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  • 15 hours 33 min ago : Go figure.. 5 minutes after I put a raid of creeps together the freeps go away
  • 17 hours 55 min ago : Looks like Scooby has a freep raid out
  • 3 days 17 hours ago : Lug is blue

LOTRO Monster Manual - Introduction

A Newcomer's Guide

Welcome to the Ettenmoors, Maggot! Being freshly culled from the weaklings, we expect you to learn quickly and die well for the Eye. This section is a quick overview of what the Ettenmoors and your primary objectives are, before leading into further sections which cover these topics far more in depth.


The Ettenmoors is a Player vs Monster Player zone, the players are the Free Peoples (Freeps) and the Monster Players are the Creeps. The 'moors have two primary functions: gain Destiny Points (DP)--which are used either by freeps for buffs or by creeps to level up--, or to fall upon your opponents with blades swinging and dying gloriously in the midst of your foes, appeasing your blood lust and gaining Infamy! Creeps require both Infamy and DP to become more powerful. To gain ranks, you must attain certain amounts of Infamy, and with most ranks, additional skills and corruption traits can be purchased with DP. Additionally, money must also be acquired (by selling items) to slot traits and to purchase consumables: both are extremely valuable to fights in your favor.


So what do you do first? The first step is to find out which creep class you want to play. There are six: the Black Arrow, Defiler, Reaver, Stalker, Warleader, and Weaver; each with their unique strengths and weaknesses. DP and Infamy are both precious commodities and you should concentrate on one character to make him or her powerful. Creeps begin very weak compared to the Freeps and it takes at least a Rank 3 to compete, or a Rank 5 to be a strong contender on the battlefield. So choose carefully by playing each creep a bit without spending any DP and finding one that fits your playstyle. After you decide on your class, buy your active skills first, then passives with what DP you have and subsequently gain. See the respective Creep section for more details and ratings for each skill.


The next step should be to uncover the map. Right next to the War Tyrant in Gramsfoot are a series of quests to go to various keeps and locations. Also in the big yellow tent there are keep-take quests if any of the keeps are held by Freeps. Every time you log in, you should check the big yellow tent for these quests and keep them in your quest log. Venture out into the 'moors with your eyes open, using /advice or /ooc for guidance. Find these locations, complete your quests, then return to Gramsfoot for your very first map: a map to Gramsfoot. Creeps do not have mounts and can never gain them; their mobility lies in gathering maps which are attained by doing quests. Maps set a capable creep apart from one stranded at Gramsfoot. When there are few freeps around, work on the maps.


After you gain your Gramsfoot map, you can throw yourself into the fray and learn the aspects of combat. Buying pots (morale, power, root-break, stun/mez-break) are all very very useful and you should try to keep a supply of them stocked. Additionally, food helps sustain combat. Any time a big fight is brewing, eating some food beforehand will greatly help keeping your morale and power up. Work with your fellow creeps by both listening and communicating over /ooc or any creep-side voice (Ventrilo or Teamspeak) server available. Learn who are the major leaders and who are knowledgeable about their classes to learn from them. Heroes become renown to Freeps, so play smartly.