Trouble in Tuckborough

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 20.1: Trouble in Tuckborough
By Pineleaf Needles for LOTRO Players
http://www.lotroplayers.com
Update 16 Edition
Chapter 20.1: Trouble in Tuckborough
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Pineleaf’s Pictorial Primer to Skirmishing
Table of Contents
Introduction ........................................................................................................................................ 3
Summary ............................................................................................................................................. 5
Rewards .............................................................................................................................................. 6
Layout ................................................................................................................................................. 7
Control Points...................................................................................................................................... 7
Section 1: Western Hillside .............................................................................................................. 8
Section 2: Eastern Hillside .............................................................................................................. 10
Section 3: Courtyard ...................................................................................................................... 12
Opponents ........................................................................................................................................ 14
Abilities ......................................................................................................................................... 16
Wolves .......................................................................................................................................... 17
Brigands ........................................................................................................................................ 18
Goblins .......................................................................................................................................... 19
Lieutenants........................................................................................................................................ 20
Filzof (The General) ........................................................................................................................... 21
Encounters ........................................................................................................................................ 22
Ghâshfog ....................................................................................................................................... 23
Fíthrokh ......................................................................................................................................... 24
Murbarash ..................................................................................................................................... 25
Old Root ........................................................................................................................................ 26
Big Fright ....................................................................................................................................... 27
Variations .......................................................................................................................................... 28
Level .............................................................................................................................................. 28
Tier ................................................................................................................................................ 29
Player Group Size........................................................................................................................... 29
Strategies .......................................................................................................................................... 30
Beorning (Herbalist)....................................................................................................................... 30
Burglar (Archer) ............................................................................................................................. 30
Captain (Archer) ............................................................................................................................ 30
Champion (Herbalist) ..................................................................................................................... 30
Guardian (Sage) ............................................................................................................................. 30
Hunter (Herbalist) .......................................................................................................................... 30
Lore-master (Archer) ..................................................................................................................... 30
Minstrel (Archer) ........................................................................................................................... 30
Rune-keeper (Archer) .................................................................................................................... 31
Warden (Archer) ............................................................................................................................ 31
Deeds ................................................................................................................................................ 31
Quests ............................................................................................................................................... 31
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Pineleaf’s Pictorial Primer to Skirmishing
Introduction
Welcome to Pineleaf’s Pictorial Primer to Skirmishing. In this series, we will look at all aspects of the
skirmish system in The Lord of the Rings Online™. In this chapter, we will take a look at the skirmish that
is set right in The Shire: Trouble in Tuckborough.
Pineleaf Needles
Follow the latest LOTRO news at LOTRO Players at http://www.lotroplayers.com
Pineleaf joins a raid to liberate Tuckborough.
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Skirmish Specifications
Name:
Scenario:
Type:
Level Range:
Availability:
Allowed Group Sizes:
Tiers:
Location:
Time:
Reputation:
Control Points:
Opponents:
Enemy Group Size:
Lieutenant Pool:
Lieutenant Count:
Defenders:
Encounters:
Marks Rating:
Experience Rating:
T1 Solo Run Time:
Features:
Consumables:
Damage Types:
Update 16 Edition
Trouble in Tuckborough
Brigands and goblins are laying siege to the Great Smials.
Food supplies are running low, and time is running
short…
Offensive
20-cap
Free upon completing the skirmish tutorial
Solo, Duo, Small Fellowship, Fellowship, and Raid
1-3
Tuckborough, the Shire
Early autumn 3019
The Mathom Society
7
Brigands, goblins, wolves
Solo
6 Mob Points
Duo/Small fellowship 16 Mob Points
Fellowship
48 Mob Points
Raid
112 Mob Points
8 solo; 5 duo+; 4 fellowship+
11 (excluding the boss fight)
6 non-vital
5; Tuckborough Troublemaker
9 (33 blocks awarded)
88
16 minutes
+3 hope, high mob density, distant encounters
In-combat regeneration food
Fire (wolves) and Light (goblins)
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Summary
Trouble in Tuckborough is the first offensive skirmish you can access. Anyone who is at least level 20 and
has completed the skirmish tutorial has access to this skirmish.
This skirmish is fairly straightforward in its structure and the trash mobs are individually easy. The
challenge is that the number of opponents you face is large, thus making it easy to become
overwhelmed.
Trouble in Tuckborough is set at the Great Smials, which is built into a hill. The skirmish path is thus laid
out in a circle about the hill. You will proceed about the hill in a roughly counterclockwise direction.
The object of this skirmish is to defeat the enemy forces at each control point and then take the control
point. When you have taken all of the control points in a section, you may proceed to the next section.
When you capture a control point, the enemy forces will generally launch a counterattack. One or two
hobbits will emerge to aid you during the counterattacks.
Your opponents will mainly be brigands, goblins, and wolves. In addition, you will face an array of
lieutenants. Due to the sheltered nature of the Shire, there are several lieutenants (such as trolls and
the dead) that will not appear in this skirmish.
The encounters are scattered throughout the area. Two are on the hill itself (one on the summit and one
near one of the control points), two are near the Great Willow, and one is far to the west on a farm.
This skirmish has a high lieutenant count but a very small lieutenant pool (so you will be seeing many of
the same lieutenants throughout the skirmish).
When I run a skirmish, I prefer to earn as many marks as possible during the run. Therefore, while some
players prefer to skip the counterattacks to finish the skirmish faster, I prefer to face all the
counterattacks and protect the hobbits. Besides, stranding those hobbits just seems cruel to me. I would
rather have the extra marks for saving the hobbits than to finish a couple minutes earlier. I do
sometimes skip encounters, especially the warg that’s halfway to Michel Delving (if you’re looking for
medallions, though, you should complete all of the encounters).
The 16-minute run time I show in the specifications was with a level-100 warden with passable traits and
equipment.
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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 a level-100
skirmish is a little under 9 marks.
Blocks
2
2
1
2
2
3
5
8
4
4
L100 Tier 1
Solo Marks
18
18
9
18
18 (23)
26
44+2
70+2
35+5
35+5
235+10
Hyacinth’s Entranceway
Western Hillside
Southern Hillside
Eastern Hillside
Edilina’s Entranceway
Outer Courtyard
Inner Courtyard (terminates the skirmish)
Six defenders (Hyacinth, Edilina, and four bounders)
First Encounter
Second Encounter
Total
The defender award assumes that all six defenders survive. This award is reduced if any of the defenders
are defeated. Therefore, you need to keep all the defenders alive if you want the listed award.
In addition, some lieutenants will award marks when you kill them (this is random, is the same way you
can receive random loot from lieutenants). The award for this is about 10 marks for a level-100 tier 1
run, so it does not appear to be using the same block value as the control points.
The medallion awards are more strongly tied to the group size and tier than marks are. While a Tier 2
Small Fellowship skirmish awards only 1.77 times the marks of a Tier 1 solo run, it awards 2.5 times as
many medallions.
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.
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Layout
The skirmish takes place on the hill of the Great Smials in Tuckborough. You enter the skirmish at the
point indicated by the X on the map. You then proceed around the hill in a counter-clockwise direction.
Note that the warg encounter is the only feature west of your entry point.
Map courtesy of the Terrain Map plugin by Garan.
Key:
X
CP
BF
G
M
OR
W
F
Entry Point
Control Point
Big Fright
Ghâshfog
Murbarash
Old Root
Warg (Fithrokh)
Filzof (Boss)
Control Points
Trouble in Tuckborough is divided into three sections: the Western Hillside, the Eastern Hillside, and the
Courtyard. The Western hillside includes three control points, the Eastern Hillside includes two control
points, and the Courtyard includes two control points.
Lieutenants stationed at control points are all at a fixed location. The trash mobs in a group are
scattered in the vicinity of the control point. Some of the enemy patrolling forces can wander quite a
distance and may prove tricky to find when you try the skirmish the first few times.
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Section 1: Western Hillside
There are three control points on the Western Hillside. When you take all three control points in this
section, the gates to the Eastern Hillside will open.
All control points on the Western Hillside include one group accompanied by a lieutenant.
Hyacinth’s Entranceway (2 Mark Blocks)
When you first enter the skirmish, you are facing
towards Hyacinth’s Entranceway. Up ahead, you
can see a bounder who explains the situation.
“We are in a terrible plight! Sharkey’s men have
locked the Tooks up inside the Great Smials! It is
just before harvest, so the foodstocks are running
low! Please, drive off the brigands and goblins! I
will see if there are any in the Shire who can aid
us, but it will take time, do not wait for me. The
Tooks depend on you.”
He then runs off. Perhaps he sends the bounders who appear later – or he just hides in a pub (assuming
there are any left open after the brigands stole everything).
Once you defeat the enemy and take the control
point, two hobbits appear at the entranceway: a
bounder and Hyacinth Took. They appear just in
time for the two counterattacks.
You will face two counterattacks. The second of
these counterattacks includes a lieutenant. If you
are unsure about how well you will survive a
double counterattack, you may wish to have a bit
of food right after taking the flag.
One of the decisions you need to make during this skirmish is whether to face the counterattacks near
the defenders or from a forward position. The primary advantage of facing them near the defenders is
that you will get through the fight more quickly. The main disadvantage is that you will be placing the
defenders at risk (the larger the group size, the greater the danger of the defenders getting killed).
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Western Hillside (2 Mark Blocks)
The Western Hillside covers a large expanse with several opponents that patrol through the area.
The lieutenant is stationed next to the control
point and usually has one or two mobs nearby.
The rest of the mobs will be scattered throughout
the western and southwestern hillside.
Once you defeat the enemy and take the control
point, you will face a single counterattack that
includes a lieutenant. A bounder will emerge to
help in this fight.
If you ate just before the counterattacks at the
previous control point, you will likely still be well
fed when you start this counterattack.
The counterattack approaches from the gate
behind the control point (top center of the photo).
This gate will open when you take all three control
points in the Western Hillside section. This gate is
one of the two routes to the Eastern Hillside.
I only take this gate to the Eastern Hillside if I have
to backtrack after taking the Southern Hillside
(this generally only happens if I choose to face the
warg encounter).
While you are next to one of the two gates to the Eastern Hillside, you cannot pass through it until you
take all three control points. In addition, taking your second control point triggers the message for the
encounter at the top of the hill. The easiest route to this encounter is through the currently-locked gate.
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Southern Hillside (1 Mark Block)
When you approach the Southern Hillside, the first
opponent you will generally see is the lieutenant.
There are generally a few patrollers that walk
about the southern face of the hill. When you
defeat the enemy and take the control point, there
is no counterattack.
The Southern Hillside is generally the third control point you take. When you do take all three points,
the two gates to the Eastern Hillside are opened.
In addition, there are three encounters that trigger when you take the third control point, so you will
generally see at least one encounter message when you take it.
One of the two gates to the Eastern Hillside is at
the lower-right of this picture. This is the gate that
I generally take, as it is the closer one to the
Western Hillside control point.
Section 2: Eastern Hillside
There are two control points on the Eastern Hillside. When you take both control points in this section,
the gate to the courtyard will open.
While the Western Hillside control points have an obvious order of progression (you are hard pressed to
get to the Southern Hillside without clearing out at least part of the other two control points), the
Eastern Hillside does not. You will generally reach the Eastern Hillside control point first, but it is easy to
bypass in favor of Edilina’s Entryway if you prefer. Note that these two areas are very close together, so
it is possible to pull mobs from one area while you are attempting to clear the other.
Both control points on the Western Hillside include one group accompanied by a lieutenant.
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Eastern Hillside (2 Mark Blocks)
When you approach the Eastern Hillside, the
lieutenant is obscured by bushes and some
debris. While there is occasionally a patroller
uphill from the control point, most of the mobs
are fairly close together. As often as not,
attacking one mob will activate the majority of
the group.
You can also approach via the summit after using the gate behind the Western Hillside control point.
Once you defeat the enemy and take the control point, you will face a single counterattack that includes
a lieutenant. The counterattack approaches from the western edge of the path. As usual, a bounder will
emerge from the door at the control point to help in the defenses.
Edilina’s Entranceway (2 Mark Blocks)
Edilina’s Entranceway features the only
lieutenant that is set far back from your obvious
route to the area. Generally, you will need to fight
one or two opponents near the control point
before heading to the lieutenant (the lieutenant
is far enough from the control point to not notice
any activity there).
The counterattacks work the same way as Hyainth’s Entranceway: when you take the control point,
Edilina and a bounder emerge to help you and the enemy sends two counterattacks. The second
counterattack includes a lieutenant. The counterattacks emerge from the gate that leads to the
courtyard.
Some skirmishers prefer to clear both Edilina’s Entranceway and the Eastern Hillside before taking either
control point to prevent interference from anyone in the main courtyard. I prefer to just complete the
Eastern Hillside before heading on to Edilina’s Entranceway.
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Section 3: Courtyard
The Courtyard includes two control points, though the final control point simply ends the skirmish. The
outer courtyard control point is defended by two groups, each of which includes a lieutenant. The
courtyard is the greatest challenge in this skirmish, as a bad pull could bring out the entire courtyard
population. How bad can this be?
How about two Zealots of Pain? Naturally, the
entire courtyard population came with them. I
was too busy fighting the trash to take any
pictures until I was down to the lieutenants,
though. What’s worse than fighting two Zealots?
Fighting them after being beaten upon by eight
other mobs. <whimper>
No, I still don’t know how I managed to survive
that pull.
Outer Courtyard (3 Mark Blocks)
When you enter the courtyard, you will see the
nearer of the two lieutenants ahead. You can
safely pull the near lieutenant without pulling the
far lieutenant.
In the past, moving to the lieutenant’s location
meant pulling the entire courtyard. The aggro
radius appears to have been later reduced,
though experiences such as the double-Zealot
fight leave me cautious.
If you would rather not attack the lieutenant
directly (as may be the case if you have a Zealot
of Pain), you will need to find a safe pull. The
safest pull is any opponent that is patrolling
around the tree ahead. This might bring half the
courtyard, but that’s better than the entire
courtyard.
Of course, if you like large pulls, then you can
have a field day here.
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Once you clear the outer courtyard, you can look through the gate to the inner courtyard to see the
enemy general tormenting Paladin Took. It is time to end this. When you take the control point, Filzof,
the skirmish boss, opens the final gate.
Inner Courtyard (5 Mark Blocks)
First Filzof, the half-orc orchestrating this siege,
threatens you and sends out a few friends. The
friends are effectively a counterattack without a
lieutenant.
After you defeat the wave, Filzof threatens you
again and becomes active. Filzof only aggros if
you are near him at the time he becomes active.
If you are far from him as I am, you can choose
how to start the combat. As a warden, I naturally
start it with an ambush.
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In solo runs, Filzof is a trivial opponent (as he is only a signature, even though solo skirmish bosses are
generally elites). In larger runs, he is tougher and will summon the aid of friendly lieutenants (friendly to
him). Once you manage to kill Filzof and any allies he may have, you may take the final control point.
This completes the skirmish and a chest appears behind you with your rewards. In addition, any hobbits
still alive at the end of the skirmish emerge and thank you for your help.
Opponents
There are three types of trash mobs you will face in Tuckborough: brigands, goblins, and wolves.
Trouble in Tuckborough was the first high-density skirmish. Some later skirmishes (Icy Crevasse and
Attack at Dawn) adopted this high density to add to their challenge). 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 high mob density for this skirmish, especially in the Outer
Courtyard, forms the main challenge you will face.
Number of Players
Solo
Duo / Small Fellow
Fellowship
Raid (12)
Mob Points
6
16
48
112
Possible Setup
3 Hale
4 Hardy
6 Strong
7 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
Update 16 Edition
Quality
Swarm
Normal
Signature
Elite
Elite Master
Nemesis
Mob points
1
2
4
8
16
32
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The exact composition of the group is selected at random, though some combinations are impossible
(for example, you will never get six weak opponents in a solo run).
Lieutenants are not part of this cost. A group is either accompanied by a lieutenant or not. This is not
reflected in the mob point total.
Each control point in the skirmish (except the inner courtyard) is defended by one or more groups. The
outer courtyard is defended by two groups and the earlier control points are defended by a single
group. Each counterattack consists of one group.
The trash mobs in this skirmish have rather weak special abilities. Most of these abilities can be ignored,
or at least endured, especially in solo runs. In fellowship settings, several mobs gain wound abilities,
some of which are nasty enough to consider bringing either wound fortification food or potions.
Each trash mob listed has a morale based on the level and tier of the skirmish. Each mob is assigned a
morale class and the table below lists the morale for each class. The first table lists the morale values for
each quality level for a level-100 character (italicized values are estimates).
Morale Class
A
B
C
Weak
8770
8684
8597
Hale
17,541
17,367
17,194
Hardy
30,697
30,393
30,089
Strong
52,623
52,102
51,581
Staunch
105,246
104,203
103,161
Mighty
175,418
173,672
171,936
The table below lists values for a hale mob at three different levels (20, 50, and 100) in Tier 1 runs. This
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
A
B
C
20
388
384
381
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50
2975
2946
2916
100
17,541
17,367
17,194
100 Tier 2
24,362
24,121
23,880
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100 Tier 3
38,980
38,594
38,208
Duo 100
11,577
11.462
11,348
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Abilities
In this skirmish, you will not face many special abilities, especially in the small group sizes.
Name
Bright Glow
Caltrops (damage)
Caltrops (debuff)
Type
Chilled
Crippled
Crippling Poison
Deep Wound
Degrading Wound
Fear
Wound
Poison
Wound
Wound
20 sec
52 sec
3 min
30 sec
20 sec
Fear
15 sec
3 min
20 sec
Flammable
Fright
Glow Fire
Knocked Down
Latent Poison
Light Injury
Minor Crippling Poison
Minor Disease
Minor Diseased Frailty
Minor Dislocation
Minor Fright
Minor Laceration
Minor Sprain
Minor Poison
Net
Seared
Serious Wound
Slow
Sticky Tar
Suppressed Fear
Weakened Armour
Wound
Time
20 sec
Aura
Aura
Poison
Wound
Poison
Disease
Disease
Wound
Fear
Wound
Wound
Poison
20 sec
Wound
Wound
10 sec
20 sec
Fear
30 sec
20 sec
Wound
1 min
2 min
3 min
2 min
30 sec
12 sec
Description
Target appears more threatening
Common damage every two seconds
-10% run speed; +10% all skill inductions;
+10% attack duration
Shadow damage every 4 seconds
-25% run speed
Penalty to Agility
Common every 2 seconds
Pen to Might; on expiration: 30% run speed,
penalty to evade and block, +10% attack duration
Penalty to Fear and Will
Cannot enter stealth
Penalty to Max Power; 10-second stun on expiration
Common damage every two seconds
Penalty to Agility
Power drain every 3 seconds
Penalty to Vitality
+5% attack duration
Penalty to Fear and Will
-10% melee and ranged damage, penalty to parry
-20% run speed; Penalty to evade
Common damage every 3 seconds
Root
Fire damage every 2 seconds
Common damage every 2 seconds
-25% run speed (from caltrops)
+40% attack duration
Morale penalty; Rooted and Silenced for 10 seconds
on expiration if in combat
Penalty to armor
Abilities in italics can appear on weak and hale trash mobs and are thus available to trash mobs during
solo runs.
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Wolves
Yes, despite all the denials, wolves have invaded the Shire. Their presence in the skirmish shows that
they were most likely brought by the goblins. Wolves are not universally linked to other mobs. I have
often attacked a mob without getting the attention of a wolf standing next to my target.
Update 16 Edition
Name:
Type:
Morale:
Abilities:
Shire-wolf
Melee
B
Minor Dislocation
Minor Sprain
Degrading Wound (Strong+)
Name:
Type:
Morale:
Abilities:
Rabid Shire-wolf
Melee
B
Minor Laceration
Minor Diseased Frailty
Minor Disease
Crippled (Hardy+)
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Brigands
Brigands are men working for Sharkey (albeit ostensibly for Lotho Sackville-Baggins). There are three
types of brigands: Chief’s Man, Chief’s Archer, and Chief’s Captain.
Brigands don’t have any special abilities in solo mode but they do gain some in full fellowship mode.
Name:
Type:
Morale:
Abilities:
Chief’s Man
Melee
B
None
Name:
Type:
Morale:
Abilities:
Chief’s Archer
Ranged
C
Deep Wound (Fellowship+)
Name:
Type:
Morale:
Abilities:
Chief’s Captain
Melee
A
Caltrops (Fellowship+)
Stun (Fellowship+)
The captains are the rarest trash mob in the
skirmish.
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Goblins
You know that something nasty is afoot when goblins are involved. They want revenge for what
Bullroarer Took did to Golfimbul. There are three types of goblins: Gramsfoot Warrior, Gramsfoot Spear,
and Gramsfoot Rager.
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Name:
Type:
Morale:
Abilities:
Gramsfoot Warrior
Melee
B
Knock Down (Hardy+)
Name:
Type:
Morale:
Abilities:
Gramsfoot Spear
Ranged and Melee
C
Net (Hardy+)
Name:
Type:
Morale:
Abilities:
Gramsfoot Rager
Melee
C
Minor Poison
Minor Crippling Poison
Serious Wound (Hardy+)
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Lieutenants
Trouble in Tuckborough has a small lieutenant pool. There are eight lieutenants that appear in the solo
setting. Five more are added in duo and small fellowship settings. Four more are added in fellowship and
raid settings. This means that there are a total of 17 lieutenants that can appear in this skirmish on the
larger group settings.
Details on the various lieutenants are given in Appendix A.
There are 11 lieutenant spawn points in this skirmish (plus an additional number of points during the
boss fight based on the skirmish size). There is a 100% chance of a lieutenant appearing at each of those
spawn points. In raids, there is at least a 75% chance that a spawn point will include two lieutenants
rather than one.
The table below lists all of the lieutenants, indicating which ones can appear in this skirmish.
Bearer of Blight
Blood- Rook
Daywalker Berserker
Death-monger
Defender of the Vile
Dourhand Keg-master
Dourhand Storm-keeper
Echo of Death
Forest-born Reaver
Pale Trapper
Shepherd of Filth
Troll Wound-taker
Venomous Blood-arrow
Zealot of Pain
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Brood Queen
Brothers of Destruction
Enraged Stone-crusher
Flesh Gorger
Frigid Squall
Hawk-eyed Harrier
Hulking Pounder
Leech Warden
Priest of Vengeance
Priestess of Flame
Raging Marauder
Tempest of Flame
Wretched Falconer
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Chapter 20.1: Trouble in Tuckborough
Chaos-Field
Courage Breaker
Crazed Hate-Monger
Daunting Spirit-Sapper
Dreadwing Marauder
Emissary of War
Enraged Snapper
Fell-bane Archer
Leadfoot Brute
Primordial Wrath
Rage of Morgoth
Silent Slayer
Spawn of Angband
Thunderstone Smasher
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Pineleaf’s Pictorial Primer to Skirmishing
Filzof (The General)
Morale: 35,082 (sig)
If you need any evidence that Filzof is evil, his
words during the final fight are enough:
‘Nothing I hate more than hobbits!’
Well, if you hate hobbits so much, then what
are you doing in the Shire? There are plenty of
places where there aren’t any hobbits.
In solo mode, Filzof is by far the easiest of the skirmish bosses (he is only a signature, while most of the
remaining skirmish bosses are elite). The fight is therefore a bit anticlimatic after the courtyard fight. He
does have the special abilities listed below, but it is is not enough to make him a serious challenge.
Stun
Caltrops (debuff)
Caltrops (damage)
Slow
Light Injury
In a group, Filzof becomes a worthy opponent. First, he jumps to the same quality level as other skirmish
bosses. Second, he gains the ability to summon lieuteants. The number he summons depends on the
skirmish size setting:
Group Size
Solo
Duo / Small Fellowship
Fellowship
Raid
Summoned Lieutenants
No lieutenants summoned
2 (one appears each summons)
3 (one appears each summons)
3 (one or two per summons)
He performs each summons based on reaching certain morale levels. Therefore, it is generally best to
switch to the lieutenants after a summoning to prevent you from being overwhelmed.
Finally, Filzof gains an aura in fellowship and raid settings that heals any nearby allies 5% of their morale
every 5 seconds. Therefore, you want to keep Filzof as far as possible from the lieutenants while running
in those settings.
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Encounters
There are a total of five encounters in Trouble in Tuckborough. As with most other offensive skirmishes,
the encounter bosses in this skirmish are all elite in solo runs.
If you complete all five encounters of a given character, you will complete a deed that awards the title
Tuckborough Troublemaker. There is no skirmish mark award for completing this deed. You only gain
credit for this deed if you complete the encounter before capturing the final control point and if the
encounter boss is at least green to you (no more than eight levels lower than your level).
All of the encounters in this skirmish are triggered by capturing control points. The triggers are not tied
to specific control points but to how many control points you have captured during the run. For
example, Ghâshfog is triggered by the second control point you capture, regardless of the location of the
control point.
The morale levels given in the descriptions are for a level-100 Tier 1 solo run.
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Ghâshfog
Name:
Type:
Trigger:
Text:
Location:
Morale:
Abilities:
Ghâshfog
Goblin
Capture of second control point
A cackle rolls across the great Smials, ‘I’ll dig my way in and be eating hobbits for
dinner.’
At the summit of the hill (33.8S, 71.1W).
76,589
Sticky Tar
Flammable
Seared
The Ghâshfog encounter is triggered when you
capture the second control point. Most likely, this
will be the Western Hillside. The most direct
route to Ghâshfog is through the gate behind the
second control point.
Oh, it’s still closed. Alas, this gate does not open
until you capture all three control points in the
section. This is why I generally reach Ghâshfog via
the Eastern Hillside instead.
Ghâshfog is on the summit of the hill on the
Eastern Hillside side of the fence dividing the
skirmish landscape. He is obscured a bit as he is in
a hole digging (as hinted in the announcement
text).
Ghâshfog is one of the easier encounters in this
skirmish. He has some sticky tar that can slow you
down but it isn’t much of a problem. Yes, he does
occasionally use fire but he’s not as bad as
Murbarash.
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Fíthrokh
Name:
Type:
Trigger:
Text:
Location:
Morale:
Abilities:
Fíthrokh
Warg
Capture of third control point
A growl echoes from the west farms.
Gerebert’s Farm to the west (33.6S, 72.4W).
78,934
Crippled; Deep Wound
Chilled
Suppressed Fear
Fright
Knockdown
The Fíthrokh encounter is triggered when you
capture the third control point. Most likely, this
will be the Southern Hillside. This is a long way
from Gerebert’s farm.
If you head to the western side of the hill, you
should see the farm in the distance (yes, way
down there).
An alternate route, albeit longer, is to find the
road where you started the skirmish and go down
to its end.
It is times like this that I wish we were allowed to
use mounts in skirmishes.
Whichever route you take, you will eventually
reach the field where Fíthrokh is dining on
chickens. Fíthrokh is a tough opponent. First, he
has the highest morale of any of the encounter
bosses in this skirmish. He also has a full array of
wounds and fears to make the combat tougher.
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Murbarash
Name:
Type:
Trigger:
Text:
Location:
Morale:
Abilities:
Murbarash
Goblin sapper
Capture of third control point
A laugh erupts, ‘The Great Smials will burn’.
On the Eastern Hillside (34.0S, 70.9W).
76,589
Area fire at start
There are three encounters that may be triggered
by taking the third control point. Murbarash is the
closest of these three to the Southern Hillside
control point, the most likely one you will be
taking third. If you face left soon after passing
through the gate, you should be able to see
Murbarash preparing to commit arson, though he
is obscured by the boulder and shrubbery.
Murbarash starts the fight in a spectacular
fashion. Fortunately, this is the worst of his
attacks. Just step out of the fire at the start of the
fight and you should be fine.
Once you manage to get out of the fire, the rest of
the combat is fairly straightforward.
I recommend that you fight Murbarash before
continuing to the Eastern Hilllside control point.
This is the one encounter that you should not
attempt to bypass. If you do, you may accidentally
pull him into the combat while fighting at the
Eastern Hillside.
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Old Root
Name:
Type:
Trigger:
Text:
Location:
Morale:
Abilities:
Old Root
Bog Lurker
Capture of third control point
A faint chirp of sickle-flies comes from the Great Willow.
The Great Willow (33.6S, 70.4W).
61,897 (8684 for the Willow-flies)
Latent Poison (though I have not seen this one in a long time)
Crippling Poison
Glow Fire (Willow-flies), Bright Glow (Willow-flies)
Old Root the most complicated of the five
encounters in this skirmish. When you approach
the Great Willow, you will see four Willow-flies
surrounding it. Old Root itself is resting next to the
tree.
The flies are easy to kill. They can inflict you with a
light wound but are no major threat. They can also
bathe you in a glow fire that makes it impossible to
enter stealth for several seconds.
After you kill the four flies, Old Root gets up and
stretches in anger.
Old Root has the lowest morale of any of the
encounter bosses. Despite this, the bog lurker is a
tough opponent. Old Root has two poisons. The
crippling poison is the lesser of the two.
The real threat is the 20-second countdown poison
that inflicts a 10-second stun on expiration. If you
do get stunned, it will the longest ten seconds
you’ll ever face. Poison removal is highly
recommended (and this is coming from someone
who is stingy with using curative potions).
Note: I have not seen the Latent Poison for over a
year, so it is possible that it has been removed.
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Big Fright
Name:
Type:
Trigger:
Text:
Location:
Morale:
Abilities:
Big Fright
Bear
Capture of fourth control point
A roar echoes from near the Great Willow.
The Great Willow (33.8S, 70.5W).
63,147
Weakened Armor
Serious Wound
Minor Laceration
Minor Fright
Stun
Big Fright is the second encounter set at the Great
Willow. Note that this encounter is activated one
control point later than most of the others. If your
only encounter prior to taking your fourth control
point is Old Root, then you will activate Big Fright
when you take your fourth control point.
Unlike the rest of the encounter bosses in this
skirmish, Big Fright patrols the area. His location
therefore might not be obvious when you first
reach the willow. If you not careful, he may
surprise you.
Big Fright is a bear and has the full arsenal of bear
abilities: a hard swipe, wounds, stuns, and fears.
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Pineleaf’s Pictorial Primer to Skirmishing
Variations
One of the advantages of skirmishes is their scalability. Skirmishes can be scales 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 Trouble in Tuckborough is 20. 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, since some players will first try a skirmish when they 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 Tuckborough a challenge due to the mob density. 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. There are reward upgrades at
levels 30, 50 (when relics start to drop), 60, 66, 76, and 95 (when Tier 5 relics start to drop). Therefore,
when I have a level-49 character, I may run skirmishes at level 50 to start collecting relics.
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 at the time of the reward.
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.
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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 there are apparently no such changes in Tuckborough.
Tier
1
2
3
L 100 Hale Wolf Morale
17,367
24,121
38,594
Skirmish Mark %
100%
133%
167%
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
Encounters
Solo (1)
6
100%
Signature
Signature
Elite
Duo (2)
16
105%
Elite
Elite Master + 2 LT
Elite Master
Small Fellowship (3) 16
133%
Elite
Elite Master + 2 LT
Elite Master
Fellowship (6)
48
150%
Elite Master
Nemesis + 3 LT
Nemesis
Raid (12)
112
190%
Nemesis *
Arch Nemesis + 3 LT*
Arch Nemesis
* He summons lieutenants three times in a raid. Each summons will call either one or two lieutenants.
The player group setting controls the quality of the lieutenants, the encounter bosses, the boss, as well
as the number of lieutenants the boss summons during the final battle.
In addition, the group size controls when the second counterattack comes when there is more than one
at a control point (this would be at Hyacinth’s Entranceway and Edilina’s Entranceway). 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 three minutes, the second counterattack will start right
away.
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.
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Strategies
This is how I play each when I solo this skirmish. Due to the mishaps that can take place in the courtyard,
I prefer to avoid melee soldiers (this is why you will see such a large number of archers and herbalists in
the list).
Beorning (Herbalist)
For the Beorning, I generally run in the damage line. Since I feel a little squishy when in that line, I bring
along an herbalist. This also helps when I am facing the Shepherd of Filth, my arch-nemesis while
running a Beorning, as I don’t have to worry about my soldier activating the shepherd’s ability.
Burglar (Archer)
For the burglar, I run the entire skirmish with the Mischief trait line. I like the reduced cool down for
Riddle as well as access to various tricks and trick-removal skills. While this is useful for any skirmish, it is
especially so for Trouble in Tuckborough where the mob density can get high.
Captain (Archer)
When I skirmish with the captain, I generally run with double archers. This is especially true in
Tuckborough where I avoid melee helpers. If you do not yet have access to the archer companion, then
you could always use a herald and set them to passive before entering the courtyard.
Champion (Herbalist)
I generally run the champ with the multi-target line. There are plenty of targets for your weapons.
Guardian (Sage)
I generally run my guardian with The Keen Blade. This does have its drawbacks while using a sage, since
the tanking line is more useful in keeping the sage alive.
Hunter (Herbalist)
I generally run in the trapper line and that works quite well with the groups in this skirmish. During the
double counter attacks, I will use a lure during the first counterattack and a triple trap for the second.
Lore-master (Archer)
The Lore-master can readily change tactics in the middle of a skirmish by summoning a different
companion. That said, I prefer to run with a bog guardian for the same reason I avoid melee soldiers.
This is especially true in the courtyard where a melee pet might run about the courtyard and grab
everyone’s attention.
While you can likely run your pet in aggressive stance before you reach the courtyard, make sure you
switch to guard stance (or even passive if you insist on using a melee pet) when you reach the courtyard.
Minstrel (Archer)
The damage line is certainly the best in solo runs, though I would more likely prefer the healing tree if I
am in a group (unless we already have sufficient healing).
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Rune-keeper (Archer)
When I run Tuck solo with a Rune-keeper, I use the fast damage line (lightning). With my capped runekeeper, I include just enough of the healing line to gain the healing stone skill. This allows me to use the
healing stone as a tank while I take care of the opposition.
Warden (Archer)
The warden is my primary class. Due to the crowd density, Tuck allows a good opportunity to use leech
skills. One of my main goals when playing a warden is protecting the hobbits. Therefore, I will often fight
in the front and keep the hobbits from entering combat.
I have played a warden with all of the soldiers. My favorite is the archer.
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
“Tuckborough Troublemaker.” There is no skirmish mark award for completing this deed. You only gain
credit for these deeds if you complete the encounter before you complete the skirmish by taking the
final control point 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.
Trouble in Tuckborough is a good source for completing the deeds for the lieutenants that appear there,
due to the small lieutenant pool and the large number of lieutenants present. 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 Tuckborough, you can
complete the deeds for killing wolves, brigands, and goblins in the Shire. The flies in the Old Root
encounter are Willow Flies rather than Harvest Flies, so they don’t count for the Shire Harvest Fly deed.
Goblin and wolf racial slayer deeds can be completed here. Technically, the warg racial slayer deed can
be completed through the Fíthrokh encounter, but that would be tedious at best.
Quests
Each skirmish includes a quest that is granted when you start the skirmish. Each time you complete
Trouble in Tuckborough, you receive the following additional rewards:



Scaling experience based on level
Scaling item experience points based on level
700 reputation with The Mathom Society
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Pineleaf’s Pictorial Primer to Skirmishing
Ode to Tuckborough
Trouble takes our Tuckborough folk,
As brigands bring a blight of woe.
We gore the goblins and gut the wolves
To save the Shire with spear of oak.
Trouble tears our Tuckborough home
As hobbits hide in holes so deep.
We fight our foes to free the Shire
Of raging roughs that wreck our land.
Trouble tests our Tuckborough will
To weather woes that wasters bring
To shed the Shire of Sharkey’s men
And bring us back to bliss and peace.
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