Pineleaf’s Pictorial Primer to Skirmishing Pineleaf’s Pictorial Primer to Skirmishing A guide to the skirmish system in The Lord of the Rings Online Chapter 30.2: Attack at Dawn By Pineleaf Needles for LOTRO Players http://www.lotroplayers.com Update 16.5 Edition Chapter 30.2: Attack at Dawn Page | 1 Pineleaf’s Pictorial Primer to Skirmishing Contents Introduction .............................................................................................................................................. 3 Summary ................................................................................................................................................... 5 Rewards .................................................................................................................................................... 5 Skirmish Flow ............................................................................................................................................ 7 Phase 1: Gaining Entry .......................................................................................................................... 7 Phase 2: The Rain of Rocks ................................................................................................................... 8 Phase 3: The Tent (6 Mark Blocks) ........................................................................................................ 9 Opponents .............................................................................................................................................. 10 Morale Levels ...................................................................................................................................... 11 Abilities ............................................................................................................................................... 12 Orcs ..................................................................................................................................................... 13 Goblins ................................................................................................................................................ 14 Wargs .................................................................................................................................................. 16 Uruks ................................................................................................................................................... 17 Trolls.................................................................................................................................................... 18 Lieutenants ............................................................................................................................................. 19 Graug (The General)................................................................................................................................ 20 Encounters .............................................................................................................................................. 21 Tharb ................................................................................................................................................... 22 Pugh .................................................................................................................................................... 23 Fríb ...................................................................................................................................................... 24 Zímarp ................................................................................................................................................. 25 Krampum ............................................................................................................................................ 26 Kaushar ............................................................................................................................................... 27 Variations ................................................................................................................................................ 28 Level .................................................................................................................................................... 28 Tier ...................................................................................................................................................... 29 Player Group Size ................................................................................................................................ 29 Deeds ...................................................................................................................................................... 30 Quests ..................................................................................................................................................... 30 Ravaging Orc-Bounty .......................................................................................................................... 30 Masters of the Black Siege .................................................................................................................. 31 The Iron Collar..................................................................................................................................... 31 Update 16.5 Edition Chapter 30.2: Attack at Dawn Page | 2 Pineleaf’s Pictorial Primer to Skirmishing Introduction Welcome to Pineleaf’s Pictorial Primer to Skirmishing. In this series, we will look at each of the skirmishes you can run in The Lord of the Rings Online™. In this chapter, we head into the North Downs to make an Attack at Dawn. Acknowledgements: Thanks to The Council of Secret Fire on Landroval and The House of Blackrock on Windfola for their support in testing these skirmishes in group modes. Thanks to Eluros Aabye for providing the poem at the end of the page. Pineleaf Needles Follow the latest LOTRO news at LOTRO Players at http://www.lotroplayers.com Pineleaf and her sage, Winds, prepare for an Attack at Dawn Update 16.5 Edition Chapter 30.2: Attack at Dawn Page | 3 Pineleaf’s Pictorial Primer to Skirmishing Skirmish Specifications Name: Scenario: Attack at Dawn In the late evening hours, a small group of refugees sought refuge in the hidden ranger camp of Esteldín. The refugees were followed by a small group of goblin scouts that quickly fled to Dol Dinen to bring word to their chief, Graug. Siniath, the Ranger, has asked you to seek out Graug and defeat him before he can spread word of Esteldín’s location. As you arrive near Dol Dinen, the first rays of false dawn can be seen overhead. Type: Offensive Level Range: 30-cap Availability: 195 TP (free for VIP) Allowed Group Sizes: Solo, Duo, Small Fellowship, Fellowship, and Raid Tiers: 1-3 Location: Dol Dinen, The North Downs Reputation: The Rangers of Esteldín Control Points: 7 Opponents: Goblins, orcs, uruks, wargs, and trolls Enemy Group Size: Solo 6 Mob Points Duo/Small fellowship 16 Mob Points Fellowship 48 Mob Points Raid 112 Mob Points Available Lieutenants: 12 solo; 12 duo+; 12 fellowship+ Lieutenant Count: 9 Defenders: None Encounters: 6; Dawn-breaker Marks Rating: 16 (28 blocks awarded) Experience Rating: 81 Solo Run Time: 12 minutes Features: high mob density, bombardment Consumables: Standard food; Wound potions and fortifying food Damage Types: Light (goblins, orcs, and trolls) Update 16.5 Edition Chapter 30.2: Attack at Dawn Page | 4 Pineleaf’s Pictorial Primer to Skirmishing Summary Attack at Dawn is a classic raid on a military encampment. The object is to find the orc leader (one Graug) and prevent any of his scouts from escaping with information in Esteldín’s location. In this skirmish, you will capture a series of control points, fend off any counterattacks, and then destroy some enemy catapults. After this, you will arrive at Graug’s tent to silence the goblin scouts for good. Your opponents will mainly be orcs, goblins, uruks, trolls, and wargs. In addition, you will face an array of lieutenants. This skirmish includes six optional encounters. The 12-minute run time I show in the specifications was with a level-100 damage-traited warden with passable traits and a really nice spear. Rewards The marks awards for this skirmish are given in blocks. Each time you capture a control point or complete an encounter, you receive a number of award blocks based on the action completed. The number of marks you receive for each block is based on the level you are running the skirmish (as well as any adjustments made for group size, level, and tier). Any rounding is performed after multiplying the number of blocks awarded by the award size. In this skirmish, the base award block size at Tier 1 solo for a level-100 character running the skirmish at level is a little under 16 marks. This skirmish used to have the lowest mark reward for any skirmish (which was strange considering that it is one of the more challenging skirmishes). This has since been corrected and the awards are now in line with other skirmishes. The number of blocks for each award point in the skirmish is given in the table below. The table also lists the number of marks awarded in a level-100 T1 solo run. The number after the plus sign is the number of medallions you receive at that point. Blocks L100 Tier 1 Control Point Solo Marks 1 16 Main Gate 2 32 Eastern Gate † 2 32 Western Gate † 2 32 Central Gate 3 48 Entrance to Graug’s Encampment 4 63 Area Outside Gaug’s Tent 6 95+3 Graug’s Tent 4 63+10 First Encounter 4 63+10 Second Encounter 28 444+23 Total † You are required to take at least one of these two control points. If you capture both the eastern and western gates prior to taking the central gate, you will face only one counterattack when you capture the Central Gate control point. Update 16.5 Edition Chapter 30.2: Attack at Dawn Page | 5 Pineleaf’s Pictorial Primer to Skirmishing In addition, some lieutenants will award marks when you defeat them (this is random, in the same way you can receive random loot from lieutenants). The award for this is about 22 marks for a level-100 tier 1 run, so they do not use the standard block awards. Since the tier of a skirmish has no effect on the experience gained, Tier 1 runs are the most optimal when your main goal is to gain experience. This is especially true with duo skirmishes. Lieutenants and the final boss can drop bounties that can be sold to a vendor for money. The value of the bounty depends on the reward tier of the skirmish (see the table below for the reward tiers). When running a skirmish at level 50 or higher, you can also gain various legendary item rewards in addition to bounties (generally relics, but other legendary rewards are also possible). Level Range 20-29 30-49 50-59 60-65 66-75 76-84 85-94 95-99 100 Bounty Name Recruit Footman Esquire Guardsman Sergeant-at-Arms Master Guardsman Master Guardsman Elite Guardsman Elite Guardsman Update 16.5 Edition Bounty Value 5.80 11.59 23.19 34.78 40.58 52.17 52.17 81.17 81.17 Veteran Bounty Value 21.88 43.75 87.50 131.25 153.13 196.88 196.88 306.15 306.15 Chapter 30.2: Attack at Dawn Relics None None Tier 1 Tier 2 Tier 3 Tier 3 Tier 4 Tier 4 Tier 5 Heritage Rune XP None None 10,000 40,200 Page | 6 Pineleaf’s Pictorial Primer to Skirmishing Skirmish Flow Attack at Dawn includes three phases: gaining access to the courtyard, reaching and destroying the catapults, and fighting Graug. Phase 1: Gaining Entry There are three control points in this phase: the Main Gate, the Eastern Gate, and the Western Gate. You must capture the Main Gate before you take either the Eastern Gate or the Western Gate. You only need to capture one of the two side gates, though capturing both will reduce the number of counterattacks you need to face later in the skirmish. There are no counterattacks during this phase. Main Gate (1 Mark Block) When you first enter this skirmish, you are facing the entrance to the section of Dol Dinen where Graug has set up headquarters. You are already in Dol Dinen but you still must climb a hill before you reach Graug’s tent. When you start, all of the mobs are together at a central spawn point and then they move off. You can either attack then at once to pull them all or wait for them to reach their stations/patrols. Western Gate (2 Mark Blocks) After you take the main gate, you can go either east or west. I find the names to be a bit confusing as the East Gate seems to be on the west side and vice versa. I can only think that the goblins are trying to confuse us. When you take the chosen gate, you will activate the second phase of the skirmish. Eastern Gate (2 Mark Blocks) Your other choice is the Eastern Gate. If you took the Western Gate, you can skip the Eastern Gate if you prefer (perhaps you don’t want to face the lieutenant there). You can take both gates if you prefer. Taking both gates will have two consequences later in the skirmish: the number of counterattacks at the Central Gate is reduced to one and some encounters become impossible to trigger. Update 16.5 Edition Chapter 30.2: Attack at Dawn Page | 7 Pineleaf’s Pictorial Primer to Skirmishing Phase 2: The Rain of Rocks There are three control points in this phase: the Central Gate, the Entrance to Graug’s Encampment, and the area outside Graug’s tent. You must capture all three of these control points in their proper order. The main characteristic of this phase is that the area around the central gate will be bombarded with boulders hurled from catapults on top of the ridge. This phase continues until you destroy the catapults and capture the control point outside Graug’s tent. Central Gate (2 Mark Blocks) When you take one of the two side gates, you gain entry to the Central Gate courtyard and the enemy forces on the ridge begin to fire catapults. The locations where boulder are about to drop are indicated with circles. A boulder will inflict damage equal to 25% of your maximum morale. Once you take the control point, you will face one counterattack from the ridge and one from the side gate you did not take. If you took both side gates, you will face only one counterattack. Entrance to Graug’s Encampment (3 Mark Blocks) As you climb the ridge that leads to the catapults, you no longer have to dodge boulders. If you go back to the courtyard for some reason, though, you will see that the bombardment continues. When you reach the top of the ridge, the path bends right. You will find a barrier there if you reach the top before taking the Central Gate control point. Once the barrier is removed, you will find a control point and a group of guards. Area Outside to Graug’s Tent (4 Mark Blocks) The area near the catapults has a particularly tough pull. There are several obstacles in the area and most of the enemy forces are within aggro range of one another. Therefore, be prepared to face everyone at once. Once you kill everyone, you can make a nice bonfire of the catapults and finally end the bombardment against the courtyard. You will face a single counterattack that approached from Graug’s tent. Update 16.5 Edition Chapter 30.2: Attack at Dawn Page | 8 Pineleaf’s Pictorial Primer to Skirmishing Phase 3: The Tent (6 Mark Blocks) The final phase is the battle against Graug within his command tent. Once you destroy the catapults, take the control point, and defeat the counterattack, you are ready to enter the tent and face Graug. The scenario is best summed in this poem by Eluros Aabye: Graug and his goblins Have discovered Esteldín. Don't let them escape! Inside, you will find Graug and several goblins. The goblins you see are Firelobbers who occasionally throw down fire pots to make the battle more interesting. You will also occasionally need to stop a wave of goblin scouts that spawn and attempt to escape the tent. If you allow more than one scout to escape, you lose the skirmish. Three scouts spawn in each wave in raids, two in full fellowships, and one in smaller groups. In fellowship runs, Graug is joined by a troll guard (elite master). In raids, there will be two trolls (the elite master you saw in the fellowship setting plus a nemesis). At least one of these trolls drops encounter loot. Whether this is intended or a bug is the question. Update 16.5 Edition Chapter 30.2: Attack at Dawn Page | 9 Pineleaf’s Pictorial Primer to Skirmishing Opponents There are five types of opponents that you face in Attack at Dawn: orcs, goblins, uruks, trolls, and wargs. Attack at Dawn has the same mob densities as Trouble in Tuckborough. The battle is rougher than in Tuckborough, though, for four reasons. The mobs in this skirmish have tougher special abilities than you will find in Tuckborough. You don’t have the option to get help from the bounders during the counterattacks. You don’t have the Shire +3 Hope bonus. You will face some nastier lieutenants here (eek, Blood Rooks!). Each group you face consists of a number of mob points given on the table below. The number of mob points depends on the fellowship size setting for the skirmish run. The mob group sizes in Attack at Dawn are the maximum you will face in any current skirmish. The good news is that you won’t generally face more than one group at a time. Number of Players Solo Duo / Small Fellow Fellowship Raid (12) Mob Points 6 16 48 112 Possible Setup 3 Hale 2 Hardy + 2 Hale 1 Staunch + 4 Strong 2 Mighty + 3 Staunch Mob Types Weak, Hale Hale, Hardy, Strong Hardy, Strong, Staunch Strong, Staunch, Mighty Just what is a mob point? A mob point is the equivalent of one weak (swarm) opponent. You will not face a hundred swarm enemies in a raid but will instead face a smaller number of tougher opponents. The number of points for each opponent is given on the table below. Skirmish designation Weak Hale Hardy Strong Staunch Mighty Quality Swarm Normal Signature Elite Elite Master Nemesis Mob points 1 2 4 8 16 32 The exact composition of the group is selected at random. In solo runs, sometimes you will face three hale opponents, sometimes you will face two opponents and two weak opponents, and sometimes you will face one hale opponent and four weak opponents. I have never seen six weak opponents in a group during this skirmish. Note that at the Main Gate, an opponent from one of the side gates may join in the fight, thus making it appear that the Main Gate has an extra opponent. Lieutenants are not part of this cost. All groups in this skirmish are accompanied by a lieutenant. Each control point in the skirmish (except the inside of the tent) is defended by a single group. Each counterattack also consists of one group. Update 16.5 Edition Chapter 30.2: Attack at Dawn Page | 10 Pineleaf’s Pictorial Primer to Skirmishing Morale Levels As skirmishes are scalable, the morale values for the mobs you face will also scale. As such, we will provide each mob with a morale class. This class will include a letter (indicating the base class), an optional number (that indicates a percentage adjustment), and an optional multiplier. Morale Class T This is the base the trolls in this skirmish (comparable to landscape mobs at level 41+) S This is the most common base morale for skirmish mobs (90% of class T morale) H This is half the standard value. This class is only used by lieutenants. For example, Krampum will have a morale class of S*85, which means that he has a base skirmish morale that is multiplied by 85% (0.85). Note that the morale class does not include the adjustments that are made for quality, skirmish size, and tier. Generally, skirmish mobs have a morale that is 90% of the morale for comparable landscape mobs. At level-40 and below, there is an additional decrease in mob morale to help keep lower-level players new to skirmishes from being overwhelmed. The table below lists the morale values for each quality level for a level-100 character (italicized values are estimates). Morale Class S+1 S S-1 S-2 Weak 8770 8684 8597 8510 Hale 17,541 17,367 17,194 17,020 Hardy 30,697 30,393 30,089 29,785 Strong 52,623 52,102 51,581 51,060 Staunch 105,245 104,203 103,161 102,120 The table below lists values for a hale mob at three different levels (30, 50, and 100) in Tier 1 runs. This table also includes higher tier values at level 100, as well as the values for level-100 duo runs (as mobs in duo runs have a lower morale than their equivalent in other skirmishes). Morale Class Multiplier S+1 S S-1 S-2 30 * N/A 878 870 861 852 Update 16.5 Edition 50 N/A 2975 2946 2916 2887 100 1.00 17,541 17,367 17,194 17,020 100 Tier 2 1.39 24,362 24,121 23,880 23,639 Chapter 30.2: Attack at Dawn 100 Tier 3 2.22 38,980 38,594 38,208 37,814 Duo 100 0.66 11,577 11,462 11,348 11,233 Page | 11 Pineleaf’s Pictorial Primer to Skirmishing Encounter mobs and the boss use a separate multiplier table from the trash mobs (the adds for the boss fight use trash mob scaling). The table below lists the morale class and multipliers for each special mob in the skirmish. The multiplier is based on the hale morale of the given morale class. Mob Zimarp Pugh / Kaushar Frib Tharb Krampum Daunting Spirit Sapper Courage Breaker Brothers of Destruction Other Lieutenants Graug Morale Class S+1 S S-1 S-2 S*85 S+1 S S varies S+1 Solo 4.5 4.5 4.5 4.5 4.5 N/A N/A N/A 2 2.5 Duo / Small 10 10 10 10 10 N/A N/A 4.5 4.5 11 Fellowship Raid 20 20 20 20 20 15 6 8 10 20 60 60 60 60 60 20 12 16 20 60 Abilities This skirmish is noted for a prevalence of wounds. Even weak and hale mobs tend to have nasty wound effects that stack up very quickly. I recommend using food to increase your wound resistance in this skirmish (unless your group includes a lore-master that can cure wounds in combat). Name Type Time Description Breached Armour Wound 1m 30s Penalty to armor Chilled Fear 20 sec Shadow damage every 4 seconds Crippled Wound 52 sec -25% run speed Flammable 15 sec Generally associated with the Sticky Tar debuff Knocked Down 5 sec Lacertation Wound 42 sec -15% melee/ranged damage; Penalty to Parry Light Wound Wound 10 sec Common damage every 2 seconds Minor Diseased Frailty Disease 3 min Penalty to Vitality Minor Fright Fear 2 min Penalty to Will and Fate Minor Poison Poison 12 sec Common damage every 3 seconds Prime Weapon Disarm Wound 5 sec Skills requiring a primary weapon cannot be used Poison Poison 21 sec Common damage every 3 seconds Poisoned Arrow Poison 36 sec Common damage every 3 seconds Poisoned Lethargy Poison 1m 20s +20% attack duration Renewal Healing 20 sec Restore morale every 4 seconds Rooted 3 sec Cannot move; state can be broken by damage Seared Wound 10 sec Fire damage every 2 seconds Serious Wound Wound 20 sec Common damage every 2 seconds Sticky Tar 15 sec +40% attack duration Stunned 3 sec Unsettled Fear 12 sec Shadow damage ever 4 seconds Weakened Armour Wound 1 min Penalty to armor rating Abilities in italics can appear on weak and hale trash mobs and are thus available in solo runs. Update 16.5 Edition Chapter 30.2: Attack at Dawn Page | 12 Pineleaf’s Pictorial Primer to Skirmishing Orcs Yes, of course you’ll find orcs in Dol Dinen. There are so many orcs there that you’ll find four different varieties. If you still need to work on your orc slayer deed, you have come to the right place. The orcs are the easiest opponents you will face as they don’t have nearly as many special attacks as the other opponents you will face. Update 16.5 Edition Name: Attack: Def: Morale: Abilities: Ongbúrz Berserker Melee Good S None Name: Attack: Def: Morale: Abilities: Ongbúrz Defiler Tactical Average; Weak against light S-2 Minor Poison (Poison for Hardy+) Renewal (Hardy+) Name: Attack: Morale: Abilities: Ongbúrz Skirmisher Ranged and Melee S None Chapter 30.2: Attack at Dawn Page | 13 Pineleaf’s Pictorial Primer to Skirmishing Name: Attack: Def: Morale: Abilities: Ongbúrz Warrior Melee Average; Weak against light S+2 None Goblins You will also find that there is no lack of goblins here. Once again, you will face four varieties. Goblins tend to have more special abilities (especially the more annoying ones). Update 16.5 Edition Name: Attack: Morale: Abilities: Ongbúrz Defender Melee S Knock Down Name: Attack: Morale: Abilities: Ongbúrz Fighter Melee S Defensive Stance Debilitating Stance Seared Sticky Tar Flammable Chapter 30.2: Attack at Dawn Page | 14 Pineleaf’s Pictorial Primer to Skirmishing Update 16.5 Edition Name: Attack: Def: Morale: Abilities: Ongbúrz Thrower Ranged and Melee Average defenses; weak vs. light S-1 Rooted (10 sec) Name: Attack: Morale: Abilities: Ongbúrz Warg-rider Ranged and Melee S None Chapter 30.2: Attack at Dawn Page | 15 Pineleaf’s Pictorial Primer to Skirmishing Wargs Not all of the wargs you find here are being ridden by goblins. I could never tell just how each of these differs. They are all slow moving, fast attacking, and seem to have very similar abilities. They are the most notorious sources of wounds in this skirmish. They occasionally throw in a fear attack just for the sake of variety. Update 16.5 Edition Name: Attack: Def: Morale: Abilities: Ongbúrz Warg Melee Average; Strong against Cries S Crippled Serious Wound Unsettled Minor Fright Name: Attack: Def: Morale: Abilities: Ongbúrz Shadow-Stalker Melee Average; Strong against Cries S Crippled Serious Wound Deep Wound Unsettled Minor Fright Name: Attack: Def: Morale: Abilities: Ongbúrz Pack-leader Melee Average; Strong against Cries S Crippled Serious Wound Unsettled Chapter 30.2: Attack at Dawn Page | 16 Pineleaf’s Pictorial Primer to Skirmishing Uruks Did I say four types of orcs? That’s only if you don’t count the uruks as orcs. They are nastier than orcs, since they do have special abilities and have no special weakness against light. Update 16.5 Edition Name: Attack: Morale: Abilities: Ongbúrz Soldier Melee S Breached Armour Primary Weapon Disarm Name: Attack: Def: Morale: Abilities: Ongbúrz Reaver Melee Average; Fair mitigations S Breached Armour Name: Attack: Morale: Abilities: Ongbúrz Archer Melee S Poison Arrow Primary Weapon Disarm Fire Arrow Chapter 30.2: Attack at Dawn Page | 17 Pineleaf’s Pictorial Primer to Skirmishing Trolls Oh, and trolls. Yes, those big things that can punt and stun you. Naturally, they also have some hefty morale (comparable to landscape mobs in level-41+ runs). Trolls are not as common as the other mob types, which is probably for the best unless you are trying to complete a quest or deed that requires you to kill trolls in Dol Dinen. Name: Attack: Def: Ongbúrz Crusher Melee Average; Good vs Common, Weak against fire and light Morale: T-1 Abilities: Arc Knockback Knocked Down Area Stun Laceration Name: Attack: Morale: Abilities: Ongbúrz Stone-heaver Ranged T-1 Knock Down Stun The knockdown from this troll is a ranged attack. Name: Attack: Morale: Abilities: Ongbúrz Brute Melee T+1 Arc knockback Stun This is the toughest trash mob that you will find in any of the skirmishes. Update 16.5 Edition Chapter 30.2: Attack at Dawn Page | 18 Pineleaf’s Pictorial Primer to Skirmishing Lieutenants There are 12 lieutenants that appear in the solo setting. The Daywalker Berserker and Echo of Death do not appear in this skirmish (just be thankful for small comforts). 12 more are added in duo and small fellowship settings. The Flesh Gorger is missing as in most other skirmishes. 12 more are added in fellowship and raid settings. While I have not yet actually seen a Silent Slayer or a Thunderstone Smasher in this skirmish, it is possible that this was just a matter of luck and not reflective of the skirmish’s actual behavior. This means that there are a total of 36 lieutenants that can appear in this skirmish on the larger group settings. Details on the various lieutenants are given in Appendix A. A single lieutenant appears at every control point and in every counterattack. This skirmish has a large mob density, which means that the Blood Rook can be particularly dangerous. In addition, the bombardment in the courtyard can activate the Zealot’s yell and the Shepherd’s crawlers. The shepherd can be particularly nasty during the second counterattack in the courtyard as you can easily be splattered before you can do anything about it. The good news is that the boulders will damage a Wretched Falconer that is otherwise immune to damage. The table below lists all of the lieutenants, with the morale class for those appearing in this skirmish. Bearer of Blight S+1(H) Brood Queen S+1 Chaos-Field S-2 Blood- Rook S-1 Brothers of Destruction S‡ Courage Breaker S‡ Daywalker Berserker Enraged Stone-crusher S Crazed Hate-Monger S+1 Death-monger S-2(H) Flesh Gorger Daunting Spirit-Sapper S+1‡ Defender of the Vile S+1(H) Frigid Squall S Dreadwing Marauder S Dourhand Keg-master S+1(H) Hawk-eyed Harrier S Emissary of War S Dourhand Storm-keeper S+1(H) Hulking Pounder T-1(H) Enraged Snapper S+1 Echo of Death Leech Warden S Fell-bane Archer S-1 Forest-born Reaver S+1 Priest of Vengeance S Leadfoot Brute S Pale Trapper S-1(H) Priestess of Flame S Primordial Wrath S Shepherd of Filth S-1(H) Raging Marauder S+1 Rage of Morgoth S Troll Wound-taker T-1(H) Tempest of Flame S Silent Slayer Venomous Blood-arrow S-1† Wretched Falconer S-1 Spawn of Angband S Zealot of Pain S(H) Thunderstone Smasher * Lieutenants with classes followed by “(H)” have half the expected morale at the lowest group setting where they appear. †The Venomous Blood-arrow has an S-1 rating in solo runs and an S+1 rating in group settings. ‡The Brothers of Destruction and Courage Breaker have special multipliers due to their plural nature. For the Daunting Spirit-sapper, we have an S+5 rating at up to level 40 and an S+1 rating above level 40 (with the fellowship rating having a multiplier of 15 rather than the usual 10). Update 16.5 Edition Chapter 30.2: Attack at Dawn Page | 19 Pineleaf’s Pictorial Primer to Skirmishing Graug (The General) Graug Morale S+1 Knockback Self-Heal Burning (Fire damage / 2 sec for 10 sec) Petrifying Shadows (Root) Primary Weapon Disarm Seared Goblin scouts (3 raid; 2 fellowship; 1 other) Morale S-1 Troll (2 Raid; 1 Fellowship) – encounter loot Morale T+1 The fight against Graug can be chaotic. First, you have a boss that has several indiuction skills (including a self-heal). Add to this fire-lobbers who occasioanlly throw fire pots onto the ground to create hot spots. If that doesn’t keep you on your toes, a scout will occasioanlly attempt to leave the tent with news of Esteldín’s location. And that’s the solo version! As Graug generally opens with an induction ability, I try to have an interrupt right at the start. This is the only fight where I consistently remember that I have a Battle Preparation skill on my warden. For some class/soldier combinations, the knockback attack can be annoying. When I run with my Loremaster / protector, Graug sometimes knocks the protector into the platform thus causing both to go into anti-exploit mode (except when Graug performs an occasional ranged attack). The important thing to note with the scouts is that the first scout to escape will be captured by the rangers but the second scout to escape will cause you to lose the skirmish. This becomes tricker in full fellowship and raid settings where more than one scout attempts to leave at a time. In fellowships and raids, the challenge is upped by additional scouts and the presence of a troll (or two trolls in raids). You can pull the trolls prior to fighting the boss to make things tamer. Group Size Solo Duo / Small Fellowship Fellowship Raid Update 16.5 Edition Trolls 0 0 1 Elite Master 1 Nemesis + 1 Elite Master Scouts per wave 1 Weak 1 Hale 2 Hardy 3 Strong Chapter 30.2: Attack at Dawn Page | 20 Pineleaf’s Pictorial Primer to Skirmishing Encounters Each time you run a skirmish, the game selects two encounters that are available. The selected encounters become active when you perform their triggering actions. Two of the encounters are triggered off the second counterattack against the Central Gate control point. Since you will only get one counterattack if you take both side gates during the first phase of the skirmish, these encounters will never be triggered if you take both side gates. The upshot of this is that it is possible to run this skirmish and get fewer than two encounters. There are a total of six encounters in Attack at Dawn. As with other offensive skirmishes, the encounter bosses in this skirmish are all elite in solo runs. Update 16.5 Edition Chapter 30.2: Attack at Dawn Page | 21 Pineleaf’s Pictorial Primer to Skirmishing Tharb Name: Type: Trigger: Text: Location: Morale: Abilities: Tharb Goblin Fending off the first counterattack at the Central Gate. Tharb has arrived to re-take the eastern gates. Outside the eastern gate (50.5N, 81.1W). S-2 None You will find Tharb near the scaffolding between the Main Gate control point and the Eastern Gate control point. The most important thing to note of Tharb is that if you choose to bypass the Eastern Gate, it is nearly impossible to pull Tharb without pulling at least one of the mobs at the Eastern Gate. Therefore, if you plan to take only one side gate, you should clear out the mobs at the Eastern Gate even if you decide not to take the control point. Update 16.5 Edition Chapter 30.2: Attack at Dawn Page | 22 Pineleaf’s Pictorial Primer to Skirmishing Pugh Name: Type: Trigger: Text: Location: Morale: Abilities: Pugh Goblin Fend off the second counterattack at the Central Gate. Pugh has arrived on the eastern flank to reinforce the courtyard. Eastern flank of the upper section of the Central Gate courtyard (50.4N, 80.6W). S None This encounter triggers off the second counterattack at the Central Gate. The upshot of this is that if you take both side gates prior to taking the Central Gate, there will be no second counterattack and thus make this encounter impossible to trigger. To find the area, head east from the Central Gate control point and then turn north. Pugh is a fairly straightforward fight. Update 16.5 Edition Chapter 30.2: Attack at Dawn Page | 23 Pineleaf’s Pictorial Primer to Skirmishing Fríb Name: Type: Trigger: Text: Location: Morale: Abilities: Fríb Boggart (Goblin) Clearing the mobs in the area of the entrance to Graug’s encampment An angry shout is heard in the courtyard below. In the upper courtyard of the Central Gate (50.1N, 80.6W). S-1 None Fríb appears in one of the few locations in the courtyard that manages to never be hit by any boulders. If you attack at range, Fríb starts the fight using his bow. Like many archers, he will later switch to a melee attack during the course of the battle. My warden naturally prefers to get up close, preferably in the area where I’m unlikely to get hit by a rock. Fríb has average defenses and has excellent mitigations against everything except light. Update 16.5 Edition Chapter 30.2: Attack at Dawn Page | 24 Pineleaf’s Pictorial Primer to Skirmishing Zímarp Name: Type: Trigger: Text: Location: Morale: Abilities: Zímarp Half-orc Fending off the first counterattack at the Central Gate. Zímarp has arrived to re-take the Western Gates. Near the Main Gate (50.7N, 80.9W). S+1 Caltrops (Light Injury, Slow) Zímarp spawns near the main gate, which means that if you are defeated and return to the start of the instance, you need to pay attention to avoid running into him. Accidentally running into him is less likely if you try to return via the Eastern Gate. Of course, perhaps you do want to fight him. You still want to be wary so you can fight on your own terms. In addition to ambushing forgetful skirmishers, Zímarp is also known for littering the ground with caltrops. This is particularly painful if you are fighting the skirmish barefoot. Update 16.5 Edition Chapter 30.2: Attack at Dawn Page | 25 Pineleaf’s Pictorial Primer to Skirmishing Krampum Name: Type: Trigger: Text: Location: Morale: Abilities: Krampum Orc Defiler Fend off the second counterattack at the Central Gate. Krampum has arrived to re-take the western flank. Western flank of the upper section of the Central Gate courtyard (50.4N, 80.6W). S*85 Minor Diseased Frailty Poison Weakened Armour Poisoned Lethargy Krampum used to be the toughest of the encounters you will face in Attack at Dawn. Since then, the corruption had been removed and his morale had been reduced (even though he already had the lowest morale of any encounter). What Krampum lacks in morale he gains in debuffs. In the screen shot to the left, I have Poisoned Lethargy to slow me down, Weakened Armor, and a Poison. He also has been known to cast Diseased Frailty. Update 16.5 Edition Chapter 30.2: Attack at Dawn Page | 26 Pineleaf’s Pictorial Primer to Skirmishing Kaushar Name: Type: Trigger: Text: Location: Morale: Abilities: Kaushar Gorthorog Fend off the counterattack outside Graug’s tent. The sound of a mighty roar is heard from the courtyard below. The lower courtyard at the Central Gate (50.3N, 80.8W). S Chilled Knocked Down Kaushar can be found in the lower courtyard at the Central Gate. I can only presume that he insisted he’d be the only gorthorog in the encampment for I can see no other explanation for the lack of Daywalker Berserkers in this skirmish. Kaushar has average defenses but excellent mitigations. He is particularly resistance to fire and light damage. Yes, that means that fire and light oil are counterproductive against this brute. Yes, even common damage is better than fire and light in this battle. This does not make my Loremaster very happy. Update 16.5 Edition Chapter 30.2: Attack at Dawn Page | 27 Pineleaf’s Pictorial Primer to Skirmishing Variations One of the advantages of skirmishes is their scalability. Skirmishes can be scaled in three ways: level, player group size, and tier. Level All skirmishes can be played anywhere from their minimum level to the current level cap. The minimum level for Attack at Dawn is 30. The default setting for a skirmish run is the level of the character starting the skirmish (i.e., the fellowship leader). It’s rarely useful to run a skirmish at a level that is more than five levels above the lowest-level character in the fellowship running the skirmish. No skirmish can be run above the current level cap. Why would you want to change the level for the skirmish? If you are just starting to learn a skirmish, you may want to set the level lower to allow you to understand how the skirmish works. This isn’t always possible, though, as you generally first try a skirmish when you reach its minimum level. Another reason to set the level lower is to compensate for an underpowered soldier. If you start skirmishing at a high level, your soldier is likely to be under par. Many players in this situation set the skirmish level one or two levels lower to allow them to complete enough skirmishes to bring their soldiers to a reasonable level. You should avoid dropping the level too low, though, as you receive a penalty based on the difference between your level and the skirmish’s level. Some classes may find Attack at Dawn a challenge due to the mob density and the number of wounds. Lowering the level may be needed just to make completing the skirmish possible without several wipes. You may also want to adjust the level if not all the members of a group are of the same level or if the group is short of the recommended size. If you are using skirmishes to level, you may want to increase the level to increase the experience you earn during the run. Finally, you may want to increase the challenge by raising the level by one or two. This can be especially useful if you are getting near a level where the rewards are upgraded. Similarly, I would not recommend that you reduce a skirmish’s level enough to reduce the reward tier. When you adjust the level of the skirmish, you also adjust the skirmish mark rewards within the skirmish. These adjustments are based on your level when you first enter the skirmish. In the past, I recommended that you avoid changing the level of a skirmish as it required you to use the Specific tab, which caused you to lose the bonus for using the other Instance Finder tabs. Since those bonuses are no longer being awarded, increasing the level of a skirmish is now a viable option. Update 16.5 Edition Chapter 30.2: Attack at Dawn Page | 28 Pineleaf’s Pictorial Primer to Skirmishing Tier The tier setting increases the difficulty of the skirmish by increasing the morale, damage, and various other attributes of the enemy. In some skirmishes, it will also change some of the rules for the skirmish, though I have not seen any obvious changes in Attack at Dawn. Tier 1 2 3 L 100 Hale Ongbúrz Soldier Morale 17,367 24,121 38,594 Skirmish Mark % 100% 133% 170% Player Group Size The player group size has the greatest change on the play of the skirmish. Number of Players Mob Points Mark % Lieutenants Boss + Trolls + Scouts Encounters Solo (1) 6 100% Signature Elite + 1 Elite Duo (2) 16 105% Elite Elite Master + 1 Elite Master Small Fellowship (3) 16 120% Elite Elite Master + 1 Elite Master Fellowship (6) 48 150% Elite Master Nemesis + EM +2 Nemesis Raid (12) 112 190% Nemesis * AN + Nem + EM +3 Arch Nemesis * In addition, most control points and counterattacks will include two lieutenants rather than just one. The player group setting controls the quality of the lieutenants, the encounter bosses, the boss, as well as the number of trolls and goblin scouts in the boss fight. In addition, the group size controls when the second counterattack at the Central Gate begins (if two counterattacks are available). In solo and duo modes, the second counterattack starts when the first one has been defeated. In the other settings, if the first counterattack is not defeated within one minute, the second counterattack will start right away. In solo, duo, and small fellowship runs, you have only the boss and each scout wave includes only a single scout. In full fellowship runs, the boss is joined by a single troll and there are two scouts in each scout wave. In raids, there are two trolls (one nemesis and one elite master) and there are three scouts in each scout wave. Since you will lose the skirmish if two scouts escape, you can ignore the first scout in small runs but must face every scout wave in the larger runs. Duo mode is a variation of small fellowship mode, so the number of mobs is the same in these two settings. In addition to the difference in the counterattack timing given above, opponents under duo mode receive a penalty to their morale, damage, and other attributes. Update 16.5 Edition Chapter 30.2: Attack at Dawn Page | 29 Pineleaf’s Pictorial Primer to Skirmishing Deeds All skirmishes include a deed to complete all the encounters in the skirmish. This deed awards a title when all of the encounters have been completed at least once. The title for this skirmish is “Dawnbreaker.” There is no skirmish mark award for completing this deed. You only gain credit for these deeds if you complete the encounter before killing the skirmish boss and if the encounter boss is at least green to you (no more than eight levels lower than your level). If you complete the skirmish encounter deeds for all of the skirmishes, you complete the encounter meta deed and gain the title “Skirmisher of Middle-earth.” Each lieutenant also has an associated slayer deed. There are two tiers for each of these deeds: kill the lieutenant five times then kill the lieutenant 50 times. There is no title for the deed but you do gain 50 skirmish marks for completing the first tier and 500 skirmish marks for completing the second tier. A lieutenant only counts for the slayer deed if the level of the lieutenant is at least green. You can also complete several non-skirmish deeds while running a skirmish. In Attack at Dawn, you can complete the deeds for killing wargs, orcs, goblins, and trolls in the North Downs. The goblin, orc, troll, and warg racial slayer deeds can also be completed here. Quests Each skirmish includes a quest that is granted each time you run the skirmish. Each time you complete Attack at Dawn on a day, you receive the following additional rewards: Scaling experience based on level Scaling item experience points based on level 700 reputation with The Rangers of Estendín Ravaging Orc-Bounty Ravaging Orc-Bounty is a repeatable quest that you can find on one of the bulletin boards in Estendín. It is normally a fellowship quest but it can be completed solo while running Attack at Dawn. You need to collect helms from orcs and there is a pretty good drop rate, so with decent luck you should be able to complete the quest in a single run. Level-30 Quest Collect 6 helms from orcs within Dol Dinen Experience points 28s 56c 900 reputation with The Rangers of Estendín Update 16.5 Edition Chapter 30.2: Attack at Dawn Page | 30 Pineleaf’s Pictorial Primer to Skirmishing Masters of the Black Siege Masters of the Black Siege is normally a fellowship quest but it can be completed solo through several runs of Attack at Dawn. If you can find a group, it will probably be quicker to run the quest the way it was intended. Note that troll lieutenants do not count for this quest – just the trash mobs count. Level-30 Quest Kill 16 trolls within Dol Dinen Experience points 28s 56c 900 reputation with The Rangers of Estendín The Iron Collar This quest is triggered by finding a Heavy Iron Collar from a warg in Dol Dinen. This is one of those annoying quest item drops. This is marked as a fellowship quest, though it is more accurate to say that it is a solo quest that leads into a fellowship quest within the Fornost instance cluster. Triggered by finding a Heavy Iron Collar Level-30 Quest Take the collar to the camp near Fornost. Experience points 17s 85c It is now the dawn Where we will raid Dol Dinen To keep a secret. Graug and his goblins Have discovered Esteldín. Don't let them escape! - Eluros Aabye Update 16.5 Edition Chapter 30.2: Attack at Dawn Page | 31