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Carn Dûm

[ Deutsche Version ]

Here is a guide to Urugarth.

Contents

Lore

Carn Dûm (“Red Halls” or “Red Valley”) is the fortress of the Witch King in Angmar. Being abroad with the other Nazgûl hunting the One Ring, he has commanded his steward Mordirith to take his place. Mordirith is the end boss of this instance.

Mordirith (“Black Watch”) was once Eärnur, the Last King of Gondor. He was a good man and a fearless warrior, but lacked his father’s prudence. As a prince, he went to beleaguered Fornost in 1974 TA, but arrived too late - it had already been destroyed by the Witch King’s army. In the next year, the Free People reconquered the country. Eärnur and his troups pursued the Witch King into Angmar and expelled him from there as well. The Nazgûl fled south, and in 2002 TA conquered Minas Ithil, which he made his new seat under the name of Minas Morgul. When Eärnur succeeded his father on the throne of Gondor, the Witch King challenged him to win back Minas Ithil in a duel. Eärnur foolishly followed the call, but it was a trap. He was taken prisoner by the Witch King and never seen again by his people. This was the beginning of the time of the stewards of Gondor.

(The rest of Eärnur’s story is a creation of the game designers:) In the Black Book of Mordor, we catch some glimpses at what happened in Minas Morgul. Eärnur’s will was broken in many years until he became Mordirith, a wraith and servant of the Witch King. One of the last things he did as the man Eärnur was to arrange for a friend to smuggle his (Eärnur’s) Elven sword Orthadel (“Rising of the Star”) out of Minas Morgul. It had been the sword of a dear friend who had fallen in battle, and Eärnur didn’t want it to fall into the hands of the Witch King.

Gandalf believed that Dúnachar (“Avenger of the West”), the sword of the ranger Golodir, was that same Orthadel, which somehow became a heirloom of Golodir’s family and was reforged to avenge the death of Golodir’s daughter Lorniel. Neither party, at that time, was aware of the irony that made the previous owner’s sword turn against him. Inspired by the good that he had still in him, Eärnur had thus arranged for the demise of his own corrupted existence.
Golodir wounded Mordirith with Dúnachar, but the blade broke, one half of it remaining in Mordirith’s body. Mordirith escaped, albeit weakened. His ensuing defeats by the fellowships going into Carn Dûm were only temporary. His final demise came by Amarthiel/Narmeleth. who with her last breath drove the other half of the broken blade of Dúnachar into his chest.

After Mordirith’s fall, Elrond prophecied that Eärnur could now “finally go to his long sleep” and “find the peace that he lost so long ago” (Vol. I, Book 15, Chapter 12). But his troubles weren’t over. Eärnur could not die as long as Golodir lived, because their fates were bound together by Dúnachar. He was be given the even mightier form of Gothmog (“Dread Terror”), whom we encounter in the eponymous “Throne of the Dread Terror” as the commander of the forces of Minas Morgul on the Pelennor. Upon hearing of Golodir’s death on the battlefield, Gothmog fled to Minas Morgul, where he could finally be defeated by the ranger Culang and an anonymous hero of the Free People (us).

The instance level is 50, not scalable, and it’s designed for a group of six. It can be accessed by the instance finder and does not need to be “discovered”. It’s the only instance in the “Shadows of Angmar” cluster that has raid locks. These reset three times a week (on Monday, Thursday, and Saturday).

Maps of Carn Dûm

~ Click to enlarge ~

Map of Carn Dûm

Sewers of Carn Dûm, map 1

Sewers of Carn Dûm, map 2 (Helchgam)

 

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Instance Layout

Carn Dûm is a long instance and therefore designed to be playable in several game sessions. It has raidlocks to preserve the progress the party makes.
A possible strategy could look like this:

  1. session: retrieve the Ornate Grate Key (Slave Pens, Urro, Barashal)
  2. session: retrieve the Iron Grate Key (Helchgam, Sálvakh, Azgoth, Avalgaith)
    With the Ornate Grate Key in your possession now, you can access Helchgam's sewers quickly: Go to Urro’s post, enter the smaller part of the sewers and take the first Ornate Grate there. Exit the sewers and take the second Ornate Grate some steps to the north, bypassing the troll area.
  3. session: the Castle. With both keys in your possession, you can now run straight north from the instance to the Fortress.

This is just an example, adjust as you wish.
The keys go to your inventory. Upon use, they are added to your Key Ring and remain permanently yours.
If a group member has the keys from the start, the group can use all shortcuts from the start. It’s considered good style, though, to retrieve the keys for everyone in the fellowship, if possible.

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Walkthrough

This walkthrough shows you how to do all of Carn Dûm - except for the slayer deeds - in a single run.

Preparation:

  • Bring hope tokens. Several bosses, especially Mordirith, will inflict Dread.
  • Wraith bosses will reflect certain damage types, as wraiths do. This can get nasty If your damage output is high, and deadly if your morale is low (Dread!) Melee should have Beleriand damage on their weapons, and hunters should carry Light-oil.
  • Bring potions to relieve the healer. (Not necessary if you have very good equipment and/or a higher level.)
  • Collect the quests you wish to do. Most require pre-quests - see below).
  • At least one group member should bind to the milestone in Tármunn Súrsa, so they can summon the others there for a follow-up quest in the Slave Pens, and for hand-ins after the run.

General advice:

  • The green water is corrupted and deadly on touch. Even some parts of the black crumby earth in the sewers is deadly. Make sure you walk on safe ground at all times (rock and catwalks, and in the sewers, the stony path or the lighter mud).
  • Just as in Urugarth, stealthed Pale-folk Hornblowers will summon elite guards if you don’t kill them quickly.
  • If you want to do the three-tiered deed Champions of Carn Dûm, stick to the order of bosses described here. Each tier of the deed will only unlock when the previous one has been completed. So, e. g., if you skip Helchgam (which is possible), tier 1 remains incomplete, and tiers 2 and 3 will remain locked.

Overview:

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Upon entering Carn Dûm, there are two directions to go: straight ahead towards the Castle and left and down into the Slave Pens. On the path ahead you will soon encounter a locked grate, so take the western path. You should also take this path if someone in the group is on the deed Champions of Carn Dûm, as the order in which the bosses are killed matters (tier 1 first, then tier 2, then tier 3).

Carn Dûm: Entrance

The door on the left leads to the Duvárdain Quarter, but is permanently locked. You will have to find another way there.

The Slave Pens

  • So, from the entrance, go left and down to discover the Slave Pens.
    First, do the quest Lifting the Yoke: Open the huts and free the slaves. Every companion must free two slaves. When everybody is done, return to Tármunn Súrsa and hand in the quest to Éa to receive the follow-up quest The Strongest Back. To be summoned there, you must leave the instance for a minute.
  • Now return to the Slave Pens. There is an Iron Grate in the northwest corner; you will retrieve the key later on from Azgoth, the morroval queen. For now, take the catwalk up and east. Here is the Fell-water Source you need for the discovery deed. It means that Helchgam’s filthy lair is right above you! Continue east, then south/down, east, and north again until you find Urro. It’s an easy fight. After he falls, the gate behind him opens, and you can enter the first part of the sewers.
  • As soon as you enter the platform above the green water, waves of hornblowers will appear. Take them out quickly or they will summon elite guards.
  • If everybody already has the Ornate Grate Key (which also means that they have already defeated Barashal), you can now leave the sewers through the northern exit. On your first visit to Carn Dûm, or for anyone who still needs the key, take the eastern exit to get the key from Barashal.

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Barashal’s Domain (troll area)

If you have entered the troll area by the first Ornate Grate in the sewers, and everybody has the key, you can now directly enter the second Ornate Grate to the north to find Helchgam. Read on there.

If you took the eastern exit from the sewers, you are on your way to Barashal now. This is how to proceed:

  • Trolls will kick. Have the tank stand with their back to a wall or cliff at all times.
  • Follow the catwalks southeast, then south - east - southwest. Then do a u-turn up and northeast. Follow this path (either around the hill or across it - if you go across the hill, drop down to the catwalks again in the north) until you are on long catwalk leading northeast. Do not cross the long bridge to your left yet! Instead continue northeast.
    After a bend, you have to defeat a Gorthorog Champion. At this point, Barashal will yell at his trolls to destroy the bridges, and a timer starts. There is plenty of time though, just continue following the catwalks up, killing the trolls that are battering the bridges. The fourth and last of them is Barashal.
  • Barashal kicks, too, and not just the tank but random members of the group. Have everyone run to Barashal’s platform to fight him there. You need to go there anyway to discover Barashal’s Domain for the explorer deed.
  • Barashal drops the Ornate Key. It goes into your inventory - “use” it to add it to your Key Ring. Now you can use all Ornate Grate shortcuts.
  • Now either return on the same path you came or just drop down south to the lower catwalks. Now cross the long bridge leading west. Attention! There is a gap in the western part of the bridge where you must jump. If you miss, you will fall down and die. It's a classic. Having fallen this far down, you can’t be resurrected. In this case, run back to Urro’s post, enter the sewers, and this time take the northern exit with your newly-found Ornate Grate Key. Upon leaving the sewers, your group is waiting just a few steps to the north.
  • Now you can enter the larger part of the sewers through the second Ornate Grate.

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Helchgam

Helchgam’s quest chain starts in Myrkworth at Imlad Balchorth, and there are three follow-up quests. So if you haven’t done them, do them another time. After your first Carn Dûm run, you can return to Helchgam quickly using the shortcuts.

There are two paths in the sewers (see the map):

  • To fight Helchgam, take the western path.
  • To avoid Helchgam, take the northern path, which leads to the higher level of the cave. Here, you only encounter three morroval mini-bosses. After the third one, you can drop down from the ledge and make your way out of the cave to the west. Attention: Only do this if you have already finished Champions of Carn Dûm tier 1, since each tier of this deed only unlocks after the previous one has been completed. Helchgam belongs to tier 1.

The slime of the sewer slugs gives you a movement debuff. Sometimes it doesn’t expire. In this case, close the game by “close window” or ALT+F4 (or whatever command your system uses to shut down a program). This way, when you log back in, you will still be in the instance. The debuff should then be gone.

Now for the Helchgam fight!

  • Helchgam will engage when you try to cross his room in the south. Both entrances to the cave (east and west) will close, so you must fight. First, kill the three pairs of elite tentacles. After the last pair falls, Helchgam will tear down the pillar by the waterfall.
  • Now the real fight begins. Four tentacles appear at each of the remaining four pillars, while Helchgam remains invulnerable. As soon as you have killed a tentacle group, Helchgam will tear down that pillar. Now the melee can run up to him and everyone can hit Helchgam. Fight him until the water begins to boil and the pillar trembles, then run back quickly! The pillar will crack, and if you are still on it, you will fall into the water and die.
  • After the pillar breaks, Helchgam becomes invulnerable again. Rinse and repeat at the remaining three pillars until Helchgam is defeated.
  • Helchgam can root, so run back in time! If someone gets rooted on a pillar, the others should stop damage until that group member is free again.
  • One important thing: Keep calm. There is no pressure at all because there is no timer. Helchgam destroys the pillars at 75%, 50% und 25% of his morale. If you need a break, hide behind a broken pillar or a rock where he can’t see you, heal up, then continue.
  • The last pillar won’t be destroyed since Helchgam will be dead by then.

After your victory, leave the cave to the west. South of you on the way, you will see an Iron Grate - the same one you saw in the northwest corner of the slave pens. On your first Carn Dûm run, you have no key yet, and this is not where you want to go now anyway. So leave the sewers to the west.
Later on, this grate will be a convenient shortcut to Helchgam and the western parts of Carn Dûm.

Die Quelle des Grauenwasserfalls in Helchgams Höhle

Helchgam’s lair, looking south: This is the Fell-water Source. From here, the green sludge flows down into the Slave Pens, then southeast and south into Urugarth, coming down in a waterfall near Gruglok’s Arena. (We found tentacles for one of the Helchgam pre-quest there, remember?) From there on, it flows on south into Imlad Balchorth and poisons the land there. (This is where we took the poisonous water samples in an even earlier pre-quest.)

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Sálvakh

Follow the stony path west into a tower. On the highest level you will find Sálvakh. You can draw the Angmarim in the first room to your right into battle by attacking the Pale Folk. Doing so in the room to the left may not succeed; in this case, they will be alarmed by Sálvakh himself.
It’s an easy fight. After your victory, leave the tower to the east.

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Erscin’s Rescue

Upon leaving the tower, there are three paths you can take: north to Azgoth, the queen of the merrevail, east towards the castle, and south into the Duvárdain Quarter. Go south if you need to discover the Duvárdain Quarter for the deed or if you are on the quest The Strongest Back. (You need to have done the pre-quest Lifting the Yoke in the Slave Pens.)

  • At first sight, there seem to be no Duvárdain left in the quarter - it has been overrun by Trolls and Angmarim. For the quest, continue south, defeating everything along the way. Around a bend, you will find the last survivors fighting desperately against the invaders. Erscin alone survives the fight.
  • As soon as you talk to him (just let one person do it, the quest will advance for everyone), sleeping trolls appear everyhere around you. The idea is to move past them on tip-toes, but it’s almost certain that someone will draw their attention. In this case, fight, but keep an eye on Erscin who has a tendency to wander off on his own, and will wake up some trolls. Have some party members accompany him at all times.

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Azgoth

Return to the tower, and this time take the rocky path to the north.

  • Groups of merrevail will ambush you on your way from the scaffolds, take care. At Azgoth’s position, Dread is high, you may want to use a hope token. Some adds may join the fight, depending how quickly you burn her down. Still, this is an easy fight.
  • Azgoth drops the Iron Grate Key. “Use” it in your inventory to put it on your Key Ring. Now that you have both keys, you can use every shortcut in the instance and can even proceed from the entrance straight north to the castle.

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Avalgaith

Return to the tower, and then head east into the large courtyard. Here you encounter the Cargul Avalgaith, surrounded by priestesses.

  • You don’t need to clear the place. As long as you don’t approach the other enemy groups, they won’t join in the fight. Maybe take out the patrolling trolls.
  • Approach the Cargul, but don’t attack him. Attack the priestesses instead, one by one (Avalgaith will call them into battle anyway). They will each come with two adds from the Pale Folk and will also try to summon spirits during the fight. When the last priestess is defeated, attack Avalgaith. It’s another easy fight; the reflected damage is no big issue here.
  • Now a gate in the northeast of the place opens, allowing you to proceed east, south, and east again to the main road to the castle. Use your keys to unlock the grates.

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Tárlakh

  • The castle entrance is guarded by Tárlakh, the troll. As soon as you approach him, three waves of Angmarim will come running up from the ramp behind you. Tank and melee, therefore, should remain by the ramp while a ranged class approaches Tárlakh. During the third wave, the tank retreats towards Tárlakh to engage him.
  • Now you can enter the castle.

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The castle

Map of the Witch King's castle

You will now fight a boss on every floor of the castle - see the map.

  • Târlug appears after you have cleared all the side rooms. It’s an easy fight.
  • Mormoz drops from the chandelier, together with another morroval who will immediately run into one of the side-rooms to alarm the bats there. Take her out. If the battle continues, more merrevail may drop down and cause confusion. No big issue, just watch your healer.
  • Merrevail am Kronleuchter
  • Rodakhan will call the whole room into battle! If your group isn’t very strong, clear the side-rooms first. The adds have little morale and can be AoEd down quickly, but a level 50 group may be overwhelmed. As soon as Rodakhan is defeated, Múra appears and revives her. Kill Múra, then Rodakhan.
  • Gúrthul (“Death-breath”) is another wraith, and as such, reflects damage. He reflects 15% of common, Westernesse, Ancient Dwarven, and fire damage as shadow damage. So be careful if you must use these damage types and hold back if necessary. Melee should have Beleriand damage on their wepaons, and hunters should use Light-oil. Gúrthul’s reflection buff is no corruption and cannot be removed.
    Terrible Retribution
    “Terrible Retribution” - no corruption, can’t be removed.
  • Gúrthul also inflicts Dread, making his damage reflection more of an issue since it reduces your maximum Morale. This allows you to practice for Mordirith, the third and final wraith boss, who also reflects damage and whose Dread is huge.
  • At the beginning of the fight, Gúrthul splits up into 6 ghostly apparitions of himself, which withdraw into the side-chambers. Then they attack, one by one. Each one will call out a class and try to incapacitate that class. Yellow loremasters can prevent this with “Sign of Power: Righteousness”. It would be a good idea to place it on the healer if they get called out. Take care though, as Gúrthul can also remove stun protection or reapply the debuff. If the tank gets taken out, have an off-tank ready or kite. Gúrthul can also mezz players ("Sleep now", "Rest now"). Survive, and try to take the images down as quickly as possible.
  • Finally, the true Gúrthul appears and can be defeated. He will not call out classes anymore but will reflect, of course.

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The top floor

On the top floor of the castle, there is a long hallway with doors left and right and at both ends. The throne room, to the north, is locked. Run to the south end and step through the door there to discover the Witch King’s Watch for the deed and a spectacular view.

Looking down from the Witch King's Watch

Head back into the castle. On your way back to the throne room, open the doors left and right and fight the enemys in there. Opening one door will open the one opposite as well. When all enemies are defeated, the magnificent throne room will unlock.
Read on before you engage Mordirith.

The throne room in the castle of Carn Dûm

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Mordirith

Some advice first:

  • Mordirith is a wraith, too, and thus will reflect common, Westernesse, Ancient Dwarf-make, and fire damage. 15% of these damage types will be reflected as shadow damage. This is how some classes, even on a much higher level, can kill themselves fighting Mordirith. Fire DoTs are also a great culprit; you may want to avoid them. If possible, use light, lightning, and Beleriand damage. Hunters should use Light-oil. If you must use the reflected damage types, hold back so the healer kann keep you up. (They will possibly run into a power problem as well if they have to heal to often.)
    The reflection ability can also root you, which can make you more vulnerable to kicks into the lava.
    This is the buff icon, again:
    Terrible Retribution
    “Terrible Retribution” - no corruption, can’t be removed.
  • Use fortifying food with fear resistance. Mordirith uses fear abilities to prevent you from blocking, parrying, and evading, and to inflict shadow damage.
  • Positioning: That pretty eye does look inviting, but remember its owner is no friend. A better position for this fight, especially for ranged, is the ramp leading up to the throne. Here, you can’t be kicked into the lava, a thing several enemies during this fight, including Mordirith, will try to do. Stand aligned with the ramp, with your back to the throne, because you can still be kicked off the sides of the ramp. Let the healer stand in the back, so the rest of the group can protect them from incoming enemies.
    If you need to AoE, run to the eye to do it, then return to your post.
  • Don’t stand with your back to the entrance. If you get kicked too far back, the fight will reset.
  • Use potions to allow your healer to preserve power. The fight may last long, and Dread will be a major issue, so relieve their resources as much as possible.

There are two phases in this fight:

Phase 1: Mordirith calls ghostly apparitions into the battle.

  • At the beginning: apparitions of himself - AoE them (they don’t reflect).
  • 75%: Crawling Arms - AoE them.
  • 50%: 4 Wood Trolls - beware of the kicks!
  • 25%: 2 Giants - kicks, again!
  • towards the end: more apparitions of himself - AoE.

At the end of this phase, he regains full morale, and phase 2 begins.

Phase 2:

  • Good news: He won’t kick anymore now.
  • He will summon a giant column of fire on the eye, which inflicts high Dread.
  • Dread is your most dangerous enemy here, since it also renders the reflection more deadly. Use hope tokens and abilities.
  • More apparitions of Mordirith - AoE them.
  • 15%: Fell Spirits - kill them or just tank them and focus on bringing down Mordirith.
  • If you run out of power, auto-attack him.

When Mordirith is defeated, you are ready for the final and most glorious moment of the instance: the snapshot on the throne!

The Witch King's throne

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Quests in Carn Dûm

All quests in Carn Dûm require pre-quests. If possible, do them in advance of your first run. If you can’t, it’s no big issue, since you will visit Carn Dûm several times anyway to complete the slayer deeds.

Helchgam quest chain

  1. Foul Waters (Thorod in Myrkworth): Take water samples from the eastern pools of Imlad Balchorth.
  2. Discovering the Source (Thorod): Take samples from the western pools.
  3. Further Upstream (Thorod, then Firmeg in Gath Forthnír): Find proof of an evil presence in Urugarth (the tentacles near the waterfall).
  4. Heart of the Waters (Firmeg, then Rhodelleth in Tármunn Súrsa): Defeat Helchgam in Carn Dûm.

Barashal quest chain

  1. Moving Mountains (Táni in Tármunn Súrsa): Defeat Dushkâl and 10 trolls in Urugarth.
  2. Lord of the Gertheryg (Táni): Defeat Barashal in Carn Dûm.

Azgoth quest chain

  1. The Winged Host (Thoriel in Gath Forthnír): Defeat 3 merrevail and 5 bats in Himbar.
  2. Cries of the Host (Thoriel): Defeat Iarvael in Himbar.
  3. Queen of the Host (Thoriel, then Glyn in Tármunn Súrsa): Defeat Azgoth in Carn Dûm.

Erscin quest chain

  1. Lifting the Yoke (Éa in Tármunn Súrsa): Free 2 slaves in Carn Dûm.
  2. The Strongest Back (Éa): Rescue Erscin in Carn Dûm.

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Deeds in Carn Dûm

The Enemy’s Stronghold: Find

  • the Slave Pens: Amid the foul waters of Carn Dûm lie the slave-pens of the Trév Duvárdain. It is here that those who have challenged the might of the Steward of Angmar are pressed into his service against their will.
  • Barashals Domain: The Gorthorog-captain Barashal commands his minions from this post within the eastern crags on the outskirts of Carn Dûm.
  • Fell-water Source: The water you found in this place was a putrescent green, contaminated with the vile poisons of Carn Dûm.
  • Duvárdain Quarter: While Carn Dûm has its enemies, there are those that call it ally as well. Among them are the Hillmen of the Trév Duvárdain. This alliance has granted the Trév Duvárdain a district of their own within the city.
  • Castle of Carn Dûm: It is from the Castle of Carn Dûm that the Witch-king of Angmar oversaw his domain, and it is from here that Mordirith, the Steward of Angmar, does the same.
  • Seat of the Witch King: The seat of the Witch-king is a well-appointed room adorned with vicious-looking statues and ornaments. It is here that the ranger Golodir confronted Mordirith in battle and forced retreat upon the Steward of Angmar.
  • Witch King’s Watch: Looking south over the sprawl of Carn Dûm, this balcony affords the perfect location to survey the whole of the city.

Reward: 5 Points, 2000 Virtue XP, 700 Reputation (Council of the North)

Plans of War: The Plans of War are unspecific, i. e. not thematically bound to certain types of enemies, as are the Marching Orders of Urugarth. Here is where I found them:

  • Seite 3: a Krahjarn Heaver on the way to Barashal
  • Seite 7: a Krahjarn-Wache in the Slave Pens
  • Seite 10: a Duvárdain Venom-master in the Slave Pens
  • Seite 11: a Swift-talon Morroval on the way to Azgoth (this page seems to drop from merrevail only)
  • Seite 18: an enemy in the Duvárdain-Quarter
  • Seite 27: the second Gúrthul apparition (this page seems to drop from wraiths only)

Reward: 10 Points, Title: Foil of War, 700 Reputation (Council of the North)

Champions of Carn Dûm (tier 1): Defeat

  • Urro
  • Barashal
  • Helchgam

Reward: 5 Points, Title: Warden of the Ashen Wastes, 700 Reputation (Council of the North)

Champions of Carn Dûm (tier 2, must be unlocked by completing tier 1): Defeat

  • Sálvakh
  • Azgoth
  • Avalgaith
  • Tárlakh

Reward: 5 Points, Title: Master of the Ashen Wastes, 700 Reputation (Council of the North)

Champions of Carn Dûm (tier 3, must be unlocked by completing tier 2): Defeat

  • Târlug
  • Mormoz
  • Rodakhan
  • Gúrthul
  • Mordirith

Reward: 10 Points, 2000 Virtue XP, Title: Lord/Lady of the Ashen Wastes, 700 Reputation (Council of the North)

The Orcs of Carn Dûm (100)
Reward: 5 Points, Title: the Brave, 700 Reputation (Council of the North)

The Orcs of Carn Dûm (Advanced) (200)
Reward: 10 Points, 2000 Virtue XP, 700 Reputation (Council of the North)

The Trolls of Carn Dûm (60)
Reward: 5 Points, Title: the Courageous, 700 Reputation (Council of the North)

The Trolls of Carn Dûm (Advanced) (120)
Reward: 10 Points, 2000 Virtue XP, 700 Reputation (Council of the North)

The Angmarim of Carn Dûm (100)
Reward: 5 Points, Title: the Fearsome, 700 Reputation (Council of the North)

The Angmarim of Carn Dûm (Advanced) (200)
Reward: 10 Points, 2000 Virtue XP, 700 Reputation (Council of the North)

Ancient Evil of Carn Dûm (30)
Reward: 5 Points, Title: the Fearless, 700 Reputation (Council of the North)

Ancient Evil of Carn Dûm (mittelschwer) (60)
Reward: 10 Points, 2000 Virtue XP, 700 Reputation (Council of the North)

The Slugs of Carn Dûm (100)
Reward: 5 Points, Title: Slug-wrangler, 700 Reputation (Council of the North)

Vignette

Meta-deed: Downfall of Carn Dûm

  • Plans of War
  • The Enemy’s Stronghold
  • Champions of Carn Dûm (tier 3)
  • The Orcs of Carn Dûm (Advanced)
  • The Trolls of Carn Dûm (Advanced)
  • 'The Angmarim of Carn Dûm (Advanced)
  • Ancient Evil of Carn Dûm (Advanced)
  • The Slugs of Carn Dûm

Reward: 10 Points, Title: Crusader of Carn Dûm

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The way to Tármunn Súrsa

Tármunn Súrsa is an important quest hub for Urugarth and Carn Dûm. If you want to go there by yourself (not by summon), you need the Gates of Carn Dûm Key at the city gates (12.1N, 29.6W in the east and 8.9N, 35.3W in the west). You acquire the key in the epic quest Vol. I, Book 7, Chapter 8. “Use” the key in your inventory to add it to your Key Ring.

The usual path there is from the south through Rhunendin (and many elite and elite-master enemies). An easier way is through a short bit of Bogbereth’s Lair. Enter the caves at 12.1N, 26.9W and keep left. At 12.5N 26.5W, there is a small path leading up and out again. It ends at 11.99, 28.7W in northern Rhunendin.
Once in Rhunendin, keep right and north along the cliff, then west, sneaking past two trolls to your left and the Cargûl Garthamendir to your right. Just leave him alone unless you have Areneth’s quest (from Gath Forthnír) to defeat him. Continue west and then, behind the small building, south along the green pool of water. You will now be at the bottom of the ramp leading up to the Gate of Shadows.

Opening the gate is an induction, so unless you can send a pet to tank the guards, you will have to fight them. Kill the patrolling troll first. The right troll at the gate can be pulled separately, the left one will attack together with the Cargûl.
After the gate, you can ride straight through if you can sustain some blows just in case. The gate to Tármunn Súrsa can be opened while running, and behind it, the Clan Watchmen will take care of any enemies still pursuing you.

Now you can bind to the milestone at Tármunn Súrsa.

Going to Tármunn Súrsa through Bogbereth's Lair

A third path starts in Dûn Covád in western Angmar. In the northeast corner at 7.1N, 38.7W, a ramp leads up to a mountain path that leads you to the town of Carn Dûm. Dûn Covád is full of elite enemies, but they are only level 44-45. Only at the end stands an elite Angmarim lvl 50; you can ride past him. At the city gate, you will need the Gates of Carn Dûm Key from the epic quest. Inside Carn Dûm you will encounter elite enemies level 50-52, who can all be fought separately. Sneak past the elite masters.

Going to Carn Dûm from Dûn Covád

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Class items

These are the high-tier items for the level-50 Class Quests:

Carn Dûm:

  • Ashen Gorthorog Horn (Târlug): Brawler, Minstrel, Rune-keeper
  • Crimson Gorthorog Horn (Barashal): Beorning, Brawler, Guardian, Warden
  • Cruel Talon of Azgoth: Burglar
  • Putrid Slime of Helchgam: Beorning, Captain, Hunter, Mariner, Minstrel
  • Medaillon of Passage (Urro): Captain, Hunter, Mariner
  • Rune of Winged Dominance (Mormoz): Hunter, Minstrel, Rune-keeper
  • Rune of Evil Presence (Sálvakh): Lore-master, Warden

Urugarth:

  • Insignia of Battle (Sorkrank und Burzfîl): Burglar, Champion, Hunter
  • Teeth of the Gorthorog (Dushkâl, Brízrip, Thordragh): Captain, Warden
  • Goblin Badge of Rank (Akrûr): Brawler, Burglar, Lore-master, Minstrel
  • Flawless Scale of Lhugrien (Lhugrien): Champion, Guardian
  • Bloodstained Tally Stick (Gríshakrum, Dafrim, Kughûrz): Champion, Mariner, Warden
  • Warg-keeper’s Token (Athpukh): Burglar, Guardian
  • Sigil of War (Gruglok): Beorning, Brawler, Champion, Guardian, Rune-keeper
  • Emblem of Ritual (Morthrâng): Lore-master, Mariner, Minstrel
  • Badge of Command (Lagmâs): Beorning, Captain, Rune-keeper

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