Monster Play Character
Monster play gives you the opportunity to create your own army of monsters and join the Dark Lord Sauron in the War of the Ring. Whether it is as a savage Uruk crushing Hobbits or a Warg in search of unsuspecting prey, you can skulk across the northlands in service to Angmar and its master, the evil Witchking. Monster play allows you to experience life as a foot soldier of the Enemy, fighting against the Free Peoples of Middle-earth (played by both players and NPCs) who are attempting to halt the advancing shadow of Angmar. The region of the Ettenmoors is dedicated to the battle against the forces of evil, and it is the only place where players can directly fight against other players (as Monsters versus Heroes). Here the battle rages without end.
Creating Your Monster
Because monsters are all about fast, fun, explosive combat, there is no separate character creation process. Instead, each monster comes fully loaded with its own race, gender, appearance, equipment, skills and abilities. There are currently five different monsters to choose from. See the section below for Monster Play Races.
All you have to do is select the kind of monster you want to play, name the creature, and get started! Your current Hero character will be logged out and you are transported to the Ettenmoors. Be warned: Once you arrive, you will be an actual monster. You are now the evil that others fight so valiantly to defeat. You will commit atrocities in the name of Sauron — and will be hunted unmercifully by the Free Peoples of Middleearth. Monster play is not for the faint of heart.
- For more in-depth information see:
Monster Play Races
As with the free peoples, there are 4 races available to the Armies of Angmar in Monster Play. There are far fewer options for class selection so races and classes are often combined and players are referred to by their class more so than by their race directly such as:
||Weaver or Spider|
||Blackarrow or BA|
||Warleader or WL|
||Warg or Stalker|
Each race has its own racial traits available, which are shared across the classes that can be played by that race.
The Orcs are a race invented by Tolkien, not present in earlier mythology. Since he created the race, and since he wanted little confusion in his children's story "The Hobbit" Tolkien translated the unknown "Orc" into the well known "goblin" of earlier mythos. The word "Orc" is a corruption of the Elvish word "Orch" (plural "Yrch"). Rumored to have originally been Elves taken and twisted by Sauron's ancient master, Morgoth, they have ever served the powers of evil in Arda.
Orc Racial Traits
|Front-line Fodder||Rank: 5||1,000||Increases Parry, Evade, and Block Ratings|
|Advanced Skill: Blood of Fire||Rank: 6||1,000||Damage opponents that attack you.|
|Rage of the Misbegotten||Rank: 7||1,000||Increases Critical Rating and maximum health|
|Warrior Against the Deep||Rank: 8||1,000||Increases Stealth Detection and Tactical Mitigation|
|Advanced Skill: Dying Rage||Rank: 9||1,000||When almost dead, become immune to most CC effects, +50% melee damage. Die when it fades (15 seconds)|
|Flayer of Flesh||Rank:10||1,000||Increases Critical Rating, Physical Mastery, and Tactical Mastery|
|Tireless Warrior||Rank:11||1,000||Boosts Morale Regeneration and Power Regeneration in combat.|
There are 2 classes available to those that wish to play an Orc in Monster Play.
These small eight-legged creatures, known for capturing their prey in intricate webs, were evidently as common in Middle-earth as they are today. Characters in The Lord of the Rings often refer to them descriptively, whether it be Gandalf discussing his capture by Saruman, Sam climbing ropes across the Silverlode, or Gollum clambering down a rock wall.
There was a more sinister side to the spiders of Middle-earth, though, that entered it with the monstrous Ungoliant in the years before the First Age. A gigantic creature of spider-shape, it was she who destroyed the Two Trees of Valinor, and escaped with Morgoth into the lands of Middle-earth. Though Ungoliant herself disappeared into the far south, she left the northern lands infested with her offspring. During the First Age, the mountains north of Beleriand were infested with these monsters, and became a place of dread.
Spider Racial Traits
|Eight-legged Foe||Rank: 5||1,500||Increases Run Speed and grants immunity to falling injuries|
|Advanced Skill: Born of Shadow||Rank: 6||1,500||Increases Physical and Tactical mitigations when hit|
|Swallower of Light||Rank: 7||1,500||Increases Tactical Mitigation and Stealth Level|
|Ancient as the Stars||Rank: 9||1,500||Increases Physical Mitigation and reduces Melee Critical Vulnerability|
|Advanced Skill: Shelob's Gift||Rank: 9||1,500||Grants the skill Shelob's Gift|
|Enemies of the First Children||Rank:10||1,500||Increases Critical and Physical Mastery Ratings|
|Drinker of Blood||Rank:11||1,500||Boosts Morale Regeneration and Power Regeneration in Combat|
The Spiders in Monster Play are the only race that are considered female.
There is only 1 class currently available for spiders:
Uruk is a term for the large soldiers more fully referred to as Uruk-hai which were the great soldier-Orcs that first appeared in the late Third Age; they were larger and stronger than their forebears, and could withstand the light of the Sun.
Uruk Racial Traits
|Advanced Skill: Get a Grip!|| Rank: 5 (BA)
Rank: 9 (WL)
|1,000||Grants Get a Grip! skill|
|Advanced Skill: Imposing Presence|| Rank: 5 (BA)
Rank: 6 (WL)
|1,000||Grants Imposing Presence skill|
|New Breed||Rank: 5||1,000||Increases armor value, max morale, and max power|
|Leaders of the Orcs||Rank: 7||1,000||Increases Physical and Tactical Mastery|
|Favoured Servant of the Dark||Rank: 8||1,000||Increases Physical and Tactical Mitigation|
|Brutal Persuasion||Rank:10||1,000||Increases Melee, Ranged, and Tactical Critical Ratings|
|Tireless Warrior||Rank:11||1,000||Increases in-Combat Morale and in-Combat Power Regeneration|
There are 2 classes available to those who wish to play an Uruk in Monster Play:
The ferocious and intelligent race of wolves that lived in the northern Vales of Anduin, and probably elsewhere in the north of Middle-earth.
Warg Racial Traits
|Four-legged Foe||Rank:5||1,000||Increases run speed, stealthed movement speed, and Evade rating|
|Advanced Skill: Pack Hunters||Rank:6||1,000||Grants the skill Pack Hunters|
|Pack Mentality||Rank:7||1,000||Increases Parry/Evade ratings and boosts Physical/Tactical Mitigations|
|Pack Elder||Rank:8||1,000||Increases Physical Mitigation|
|Advanced Skill: Howl of Unnerving||Rank:9||1,000||Grants the skill Howl of Unnerving|
|Foe of the Light||Rank:10||1,000||Increases Tactical Mitigation and Stealth Level|
|Pack Alpha||Rank:11||1,000||Increases Physical Mastery, Critical, and Finesse ratings|
There is only 1 class that can be played by those who wish to be a Warg in Monster Play.
- The Lorebook: Lore on Spiders, Turbine's Lorebook
- The Lorebook: Lore on Uruk-hai, Turbine's Lorebook
- The Lorebook: Lore on Wargs Turbine's Lorebook]
PVMP (Player vs Monster Player)
The Ettenmoors are a dangerous place, right in the heart of the War of the Ring. It is here — in these rugged lands — that the Free Peoples have fought countless times over the ages against the shadow of Angmar. These treacherous lands lie just to the north of Rivendell, and it is here that the Witch-king of Angmar fled after his defeat in the Battle of
Encompassed within the Ettenmoors are ruins that once served an ancient civilization of Men. These ruins provide tactical positions that are controllable by Monsters or Heroes. In addition to these ruins, there is a rich mine in the frozen north near Arador’s End and a lumberyard nestled in the forest to the south by Hithlad.
Monsters and Heroes each begin in a safe area. For Monsters, your journey begins at Gramsfoot, a fort in the northwest corner of the Ettenmoors. For Heroes, you begin at the majestic fortification of Glân Vraig. At these safe locations you can purchase goods, repair items, seek quests, train skills, treat with Bards, and assemble your forces for the battle ahead. While the areas surrounding these entry points are relatively safe, the same cannot be said for the remainder of the Ettenmoors. Across this massive theatre of war you will find not only the Enemy, in the form of Angmar’s Dark Army, and the Free Peoples, but a host of creatures both friend and foe:
- Eagles and bears have aligned with the Free Peoples, heeding the call to defend against the ravages extending from the north.
- The Warg packs and spiders broods have been conscripted into the service of the Dark Lord Sauron, and they stalk the woodland and moors with ferocity.
- Other indigenous creatures have joined neither side and pose a threat to both Monsters and Heroes alike. There is no end of conflict available in the Ettenmoors.