Mounts are your main vehicules throughout Faerun. But they're not just vehicules. They also help you fight with a Combat Power, and give you stats through an Equip Power, both powers scaling with your Bolster (which improves as you get better mounts). Mounts also give you even more stats and bonuses from insignias and collars you can equip them with.
- Mount Powers
- List of Mounts
Mount speed is the same for every mount. You have both the Gallop and the Trot. Make sure you equip the Gallop for your every day movements !
- Gallop : +140% movement speed
- Trot : +50%
It can be improved by up to +20% with the guild boon Mount Speed Bonus.
Bolster improves the equip and combat powers of your mounts by up to 100% (double the value). The quality of your 10 best mounts counts toward bolster. Here are the numbers :
- Common : +0.5%
- Uncommon : +1%
- Rare : +2%
- Epic : +3%
- Legendary : +5%
- Mythic : +10%
Bolster is not a priority. It is nice to have but very expensive. To make things easier, numbers for mounts on this page will be shown as if your bolster was at 100% and the mount at Mythic quality, but keep in mind that the numbers will probably be lower for you.
Note that the way numbers are displayed in-game for Combat and Equip Powers is a bit messy : your bolster is always accounted for, but the powers are displayed either at the level you have them (if you do have them) or at Mythic (if you do not have them). It can be tricky to compare different powers in-game due to this. Combat and Equip powers can even be displayed at different qualities on the same mount in the Auction House or Collection.
All of the mounts have a Combat Power. These powers can be used in combat, to deal damage, or buff your team / debuff your adversaries. They have a 1 minute cooldown. These powers get better with the quality of your mounts and your bolster. Upgrading a mount will upgrade its Combat Power, just like buying a new mount with the same Combat Power at a higher quality.
Mounts that start at Epic or lower quality have one of the 3 Combat Powers below (displayed at Mythic Quality with 100% Bolster) :
- Tunnel Vision : single target 3000 magnitude damage.
- Explosive Equalizer : aoe 1000 magnitude damage.
- Rejuvenating Factor : 20 magnitude self heal every 2s for 10s (100 magnitude total).
Legendary and Mythic mounts have unique powers. The same debuffs won't stack multiple times, but different ones will :
- Tyrannosaurus Rex'Em (King of Spines / Commander Tyrannosaur / Warpainted Tyrannosaur) : monsters around you are rooted for 6s, and take 15% more damage for 10s. It can consume small monsters.
- Bat Swarm (Swarm) : monsters around you take 15% more damage, deal 15% less damage, have their Critical Chance reduced by 15%, and are slowed by 15%, while you deal 15% more damage, for 10s.
- Tenser's Transformation (Tenser’s Floating Disk) : increases your damage and speed by 15%, and Strength, Dexterity, and Constitution by 2, for 10s.
- Deep Crow Shriek (Adolescent Deepcrow) : roots monsters around you and grants combat advantage against them for 3s, also increases your damage by 15% for 10s.
- Piercing Screech (Armored Griffon) : monsters around you are stunned for 1s, and deal 15% less damage, while you gain 2 points in Intelligence, Wisdom, and Charisma, for 10s (doesn't stack).
- Ferocious Roar (Armored Bulette) : monsters in front of you take 800 magnitude damage and deal 15% less damage for 10s.
- Aureal Armament (Swift Golden Lion) : party members get a 30% HP shield for 10s, then they gain a damage buff (up to 6% depending on remaining shield) for 12s.
Most of the other Legendary mounts have a version of Tunnel Vision or Explosive Equalizer that has an animation. Some of them have Damage over Time or knockback effects.
Tanks are best with an Armored Griffon or an Armored Bulette, to further mitigate damage while the healers use their Daily Powers and Artifacts.
Healers are best with the King of Spines or a Commander or Warpainted Tyrannosaur.
Damage Dealers are best with the Swarm (only one in the group/raid as it doesn't stack), or a mount with the Tunnel Vision power or a Legendary equivalent like the Legendary Giant Toad's one (which consumes minions on top of the Tunnel Vision damage).
All of the mounts now have an Equip Power. These powers get better with the quality of your mounts and your bolster. Upgrading a mount will upgrade its Equip Power, just like buying a new mount with the same Equip Power at an higher quality.
Single stat Equip Powers :
- Fast Striding : 15% Movement Speed + 5624 Combined Ratings
- Refreshing Breeze (Gas Spore only, available in the Tarmalune Trade Bar Store) : 15% Stamina Regeneration + 5624 Combined Ratings
- Stalwart : 60k HP + 5624 Combined Ratings
- Dominant Force : 15k Power + 5624 Combined Ratings
- Indestructible : 15k Defense + 5624 Combined Ratings
- Armor Breaker : 15k Armor Penetration + 5624 Combined Ratings
- Ruthless Efficiency : 15k Critical Strike + 5624 Combined Ratings
- Hearty Resistance : 15k Critical Avoidance + 5624 Combined Ratings
- Rapid Accuracy : 15k Accuracy + 5624 Combined Ratings
- Untouchable : 15k Deflection + 5624 Combined Ratings
- Opportunistic : 15k Combat Advantage + 5624 Combined Ratings
- Omnipotence : 15k Awareness + 5624 Combined Ratings
Double stats Equip Powers :
- Dash of Life : 7.6% Movement Speed + 30k HP + 5624 Combined Ratings
- Smooth Ride : 7.6% Movement Speed + 7500 Defense + 5624 Combined Ratings
- Deadly Decay : 30k HP + 7500 Critical Avoidance + 5624 Combined Ratings
- Ferocious Predator : 7500 Power + 7500 Armor Penetration + 5624 Combined Ratings
- Sturdy Accuracy : 7500 Defense + 7500 Accuracy + 5624 Combined Ratings
- Resilient : 7500 Defense + 7500 Deflection + 5624 Combined Ratings
- Precision : 7500 Critical Strike + 7500 Armor Penetration + 5624 Combined Ratings
- Celestial Calm : 7500 Awareness + 7500 Accuracy + 5624 Combined Ratings
Utility Equip Powers :
- Runic Aura : 7500 Power + Defense to you and party members (80' range, doesn't stack) + 5624 Combined Ratings
- Rejuvenation : Using a Daily Power grants 30% of your total HP over 10s, 20s cooldown, + 5624 Combined Ratings
- Quick Action : Using a Daily Power grants 15% of your total Action Points over 10s, 20s cooldown, + 5624 Combined Ratings
- Opportunism : Activating an artifact reduces all of your cooldowns by 30%, 20s cooldown, + 5624 Combined Ratings
- Ferocity (Turmish Lion, available in the Tarmalune Trade Bar Store; or Eku's Titivated Lion from Eku in Omu) : When you or a party member are struck by a foe, chance to gain a stack of Ferocity, which grants 4% additionnal damage for 10s (stacks 3 times), +5624 Combined Ratings
- Providence (Legendary Swift Golden Lion only) : When you or a party member are struck by a foe, chance they will be healed by 15% of their maximum HP and you gain a stack of Radiant Weapon, which grants 2% additionnal damage for 12s (stacks 8 times), can only trigger once every 10s, +5624 Combined Ratings
This is mostly a matter of having your stats capped, or enough HP for the content you want to run. The Movement Speed is nice to have, especially for solo content. HP is back to a 4:1 ratio with stat points, so it's no more the best place to put HP on (it was 5:1 previously), though still a good place, just as good as anywhere else.
The Stamina Regeneration can be fairly potent on a Tank.
It is very interesting to have one Runic Aura in a group. And that can be on the Healer, or the Tank if they do not need the Stamina Regeneration.
Damage Dealers are best with the Ferocity or Dominant Force Equip Powers, but capping stats takes priority.
The quality of your mounts impacts the efficiency of their powers. In your list of Equip or Combat powers, the powers are displayed at the highest quality you possess them. You can upgrade their quality by upgrading mounts with these powers (it's very dumb because they are not displayed in the Stable, but you can check my List of Mounts), or by acquiring higher quality mounts with these powers. Here is how efficient the powers will be depending on their quality :
- Common : 0.62%
- Uncommon : 6.67%
- Rare : 20%
- Epic : 40%
- Legendary : 66.67%
- Mythic : 100%
Upgrading a mount improves its Combat and Equip Powers (if you do not have them already at a better quality), boost your Bolster (if it's one of your 10 best mounts, until you have 10 Mythic mounts), and, if you have it equipped on your Stable, lets you equip collars of better quality. To upgrade a mount you need Mount Upgrade Tokens, which you can either buy on the Zen Market (500 Zen for 75 tokens), or in the Tarmalune Trade Bar Store (3 Tarmalune Trade Bars per Token, these are generally obtained in lootboxes, for which you need keys you can either buy in the Zen market or obtain daily with VIP). Here are how many tokens you need to upgrade a mount of each quality :
- Common to Uncommon : 10 Mount Upgrade Tokens
- Uncommon to Rare : 50 Mount Upgrade Tokens
- Rare to Epic : 100 Mount Upgrade Tokens
- Epic to Legendary : 150 Mount Upgrade Tokens
- Legendary to Mythic : 200 Mount Upgrade Tokens
While upgrading mounts for their powers is interesting, if you only want to improve your bolster on multiple characters, it is best to get Account Legendary or Mythic Mounts. Note that there is a (tiny) chance to loot Account Legendary Mounts in dungeons now. And that more and more account Mythic mounts will be released in the future.
You will find many rare (blue) insignias and you won’t need better ones for a long time. Legendary insignias are very expensive. Insignias can only be slotted in mounts that have corresponding slot types (there are mounts with universal slots though). There are 5 different types of slots (barbed, illuminated, regal, crescent, and enlightened) and most of the insignias do not have variants for all of the types. Dominances insignias do not come as crescent or enlightened, for instance.
The insignias (at legendary) are :
- Brutality (every type) : 1120 Power, 480 Armor Penetration
- Fortitude (every type) : 4480 HP, 480 Defense
- Initiative (every type) : 1120 Critical Strike, 480 Deflection
- Gond (every type) : 1120 Combat Advantage, 1920 HP
- Dominance (barbed, illuminated, regal) : 1120 Power, 1.2% Companion Influence (about 75 in all stats + 269 HP with a legendary augment or 97 in all stats with a non augment)
- Prosperity (crescent, enlightened, regal) : 4480 HP, 16% glory and gold gain
- Aggression (barbed, illuminated, regal) : 1120 Armor Penetration, 480 Critical Strike
- Courage (crescent, enlightened, regal) : 1120 Defense, 480 Critical Avoidance
- Skill (barbed, crescent, enlightened) : 1120 Critical Strike, 480 Combat Advantage
- Refuge (enlightened, illuminated, regal) : 1120 Critical Avoidance, 2.4% Control Resist
- Mastery (barbed, enlightened, illuminated) : 1120 Accuracy, 2.4% Control Bonus
- Evasion (barbed, crescent, regal) : 1120 Deflection, 480 Awareness
Power and HP are certainly very valuable and you never have enough of them. But any insignia that helps capping your stats is good. Insignias are the easiest way to balance your stats, so do not focus on them too much at first, as you will probably change a couple of them regularly. Dominance insignias are the ones that give the most Power and stat points in general.
Depending on the type of insignias you slot in mounts, you will have access to different bonuses. The complete list of combinations and bonuses is accessible in the Insignia Bonuses tab in the Mounts menu. Most of the bonuses can be stacked 3 times, but their efficiency is halved each time.
The best Insignia Bonuses are :
- Gladiator’s Guile : 10% movement speed (5% for the second one, 2.5% for the third).
- Wanderer’s Fortune : chance to get gemstones (refinement points) when killing stuff.
- Traveller’s Treasures : chance to get extra RAD when killing stuff (small but useful).
- Barbarian’s Revelry : on critical strike, you are healed for 1% of your HP.
- Survivor's Blessing : on deflecting an attack, you are healed for 1% of your HP every second for 5s.
- Oppressor's Reprieve : whenever you are stunned, knock, or rooted, you are healed for 5% of your HP over 5s.
- Warlord's Inspiration : your companion deals 20% more damage (very potent if you use the Abyssal Chicken or Xuna).
- Champion's Return : when your HP fall below 50%, you regain 10% of your Stamina and 10% of your HP over 10s. Can only occur once every 60s.
- Assassin's Covenant : lose 1k Defense, Deflect, Critical Avoidance, and Awarness. Gain 1k Accuracy, Armor Penetration, Critical Strike, and Combat Advantage.
Any mount with the good combination of insignia slots is good enough at first (you won't use collars early on).
Pick Gladiator’s Guile 2 or 3 times for a good boost to movement speed. It makes it easier to avoid big attacks and you run faster in dungeons, makes your daily quests faster too. Black Stallion, Moss-Daubed Horse, and Wolf of the Wild Hunt are 3 rare mounts with access to Gladiator’s Guile. There are also the Blue Ribbon Pig, Inferno Nightmare, and Frozen Polar Bear uncommon mounts.
Wanderer’s Fortune is the first thing you should get though. It lets you get plenty of refinement points (RP). You need about 500k refinement points to upgrade an artifact to legendary. Needless to say, you need tons of RP. Wanderer’s Fortune is a very good start. Gilded Giant Spider, Suratuk’s Giant Spider and Suratuk’s Teal Spider are 3 rare mounts with access to Wanderer’s Fortune. There are also the Bay Zakharan Horse, Inferno Nightmare, Frozen Polar Bear, and Shadow Wolf uncommon mounts.
Traveller’s Treasure is not fantastic but it helps getting daily RAD. Good to have, but not necessarily worth it at first. Trained Basilisk, Gold-lined Apparatus of Kwalish, and the Apparatus of Kwalish are 3 Epic mounts with access to Traveler’s Treasure (no rare mount with this bonus). There are also the Sunite Steed and Pale Horse uncommon mounts.
Barbarian’s Revelry won’t really help much in dungeons but any HP counts. It really shines while playing solo. Polar Bear is the only rare mount you can buy with access to Barbarian’s Revelry. There are also the Glorious Whirlwind, Pale Horse, Sunite Steed, Demon Sled, and Winter Sled uncommon mounts.
Survivor's Blessing is pretty nice too for solo play, but can also be efficient on a tank in dungeons. The Armored Ghost Horse, and Medium Pharaoh Steed are two rare mounts with this bonus. There are also the Ashen Brindle Horse, Fey Wolf, Autumn Stag, and Starry Panther uncommon mounts.
Other bonuses can be nice situationnaly. Another option is to use 3 Dominance insignias without worrying about the bonus (as they are the ones which give the most Power).
We can now upgrade insignias from Uncommon to Legendary. It requires Insignia Powder, which is obtained by converting Insignias into Powder.
Breaking Insignias gets you an amount of Powder which depends on the quality of the Insignia (it can crit and give you more Powder sometimes) :
- Uncommon : 2 Insignia Powders
- Rare : 10 Insignia Powders
- Epic : 50 Insignia Powders
- Legendary : 250 Insignia Powders
Upgrading Insignias costs Refinement Points and Insignia Powder which depend on the quality of the Insignia :
- Uncommon to Rare : 10k Refinement Points + 20 Insignia Powders
- Rare to Epic : 50k Refinement Points + 100 Insignia Powders
- Epic to Legendary : 100k Refinement Points + 500 Insignia Powders
List of Mounts
You can check my List of Mounts !
Collars can be equipped to mounts in the Stable, just like insignias. The main difference is that you can only equip a collar of a quality equal or inferior to your mount : you can equip an Epic collar to a Mythic mount, but you cannot equip a Mythic collar to an Epic mount. Furthermore, there are 5 types of collars, and you can only equip one of each type on your mounts (you cannot equip both a Practical Barbed and a Practical Crescent collar). You can either buy Epic collars from the Zen Market (1000 Zen each), or loot them (quite rarely) in dungeons (leveling dungeons excluded). Here are the stats for the Mythic quality :
- Practical Barbed : 10% Glory Gain
- Practical Crescent : 10% Gold Bonus
- Practical Regal : 10% Rough Astral Diamonds Bonus
- Sturdy Barbed : 5% At-Will Powers damage bonus
- Sturdy Crescent : 5% Encounter Powers damage bonus
- Sturdy Regal : 5% Daily Powers damage bonus
- Supportive Barbed : 5% Control Bonus
- Supportive Crescent : 5% Stamina Gain
- Supportive Regal : 5% Outgoing Healing
- Unified Barbed : 5% Control Resistance
- Unified Crescent : 5% Movement Speed
- Unified Regal : 5% Incoming Healing
- Wayfaring Barbed : 5% Critical Severity
- Wayfaring Crescent : 5% Recharge Speed
- Wayfaring Regal : 5% Ap Gain
Stats are 0% for common, 1% for uncommon, 2% for rare, 3% for epic, 4% for Legendary, 5% for Mythic (double for Practical collars).
Tanks are best with the Sturdy Crescent (Encounter powers damage), Supportive Crescent (Stamina Gain), Unified Regal (Incoming Healing), and Wayfaring Crescent (Recharge Speed) collars
Healers are best with the Sturdy Barbed (At-Will powers damage... if you use them, otherwise don't bother) and Supportive Regal (Outgoing Healing). Both the Unified Crescent (movement speed to avoid aoes) or the Unified Regal (Incoming Healing) are interesting. Just like all of the Wayfaring collars have their perks : the Wayfaring Crescent (Recharge Speed) means you have access to some of your powers more often, the Wayfaring Regal (AP Gain) lets you use your daily more often, while the Wayfaring Barbed (Critical Severity) boosts your critical heals a bit.
Damage Dealers are best with either the Sturdy Barbed (At-Will powers damage) or the Sturdy Crescent (Encounter powers damage) depending on what they deal the most damage with. The Suportive Crescent (Stamina Gain) collar is best for them. Just like healers, both the Unified Crescent (movement speed to avoid aoes) or the Unified Regal (Incoming Healing) are interesting (remember that Incoming Healing also works for self healing, including from Insignia bonuses). Then, the Wayfaring Barbed (Critical Severity) is best for Damage Dealers who rely mostly on At-Wills, while the Wayfaring Crescent (Recharge Speed) is best for Damage Dealers who rely mostly on Encounter powers.
Pick the Practical collar of your choice. Astral Diamonds are certainly the priority of most people. Glory is the resource gained in PvP. Gold is not too useful right now, but will be more valuable when crafting will be updated.
Upgrading collars is actually extremely expensive. Remember that you can only equip a collar of the same or lower quality than the mount you want to equip it on. So, it's not always a good idea to upgrade them, depending on the mounts you equip for insignia bonuses (you may not be able to equip it anymore if your mount's quality is too low).
- Common to Uncommon : 5 Marks of Potency rank 3, 10 Insignia Powders, 10 Shards of Empowerment, 100% chance of success.
- Uncommon to Rare : 5 Marks of Potency rank 4, 50 Insignia Powders, 50 Shards of Empowerment, 50% chance of success (1 ward on average).
- Rare to Epic : 5 Marks of Potency rank 5, 250 Insignia Powders, 100 Shards of Empowerment, 20% chance of success (3.33 wards on average).
- Epic to Legendary : 5 Marks of Potency rank 6, 750 Insignia Powders, 150 Shards of Empowerment, 50 Shards of Greater Empowerment, 5% chance of success (15 wards on average).
- Legendary to Mythic : 5 Marks of Potency rank 7, 3750 Insignia Powders, 200 Shards of Empowerment, 100 Shards of Greater Empowerment, 1% chance of success (77 wards on average).
While the Marks of Potency and Wards are an investment in themselves, the Insignia Powders represent a huge investment, especially for the Mythic quality upgrade (15 legendary insignias for a single collar ! A full set of Legendary Insignias for a 1% upgrade !). The Shards of Empowerment can be obtained anywhere by defeating monsters, while the Shards of Greater Empowerment can be obtained in dungeon end chests (it's a pretty long farm). But you can obtain collars in dungeons, so do not feel the need to upgrade yours, maybe you'll loot better ones. Legendary and Mythic collars are luxury items.