Skirmish
Options
View source
History
What links here
Related changes
Special pages
Permanent link
Player Entry

Skirmishes are short, accessible, randomized, scalable, story instances with incremental rewards. They are all instanced -- you can't set the Prancing Pony on fire in public Bree, or have Elrond’s sons join the battle against invaders in the public portions of the game. Each player can have one soldier who will join them in skirmishes. Each skirmish has a daily quest associated with it which, when completed, will reward a player with almost as many skirmish marks as running the basic skirmish again would give. Skirmishes can be joined from anywhere in the world, except other instances. When you are finished, you will be returned to that same spot that you were in previously.

Only the fellowship leader can start a skirmish.

Contents

Skirmish Camps

See also Skirmish Camps for maps of where all skirmish camps are located.

There is a skirmish camp, with specialized NPCs, in virtually every region in the game.

Skirmish Vendors

See also Skirmish Vendors

These NPC vendors will barter rewards earned in skirmishes for other rewards (both useful rewards and cosmetic rewards) and are also the points of contact to increase a soldier's skills or to equip a soldier with a different role.

Skirmish List

SkirmishLevelTypeRequirements
Siege of Gondamon 20-75 • Defence
Trouble in Tuckborough 20-75 • Offence
Stand at Amon Sûl 25-75 • Defence VIP
Attack at Dawn 30-75 • Offence VIP
Survival - Barrow-downs 40-75 • Survival VIP
The Icy Crevasse 40-75 • Offence VIP
Thievery and Mischief 45-75 • Offence VIP
Defence of the Prancing Pony 50-75 • Defence VIP
Ford of Bruinen 40-75 • Defence VIP (or Trollshaws quest pack)
Battle of the Deep-way 55-75 • Defence Vol. II, Book 5, Chap 5: Drums in the Deep
Battle of the Way of Smiths 55-75 • Defence Vol. II, Book 5, Chap 5: Drums in the Deep
Battle of the Twenty-first Hall 55-75 • Defence Vol. II, Book 5, Chap 5: Drums in the Deep
Strike Against Dannenglor 60-75 • Offence Vol. II, Book 9, Chapter 4: First Offensives
Protectors of Thangúlhad 60-75 • Defence Vol. II, Book 9, Chap 14: Thangúlhad Endangered
Breaching the Necromancer's Gate 65-75 • Offence Vol. II, Book 9, Chap 15: Assault on Dol Guldur
Assault on the Ringwraith's Lair 65-75 • Offence Vol. II, Book 9, Chap 15: Assault on Dol Guldur
The Battle in the Tower 65-75 • Offence Vol. II, Book 9, Chap 18: The Battle in the Tower
Rescue in Nûrz Gâshu 60-75 • Offence Vol. III, Book 1, Chap 8: The Depths of Duty

Skirmish Types

  • Defence A single point or points must be protected against waves of enemies. The enemies come in waves with a small time between waves. If there are multiple points to be defended, an NPC will shout out which point needs to be defended.
    • Survival There is zero time in between waves and the goal is not necessarily to complete the skirmish but simply how long you can stay alive.
  • Offence Multiple points must be retaken from a group of mobs and those points may need to be defended against counterattacks. If counterattacks will occur, they will occur immediately after taking the point and then the point will no longer need to be defended. Players may move to attack a new point on their own schedule.

Skirmish Sizes and Scaling

Skirmishes are available in different sizes, 1 (Solo), 2 (Duo), 3 (Small Fellowship, 6 (Fellowship, 12 (Half Raid). All skirmishes are available in all sizes, except the Barrow Downs, which may not be attempted solo. Skirmishes can be scaled in difficulty, from Tier 1 (Good), to Tier 2 (Remarkable ), and Tier 3 (Incredible). All three difficulties are available for all skirmishes. Skirmishes can also be scaled by level, either lower in level (less rewards) or higher in level (more rewards). The group leader sets the skirmish, but rewards are calculated for each person individually at their own level.

Randomization

In order to make short skirmish replays interesting, a number of systems have been put in place to keep the variety high and playthrough varied.

Monster Spawns

Each Skirmish has a set of monsters that are thematically linked to the story of that Skirmish. In Tuckborough Troubles, brigands, wolves and Orcs have invaded. These will be the monsters you see each time in that space. Where and when you see them will change with each playthrough, as well as what they are doing, what variety, and how difficult they are. For instance, during your first foray into Tuckborough you might find 3 swarm melee Orcs patrolling around a campfire while a normal archer Orc sits near the fire. The next time through, there may be a pair of elite wolves who lurk behind the tents! Spawns of monsters will usually be in the same general places to keep playthroughs moderately consistent, but each time through will have its own variety.

Killing these monsters does contribute to any related slayer deeds that are in the area. The Troll Slayer deed in the Trollshaws, for instance, would be advanced if you were to defeat any trolls in the Ford of Bruinen skirmish.

Monsters do not drop any loot in skirmishes. Experience and legendary item experience is gained as normal.

Encounters

Each skirmish has a list of purely optional encounters, a side quest you can participate in if you find it. Out of the list of possible encounters in a skirmish, two of them are generally available each time a skirmish is run through. Encounter mobs drop various skirmish rewards, typically a mark specific to the campaign which that skirmish fits in and/or skirmish marks. Encounter mobs also drop floor markers (removed upon exit from the skirmish) which will give a temporary buff when used to whoever stands on them. They are Bind on Acquire and each floor marker that a player has shares a cooldown.

Lieutenants

See also Skirmish Lieutenants See also Skirmish Lieutenants Quick Reference

There is a long list (41-long at this time!) of possible lieutenants who may appear leading enemy troops in battle. Monster spawns vary by what, where and when they spawn. Lieutenants take that variety and dial it up to 11. A lieutenant is like a mini-boss that makes a normal fight more interesting (i.e. deadly!). Each has a unique look and a halo effect to indicate that they are special. Each one has a special skill or gimmick they will use while fighting you. Lieutenants are beatable by "normal" combat tactics, but are easier once their tricks are understood by experienced or observant players. In short, the more you play Skirmishes, the more lieutenants you will learn how to recognize and how to alter your gameplay to counter them.

Not all lieutenants are made equal. There are some whose combat tricks can only realistically be dealt with by a group. These lieutenants will only show up in the appropriate group-size scaled skirmish. Additionally, some lieutenants gain new twists to their skills in larger group sizes, though the basic tricks you learned for them should still apply.

Lieutenants drop skirmish marks and other more valuable skirmish rewards. Experience and legendary item experience is gained as normal.

Scaling

Skirmishes are scaled to group size, as well as difficulty of the skirmish. Skirmish mark rewards are rewarded commensurately. The following are also adjusted by level:

Tier 1 Tier 2 Tier 3
Solo (1) 100% 110% 125%
Duo (2) 105% 115% 131%
Small Fellowship (3) 120% 132% 150%
Fellowship (6) 150% 165% 188%
Half Raid (12) 190% 209% 237%

Soldiers

A player can choose one soldier. This soldier can be customized as the player wishes with different roles and different skills, all of which can be scaled up in rank as the player earns skirmish rewards then uses these to enhance their soldier. Players cannot give their soldier specific detailed commands, instead they will act without your orders, engaging the enemy as they see fit. Soldiers can be given an occasional order to attack a specific enemy, but they are not well-disciplined enough to be managed as much as seasoned soldiers.

Soldiers can be summoned in housing areas if players want to spar with soldiers without entering a skirmish.

Roles

A specific role can be given to a soldier by a Skirmish Captain (located at a Skirmish Camp). There are six roles.

Archer An Archer a bow and will concentrate on defeating your foes, specializing in killing one for at a time. (sic)
Armour: Medium
Damage: High Ranged
Special: Increased Critical Rating


Sage A Sage will concentrate on defeating your foes, specializing in debuffing foes as he fights.
Armour: Light
Damage: High Tactical
Special: Penetrate Resistance


Bannerguard A Bannerguard wields a banner and a weapon and will concentrate on supporting you and your allies.
Armour: Heavy
Damage: Medium Melee
Special: Armour Aura


Protector A Protector will concentrate on drawing the attention of your foes.
Armour: Heavy
Damage: Low Melee
Special: Increased Threat & Increased Armour


Herbalist A Herbalist will not attack, but will concentrate on restoring morale and/or power in you and your allies.
Armour: Light
Damage: None
Special: Healing Skill & Healing Aura


Warrior A Warrior wields two weapons and will concentrate on defeating your foes, specializing in dealing damage to multiple foes at once.
Armour: Medium
Damage: High Melee
Special: Bypass Armour


Each appearance can be further customized with a hair styles, a hair colour, and an outfit.

Appearance

Each role comes with a default appearance but player may choose to equip their soldier with a specific appearance.

Man Woman
Elf-sire Elf-maiden
Hobbit-lad Hobbit-lass
Dwarf-kind

Training Skirmish Traits

See also Training Skirmish Traits

A soldier may have up to four training traits which influence your soldier. These traits might be something like more morale, faster regenerating power, a higher parry, or better armour. Not every training trait is available to every role, however.

Personal Skirmish Traits

See also Personal Skirmish Traits

Personal Skirmish traits personally influence your character while in a skirmish, whether you've summoned your soldier or not (and whether the soldier is alive or not). Your soldier may have up to three traits which will personally influence your character

Cost

See also Galuhad's Guide to Soldier Costs

The cost to raise a soldier's main attribute and skills is dependant on the player's level. Each rank has a level associated with it and it is considerably more expensive to buy a rank which has a higher level than the player's current level. You can see exactly how much it costs for a level 65 player to start with a blank soldier and buy everything up to rank 25, or level 69, at Galuhad's Guide to Soldier Costs.

Zombie Columbus' Developer Diaries on SoM Skirmishes

See Also

You need JavaScript enabled for viewing comments