Breaching the Necromancer's Gate

The Necromancer's Gate marks the entrance to the heart of Dol Guldur's outer fortifications. To assault the fortress, the gate must fall.

The First Ward is the first step on the road to taking the Necromancer's Gate.

Objectives
  • Claim the First Ward

The Second Ward provides a vantage point over all of Mirkwood below. It is crucial to take so that reinforcements may approach in safety.

Objectives
  • Claim the Second Ward

The courtyard of the Third Ward guards the entrances to several inner chambers of the fortress, most bunks for the Enemy's legions.

Objectives
  • Claim the Third Ward

The Fourth Ward is a seemingly ramshackle arrangement of tents and debris, but a number of the Enemy's leaders camp there to stay close to their troops.

Objectives
  • Claim the Fourth Ward

The Sorcerer's Ascent is the final defence of the Necromancer's Gate and is well fortified on a steep incline.

Objectives
  • Claim the Sorcerer's Ascent

The Necromancer's Gate guards the heart of Dol Guldur's defences. It must fall in order to besiege the true fortress.

Objectives
  • Claim the Necromancer's Gate

Relevant zones

Rewards

Money:
0 gold coin 10 silver coin 64 copper coin
Reputation:
Malledhrim (700)
XP:
10500 xp icon
Legendary XP:
10500 legendary xp icon

Additional info

Objectives

  • Claim the First Ward
  • Claim the Second Ward
  • Claim the Third Ward
  • Claim the Fourth Ward
  • Claim the Sorcerer's Ascent
  • Claim the Necromancer's Gate
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