Gondorian Treasure Cache

 

 

Here are all the locations for the “Gondorian Treasure Cache” deed, which grants the title Treasure Seeker of West Gondor.

 

Lamedon treasure blackroot treasure Belfalas treasure

A Dunlending Lexicon OR All the Welsh Turbine will make you wish you knew

“Yet there are many that cry in the Dunland tongue,” said Gamling. “I know that tongue. It is an ancient speech of men, and once was spoken in many western valleys of the Mark.”

The Dunlendings are supposed to evoke a flavour of pre-Roman Britain and their culture and manner of dress is obviously inspired by the Celts. In The Lord of the Rings, Tolkien only gives us one word from the Dunlending language (forgoil is a term used to refer to the Rohirrim, it seems to mean Strawheads), which leaves Turbine with as much room to play around as they could wish. In Tolkien’s books the Rohirrim are very like the Anglo-Saxons, and Gondor has a good deal in common with Rome; after the Dunlendings had been in Dunland and what is now Rohan for quite some time, the Gondorians and then the Rohirrim settled the area and the Dunlendings were pushed out. The parallel is obvious, and it was a bright move on Turbine’s part to give the Dunlendings the Welsh language (Welsh is a Celtic language, related to Gaelic and to the ancient Celtic dialects spoken in Boudica’s time). Welsh is not a language with which I’m very familiar, but I have seen just enough written Welsh to recognise that the names in Enedwaith and Dunland are modelled on it. A little work with a Welsh/English dictionary and I was certain that the Dunlending language was Welsh with the spelling slightly modified to make it easier on the English reader, much the way the Lossoth of Forochel speak Finnish without the double vowels. Considering that Welsh and Finnish are the two languages after which Tolkien modelled Quenya and Sindarin respectively, including these two languages in the game is an interesting nod to Tolkien’s work. I here attempt to present, alphabetically, every* Welsh-based word in Enedwaith and Dunland. I’ve probably missed something, but I’m hoping my omissions are slight compared to what I’ve included.
*I didn’t bother including the names of NPCs since so few of them have actual meanings, the vast majority of them are merely Welsh given names snagged from the Mabinogion or a baby name book.

The Changes:
The changes are not uniform across all the words, but the shifts listed here are the general trend
(note: the words shouted by the Bugan have had their spellings changed more extensively in order to reflect Black Speech)

  • Where a Welsh word has an f, the Dunlending equivalent has a v
  • Where Welsh has ff, Dunlending has f
  • Where Welsh has wy, Dunlending has u or û
  • Where Welsh has w as a vowel, Dunlending has u or û
  • Where Welsh has y, Dunlending has u
  • Where Welsh has ll, Dunlending has a lh or, in a few cases, a single l
  • Where Welsh had dd, Dunlending has dh or a single d

The Words:

Next to each of Turbine’s Dunlending words, I have the Welsh original and English translation in parentheses.

  • Algraig (allgraig = outlier)
  • Asgurn-capten (asgwrn = bone; capten = captain)
  • Avanc-lûth (the afanc of Welsh legend is a lake monster which is described as looking pretty much like the avanc Turbine let loose in Dunland, the word afanc is also used to mean beaver ; llwyth = tribe, clan)
  • Avardin (I’m not certain about this one, the closest I can find is: afal = apple; dinas = city)
  • Barnavon (barn = view or opinion; afon = river)
  • Bedh-stones (bedd = grave)
  • Brathach (brath = a wound, stab or bite; ach = ancestry, lineage)
  • Brehur/Brehures (This is the only Dunlending word with both a masculine and a feminine form. However, I cannot seem to find any Welsh original for it. The closest word I’ve found phonetically is Brithwr = Pict)
  • Brenin (brenin = king, sovereign
  • Bröntrig (bron = bank, slope; trig = stay, dwelling)
  • Bugan (bwgan = ghost, bogey)
  • Bûta khi! (bwyta chi = to eat you)
  • Carreglyn (carreg= stone; glyn = glen, valley)
  • Cartrev (cartref = home, household, domicile) the cartrevs of Dunland are associated with personal names.  eg. Cartrev Duved = Duved’s cartrev or home. In the Mabinogion, kingdoms are often described by listing the cartrefs within their bounds.
  • Cartrev Maru (cartref = home, household; marw = dead)
  • Caru-lûth (carw = stag, deer; llwyth = tribe, clan)
  • Cloben (cloben = monster)
  • Coblun (coblyn = goblin, imp)
  • Colven-unus (colfen = branch, tree; ynys = island)
  • Corrach (corrach = dwarf)
  • Cors Avanc (cors = bog, marsh; afanc = beaver or lake monster, [see avanc-lûth above])
  • Crug (crug = hillock, barrow, heap) Crug shows up in two compounds, Crug Fernvael and Crug Cadelhin, both second words are personal names.
  • Cun Annun (cwn = dog; Annwn = the otherworld or faerie world of Welsh Mythology)  The King of Annwn is often described as having a pack of rather interesting hunting hounds, which would seem to imply that Turbine didn’t invent the Cun Annun. — thanks to Erinreth for pointing this out.
  • Cuthraul (Cythraul = Devil)
  • Cuvnerth (cwff = a cuff or blow; nerth = power, strength, force)
  • Cymunu (Cymynu = to hew, to fell)
  • Derudh (derwydd = druid)
  • Dievlig (dieflig = vicious, diabolic, accursed, unholy)
  • Draig-lûth (ddraig = dragon; llwyth = tribe, clan)
  • Draig-math (ddraig = dragon; math = type, kind)
  • Draigoch (ddraig = dragon; goch = red)
    Y Ddraig goch is the Welsh name for the critter on the flag.
  • Dremidudh (trem = eye; dydd = day; trem y dydd = eye of the day)
  • Drug Haniad (drwg = evil, bad, hurtful; haniad = derivation, descent)
  • Druggavar (drwg = evil, bad, hurtful; gafr = goat)
  • Duhirun (dihiryn = rascal, scoundrel, blackguard)
  • Durdrú (Dyr = break; Dwr = water; Drwy = through)  the idea in this name seems to be either “[one who goes] through water”, or “to break through [something, probably the player]”.
  • Durgors (dur = steel; gors = marsh, bog, fen)
  • Dutegelh (du = black; tegell = kettle)
  • Dûv corvan (dwf= water; corfan = foot)
  • Duvodiad (dyfodiad = advent, arrival, one who comes, newcomer, stranger)
  • Elhudan (ellyll = fiend, ghost, goblin, fairy, will-o-the-wisp) as for the final syllable,  an is a prefix meaning not or non and dan is a preposition meaning under, but I’m not sure which it’s supposed to be, of even if the last syllable was just thrown on for kicks.
  • Enaid-helgi (enaid = soul, life, ghost; helgi = hound)
  • Flam-Cadlus (fflam = flame, blaze; cadlys = camp, enclosure)
  • Fordh Maru (ffordd = road, way; marw = dead)
  • Galar Culch (galar = mourning, grief, sorrow; cylch = circle, ring)
  • Galar-gwig (galar = mourning, grief, sorrow; gwig = wood)
  • Galtrev (gallt = hill, cliff; tref = town)
  • Gavar Cadlus (gafr = goat; cadlys = camp, enclosure)
  • Gavar-diavol (gafr = goat; diafol = devil)
  • Glewlûd (glew= brave, valiant; llwyd = grey)
  • Glûs (glwys = fair, holy)
  • Gurach (Gwrach = witch or hag)
  • Gwaed Brun (gwaed = blood; bryn = hill)
  • Gwâl Draig (Gwâl = couch, lair, den; Ddraig = dragon)
  • Gwiber (gwiber= viper, adder)
  • Gwirod (gwirod = spirits, liquor) It would seem that someone typed “spirit” into a Welsh/English dictionary but didn’t doublecheck to make sure it was the right kind of spirit.
  • Gwunfardh (gwyn = white; fardd = poet) Kind of an odd name for a giant, isn’t it?
  • Gwyllion (the gwyllion of Welsh legend are spirits or fairies of some sort, which usually take the form of pan-wielding old women (though it seems they can take other forms, including those of goats). The gwylion can be unpleasant, and they enjoy making travellers lose their way,  but they aren’t the nastiest of bogies as long as you’re polite to them.)
  • Harcennun (ennyn = to burn, kindle, ignite.) the first element of this name poses some difficulty, it could be any of the following: archoll = a wound or cut; arch = coffin; ar = on
  • Hebog-lûth (hebog = falcon, hawk; lwyth = tribe, clan)
  • Hen Turrau (hen = old; Tyrrau = towers, heaps)
  • Khinio (cinio = dinner or lunch)
  • Khoblún Utot (coblyn = goblin, imp; I’m finding nothing even resembling “Utot”)
  • Lhaid Ogo (llaid = mud, mire, sludge; ogof = cave)
  • Lhan Bach (llan = parish, village; bach = small, little; can also mean a corner or nook or bend)
  • Lhan Colvarn (llan = parish, village; collfarn = doom, condemnation)
  • Lhan Gogledh (llan = parish, village; gogledd = north)
  • Lhan Rhos (llan = parish, village; rhos = moor, heath)
  • Lhan Tarren (llan = parish, village; tarren = knoll, escarpment)
  • Lhanuch (llan = parish, village; ych = ox)
  • Lhe colvarn (lle= place, room; collfarn = doom, condemnation) this name is literally Doomplace!
  • Lhu Lhechu (llu = a force or host; llechu = to hide or lurk)
  • Lhun Avanc (llyn = lake; avanc = lake monster or beaver)
  • Maer = mayor
  • Malh-gavar (mall = corrupted, rotten, evil; gafar = goat)
  • Maur Tulhau (mawr = big, large, great; tyllau = holes, burrows) this name could be a rendering of Michel Delving (michel is an archaic English word — related to modern much — meaning great or large)
  • Mîn Haerchen (min = edge, brim, verge of a river) as for Haerchen, I can find nothing.
  • Munuv Dûv (mynydd = mountain; dwfr = water)
  • Oirnad culch (dirnad= to discern, comprehend, perceive; cylch = circle, ring) I can’t find anything corresponding to oirnad, but dirnad is only one letter off and the meaning makes sense.
  • Plas Maru (plas = hall, mansion, palace; marw = dead)
  • Pluvun Gwern (plufyn = feather; gwern = meadow, grove)
  • Pren Gwydh (Pren = wood, tree, timber; gwydd = loom OR plough OR goose OR wild, woods) gwydd has way too many meanings and I’ve no way of telling which is intended
  • Pruv Cadlus (pryf = worm, insect, bug; cadlys = camp)
  • Rheg (rheg = curse, swear)
  • Rhi Helvarch (Rhi = king, lord; helfarch = hunter)
    The Rhi Helvarch (or Wild Huntsman, as the Rangers like to call him) is a Maia in service of Oromë, the Huntsman of the Valar. Turbine rather cunningly made the Rhi Helvarch look like Cernunnos, a horned or antlered Celtic god who is suspiciously similar to Oromë.
    The picture below is Cernunnos as depicted on the Gundestrup Cauldron.
  • Rhost khig! (rhost = roasted; cig = meat)
  • Rhuvel-cadlus (rhyfel = war, warfare; cadlys = camp)
  • Sarf Cadlus (sarff = serpent, snake; cadlys = camp)
  • Skud Carchar (cudd = hidden, disguised; carchar = prison, jail) “skud” gives me some difficulties, but “cudd” is similar enough phonetically and the meaning is perfectly suited.
  • Tantafod (tant = string on a musical instrument; tafod = tongue)
  • Trac-plas (trac = track; plas = hall, mansion, palace)
  • Trenghi! (trengi = die)
  • Trum Dreng (trum = ridge; dreng = morose, sullen, harsh)
  • Tuisog (tywysog = prince)
  • Tulwulh-gwirod (twll = hole; wyll = owl, ghost, fiend; gwirod = liquor, spirits)
  • Tûr Morva (twr = tower; morva = moor, fen, marsh)
  • Turch-lûth (twrch = boar; llwyth = tribe, clan)
  • Uch Cadlus (ych = ox; cadlys = camp)
  • Uch-lûth (ych = ox; llwyth = tribe, clan)
  • Ufern-helgi (uffern = hell; helgi = hound)
  • Ûmborth! (ymborth = food)
  • Unig-pulh (unig = lonely, abandoned; pwll = pond, pool)
  • Urdhas Culch (urddas = honour, dignity; cylch = circle, ring)
  • Uvel-cadlus (ufel = fire; cadlys = camp)

________________
References

while compiling this lexicon, the following websites and books were indispensable:

translate.google.com
Welsh/English dictionary (University of Wales Trinity Saint David)
“What are these darned Bugan saying” (thread on the official LOTRO forums)
Enedwaith dev diary

The Mabinogion. Trans. Jeffrey Gantz. New York: Dorsett Press, 1976. Ellis, Peter Berresford.
The Chronicles of the Celts. New York: Carroll & Graf Publishers, Inc., 1999.

Iranon’s Extensive Guide to Pipeweed, second edition

Well over a year ago I drew up a rather complete guide to pipeweed, embellished it with screenshots of the smoke effects, and threw it on my kinship forums. That guide moved with me to the Iranon of Arda livejournal blog, and thence to this blog here at WordPress. I was rather ridiculously proud of it, and almost everyone who read it found it to be helpful, or at least interesting.
Then, a good few months back, Turbine changed the process of growing pipeweed. They removed the complexity and made it something you don’t need to think about to master. I threw a fit. When I was through with the fit, I went and updated the Pipeweed Guide with a note saying it was obsolete, but the screenshots were still accurate. But then, with the next patch, Turbine had to go and update all the smoke effects. I went, “Whaaaaaaat!?!?!?!”, but it only took me a few moments to realise that I actually really did like the new effects themselves, and I was only bitter that the guide I had worked so hard on was now rendered completely obsolete. And so I said, “Enough with the grumbling. It’s high time I park Iranon in Lothlorien (he’s big enough now he doesn’t have to work out of the Shire), farm up any pipeweed varieties I don’t have stashed away in the vault from last time, and get all those new screenies”. This time I have also included Ronald Dwale’s pipe and the three varieties of summer festival pipeweed, making this edition of the guide completely complete. Also, all but one of the screenshots in the last version featured Iranon himself, this time I decided to add a bit of variety and get a bit of screen-time for my other characters (although Iranon has hogged most of the spotlight).
And so here I finally present Iranon’s Extensive Guide to Pipeweed, second edition.

Varieties of Pipeweed; their uses and making, Thoroughly revised and updated
By Iranon Ofaira; Supreme Master Farmer, lvl 65 Minstrel, Accomplished pipeweed smoker and grower

Introduction
Pipe-weed it utterly pointless, and, as with most other utterly pointless things in Middle Earth, is absolutely awesome and immensely enjoyable.
Farming pipeweed requires a bit of dedication and much time spent in a boring, brown field; but if the farmer dedicates enough attention and care to his farming, he is assured a lifetime of delightful smoke effects and link-fodder.
When considered from the point of view of the farmer, there are two types of pipeweed recipes; automatically granted recipes and recipies which must be purchased from a farmhand. There are also two types of seeds; purchased seeds from novice and expert farmers, and “rare” seeds which drop from pipeweed fields.
There are also three varieties of special Summer Festival pipeweed, the seeds and recipies for these are available as quest rewards or from vendors only during the Summer Festival.

Listed below are the various types of pipeweed, with illustrations of each.

~Iranon Ofaira; Lothlorien
Fourth Age, Summer, 2011

Tier 1; Apprentice

Longbottom Leaf

recipe: Automatically granted
seeds: Novice Farmhand
effects: an ordinary puff of smoke accompanied by a subtle ring around the smoker’s head

Rushlight

recipe: Novice Farmhand
seeds: Novice Farmhand
effects: a single smoke ring which spins as it moves away from the smoker

Southlinch

recipe: automatically granted
seeds: Novice Farmhand
effects: a mundane puff of smoke

Sweet Lobelia

recipe: Novice Farmhand
seeds: Novice Farmhand
effects: two rings which move angled away from the smoker

Stonecrop

recipe: Summer festival pipeweed vendor
seeds: Summer festival pipeweed vendor
effects: a sort of puff of smoke that breaks up into a creature of some sort (perhaps a boar?) for a very brief moment, and then resolves again into a puff

Tier 2; Journeyman

Hornblower

recipe: Novice Farmhand
seeds: Novice Farmhand
effects: two concentric rings

Muddy Foot

recipe: Novice Farmhand
seeds: rare drop
effects: three concentric rings

Southern Star

recipe: automatically granted
seeds: Novice Farmhand
effects: a smoke triangle

Tighfield Choice

recipe: Novice Farmhand
seeds: rare drop
effects: a smoke square

Tier 3; Expert

Dragon’s Breath

recipe: Novice Farmhand
seeds: rare drop
effects: a smoke dragon

Old Toby

recipe: Novice Farmhand
seeds: Novice Farmhand
effects: a great big heart

Roper’s Twist

recipe: Novice Farmhand
seeds: rare drop
effects: the smoke moves in a great spiral (which is a tad difficult to see in a still photograph, but rather impressive in-game)

Sweet Galenas

recipe: Novice Farmhand
seeds: Novice Farmhand
effects: a ship

Shire Sweet Leaf

recipe: Novice Farmhand
seeds: Novice Farmhand
effects: Three Butterflies
note: Loremasters need Shire Sweet Leaf for their rez skill, Back from the Brink

Lengalenas

recipe: Summer festival pipeweed vendor
seeds: Summer festival pipeweed vendor
effects: crossed swords

Tier 4; Artisan

Eagle’s Nest

recipe: Expert Farmer
seeds: rare drop
effects: an eagle which breaks into three puffs of smoke which then join and resolve into a larger eagle. The eagles only exist for a brief moment each and so are difficult to photograph.

Gamwich Braid

recipe: Expert Farmer
seeds: rare drop
effects: a fish

Tier 5; Master

Wizard’s Fire

recipe: Expert Farmer
seeds: rare drop
effects: a sparrow

Summer Green-weed

recipe: Summer festival pipeweed vendor
seeds: Summer festival pipeweed vendor
effects: a pipe

Tier 6; Supreme

Gold Fire

recipe: Expert Farmer
seeds: rare drop
effects: a target (a large ring with a dot in the centre)

Fungo’s Fuzzy Leaf
recipe: automatically granted
seeds: rare drop
effects: shoots a long and thin jet of smoke which travels remarkably far

Other

Ronald Dwale’s Pipe

Ronald Dwale’s Pipe is a quest reward from the final quest in the “Missing the Meeting” quest chain granted by the Hobbit Ronald Dwale of Dwalling. It is a reusable pipe (not a pouch of pipeweed) which according to the tooltip is filled with Old Toby, but the smoke effect is the same as Wizard’s Fire. Aside from the pipe reward, “Missing the Meeting” is worth completing because the whole chain is a great pile of references to some real life aspects of Tolkien’s work, and you even get to talk to in-game hobbit versions of C.S Lewis and Owen Barfield.

Haudh Iarchith, the Breeland Rep Dungeons (Pt. 1, Southern Barrow Downs)

What is Haudh Iarchith?
Haudh Iarchith, or (more accurately) the Breeland rep dungeons, is a series of ten small level 20 dungeons throughout the Barrow Downs. These dungeons contain a number or regular slayer deeds, an additional boss-killing deed and the items, mobs and bosses for the Bree reputation quests available from the NPCs at the Hunting Lodge in Breetown. They also contain scholar nodes for both tier 2 and tier 3, and the mobs will drop scholar mats for both these tiers (and occasionally tier 5 mats will drop*), making Haudh Iarchith invaluable to scholars.
*the tier 5 mats may be the result of a bug caused when the dungeons were de-level’d from 50 to 20, so take advantage of it while it lasts.

A Bit of History.
There used to be a great big level 50 dungeon called Haudh Iarchith and known as the Breeland rep dungeon (singular). The door to this dungeon was in the Southern Barrow Downs somewhat near the entrance to the Great Barrow.
With the launch of Free-to-play in September of 2010, Turbine made a number of changes to the game, and one of these changes was to de-level Haudh Iarchith down to 20, break it into ten much smaller dungeons and scatter the entrances all over the Barrow Downs. These rather vast and recent changes have caused some confusion, it can be difficult to find accurate and current information on the Breeland rep dungeons.
The term Haudh Iarchith properly refers now to only one of the ten smaller dungeons, but is still used occasionally (both by players and in in-game text) to refer to all of the Breeland rep dungeons collectively. The deed log entry for the deed “Executioner of the Wicked” lists all the bosses as being “in the barrow of Haudh Iarchith”, but in actuality these bosses are spread throughout the various little dungeons and only one boss is actually in the dungeon called “Haudh Iarchith”.
This guide is intended to provide a useful overview of how the rep dungeons looks now, without any confusion from how it might have looked in the past.

Southern Barrow Downs
Here is a map of the Southern Barrow Downs, with the locations of the rep dungeons marked.

  • F is Haudh Nogbenn
  • G is Haudh Iarchith
  • H is The Tomb of Maenadar
  • I is Goetham
  • J is Gwantham

Southern Barrow Downs Breeland rep dungeons

In all the following maps, the player cursor is located at the door of the dungeon.

F – Haudh Nogbenn
See the section on Northern Barrow Downs for a full description.

G – Haudh Iarchith
Haudh Iarchith contains the boss Fergandir (a Gaunt Man) and also contains the following ordinary mobs for deeds or quests:

  • Barrow Wardens
  • Howling Barrow-hounds
  • Barrow Spirits
  • Noxious Barrow-wardens
  • Barrow Candles
  • Gaunt Plague-bearers

The location of Fergandir is marked with a red X.

Haudh Iarchith map

H – The Tomb of Maenadar
The Tomb of Maenadar contains no boss, but has the following mobs for deeds and quests:

  • Barrow Wardens,
  • Barrow Bats
  • Howling Barrow-hounds
  • Creeping Hands
  • Barrow Candles (in part 2 only)
  • one Gaunt Plague-bearer (in part 2)

The Tomb is in two parts. When you enter through the door marked H on the landscape map, you will be in the first part of of the Tomb.
Travel through this tomb and you will find another door called “Tomb of Maenadar” (marked with a red X on the map below).
Tomb of Maenadar map part 1

Proceed through this door and you will find yourself in the second part of the Tomb.

Tomb of Maenadar part 2

Going back through the door you came in lands you outside the dungeon on the barrow downs and not in the first part of the Tomb where you just came from. This can be rather disconcerting, but it seems to be working as intended.


I – Goetham
Goetham contains the boss Faegfaer (a shade) and the following mobs:

  • Barrow Spirits
  • Noxious Barrow-wardens
  • Gaunt Plague-bearers

Faegfaer’s location is marked with a red X.

Map of Goetham

J – Gwantham
Gwantham has the following mobs:

  • Barrow Wardens
  • Barrow Bats
  • Barrow Candles
  • Howling Barrow-hounds

Gwantham does not contain a boss.

map of Gwantham

Haudh Iarchith, the Breeland Rep Dungeons (Pt. 2, Northern Barrow Downs)


Northern Barrow Downs
The map of the Northern Barrow Downs, with the locations of the rep dungeons marked.

  • A is The Barrow of Taradan
  • B is The Barrow of Ringdor
  • C is Haudh Methernil
  • D is Haudh Taenthond
  • E is Hautham
  • F is Haudh Nogbenn

Northern Barrow Downs; Breeland rep dungeons marked

On all of the following maps, the player cursor is located at the door of the dungeon.

A – The Barrow of Taradan

The Barrow of Taradan contains the boss Gwigon, two Ancient Pillars for [such and such a quest] and the following regular mobs:

  • Barrow-spiders
  • Creeping Hands
  • Rotting Barrow-wights

Gwigon’s location is marked with an X, and the Ancient Pillars’  with Ys.
Barrow of Taradan map

B – The Barrow of Ringdor
The Barrow of Ringdor is one of the larger barrows. It contains the boss Umnen (a darkwater who, unlike the other barrow bosses, drops a ruby shard), three Ancient Pillars and the Watcher’s Workshop (clicking this will open your crafting panel, as if it is a crafting facility, but it isn’t. I remember it being a location associated with one of the epic quests, but I can’t for the life of me remember which one, and google is being particularly unhelpful). The Barrow of Ringdor contains the following regular mobs:

  •  Putrid Darkwaters
  • Decaying Barrow-wights
  • one Kergrim Barrow-prowler

Umnen is marked with a Y, the Watcher’s Workshop with a Z, and the Ancient Pillars with Xs.

C – Haudh Methernil
Haudh Methernil is home to the boss Marrow and one lonely little Ancient Pillar. It also contains a number of Kergrim Barrow-prowlers and one Decaying Barrow-wight.

Marrow’s location is marked with a Y, the Ancient Pillar’s with an X.

D – Haudh Taenthond
Haudh Taenthond contains three Ancient Pillars and the following mobs:

  • Creeping Hands
  • Rotting Barrow-wights
  • Barrow-spiders

Haudh Taenthond does not contains a boss; the locations of the Ancient Pillars are marked with Xs below.

E – Hautham
Hautham houses neither a boss nor any Ancient Pillars. It is overrun with the following mobs:

  •  Barrow-spiders
  • Rotting Barrow-wights
  • Barrow Candles
  • Creeping Hands

F – Haudh Nogbenn
Haudh Nogbenn contains the boss Brishzel (a bargest) and the following baddies:

  • Barrow Wardens
  • Barrow Bats
  • Howling Barrow-hounds

Brishzel paces between the two rooms in the dungeon, his path is marked in red.

How to run The Grand Stair (Hard Mode) and not look like you don’t know what you’re doing

The Grand Stair (GS) is a level 56 Moria instance. It contains six bosses (three of which are killed for hard mode), the level 60 class quest for hunters, several quests which can be picked up at the Orc-watch, a handful of deeds and a challenge quest (completing which is known as “hard mode”) granted automatically upon entering the instance. This guide focuses on the challenge quest.
This is not The Only Acceptable Way to Run GS, nor is it Nifty GS Tricks for Level 65s. There are alternate strategies and there are other ways to go about things, but this is How To Run GS and Not Look Like You Don’t Know What You’re Doing. This is the most common strategy, it’s how a successful GS pug will normally do things, and it’s what to expect if you’ve never ran GS before.

The Quick Recap

Go straight ahead and fight Ilzkâl (use fear pots); go right, fight through to the bridge and send the tank on the suicide run to go and tag Nardur; go up the stairs and fight Nardur (watch the knockback); retrace your steps to Ilzkâl, take the north bridge and fight through to Igash; one tank tanks Igash, another tanks the archers, watch out for fire, ignore the Devoted; win.

The Long Version

To complete the challenge quest in The Grand Stair (also know as GS hard mode), you will need a fellowship consisting of:

  • a tank (Guardian or Warden)
  • a healer (Minstrel or Runekeeper)
  • an off-tank (a second Guardian or Warden, or a captain or champion with experience tanking)
  • three other players (having a Hunter is nice, but by no means required; once your spots for healer, tank and off-tank are filled you can fit any classes at all, really)

You will also need conhuith potions (the purple kind) which can remove fear effects of at least 58. This is not an option, it is a requirement. Every person entering GS and expecting to kill the first boss will need to have fear potions. If you do not have fear potions you will have to get some from a vendor or bum some off a fellow.

Once you have your group and your fear potions all gathered up, enter the instance. The instance is a sort of maze of stairs and bridges running every which way, and it is very easy to go the wrong way. Also, most of the bridges do not have guard rails (the place is built by dwarves, after all) and a fall will most certainly lead to your demise, so watch where you’re going and don’t try to use auto-run. Imagine that Escher painting, except with gravity functioning properly. That’s GS.

When you enter the instance, go down the stairs in front of you and you’ll find a closed drawbridge. When you get close enough to the bridge (when you brush against the differently coloured floor, to be exact), a cutscene will begin. At the end of the cutscene, one of the orcs shouts, “you have ten minutes”. From this line, you have ten minutes to activate the second boss (Nardur) and secure hard mode. Once the cutscene ends, the drawbridge will lower and you can run across and begin fighting.

The First Boss, Ilzkâl, is a remarkably easy boss. It’s just tank-and-spank and there’s only one trick. Ilzkâl will put fear effects on you, and every now and then he will call out “Feed me your fear”. When he does so, he will absorb the fear effects on people and use it to heal himself. This is why everyone must have fear potions, you must  use a conhuith potion to remove any fear effects on you, or Ilzkâl will heal himself continuously and you’ll never make it to Nardur in time for the timer.

When Ilzkâl dies run down the stairs to the west and fight through the wargs (there is no chest for the first boss). Remember that you are on a timer, so kill the trash mobs as fast as you can and keep going forward. If you do not know your way to Nardur, follow someone who does. If you run off in the wrong direction and pull random extra mobs, you will waste time and get lost (go east after Ilzkâl, then south at the next crossroads; see the map below for more clarity). Soon you will reach a larger landing with a bridge on the north edge, and gated board fences on the west and south edges. After killing the wargs on this landing, it’s time for….

The Suicide Run. The second boss must be activated within ten minutes of the cutscene, and you cannot fight through all the mobs in time, and so one player must run in, activate the boss, die, retreat and come back and fight through the mobs. Technically the tank should do the suicide run, but a minstrel can also do it with Lay of the Hammerhand activated, and a burg can also sneak in and manage it with Hide in Plain Sight.
To accomplish the suicide run, everyone gathers up at the foot of the northern bridge. If you look at the bridge there’s a sort of threshold or line across it. Do not cross this threshold or you will aggro stuff.
If there is a Runekeeper in your group, have him put Do not Fall This Day on the sacrificial lamb, that way he;ll be rezzed where the RK is standing and will be spared the trouble of running back.
Then everyone stands around and waits while the one doing the suicide run does the following. Don’t follow him, just wait for him to die and get back to where you are.
Mr. Suicide, you run straight ahead north and through the wargs and goblins and. Don’t stop, don’t fight them, just train straight through. Go across the bridge, around the pillar and up the staircase to the next landing; at this landing, go up the stairs to your left (west) and activate Nardur. You must get close enough to him that he begins walking and talking. After he’s been activated, go ahead and die (jumping off the cliff  saves you repairs) and then retreat to the beginning of the instance and run back to your fellows (or be rezzed back to them, if an RK put Do Not Fall This Day on you).
Back to your fellows who have not moved, not aggro’d anything and not gone cliff-diving while you were away.

Once everyone is reconvened at the foot of the bridge, everyone cross over to the north side of the threshold and begin fighting your way through to the second boss. If a mob is standing on one side of the threshold and is aggro’d on something that is on the other side, the mob will bug out, so everyone be sure to cross to the north side, and watch where you leave your pets, banners, runestones, etc.  You are no longer on a timer, so go ahead and take your time killing your way to Nardur. There is a number of Uruks on the landing at the top of the stairs here, you’ll want to pull them only a few at a time, so it’s best to pull them down to the centre of the stairs and fight them there.

After the landing is cleared it’s time to fight Nardur, The Second Boss.
Nardur himself is on the stairs to the west, there is a metal gate to the north, another staircase to the east and the stairs you just came up are south. Nardur has a nice big AOE knockback, so the best place to stand is with you back to the northern gate. If you are in front of Nardur you will be knocked back and if you’re not against that gate you almost certainly will be knocked off the edge to fall to your doom.
So everyone stands with their backs to the northern gate and you kill Nardur, there’s nothing else to it.
However, if a healer or ranged DPS class is utterly certain that he is NOT going to draw aggro, he can stand with his back to the eastern stairs and avoid all of Nardur’s AOE. Do this only if you are quite confident that the tank can hold aggro well and that you’re not going to be a hunter in strength stance or a minstrel who opens the fight with Chord of Salvation or something silly like that. If the tank’s a little shaky, or if you tend to snag aggro every now and again, it’s best to just stand by the gate with the rest and take the little bit of AOE.

After Nardur dies, there are two chests to loot. Everyone should personally loot both chests, as each contains one Moria Medallion.

Once looting is taken care of, retrace your steps back to where you fought Ilzkâl, and this time take the bridge leading north from that landing. You will run in with several orcs, and then a stair leading up. At the top of this stair there is a rather tricky pull. There are a bunch of orcs and they are all linked, if you aggro one, all of them will come. There are several ways to manage this pull. The easiest way is “the DF trick”. Have everyone stand back and have a hunter run in, aggro them all, and then use Desperate Flight to warp back to the entrance. The orcs will reset and their link will be broken, which means they can be pulled one or two at a time. This pull can also be accomplished with a root pull, either Rain of Thorns from a hunter or Herb Lore from a Loremaster. If you do not have a hunter, it’s best to try and keep as many of the orcs as possible mezzed while you fight the others.

After you’ve cleared out those nasty orcses, my precious, it’s time for…..

The Last Boss
Igash is tricky, the fight is mildly complex, you have to pay attention.
The room is an ordinary cave-like room with walls, there are no more cliffs to fall off of (thank Eru). At either side of the room on the way in is a banner, when you pass the banners, the fight will start. The Devoted and the Archers will spawn instantly, and Igash will begin orating and walking towards you, when he’s done bragging he’ll enter the fight.

There are four mobs in the fight; two archers, an orc called The Devoted and Igash himself.
Igash is a pretty standard boss. He has a knockback, he lays down patches of fire, he hits rather hard and he has some interesting lines lines of dialogue. Your main tank will tank Igash, and will avoid the patches of fire (standing in fire = death). Be sure to fight Igash within the room itself, if Igash passes out beyond the flags, he will re-set. This is incredibly irritating, since often when he resets there are other fellowship members still fighting on Igash’s side of the flags, which means that the fight itself will not reset and you will not drop out of combat, but Igash will re-spawn with full health and enter the fight again. For this reason, it is advisable to have everyone (this means you, Hunters) come stand on the Igash side of the banners.
The Devoted will run about shouting and poking random people, he does very little damage, just ignore him and let him do his thing. If you kill him, you fail the challenge quest, and you’ve already gotten this far, so just don’t.
The Archers will do what archers do best, they will try to range your healer to death. This is why you need a second tank for GS. Archers and Igash is usually too much damage for a single tank to handle, so we have the other tank keep the archers occupied. The archers can be killed without harming hard mode, but if they are killed they just respawn and you will have two archers throughout the fight no matter, so don’t bother killing the archers, just keep them off the healer and focus DPS on Igash.

After Igash dies, the Devoted and the Archers will disappear (sometimes it takes them a few seconds to do so), and then you can loot the chests. There are several chests, and they sometimes drop some rather nice gear for level 56-60 characters in addition to the Moria medallions and the regular IXP runes and relics.
After completing the challenge quest and looting all the chests, each person should walk away from the instance with seven Moria Medallions.

Grats!

  • the circled player cursor is the entrance
  • follow the path marked in red to A (Ilzkâl)
  • follow the dark blue path to B (the bridge at the beginning of the Suicide Run
  • follow the magenta path to C (Nardur)
  • retrace your steps back to A and then follow the pale blue path to D (the spot for the DF trick)
  • follow the bright green path to E (Igash)

Cosmetic Gear for the Elf-maiden Skirmish Soldier

This was originally posted here on my Livejournal.

There aren’t many good skirmish soldier cosmetic guides around, so I decided to make my own for the elf-maiden.

I apologise for the varying sizes and qualities of the pictures, skirmish soldiers don’t do well with a simple order such as “stand there and look at the camera”. You can be standing there and bump a key, turning your character about 45 degrees, and the skirmish soldier will take it as an excuse to run in a full circle, run through a vault-keeper, over a table, into and then around a wagon, in another full circle and then end up standing just inches from where she was (or behind a pillar on the opposite of the area, making a picture of her impossible). It would seem that the reason there aren’t many guides out there is because the screenshots are so hard to get.

I did, however, manage to get all the hair colours in the same light; it took some doing.

Anyway.
To begin with, here she is with nothing but the “elf-maiden” soldier race slotted, this is the default appearance.

Note that the default comes with white hair and the “long hair, middle part” hairstyle rendering it kind of pointless to buy the white hair and “long hair, middle part” traits. The dress, however, is a purple version of the robe, it’s exclusive to the default and is not a buyable trait.

Next, Hair colours:
There are four colours, White, Red, Blonde and Black.


And the hair styles:
Four styles, two short and two long.

Short hair, side part

Short hair, bangs

Long hair, side part

Long hair, middle part

And now the clothes:
There are ten different outfits

Dresses:

Matron’s Dress

Maiden’s Dress

Robes:

Red Robe

Green Robe

Surcoats:

Man-Surcoat

Hobbit-Surcoat

Elven Surcoat

Guard Outfits:

Scale Guard Outfit

Leather Guard outfit

Chain Guard Outfit

Iranon’s Extensive Guide to Pipeweed

NOTE: This guide is outdated. Crossbreeding pipeweed has been removed from the game. The pictures of the smoke effects and the tiers of the various pipeweeds are still accurate, and I have updated the lines on how to obtain the various seeds, but the complexity and intricacy of crossbreeding is a thing of the past.

NEWER NOTE: They’ve gone and “updated” the smoke effects, thus rendering this guide completely outdated. Why do I even bother? (April 2011)

How pipeweed works nowadays
buy pipeweed seeds
plant fields
hope for a special seed
plant special seed
don’t bother hoping for another special seed, it’s too rare
run out of seeds
rage at the heavens
spam kinchat with an angry rant about the new farming system
roll around in the stash of Rushlight seeds that are actually vendor trash now but which you will never ever vendor because it took you a lot of work to end up with a stack of Rushlight seeds

That said, to the guide (and the pretty pictures)!

(Originally posted on the Last Alliance Kin forums, here)

I have, surprisingly, a tremendous store of patience. I also have a predilection for things awesome, random, and pointless.
One day I was looking through the farmer recipes and I saw all the different pipe-weed recipes and decided to take the time to fully understand the system and to work out what comes from what, what does what, etc. I was about to buy all the recipes and start farming pipeweed with Alivion (who has farming maxxed) and then I decided that the system would be much clearer if I figured it out as I went; so I took Iranon (who is a scholar and had never farmed once yet in his brief existence) and parked him in the Shire with a good supply of cash, patience and determination and I started grinding that farming. To find Rushlight, Sweet Lobelia and Hornblower seeds I had to send my hunter running around Breeland and had to prevail on a few kinmates, since those are rare drops and cannot be bought at the vendors (the auction hall was particularly unhelpful most times). As I went I kept track of everything, and so here follows everything Iranon knows about growing pipe-weed, which is probably everything there is to know about growing pipe-weed (I think it’s written in character, I blame Iranon).

Varieties of Pipeweed; their uses and making
By Iranon Ofaira; SM Farmer, lvl 27 Minstrel, Accomplished pipeweed smoker and grower

Introduction
Pipe-weed it utterly pointless, and, as with most other utterly pointless things in Middle Earth, is absolutely awesome and immensely enjoyable.

Farming pipeweed requires much dedication and much time spent in a boring, brown field, but if the farmer dedicates enough attention and care to his farming, he is assured a lifetime of delightful smoke effects and link-fodder.

When considered from the point of view of the farmer, there are three general types of pipeweed recipes; automatically granted recipes which use seeds which must be bought from a novice or expert farmhand, purchased recipes which use boughten’d seeds and special purchased recipes which use rare seeds.

The first two types are self-evident, like any other farming recipe the farmer buys the materials, goes to a field, and sets to work farming.
The final type is much more interesting. It can be divided into two subsections, regular fields and cross-breed fields.
The recipies for both of these are purchased from a farmhand, but the seeds are rare drops. I have had the best luck finding them in chests in Breeland. For some of the recipies (e.g. Rushlight or Hornblower) one simply plants and harvests the rare seeds. For the crossbreed fields two sorts of seeds must be combined, the first time a farmer grows a field of Tighfield Choice he must use rare Rushlight seeds which he has found in addition to Longbottom seeds available from the vendor.
When using a crossbreed recipe, the harvest will randomly yield crops corresponding to the two combined seeds and the crossbreed attempted. For example, when planting a crossbreed muddy foot field, you may harvest Muddyfoot, Sweet Lobelia or Longbottom seeds and crops. A critted field is more likely to yield crops of the crossbreed and a non-critted field is more likely to yield crops of the components.

Listed below are the various types of pipeweed and the required components required to plant them, with illustrations of each.

~Iranon Ofaira; Hobbiton-Bywater
Fourth Age, Spring, 2010
Tier 1; Apprentice

Longbottom Leaf
recipe: automatically granted
seeds: boughten’d
effects: totally boring and ordinary puff of smoke

Rushlight
recipe: boughten’d
seeds: boughten’d
effects: Single smoke ring

Southlinch
recipe: automatically granted
seeds: boughten’d
effects: Ordinary puff of smoke

Sweet Lobelia
recipe: boughten’d
seeds: boughten’d
effects: two rings

Tier 2; Journeyman

Hornblower
recipe: boughten’d
seeds: boughten’d
effects: Two concentric rings

Muddy Foot
recipe: boughten’d
seeds: rare drop
effects: three concentric rings

Southern Star
recipe: automatic
seeds: boughten’d
effects: two concentric rings

Tighfield Choice
recipe: boughten’d
seeds: rare drop
effects: two rings

Tier 3; Expert

Dragon’s Breath
recipe: boughten’d
seeds: rare drop
effects: three butterflies

Old Toby
recipe: boughten’d
seeds: boughten’d
effects: heart

Roper’s Twist
recipe: boughten’d
seeds: rare drop
effects: Three rings

Sweet Galenas
recipe: automatic
seeds: boughten’d
effects: Ship

Shire Sweet Leaf
recipe: boughten’d
seeds: boughten’d
effects: a ship of smoke ALSO a necessary component for Loremasters’ resurrect skill, “Back from the Brink”

Tier 4;

Eagle’s Nest
recipe: boughten’d
seeds: rare drop
effects: fish

Gamwich Braid
recipe: boughten’d
seeds: rare drop
effects: three butterflies

Tier 5;

Wizard’s Fire
recipe: boughten’d
seeds: rare drop
effects: bird

Tier 6;

Gold Fire
recipe: boughten’d
seeds: rare drop
effects: Bird

Fungo’s Fuzzy Leaf
recipe: automatic
seeds: boughten’d
effects: bird

Crossbreeding Chart
A table of what crossbred seeds produce what crops.
(Shire Sweet Leaf has been omitted since it has no bearing on the crossbreed recipes)
NOTE: This chart is useless now that crossbreeding has been entirely removed from the game; it is included here for reference, nostalgia, educational purposes and a staunch refusal to throw out all my hard work simply because Turbine decided to reduce an intricate and interesting system into a boring grind. /endrant

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