The Halls of Night

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Interior.png
The Halls of Night
Level: 40 - 105
Size: Small Fellowship
Cluster: Shadows of Angmar
Region: Angmar
Area: Fasach-larran
Location: [0.3N, 37.6W]
The Halls of Night.jpg

The Halls of Night is a 3-man, level 40 World Instance in Fasach-larran in Angmar.[0.4N, 37.6W]

"The Hillmen of Angmar have discovered an ancient barrow hidden away for centuries. The leaders of Aughaire have called for adventurers willing to brave the tomb rumored to be filled with wealth and riches. Markings surrounding its entrance bear an ominous warning; twisted creatures and slumbering warriors at the foot of a powerful sorcerer..."

Location

The Entrance of the Halls of Night
Player outfits during the instance
Terror, the first boss
Nightmare, final boss

The entrance to the tomb known as "the Halls of Night" is found at the cliff-face a distance east of Aughaire. Only stray wargs and hill-beasts are guarding the neighbourhood. Having entered the tomb, there is a throne named "Skeletal Remains" which, if anybody dares examine it, ports that poor soul into the instance .. "muahahaha ..." Prepare for a colourful event.

The player must purchase, from the LOTRO Store, the package Instance: Halls of Night to be allowed in which has a cost of 195 LOTRO Point .

Deeds

The following deeds can be obtained by visiting this location or completing the instance:

Quests

Starting
Involving

Mobs

The following creatures are found within this area:
Stats are depending on the level and tier you set the instance for, see creatures pages

Bosses

Name Difficulty Species
Panic.png Panic Elite Master Shade
Terror.png Terror Elite Master Shade
Rogmul.png Nightmare Elite Master Rogmul
Rogmul.png Nightmare Elite Master Rogmul

Others


Overview

The instance is scalable and has a minimum level of 40. Players must discover the entrance in order to join. There are two tiers available, with a challenge quest available at level cap. The instance is fairly short, with few trash pulls but multiple sub-bosses.

Trash Pulls

  • Tomb-spirit - These come in 3 colors, and have only basic melee attacks. Each player is assigned a color at the start of the instance, and getting the killing blow on a spirit that matches their color will grant (or tier up) an Empowered Spirit buff.
  • Tomb - These periodically spawn Tomb-spirits. They are invulnerable until their nearby Tomb-guard is defeated.
  • Tomb-guard - These have a healing skill, and must be defeated in order to damage the tombs they protect.
  • Hungry Spirit - These have an induction attack that causes a combat-permanent color drain debuff, weakening and slowing a player and preventing them from gaining any bonuses from Tomb-spirits.
Panic (Left side)

Panic starts with two Tomb-guard adds that can heal him, so those should be taken out first. He will periodically choose a color and force attack that player, while Tomb-spirits of the other two colors spawn around the perimeter of the room. These can be killed by the appropriate player for buffs, but they don't aggro unless attacked and it's usually faster to just focus on Panic.

Terror (Right side)

Terror periodically goes into stealth and moves to another location in the room, spawning two clones of himself with lower morale. They all hit hard, so try to keep them off light classes. To keep track of the main one, mark him with a raid icon (such as the skull). The portals in the floor stun and damage anyone who stands on them.

Nightmare

Nightmare is in the central room, approaching Nightmare will start the final encounter and spawn Tortured Spirits along the sides of the room. Nightmare has the same color-draining induction as the Hungry Spirits, so try to interrupt him, but an affected player can cure the debuff by killing one of the Tortured Spirits. This will fail challenge mode however, so the tank should stay away from the sides to avoid accidentally hitting them. Nightmare has a frontal AoE, so the other players should stand behind him.

As Nightmare hits certain morale thresholds, he will activate a Tomb and its guard. A DPS-heavy fellowship can try to focus down Nightmare before the tombs spawn too many adds for the tank to handle, but a slower group will want to stop hitting Nightmare and take out each tomb as it becomes active. Bring disease potions, as power drains are an issue at higher levels.

Optional Quest

If you have the optional quest Family History (given by Declan in Aughaire), wait for "Shadow" to finish talking and complete the quest with him before you leave through the portal.

Loot

Level 75


Tier 2 Chests
Memento of Nightmares-icon.pngMedium Shoulders 1 (rare)-icon.png

Level 105


All Chests
Star-lit Crystal-icon.pngUniversal Solvent-icon.pngFused Profound Relics-icon.pngFused Deep Relics-icon.pngHeritage Rune 65-icon.pngHeritage Rune 65-icon.pngHeavy Helm 5 (incomparable)-icon.pngHeavy Helm 5 (incomparable)-icon.pngMedium Helm 1 (incomparable)-icon.pngHeavy Helm 6 (incomparable)-icon.pngHeavy Helm 5 (incomparable)-icon.pngMedium Helm 1 (incomparable)-icon.pngMedium Helm 1 (incomparable)-icon.pngHeavy Helm 5 (incomparable)-icon.pngLight Head 24 (incomparable)-icon.pngHeavy Helm 5 (incomparable)-icon.pngMedium Shoulders 6 (incomparable)-icon.pngMedium Shoulders 6 (incomparable)-icon.pngHeavy Shoulders 6 (incomparable)-icon.pngHeavy Shoulders 8 (incomparable)-icon.pngHeavy Shoulders 7 (incomparable)-icon.pngMedium Shoulders 6 (incomparable)-icon.pngLight Shoulders 1 (incomparable)-icon.pngLight Shoulders 2 (incomparable)-icon.pngLight Shoulders 2 (incomparable)-icon.pngMedium Shoulders 6 (incomparable)-icon.png

Challenge Chest only
Earring 68 (incomparable)-icon.pngEarring 68 (incomparable)-icon.pngEarring 68 (incomparable)-icon.pngBracelet 23 (incomparable)-icon.pngBracelet 23 (incomparable)-icon.pngBracelet 23 (incomparable)-icon.pngNecklace 4 (incomparable)-icon.pngNecklace 4 (incomparable)-icon.pngNecklace 4 (incomparable)-icon.pngRing 10 (incomparable)-icon.pngRing 10 (incomparable)-icon.pngRing 10 (incomparable)-icon.png

Shadows of Angmar Fellowship Instances
Great Barrow:  The Maze •  Thadúr •  Sambrog
Fornost: Wraith of WaterWraith of EarthWraith of FireWraith of Shadow
Garth Agarwen: ArboretumBarrowsFortress
Annúminas: GlinghantHaudh Valandil‎Ost Elendil‎
Angmar: Barad GúlaranCarn DûmUrugarth
Tham Mírdain: The Library at Tham MírdainThe School at Tham Mírdain
Other: The Halls of NightInn of the ForsakenGoblin-town Throne Room
Shadows of Angmar Raid Instances
Raids: The Rift of Nûrz GhâshuBogberethFerndúr the VirulentHelegrod: Dragon Wing (24) • Helegrod: Drake WingHelegrod: Giant WingHelegrod: Spider Wing
Settlements, Areas and Landmarks of Angmar
Settlements: AughaireGabilshathûrGath ForthnírIorelen's CampLehmä-kotiMyrkworthTármunn SúrsaTyrn Lhuig
Areas: Carn DûmDuvuinenEastern MalenhadFasach-falroidFasach-larranGorothladHimbarImlad BalchorthMaethadNan GurthRam DúathRhunendinThe Rift of Nûrz GhâshuUrugarthWestern Malenhad
Landmarks: AnglanthirAsht-shâpolBail BoglakhBail CátharnakhBail DílasBail GrundailBail RóvaBar GorogBarad DúrgulBarad GúlaranBarashal's DomainBornabarBúth LuikhBúth SánkhasBûrzum PushdugCairn of HonourCarn Dûm SewersCastle of Carn DûmCentral Foul IdolDolrothDonnvailDor GulDushkal's LairDuvairëDuvárdain QuarterDûn CovádFail-á-KhroFell-water FallsFell-water SourceFervarFrith-vailëGate of Gath UiorGate of ShadowsGorthbarGrishbaltGurthlinGwambarThe Halls of NightKrúslë LannanLagmas's CourtLhugrien's RoostMinas AgarMinas AngosMinas CaulMinas DelothMinas DhemMinas GularanMinas MaurMinas NîrMor MaudhúlMorfilNád NathairNorth-western Foul IdolNorthern Foul IdolNoruidorOngbishúkRam TaltorthRammas DeluonRimpúrodSálgaitëSammath BaulSammath Baul Gate-houseSeat of the Witch KingSkathmúrSkirmish CampSlave-pensSouth-western Foul IdolSouthern Foul IdolTármunn SúrsaTorech-i-BogberethTór GailvinUrugarth KennelsWitch King's Watch