alt="Guide to Evendim"
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EVENDIM DUNGEONS AND
INSTANCES

These are the spaces outside of the main region map but
directly connected to it. This does not include instances that are part
of the epic books or other quest chains.


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INSTANCES

These are private encounters joined via the Instance Join
panel. Currently, there are three instances in Evendim. The
Annuminas instances are the red-headed step-cousins of the Classic
Instance world. They are more difficult and longer than the Great
Barrows instances, and the rewards are pretty much identical, so most
folks prefer to run the Great Barrows stuff instead. And while the
Annuminas epic armor sets are outstanding for some classes, surpassing
the Helegrod sets in some regards (depending on the class), you need
far fewer Annuminas Marks to get them - you can get all the Annuminas
Marks you need for a full set in just a couple of runs, as opposed to
many runs for the Helegrod Marks.


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ANNUMINAS: GLINGHANT

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alt="Glinghant"
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Swimmers
beware: there are no lifeguards at these pools
.

Level Range: 40 - 65

Size: Fellowship

Description: Glinghant, the gardens of Annúminas -- once
a place of great beauty, now overgrown and fallen into ruin. The
stagnant waters of the gardens have become corrupted by the fell
spirits of Angmar, and evil Men do their bidding....

Daily Challenge: Defeat Nengon and all of his adds
within 30 seconds of each other (from the time the first add drops)


Tips
& Tricks

Glinghant is arguably the hardest and least-popular of these
three, which is kinda disappointing because the place looks really
nice.
A series of terraced pools ascends from the entrance, their grandeur
marred by the presence of Angmarim looters, corrupted huorns and foul
darkwater spirits polluting their waters.

Start by clearing the trash mobs around the edge of the lowest
pool - wandering Angmarim and darkwaters - and then take out the ones
hovering over the water. This part is pretty easy - kill everything and
advance to the second tier.

The second tier is your first fight against the boss tree,
Nengon. Nengon is standing in the middle of a pool and will send wave
after wave of darkwaters. Again, not that hard - kill the green ones
first to minimize the impact of their power drain, and keep fighting
until the banner comes up saying you're done. Then you can move on to
the third tier.

The third tier is larger and has three trees and a bunch of
darkwaters. The darkwaters are all linked by color groups, and each
color group is linked to one of the trees. Kill all the darkwaters of
the same color and the tree linked to them becomes active and can be
killed. Be careful about pulling the darkwaters, though - pick out one
color to start with, and tag one of that color when it is well away
from any darkwaters of other colors. For example, if you tag a green
darkwater while it is near a blue one, you will have 6 darkwaters to
fight instead of only 3.

The final fight against Nengon is hectic and annoying. There
are 6 darkwaters of various colors, and all of these must be killed
within 30 seconds of defeating Nengon. There are a few ways to pull
this off, and individual groups will need to tailor their strategies
according to group makeup. The easiest way is to have the group burn
the darkwaters down to about 1000 morale, using no damage-over-time
attacks. Each member of the group can take personal responsibility for
1 darkwater (plus the boss for the main tank), or a couple of the guys
can take 2 each and allow the healers to focus on healing. Once all the
darkwaters are at 1000 morale, break off, turn full-force and burn hard
on the boss. Kill the boss and then unleash AoE hell on the darkwaters.
However you go about it, this fight requires good coordination and
communication.

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ANNUMINAS: OST ELENDIL

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alt="Ost Elendil"
src="http://www.tentonhammer.com/image/view/97660">

Lovely
ornate skylight or super-weapon for use against the undead? You decide
.

Level Range: 40 - 65

Size: Fellowship

Description: The Black Númenóreans in league with
Amarthiel have come to Ost Elendil, seeking to establish a foothold in
Annúminas, while the Rangers of the North assail the city of their
fathers in a desperate attempt to drive them forth.

Daily Challenge: Kill Balhest while all three
sorceresses are still alive.


Tips
& Tricks

This well-guarded palace is one of the best-lit instances in
the game, and this is something that factors into play here. This is
also an instance that can be fairly easily farmed for Annuminas Marks
by doing 2 of the sub-quests and then leaving - do this 3 times and you
have enough for the full Annuminas armor set.

CC is valuable in this instance, or a very solid tank/healer
combo. This becomes evident in the very first room, guarded by 2 Elder
Morelendil Guards standing across the room at a gate. On the left side
of the room are tall windows with light streaming in, and directly over
top of the statue in the middle of the room is a stained glass blue
window, casting a blue pattern on the ground. The goal here (and later
in the instance) is to get the Elder Morelendil Guards into the yellow
light and hold them there long enough for the unfiltered sunlight to
destroy them - they are largely impervious to attack and the only way
to take them down is to kill them wth sunlight. You will know they are
sstanding in the right spot when they turn bright yellow - if they are
not bright yellow, they need to be moved until they are. When the
guards die, they spawn blue spirits, which are very strong in regular
light but are made weak in the light coming through the blue skylights.
Once the guards fall, take the blue spirits over to the base of the
statue and fight them there. There's a built-in mnemonic device here -
the armored guards glow with yellow light, and yellow light kills them;
the spirits are blue, and blue light weakens them. Keep keep that in
mind.

Once these first two guards are out of the way, the gate opens
and you may progress into the next room. This room has a big raised
garden in the middle, and hallways on either side with smaller
branching hallways leading north and south. At the near end of each
hallway is an archer, and there are some patrolling sorceresses hanging
around as well. Take out the sorceresses first, then go to work on the
archers. When the archers are attacked, they will bail and head down
the hallway they are guarding to alert the spirits in the rooms at the
other end. They can be prevented from doing so, but it's not that
important since you have to fight the spirits anyway. Once the spirits
enter the fight, take them into the blue light, which pools at the
eastern or western ends of the big garden block in the middle. There
are enough spirits in these 6 rooms to finish the sub-challenge (Evil
in Ost Elendil: defeat 30 spirits), so once they are cleared the group
can dash out and get the next one in the "farming" chain to kill
Guloth, the wraith who guards the door to the throne room. Before you
start the fight against Guloth, go to the westernmost room on the
southern side and open the window in there. You can open all the
windows if you want, but you will only be using the one.

This fight is actually kinda fun. Have an off-tank pick up
Guloth and start running him all the way around the garden block in the
middle of the room - a Captain can do this well, spamming heals and
using his threat-over-time mark. A Guardian can also do this, but a
Guardian's forced-aggro attacks are better used on the Morelendil
Guards that periodically enter the fight. 

Once Guloth engages, one of the guards will step forward and
start fighting. The main tank will pick him up and run him to the big
pool of light in the westernmost room on the southern side (the last
room on the left, facing in from the entrance). The guard can be mezzed
with a Riddle or a Hunter's Distracting Shot, or rooted in place by
various means, or the tank can simply tank him there and bear the brunt
of its assaults. If using a mezz or root, timing is crucial - the guard
has to be held in the light where he turns bright yellow.Either way,
keep the guard in the light for a few seconds until he "pops," and then
kite the blue spirits to the blue light at the foot of the garden
block, where the rest of the group is waiting, and kill them quick.
There are 6 guards, and each one pops 3 spirits. The guards enter the
fight on a timer not tied to Guloth's health so Guloth can be ignored
until all the guards and spirits are dead. Once they're all down, kill
Guloth and loot the chest at the top of the stairs.

If you are just farming marks, this is as far as you need to
go. There is another sub-challenge to collect 6 blood-stained runes,
which drop from the Angmarim, but after this point there are not enough
Angmarim left to complete that quest. And if you're just farming marks,
the boss fight is more difficult than it's worth.

First off, run along the south wall and open all the windows
there. You'll need those for the guards in this room, which will begin
activating when the fight starts. You'll want a solid off-tank for
Balhest and his ladies, and a hardcore main tank for the rest of the
mobs here.

The bulk of the group can stand up by the north wall in the
blue light, and the main tank and off-tank will need to be mobile. The
tank will pick up the guards and run them to the south into the light,
causing them to pop and spawn one spirit, which he then kites back to
the main group in the north. Once all of the Morelendil Guards are
handled, the group needs to focus fire on the sorceresses, who engage
one at a time after the guards are defeated. 

The ladies need to be brought into the blue light in the north
and taken down to under 20,000 morale each (some groups go to 15,000 or
under 10,000) before Balhest will engage, at which point they will stop
their infernal summoning and can be locked down with crowd-control
measures. A word of caution about the CC used on the sorceresses:
fearing them can have unintended effects, as they will flee in a more
or less random direction - including towards the door, which will reset
the whole encounter and probably make everyone very upset. Use roots
and mezzes, not fears. 

When Balhest enters the fight, he does mostly fire damage, but
his attacks are big and he does knock-backs. Also, he is super-tough
until you get him into the yellow light, so fight him near the south
windows and kill him there. He has to die before any of the sorceresses
in order to complete the challenge, so keep the sorceresses locked down
in the blue light across the room while fighting Balhest... or kite
them around and keep them occupied. Fighting all 4 of these guys at
once is overwhelming.

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ANNUMINAS: HAUDH VALANDIL

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alt="Haudh Valandil"
src="http://www.tentonhammer.com/image/view/97661">

The
rest of the place is pretty much as bleak and dreary as this
.

Level Range: 40 - 65

Size: Fellowship

Description: The Lords of Umbar, sorcerers trained by
Sauron, the great Necromancer, seek to bring terror to Annúminas by
raising the long-dead remains of Valandil, third King of Arnor, as a
terrible wight. Only the most courageous of the Free Peoples will be
able to put an end to their evil deeds....

Daily Challenge: Kill Dolvaethor and Valandil within 10
seconds of each other


Tips
& Tricks

This is the longest of the three Annuminas instances. This
massive crypt is your prime spot to complete the kergrim- and
limrafn-slayer
deeds for Evendim, as these mobs are fairly rare outside on the main
map.

The first part of this is pretty easy, but some of the fights
can get a little busy. Go to each of the un-barred rooms and light the
braziers within, killing the wights, cave-claws and other nasties that
block them. Unless your group is really lousy, there's not really a
wrong way to do this, but there is a trick to fighting the lirafn that
float around the water: once they make physical contact with a member
of the group (or if they're not killed within a very few seconds), they
dispell and summon forth a much-more-powerful armored spirit. Ranged
attackers can kill these weak balls of light before they get close to
the group if they attack from maximum range and open very hard. After
the first attack lands, though, the limrafn are dodgy and hard to hit.
Hunters will probably want to use Foe-Finder bow chants to overcome
their evade ratings.

Once all the braziers are lit, the way to the higher levels
opens up. There are a few groups of trash mobs on the way up the
stairs, but they are not particularly memorable and shouldn't pose too
much of a problem. It's when you get to the top that things start to
get hairy.

Shingrinder is not so much "hairy" as "scaly," but the fight
can be like a Keystone Cops or Benny Hill chase scene if you don't
watch your positioning. Shingrinder has a massive knockback which can
send characters flying off the high walkway, plummeting to their death
(or at least to their ankle-breakage) far below, and then it's a mad
scramble from the entrance back to the fight. Watch your angles and/or
keep your backs to the columns on either side of the walkway to avoid
the long punt. Other than that, there's not much to this fight. Kill
him and move on.

After Shingrinder comes one of the big, seeimgly-endless
swarm-fights. This time it's fiery limrafn, and not the shy little wimp
ones like from before. These ones are mean and need to be dealt with
swiftly, because they just keep coming and coming and have a massive
damage reflect. Healers will love this fight, but the swarm doesn't
last forever and if they can keep everyone standing through this one
they'll be in a good place for the rest of the thing. Just don't try
running through the walls of fire. It hurts.

The next swarm fight comes right after, and this time it's
raving hordes of undead. Again, this one is a healing nightmare,
because as new wights keep coming in and missing the tanks' threat
cycles, they head straight for the hard-working healers and begin
a-wailin'. Crowd-control will be useful here to keep the number of
enemy mobs from reaching the "overwhelming" level. And once the wights
are dealt with, you have to deal with the Morelendil Guards, who are
random-aggro (i.e. they ignore threat and act as though Enraged by a
Burglar) and also have a big knock-back attack. Keep your backs to
something tall and solid when fighting these guys or be prepared to
picture Yakety Sax playing in the background as you scramble back up
from the watery floor below.

The final fight is with Dolvaethor and Valandil, and it's
similar to any other "twins" fight - keep them apart, but kill them
within seconds of one another. This is, of course, easier said than
done. Valandil has very high mitigations to most damage types except
Westernesse, and Dolvaethor is a wound-giving, life-sucking, mean
S.O.B. Luckily, many of his nastier attacks can be interrupted, so
having a Burglar, Champion or other quick-interrupt class keeping an
eye on him full-time is a good idea. 

There are a few different ways to do this fight, depending on
class makeup. If you have a heavy-melee type group, you can put a tank
and DPS on each boss and have the healer and support guy bounce between
the groups as needed, burning both bosses down at an equal rate until
they both drop. If you have a less "balanced" group, you may need to
bounce back and forth between them - burn one guy down to 5-10,000
morale, kill the other, then back to the first guy and take him down
fast. Either way works, but which method you choose will ultimately
depend on the class balance of your group.

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Last Updated: Mar 13, 2016

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