The Road to Level 75
Part
            1 | Part
            2 | Part
            3 | Part
            4
      
of Isengard is not the biggest expansion that the
            Lord of the Rings Online has launched. Mines of
        Moria was epic, and it also had a 10-level increase. But it is a
        damn sight bigger than Siege of Mirkwood, and the lands are much
        brighter and more open than either of these two dark, foreboding
        expansions. Turbine is striving once again towards the light and
        giving us areas with open vistas and clearly-visible skies.
      
I ended Day
          1 of my Road to Level 75 in Dunbog, in
        the southwest corner of Dunland, having
        achieved level 68 and feeling mighty proud of myself. The
        rolling swamp and the rickety backwater bayou shacks-on-piers
        town of Lhan Ros puts me in mind of a
        particular Jerry Reed song (a hint: I spent a few minutes
        looking for a cat named Doc Milsap and his pretty wife,
        Hannah... but they weren't there), so I started Day 2 happy,
        beating up slugs and collecting mudballs. Despite the dreary
        damp, there are some interesting things going on in Dunbog.
Dunbog and the Bonevales
      
There are a few camps of hunters and such scattered around the
        bog, and they will require you to kill and loot the mobs there.
        Nothing out of the ordinary... until you are tasked with
        battling the giant avanc living in a ruin. Avancs look rather
        like worms crossed with primeval alligators, and the big one in
        the ruin is an epic beast. For that quest, you can summon an NPC
        named Gwin to help you out (provided you did his quest earlier). If you run this with a group,
        apparently everyone in the group can call forth their own
        private Gwins. I ran this with a Warden friend, and we each
        got our own Gwin. 
      
There you will find the town of Lhan Colvarn,
        where the inhabitants are feeling... a bit under the weather. 
      
Might have something to do with their drinking water. If you
        look close, you can see the dead fish and human remains floating
        on the surface.
      
At any rate, the nasty late-movie-Terminator-style disease
        isn't the only thing afflicting this town. They're also infested
        with rats and horribly-mutated orcs and trolls. The design of
        this town showcases the trend towards more solo-oriented
        gameplay - the quests require you to gather crates and interact
        the diseased Dunlending Abominations, but if you go there with a
        group, expect to stay a while. The crates despawn when a player
        uses them, and when a member of your group interacts with one of
        the sick Dunlendings (some of them will attack after you warn
        them, and some will cheer), it doesn't count for your quest.
        This was a bit frustrating, especially during these early days
        when traffic in these areas is very high - someone runs through
        and grabs the crates or activates the NPCs and you have to wait
        for lengthy respawns.
          style="float: left; margin-right: 10px;" />This particular
        quest chain is geared for solo players. There are a number of
        forced-solo instances, including a run through the town with
        your old pal Gwin, another NPC named Delwin and an
        aggressive Huntard Dunlending named Blaire. This is a
        challenging instance - it took me several tries to complete, and
        I had to leave it and come back later when I had gained a couple
        levels before I had a chance of beating it. In the end, you must
        make a moral decision: do you stop the killing and try to save
        the afflicted souls, or do you kill 'em all and cut off the
        source of infection? In these situations, I often ask myself
        what my mentor and kin-founder would do. The answer was clear...
        and then I saw the quest reward, and my decision was further
        cemented: KILL 'EM ALL!
Hey, sometimes you have to amputate the gangrenous foot to save
        the leg. I don't feel bad about my ruthless decision, and plus
        the kill-'em-all cloak looks WAY better than the save-everyone
        cloak.
However, like I said, I wasn't able to complete this instance
        the first couple of times, and had to come back when I had
        another level or two under my belt. My solution was to backtrack
        a bit and rip through the Bonevales,
        completing all the quests at the small, scattered camps there.
        Then I went back, completed the instance and continued that
        storyline, which introduced me to two more of my new favorite
        things.
The first new favorite thing I found was the Peaceful
          Glade in northern Dunbog. You go in here as part of
        the quest chain from Lhan Ros, and it's breathtaking.
The massive tree in the middle is a spiritual thing for the
        Avanc Luth and the Boar Clan, and they are fiercely defending it
        against White Hand raiders. I kinda didn't want to leave this
        place when I got here, but the road lay before me and I knew
        that I must. 
      
After you finish up here and rally all the camps to the defense
        of the Dunbog, you attend a meeting. If you have been thorough,
        the meeting is basically about how awesome you are, and all the
        Dunlendings sing your praise and swear their allegiance in the
        coming battle. This part is great, but it's not my favorite
        thing. My favorite thing is what they are vowing to help out
        with - Wulf's Cleft.
This is a skirmish-like instance, Tusks of the Boar, where you
        pick a small 4-man strike team from the assembled soldiers and
        go wreak havoc on the Dragon Clan and the White Hand, destroying
        their siege equipment. The soldiers are warriors, archers or
        herbalists, and you can pick whatever kind of group you want.
        Your soldiers are brutal and efficient - for the most part, I
        would just pull the mobs and run back and let the soldiers do
        all the slaughtering. My team consisted of two warriors, one
        archer and one herbalist, and they carved a path through
        everything the enemy threw at us. This instance ends with a
        great flaming battle, and when you take down the enemy leader,
        you hop on a horse and bail. 
      
I had been looking forward to this particular instance since
        first trying it in beta. Improvements have been made since then,
        but there is still some AI-related weirdness - friendly soldiers
        fighting on the sidelines will occasionally break through the
        lines and attack your targets, greying them out so you get no XP
        from the kills. This is especially prevalent in the last battle,
        where aggressive "friendly" NPCs will attack the enemy leader.
        Also, unlike skirmish soldiers that can be directed to attack,
        you have no control over your soldier escorts here, which can
        cause some occasionally unpredictable results. They will
        instantly aggro on any enemy in range, and will fight whoever
        they damn well feel like. At least the instance-exit bug has
        been fixed - on beta, you would ride up to the red shimmer at
        the edge of town and stay there for several minutes before the
        instance shut down.
      
I ended the day at Barvanon, a town in
        south-central Dunland in the Carreglyn region,
        at level 69.
Carreglyn
Barnavon is a pretty horrible town. It's split into two levels
        - Upper Barnavon, where all the inhabitants are hostile and will
        try to kill you on sight, and Lower Barnavon, which is populated
        mostly by women and children - actual little kids, which you
        don't see anywhere else in the game - and only SOME of the
        inhabitants try to kill you on sight. There are a number of
        hostile guards patrolling the streets of Barnavon, which can be
        aggravating. One is tucked out of sight just inside the gate,
        behind the main quest-giver NPC and right beside the town's only
        mailbox. It's not all that uncommon to find the bodies of slain
        player-characters here - victims of bad timing and terrible
        planning. If you have to send mail to someone or go AFK for any
        reason, go somewhere else to do it. 
Quests here will send you up into the "bad part of town," and
        out to the wilderness and to the nearby mines to help with
        matters there. The mines are infested with bugan - the
        hobbit/goblin things that you first meet in the Gloomglens in
        Enedwaith. They're not very strong individually, but you usually
        end up fighting them in twos or threes or more. There's a neat
        encounter on a patrol-type quest where you meet another huge
        avanc lurking in a pool.
      
At around this point, I was beginning to wonder if I had missed
        an area somewhere. All the mobs were orange to me and I was
        getting chewed up pretty badly in some cases. I had been
        following the epic quest line, which is, as mentioned before,
        more or less "go to this area, help everyone there as much as
        you can and then move on." I'm doing every quest in each area -
        I skipped one repeatable quest from Galtrev (I hit Kindred with
        the Dunlendings on day 2 and didn't need the rep), but with
        everything else I was as thorough as possible. I completed all
        the "Do X number of quests" deeds for each area (except for Trum
        Dreng, which is a known bug and sits at 36/37) and left no stone
        unturned. But as I moved on from Carreglyn to Gravenwood,
        further east, I was feeling even more under-leveled.
      
Well, it turns out that this is by design. The devs want
        players do supplement their questing with non-quest stuff like
        skirmishes, tasks, deeding and the like. Without gaining
        non-quest levels, some of the instances are nearly impossible.
        For instance, I attempted the Tribunal of Shadows instance in
        Gravenwood at level 71 and got my ass handed to me. So the goal
        for now is to gain a level or two from skirmishes or instances,
        and come back to the Tribunal of Shadows when I am better able
        to survive it.
      
On the plus side, I did get to meet Theodred at Saeradan's
        Rohirrim scouting camp. Theodred looks like a true bad-ass.
alt="LotRO Rise of Isengard - Rohirrim camp - Theodred" />
Long-Range Goals
As mentioned, my main goal over the next couple of days is to
        gain a few levels from skirmishes, instances and other non-quest
        content. The closer I get to Isengard, the more I'm going to
        need them.
The other thing I'm going to be working on is how to overcome
        the weaknesses in the new gear my Hunter will be using. The new
        gear in Rise of Isengard seems tailored to min-maxers - a couple
        of primary stats are given massive boosts, and everything else
        is ignored. This is not great for people like me who prefer to
        have some kind of balance for survivability. Obviously, I want
        my Agility to be very high - Hunter damage is entirely dependent
        on Agility, Ranged Offense rating and powerful gear - but I also
        want to have good Will, Fate and Vitality scores, and decent
        defenses. What good is having an Agility score of over 1000 if
        you have no power, or if you can't take a few hits while
        soloing? Right now, Gunkydoc's Will is an abysmal 172, while his
        Agility is over 800. That's not good. Swapping Determination for
        Wisdom and Fidelity for Zeal drops his Agility and Vitality down
        a bit, but gives him more Morale overall and a higher Will score
        for more Power. I can easily make up the difference with gear.
These plans are for the future. For now, I'm wandering around
        the glorious Gravenwood, marveling at the scenery and trying to
        think of appropriate adjectives to describe it. Perhaps, when
        our chronicle continues, I will have found some good ones.
To read the latest guides, news, and features you can visit our Lord of the Rings Online Game Page.
 
 
 
