LOTRO Book 10: The City of the Kings
Book 10: The City of the Kings - Allan 'Orion' Maki (Content Designer) Battle for the Ettenmoors
Book 10: The City of the Kings, the second major update to The Lord of the Rings™: Shadows of Angmar™,
features a massive overhaul to the Ettenmoors keep system. The update
boasts over forty new quests, all with major impact on the forces
defending or assailing the different keeps available. When planning for Book 10, we took a look at the feedback we’ve
received from the community since launch and compared this with our
data. Through this process we discovered that some pretty aggressive
changes were needed to make monster play an even more compelling
system. I’ll explain the different and new dynamics introduced to the
area, along with several other enhancements.
Login and Logout
Monster players can now log directly into their monster player
character from the character selection screen! Upon reaching level 10,
the "Monster Play" button will become active and players can click it
to enter monster play. Logging out of monster play in the Ettenmoors
will leave the monster player at that location; no longer will monster
characters return to Gramsfoot after logging out.
Support Quests
Quests to call support into Tol Ascarnen, Lugazag, and the Grimwood
Lumber Camp have had the number of objects needed to enlist the aid of
the assailants reduced to 25% of their previous numbers. In addition,
new quests have been added to provide more opportunity for smaller
groups of monster players and player characters to assail these
locations.
Monster Tribes
Monster Tribes are the analog for player kinships. You can forge tribes
to stalk the Ettenmoors and gain the rudimentary benefits available to
player kinships, including tribal chat and the ability to have up to
one thousand members in your tribe. Just like a player-created kinship,
monster tribes require a charter (available for purchase in Gramsfoot)
and must have a minimum of six members to maintain the tribe. They are
completely independent of your player’s kinship, and you can belong to
only one tribe at a time.

Monster Maps
In an effort to assist monsters in their prowling of the Ettenmoors,
we’ve updated the functionality of the maps given out as rewards for
completing quests for the different take and hold locations. Crude maps
still have a thirty-minute inclusive cool down timer and direct monster
players to the same location that they always have. Poor maps have a
ten-minute cool down timer (shared with any other poor maps you’re
carrying) and drop you at new locations near the different take and
hold locations. Good maps have five-minute independent cool down timers
and deliver you to a third location near the different take and hold
locations.
Monster Consumables
All consumable items used by monster players have had their costs
reduced by 50%, and food has been reduced even further. This addresses
the problem of needing to cannibalize the different resources used to
acquire destiny points to purchase these items, and will help bring
these items into more mainstream use. In addition to the reduction in
cost, the stack size for these items has been increased to allow
monster players to carry more items in less space.
Items used to remove mesmerize, stun, and root effects applied to
monster players have had their cooldown timers reduced to one minute.
Further, the morale cost for using these items has been reduced by 25%.
Regeneration and Stats
In an effort to bring monster players closer to their player
counterparts, we have increased base health, power and damage for all
monster players by 5%. In addition, the out-of-combat regeneration
rates of all monster players have been increased, and the bonuses of
many passive skill ranks have had their bonuses adjusted upward
slightly.
Corruption Traits
The first set of changes to corruptions is introduced in this update to
address some of the community’s concerns that have been brought to our
attention. Corruptions no longer carry multiple detriments in addition
to their enhancement, and the bonuses for some have been increased.
Detrimental effects have been reduced, and you can compensate for
negative effects by slotting overlapping corruptions.
The corruption Stealth Detection now reduces the stealth
ability of the monster player utilizing it, but increases their stealth
detection, instead of reducing their movement as it did previously.
Orc Reavers
In an effort to make the Orc Reaver more of the offensive juggernaut he’s meant to be, we reduced the cool down on his skills Devastating Strike and Disarm to 60 seconds, from 90 and 120 seconds respectively.
Uruk Blackarrows
We corrected a modifier to the Blackarrow’s Deadly Aim trait to yield the correct ranged critical chance.
Warg Stalkers
We lowered the cooldown timer of Throat Rip to 60 seconds and fixed a bug with the skill trait, reducing the cooldown timer of Sprint from 7 minutes to 5 minutes.
Uruk Warleader
Because of the lack of a true healer and the dual role of the Uruk
Warleader, we made some significant changes to the class in the Book 10
update to increase its primary role as healer in the Ettenmoors.
Baseline healing for the Warleader was increased by 25%, and the trait Harsh Language now further increases the magnitude of Warleader healing by another 25%. The resurrection trait On Your Feet
now revives targets with higher health and power, and the enhancing
trait that accompanies it further increases the power and health that
revived targets gain upon successfully returning to battle. Finally, we
increased the in-combat power regeneration of the Warleader’s Empowering trait.
Player Character Changes
There are far fewer player character changes made to the battle for the
Ettenmoors, but we have begun to address some of the major feedback
received from the community. Glân Vraig now boasts three different
types of chests. The baseline chest, now called the Chest of the Second Marshal, contains the same loot previously offered in the Ettenmoors. The second tier of chest, Chest of the First Marshal, now contains a slight chance to drop epic pieces of loot for players. The third tier chest, Chest of Glân Vraig,
now has an increased chance of dropping one or more epic pieces of
loot. In addition, new items have been made available from the vendors
at Glân Vraig.
New Dynamics
The City of the Kings will also see several changes and
improvements to the gameplay available in the Ettenmoors; as the area
evolves, we intend to continue adding unique and interesting gameplay
elements to the zone.
Hot Points
While not the most important of the new additions to the Ettenmoors,
one feature is certain to appeal to monster players: new locations,
called hot points.
Each take and hold location in the Ettenmoors now has a number of
points of interest surrounding the main location. Each of these
locations enhances the ability of the monster players to assail it
individually, and should monster players control all of the related hot
points, they are afforded an even better chance. Of course, controlling
these locations will take some effort -- and holding them will take
even more.
Hot points require monster players to control the location for thirty
seconds, after which time a small defense force is called to the
location and regular players can then attempt to wrest the location
from monster player control.
Reinforcements
Keeps changing hands from one side of the battle to the other will now
face dire straits until reinforcements can be called to the field. For
the outlying areas of Lugazag, Tirith Rhaw, the Isendeep Mine and the
Grimwood Lumber Camp, word must be returned to Gramsfoot or Glân Vraig
in order for the leaders of the forces to acknowledge the need for
assistance. Once this is achieved, the outlying defenders will return
to the location and take up their posts once again.
Until that time, only the forces immediately necessary for the defense
of the Tyrant or Captain-General and all quest bestowers for the
location will appear at the hold location. For Tirith Rhaw and Lugazag
this means that the top floor and guards at the entrance will arrive
immediately after the locations are recovered. For the Isendeep Mine
and Grimwood Lumber camp, only the area immediately surrounding the
leaders – inside the barricade for the Grimwood and in the final alcove
of the cavern for the Isendeep – will appear for the defense.

Boiling Oil
Monsters and players controlling Tol Ascarnen, Lugazag or Tirith Rhaw
can now complete quests to build and fuel cauldrons of boiling oil on
the parapets overlooking the main entrance to the towers or keep.
Controlling one of these cauldrons will provide a major benefit to the
defending side and will last until the keep falls to the control of the
attackers. Once a location falls, the cauldron must be built anew.
Cauldrons will spill their fiery death once every thirty seconds and
the fires will burn at the entrance for nearly as long.
Murder Holes
Like the addition of boiling oil, murder holes are another new addition
that can be added to Tol Ascarnen. As with boiling oil, a series of
quests must be completed to access the murder holes. Once they are
unlocked they’ll stay at the first tunnel until the keep is taken by an
opposing force. Every five seconds, murder holes will fire upon enemies
attempting to take Tol Ascarnen; they are a powerful defensive boon to
whomever controls the keep.
Tol Ascarnen
Players and monster can also acquire a horn within the bounds of Tol Ascarnen. To obtain the Horn of Tol Ascarnen,
players or monster players must complete a third set of quests at the
location. Completion provides a horn manned by a single defender. This
defender will blow the horn in response to seeing attackers within the
bounds of the keep, initiating a powerful patrol, which sweeps through
the keep in an effort to drive out attackers.
The outlying camps to the west and south of Tol Ascarnen also get a
small boon in the form of new support units and quests available to
assist in retaking the keep. Monster players can gain the support of a
small force that will attack alongside their number in an attempt to
retake the keep; player characters can enlist the aid of a First
Marshal to assault the keep.
Isendeep Mine
Players and monster players can add reinforcements to the mines by
escorting their respective miners into the mines. To alleviate the
issues concerning quest target miners not being present within the
mines, two small camps of miners – one goblin and one dwarf – have been
added to the eastern and western edges of the mine.
Lastly, the forces of good and evil alike can turn the powerful drakes
patrolling the mine into a force to assail their enemy. By completing
quests, players or monster players can draw the drakes in the mine into
direct conflict with the opposition’s leaders.
Grimwood Lumber Camp
Players and monster players alike can now increase the number of
defenders in the area of the Grimwood Lumber Camp by escorting spiders
or Little Folk to it. These new additions will go about their business
collecting wood from the nearby trees, and will assist the defenders
against an enemy attack when called upon.
Finally, other enemies in the immediate area of the Lumber Camp can be
called to battle the current controllers by completing a small set of
quests. These assistants will aid those that call them to the fight,
but could as easily turn against them.
Troll vs. Ranger!
Now, the bit for which you’ve all been patiently reading: Trolls and
Rangers! Along with all of the above-mentioned changes, we’re also
adding the ability for monster players and player characters to call
powerful allies to the field of conflict.
Taking on the control of a Troll or Ranger requires that a player
expend a number of destiny points and leave their character or monster
character behind. While in the guise of a Troll or Ranger, players will
become potent adversaries on the battlefield, with skills far exceeding
those of their normal counterparts. Players can only undertake these
quests once every few days but their benefits are without question in
regards to the battle. Each session lasts for an hour. There are
several deeds that players can complete to recover and perhaps even
regain the destiny points expended in accepting the role of Troll or
Ranger.

To ensure that this mechanism remains fair and equal, the greatest
beneficiary from the Troll and Ranger characters will be the side which
is currently losing. Each side can have a maximum of seven and a
minimum of two elite troops at any one time.
For the Creeps!
After all that information, I’m certain that you’re just begging for
more, right? Okay then! This is the roadmap to the future; certainly
not the distant future, but the nearer future, extending to our next
major updates and touching on some of the possibilities available
thereafter. Bear in mind that some of these are subject to change as
time and resources allow, but these are some changes we are hoping to
implement.
Corruptions
We are planning on adding another tier of corruptions for monster
players. These corruptions will further enable players to mitigate
damage, increase resistances and add new levels of enhancement to their
monster characters.
New Consumables
We’re also planning on creating a larger array of consumables, some
with less severe restrictions and detriments to use. These consumables
will cover the full array of morale enhancement, power enhancement, and
removal/immunities.
Traits
Monster player legendary traits! Cheer! Shout for joy! The mechanism is
still under development, but we’re planning on adding monster player
legendary traits. We’re also considering expanding the number of racial
traits available to monster players. More details on when these will be
added as we get closer to releasing them.
And some for the Freeps!
Rewards
More rewards are inbound for players! These rewards will include new
set items (for weapons and jewellery), new consumables, new craft
rewards, alternative methods to obtain raid armor, and much more.
Update #3 – The Meaning of Keeps
One of the questions we’ve been seeing more often is: What purpose is there to holding the keeps?
In our third major update, we hope to answer that question by creating
an area of the world that is only accessible to players who control the
majority of keeps. New trophies will drop inside of this area, enabling
players and monster players to purchase new items and corruptions.
Players and monsters will compete for this location, within which they
can find materials that will allow them to obtain the new rewards. Our
hope is to make this the first of several improvements available as
incentives for controlling the different areas of the Ettenmoors.
But Wait, There’s More…
It’s a little soon to go into true particulars, but we’re already
thinking ahead, and the front-runner is the addition of at least one
new monster play class: the Orc Shaman. The Shaman is slated to fill
the role of primary healer for the monster players, providing an analog
to the player Minstrel.
In Closing
We hope you like the new changes in monster play, and we’ll continue to
improve it over the next few updates. Good luck out there and remember
that Sauron is watching. |