I posted this before back in 2013, but I'm deleting that spot. SOOOO I'm reposting without checking if it's still current. Pretty sure I just stole this from somewhere else.
Original content created by: Guardians of Vilya
Content Information
Each lieutenant listing will have its:
- Model - names are hard to remember and associate with corresponding lieutenants, visual hint makes this association much easier so it's easier to recall which lieutenant has what name
- Appears - Skirmish setting where you will start seeing the Lieutenant. Either Solo, Small Fellowship(3 players), Fellowship(6 players), or Raid(12 players).
- Skills - Only the most important ones. It usually doesn't matter whether a lieutenant has a -20 fate debuff or a -15% movement slow debuff. The 'Skills' listing is supposed to show why this lieutenant is unique and why it should be feared, not a complete listing of all attacks he has.
Notes - Self explanatory. All the information about skills, movement or weaknesses. Also might cover a deeper explanation of before-mentioned skill(s).In general: Things to avoid, things to do and things not to do.
Skirmish Lieutenants
Bearer of Blight
- Model: Armoured Melee Uruk
- Skill1: Disease Blade. "Disease rots your flesh!"
- Disease debuff. +50% Incoming Melee, Ranged, and Tactical Damage. -50% Incoming Healing Modifier.
- Skill2: Wound Blade. "Your wounds will be deep."
- Skill3: Poison Blade. "Poison will burn your veins!"
- Poison debuff. Damage over time.
- Skill4: Fear Blade. "Fear my power!"
- Fear debuff. -50% Melee, Ranged, and Tactical Damage. -50% Healing.
Note: The debuffs affect everyone around the Bearer of Blight. They can be cured with potions.
Blood-rook
- Skill1: Aid of Allies(Self). The Craban grows in power when others are around
- Increased Melee Damage per nearby ally
- Decreased Incoming Damage per nearby ally
Note: Ally refers to enemy mobs, or adds, not to other players and soldiers. Blood-rook gains +25% Outgoing Melee Damage and -25% Incoming Damage per nearby ally.
Brood Queen
- Skill1: Impregnate(Player). Hits a player for acid damage. Also puts a 5 seconds Poison debuff on the player or Soldier. When the debuff expires, a Spiderling add will appear on top of the player or Soldier.
Note: Cure the Impregnate debuff as soon as possible so that you don't have to deal with the Spiderling adds. Keep an eye on your Soldiers, as they can also receive the Impregnate debuff.
Brothers of Destruction
Note: Summons copies of himself at the start of the fight. One copy on a small fellowship, two on a 6-person fellowship, and three on a 12-man raid. Kill one, and you kill them all, so focus all attacks on one. Chaos-fiend
- Model: Pale-skinned Orc-defiler
- Appears: Fellowship and up
- Skill1: Mortal Terror(Player). Fear debuff. Does high Shadow damage over time every 4 seconds for 30 seconds.
- Skill2: Deadly Immolation(Player). Wound debuff. Does high Fire damage over time every 2 seconds for 30 seconds.
- Skill3: Lightning Surge(Player). Wound debuff. Does high Lightning damage over time every 2 seconds for 30 seconds.
- Skill4: Major Power Drain(Player). Fear debuff. Deals high Shadow damage to your Power every 3 seconds for 30 seconds.
- Skill5: Petrifying Shadow and Encasing Ice(Player). Two 3-seconds long Roots.
- Skill6: Exertion(Player). Increased Power cost for all skills. +21% Power Cost. 15s Duration.
- Skill7: Mortal Wound(Player). Wound debuff. High common damage every 2 seconds for 30 seconds.
Note: Chaos-fiend has a very wide variety of deadly attacks. They range from damage over time effects, to roots, to power drains and debuffs. He also has an attack for each damage type. Whenever he roots a player(Encasing Ice, Petrifying Shadow, etc), he will run off and start attacking from range. Every time he is going to use one of his special attacks, he will roar. Stay on your toes, curing any effect from yourself and your allies. Kill him as fast as you can.
Courage-breaker
- Appears: Fellowship and up
- Skill1: Morale Bomb(Player). Subtracts 50% of Maximum Morale upon expiration, if in combat.
Note: He is always paired with Will-breaker.
Crazed Hate-monger
- Appears: Fellowship and up
- Skill1: Sword Rage(Self). +100% Increased Threat from Damage
- Skill2: Song Rage(Self). +100% Increased Threat from Healing
- Skill3: Uncontrolled Rage(Self). This creature will attack players randomly. Expires if out of combat for 9 seconds.
- Skill4: Charge(Self). A burst of increased movement speed. +50% movement Speed. 8s Duration.
Note: At approximately 75% morale, Crazed Hate-monger will put both the Sword of Rage and Charge buffs on himself to try and focus on the players that are killing him faster. At around 30% morale, he will change his rage buff to Song Rage, and will again put the Charge buff on himself. He is now trying to focus on the healers. Unfortunately for him, since tanks also build threat by doing damage, it is most likely they have already generated so much threat that the healers will be safe. As a last resort, at around 15% morale Crazed Hate-monger will change his rage buff to Uncontrolled Rage and will run from player to player. Too bad for him he is almost dead anyways. Either way, do not underestimate him. Try to get the adds down first before he gets to his second buff, that way the healers don't have to do extra healing and possibly generate too much threat.
Daunting Spirit-sapper
- Appears: Fellowship and up
- Skill1: Aura: Spirit Sap(Self). The toad slows those around him.
- Aura: Spirit Sap(Players). +40% Attack Duration. -40% Run Speed. +40% All Skills Induction.
Note: The area of the Aura is huge. The boundary is denoted by a light-blue mist. The magnitude of the debuff might be affected by skirmish size(40% is at a 6 players fellowship setting). When dealing with it, it might be easier to have the tank pull him far away from the rest of the group so that everyone else can deal with the rest of the wave without being hindered.
Daywalker Berserker
- Skill1: Titan's Rage(Self)
- -100% Incoming Melee, Tactical and Ranged Damage. 20s Duration.
Note: Daywalker Berserker pauses to apply this buff upon entering combat. If mezzed before entering combat it will apply the buff after the mez ends. However, if you trip the daywalker, he will not cast his shield.
Death-monger
| Level: 32 (34) | Death-monger |
|
|
| Genus: Orc-kind | Species: Orc |
| Alignment: Evil | Type: Signature |
| Combat Effectives: |
| Melee Defense: | Average |
| Tactical Defense: | Average |
| Ranged Defense: | Average |
| Conjunctions: | False |
| Stun/Mez: | False |
| Root: | False |
| Resistances |
| Cry: | Average |
| Song: | Fair |
| Tactical: | Fair |
| Physical: | Fair |
|
| Max Morale: | 983 |
| Max Power: | 569 |
| Mitigation: |
| Common: | Good |
| Fire: | Fair |
| Frost: | Good |
| Shadow: | Good |
| Light: | Fair |
| Ligntning: | Good |
| AncientDwarf: | Good |
| Beleriand: | Fair |
| Westernesse: | Good |
|
- Model: Green-skinned Orc Defiler
- Appears: Solo and up
- Skill1: Nose for Death(Self). The Death-monger refuses to let his dead companions leave the battlefield
- "Rise and return to battle!" He revives his dead allies as ghosts.
Note: His revival skill can be interrupted. Note that he doesn't revive allies that are already of the "Dead" type. The revived allies are not part of the wave, so the next wave (if there is one) will start even if there are still ghosts around. Killing the Death-monger first is advisable. His revival skill appears to either be an "on-defeat response" skill (like those that a Captain has) or it must be used on corpses that are present. If he is kept mezzed while his allies die and only attacked after their corpses have decayed (which takes a couple seconds), he will not revive anything. Thus, if you can't kill him first, keep him mezzed and kill him last.
Defender of the Vile
- Skill1: Defender of the Vile(Self). The presence of a Defender of the Vile inspires competence in battle
- Aura: Vile Defense(Allies). "Stand strong! They will not break us!" Decreased Incoming Melee, Tactical, and Ranged Damage.
- Skill2: Disarm (Single Player). Wound debuff. 6 second disarm.
Note: Vile Defense is -50% Incoming Melee/Tactical/Ranged Damage in Solo Skirmishes, -60% in Duo and Small Fellowship, and -70% in Fellowship.
Dourhand Keg-master
| Level: 32 (34) | Dourhand Keg-master |
File:Dourhand Keg-master.jpg
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| Genus: Dwarf | Species: Dwarf-kind |
| Alignment: Evil | Type: Signature |
| Combat Effectives: |
| Melee Defense: | Average |
| Tactical Defense: | Average |
| Ranged Defense: | Average |
| Conjunctions: | False |
| Stun/Mez: | False |
| Root: | False |
| Resistances |
| Cry: | Fair |
| Song: | Fair |
| Tactical: | Fair |
| Physical: | Fair |
|
| Max Morale: | 1,013 |
| Max Power: | 474 |
| Mitigation: |
| Common: | Remarkable |
| Fire: | Remarkable |
| Frost: | Remarkable |
| Shadow: | Remarkable |
| Light: | Remarkable |
| Ligntning: | Remarkable |
| AncientDwarf: | Remarkable |
| Beleriand: | Remarkable |
| Westernesse: | Remarkable |
|
- Model: Ranged Dourhand Dwarf
- Appears: Solo and up
- Skill1: I drink(Self). The Dwarf is affected by the beer he chugged. Be Careful, he is getting revved up
- +20% Melee, Ranged, and Tactical Damage. +20% Incoming Melee, Ranged, and Tactical Damage. +20% Miss Chance.
- Skill2: You drink(Player). You are affected by the beer that was thrown at you. Be careful, you are feeling drunk
- +20% Melee, Ranged, and Tactical Damage. +20% Incoming Melee, Ranged, and Tactical Damage. +20% Miss Chance.
- Skill3: Explosive Brew. A keg appears on the ground in the middle of the fellowship. It explodes after a few seconds and does high Fire damage and stuns everyone around it.
Notes: I Drink and You Drink can stack multiple times. Dourhand Keg-Master can also heal itself by a large amount. The self heal can be interrupted. Starting with Duo and Small Fellowship settings, Dourhand Keg-Master will raise his hands over his head as if he was roaring, and place the Explosive Brew on the ground next to the fellowship. Move away when you see it. The number of kegs he places depends on the number of players fighting him. On 6-player settings, he can place up to 2 kegs. The kegs can be hard to notice, so you have to keep an eye out for them. The range of the explosion is pretty short, so once you see them just move a couple of steps away.
Dourhand Storm-keeper
| Level: 32 (34) | Dourhand Storm-Keeper |
File:Dourhand Storm-Keeper.jpg
|
| Genus: Dwarf | Species: Dwarf-kind |
| Alignment: Evil | Type: Signature |
| Combat Effectives: |
| Melee Defense: | Average |
| Tactical Defense: | Average |
| Ranged Defense: | Average |
| Conjunctions: | False |
| Stun/Mez: | False |
| Root: | False |
| Resistances |
| Cry: | Fair |
| Song: | Fair |
| Tactical: | Fair |
| Physical: | Fair |
|
| Max Morale: | 1,013 |
| Max Power: | 474 |
| Mitigation: |
| Common: | Remarkable |
| Fire: | Remarkable |
| Frost: | Remarkable |
| Shadow: | Remarkable |
| Light: | Remarkable |
| Ligntning: | Remarkable |
| AncientDwarf: | Remarkable |
| Beleriand: | Remarkable |
| Westernesse: | Remarkable |
|
- Model: Dwarf Brigand
- Appears: Solo and up
- Skill1: Fingers of Lightning. Attack that does Lightning Damage
- Skill2: Sigil of Destruction. Drops a Rune Stone that does fire damage over time to every player around
- Skill3: Shocking Grasp(Player). Wound debuff that does moderate lightning damage over time
Notes: Fingers of Lightning is the only skill he will use in Solo settings, and uses it sparingly. In 3 players settings, he will begin placing the low-morale Sigil of Destruction (1, 2 or 3 at once depending on the size of the fellowship/raid). In 6 players settings, he will also start using Shocking Grasp. It can be cured with a wound potion.
Dreadwing-marauder
- Appears: Fellowship and up
- Skill1: Vulnerability. Does high Shadow damage to the target, and applies a Vulnerability debuff to it.
- Vulnerability(Players). +25% Incoming Melee Damage. 30s Duration. Can stack multiple times.
Note: The magnitude of the debuff might depend on Skirmish Size. On a 6 players setting, it is +25%. Try to have someone tanking her, while someone else tanks the adds.
Echo of Death
- Model: Purple Fell Spirit
- Skill1: Death's Echo(Self)
- On any damage: 25% chance to Reflect effect: +100% Incoming Melee and Ranged damage.
Notes: Particularly nasty in solo instances. Make sure to clear all other mobs before attacking him to avoid the debuff. In 3+ man skirmishes don't make the tank hit him too often, just enough to keep threat up. Soldiers won't attack this lieutenant unless explicitly directed to. Don't forget to order your soldier to attack when fighting the Echo of Death.
Emissary of War
- Appears: Fellowship and up
- Skill1: Shadowy Defence(Self). -100% Incoming Melee, Ranged, and Tactical Damage.
- Skill2: Shadowy Vulnerability(Area/Everyone). +10% Incoming Melee, Ranged, and Tactical Damage.
Note: His Shadowy Defence buff is permanent. Every once in a while, he will target one player and put an area of effect debuff on the ground around that player (the area is fixed. Does not move with the player). The boundaries of the area is yellow. Everyone inside the area, including adds and other lieutenants, will receive the Shadowy Vulnerability debuff. The debuff affects also the Emissary of War, and overrides his Shadowy Defence buff, allowing you to damage him. Note: Deed refers to this lieutenant type as "Emissary of Shadow"
Enraged Snapper
- Appears: Fellowship and up
- Skill1: Will slowly stack a +25% attack damage/+5% run speed buff on itself until a successful fellowship Maneuver is performed on it. Not that big of a deal if being focus-fired.
Enraged Stone-crusher
- Skill1: Enraged(Self). +100% Melee Damage. -25% Attack Duration. +25% Run Speed. Immune to Dazes, Stuns, Roots, and Fear. 15s Duration.
Note: Enraged Stone-crusher will raise his weapon over his head and go into an induction. He will then smash the weapon on the ground and receive the Enraged buff. Simply interrupt him during the induction. He can also do an area of effect knockback.
Fell-bane Archer
- Appears: Fellowship and up
- Skill1: Shadow Split(Self). The damage dealt from the Fell-bane Archer's Shadow Pulse attack is split amongst the number of targets hit.
- Skill2: Shadow Pulse. Distributed Shadow Damage attack.
Note: Fell-bane Archer will normally fight from range. If it is fighting at close range, it will begin using its Shadow Pulse attack. Every player and soldier within range will get hit by it. Grouping together around Fell-bane Archer when it is using its Shadow Pulse attack will cause the damage done to each player and soldier to decrease. Alternatively, running away so that there are no players or soldiers within the range of the attack will cause the attack to dissipate. A shadowy mist gathering towards Fell-bane Archer denotes the range of the attack, as well as how much time before it fires off.
Flesh Gorger
- Model: Large Frilled Lizard
- Skill1: Scent of Death(Self). When the Flesh Gorger smells death, it sends him into a frenzy
- +20% Melee Damage, -10% Attack Duration, and +10% Run Speed per Tier. Expires if out of combat for 9 seconds.
Notes: It receives the buff when players and soldiers die. The buff has at least 3 tiers. Will go after Soldiers first and won't stop until they are dead. Its attack speed is very high, even if it doesn't have its buff. Kill it quickly before it kills your Soldiers.
Forest-born Reaver
- Skill1: Enragement(Self). This creature is enraged and hates soldiers.
- -30% Attack Duration. +30% Run Speed. Will attack soldiers no matter what until expiration.
Frigid Squall
- Skill1: Aura: Frigid Squall(Self). The air surrounding the Frigid Squall has been cooled to dangerous lows
- Does Frost damage over time and reduces Frost Mitigation of players around it.
- Skill2: Frigid Squall. Big area of effect attack that does massive Frost damage.
Note: Frigid Squall doesn't stay on one target. It randomly switches between players or soldiers. It will also use its Frigid Squall attack when it has about 10% Morale left, so be ready for it.
Hawk-eyed Harrier
- Model: Female Hillman Archer
- Skill1: Hawk-eyed Harrier(Self). The Hawk-eyed Harrier is fleet of foot
- -25% Attack Duration, +25% Run Speed
Note: The buff is permanent. She cannot be slowed. Hawk-Eyed Harrier will randomly shoot any player or soldier that is outside of melee range for very high damage, even if someone else has aggro.
Hulking Pounder
- Model: Heavy-Armored Troll
- Skill1: Smash. "This battlefield is mine!"
- One hit kill induction attack on the Soldier.
- Skill2: Soldier Lockout(Players). "Your soldier flees before me!"
- Your soldiers do not trust your leadership. 1 minute duration.
- Your Soldier's vital bar will disappear. You will be unable to control them, and summon them until the debuff expires. It affects every player in the fellowship.
Notes: Hulking Pounder will say "This battlefield is mine!" and target a Soldier. It will use an attack on the Soldier that does extremely high damage, enough to kill the Soldier in one hit. The attack has a pretty long induction, so interrupt it. If this attack is successful, every player of the fellowship will receive the Soldier Lockout debuff. They will be unable to summon their soldier or control them for one minute.
Leadfoot Brute
- Appears: Fellowship and up
- Skill1: Leaden Executioner(Self). The Gorthorog is slow but brutally deadly.
- +500% melee damage. +50% Attack Duration. -50% Run Speed.
Note: Kite him. He hits too hard and too often.
Leech-warden
- Model: Green-tinged Gauradan
Note: Calls a token that casts a short-range aura. Within the aura, you get a debuff that drains Power and Morale. Simply step out of the Aura.
Pale Trapper
- Skill1: Fire Totem. The Pale Trapper puts a small patch of fire on the ground around him that does fire damage over time.
Note: The area of effect of the Fire Totem is pretty small, and doesn't last too long, but can still pack a punch. Simply move off the fire to avoid it.
Priest of Vengeance
- Skill1: Vengeance (Single Ally). Immune to Stuns, Dazes, Roots, and Fear. On any damage, reflect 200% of damage. Lasts around 20 seconds.
Note: Seems to only keep the buff on one ally at a time. Burn down any allies that do not have the buff or burn down the Priest himself. No allies equals no buff, equals Priest of Vengeance a sitting duck. Do not attack the enemy with the Vengeance buff until it dispels, unless you're prepared to receive twice the damage you are doing back at you. Champions particularly need to be careful with their area of effect attacks.
Priestess of Flames
- Skill1: Flames of Wrath. The Priestess of Flames puts a very large patch of fire on the ground around a member of your fellowship, dealing large amounts of fire damage over time.
Note: The patch of fire is very large, and can last a long time. You will probably find yourself dealing with multiple patches of fire. The damage is very high, so avoid them at all cost. Killing the Priestess of Flames should be your priority.
Primordial Wrath
- Appears: Fellowship and up
- Skill1: Aura: Power Siphon(Self)
- Aura: Power Siphon(Player). Your power is slowly drained and transferred to the source of the Aura.Every 5 seconds: Target is drained of 5% of their current Power. Attacker adds 100% of amount drained to Power.
- Skill2: Primordial Wrath. Area of Effect attack that does high Shadow Damage.
NOTE: Primordial Wrath begins the fight with 0 Power. It will eventually use its Primordial Wrath skill as it drains Power from the players within the Aura. When Primordial Wrath dies, nearby players will recover all of their Power.
Rage of Morgoth
- Appears: Fellowship and up
- Skill1: Defilement(Self Buff). Every point of damage done to Morale or Health is transformed into 0.3 points of damage to Power.
Note: Its buff means that its Power will also act as Morale. A Lore-Master can make this fight much shorter by draining all of its power. It also has an area of effect (possibly distributed damage?) attack called "Defilement" that does a lot of shadow damage. You'll know when it is about to use it by the purple smoke emanating from it.
Raging Marauder
- Skill1: Raging Marauder(Self). +100% Melee Damage. -50% Attack Duration. -50% Incoming Melee, Ranged, and Tactical Damage. -34% Run Speed.
- On Duo, he is also immune to root, daze, stun, fear
Note: The buff lasts 15 seconds. Depending on group makeup, you can kite him when the buff is up. There is usually a break before he puts it on again.
Shepherd of Filth
- Skill1: Filth Crawler Goo. "Come my crawlers and destroy my enemies!"
- Summons 3 low Morale crawlers. A crawler explodes on contact with the player, giving a debuff for +30% Attack Duration, +10% All Skill Induction, and -10% Run Speed. Subsequent crawlers increase the Tier for the debuff. Has 5 tiers.
Note: He goes on his knees and shouts "Come my crawlers and destroy my enemies!", summoning three swarm-type, low-morale, crawlers. A crawler explodes on contact with the player, giving a debuff for +30% Attack Duration, +10% All Skill Induction, and -10% Run Speed. Subsequent crawlers increase the Tier for the debuff. Has 5 tiers, for a max of +150% Attack Duration, +50% All Skill Induction, and -50% Run Speed. He will start summoning the crawlers after his morale drops below a certain point, around 90% or so. Saving him for last is recommended.
Silent Slayer
- Appears: Fellowship and Up
Note: Silent Slayer will constantly go into stealth, run away a bit, and then pounce the target for some high from-stealth damage. It can be really annoying at times.
Spawn of Angband
- Appears: Fellowship and up
- Skill1: Fire Vulnerability(Players). 30 seconds Fire Defense debuff.
Note: It's a drake, with classic drake skills. But no fire over time aura. Instead, he can put a big fire defense debuff on players.
Tempest of Flame
- Skill1: Aura: Tempest of Flame(Self). The Tempest's fiery cloud is punishing
- Aura: Tempest of Flame(Players). High Fire Damage every 2 seconds until Aura dispels.
- Aura: Tempest of Flame(Players). +30% Attack Duration. -30% Run Speed. +30% All Skill Inductions.
Note: Every once in a while, the Tempest of Flame will start a long induction. While the induction is going on, his aura will activate. Every player within the boundary will receive high fire damage over time and will be affected by the Attack Duration/Run Speed/Induction Speed debuff. A red haze denotes the boundary of his aura. Interrupt the induction, and the aura goes away.
Thunderstone Smasher
- Model: Light Armour Troll
- Appears: Fellowship and up
- Skill1: Aura: Thunderstone(Self). The Thunderstone Smasher punishes all around him
- Aura: Thunderstone(Players). Does common damage to every player around the troll every 2 seconds.
Note: His aura is permanent. Thunderstone Smasher will also throw a stone at a fellowship member or soldier, stunning him. He will then run up to the stunned player or soldier and hit him with a very high damaging attack. He will alternate targets for this special attack.
Troll Wound-taker
- Model: Light Armour Troll
- Skill1: Pauses to 'drum' the ground, healing his allies by decreasing his own health. No induction.
Venomous Blood-arrow
- Skill1: Wound Arrow. "Your wounds will never heal!"
- Wound Debuff. Damage to Morale and Power on expiration, if in combat.
- Skill2: Poison Arrow. "Let the poison bite deeply!"
- Poison Debuff. High damage to Morale on expiration, if in combat.
- Skill3: Disease Arrow. "Disease will rot your skin!"
- Disease Debuff. High damage to Power on expiration, if in combat.
- Skill4: Fear Arrow. "Fear my power."
- Fear Debuff. Stuns on expiration, if in combat.
Specifics: In group skirmishes above small-fellowship, he will perform no attacks aside from his interrupt-able debuffs.
Will-breaker
- Appears: Fellowship and up
- Skill1: Power Bomb(Player). Subtracts 50% of Maximum Power upon expiration, if in combat.
Note: Will-Breaker always appears with Courage-Breaker.
Wretched Falconer
- Skill1: Grim Falconer(Self). The Wretched Falconer takes no damage from external sources, but loses life each time he summons a Craban
- -100% Incoming Melee, Tactical and Ranged Damage.
- Skill2: Summons a weak swarm-type Craban
Note: He starts the fight with the Grim Falconer buff and constantly summons weak swarm-type Crebain, damaging himself. When his morale gets low enough, he'll stop summoning the Crebain and the protection shield disappears.
Zealot of Pain
- Skill1: No Pain. No Gain(Self). The Zealot of Pain inspires his allies by the punishment he is willing to take
- Zealot's Rallying Cry(All Allies). "Embrace the pain!"+20% Melee, Tactical, and Ranged Damage. Expires if out of combat for 9 seconds.
Note: The Zealot of Pain increases the outgoing damage of nearby allies by 20% when he is taking damage. The buff can stack multiple times. It might be wise to save him for last. For this reason, soldiers will not attack this lieutenant unless explicitly directed to. Don't forget to command your soldier to attack when you're fighting the Zealot of Pain.