Skirmishing 101: What is a Skirmish?

Ford Trio vs Flesh Gorger

What is a skirmish? In short, a skirmish is an instance that is scalable on three dimensions: level, difficulty, and group size.

Types of Instances

Before we can discuss what sets skirmishes apart from other instances, we need to discuss just what an instance is. Instances are areas set apart from the main world for various purposes. Most instances are private (each player or group that enters the instance area spawns their own copy of the area). This allows the player or group to play through the content without unwanted interference.

Public Instances

While most instances are private, some are public. The housing neighborhoods are one example of public instances. Several of the daily quests in Rohan are also accessed through public instances.

Quest Instances

Quest instances are the earliest instances you encounter. When you create a new character, you start in a quest instance. You will also run this type of instance for many class quests. Quest instances are used quite often during key moments of the storyline. Many quest instances emphasize storytelling elements.

Generally, one runs a quest instance when you reach a given point in a quest chain. Some may be accessed later through a Reflection Pool (especially those associated with the epic storyline), while others can be accessed once per day by visiting the quest giver.

Dungeons

When a player says “instance” without any modifiers, they most likely mean a dungeon. These may be entered by anyone who meets the requirements for the dungeon. Requirements include such things as minimum level, completing certain quests or deeds, and having purchased the required access.

Originally, dungeons were always at a fixed level. In recent years, many dungeons were either designed or revamped to support scaling by level. We expected several more classic dungeons to be converted into scalable dungeons in the future.

Dungeons are entered through the instance finder. While many dungeons are scalable by level and difficulty, all of them are designed for a single group size (generally three or six players).

Note that despite the name “dungeon,” these instances are not necessarily set underground (they are generally set in enclosed areas, though).

Raids

The word “raid” has several meanings. In this context, it is a dungeon that is designed for either 12 or 24 players. The reason raids are placed in a separate entry is because when players say “instance” they generally mean “non-raid dungeon.” If they were looking for a raid dungeon, they would either say “raid” or specify which one they wish to play.

The reason raids are considered different is because they are generally the most challenging content in the game. In addition, the “Advanced” tab of the instance finder does not support raids.

Resource Instances

Resource instances are a special type of quest instance. They are designed for a single player and can be run once each day. What makes them worth a mention is that they include resource nodes that can be gathered. While you can run the instances once per day, the resources do not necessarily respawn at that rate (the once in Rohan seem to respawn daily, while those in Moria are on a time table that I have yet to decipher).

The other interesting matter with resource instances is that the type of mobs you face changes from run to run. All mobs in a given run are of a specific type but the mobs may be of a different type the next time you run the instance (for example, one run could include orcs while the next run could include wolves).

Skirmishes

All of the instance types described above are designed for one specific group size. Some quest instances get around this by either having two versions of the instance (one for the group size for which the instance was originally designed and one that allows a player to run it solo) or by providing an inspiration bonus that allows a single player to run an instance intended for six players.

Skirmishes are deigned to be run by different group sizes. When you launch a skirmish, you can specify the size limit for the skirmish (one, two, three, six, or twelve players). Rather than adjusting the character to achieve this, skirmishes instead alter the opposition (and occasionally the scripting) when played at different sizes.

Skirmishes can also be scaled by level and tier.

The other key element of the skirmish is the skirmish soldier. Each player in a skirmish is able to summon a companion (a skirmish soldier) that joins them in the battle. You are able to trait and progress your soldier as you level and participate in skirmishes. We will discuss skirmish soldiers in more detail in later lessons.

The exact composition of each enemy group you face is generated at random. Each skirmish includes a pool of possible monster types you will face (such as brigands, wolves, and goblins in Trouble in Tuckborough) from which these opponents are drawn.

Types of Skirmishes

There are currently three types of skirmishes: offensive, defensive, and survival.

Offensive

In offensive skirmishes, the object is to clear the enemy from each control point and capture the control point’s flag. At some control points, you will face a counterattack after capturing the flag. If you have any defenders in an offensive skirmish, they will only be available during the counterattacks.

The greatest variance from this general layout is in Rescue at Nûrz Ghâshu. While technically an offensive skirmish, the system of progression works very differently from other skirmishes. In that skirmish, you reach each control point (which is blocked by the fumarole), face a counterattack, and then attack the fumarole. When you destroy each fumarole, you can progress to the next one.

Defensive

In defensive skirmishes, you attempt to defend a particular area. Success or failure is dictated by the survival of a key NPC. In many skirmishes (especially when run in large groups), the main challenge isn’t staying alive but keeping the key NPC alive.

Note that defender NPCs are not necessarily persons. In Defence of the Prancing Pony, the inn is also a key defender (albeit a passive one).

Survival

In a survival skirmish, the object is to stay alive as long as possible. Currently there is only one such skirmish – Survival: Barrow Downs.

Survival: Barrow Downs is unusual in that it has no solo or duo setting (only three, six, and twelve-player settings). This is presumably because it is difficult to properly balance a solo survival skirmish for all classes.

This skirmish also lacks a difficulty setting. The skirmish grows more difficult as time progresses, as the number of mobs and lieutenants you face increases during each stage of the skirmish.

Important Note: As of this writing, Survival: Barrow Downs is not available in the Instance finder for reasons that have yet to be announced. We will post a message on the site when the skirmish is once again available.

Scaling

As we stated in the first paragraph, a skirmish is scalable in three dimensions. Let us now look at each of these dimensions.

Level

Level is the most common form of scaling for instances. Prior to the release of the Mirkwood expansion pack, there were no scalable instances. Skirmishes were the first instances to be scalable by level, though many non-skirmish instances have been scaled since.

All skirmishes have a minimum level. This is also the minimum level you character must be to run the skirmish. For example, Thievery and Mischief has a minimum level of 30.

Currently, all skirmishes have a maximum level equal to the level cap (85 as of this writing). When the level cap is increased, the maximum level for skirmishes and other scalable instances are likewise increased.

When you start a skirmish through the Specific tab, you can run the skirmish anywhere from the minimum level for the skirmish up to 10 levels above the lowest-level member of the group.

If you use the Advanced tab of the Instance Finder (we will go into more details in a later lesson), the level will be set by the Instance Finder. If everyone in the group is the same level, then the skirmish will be run at that level; otherwise the skirmish will be run at a level somewhere between the level of the lowest-level member of the group and the highest-level member of the group.

Difficulty

Skirmishes can be run at one of three tiers. Tier 1 skirmishes form the baseline. If you run a skirmish in Tier 2, the opponents will be tougher (they will have more morale and presumably better combats stats). If you run a skirmish at Tier 3, the opponents will be even tougher.

As noted in the first installment of Ask Pineleaf, some skirmishes have minor mechanical tweaks when you set the skirmish to a higher tier. This appears to be the exception rather than the rule, though.

Group Size

While many classic instances can be scaled by level and difficulty, skirmishes are the only instances that are scalable by group size. A skirmish can be run in one of five group sizes: solo, duo, small fellowship, fellowship, or raid (note that Survival: Barrow Downs is only available in the larger group sizes).

The group size will affect the quality of the mobs you will be facing and often the number of mobs you will face at a time. As each mob group is randomly generated, the composition will vary. Below is a typical composition of a mob group in Trouble in Tuckborough:

Skirmish Size Possible Mob Group Composition Lieutenants
Solo 2 Normal and 2 Swarm Signature
Duo/Small Fellowship 1 Elite, 1 Signature, and 2 Normal Elite
Fellowship 1 Elite Master, 3 Elite, and 2 Signature Elite Master
Raid (aka Skraid) 2 Nemesis, 2 Elite Master, and 2 Elite Nemesis

 

In skirmishes, each trash mob has a prefix to its name that indicates its quality level:

Quality Level Skirmish Prefix
Swarm Weak
Normal Hale
Signature Hardy
Elite Strong
Elite Master Staunch
Nemesis Mighty

 

Note that the information for duo and small fellowship skirmishes are the same. This is because these two group sizes use the same templates. When you run a duo skirmish, the mobs are made weaker to make it possible for only two player to complete the instance (this adjustment is likely to be a bit too much for a pair that works well together).

Alas, a skirmish does not scale to an arbitrary number of players. If you have a group of four, you have essentially three choices: split the group into two smaller groups, find two more players to bring the group size up to six, or run the skirmish with only four players.

Summary

Since skirmishes are scalable, most players and groups should be able to find a setting that fits their playing style.

In our next lesson, we will discuss how you start skirmishing. Until then, may your shield protect you and your spear never break,

Pineleaf Needles

 

Ask Pineleaf: Skirmish Soldiers

Skirmish Soldier

Here at Ask Pineleaf, we will attempt to answer questions relating to skirmishes. We will begin our column with a series of three question from Bellcari of Landroval:

One thing I would love to hear your talk about is T2 and T3…like…what is the mechanic for T2 on a given skirm etc.  I think many of us just think of them as hard and harder respectively.  There are some things to know as I learned from the Rift podcast recently on L.A. [Lotro Academy]

A second thing I’d love to hear your thoughts on, in whatever venue, is the subject of soldiers.  Each have their pros and cons per class, and I can find that on line if I look.  But some also have their foibles within different skirms.  Finally, I’m hearing a lot about “once you are level 85 you only want an herbalist”.  If that is true, why would I start any other kind of soldier?  Hmm, I bet you would know!

Let’s look at these one at a time.

How are T2 and T3 skirmishes different from T1 skirmishes?

The most significant difference between skirmish tiers is the strength of the opposition: the higher the tier, the better the statistics of your opponents (they have more morale, are more resistant to damage, and hit harder). In this sense, T2 and T3 skirmishes are effectively “hard and harder.”

In a few skirmishes, there are some adjustments to the mechanics.I have only heard or seen such changes in a few skirmishes. If other skirmishes have any mechanical changes in higher tiers, then they were too subtle for me to notice.

As you noted, one of these differences is in Rescue at Nûrz Ghâshu. For the fellowship maneuvers, I have only seen flushes in Tier 1 runs, while you can get other types of maneuvers in Tier 2. This will not have any effect on solo runs.

In The Icy Crevasse, the bosses in the final battle are unaffected by the environment buffs in Tier 1 runs. In this case, there was originally no difference between the tiers but the devs later decided to tame the Tier 1 boss fight a little.

While I have heard that there is a wider variety of spawning patterns for mobs in Protectors of Thangúlhad in higher tiers, I have not been able to confirm this (since spawning patterns are random in any case, this is tricky to confirm).

Has anyone else noticed a significant difference in the mechanics of a skirmish while running at a higher tier?

What are the pro and cons of each soldier?

This question in be addressed in more detail in a later article. A brief answer is below. Please note that much of this is personal opinion (and a difference of opinion allows some variety in small fellowship runs).

First, note that soldiers seem to follow the same attack priorities as monsters. If three melee mobs rush you while a ranged mob sits back and fires, the soldier will often notice the ranged mob first (as the ranged attack may either happen before the soldier sees the melee mobs or else the ranged mob does enough damage to overtake the melee mobs in the hate list). This is why soldiers will often go out of their way to attack ranged mobs when there are several closer mobs in the area.

This characteristic is most likely to be dangerous when using a melee soldier in a densely packed area (such as the courtyard in Tuckborough). If the ranged attacker happens to be near another pack of mobs, the melee soldier may get the attention of the other pack while attacking the ranged mob.

The three melee soldiers stand in front of you while the other three stand behind you. Soldiers that stand in front of you are more likely to enter combat if you are fighting at range. This is because the soldiers that stand behind you may be out of range of the combat if you are standing far from the mobs.

If you are fighting in melee, though, then the soldiers that stand behind you have a better chance of seeing the combat. I have seen protectors move into their wait position (in front of their player character) and ignore the combat because all the fighting is taking place behind them. Apparently, soldiers are stone deaf to the sounds of combat. This is more likely to be a problem in a group run.

Archer

Anyone who’s read my articles knows that I like the archer. They generally stay put and attack only one target at a time. They rarely stop fighting (and most of those times are when it’s expected, such as against an Echo of Death) and rarely attract more than one foe at a time. They are of little use if you stand back from the fight (where the archer can’t see anything) but otherwise seem to be the most reliable of soldiers.

Bannerguard

I used to like the bannerguard. In the year before the release of Isengard, I used one on my warden. This is because I was able to get through skirmishes faster with a bannerguard than with any other soldier. They are the Jacks of all trades of skirmish soldiers and they provide some buffs.

The reason I stopped using them is because with the release of Isengard, the melee soldiers started standing further ahead of the player character than before. That was too far ahead for my taste. I do find the bannerguard as the most flexible of the melee soldiers though.

Herbalist

The herbalist is a popular soldier and my second favorite. They heal you and they make surprisingly good tanks (as their healing both attracts the attention of mobs and prevents the herbalist from dying). The herbalist will heal while not in combat, which means that they may provide you with healing even if they cannot see the combat. Note that wile the herbalist is in combat, their heals are treated by the AI as attacks. This means that if all the remaining mobs are on the “do not attack unless commanded” list (such as a mob under CC and an Echo of Death), the herbalist will not heal unless you use the Direct Soldier command on a mob.

Their one problem is that they do no damage. In a solo run, it comes down to a question of how much morale you are losing compared to how much damage you are inflicting without the help of your soldier. This is likely to depend on how you generally trait. It may also be affected by the tier you are running (some players prefer to use herbalists in T3 runs to improve survivability).

Protector

I don’t like to use the protector in solo runs (due to my current aversion for melee soldiers), but they come in handy in small group runs. If I fail to grab the attention of all the enemy mobs, the protector generally collects the stragglers. I also find them handy in some skirmish boss fights in duo/small fellowship runs. I recall once tanking the boss in Tuckborough in a raid and having a protector steal the boss from me. Fortunately, the boss was sitting at a good location, so we decided to leave the protector on the boss while I joined the rest of the group in fighting the lieutenants.

In summary, I don’t like using protectors but they come in handy when I group with someone who doesn’t have the same aversion.

Sage

Area attacks and light armor can be a fatal combination. I never could use a sage properly. I recommend them mainly for tanking classes who can keep the enemy off the poor sage. This works best of you are a better tank than I am (i.e., not one who loses the boss’s attention to a protector during the final fight of Tuckborough).

With my fighting style, I can get through a skirmish as fast with an archer as I can with a sage. If you can keep her alive and fight several opponents at a time, then the sage may work for you.

Warrior

The warrior is my least favorite soldier. Melee plus area attacks? No thank you. This is not a soldier for those with a cautious play style.

Is the herbalist the only soldier you should use at level cap?

The answer to this question depends on your play style. Personally, I think there is no reason to always use an herbalist while at level cap, but I am more likely to run skirmishes solo and in small groups than I am to run then in raids.

Players who regularly run level-cap skirmish raids have a preference for herbalists. Generally, a raid party has more than enough damage output and they are more interested in relieving the pressure on the healers.

This preference is strongest in groups running Rescue at Nûrz Ghâshu. In full fellowship and raid runs, the most significant challenge in that skirmish is keeping Golodir alive. The last thing you want is for one of your soldiers to attack Golodir. For this reason, most groups running that raid ask you to dismiss all non-herbalist soldiers (and for Lore-masters to use their spirit pet) during the boss fight.

In addition, the herbalist is the least likely soldier to start a fight prematurely. In raids, you want to control the fight, not start off with all the mobs scattering about the battlefield and making the tanks job difficult at best.

That said, my level-cap wardens generally run with an archer on the few occasion I am in a raid. In addition, I am not the only one in the group with a non-herbalist.

While leveling, though, you are likely to rarely be in skirmish raids unless your character is part of a group that is leveling together. If you plan on running numerous skirmishes while leveling and your play style doesn’t work with an herbalist, then I see no reason to start with an herbalist. Should you switch when you reach cap? That will depend on the groups you plan to run with at cap and what soldier you leveled with.

For those who are curious, I often run in a three-player group that includes a hunter (with an herbalist), a rune-keeper (with a protector), and a warden (with an archer). I would rather have this mix than three herbalists.

May your shield protect you and your spear never break,

Pineleaf Needles

Skirmish News: Survival: Barrows Downs Unavailable [Now Available Again]

Survival Barrow Downs

The skirmish Survival: Barrow Downs is not available at this time. We have not yet received word from Turbine as to the reason for the skirmish’s closure or an estimate as to when it will be available again.

May your shield protect you and your spear never break.

Note: The skirmish was restored on June 12, 2013.

Pineleaf Needles

 

Skirmish News: Welcome to Skirmish Academy

Skirmish News

Welcome to Skirmish Academy. This is your source for information on skirmishes in The Lord of the Rings Online.

The articles in this section will be divided into five groups:

Skirmish News

This is where we will post the latest news about skirmishes. This will also be the home of previews that in some way affect the skirmishing system.

Lessons

Are you new to skirmishing? Then this is the place to go. This section will include articles and videos that provide basic information about skirmishes. Articles in this section will be headed with a course level number (such as “Skirmishing 101”).

Skirmish Guides

This will be the home of the second edition of Pineleaf’s Pictorial Primer of Skirmishing. Until the second edition is ready, this section will include links to the first edition.

Ask Pineleaf

This is where we will answer questions from readers that are related to skirmishes.

Howls from the Wolf

This is the home for skirmishing fiction. The main series will follow Pinewolf, a man of the Chetwood who becomes involved in the fight against Sauron when brigands take over his home woods.

Welcome to Skirmish Academy and our home at Lotro Players: your source for LOTRO skirmish information.

May your shield protect you and your spear never break.

Pineleaf Needles

 

A Look at Legendary Bridles, Part 3: Relics

We have already taken a general overview of bridles, as well as a look at legacies. Now it is time to look at relics. Just as with other legendary items, you may enhance your bridle with up to four relics: a setting, a gem, a rune, and a crafted relic. The catch is that bridles do not use the same relics as other items.

You create crafted bridle relics in a similar fashion as you create crafted relics for other items.

For bridle settings, gems, and runes, you have a smaller set of options than you have for general relics. The most reliable means I have seen for obtaining non-crafted bridle relics is through melding them at a Relic Master. Some do occasionally drop from war band boxes but I have yet to personally see this. Alas, they do not drop as loot in instances or when you deconstruct a legendary item (not even when you deconstruct a bridle).

I must admit that I haven’t used the melding system all that much. As such, my minstrel reached level cap even before I gave serious thought to adding relics to a bridle. If I’m going to spend resources making a relic, it might as well be for an item that I’ll be keeping for more than the next two days (and no, I don’t make it a habit to use relic removal scrolls).

Crafted Relics

There are two types of crafted relics associated with bridles: Insignias and Emblems. While there are also Emblems for other legendary items, only bridles have Insignias at this time.

Crafted bridle relic recipes are only available through your crafting guild. As usual, you make an item for the guild and you barter that for the actual relic you want. You can also get Insignias through trade while Emblems are bound to the character that makes them. All guilds have the same bridle relics available.

Bridle Emblems

Bridle Emblems may only be equipped on a bridle with an equip level of at least 85 (the level cap as of this writing). You must place the emblem in the Crafted Relic slot of the bridle.

Crafting these relics requires a Compendium of Middle-earth Volume IV, which is available through the Prospector Resource Instance in Hytbold. The recipe has a seven-day cooldown and the relic is bound on acquisition.

There are a total of six bridle emblems. Each has the following bonuses:

  • +600 Maximum War-steed Endurance
  • +495 Maximum War-steed Power

In addition, each emblem has a third bonus depending on its type:

  • Emblem of Acceleration          +10 War-steed Acceleration Rate
  • Emblem of Agility                     +50 War-steed Agility
  • Emblem of Armour                  +300 War-steed Armour
  • Emblem of Strength                +50 War-steed Strength
  • Emblem of the Rider               -25% Attack Duration
  • Emblem of Turning                 +10 War-steed Turn Rate

Insignias

Bridles have a second crafted relic type (called Insignias) that works differently than other crafted relics. First, they are class-specific. Each class has a total of three insignias, thus giving us 27 insignias in all. Second, you can equip your insignia in any relic slot rather than just in the crated relic slot. This means you can have both an Emblem and an Insignia on the same legendary bridle (though you cannot have more than a single Insignia on a given bridle).

Below is a list of the Insignias currently available. Insignias may be placed on a bridle with an equip level of 80 or higher. Unlike Emblems, Insignias are tradable. The recipes to create them (or technically, to create the item you trade for them) have a three-day cool down.

Burglar

  • Insignia of Strategic Force: +25% Strategic Strike Damage.
  • Insignia of the Quick Wrist: 25% chance that using the Ride By skill will reset All in the Wrist.
  • Insignia of Trickery: +10% Mounded Speed while using Trick: Strategem.

 

Captain

  • Insignia of Free Speech: +25% chance that Oppressive Blow will reset your cries.
  • Insignia of Resurgence: +25% Rally the Riders Healing.
  • Insignia of Wrath: +10% Critical Hit Chance for Cry Wrath.

 

Champion

  • Insignia of Boundless Fervour: 25% chance that Recuperate, Destabilizing Strike, and Horn Blast will not remove Fervour when used.
  • Insignia of Mounted Precision: +10% critical chance for Sundering Strike.
  • Insignia of Zealousness: Increases the duration of effects from Recuperate, Horn Blast, and Destabilizing Strikes by 1s for each Fervour that is removed.

 

Guardian

  • Insignia of Driven Recovery: 25% chance that using the Driving Slash skill will reset Clash of Arms.
  • Insignia of Maining: Increase the effects of Staggering Slash by 20%.
  • Insignia of the Fighting Edge: +10% Critical Hit Chance for Rohan’s Edge.

 

Hunter

  • Insignia of Deadly Precision: +10% critical chance for Noble Arrow.
  • Insignia of Impact: +15% chance for Kill Shot to dismount of a critical hit.
  • Insignia of Marksmanship: 25% chance that the bonuses provided by Establishing Shot will not be removed on a critical hit.

Lore Master

  • Insignia of Nature: Meara- Lore will now affect two additional targets.
  • Insignia of the Enduring Flame: +25% Enduing Embers Damage.
  • Insignia of the Inspired: +15 chance for effects to proc while Sign of Power: Inspiration is active on a target.

 

Minstrel

  • Insignia of Free Verse: -50% Ballad Cost.
  • Insignia or Melodic Strikes: 25% chance for Hammer of Rohan to open access to Anthems and Codas.
  • Insignia of Unchained Melody: 25% chance that codas will not consume ballads on use.

 

Rune-keeper

  • Insignia of Ending: Performing Fixation will increase the critical chance of your next Resolution by 25%.
  • Insignia of Inspiration: +2 Inspirational Verse pulses.
  • Insignia of the Elements: Invoke the Elements will place a debuff on enemies that will increase all incoming damage by 3% for 10s.

 

Warden

  • Insignia of the Eorlingas: +10% Player buff magnitude when using Assault of the Eorlingas, Roar of the Eorlingas, or Defence of the Eorlingas.
  • Insignia of Persistence: +10s Skill of the Eorlingas buff duration.
  • Insignia of the Steeled Mind: +10% critical chance for Clash of Steel and Will.

 

Settings, Gems, and Runes

For other bridle relics, we have three different tiers with three settings, three gems, and three runes at each tier. The three tiers are Basic, Unique, and Singular.

The most reliable way to get these relics is through melding. The basic relics are fairly inexpensive to make but they are likewise relatively weak. The unique relics are much more expensive but are also significantly more powerful. The singular relics are even more expensive and a little more powerful (but not enough so to tempt me to make them). The table below shows the costs for each relic type.

Tier

Equip Level

Shards

Relics

Basic

75

194

Any three T4

Unique

75

2496

Three specific T8

Singular

80

4992

Three specific T9

 

The Basic Relics have a minimum level of 75 and are relatively easy to make as they only cost 194 shards and any three T4 relics. The Unique Relics are significantly more powerful and likewise significantly more expensive. I only recommend the Singular relics for those who need the top-of-the line relics, as they cost twice as much as the Unique relics without being twice as powerful.

You can also get these relics from war band loot boxes. The third way to get them is through the Lotro Store. Unlike general relics, bridle relics do not drop as loot in skirmishes and are not generated when you deconstruct legendary items. I also have yet to see one as a quest reward.

 

Basic

Basic bridle relics are equivalent to Tier 4 general relics.

  • Bridle Setting of Fortitude            +5 War-steed Strength
  • Bridle Setting of Renewal             +84 in-Combat War-steed Endurance Regen
  • Bridle Setting of Persistence        +200 Maximum War-steed Endurance
  • Bridle Gem of Dexterity                +10 War-steed Agility
  • Bridle Gem of Restoration           +72 in-Combat Power Regen
  • Bridle Gem of Capacity                 +150 Maximum War-steed Power
  • Bridle Rune of Avoidance             +125 War-steed Evade Rating
  • Bridle Rune of Defence                 +100 War-steed Armour
  • Bridle Rune of Momentum          +1 War-steed Acceleration Rate

 

Unique

In my first article, I didn’t have much of an appreciation for these relics. Now that I take a closer look, the do look really sweet in comparison to the basic relics. For example, the Bridle Setting of Aggression doubles the strength bonus over that for the Bridle Setting of Fortitude, adds an attack duration bonus, and also adds a physical/tactical mastery bonus. This is a major upgrade (expensive, but now I see why).

Bridle Setting of Aggression:

  • +606 Physical and Tactical Mastery
  • +10 War-steed strength
  • -15% Attack Duration

Bridle Setting of Savvy

  • +606 Physical & Tactical Mastery
  • +168 in-Combat War-steed Endurance Regen
  • +5 meter max distance of ranged skills

Bridle Setting of Clout 

  • +606 Physical & Tactical Mastery
  • +400 Maximum War-steed Endurance
  • +10 War-steed strength

Bridle Gem of Acumen

  • +606 Critical Rating
  • +25% Critical Multiplier
  • -15% War-steed Power Cost

Bridle Gem of Haste

  • +606 Critical Rating
  • +10 War-steed Agility
  • +141 in-combat War-steed Power Regen

Bridle Gem of Alacrity 

  • +606 Critical Rating
  • +330 Maximum War-steed Power
  • +10 War-steed Agility

Bridle Rune of Tenacity

  • +303 Block, Parry, and Evade
  • +360 Resistance Rating
  • +455 Physical and Tactical Mitigation

Bridle Rune of Perseverance

  • +303 Block, Parry, and Evade
  • +250 War-steed Evade Rating
  • +2 War-steed Acceleration Rate

Bridle Rune of Protection     

  • +303 Block, Parry, and Evade
  • +200 War-steed Armour
  • +2 War-steed Turn Rate

 

Singular

These relics are upgrades over the unique relics. They cost twice as many shards to construct and require Tier 9 relics.

Bridle Eastemnet Setting of Aggression

  • +646 Physical and Tactical Mastery
  • +20 War-steed strength
  • -15% Attack Duration

Bridle Eastemnet Setting of Savvy

  • +646 Physical and Tactical Mastery
  • +184.5 in-Combat War-steed Endurance Regen
  • +5m Max distance of ranged skills

Bridle Eastemnet Setting of Clout 

  • +646 Physical and Tactical Mastery
  • +20 War-steed strength
  • +600 Maximum War-steed Endurance

Bridle Eastemnet Gem of Acumen

  • +646 Critical Rating
  • +25% Critical Multiplier
  • -15% War-steed Power Cost

Bridle Eastemnet Gem of Haste

  • +646 Critical Rating
  • +20 War-steed Agility
  • +154.5 in-Combat War-steed Endurance Regen

Bridle Eastemnet Gem of Alacrity

  • +646 Critical Rating
  • +20 War-steed Agility
  • +495 Maximum War-steed Power

Bridle Eastemnet Rune of Tenacity

  • +323 Block, Parry, and Evade
  • +384 Resistance Rating
  • +485 Physical and Tactical Mitigation

Bridle Eastemnet Rune of Perseverance

  • +323 Block, Parry, and Evade
  • +375 War-steed Evade Rating
  • +4 War-steed Acceleration Rate

Bridle Eastemnet Rune of Protection

  • +323 Block, Parry, and Evade
  • +300 War-steed Armour
  • +4 War-steed Turn Rate

 

Star-Lit Crystals

While not a relic, there is still one item we did not discuss: Star-Lit Crystals. For each crystal that you add to a bridle, the attributes of the bridle are increased as if the equip level were increased by one (if does not affect the actual level required to equip it, though). Therefore, the only two effects I expect are an increase in the Fury Bonus Contribution Rating as well as the Benevolence Healing Rating Bonus (a major legacy). Since I am not heavy into Fury and I am not using a heavy steed, I have little incentive to place any crystals I get onto a bridle.

May your shield protect you and your spear never break,

Pineleaf Needles