The Halls of Night

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The Halls of Night
Level: 40 - 150
Size: Small Fellowship
Cluster: Shadows of Angmar
Region: Angmar
Area: Fasach-larran
Location: [0.3N, 37.6W]


Location

The Halls of Night Entrance

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

Along the southern cliffside of Fasach-larran, the entrance to a small tomb can be found. Only wargs and hill-beasts can be found in the surrounding area, instead of the expected wights or shades. Within the tomb some skeletal remains can be found sitting upon a throne. Those foolish enough to approach the remains will be pulled in to the Halls of Night, a realm of the dead. Underneath a starry sky, these halls are commanded by the Rogmul sorcerer Nightmare.

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.

Note: 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 .

NPCs

Deeds

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

Quests

Involving:

Mobs

The following creatures are found within this area:

Bosses

Level Name Difficulty Genus Species Morale Power
40+ Nightmare Elite Master Ancient Evil Rogmul 19,307+   1,950+  
40+ Panic Elite Master Ancient Evil Shade 23,169+   2,340+  
40+ Terror Elite Master Ancient Evil Shade 23,169+   2,340+  

Tactics

Trash:

  • 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.

Lore

"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..." — Instance Text

Drops

Level 75
Tier 2 Chests

Level 105
All Chests

Challenge Chest only

Maps

Click for larger image

Gallery

The entry hall within the shadow realm The inverted chamber of Panic Rocky passage to the one of the boss chambers Ramp up to Nightmare's chamber The damp, puddle filled room of Terror The tomb from which one enters the Hall of Night

External Resources