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FellowshipsTrading
You can initiate a trade with anoth-
er player character by right-clicking
on the character and selecting the
Trade option. You must be near a
person to initiate trade. If he wants
to trade with you, he selects Ac-
cept, and the Trade window opens.
The Trade window has two panels.
One panel is for you to offer goods
and money to the other player. The
other is for you to view the goods
and cash the other player is offering.
You can click on an item the other
player is offering to check its stats.
When you consider the trade to be
fair, click Trade. When both of you
accept the trade, the goods and cash
change hands.
If you want to give another player
goods or money as a gift, just open
a Trade window, put the gift into
it, and click your acceptance of the
trade without waiting for the other
to reciprocate.
Mail
At various locations around
Middle-earth you will notice mail-
boxes where mail can be sent and
received. For example, mailboxes
might be found along a road or in-
side a hall. Mail can be a simple let-
ter to a companion, or you can also
choose to send money or an item. A
nominal fee is charged for sending
mail. Note that bound items may
not be mailed.
When you have a letter waiting for
you, an envelope icon will appear
on your general game screen.
Leveling Up
As you complete quests and defeat
enemies in Middle-earth, your
character gains experience points
(XP). Your XP bar at the bottom of
the screen shows you how much XP
you have, and how much you need
to reach your next level. As you level:
you gain access to new active and
passive skills (but not every level)
your skills get more powerful
your stats increase
you can use more powerful
weapons, armour and other
equipment
you gain access to more Trait slots
Each time you level up, you
should fi nd one of your class
Trainers to see if there are any
new skills for you to purchase.
A fellowship is a group of
adventurers who have banded
together to complete quests, or
just to hunt and increase their
skills. Formally grouping with
other adventurers makes it easier
to communicate and monitor
each other’s status within the
fellowship. Most importantly, it
equitably divides earned experience
between members of the fellowship
and it gives all members credit if
they are present when an objective
is accomplished. (For example, if
your quest objective is to defeat a
Blackwold leader, and you spend
all your time in the battle restoring
others, you still get credit when the
leader falls.) A fellowship can have
up to six members.
A fellowship is far more powerful
than the sum of its individual parts.
You accrue experience much faster
as part of a fellowship than you do
while adventuring alone, and the
aid of a fellowship is absolutely es-
sential to get through many of the
more diffi cult quests in the game.
If you are the leader, you can invite
other players into the fellowship:
right-click on a player and select
Invite. If the player is not in view
at the moment, use the slash com-
mand /invite <name>. When
another player invites you to group,
you are given a choice to accept
or decline. It is perfectly fi ne to
decline an invitation if you prefer to
adventure alone for the moment.
When a player accepts an invitation,
a fellowship is formed. The player
who issued the invitation becomes
the leader. Only the leader can issue
further invitations to bring new
players into the fellowship.
Once you are in a fellowship, you
can send chat messages that are
visible only to your fellowship by
using the /fellowship (or just /f)
command. Fellowship chat is visible
to everyone in the fellowship, no
matter how far away they are from
one another. Once you have sent
a fellowship message, your default
chat option will remain set to Fel-
lowship mode until you quit the
fellowship or change the chat mode
with a new command. To send a
normal chat message while in de-
fault Fellowship chat mode, use the
command /say <message>.
The leader of the fellowship also
has the power to disband it, or to
kick a player out of the fellowship
if that player becomes annoying
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