Types of item traders that can currently be found in Middle-earth in alphabetical order:


  • Blue Mountains Merchant (*)
  • Blue Mountains Miner
  • Blue Mountains Smith
  • Bree-land Market Traders
  • Dalish Baker
  • Dalish Blacksmith
  • Dalish Merchant (*)
  • Dorwinion Merchant (*)
  • Dorwinion Vinekeeper
  • Dorwinion Vintner Elf
  • Dúnedain Blacksmith
  • Dwarf Miner
  • Dwarven Smith
  • Galadhrim Smith
  • Galadhrim Wanderer (*)
  • Gondor Traders
  • Hobbit Bartender
  • Hobbit Farmer
  • Hobbit Orcharder
  • Iron Hills Merchant (*)
  • Lindon Smith
  • Rivendell Smith
  • Rivendell Wanderer (*)
  • Rohan Traders
  • Taurethrim Farmer
  • Taurethrim Shaman
  • Taurethrim Smith
  • Wood-elf Smith


  • Angmar Orc Trader
  • Coast Southron Traders
  • Dol Guldur Orc Trader
  • Dunlending Bartender
  • Easterling Traders
  • Gulfing Traders
  • Gundabad Orc Scrounger
  • Half-troll Scavenger
  • Harnennor Traders
  • Merchant of Harad (*)
  • Mordor Orc Trader
  • Morwaith Huntsman
  • Morwaith Hutmaker
  • Nomad Merchant (*)
  • Nomad Traders
  • Umbar Traders
  • Uruk Trader
  • Wicked Dwarf


Oddment Collector (*)

(*) These traders travel Middle-earth. See this page for more details.

See the traders’ individual pages for information on where to find them and what they will trade with you, as well as other information.

Player selection[]

(Note that we are not in the newest Minecraft version. The wiki might have information that doesn’t affect our current version.)

When a command wants a argument, you can type a player’s name or a player selection code. The target selection code consists of one target selection variable and optional additional selectors in squared brackets for closer selection. You can invert an additional argument by setting an behind the mark.

Target selection variables
@p Selects the nearest player
@r Selects a random player, anywhere in the world
@a Selects all players.
Additional arguments
c maximum number of selected players
r maximum distance from the command source
rm minimum distance from the command source
m the player’s gamemode
l maximum experience level of the player
lm minimum experience level of the player
name a specific name of the player
score_name only selects players whose scoreboard-score «name» is at most the determined value
score_name_min only selects players whose scoreboard-score «name» is at least the determined value
team the scoreboard-team the player is in


teleports all players that have a «orcsKilled» score of at least 10, that do not have the name «Mevans» and that are not in creative mode to the position x=0 y=~ (the y-coordinate of the command source)  z=0

List of Commands[]


Gives or removes specified achievement to/from yourself or another player. may be used with to remove all achievements. does not work with . Inputting The player is optional. When no player is set, the command will affect yourself.


This command lets you change the alignment of yourself or another player. You can set the alignment to a specific value or add a value to the current alignment. The maximum value for this command is 10000. determines the faction for that you want to change the alignment. It has to be written in capital letters. As of or can be used to affect all factions at once. The player is optional. When no player is set, the command will affect yourself.
sets the alignment of the player to the Mordor faction to 50, regardless what is was before.
reduces Mevans’ alignment to all factions by 500.
This command displays the target player’s alignments. This is useful for server admins.
This command toggles, if matter or not.


See Conquest for more details.

Use this command to , or to, a faction’s conquest value at the player’s location (or a specified set of coordinates).
Using adds the specified amount of conquest to a central location (either the player’s location or a set of coordinates) and then in a radius around it (in the same way that killing enemies does in normal gameplay).
Use this command to clear the conquest at the player’s location or a specified set of coordinates.
Use this command to view the global conquest rate (normally 1.0) or (by specifying a ) set the global conquest rate.

Date and Time

Using will tell you the date
Using will change the date like the vanilla Minecraft command
Sets Middle-earth time to in ticks. A whole day-night cycle has 48,000 ticks (40 minutes, 1200 ticks per minute), 0 is sunrise, 12,000 is midday, 24,000 sunset, 36,000 midnight. equals 1,440 (shortly after sunrise), equals 28,800 (about 2 hours after sunset). Unfortunately there is no get option for it.

Faction Relations

Using sets a relationship between two factions using the faction alignment names (found on the factions pages) and one of 5 relation values:
Using resets all faction relations to their default setting.

Fast Travel

This command changes the default minimum and maximum times (in seconds) a waypoint can be fast travelled to following a previous fast travel.
This command lets you set the time since last fast travelling. You can use it to allow immediate fast travelling by using ‘max’ (or a similarly high number). The command can also be used on any other player, not only on you, when you define a player name.


This command can be used to create, remove and fully customize Fellowships through the console.
This command binds a default Fellowship to the /fmsg chat, thus removing the requirement of adding the Fellowship name after /fmsg, which makes conversation between members faster and allows more words per message. (Note, the permission node for this is «lotr.common.command.LOTRCommandFellowshipMessage» for normal players)
Note: can be used in place of .


This command summons invasions. The is specified by the and then an underscore followed by the (if applicable). An example command would be or . The is how many NPCs have to be slain for the invasion to be defeated, which defaults to a random number as with a normal invasion (normally around 30-50).

Pledge Cooldown

This command sets the cooldown between breaking a pledge and being able to make a new pledge to the specified number of ticks.

Structure Timelapse

Enables/disables timelapse mode for structure spawners. Sets waiting time between single blocks to (in milliseconds). Don’t use this for huge structures like pyramids, it takes forever! Warning: Might be buggy!


This is equivalent to the summon command, because the summon command has no support for mobs from mods. It has the same syntax and works completely the same. Note that you need to add a prefix to every entity name.
This will summon a troll that doesn’t turn to stone in the sun () and that can’t move ().


This command unlocks all waypoints within a specified region for yourself or another player. Inputting will affect all regions at once. The player is optional. When no player is set, the command will affect yourself.

Usage of vanilla-commands for LOTR specific actions[]

The gamerule-command was not added by the Mod, but these two gamerules were. They are no longer in effect since .
enables/disables the Middle-earth respawn option when no bed could be found (respawn ~2000 blocks around the death point). Default:
enables/disables the effect, that lets orcs fight each other sometimes in skirmishes. Default:
This command can run LOTR-sounds too! The available sounds are listed in the Mod’s file that can be found in the Mod in . The sounds themselves, can be found in . Note that you need to add a prefix to the sound name.
To specify a LOTR block, you have to add prefix to the block name. For items you have to add . Press to see a full list of items and blocks. IDs (instead of item names) work normal, but won’t be possible anymore in 1.8.
The vanilla command can summon mod entities in the same way as does. The only difference is that the tool won’t show LOTR-entities when you use . Add the prefix to the entity name as usual.
CustomNames for LOTR-NPCs will be overridden by the NPC Name and have no effect.

The Alignment Meter[]

The alignment meter shows the selected faction and your current rank for it — «stranger» in the beginning. Use the arrow keys <left> and <right> to display another faction. <Up> and <down> cycles through different groups — Westlands, Rhûn, Harad. The gold ring indicates, how far you made it to the next rank — in the example a bit over halfway from «Esquire» (+500.0) to «Captain» (+1000.0). After you earned or lost alignment, the exact number will be displayed for a short time (see third bar below).

If you are far from a faction’s location, then your alignment bar will look much like the one above. However, if you enter a region of Middle-earth where a faction is active, then your alignment bar will show arrows on the left and the right, like the one below:

If you see these arrows, it means this alignment meter is «active», meaning that you’re in that faction’s Area of Influence, and that killing NPCs will have an effect on your alignment. The arrows will become less visible (see the bar below) as you move further away from the centre, and will disappear entirely when you are completely outside.

If you decide to pledge to the displayed faction, the gold ring will be replaced by a red seal. Note that in the example, it moved slightly up in the next bar, as the player earned a bit of alignment (793.5 -> 794.1):

This means that killing Gundabad Orcs in the Lone-lands for example won’t affect the player’s alignment with the Rohan, unless there are Rohirrim nearby. This commonly happens with hired armies, or using for example. The alignment meter then displays round bullets instead of arrows beside it (see below), in which case kills count half as much as in the full alignment area.

Warg Types[]

Aside from the standard Warg, there are three other types of Warg that may appear in the mod.

Warg Mounts

Sometimes, Orcs spawn riding atop Wargs. When Orcs ride Wargs, the Warg controls how both mobs move. For this reason, Orcs do not require saddles in order to successfully use Wargs in combat.

When close enough to a foe, the Warg and its rider will both start attacking, unless the mounted unit is a ranged unit, in which case attacks start from a distance of 10 meters (from the mounted unit only). If the Warg is slain, then the rider will jump around for a bit before proceeding to attack using its regular AI. The Orc may glitch in and out of the ground after his mount is killed, even while attacking the player.

Only regular Orcs or Orc Archers can ride Wargs; Uruks cannot due to their size.

The One Wiki to Rule Them All has an article on:

Armoured Mounts

Armoured Wargs are simply Wargs equipped with Warg Armour. Wargs of Angmar, Mordor and Isengard that spawn with an Orc rider have a 10% chance of spawning with armour. Wargs without a rider never spawn with armour; they must have a rider for the armour to have a chance of spawning on them. Their behaviour is the same as that of normal Wargs, but their armour makes them much tougher to kill. Gundabad and Utumno Wargs do not spawn with armour at all.

Warg Bombardiers

Main article: Warg Bombardier

Warg Bombardiers are fearsome Wargs equipped with Orc Bombs that perform a devastating suicide attack. Each faction that uses Orc Bombs has a Warg Bombardier (Angmar, Isengard, Mordor). Utumno and Gundabad do not have Bombardier Wargs.

Benefits of Alignment[]

Most alignment factions share common benefits for gaining alignment with them, such as:

  • Good reputation with NPCs — most NPCs will treat you as a friend and not attack you if you have neutral or positive alignment. (Notable exceptions being the Wood-elves, Trolls, and Mordor, who only trust you above a certain alignment).
    • With this comes the ability to talk to the NPCs (they react friendlier).
    • And therefore, the ability to accept mini-quests from the NPCs. You need at least neutral alignment for that.
  • To be feared by some NPCs if you have less than -500 alignment with their faction (they will flee if the player comes close to them, but some ranged units still shoot arrows or crossbow bolts when the player hasn’t arrived the close range but is still in their shooting range). Not all faction NPCs show this behavior, strong faction NPCs like those of Gondor or Mordor won’t flee even if a player has less than -500 alignment with them, and even among the NPCs of weaker factions there are some exceptions like Mirk-trolls, Mirkwood spiders, Trolls and Hill-trolls. Utumno creatures will never flee from any player, because of their permanent -66,666 alignment.
  • Trading — most traders in the Mod will only trade with you above a certain level of alignment. Blacksmiths even have higher requirements than the non-militaristic professions.
  • Unit hiring — the captains in the Mod require a certain alignment before they will let you hire their units. More advanced units require even more alignment, and being pledged to that faction.
    • The cost of hiring a unit goes down as your alignment increases.
    • The costs even get more reduced, when being pledged to that faction.
    • When you achieve +1500 alignment, you can buy a warhorn from most captains.
  • Pledging allegiance becomes available at +100 alignment, allowing conquests for that faction.
  • Use of crafting tables — most factions have a crafting table on which you can craft their weapons, equipment, blocks, and other items. These tables can only be used with positive alignment.
  • Shields — most factions have a shield which becomes available to wear at +1000 alignment.
  • The use of chat titles for a specific faction. These are earned by getting +100 alignment with a certain faction. Most factions have multiple titles, depending on which you prefer. These are a fun way to show your achievements throughout Middle-earth.

The specifics of these things vary between factions. Some factions also have other benefits; see the table below for full details.

Pages to Visit[]

This Wiki contains information relating to nearly every aspect of The Lord of the Rings Mod. Some of the major ones that new players should read about are listed below. Emphasis on major ones; the links for the pages below only make up a small portion of the Wiki’s content, due to the size of this mod.

As always, the Wiki contributors and the admins are happy to answer any questions you may have, but be sure to check the FAQ first!

If you have a suggestion for the mod, feel free to give it to the admins at the Suggestions Forum.

A summation of some of the most important gameplay tips for new players can be found here.

If you don’t know which faction to choose, visit this page.

Concerning Gameplay Mechanics

The Men of Gondor fighting against Southrons in Ithilien.

Achievements — Several goals for you to accomplish in Middle-earth
Alignment — Determines your friends and enemies in Middle-earth
Brewing — Make yourself a variety of drinks
Building Tips — Learn how to build in the style of any faction
Commands — Set alignment, gamerules, and more
Compatibility with other mods — Learn which mods are compatible with the LotR mod, and which ones are not
Elven Portal/Morgul Portal — Provides a way back to the Overworld
Factions — choose your own folk
Fast Travel System — Get to places quicker
Fellowship — Band together with other players with this party system
Invasion — Be prepared to run or fight!
Mini-Quest System — Perform tasks to earn rewards
Modifiers — The mod’s own Enchanting system
Optimizing Performance — Tips to help you get the most out of this mod
Player Respawning — Handy for long distance travelers
Player vs. Player — Know how to fight your foes in Middle-earth
Regions — Explore Middle-earth in its entirety
Resource Packs — Customize your mod
Roads — The road goes ever on and on…
Shields — The new «Cape»
Shire Reckoning — Keep track of the date in Middle-earth
Trading — Buy or sell items with silver coin currency
Title — Ways you can show off your reputation
Unit Hiring — Build your own army

Concerning Blocks and Items

A rich Dorwinion citizen.

Ancient Items — Yield useful weapons/armor, even if it isn’t that of your faction
Banners — One for each faction, used to protect an area or grant buffs to your hired troops
Crafting table — To craft faction-specific recipes
Ent-draught — A magical drink for friends of Fangorn
Horn of Command — Summon or «freeze» your hired troops
Lore Texts — Books of poems, riddles and stories found randomly around the world.
Mithril — The new «diamond»
Mystery Web — Right-click to discover what’s inside, but be prepared to run
Plate — Contains food
Pouch — Expand your inventory
Saddle — Now craftable, and very useful
Sword of Command — Grants the ability to target an area for hired troops to attack
Vessels — Contain drinks
Weapon Types — A rundown of new weapons added in the mod

Concerning Mobs

A fearsome Balrog wielding a fiery whip.

Balrogs — The Demonic servants of Morgoth
Bandits — The most likely cause of lost possessions
Dwarves — Short folk who dwell under mountains
Elves — The oldest, wisest, and fairest race in Middle-earth
Ents — Shepherds of the forest
Hobbits — The peaceful folk of the Shire
Horses — A suitable mount
Men — Mortal humans
Orcs — A foul race bred for evil
Trolls — Large and unintelligent creatures
Uruk — Powerful mutant Orcs bred by Saruman
Wargs — Wolves of evil

Hint: Far Harad is home to many exotic creatures that cannot be found anywhere else in Middle-earth. Be wary though! Some of them are hungry predators.

For information on how best to fight each of these mobs, look here.

Concerning Structures

Elven houses in Rivendell

Angmar Tower — Ruins of evil
Dol Guldur Tower — Its looks are fearsome enough
Dunlending Hill Fort — Dunlending strongholds
Dwarven House — The doors are visible only at night
Dwarven Mine — Better than abandoned mineshafts
Galadhrim Treehouse — Homes of the Galadhrim Elves
Gondor Fortress — Contains a beacon of Gondor to call for aid or to entertain pyromaniacs
High Elven Hall — A grandiose Greek-like haven
Hobbit Hole — Home sweet home for halflings and gluttons
Mordor Tower — Layer upon layer of Orcs
Rohan Fortress — Reenact the Battle of Helm’s Deep here
Southron Settlement — A stunning southern-style complex of , , , and fields
The Pits — Experienced players only! Entrance to Utumno
Wood-elven Tower — Strongholds of the Woodland Realm

There are many more generated structures in the mod; see here for a more comprehensive list.


Notice: The description below is from The Lord of the Rings and the rest of the Legendarium, therefore it may not fully match features in the mod.

Ents, or Onodrim (meaning Tree-Host in Sindarin), were created by Eru Ilúvatar on the request of Yavanna, one of the Valar, when she saw Aulë’s children, the dwarves. They are tree- and also Huorn-herders, protecting their home from any evil creature that would venture into it.

When they first came into existence — around the same time as the Elves — they did not possess the ability to speak. The Elves taught them Quenya, which some still remembered at the end of the Third age. At the time of the War of the Ring, they mainly speak Entish, a slow language utterly incomprehensible to outsiders, but some, such as Treebeard, can also speak Westron.

Ents have been known to have many shapes, colours, differences in girth; and height, and length of leg and arm; and in the number of toes and fingers (anything from three to nine). A few reminded one of beech-trees or . But there were other kinds. Some recalled the chestnut: brown-skinned Ents with large splay-fingered hands, and short thick legs. Some recalled the ash: tall straight grey Ents with many-fingered hands and long legs; some the fir (the tallest Ents), and others the , the rowan, and the linden. But they were all of the same kindred, and all had the same eyes: not all so old or so deep, but all with the same slow, steady, thoughtful expression, and the same green flicker.

«Arrows are no use against Ents. They hurt them, of course, and infuriate them: like stinging flies. But an Ent can be stuck as full of orc-arrows as a pin-cushion, and take no serious harm. They cannot be poisoned, for one thing; and their skin seems to be very thick, and tougher than bark. It takes a very heavy axe-stroke to wound them seriously.» The Two Towers: Flotsam and Jetsum, Peregrine Took

Obtaining Modifiers[]


Modifiers are automatically applied to applicable items when they’re crafted, or when they’re generated in the world. If the modifiers on something aren’t suitable, it’s always possible to reforge that piece of equipment using an anvil to get better modifiers, for the material cost involved in forging the item in the first place. If you don’t like spending materials on reforging, it’s possible to go to a trader and have the equipment reforged for you, though it’ll cost you some cash. In fact, it is rumoured that the most powerful modifiers can only be obtained from traders…

Be careful! When combining item modifiers, positive and negative modifiers will end up offsetting one another! There is a maximum of three modifiers on any given item — with the exception of some ‘special’ modifiers such as the banes and Utumno modifiers, which do not count towards the three-modifier limit.

There are several modifiers which cannot be obtained by reforging.

  • All banes except wraith — Kill 100 — 250 elves/dwarves/orcs/trolls/wargs/spiders/wights (melee weapons only). The exact number of kills needed is determined randomly.
  • Wraithbane — Obtained only from ancient items
  • Infernal — Combine a Flame of Udûn with your weapon on an anvil.
  • Chilling — Combine a Chill of Daedelos with your weapon on an anvil.
  • Headhunting — Combine a Headhunter’s Trophy with your weapon on an anvil. (Can only be used on weapons without «bane» modifiers)
  • True — Combine a Book of True-silver with any piece of Mithril Armour.

As of , modifiers can also be obtained by combining equipment with smith’s scrolls in an anvil. These are the mod’s equivalent of vanilla enchanted books, and they each carry certain modifiers. They can be found as loot in various structures, or received as a reward for completing a mini-quest.

Using Cheats

Like vanilla enchantments, it is possible to add these modifiers to any block or item using commands. Simply use the following command:

Or to change the modifiers on an existing item, use:

You can add as many modifiers as you want, however, some may not be useful depending on what you put it on. For instance, putting Fierce on a melee weapon will have no effect on its damage. Unlike vanilla enchants, you can not increase the level to normally unobtainable values for a stronger effect.
In some cases, you can stack the same modifier several times and obtain an equally ridiculous effect; for example, this command will produce a Legendary Legendary Legendary Long Long Long Stick, with +9.0 Attack Damage and 195% melee reach:

This does not work for the and modifiers.


This biome is home to Galadhrim Elves, and due to their vigilant guard, and the powers of the Lady Galadriel, no orcs spawn here. Butterflies spawn here with a trail of coloured light coming from them as they fly. This is a trait unique for Lothlórien.

  • Galadhrim Elf — «Tree-people» who live in the Golden Wood of Lothlórien. They are Elves and can be male or female.
  • Galadhrim Warden — Wardens of the Galadhrim who protect the borders of the land with watchful eyes. Their cloaks allow them to vanish from sight.
  • Galadhrim Elf Warrior — Galadhrim who have chosen to protect their land. They wield and wear Galadhrim armor.
  • Galadhrim Lord — Traders from whom you can hire Galadhrim Elves, warriors, and archers. They spawn in .
  • Galadhrim Smith — Traders that spawn in Galadhrim Smithies. They can buy minerals and other materials and sell Galadhrim armour and equipment.
  • Butterflies — Butterflies spawn here with a trail of coloured light coming from them as they fly. The trail can be yellow, blue, white or green. This is a trait unique for Lothlórien.


Once they have been placed on the ground, gates function exactly as doors do. When right-clicked on, they become transparent, and can be walked through. When right clicked on again, they become opaque, and cannot be passed through.

Gates, like doors, can also be opened when a Redstone signal is applied to them. However, gates are different than doors in one large way. They are placed as one block, and can be expanded upon to create massive doors. There is no known limit to how large a gate can be, however a gate will only open in a 16 block radius from where you click on it or where a Redstone signal is applied.

A gate cannot be opened when holding any kind of gate block, or any type of ranged weapons. This is nice for building large gates in precarious places. Also, gates of any kind (see below) will mesh with each other to become one large gate, instead of two small ones.

One block gates can be used as arrow slits/doors. Placing gates from above results in trapdoors useful for murder holes and traps.


  • Flowers — A version of the biome with an abundance of flowers.
  • Forest — A more forested version of the biome.
  • Steppe — A very flat version of the biome.
  • Barren Steppe — A steppe, but with no trees. Structures generate here very commonly.
  • Hills — A hillier version of the biome.
  • Mountain — A mountain that rises from the surrounding terrain.
  • Light Forest — A lightly forested version of the biome.
  • Dense Forest — A densely forested version of the biome.
  • Dead Forest — A version of the biome forested with dead trees.
  • Forest Hills — A forested version of the hill variant.
  • Scrubland — Scrublands are typically areas with very poor, sandy and/or rocky soil. This results in very little tree growth and the vegetation is dominated by low growing scrubs (stunted trees / shrubs) and bushes.
  • Scrubland Hills — The scrubland hills are a hilly type of scrubland.
  • Aspen Forest — A forest dominated with aspen trees.
  • Birch Forest — A forest dominated with birch trees.
  • Beech Forest — A forest dominated with beech trees.
  • Maple Forest — A forest dominated with maple trees.
  • Pine Forest — A forest dominated with pine trees.


At an alignment level of +50 with certain factions, players become able to ride that faction’s Wargs. Wargs must be tamed before they can be ridden, a process that is much like taming horses. To tame a Warg, the player must right-click it to get on it; after a few seconds, the Warg will most likely throw the player off. This must be done repeatedly until the Warg decides it likes the player (feeding the Warg meat can speed up this process). Once a Warg accepts a player, it becomes tamed and will not despawn.

When unequipped, tamed Wargs will wander around as they normally do, taking mounted players along for the ride. To properly ride a Warg, the player needs to put a saddle () on it. Riding a Warg is similar to riding a horse; by default, the player right-clicks to mount, uses the WASD keys to move, and the left shift button to dismount.

Note that if an NPC attacks a Warg the player is riding, the Warg will bite the NPC. Wargs do 3 () points of damage to an unarmored NPC when the player is still riding the Warg.

Players can heal tamed Wargs by feeding them meat — this includes raw meat, cooked meat, and even rotten flesh (). Just like with wolves in vanilla Minecraft, the angle of the Warg’s tail indicates how much health it has. A horizontal tail angle means it is at full health; as this health decreases, the tail starts to point downward.

Players can equip tamed Wargs with Warg armour to give their mounts a formidable boost in protection.


The basic faction system, menu, and areas of influence were added to the renewed version in , with the basic alignment system and ranks following in . Although they are lacking the NPCs, structures etc. that make up factions in the legacy version, these are important steps. Also of note is that the ‘Gundabad’ faction has been renamed to the ‘Northern Orcs’, Angmar has been restyled as largely hillmen-focused, and the ‘Lossoth’ faction has been added.

Furthermore, the gender preference setting for ranks has been made a toggle in the ranks menu as shown below — and any rank can be made masculine or feminine by using a translation file.