<td>5</td>
<td>Horn Use </td>
<td>Allows the Use of Horns </td>
</tr>
<tr bgcolor="#ffffff">
<td>5</td>
<td>Lute Use </td>
<td>Allows the use of Lutes </td>
</tr>
<tr bgcolor="#cccccc">
<td>5</td>
<td>Clarinet   Use </td>
<td>Allows the use of   Clarinets </td>
</tr>
<tr>
<td>5</td>
<td bgcolor="#ffffff">Parry: Rank   1 </td>
<td>Adds 2% to Parry chance </td>
</tr>
<tr bgcolor="#cccccc">
<td>6</td>
<td>Brutal   Strikes </td>
<td>You make three deadly   attacks </td>
</tr>
<tr bgcolor="#ffffff">
<td>7</td>
<td>Evade: Rank   1 </td>
<td>Adds 2% to Evade chance </td>
</tr>
<tr bgcolor="#cccccc">
<td>8</td>
<td>Exchange of   Blows</td>
<td>From every strike you   receive from your enemy, you return a blow</td>
</tr>
<tr>
<td>10</td>
<td>Blade-Storm</td>
<td>You make a full Area of   Effect Attack </td>
</tr>
<tr bgcolor="#cccccc">
<td>10</td>
<td>Two Handed   Axes </td>
<td>Allows the   use of Two-Handed Axes </td>
</tr>
<tr bgcolor="#ffffff">
<td>10</td>
<td>Two Handed   Swords</td>
<td>Allows the   use of Two-Handed Swords</td>
</tr>
<tr bgcolor="#cccccc">
<td>11</td>
<td>Critical:   Rank 1 </td>
<td>Adds 2% to Critical </td>
</tr>
<tr>
<td>12</td>
<td>Battle-Frenzy</td>
<td>Your Fervour is instantly   increased </td>
</tr>
<tr bgcolor="#cccccc">
<td>12</td>
<td>Accuracy:   Rank 1 </td>
<td>Reduces Miss by a medium   amount </td>
</tr>
<tr>
<td>14</td>
<td>Bracing   Attack</td>
<td>You make an attack which   allows you to brace against counterattack; increasing your morale by a small   amount</td>
</tr>
<tr bgcolor="#cccccc">
<td>13</td>
<td>Parry: Rank   2 </td>
<td>Adds 1% to Parry chance </td>
</tr>
<tr>
<td>14</td>
<td>Evade: Rank   2</td>
<td>Adds 1% to Evade chance </td>
</tr>
<tr bgcolor="#cccccc">
<td>15</td>
<td>Shields</td>
<td>Allows the use of Shields </td>
</tr>
<tr>
<td>16</td>
<td>Cleave</td>
<td>You make a full area of   effect attack, that may cause damage over time to those it hits</td>
</tr>
<tr bgcolor="#cccccc">
<td>18</td>
<td>Sudden   Defense </td>
<td>You lose all Fervour and   enter a defensive stance which increases your parry and evade rates </td>
</tr>
<tr>
<td>20</td>
<td>Relentless   Strike </td>
<td>You use all your Fervour   to make a devastating attack. This attack can only be evaded, it will never miss   or be parried. </td>
</tr>
<tr bgcolor="#cccccc">
<td>20</td>
<td>Runic Use </td>
<td>Allows the use of Runes </td>
</tr>
<tr>
<td>20</td>
<td>Heavy   Armour</td>
<td>Allows the use of Heavy   Armour </td>
</tr>
<tr bgcolor="#cccccc">
<td>
<p>20</p>
</td>
<td>Bows</td>
<td>Allows the use of Bows </td>
</tr>
<tr>
<td>20</td>
<td>Shoot</td>
<td>You attack with your   ranged weapon </td>
</tr>
<tr bgcolor="#cccccc">
<td>20</td>
<td>Horns of   Valorur</td>
<td>Allows the use of   Champion Horns </td>
</tr>
<tr>
<td>21</td>
<td>Block: Rank   1 </td>
<td>Adds 2% to Block chance </td>
</tr>
<tr bgcolor="#cccccc">
<td>22</td>
<td>Champion&#8217;s   Challenge</td>
<td>Your taunting cry forces   your target to face and attack you</td>
</tr>
<tr>
<td>23</td>
<td>Critical:   Rank 2 </td>
<td>Adds 1% to Critical hit   chance</td>
</tr>
<tr bgcolor="#cccccc">
<td>24</td>
<td>Merciful   Strike </td>
<td>You make a powerful   attack that can only be used on opponents with very low health </td>
</tr>
<tr>
<td>25</td>
<td>Block: Rank   2</td>
<td>Adds 1% to Block chance </td>
</tr>
<tr bgcolor="#cccccc">
<td>26</td>
<td>Fighting   Dirty </td>
<td>You make a cunning attack   that catches your opponent off-guard. Your next area-of-effect attack will cause   more damage </td>
</tr>
<tr>
<td>27</td>
<td>Accuracy:   Rank 2 </td>
<td>Reduces Miss by a medium   amount. </td>
</tr>
<tr bgcolor="#cccccc">
<td>28</td>
<td>Sprint</td>
<td>Your run speed is   increased 25% </td>
</tr>
<tr>
<td>29</td>
<td>Parry: Rank   3 </td>
<td>Adds 1% to Parry chance. </td>
</tr>
<tr bgcolor="#cccccc">
<td>30</td>
<td>Dire Need </td>
<td>Half of your power is   transferred to Morale </td>
</tr>
<tr>
<td>31</td>
<td>Evade: Rank   3 </td>
<td>Adds 1% to Evade   chance.</td>
</tr>
<tr bgcolor="#cccccc">
<td>32</td>
<td>Clobber</td>
<td>You make a swift melee   attack, which makes any time delayed actions your opponent is attempting </td>
</tr>
<tr>
<td>33</td>
<td>Block: Rank   3</td>
<td>Adds 1% to Block. </td>
</tr>
<tr bgcolor="#cccccc">
<td>34</td>
<td>Hamstring</td>
<td>You make an attack which   snares your opponent </td>
</tr>
<tr>
<td>35</td>
<td>Sound the   Attack</td>
<td>You make a full   area-of-effect attack which stuns opponents </td>
</tr>
<tr bgcolor="#cccccc">
<td>36</td>
<td>Block: Rank   4</td>
<td>Adds 1% to Block chance </td>
</tr>
<tr>
<td>37</td>
<td>Hedge</td>
<td>You make a melee attack   that dissuades your target from continuing to attack you</td>
</tr>
<tr bgcolor="#cccccc">
<td>38</td>
<td>Accuracy:   Rank 3 </td>
<td>Reduces Miss by a medium   amount. </td>
</tr>
<tr>
<td>40</td>
<td>Boast</td>
<td>Tales of your heroic acts   draw cheers from the crowd. </td>
</tr>
<tr bgcolor="#cccccc">
<td>43</td>
<td>Evade: Rank   4</td>
<td>Adds 1% Evade chance. </td>
</tr>
<tr bgcolor="#cccccc">
<td>43</td>
<td>Parry: Rank   4 </td>
<td>Adds 1% Parry chance </td>
</tr>
<tr bgcolor="#cccccc">
<td>45</td>
<td>Accuracy: Rank 4</td>
<td>Reduces Miss by a small   amount </td>
</tr>
</tbody>
</table>
]]></content:encoded>
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		</item>
		<item>
		<title>The Starting Minstrel Guide</title>
		<link>http://lotro.gamezguru.com/the-starting-minstrel-guide/</link>
		<comments>http://lotro.gamezguru.com/the-starting-minstrel-guide/#comments</comments>
		<pubDate>Tue, 29 May 2007 10:16:06 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Lotro The Starting Minstrel Guide]]></category>

		<guid isPermaLink="false">http://lotro.gamezguru.com/the-starting-minstrel-guide/</guid>
		<description><![CDATA[The Minstrel:
  Minstrels are the best Morale boosting   (Healer) class in all of Eriador. It is capable of melee combat, ranged damage   via songs, and fellowship buffs. You can solo easily, and you&#8217;re always in   demand for fellowships.

  The Stats:
  Every song,   ballad, anthem, [...]]]></description>
			<content:encoded><![CDATA[<p><strong>The Minstrel:</strong><br />
  Minstrels are the best Morale boosting   (Healer) class in all of Eriador. It is capable of melee combat, ranged damage   via songs, and fellowship buffs. You can solo easily, and you&#8217;re always in   demand for fellowships.</p>
<p>
  <strong>The Stats:</strong><br />
  Every song,   ballad, anthem, ect. requires power to sing and how much power you have is based   upon your Will. Vitality will give you a higher morale, which will help keep you   up longer if things get out of hand. Fate can be good to have at later levels   when power regen in combat becomes more important because of longer and harder   fights. Your melee damage and chance to evade and parry attacks are based upon   your might skill. If you plan on soloing the majority of the time I would   suggest a good balance between Will and Might. If fellowships are your thing   you&#8217;ll want to go more will heavy.</p>
<p>
  <strong>The Races:</strong><br />
  All   races can be a Minstrel, and no race is really better than the other. Look over   each for its strengths and weaknesses and pick your race based on your play   style. I have been playing as a Man Minstrel which seems to be sort of middle of   the road (ie. Solos well, and groups well).
</p>
<table cellspacing="2" cellpadding="2" align="center" border="0">
<tbody>
<tr>
<td valign="top"><strong></p>
<p align="right">Dwarf:</p>
<p>      </strong></td>
<td>Dwarves gain +15 to might as well as +10 to vitality,   which will increase your melee damage and your overall health. On the downside   they lose -8 to agility and fate, making it a little harder to dodge and evade   attacks and regen morale out of combat. Dwarves also recieve a small bonus   (+0.5) to in-combat morale and power regen along with a +1% to common   resistance.</td>
</tr>
<tr>
<td valign="top"><strong></p>
<p align="right">Elf:</p>
<p>      </strong></td>
<td>Elves bring a +15 to agility, while losing -8 from fate   and some moral regen out of combat. The Elves are more resistant to poisons and   diseases (+1% to both).</td>
</tr>
<tr>
<td valign="top"><strong></p>
<p align="right">Man:</p>
<p>      </strong></td>
<td>The Man Minstrel gets a +15 to might and fate boost   along with the easily inspired characteristic (gain more morale when healed).   The negative is the -8 to will which reduces your overall power, so you have to   pay more attention when singing.</td>
</tr>
<tr>
<td valign="top"><strong></p>
<p align="right">Hobbit:</p>
<p>      </strong></td>
<td>The merry-making shire folk have a nice +15 to vitality   and a +1 to morale regen (out of combat)to make up for the -8 to might. Hobbits   come equipped with an additional +1% bonus to fear and   shadow.</td>
</tr>
</tbody>
</table>
<p>
<strong>The   Weapons:</strong><br />
Minstrels can use the following Single-Handed weapons:</p>
<ul>
<li>Daggers
<li>Swords
<li>Maces
<li>Clubs </li>
</ul>
<p><strong>The Armour:</strong><br />
Light armour is your only choice until level 15, you&#8217;ll then   be able to earn a trait for completing a quest from your trainer that will allow   you to equip medium armour. At level 20 Minstrels finally gain the ability to   equip shields.</p>
<p>
<strong>The Early Levels:</strong><br />
When you log on   to your brand new Minstrel you&#8217;ll notice that you have three abilities. Herald&#8217;s   Strike - You make a melee attack that does extra damage.<br />
Ballad of Vigour -   Tier 1 ballad: A short song that gives you vitality and harms your   foes.<br />
Raise the Spirits - Words of encouragement that renew the morale of a   companion or yourself.</p>
<p><strong>The best approach to play at this point   goes like this:</strong><br />
Pull the mob with your Ballad of Vigour. This is   Ranged damage, so nows a good time to learn what range you have to work   with.<br />
If you get a chance hit it with Ballad of Vigour again otherwise use   Herald&#8217;s Strike.<br />
Continue with the auto-attacks and using Ballad of Vigour   and Herald&#8217;s Strike as they become available. Don&#8217;t forget about Raise the   Spirits if your morale starts to get too low.</p>
<p>At level two you gain the   Piercing Cry ability.<br />
<em>Piercing Cry</em> - Your shout does light damage to   your enemies.<br />
This ability is rather powerful, but it has a cooldown of 30   seconds. I generally reserve this ability, it can come in handy if things get   ugly.</p>
<p>Level four brings two Ballads to the table. <br />
<em>Ballad of Steel </em>- Tier 1 Ballad: A short song that gives you an armour bonus and harms your   foes.<br />
<em>Ballad of Swiftness</em> - Tier 2 Ballad: A short song that gives a   bonus to your attack speed and harms your foe. This requires a tier one ballad   effect to activate.</p>
<p>With the addition of these two new Ballads things   change a little bit.<br />
Pull with your Ballad of Steel, followed up with a   Ballad of Vigour. Smack the mob with Herald&#8217;s Strike, and followup with more   Ballads of Steel and Vigour as they become available. </p>
<p>So which   instrument do you want to play? At level 5 you can train the passive skills   required for /music. </p>
<p>Your first tier three ballad is granted at level   6.<br />
<em>Ballad of War</em> - Tier 3 Ballad: A short song that gives your   fellowship a bonus to their melee damage. This requires tier 2 ballad effects to   activate.<br />
You won&#8217;t be using this one much at first, as you can generally   take down your mobs pretty quickly.</p>
<p>Soon you&#8217;ll be out of the newbie   instance and into the open world. As you continue to level up the combat only   gets more interesting, I&#8217;ll leave this for you to discover.</p>
<p><strong>The   Class Quest:</strong></p>
<p><center><br />
  A Song for the Company (Level 15):<br />
</center><br />
<br />
Your minstrel trainer   will send you to Piper Prescott who is located in the Prancing Pony. Piper sends   you to speak to Leland Underhill who is right outside the Bree west gate. Leland   tells you that some brigands have stolen a few of his belongings and he would   like you to teach them a lesson, while writing a song about the whole thing. You   enter an instance with Leland that has a few brigands and their   leader.</p>
<p>After defeating the lot head back to Piper, who hands you   a copy of the song you have written. Jump up on the nearest table and use the   song to perform for the Prancing Ponys patrons. </p>
<p><em>Your rewards</em>:</p>
<ul>
<li>1 silver and 80 copper
<li>Medium Armor class trait
<li>a couple celebrant salves
<li>and a really nice purple club called &#8220;Minstrel&#8217;s Friend&#8221; </li>
</ul>
]]></content:encoded>
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		</item>
		<item>
		<title>Understanding the Guardian</title>
		<link>http://lotro.gamezguru.com/understanding-the-guardian/</link>
		<comments>http://lotro.gamezguru.com/understanding-the-guardian/#comments</comments>
		<pubDate>Tue, 29 May 2007 10:14:14 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Lotro Guide Understanding the Guardian]]></category>

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		<description><![CDATA[The Guardian was often misunderstood as the most simplified class that the Lord   of the Rings Online had to offer. This was derived from an expectation that the   class would be simply the stereotypical tank from other titles, such as   EverQuest II and World of Warcraft. Yet this would [...]]]></description>
			<content:encoded><![CDATA[<p>The Guardian was often misunderstood as the most simplified class that the Lord   of the Rings Online had to offer. This was derived from an expectation that the   class would be simply the stereotypical tank from other titles, such as   EverQuest II and World of Warcraft. Yet this would be a significant error: while   the class maintains several similarities to tanks from other titles, there are   noteworthy differences. These include, but are not limited to, reactionary   offense, defense and taunts and in-combat healing abilities. It is the purpose   of this guide to establish a thorough understanding of the make-up of the class   to aid players in their decisions on which class to play.</p>
<p><em>Guardian   Fundamentals: Equipment</em></p>
<p>The weapons and armour at the Guardians   disposal are perhaps the most important factor in defining its role. After all,   if the Guardian are to be a front line fighter, it would be ideal to have a   large array of weapons and armour available to them. This is what Turbine has   done, and below is a listing of what is available to the class at the opening   level:</p>
<p><strong>Armor</strong></p>
<p>•    Light<br />
•    Medium<br />
•      Shields</p>
<p><strong>Weapons</strong></p>
<p>•    Daggers<br />
•    One-Handed   Axes<br />
•    One-Handed Clubs<br />
•    One-Handed Hammers<br />
•    One-Handed   Maces<br />
•    One-Handed Swords<br />
•    Thrown Weapons</p>
<p>Accordingly, this   is not the complete list of armor and weapons available to the Guardian through   the entire game. As the class gains levels, more and more armors and weapons   becomes available that further define the class succinctly, and they are as   follows:</p>
<p><strong>Armor</strong></p>
<p>•    Heavy (Lv 15)<br />
•    Heavy   Shields (Lv 15)</p>
<p><strong>Weapons</strong></p>
<p>•    Two-Handed Swords   (Lv 10)<br />
•    Two-Handed Axes (Lv 10)<br />
•    Two-Handed Hammers (Lv   10)<br />
•    Two-Handed Clubs (Lv 10)<br />
•    Spears (Lv 10)<br />
•    Cross-Bows   (Lv 30)<br />
•    Bows (Lv 30)</p>
<p>Upon consulting the new list above, one can   see the Guardian truly fulfilling the typical tank role. The addition of heavier   armor and shields and long range weapons tell us that much. Yet within weapons   there is an interesting pattern: Guardians can wield two-handed weapons. Most   players who have played tanks in previous titles will tell you two-handed   weapons are utterly useless. The necessity of a shield to decrease damage done   is pivotal, and that is the reason why. While that remains true in the Lord of   the Rings Online, it is not so in all situations: one of the defining   differences of the Guardian to other tank classes. Yet that will be detailed   later in this guide. Suffice to say, Guardians can equip any kind of armor and   certainly have a large array of weapons to decide from.</p>
<p><em>Guardian   Fundamentals: Skills</em></p>
<p>In the Lord of the Rings Online, the single   component that largely defines what a chosen class can do in any situation is   skills. They define not only damage (be it offensive or healing) but grant many   of the defensive dynamics and utility proponents. So in order to understand how   the Guardian class is played out and defined, a look at the many types of skills   is necessary.</p>
<p><strong>Taunting Skills</strong></p>
<p>There are many   different kinds of taunting skills that are made available to the Guardian, and,   as the name implies, they, amongst other things, force the enemy to attack him.   Yet what is most interesting about the taunting skills that are available is   they come in many different forms. That is to say, some taunting skills are   embedded in regular damage actions or what is known as reactionary offense.   While the latter item will be detailed in full later, a simple explanation is   thus: skills made available when the Guardian blocks or parries an incoming   attack. In addition, such taunts also come from class traits that the Guardian   acquires. Indeed, taunting and maintaining aggro for high level Guardians are   embedded in almost every attack, instead of a small handful, like in other   titles.</p>
<p><strong>Attack Skills</strong></p>
<p>These skills are rather   simplistic and require no detailed explanation: they just do damage. The   Guardian simply approaches an enemy, engages the skill and does damage.   Occasionally there will be accompanying bleed effects, or it will damage   multiple enemies it once. In effect, these are rudimentary skills that are   replaced by more powerful reactionary [skills] in the mid to high   levels.</p>
<p><strong>Reactionary Skills</strong></p>
<p>It is these skills   that truly differentiate the Guardian class in the Lord of the Rings Online, to   similar tanks in other titles. As detailed earlier, a simplified way to look at   these skills is thus: when the Guardian successfully blocks or parries an   attack, these skills become available for use. But there is much more to that:   there are skills called secondary reaction skills, which require the use of a   reactionary [skill] to be used. Think of it this way: when you block an attack,   Shield Swipe opens up (a reaction skill) then when that is used, the secondary   reaction skill Bash can be utilized (which is a high DPS attack). The same is   applied to reactionary skills that rely on parries, but in that case there is   more variety.</p>
<p>The benefit to this setup is noteworthy: it forces players   to pay close attention to the action at hand. For if they are not attentive, the   time limit to use such skills will ultimately expire and their DPS and utility   will suffer tremendously. Indeed, the difference between a good and bad Guardian   will ultimately be who can react quickly and [who] will not. Lastly, an ample   supply of taunting effects and high-end DPS will be found in these reaction   skills, so there is significant reward for maximizing potency with these   [skills].</p>
<p><strong>Buff Skills</strong></p>
<p>These skills are very   important to the Guardian’s repertoire, yet are similar to tanks in other   titles, with a few notable exceptions. The Guardian is similar in the respect   that some buffs add to defensive and offense statistics, while others protect an   ally from damage. The difference, however, is direct statistical improvements to   block and parry – critical attributes to reactionary   skills.</p>
<p><strong>Healing Skills</strong></p>
<p>There are two minor   healing skills that are available to the Guardian: one replenishes morale and   the other power. In the case of the former, it only becomes available upon a   successful block, while the latter can be used at any time. These kinds of   skills are new and unique to the proverbial tank class, but at the same time   permit the Guardian increased survivability and new challenges to group   play.</p>
<p><em>Guardian Fundamentals: Traits</em></p>
<p>Traits are the   primary means of class (and character) differentiation in the Lord of the Rings   Online. As such, even in the Guardian class, some very intriguing yet   significant choices need to be made. For instance, one could focus on   improvements to the might statistic, which increases damage with a melee weapon.   Alternatively, one could improve on vitality (increases morale), increases   resistances and decrease vulnerability – clearly advantageous to the primary   tank. There are a myriad of other possibilities as well, and while it is near   impossible to list all of them, I will provide an explanation for the more   important traits and suggestions for where aspiring Guardians should focus   on.</p>
<p><strong>Statistical Traits</strong></p>
<p>These traits concern   increases to your base statistics – such as mighty, vitality, fate etc. Each of   these correspond to an important attribute to your character; might increases   damage with weapons and vitality overall morale. As such, if one wishes for   increased damage for their Guardian, then increments to might would be   beneficial; the same logic can be applied for boons to health. Generally   speaking, however, each of these traits – by themselves – do not wield much, but   combined together can make a formidable difference.</p>
<p><strong>Class   Traits</strong></p>
<p>These traits are among the most important (save   legendary) one can acquire, and as such wield some very significant benefits to   your character. These include, but are not limited to, improvements to existing   skills and increased chances to block and parry. The latter items are of   particular importance: the Guardian relies heavily – both on offense and defense   – on being able to parry or block attacks. It would be advisable then to take   such skills. Alternatively, however, if one wants more offense and move out of   the stereotypical tank role, you could seek skill improvements that deal heavy   damage. So while these traits are among the most important, there is room for   diversity, depending on ones ultimate preference.</p>
<p><strong>Damage Reducing   Traits</strong></p>
<p>These are the traits that Guardians will seek out if they   embrace the tank role. In this category I include decreases to vulnerabilities   (long and short range) and increased resistances. Like the statistical traits,   they are not very significant on their own, but bundled together they could be   very significant, but, unlike them, very situational. For instance, if your   fellowship is actively fighting spiders, then traits that increase poison   resistance would be ideal. Regardless of circumstance, however, these traits are   important in fulfilling the tank role.</p>
<p><strong>Which traits should I   include, then?</strong></p>
<p>As mentioned in the preceding paragraphs, that   entirely depends on what sort of role you want your Guardian to be. Do you want   your character to be the penultimate tank? If so, you may want to focus on   traits that increase blocking and parrying, taunting skill effectiveness and   reductions to melee and long range vulnerabilities. If, on the other hand, you   want more offense, focusing on might and skills that improve damage would be   critical. Or, you could arm yourself with a mix of the two. The bottom line is   this: the system allows for an incredible amount of diversity and there is no   set guideline to follow; you can do what you want. In addition, there are many   other combinations then what was listed here; this is just a basic guideline for   trait allocation.</p>
<p><em>Guardian Strategy: Solo Play</em></p>
<p>Like all   classes in the Lord of the Rings Online, the Guardian can solo very effectively.   Yet, unlike other classes in the title, the Guardian has arguably the most room   for diversity; that is to say, they can solo under many different situations.   This relates primarily to weapon choice, be it a one or two handed weapon; in   other titles, most proverbial tank characters cannot have such a choice   feasibly, but indeed a Guardian does! There has been many times where I have   soloed with my Guardian character wielding both kinds of weapons and noticed no   real difference in my effectiveness or survivability: certainly a boon for   aesthetically inclined individuals.</p>
<p>Though in order to aid in the above –   or any situation really – is your traits combination during solo play. Since you   won’t be defending anyone else, typical traits that add to either defensive   bonuses or utility skill alteration are no longer necessary; indeed, one should   focus on statistical increments and damage skill boons. Yet this is not   necessary either: you could maintain those defensive trait benefits and still do   just as well; you won’t be as speedy in your killing as the former, but it   certainly is a viable option.</p>
<p>If there is only one requirement to success   in solo play it would be thus: a powerful weapon, be it one or two handed. Due   in large part to the Guardian’s parry and blocking abilities, one can deflect a   good chunk of incoming damage; thereby making your total armour level less   important: this does defeat mini-maxing, essentially. Yet when I say powerful   weapon, I do not meant rare or epic weapons that can be found off many humanoid   opponents; no, simply an uncommon drop would do just fine (or even one purchased   from a crafter). Yet if you do find a rare or epic weapon off a humanoid, your   ability to solo increases ten-fold! Though it is hardly necessary.</p>
<p>The   bottom line is this: one does not need the most powerful equipment or rare   weapons in order to solo effectively; it can be done with nearly any setup. In   the case of traits, any combination will work – whether you want to focus on   offense, defense, utility or a mix of the three – it will simply be effective.   Then with equipment, anything goes; barring gross extremes.</p>
<p><em>Guardian   Strategy: Grouping</em></p>
<p>Unlike the options for solo play, the Guardian is   much more stringent and cookie-cutter in groups; for if one does otherwise, it   would be very difficult to play the role effectively. That role, obviously, is   absorbing attacks, protecting allies and maintaining aggro. As such, the use of   a shield is absolutely necessary and for more then one reason; a good amount of   aggro control, damage and self healing abilities can be found in reactionary   block offense and defense. Without the use of these ever so important abilities,   the Guardian would have a very difficult time performing their task   effectively.</p>
<p>When traits are considered it is not much better: offensive   based [traits] are not as wanted as defensive boosting ones and those that alter   self healing and defensive skills. It is not the task of the Guardian to deal   damage – that is demanded of Hunters, Lore-masters, Champions and others – so   the Guardian must focus on being as defensively sound as possible. In addition,   it would be very wise to include increases to resistances and decreases to   vulnerabilities; these will aid all Guardians considerably in performing their   proverbial tank role best.</p>
<p><em>Closing Thoughts</em></p>
<p>The Guardian,   while very similar to tanks in other titles, does have a number of unique   additions that makes the class more fun to play: reactionary skills and self   healing namely. The need for mini-maxing – at least in solo play – is demolished   as well; it is simply not necessary for an enjoyable game experience. At the   same time, however, there are considerable rewards for players who max out their   characters: they solo that much more effectively! Yet no matter how much or   little equipment one possesses, the chance to solo is evident and varied. The   only downside to the class, however, is the cookie-cutter role in grouping; yet   it could not be any other way, due to the nature of the grouping beast.</p>
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		<title>Understanding Crafting</title>
		<link>http://lotro.gamezguru.com/understanding-crafting/</link>
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		<pubDate>Tue, 29 May 2007 10:10:23 +0000</pubDate>
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		<category><![CDATA[Lotro Understanding Crafting]]></category>

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		<description><![CDATA[Crafting in the Lord of the Rings Online (LOTRO) is more then just a   side-game. In many respects, it is one of the more important high level   activities; the best items in-game come from crafters. Yet even before the high   level game takes place, it is a viable alternative [...]]]></description>
			<content:encoded><![CDATA[<p>Crafting in the Lord of the Rings Online (LOTRO) is more then just a   side-game. In many respects, it is one of the more important high level   activities; the best items in-game come from crafters. Yet even before the high   level game takes place, it is a viable alternative to fulfilling your characters   needs. For instance, if your characters reaches level fifteen and is still   equipped with [level] ten leggings, then you may want to upgrade. The NPC armour   shop isn’t supplying what is needed nor are drops being kind; you will want to   seek out a Metalsmith then: crafters of armour in Middle-earth. Yet there are   many other uses of crafting, such as the primary source of food and drink. This   guide will grant you an understanding of this complex system and ready any   potential players into a crafting career.</p>
<p>  <strong>What is crafting and   why should I do it?</strong></p>
<p>  This is the most fundamental question that   players have; for in some online games crafting has little use, while in others   it has tremendous benefit. To address that point in particular, LOTRO has   reached a middle ground: if players craft themselves, it is of benefit but far   from mandatory; alternatively, if one does not craft – and simply seeks other   crafters for their needs – that is a worthwhile endeavour as well. Yet this   guide will encourage players to craft: it is a fun, stress free activity that   can wield significant rewards later on; aside from the monetary benefits that   naturally occur, if a Guardian takes up the Metalsmith profession, then he (or   she) can update his (or her) armour as they progress through the   game.</p>
<p>  But what is crafting, though? In lamens terms, it is combining   several materials to make a single useful item; creations include armour,   weapons, bows, food and more. Certainly these items are useful for any   adventurer, regardless of their view on the dynamic itself. </p>
<p>  <strong>Choosing a vocation</strong></p>
<p>  Before any player can craft   an item they must choose a vocation.Vocations, put simply, are a combination of   crafting professions. They are designed in this way: gathering, primary   manufacturing and unsupported. The gathering is obvious: this profession gathers   necessary materials for the manufacturing [profession]; and the second   profession – primary manufacturing – is rather obvious: it creates items for use   or sale. The latter, unsupported, is a little more vague: this profession is not   supported by the primary gathering – so you cannot gather materials for it – but   is related to the primary manufacturing profession; often it is used to expand   the crafters repertoire, but must rely on another vocation to supply the   necessary materials: part of the interdependency of crafting (but this will be   explored in more depth later). </p>
<p>  In order to train a vocation (which has   no cost) one must visit a Master of Apprentices NPC: they are available in every   starting area (Little Delving, Thorin’s Halls, Combe and Celobin. In addition,   they are also available in indoor crafting areas in the major cities of Eriador   (Bree-town, Rivendell)</p>
<p>  <strong>Crafting preparation: what is needed to   begin a crafting career</strong></p>
<p>  Once a player has chosen a vocation,   they must make a couple of purchases before they can consider acquiring the   necessary materials, nevermind crafting. They are crafting tools, and can be   bought from either novices or the local provisioner: all of which can be found   in crafting shops or centres throughout the world. Below is a list of what each   crafting profession (not vocation) needs to either acquire materials or craft   items:</p>
<p>  •    Woodworker: Bronze Woodworking Tools<br />
  •    Tailor: Bronze   Tailors Tools<br />
  •    Metalsmith: Bronze Smithing Hammer<br />
  •    Weaponsmith:   Bronze Smithing Hammer<br />
  •    Scholar: Bronze Scholar’s Glass<br />
  •    Jeweler:   Bronze Jeweler’s Tools<br />
  •    Cook: Bronze Cooking Supplies<br />
  •    Farmer:   Bronze Farming Tools<br />
  •    Forester: Bronze Forester’s Axe<br />
  •    Prospector:   Bronze Mining Pick</p>
<p>  Once you have purchased the requisite tool, right   click the icon in your inventory and it will be equipped to your crafting slot.   In order to perform any crafting exercise – be it gathering or manufacturing –   the tool must be equipped.</p>
<p>  <strong>Acquiring crafting   materials</strong></p>
<p>  Once you have trained a crafting vocation, you will   earn a resource tracking skill for your requisite gathering profession:   prospector, forester or farmer. Drag that skill to one of your hotbars and click   the skill once to activate it. You will then be able to track resource nodes   throughout the world – the means for which you acquire your   materials.</p>
<p align="center"><img height="219" src="/images/Crafting1.jpg" width="301" border="0"></p>
<p>
As   illustrated by the screenshot above, when you are tracking resources and you   come near a node, a blue arrow will appear on your mini-map: run in the   direction of the [arrow]. Once you have reached the location you will see the   resource node before you; assuming you have the requisite tool equipped, double   click on the node and your character will begin to gather it. Once the process   is completed, a window will open up with the material you have gathered; right   click it to put the materials in your inventory and the node will disappear: you   may only use it once.</p>
<p><strong>Inter-dependency   materials</strong></p>
<p>There are some materials that a given vocation cannot   gather on its own; for example, an Armourer cannot treat leather hides to   produce the leather bindings required to craft bronze armour. The Armourer must   enlist the services of a forester for the boiled leather required to make   leather bindings. The easiest way to do this is to either contact someone who   has the forester profession or roll an alt with it trained. If neither option   suits you, simply head to the Auction Hall and search for the treated   leather.</p>
<p><strong>Recipes</strong></p>
<p>Recipes are the formulas used to   create particular items: armour, weapons, food etc. When a player first chooses   their vocation, they are given a number of starting recipes to work with. As you   become more proficient with crafting and gain mastery, you can master a tier;   once you do so and complete the subsequent quest, more powerful recipes will be   granted to you. In addition, there are two other ways to obtain recipes: they   can be purchased from novices and experts, other players, or loot drops from   opponents in Eriador. If you obtain a recipe in this manner – and you have the   necessary requirements to learn it – just right-click the [recipe] in your   inventory to learn it.</p>
<p><strong>Crafting locales /   stations</strong></p>
<p>Once a player has acquired a vocation, obtained the   necessary materials and has a recipe to work with, they need to locate a   crafting station in order to begin the [crafting] process. These differ based on   the profession – forges for metalsmith and ovens for cooks – and they are   located all over Eriador. Below is a listing of where to find each station for   your crafting needs.</p>
<p>•    Forges: Combe, Bree, Celondim, Gondomon,   Duilond, Trestlebridge, Michel Delving and Thorin’s Halls.<br />
•    Ovens: Combe,   Gondomon, Duilond, Thorin’s Gates, Brockenborings, Overhill and Michel   Delving.<br />
•    Study: Combe, Celondim, Gondomon, Duillond, Estilden,   Trestlebridge, Brockenborings, Hobbiton, Michel Delving and Rivendell.<br />
•      Workbench: Combe, Staddle, Gondomon, Duillond, Trestlebridge, Bywater, Michel   Delving, Esteldin and Hobbiton.<br />
•    Farmland: Michel Delving, Combe and   north of Hobbiton</p>
<p>In addition, if you need to know which profession uses   what station, please consult the list below:</p>
<p>•    Forges: Metalsmith,   Weaponsmith and Prospector.<br />
•    Workbench: Farmer (utilizes farmland as   well), Forester, Tailor and Woodworker.<br />
•    Study: Jeweler and   Scholar.<br />
•    Ovens: Cook.</p>
<p><strong>The Crafting   Process</strong></p>
<p>To engage in the crafting process, first equip the   appropriate crafting tool, then target the specified crafting station. Once you   have done that, either hit the ‘F’ key or click the crafting icon on the bottom   left hand side of the UI. A window will be open with your three crafting   professions; let us use Armourer as an example.</p>
<p align="center"><img height="478" src="/images/Crafting2.jpg" width="410" border="0"></p>
<p>
As seen in   the above screenshot, the three professions are Prospector, Metalsmith and   Tailor. In the effort of this example, let’s assume we will be creating bronze   armour and the recipe for it can be found below.</p>
<p align="center"><img height="478" src="/images/Crafting3.jpg" width="410" border="0"></p>
<p>
The four   components necessary for the construction of the armor is thus: one bronze   plate, one bronze mail links, two bronze ingots and 1 leather binding. The   bronze ingot is the easiest to produce; simply switch to the prospector   profession and select the bronze ingot recipe and click the ‘make’ button on the   bottom right hand side. You will then have created your first bronze ingot! The   recipe calls for two, however, so create another one. Do the same for the rest   of the components before you move on to the armour itself; once it’s all   prepared, simply click on the make button again (with the bronze armour   selected) to craft it.</p>
<p>There are two other things that should be made   mention of in the crafting process: critical success and previous age items. If   you click on the mastery tab (shown below) a sub-window will open that displays   a percentage – that is your chance of obtaining a critical success. In addition,   if you look beside the percentage, the icon will normally tell you what the   possibility is – in this case it is increased bronze ingots.</p>
<p align="center"><img height="477" src="/images/Crafting4.jpg" width="410" border="0"></p>
<p>
  The other item mentioned is previous age items; these are rare items   that, if obtained, will give considerable bonuses and boons to the crafting   process. So be on the lookout for such items as you adventure around Eriador,   and stayed tuned to an advanced crafting guide later that will detail that very   dynamic!</p>
<p>  <strong>Storing unused materials and   creations</strong></p>
<p>  Through the course of your experience as a crafter and   an adventurer, there will be plenty of unused items that one wishes to save; and   you may not want to throw them away either. In this case players will want to   utilize vault storage located in many towns and villages all over Eriador. It is   advisable to utilize this resource so your packs don’t get overflown with   important, yet not immediately usable crafting materials and creations. The   towns that have storage vaults are Michel Delving, Thorin’s Halls, Celondim,   Combe, Bree-town, Estilden and Rivendell.</p>
<p>  <strong>Selling your   creations</strong></p>
<p>Once a player has successfully created an item – and   it’s not immediately usable to oneself or friends – the best idea is to sell it   and gain some much valuable coin. There are two ways of doing this: secure trade   with other players or the Auction Hall. Most players utilize the former –   especially in regards to armour and weapons – as they can get the most return   for their efforts. Auction Halls are located in Bree-town, Michel Delving,   Thorin’s Halls and Rivendell.</p>
<p>That is the conclusion of the Understanding Crafting guide! You should   now have a thorough understanding of how crafting works to start your own trade.   Best of luck with your labours in Middle-earth!</p>
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		<title>Lotro Gold Guide</title>
		<link>http://lotro.gamezguru.com/lotro-gold-guide/</link>
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		<pubDate>Tue, 29 May 2007 10:05:22 +0000</pubDate>
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		<category><![CDATA[Lotro Gold Guide]]></category>

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		<description><![CDATA[Welcome to our Gold(currency) overview for Lord of the Rings Online: Shadows   of Angmar. The currency system within LOTRO is similiar to many other MMORPG   games but has some differences. The currency is broken up into three seperate   types, Gold, Silver, and Copper. 

For example, the character above has [...]]]></description>
			<content:encoded><![CDATA[<p>Welcome to our Gold(currency) overview for Lord of the Rings Online: Shadows   of Angmar. The currency system within LOTRO is similiar to many other MMORPG   games but has some differences. The currency is broken up into three seperate   types, Gold, Silver, and Copper. </p>
<p align="center"><IMG height="61" alt="Money" src="/images/4-money.jpg" width="355" border="1"></p>
<p align="left">For example, the character above has zero gold, 40 silver, and 49   copper. There is also a currency called &#8220;destiny points&#8221; that we&#8217;ll discuss   later and deals with monster play. As far as the denominations go, 100 copper is   equal to 1 silver, but 1000 silver is required for 1 gold. Kind of odd we think,   but that&#8217;s the way it is none the less. </p>
<p>Getting Gold <BR><br />
  There are a wide variety of ways   to aquire money in the game, the most obvious is to complete quests and sell off   what you have looted from various creatures. To sell your items to a vendor (npc   - non playing character) you simply talk to them and go to &#8220;sell&#8221; as seen below. </p>
<p align="center"><IMG height="466" alt="Shop" src="/images/4-shop.jpg" width="413"></p>
<p align="left">Various vendors have items for sale but will also buy yours from   you. As you can see in the diagram above, the character can sell a wide variety   of items and get more money from them. They can in turn spend that money on   items from a vendor or auction house. </p>
<p align="left">Other ways to build wealth include <A href="/Understanding-Crafting/">crafting</A> various items and selling them to   vendors or on the auction house to other players.</p>
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		<item>
		<title>Traveling Guide</title>
		<link>http://lotro.gamezguru.com/traveling-guide/</link>
		<comments>http://lotro.gamezguru.com/traveling-guide/#comments</comments>
		<pubDate>Tue, 29 May 2007 09:59:27 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Lotro Traveling Guide]]></category>

		<guid isPermaLink="false">http://lotro.gamezguru.com/traveling-guide/</guid>
		<description><![CDATA[Like many games, the aspect of travel is an important one. The best way to   describe the travel system within Lord of the Rings Online is &#8220;lore-accurate&#8221; or   better said, the appropriate travel options in corresponding to the novels. The   travel system is comprised of three major ways to [...]]]></description>
			<content:encoded><![CDATA[<p>Like many games, the aspect of travel is an important one. The best way to   describe the travel system within Lord of the Rings Online is &#8220;lore-accurate&#8221; or   better said, the appropriate travel options in corresponding to the novels. The   travel system is comprised of three major ways to travel: by foot (like so much   of the books), by horse (normal travel) and by horse (swift travel). Those three   types comprise the major travel options, leaving out a couple &#8220;exceptions&#8221; found   within the hunter class (which we&#8217;ll discuss). </p>
<p><UL><br />
  <LI>Traveling in LOTRO<br />
    <UL><br />
        <LI><A href="#foot">By Foot </A><br />
        <LI><A href="#horse1">Horse (normal)</A><br />
        <LI><A href="#horse2">Horse (swift)</A><br />
        <LI>Exceptions<br />
          <UL><br />
              <LI><A href="#mapping">Mapping</A><br />
              <LI><A href="#hunter1">Hunter Fun </A><A href="#hunter2"></A></LI><br />
          </UL><br />
        </LI><br />
    </UL><br />
  </LI><br />
</UL></p>
<p><A id="foot" name="foot"></A>By Foot <BR><br />
  Time to put   your foot to the gravel and run, son. Running is the primary and often annoying   and time consuming major way of travel, as you might expect. With such an epic   sized map, this can get old, but it&#8217;s not too bad as you&#8217;re journey is   consistantly enlivened by beautiful scenery and various wildlife to shoot. You   might even get lucky enough to grab a few prospecting nodes or tree branches. </p>
<p align="center"><IMG height="440" alt="Running" src="/images/run.jpg" width="301"></p>
<p><A id="horse1" name="horse1"></A>Horse (normal) <BR><br />
  The second way you can travel within the game is by horse. However,   there are some limitations to your horse travel. First, you need to PAY the   stable master. This can be pricey, especially for lower level individuals, who   have little to no cash. The stable master looks like this:</p>
<p align="center"><IMG height="374" alt="Horse Travel" src="/images/horse-travel.jpg" width="353"> </p>
<p align="left">Additionally, you&#8217;ll only be able to travel to destinations that   you&#8217;ve been to - in other words, you&#8217;re trucking it by foot before you get to   ride old Black Beauty. Some destinations are quite the jog, so bring your   adidas. </p>
<p align="left"><A id="horse2" name="horse2"></A>Horse (swift   travel) <BR><br />
  There is hope in sight however, with the Swift travel option   at the stable master. Yes, the people at Turbine decided to give us a break   occasionally and allow us to relax for but moments as the horse magically   appears in it&#8217;s new location. Swift travel is available to major cities, or, for   example - from west to south Bree. The cost is minimal for swift travel in early   areas but gets larger in proportion to game economics. </p>
<p align="center"><IMG height="484" alt="Traveling" src="/images/4-travel-box.jpg" width="408"></p>
<p align="left">As you can see, the cost to the different places varies in   proportion to how far they are and what &#8220;level&#8221; the area is. I think I&#8217;ll pass   on the Ettenmoors!</p>
<p align="left"><A id="mapping" name="mapping"></A>Mapping <BR><br />
  When a player completes the introduction quests, he or she is given a   &#8220;map home&#8221; that will reside in their bags. The map home allows you to set a   &#8220;home&#8221; location and magically &#8220;portal&#8221; back to that location once an hour. This   is SUPER convenient when you&#8217;re out far away and need to come home. You can set   your &#8220;home&#8221; location at nearby milestones in the various cities. </p>
<p align="left"><A id="hunter1" name="hunter1"></A>Hunters <BR><br />
  The hunter has a couple sneaky travel tricks up their sleave. First,   at level 14, they get a run buff that increases their own and party speed by   15%. What a wonderful thing this is when you pass people on the roads. Also,   later in the game hunters recieve &#8220;guiding&#8221; abilities that will let them portal   their </p>
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		<title>Grouping Guide</title>
		<link>http://lotro.gamezguru.com/grouping-guide/</link>
		<comments>http://lotro.gamezguru.com/grouping-guide/#comments</comments>
		<pubDate>Tue, 29 May 2007 09:57:15 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Lotro Grouping Guide]]></category>

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		<description><![CDATA[There are several aspects to grouping in LOTRO. 

  Grouping:
    
        Friends
        Fellowing (Fellowships)
        Kinships
        Raids 
    
  

Friends
Lord [...]]]></description>
			<content:encoded><![CDATA[<p>There are several aspects to grouping in LOTRO. </p>
<p><UL><br />
  <LI>Grouping:<br />
    <UL><br />
        <LI><A href="#friends">Friends</A><br />
        <LI><A href="#fellowing">Fellowing (Fellowships)</A><br />
        <LI><A href="#kinships">Kinships</A><br />
        <LI><A href="#raid">Raids</A> </LI><br />
    </UL><br />
  </LI><br />
</UL></p>
<p><A id="friends" name="friends"></A>Friends</p>
<p>Lord of the Rings Online: Shadows of Angmar allows you to create a friends   list within the game, in which you can put the names of your different in game   friends. This will allow you to see when they are online. This is helpful to use   whenever you meet someone new that&#8217;s been a help. A large network of in game   LOTRO friends can allow you to accomplish tasks quickly and learn more about the   game then if you were alone. </p>
<p>You can also add people to an ignore list, which will dissallow them from   talking to you. This is useful if you&#8217;re getting spammed by someone or simply   want to ignore them. </p>
<p><A id="fellowing" name="fellowing"></A>Fellowing   (Fellowships) </p>
<p>A fellowship is a group of up to 6 people that can fight and quest as one   group. Forming a fellowship is a great way to accomplish difficult tasks, as   many tasks require a group to find success. Fellowships are key in many aspects   of questing and exploring Middle-Earth. </p>
<p><A id="kinships" name="kinships"></A>Kinships</p>
<p>A Kinship is what might otherwise be known as a guild. Kinships are the heart   of any good MMORPG as they allow massive collaberation, the ease of forming   quality fellowships and raid parties, and overall give identity and fun to the   game. To make a Kinship, you must visit one of the &#8220;Clerk of Kinships&#8221;   throughout the world and purchase a Kinship Charter. Kinships are granted   additional features such as officer chat, kinship-only auctions, and   kinship-wide mail based on their Kinship Rank, which is determined by the   lifespan of the kinship. </p>
<p><UL><br />
  <LI>Minimum Level 5<br />
  <LI>Price 5s 10c<br />
  <LI>Charters to create a Kinship: The type of Kinship determines the origin of   the Titles given to members, but all races can join any Kinship.<br />
    <UL><br />
        <LI>Dwarf Kinship Charter<br />
        <LI>Elf Kinship Charter<br />
        <LI>Hobbit Kinship Charter<br />
        <LI>Man Kinship Charter<br />
        <LI>Mixed Kinship Charter </LI><br />
    </UL><br />
  </LI><br />
</UL></p>
<p><A id="raid" name="raid"></A>Raids</p>
<p>A raid party is the largest group you can have in the game. A raid can be   made up of up to 4 different fellowships, so a raid can have up to 24 people in   them. Raids are used for large instances and primarily end-game activities. </p>
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		<item>
		<title>The Leveling Guide</title>
		<link>http://lotro.gamezguru.com/the-leveling-guide/</link>
		<comments>http://lotro.gamezguru.com/the-leveling-guide/#comments</comments>
		<pubDate>Tue, 29 May 2007 09:51:26 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Lotro The Leveling Guide]]></category>

		<guid isPermaLink="false">http://lotro.gamezguru.com/the-leveling-guide/</guid>
		<description><![CDATA[1-10/15 Archet/Bree-land/Ered Luin/Shire and the surrounding ‘newbie’   quests.
16-20 Northern Bree-Land above Adso’s Camp/ Hengstacer Horse Farm /   Thornley’s Farm / Saeradan / Old Forest Quests / Barrow Downs Quests(Guide   Available)
16-22 Lone Lands (Forsaken Inn/Candaith’s Camp) / If you finish the western   Lone Lands quests I highly recommend [...]]]></description>
			<content:encoded><![CDATA[<p>1-10/15 Archet/Bree-land/Ered Luin/Shire and the surrounding ‘newbie’   quests.</p>
<p>16-20 Northern Bree-Land above Adso’s Camp/ Hengstacer Horse Farm /   Thornley’s Farm / Saeradan / Old Forest Quests / Barrow Downs Quests(Guide   Available)</p>
<p>16-22 Lone Lands (Forsaken Inn/Candaith’s Camp) / If you finish the western   Lone Lands quests I highly recommend you head East to Ost Guruth at level   21-22.</p>
<p>22-26 North Downs (TrestleBridge quests) -or/And- start on the Ost Guruth   questing.</p>
<p>24-32 Ost Guruth-Agamaur/Haragmar area -or- finish up TrestleBridge before   moving to Estelding around 26.</p>
<p>26-30 Esteldin (West side)/Othrikar/Meluinen quests</p>
<p>30-35 Esteldin (East side) and Earthkin quests</p>
<p>30-40 Fornost 32-40 Trollshaws (you’ll have to do these in several different   runs since they are spread out across level ranges)</p>
<p>38-45 Misty Mountains</p>
<p>38-42 Angmar (Earthkin quests)</p>
<p>40-45 Angmar (Aughaire and Malenhad quests)</p>
]]></content:encoded>
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		<item>
		<title>Monster Play Guide</title>
		<link>http://lotro.gamezguru.com/monster-play-guide/</link>
		<comments>http://lotro.gamezguru.com/monster-play-guide/#comments</comments>
		<pubDate>Tue, 29 May 2007 09:43:39 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Lotro Monster Play Guide]]></category>

		<guid isPermaLink="false">http://lotro.gamezguru.com/monster-play-guide/</guid>
		<description><![CDATA[Monster play is the term used to describe the PVP (Player versus Player) aspect of Lord of the Rings Online. Monster play allows you to take control of one of several different monster types, and enter into battle in a lush landscape called the Ettenmoors. You will be able to take your monster character and [...]]]></description>
			<content:encoded><![CDATA[<p>Monster play is the term used to describe the PVP (Player versus Player) aspect of Lord of the Rings Online. Monster play allows you to take control of one of several different monster types, and enter into battle in a lush landscape called the Ettenmoors. You will be able to take your monster character and begin learning new skills, completing quests, and ultimately earning destiny points to be used on your main LOTRO character. The Monster play aspect, while initially seeming cheesy (to me at least) - is exteremly diverse and dynamic, and almost a brand new game within the game. I was very impressed during my first look at it. Below are some screenshots of it&#8217;s features as well as some information to help you get started. </p>
<p>There are a couple &#8220;firsts&#8221; you&#8217;ll need to accomplish before playing monster play. You must be a level 10 before your character becomes eligible for monster play. Once you&#8217;re a level 10, you need to find a Fell Scrying Pool, which is pictured below. The Fell Scrying Pool allows you to &#8220;enter&#8221; the Monster play enviroment and choose a character. Keep in mind Fell Scyring Pools are located in East Bree, Michel Delving, and Thorin&#8217;s Gate. </p>
<p align=center><img height="421" alt="Fell Scrying Pool" src="/images/fell-scrying.jpg" width="400"> </p>
<p>Next, you&#8217;ll click on the fell scrying pool and it will allow you to select from several character options. There are several different monster choices, a Reaver, Weaver, Blackarrow, Warleader, and Stalker. You must select your favorite to enter the Ettenmoors and the dark battle that is taking place. Here are some pictures of the different monsters you choose from:</p>
<table cellspacing=0 cellpadding=5 width="95%" align=center border=0 style="text-align:center">
<tbody>
<tr>
<td width="33%"><img height="181" src="/images/monster-warg.jpg" width=145></td>
<td width="33%"><img height="181" src="/images/monster-reaver.jpg" width=145></td>
<td width="33%"><img height="181" src="/images/monster-weaver.jpg" width=145></td>
</tr>
<tr>
<td width="33%">Stalker</td>
<td width="33%">Reaver</td>
<td width="33%">Weaver</td>
</tr>
</tbody>
</table>
<table cellspacing=0 cellpadding=5 width="95%" align=center border=0 style="text-align:center">
<tbody>
<tr>
<td width="33%"><img height=181 src="/images/monster-blackarrow.jpg" width=145></td>
<td width="33%"><img height=181 src="/images/monster-blackarrow.jpg" width=145></td>
<td width="33%"></td>
</tr>
<tr>
<td width="33%">Blackarrow</td>
<td width="33%">Warleader</td>
<td width="33%"></td>
</tr>
</tbody>
</table>
<p>There&#8217;s plenty to do in the Ettenmoors, and your actions will often earn you Destiny Points and Infamy or Renown (see below). Take on solo quests or head out with a group of friends, looking for (and finding!) trouble. Besides the smaller-scale battles you&#8217;ll find yourself fighting in while exploring the Ettenmoors, you can also engage in pitched battles for the control of various points of conflict within the Ettenmoors. A dynamic mapnote displays a flag - red for monster players and blue for Free Peoples - at these locations to show which faction currently controls them. Fearsome enemies or allies may await you within contested strongholds (depending on which side currently holds them), and you would be well advised to attack one of these locations only with a large force - but be on your guard! PvMP players might be defending their location, or attacking yours while you&#8217;re gone!</p>
<p>You can then advance through the monster play ranks and devlop more and more, as it tracks your kills, deaths, killing blows, etc. It&#8217;s pretty neat, almost a whole new character. </p>
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