Want to earn unique, powerful, pre-level 40 gear for your civilizations, or to sell that gear for large sums to people looking to do that? This Skirmish guide will detail what items below level 40 may be best in slot for a specific purpose, and how to effectively farm for those items. Why farm Skirmish? While the majority of the best gear for specific purposes can be farmed from level 40 chests, especially as Project Celeste continues to add new legendary gear, there will more than likely always be a few low-level best in slot items in the game. Skirmish allows you to cleverly configure the level of the loot you will receive upon completion. Even though Moes’ Mystorium covers some of these items at their max level, including Double-Stitched Chiton and Hades’ Flaming Arrows, it only covers it at the time of writing in intervals of 5. In addition, there are skirmish exclusive items, meaning that even if Moes’ sold every level chest in the game, there would still be a few items that would require skirmish farming for the best build in a specific scenario. Skirmish farming is also an overall tedious process for most players, and randomized stats means that a high stat roll on pre-40 items can fetch for insane prices that break a million coin for one item. In addition, you can earn 8 skirmish-exclusive advisors through quests that simply require you to beat a specific AI in a 1v1 skirmish. Pre-40 items Below is a list of pre-40 random chest items, that I or others consider to be BiS for a specific, viable purpose. NOTE: While Athena's Golden Gorget and Perseus' Horse Bow are now outclassed by Bahram's Best Battle Armor and Bahram's Beloved Bow, respectively, Bahram items are in very limited supply, thus getting enough of those items for all scenarios that you want them on is unrealistic. NOTE 2: Similarly, Double-Stitched Chiton, Ajax's Heavy War Shield, The Hero's Cuirass, Hades' Flaming Arrows, and Ancient Trojan Guard Chiton now have legendary variants, exclusive to Moes' Mystoragium. However, the drop rates are fairly low for the legendary variants of these items, but since people are now buying a lot of moes chests in search of these items, as a result, many of the items listed, are likely to have a moes level variant available on the Global Marketplace for affordable prices now. If the item name is green, that means it is an uncommon item, while if it is blue, it is rare, if it is purple, it is epic. The max level for each item will be denoted, as will any gamemode exclusivity and their most important stats. All stats provided are based on their default stats. Throughout this list, I will use several abbreviations Crit is short for Critical Hit Chance. MS is short for Movement Speed. LoS is short for Line-of Sight. Melee-Inf/Cav, Pierce, Crush refers to the respective armor types. BDP refers to Bonus Damage Protection. Reinforced Walls, lvl 18 Crete Exclusive, 21.3% crit Reinforced Construction Balanced Nets, lvl 31, -17.8% cost Nets Double-Stitched Chiton, lvl 10, 5.1 ms Cloth Armor Scales of the Leviathan, lvl 18, 35.9 LoS Armor Plating Silver-Hook Staff, lvl 18, 37.8 cav convert Staff Light Camel Barding, lvl 19, 8.95 ms Trading Gear Blessed Horn Bow, lvl 25, 26.4% hp Bow Blessed Priest Robes, lvl 26, 100.5% melee-inf armor, 7.7% bdp Cloth Armor Mounted Noose Pole, lvl 27, 177.4% dmg Scout Special Dionysius' War Belly Bow, lvl 34, 36.8% dmg, 14.5% snare Belly Bow Scraped Oil Pot, lvl 37, 13.5% ms, 9.8% range Fire Pot Heron's Battle Belly Bow, lvl 37, 10.9% ms Belly Bow Really Tasty Carrot, lvl 38, 8.5% trade, 5.4% ms Merchant Gear Blood Drinker, lvl 21, 12.0% ms Great Axe Horus' Runic Camel Tack, lvl 25, 11.6% hp Merchant Gear Torc of the Pathfinder, lvl 30, 35.0% dmg Torc King Narmer's Dreaded Gorget, lvl 30 Skirmish Exclusive, 6.9 ms Light Armor Hades' Flaming Arrows, lvl 30, 2.2 ms Arrows Sail-Burner Fire Pot, lvl 31, 22.7% hp Fire Pot Hide of the Kraken, lvl 33, 35.5% crush Armor Plating Golden Runic Plating, lvl 34, 135.4% melee-inf Armor Plating Nets of Poseidon, lvl 34, 27.7% hp Fishing Nets Frostbane Bearskin Cloak, lvl 35, 36.9% pierce Cloth Armor Ram of the Furies, lvl 36, 56.6% hp Ram Head Ajax's Heavy War Shield, lvl 37, 12.7% pierce, 2.2% dmg Shield Golden Great Ankh Staff, lvl 37, 76.9% heal, 4.8% ms Holy Staff Bast's Bloodletter, lvl 38, 41.9% hp Sword Ancient Trojan Guard Chiton, lvl 38, 7.2% wood gathering Cloth Armor Perseus' Horse Bow, lvl 39, -2.3% cost Bow Athena's Golden Gorget, lvl 39, 60.7% hp, 12.7% dmg Light Armor The Hero's Cuirass, lvl 39, 19.5% dmg Medium Armor Agamemnon's Heavy Spear, lvl 39 Skirmish Exclusive, 70.0% dmg, 18.3% inf bonus Heavy Spear King Minos' Radiant Shield, lvl 39 Skirmish Exclusive, 19.2% melee-inf Shield Skirmish opponents Greek and Egyptian skirmish opponent town centers will lack a reinforced construction item up until Fierce and Unstoppable, all other civs will always have one. Skirmish opponents will use rare gear on weak difficulty and epic gear on any other difficulty for level 40 players. Skirmish opponents also spawn with a patrol of units, to attempt to discourage rushing. The number of units in the patrol the enemy has, is equivalent to how high the difficulty is, so an unstoppable opponent has 5 units, fierce has 4 units, and so on. Here is a chart showing what units are in the patrol wave, depending on the opponent and civilization: Thus, if you’re running Skirmish for the advisors, the best civilizations for each advisor are: Egyptian: Narmer and Darius Greek: Everyone else Skirmish Rush The Skirmish Rush is a strategy which involves a player building an early barracks, then focusing purely on training infantry to end the opponent early. While it is used in PvP under the name Spearman Rush, it is especially potent against Skirmish AI, who cannot handle being attacked in age 1. Depending on what settings you are farming, the strategy will vary slightly, however in all cases, make sure to select either the Oasis, Equal Footing, or Ghost Lake maps, small map size, and standard victory condition. This will let you rush the AI the fastest. For farming skirmish for low level gear, there will be three types of AI configurations that will slightly alter your play, however all of these are built upon the same fundamentals. Skirmish Level Manipulation & Common Setting Setups In the Skirmish Hall, you can modify Skirmish loot levels by modifying a variety of settings, including map size and AI difficulty. Because of this, you can precisely farm the max level variants of items that you cannot effectively farm elsewhere unless you use low level civilizations, such as Athena’s Golden Gorget, Light Camel Barding, and more. The following changes the level of the quest, based on the default settings upon opening skirmish: Changing the map to small reduces level by 1. Changing the map to huge increases level by 1. Changing the age cap from IV to II decreases level by 1. Changing the victory condition from Conquest to Standard decreases level by 2. Changing the victory condition from Conquest to Wonder decreases level by 3. Adding a friendly player to skirmish decreases level by 10. Adding a standard allied AI decreases level by 6. Changing an allied AI from standard to weak increases level by 1. Changing an allied AI from standard to strong decreases level by 1. Changing an allied AI from standard to fierce decreases level by 3. Changing an allied AI from standard to unstoppable decreases level by 4. Changing an enemy AI from standard to weak decreases level by 2. Changing an enemy AI from standard to strong increases level by 1. Changing an enemy AI from standard to fierce increases level by 2. Changing an enemy AI from standard to unstoppable increases level by 4. Some common settings for farming valuable items are listed below. All configs use small map size on oasis or equal footing with standard victory, and unless specified, nothing else is changed. 1 standard ally, 1 weak AI for Light Camel Barding (lvl 19) 1 standard AI, age 2 cap for Blessed Priest Robes (lvl 26) 2 unstoppable AI, age 2 cap for Bast's Bloodletter and Ancient Trojan Guard Chiton (lvl 38) 2 unstoppable AI, for Perseus' Horse Bow, Athena's Golden Gorget, The Hero's Cuirass, Agamemnon's Heavy Spear, and King Minos' Radiant Shield (lvl 39) Skirmish Farming Loadouts For farming Skirmish for gear, there are two loadouts, one on a relative budget, and the best but expensive build. https://unitstats.projectceleste.com/?build=d52da5bbd9f48ca253dcc87ff8d4787c2c10d291f050d00acfd46a6e The first loadout is a budget build that primarily uses items that costs under 10k each, with the most expensive item being Bast’s Bloodletter. If you don’t have a Bast’s Bloodletter but have a Sword of Tiberius on Celts already, or if Tiberius is cheaper than Basts, you may use that as an alternate choice that is not that far behind, otherwise if you cannot afford a Bast’s Bloodletter, any sword will suffice. Athena’s Blessed Tunic is used instead of Viziers because if you mess up with Vizier spearmen, they will die fast and it is hard to recover. https://unitstats.projectceleste.com/?build=91cefd3ae1a9eb7607ee1e490edc36c310f63e108a815102634e0656 The second loadout uses the combo of zahhaks and set’s sash to give the scout high amounts of regen, along with the speed boost for the scout. Because of the regen, you can get away with divine high vizier spearmen, because you can always pull your scout away from the enemy if scout health is low, and have it regenerate before resuming the attack, making the run take a bit longer, but not necessitating a restart should the scout get low on health. Skirmish Rush for Advisors Running Skirmish for the exclusive Advisors is a straightforward goal to achieve. Before starting the 1v1, setting the age limit to 2 in addition to the other settings I mentioned to drop the loot level to 26, is recommended for a chance at Blessed Priest Robes. If you are playing Babylon, Norse, or Romans, first send 2 villagers to gather wood, and send the third villager along with your scout and for romans, engineer, to get close to the enemy base. Otherwise, immediately send two villagers to gather food/gold, then just send one villager and the scout towards the enemy base. Keep producing villagers until you have a total of 7 or 8 of them. Once you have enough wood for a barracks, build it close to the enemy base, and send all villagers on wood to gather food and gold, distributed depending on your civilization. Once the barracks is built, it is time for you to start training spearmen, without stopping, until you beat the AI. Against King Narmer and Darius, you will want to have at least 3 spearmen ready before sending in the scout first to tank, and then taking out the patrol enemies with spearmen. Otherwise, you should attack immediately once you have at least one spearman, and try to lure the patrols as far away from your spearmen as possible using your scout, as phalanx and somatophylax have a very slow movement speed. Simply focus the Town Center and you will get your skirmish advisor in under 3 minutes! Skirmish Rush against one strong or weaker opponent As this is farming gear as opposed to collecting the one-time advisors, it is highly recommended to use celts instead of any other civilization, due to their faster spearmen with high damage output. If you are farming against a strong or weaker opponent, setting the opponent to Greek Village Elder is recommended, as he will have phalanxes that deal negligible damage, while having the town center have the least amount of health possible. Unlike doing Skirmish for advisors, you send two villagers forward to build the barracks, along with the scout. You then send the remaining villager to gather berries and train three villagers to also gather berries, as celt spearmen cost only food. Use the scout to get the position of the enemy town center and build the barracks near the town center, then once the barracks is built, start continuously training spearmen. When your first spearman is about to be trained, send in the scout to start tanking damage. If your scout is geared for a tank build, then you should not need to deal with the patrol wave at all. Otherwise, use the scout to circle the patrol wave around and keep it distracted, away from your army. Once again, simply keep focusing the town center until it is destroyed. Skirmish Rush against at least one fierce or unstoppable opponent While mostly similar to skirmish rushing a stronger or weaker opponent, there are a few differences. Because fierce and unstoppable Greek opponents have walls that grant their town center health, the only AI civilization that uses walls lacking health are celts. Thus, you should fight against Celt King Narmer, as headhunters are the easiest celt patrol to deal with. You can get your economy set up similar to fighting a strong or weaker opponent, or if you have the Babylon barracks cost reduction milestone, can pair it with walls of the architect/hadrians wall on the barracks and storehouse, wall joints of Persepolis on the storehouse, or pair it with the roman 8% cheaper building milestone to let you build a barracks and storehouse near huntables. The latter strategy may be able to hypothetically give the best skirmish rush times, however it requires the Babylon barracks milestone and can be more inconsistent due to hunt RNG. If you decide to use the latter economic strategy, you send all 3 starting villagers to move towards the enemy base, while the scout looks for a group of huntables. You then train 2 villagers and direct them towards the huntables when you have located them, with the first villager building a storehouse, and the second villager collecting a dead huntable near the storehouse. If you decide to play it safe and use the former economic strategy, you send two villagers forward to build the barracks, along with the scout. You then send the remaining villager to gather berries and train three villagers to also gather berries. After the scout has killed four huntables, you then send the scout to find the location of the town center. When you have found the town center, build the barracks just barely in range of the enemy town center, making the town center shoot at the barracks instead of your villagers. If the headhunters try to attack the barracks, you can have your scout run around to distract them until the barracks is close to being done. This will let you take out the headhunters safely later. Once the barracks is built, start continuously training spearmen, and send your forward villagers back to your food source. When you have a spearman, if you feel confident, try to lure one headhunter to attack the scout while the rest run away back to the base, then have the spearmen attack the headhunter while distracted. Otherwise, just wait until you have 3 spearmen before doing the same thing, then repeat. Once the headhunters are dead and if you have more than half health on your scout, attack the town center with your scout first to draw the tc aggro onto your scout. This will allow your spearmen to attack the town center without being shot at. If you are fighting two opponents, around 1:39, the second opponent’s defense wave usually will try to attack your spearmen, so be ready to fight them back with your own spearmen. Once you kill off the second headhunter wave, finish the first town center and depending on scout hp and your spearman count, either wait to have more spearmen, or immediately start taking out the second town center. Make sure to have the scout take aggro from the enemy town center by being seen first, so that your spearmen can safely deal damage to the second enemy town center long enough before the scout dies. Final Notes This guide isn’t definitive, so if you have a better strategy for farming skirmish, feel free to share! If I also overlooked a pre-40 non-crafted item that may be worth using for an end game build, let me know and I will add it to the list.