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Book 13 Dev Diary: The Orc Defiler

Lighting flashed across the sky, briefly casting the forest in a sickly green glow. The wood was quiet, as the battle that had been waged beneath its boughs moved on to another venue. The only sound, other than the steady hum of insects, was of a small fire in a desolate hollow. The green flames of the small campfire crackled and hissed against the jagged stones, their smoky tendrils licking greedily at the pot of bubbling yellow putrescence perched above.

The sound of the fire was punctuated by the gasping moans from a misshapen figure lying amongst the bones littering the ground; the stench of festering wounds signaling the life quickly sliding away from the twisted form.

From a dark corner of the hollow a Defiler emerged; light leather straps crossed his body and a massive bear skull sat upon his brow. His flesh was black as night and covered in red runes and scars carved from the long years of service to Angmar. In one hand he clutched a massive wooden staff, adorned with bits of bone hanging from stretched sinew, while the other toted a gourd filled with a foul-smelling concoction. Uttering a guttural word in the Black Tongue, he stepped toward the fire, sending grey filth into the air.

Leaning his staff against the curve of the hollow, the Defiler made his way to the shattered orc form amidst the bones. The fallen beast howled in rage and pain as his chest wound was pulled open by an uncaring hand. With the full breadth of the putrefying wound exposed, the Defiler worked quickly, pouring the contents of his gourd into the wound while uttering the dark phrases taught him by his master and the masters of his past. The fallen orc ceased to howl, and fell into a fitful sleep as vile liquid spilled from the wound, bubbling and sizzling as it knitted him back together.

As he moved toward the fire, the Defiler reached into the cauldron and filled his gourd with the thick grey-green slime and returned to the sleeping form of the orc, where he applied a dollop of the filth to each of the pustules on the orc's legs. Wound by wound, the disease retreated from the slime. It would be hours before the orc was mended whole once more, but the Defiler, done with his work, called out into the night.

Two Uruks, clad in black iron bearing the symbol of the Krahjarn tribe, appeared from the gloom and hoisted the wounded orc from the dirt floor. As they removed their fallen servant into the night, another of Mordírith's soldiers was deposited unceremoniously into the cave. With a dismissive wave to the troll delivering the new wounded, the Defiler retreated to the darkness of the hollow to scrape fungus from the walls and return to his night's work.

A Message from Akulhún:

"All right, maggots! Mordírith's grown tired of you whining wretches and sent us Defilers from the sulfur swamps and wastes of Angmar to plug your bleedin' wounds and make those lily-loving Free People suffer! All your belly-achin' and screamin' finally yielded somethin' other than my whip! Well, maggots, that make me angrier than ever -- I'll not spare the lash from any of you spineless curs for any longer!

"We're at war here in the Ettenmoors and that means you fight and die for Angmar. You only see fit to whimper and drag your feet, tuck your tails, shoulder your weapons, and flee when War Leaders tell you to fight on... but no longer, sluggards! I'll not bear another visit from Lugbûrz. That happens and I start crackin' ‘eads! Now... treat the Defilers with a fair bit o' respect. Give them defense when they need it and slaughter the Free People! The Defilers will be by your side makin' the Free People weak of resolve, weak of strength, and weak of faith. When you bleed, they'll see your wounds closed...if...you decide to whine and cower they'll let me know and then you'll feel the sting of my whip on your back shortly before they turn their talents to bringing about the greatest pain you have ever known...maggots!"

A New Addition to Monster Play

Monster play, where LOTRO players can don the wolf's clothing amongst the sheep by becoming an orc, Uruk, spider or Warg, is adding a new face to the fray. Players have long enjoyed the utility of their numerous classes and multitude of skills, and with the addition of the new orc Defiler; we are taking a step toward filling out the arsenal available to monster players. Hailing from lands filled with toxins and disease, the orc Defiler uses his knowledge of these virulent fungi and slime to aid his foes and hamper his enemies. The Defiler is the first addition to the monster side of the equation in the Ettenmoors since launch -- and is certain to alter the PvMP landscape as we continue to expand the War in the Ettenmoors.

Healing

Defilers utilize the fungus and slimes found within the sulfur swamps and dark places throughout Angmar to concoct pastes, dusts, and other disgusting rubs to apply to their allies' wounds. Through years of practice and learning, the Defiler has turned this practice into an art.

The Defiler begins with the ability to perform two initial heals, with the additional effect of healing over time (HoT).

Fertile Slime: "Living slime coats the target's wounds and restores morale." This is a low-power instant-cast HoT with a range of thirty meters and a six-second cooldown that lightly heals the recipient every ten seconds for a period of sixty seconds. It is meant as a bridging heal, to assist the Defiler or a War Leader in keeping a target alive during a light exchange.

Fungal Bloom: "Gourds filled with foul herbs and liquids from the depths of Angmar relieve the sting of wounds on the flesh of foul creatures." This is a low-cost two second cast HoT with a range of thirty meters and a four-second cooldown. It moderately heals the target upon a successful cast, and then restores a moderate amount of health every five seconds for the next thirty seconds.

In addition to these initial healing skills, the early expenditure of a Defiler's destiny points can net him a targeted revival for defeated comrades. Unlike the War Leader this is a costly skill, utilizing morale and power, that only works out-of-combat and targets one monster player.

Rounding out the remaining healing skills for the orc Defiler are the following:

Fell Restoration: "When finished casting Fell Restoration instantly restores a huge amount of morale to target." This is a low-cost three second cast heal with a long ten-second cooldown healing a great deal of health instantly. This becomes available at Rank Three.

Fungal Spores: "Spores weave their way into the target's wounds, stopping bleeding and helping to speed the healing process." This is a medium power cost instant-cast HoT restoring a great deal of health every six seconds for thirty seconds. The cooldown for the skill is low, and it is available at Rank Five.

Cursing

When looking at the monster player classes, we noticed that the majority of the classes had very little in the way of true debuffs with which to hamper the players. To that end, we decided that the Defiler would serve his second role as a debuffer. Utilizing gourds filled with virulent disease and pestilent oozes and slimes the Defiler is able to curse all who oppose him and assist in turning the battle to the monster player's favor.

The Defiler begins with one curse ability:

Curse of the Sticky Feet: "Coats the opponent's feet in a sticky substance that slows their movement speed." This is a low power-cost ability that reduces a target's movement by ten percent for ten seconds. This is an instant cast skill with a moderate cooldown.

As they progress, Defiler's earn new curses to use against the Free People. We outline these below:

Curse of the Lethargic Heart: "A gourd thrown at the target plagues them with spores attacking their heart and weakening their resolve. This skill is only effective against players." This is a medium power cost disease-based curse reducing the target's vitality by a crippling amount for two minutes. It has a two second cast and a long thirty second cooldown and is available at Rank One.

Curse of the Coward's Soul: "Release hallucinogenic spores that strike fear into nearby enemies." This is a medium power cost fear-based curse affecting up to three targets in a six meter radius surrounding the Defiler. This skill is affected by diminishing returns and applies the fear effect to each target for ten seconds. This is an instant-cast skill with a thirty-second cooldown available at Rank Two.

Curse of the Deadly Sorrows: "Douse opponent with corrosive liquid that weakens their armour and releases a soporific gas that reduces Will, Fate and Strength." This is a medium-cost poison-based curse reducing the target's fate, will, strength, and armor by a crippling amount. It has a three-second casting time and a thirty-second cooldown and is available at Rank Seven.

Basic Skills

No monster player is complete without the ability to deal some level of damage to their opponents, and the Defiler is no different in this regard. The Defiler begins with one basic damage-dealing skill at the outset and can purchase two others at no rank.

Here are the Defiler's basic skills:

Fire Gourd: "A gourd filled with burning embers is launched at your opponent, setting them alight." This is a medium-cost skill dealing a good deal of initial damage and burning the target for a fair bit of damage every four seconds for the next twenty seconds. It has a range of thirty meters, a casting time of two seconds, and a six-second cooldown.

Plague Gourd: "A plague of flies fills a foetid gourd which explodes on your opponent. On a good throw, the plague flies may cause your opponent to become easier to hit for a short time." This is a medium-cost skill dealing a fair amount of damage, and has a bonus critical effect of lowering the target's avoidance (parry, evade, and block) chances by two percent for twenty seconds. The skill has a two-second casting time and an eight-second cooldown.

Head-crack: "A strong blow from the Defiler's staff. Contact with a Defiler's staff can poison many denizens of Middle-earth." This is a costly melee skill dealing medium damage to a single target with a carrier poison-damage DOT dealing moderate damage over a short period of time. This is an instant-cast skill with a short three-second cooldown.

Follow the Gourd!

Defilers are orcs, and therefore get all the racial abilities inherent to other orcs. In addition, the Defiler can earn enhancing traits to alter and improve their Curse of the Sticky Feet, Plague Gourd, and other skills.

We look forward to seeing the shape of monster play battles change with the addition of the orc Defiler, and know that he will have an impact immediately upon arrival in battles across the Ettenmoors!

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Book 13 Horse

New horse mount - Book 13

We would like to thank Wolfeman0101 for these screenshots.
Source

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Book 13: Better Together

By "Danger Dan" Parke

Introduction

If you're reading this article, you probably already know that The Lord of the Rings OnlineTM is full of adventures you can undertake solo. With Turbine's frequent content updates (like the addition of the entire region of Forochel with Book 13), the amount of solo content for players continues to grow.

Even with all this copious solo-friendly content, one of the unique features of MMOs is the possibility of teaming up with good friends or perfect strangers to take on challenges that even one hero of Middle-earth could not surmount on his own.

Finding fellowships to work on what you want isn't always easy. Even when you're rolling out with a bunch of friends, figuring out what to work on isn't simple. To top it all off, even after you've drafted your A-Team and know what you're going to do, you still need to assemble before you can roll out.

Well, surprise, surprise! Book 13: Doom of the Last-king contains a host of features designed to address those exact challenges. In Book 13, playing with friends and finding fellowships becomes better-and easier-than ever before. You want details? Read on!

Quest Log Enhancements

This feature began as many other great features have begun... with a ninja. A ninja feature, that is. I'm talking about a feature that only happens when a developer squeezes an extra drop of blood from the stone of schedules to get one more bell (or whistle) into the game. The specific feature in question was added for Book 11, showing players when members of their fellowship were on the same quest as they were.

All of a sudden, opening your quest log could tell you what you and your fellows had in common to work on... without a whole lot of typing of quest names into chat and comparing each other's lists. The feature was pretty popular among the devs and when it went live, we were pretty excited to see that players liked it, too.

For Book 13, we've expanded the idea behind this popular "ninja feature" and used it as a launch pad for a suite of enhancements to the Quest Log:

New Look and Improved UI

  • More prominent filtering options for your list of quests lets you look at just solo quests or just fellowship quests or just the quests you share with your fellowship members.
  • More concise information about quests such as the name of the quest chain, the expected group size for the challenge, the level relative consideration colors, and more!
  • An easier way to add and remove quests from your tracker-just click the big, colorful space next to the quest to put it on or pull it off your tracker.
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Shared Quest Status

  • We expanded shared quest status beyond just showing who has the same quest - we tell you where each member of your fellowship stands relative to you for each quest.
  • You can see who among your fellows is behind, or ahead, or even done with the overall quest chain-easily find out who needs to get caught up so that you can tackle that instance or group challenge together.
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Shared Status on the Tracker

  • Not only can you see status for all quests in the log, you can switch your quest tracker between showing your own progress and your fellowship's status relative to each quest in your tracker.
  • You can see when your fellowship members are ready to turn in a quest-much easier than spamming fellowship chat asking if everyone is done collecting 10/10 boar stomachs!
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Better Quest Sharing

  • Sharing a quest can now share earlier quests in the chain-if you've done a couple of quests in an epic book and your friends haven't started, you can share the quest you are on and they will get the first quest in the chain!
  • That means your fellows can get started on the chain right away-you don't have to remember where you first got the quest or who to talk to, just share anywhere and get your fellows caught up!

Information-Packed Invites

  • No more blind fellowship invites-when you're invited, you see the name, level, class, and location of everyone in the fellowship.
  • Requests to join an open fellowship or raid get the same treatment, so you see more information about the player who wants to join.

Find A Fellowship

Not everyone playing LOTRO today knows that there are tools for finding other players to team up with! The Social Panel's "Fellowing" tab has a number of features to help you search for and invite other players looking for a group or to post what you're looking for and let others invite you. Still, not everyone knows about it or takes the time to use it.

We want to make it dead simple for players to say which quest they most want a fellowship for. What could be nobler than a feature that helps to bring people together... to kill things and take their stuff?

That's where Book 13's "Find A Fellowship" button comes in. It's a new button on the Quest Log that works a little like the "Add to Tracker" button. You can mark one quest for Find A Fellowship.

 

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That automatically opens the Fellowing tab of the Social Panel and fills out all the relevant information. You'll see a list of players who also want to work on that quest (and those players can now find you, too).

Here's a simple way to work this new feature into your routine: When you log in for a session of LOTRO, pop open your quest log and mark the quest you want to find a group for. If there are people already looking to play, great! Send some invites and make a fellowship. If not, just let the system work for you in the background. Work on some solo quests, Deeds, crafting, and wait for a few invites to come your way. You can always open the Fellowing tab while you're playing to see if there are more people looking for the same thing as you.

Mustering Horns

The final piece is, quite literally, to bring it all together. (Or, if you prefer, bind them, in the pre-dawn semi-darkness). However you refer to it, we call the feature "Mustering Horns" and they are coming to a Campsite near you.

Whether you've just found a pick-up group using Find a Fellowship or the LFF channel, or if you've pulled one together from friends or kinship members, if you are spread out across Middle-earth, getting together can take a while. The Mustering Horn has the solution-if one of your fellowship members can get to a campsite near where you all want to quest, you can all be there in short order. Just get there, use the Mustering Horn, and start getting the band back together.

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There are limitations, of course. You have to be of appropriate level for the area to use a horn, as does the person being summoned. Further, an individual cannot be summoned more than once every 30 minutes (though one person can summon as many people as they want). Also, it'll take a traveling ration for both sides and it won't work while in combat. If you need a fellowship member where you are ASAP, Captains and their ability summon anywhere, anytime are still the best. Even with those limitations, Mustering Horns still make it easier to get your group together and start adventuring together.

Wrapping It Up

When you log in after Book 13 launches, you'll find a host of improvements and new features all designed to make finding a fellowship easier, figuring out what to do simple, and getting the gang together faster.

  • Massive enhancements to the Quest Log will help you figure out what quests your fellowship has in common and track progress toward completion.
  • An upgrade to our Looking for Fellowship feature will connect with your Quest Log to help you find a group for specific quests.
  • Mustering Horns placed at campsites will allow you to quickly bring your fellowship together in one place.

What's the bottom line? With these Book 13 features, you can spend less time preparing for fun and more time having fun as you play the game, complete quests, and adventure in Middle-earth!

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Welcome to Forochel

After weeks of teasing the Isengard players and later the Live forums, it is now known without a doubt that Forochel is the newest playable region for The Lord of the Rings OnlineTM: Shadows of AngmarTM. With the launch of Book 13: Doom of the Last-king, players will get the opportunity to explore this brand new region (aimed at level 44-50 characters) and earn the trust of the Lossoth - the native folk of the Northern Wastes.

Forochel is a region that many of us on the World and Content teams have been looking forward to for a long time now. It is off the beaten path of the Fellowship, which affords us a lot of flexibility in terms of design. This new landscape also gave us an opportunity to try out some new tools that were just recently developed for our upcoming expansion, Mines of MoriaTM!

World Design Goals

By the time we started development of Forochel, we were quite familiar with wintry landscapes. Between the Misty Mountains, the Coldfells, and portions of Ered Luin (and New England being what it is), we know snow! The trick with Forochel was coming up with a presentation of a snowy landscape that didn't look like our previous areas.

To achieve that biome difference, we hit the photo and film references. Like all of our regions, we called upon references from the real world to develop a set of textures and assets that would make Forochel stand out. During this process, we decided upon a distinct lack of trees across the majority of Forochel as being one of the region's distinguishing factors. The lack of trees led to some interesting challenges; trees add a lot to our landscape - they fill space, provide decoration, and easily break up sight-lines and can make an area feel more interesting and varied. We still used trees in some portions of Forochel (primarily as a way to introduce players to the region) but this goal forced us to think differently in how we decorated our landscape.

One of our chief goals for Forochel was to make it feel massive, and we were able to achieve this in two ways. Since the completion of Book 11: Defenders of Eriador, the World team has been working on Forochel. This allowed the World team plenty of time to develop and polish the landscape before heavy content development on the region occurred. This also allowed the Content team the time to fill the landscape with quests, and at the end of Forochel's development, we have a region that rivals the North Downs in size. In addition to the scope of the playable landscape, we wanted the region to feel expansive, so we used region-impassables that are much lower than those found in our other regions. This gave us the opportunity to develop forests and tundra beyond the playable areas, giving this already large area a much larger feel. This also provides an excellent opportunity to expand Forochel in the future if we so desire.

Another special addition to the landscape of Forochel is the introduction of some brand new landscape technology - Dual Heightmap Landscape. This feature allows us to develop more organic cave settings on the landscape (similar to the Dwarf neighborhood) without having to use large numbers of rocks to plug the ceiling. This tech offers some very exciting possibilities for the future and we‘re happy to introduce this feature to players in Forochel.

 

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Oh the Things We've Learned!

We've spent a lot of time working on LOTRO now, and over the years, we've learned a number of lessons:

  • We've learned that players like a healthy mix of monster moods on the landscape.
  • We've learned that elite monsters within mixed spawns are a bad idea.
  • We've learned that players aren't fans of roads with heavy monster patrols.

Is there a theme? Yes there is! Forochel is very much a culmination of all the lessons we've learned from the Beta Program and the areas of Evendim, Tâl Bruinen, High Pass, and Angmar. I can't say we've ironed out all the issues that annoy people (because some of those are by design, sorry!) but we did look very intently at the feedback we've received and put it into action in Forochel.

Travel was also a big component in the "Things We've Learned" category. Over the past few updates, you may have noticed more travel routes (particularly in Angmar and Evendim). For Book 13, Forochel will launch with a broad travel network across the region. This network will offer a variety of normal travel routes as well as Reputation-gate Swift Travel Routes.

 

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The Environment Hates You! (and sometimes, it shows you a little love)

The concept of using the Environment as an enemy has been floating around the LOTRO Dev team for a long time now - as far back as the Lonelands development period. We toyed with this notion a little bit with Tâl Bruinen (brambles and rocks in the road) and the High Pass (rare monster-driven blizzards). In Forochel, we're taking that concept a few steps further.

The first reaction your avatar will have to the environment will show in its breath. Book 13 sees the introduction of the cosmetic temperature system. This system allows the environment to have various cosmetic influences on your character. In this case, when you enter Forochel, the Misty Mountains, the Coldfells, and portions of Ered Luin, you'll see your breath on the air. The deeper into wintry territory you trek, the greater the visual effect you'll see. This feature has no gameplay impact; it is purely an extra bit of immersion.

Blizzards are receiving a significant visual update for Book 13 and play a key part in Forochel, both as part of the normal weather system and as part of our Rare Monster System. Some blizzards have bitter winds that chill you to the bone, leaving you less able to combat the effects of cold. Don't worry though - you won't be defenseless against the bitter cold.

The Ice Bay of Forochel is the last bit in the "Environment Hates You" Department. This large bay opens to the northern seas and, much like the land around it, this water is cold! So cold, in fact, that staying in it can seriously impact your morale and can (in some locations) lead to incapacitation. Because of this, the water acts as a northern impassable for Forochel, barring passage beyond the bay.

Now, after all that hate - how about some love? With all the things the landscape of Forochel could do to you, we wanted to provide some things it could do for you. In order to combat the bitter winds and freezing waters of Forochel, players will be able to warm themselves in the villages and camps of the region, on the various geothermal vents scattered across the region and at campfires they themselves can make. Using these locations and/or items, players can strip the cold from themselves and, in some circumstances, provide themselves with defense against chilling environment.

 

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In Conclusion

Forochel is a region that we've spent two update cycles working on. We've taken the lessons learned from our previous landscape releases and have attempted to include the good, and skip the bad, for Forochel.

Personally, I am really happy to bring Forochel to LOTRO. It is an area I've wanted to see realized for a while now; it is a land of little lore, which gives us plenty of room to stretch creatively but just enough lore to have some very interesting hooks. Have fun exploring it!

 

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Unlocking The Mines of Moria FAQ

If you play special mini-games known as Unlock the Mines of Moria, this guide will help you to answer most of the questions. We would like to thank tr0tsky for this great guide.

Unlock The Mines of Moria FAQ

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Fan Section

Dear Lotro Fans,
We at LotroLife.com have decided to make a new section - Fan Submissions (you can find it as a part of our left menu).  If you feel creative and want to share with us your screenshots, guides, comics, adventures or anything else you have found interesting, feel free to contact us, and we will be proud to publish your work.

Our first Fans' Contributions are beautiful Screenshots from Middle Earth. Click here and enjoy.

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Book 13: Crafting the Content of Forochel

Epic Story

Somewhere within the frozen northlands of Eriador lies the remaining piece of a puzzle that both the Free Peoples and the servants of the Witch-king seek to claim as their own...

The Content team for The Lord of the Rings Online has been working day and night to bring you our latest free content update; Book 13: Doom of the Last-king! Due to the solo nature of the Bay of Forochel the majority of Book 13 will be soloable as well, but players should expect to have to team up for at least one chapter against the denizens of this icy region.

Doom of the Last-king was a very fun part of the Epic storyline to write; bringing in the Lossoth against one of their ancient enemies, Angmar. We wanted our players to see and visit a number of important locations and people in Book 13, including the ancient Dwarf-mines, the ill-fated elf ship, and maybe even get a glimpse of an ancient spirit whose deeds remained unfulfilled. Hopefully the Book 13 epic will provide a few twists and turns that you won't see coming!

 

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Reputation

 In Book 13, the Content team was finally able to do something we had been waiting a long time to do: implement a new region with its own reputation. Players will start off viewed as "Unfriendly" with the Lossoth but will progress quickly through the lower tiers of reputation by completing quests, collecting item drops, and completing a series of new daily reputation quests for the Lossoth. This is the first region where reputation was built in alongside the creation of the region, and we think that Forochel will be a showcase for how great our reputation system can really be.

Daily reputation quests are a new variety of quests that will allow players an alternate method of obtaining reputation (without collecting reputation item drops) after they have completed all of the non-repeatable quests that give out reputation. These quests can only be acquired after players have reclaimed one or more locations for the Lossoth, fighting back the invading Gauredain, an event that occurs periodically throughout the day.

Lossoth reputation rewards include unique armor sets, weapons, a new mount, housing decorations, and even a few class specific items! The Content team worked very closely with the Game Systems and World teams to ensure that players will be rewarded with a variety of different rewards at each reputation tier.

The Lossoth Culture

One of the biggest challenges in the development of Forochel was creating an entire culture out of a six paragraph reference in the appendix of The Lord of the Rings as well as other unique source material.*

Working with artists, world builders, and our own in-house lore-masters, we believe we have created a true-to-the-books take on the Snow-men of Forochel. Players will encounter NPCs that can run on the ice with bones on their feet (be nice to these guys; pushing them around isn't appropriate or funny), and sleds without wheels.

 

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The Creatures of Forochel

What would a new region be without new creatures? A few months ago, members of the Content, World, and Systems team locked ourselves in a room and fought to the death over what monsters we would be making for Forochel.

After a few trips to the hospital, a visit from Human Resources, and the hire of a few replacement employees, we came up with a fairly comprehensive list of new monsters and skills for Forochel.

Forochel introduces six new monster types and a host of new monster skills. What are some of these new creatures? Players will encounter moose, winter-worms, and Gauredain war-mammoths, just to name a few. Stay tuned for more information on our other new monster types as we get closer to launching Book 13.

 

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An eye for Soloability

With the release of Book 9, Evendim attempted to fill the solo gap for players in their mid-thirties. Noticing the same need in our higher level content, Forochel will provide a mostly solo experience for players from level 44 through 50. With over one hundred new quests and an area similar in size to the North Downs, players willing to dare the cold will have hours of adventures ahead of them in Book 13: Doom of the Last-king.

 

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* The Very Secret Diary of Arvedui Last-king

With love to Cassandra Claire

Day One

Unhappy. Witch-king came over uninvited; didn't want to play board games. Decided to leave, should have brought more snacks.

Day Ten

Cold. Should have brought long underwear. Only company is whining Dúnadan. Maybe Dwarf-mines have cable?

Day Fourteen

Very bored. Palantíri couldn't get signal in Dwarf-mines. Snack supply drastically thin. Might go watch the ice skating championships these Northerners keep raving about.

Day Thirty

New Years Day; Disenfranchised. Círdan hasn't come to visit me yet even though I keep writing. Ice skating not as boring as I first thought. Ice beds colder than I thought.

Day Ninety

Haven't heard from Círdan in months. He couldn't even bother to come find me himself? Palantíri ominously silent; northern lights must be muddling their signal, tin foil antenna woefully ineffective.

Day Ninety One

Ship finally arrived. Ice Skaters think I should stay with them; very worried. Maybe Palantíri will get a better signal on the ship?

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Change of Season part 3

As mentioned here we are doing something funky with our headers. To see the latest change make sure you "full refresh" Lotro Life's home page. The header sequence is closing to an end and we're working on a bit of a different look for the site.

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Transportation Guide

Dear visitors we have released new LOTRO Transportation guide made by Arolf.  After talking to him he allowed us to publish this interesting guide on our site. We hope you will find it useful and funny as we did.

Transportation Guide

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Latest Dev Chat Transcript

Check out the latest Dev Chat Transcript

* Book13 notes mentioned new horse(s). Are these just another reskin or a completely new model?
* Any plans for the future, that we are getting bigger bags for our inventory?
* Could we have more kinship functionalities? It could be: Custom titles, event calendar with signups eg. raids, kinship bank vaults, profession lists, kinship shop etc.
* Will there be new 40man raids?
* The Month of the Pack Space?
* When is a firm date for book 13

And much more...

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