
Deep Lore |
- Acquire: Use "Fire-lore/ Wind-lore/ Herb-lore" 500 times.
- Effect: This trait increases the number of targets affected by your AoE "lore" skills--a good trait to have if you want to root, stun, or damage a greater number of mobs.
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 Explosive Force |
- Acquire: Use "Blinding Flash" 750 times.
- Effect: This trait makes it harder for enemies to resist your all-important, "Blinding Flash" mez. If you're serious about your crowd control, this trait might be worth considering.
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 Fast Loader |
- Acquire: Use "Blinding Flash" 400 times.
- Effect: This trait removes the induction timer of the lore-master's signature mez, "Blinding Flash." Depending on your play style, however, you may find this trait either more or less useful. Personally speaking, it's one of my favorites, granting an instant mez ability to my lore-master.
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Tip: This trait is especially useful if you've traited into the "Ancient Master" line, and are using your lore-master to his/her maximum benefit, and as he/she was built to be used. However, if you're leaning towards popular the "Master of Nature's Fury" line, which all but negates a lore-master's main mez, you may find this trait quite useless.
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 Improved Sign of Power: Command |
- Acquire: Use "Sign of Power: Command" 350 times.
- Effect: Your Sign of Power: Command will now give you increased command over the evade and block chances of your foes, in addition to the original parry debuff.
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 Power and Wisdom |
- Acquire: Use "Power of Knowledge" 250 times.
- Effect: A highly useful trait that increases the magnitude of your "Ancient Wisdom" buff, and most excellently allows you to use your "Power of Knowledge" power drain for a longer period of time, thereby gaining more power for the aid of your fellowship or yourself. Very recommended.
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 The Secret of Tar |
- Acquire: Use "Sticky Tar" 250 times.
- Effect: This trait decreases the induction of your "Sticky Tar" skill by 0.5 seconds, useful in a fast-paced fight against a number of enemies who might need to be quickly slowed.
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 The Study of Fire-lore |
- Acquire: Use "Fire-lore" 350 times.
- Effect: This is an excellent enhancement to an already very useful debuff, "Fire-lore," granting an even higher miss chance (5%) to your enemies.
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Tip: If used along with the trait "Deep Lore," you'll maximize your crowd control abilities, increasing your debuff targets from three to eight, each of which will suffer the 5% miss chance. This could make a great difference in a large, chaotic battle.
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 The Study of Wind-lore |
- Acquire: Use "Wind-lore" 1000 times.
- Effect: Despite this trait's name sounding more in accordance with "Wind-lore," it does not affect the "Wind-lore" skill, but instead "Gust of Wind," decreasing your enemies' damage by an additional 10% and increasing their miss chance by an additional +3%.
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 Force of Will
Legendary |
- Acquire: Complete the level 58 lore-master quest.
- Access: Equip 5 skills from this set.
- Effect: This end of the line trait magnifies the effects of your "Sign of Power: See All Ends" debuff, increasing its duration by 30 seconds, and further reducing your enemy's critical hit chance by a moderate degree.
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| The Keeper of Animals |
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The Keeper of Animals focuses on improving her animal companion and supporting her allies with direct, beneficial effects (pet, heals, and buffs).
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| Equipped |
Bonuses |
| 2 |
- +10% "Inner Flame" healing.
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| 3 |
- -5% "Sign of the Wild: Rage" attack duration.
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| 4 |
- +100% chance "Air Lore" damage mitigation.
- -5% "Sign of the Wild: Protection" defence.
- -5% "Sign of the Wild: Rage" attack duration.
- +600s "Sign of the Wild" duration
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| 5 |
- Can equip "Nature-Friend" legendary trait.
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 Beast-lore |
- Acquire: Use "Sign of the Wild: Rage" 300 times.
- Effect: A nice trait to slot if you rely heavily on your pets, or you like to solo. All your pets are given increased health, power, attack faster, and deal more damage.
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 Dunadan-learnng |
- Acquire: Use "Sign of Power: Command/ Sign of Power: Wizdardry" 1000 times.
- Effect: All your "sign" skills get an increase in both duration and effectiveness. Also, you get a small reduction in their power costs. This trait is good for the lore-master who wants to be efficient in buffing and debuffing, and is useful for mitigating the short duration of some very useful, but high-maintenance buffs.
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| Tip: Try slotting this trait and then using "Sign of Power: Vigilance" on yourself or group members to give you a longer duration stealth detection.
Tip: Try using this with the skill "Sign of Power: Righteousness" on the key members of your fellowship, like your guardian and your minstrel, to help protect them from becoming stunned, or to falling to the cowering effects of dread. Though Dunadan-learning unfortunately has less effect on SOP:R's duration, it does reduce its induction timer.
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 Hardy Bear |
- Acquire: Level 15 class quest.
- Effect: Your bear-friend's power is increased. Also you get a small reduction on the power costs of your "sign" skills. You might want to slot this trait if you plan on soloing for a while, as a "hardy bear" makes an excellent soloing pet.
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| Tip: Fill your Hardy Bear up with Honey and Oats regularly to get maximum benefit of his abilities. Slot together with the "Beast-lore" trait for an even more powerful bear!
Tip: If you want to focus on all your pets rather than the bear, you might consider using "Beast-lore" instead of "Hardy Bear" rather than with it.
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 Healer |
- Acquire: Use "Leechcraft" 250 times.
- Effect: An excellent trait to have slotted, in that it decreases the induction timer of all your healing skills by half (including your rare and valuable "Beacon of Hope"), and also reduces their power costs by 15%. Highly recommended!
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 Light of Hope |
- Acquire: Use "Beacon of Hope" 600 times.
- Effect: This trait is another must-have for lore-masters, in that it subtracts nearly half (40%) from your "Beacon of Hope"'s morale cost, subtracts 10 seconds from its reset timer, and reduces a small amount from its induction timer. Strongly recommended.
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 Master of Beasts |
- Acquire: Use "Sign of the Wild: Protection" 500 times.
- Effect: Your "Sign of the Wild" (pet skill) power costs are reduced by a fair degree, and all your "sign" skills also cost less by a small amount. Also, your "Sign of the Wild" skills increase in their duration. If you like to make maximum use of your pets, this might be an okay trait to slot, though it is probably the least impressive of the beast traits.
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Tip: Slot this trait together with "Beast-lore," "Hardy Bear," and/or "Flame of Anor" for more efficient pets, though you might have to sacrifice other very useful traits for a lore-master (i.e., use this trait only after careful consideration of all others).
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 Proof Against all Ills |
- Acquire: Use "Tend the Sick" 300 times.
- Effect: "Tend the Sick" and "Leechcraft" can now be simultaneously used on all group members within an AoE. This outstanding trait will allow easy and immediate disease and wound cures for your fellowship, especially in some high-level instances where disease-inflicting mobs run rampant. Very recommended.
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 The Wild and Ward |
- Acquire: Use "Sticky Gourd" 350 times.
- Effect: Your "Sign of the Wild: Protection" now grants your companions mitigation bonuses verses Frost and Flame.
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Tip: While some have argued it's a bug, your pet's "Sign" buffs will also have the ability to stack with this trait slotted.
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 Nature-friend
Legendary |
- Acquire: Achieve Kindred standing with the Iron Garrison Guards.
- Access: Equip 5 skills from this set.
- Effect: You are a friend of the Nature Dwellers and may summon one to aid you.
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| Tip: Once you attain Kindred reputation with the Iron Garrison Guards in Moria, you must buy the book "Nature-friend" from the Guard merchant, in order to get this trait.
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| Master of Nature's Fury |
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The Master of Nature's Fury focuses on raw destructive power, but at the cost of her signature move, "Blinding Flash" (+DPS, -crowd control).
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| Equipped |
Bonuses |
| 2 |
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| 3 |
- +15% Fire Skill Damage.
- +5% Tatical Skill Damage.
- -180s of Cooldown of "Ents go to War."
- -10s "Blinding Flash" duration.
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| 4 |
- +15% Fire Skill Damage.
- +10% Tatical Skill Damage.
- -15s of Cooldown of "Light of the Rising Dawn".
- -15s "Blinding Flash" duration.
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| 5 |
- Can equip "Improved Sticky Gourd" legendary trait.
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 Awareness of Body |
- Acquire: Use "Wisdom of the Council"
100 times.
- Effect: Subtracts almost half (40%) from the morale cost of several, frequently-used skills, including Cracked Earth, Gust of Wind, Test of Will, Light of the Rising Dawn, and Ents go to War. Also, it adds 20% to fire mitigation. This is an all-around, very useful trait for a lore-master.
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 Flame of Anor |
- Acquire: Level 30 class quest.
- Effect: Your fire-based skills receive a 10% increase to their damage. Also, you receive a small bonus to your disease and wound resistance. This is a fine trait to slot in lieu of some of lore-master's powerful fire-based skills and traits, such as Cracked Earth and March of the Ents, and also if you make fair use of your raven.
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 Harmony with Nature |
- Acquire: Use "Cracked Earth" 400 times.
- Effect: Reduces the power costs and induction time to certain frequently-used skills, such as Cracked Earth, Gust of Wind, Test of Wills, Light of the Rising Dawn, and Ents go to War. This makes for fast execution of some of the best lore-master stunning skills--nice attributes for a crowd-control class. If you are aiming for a crowd control-meister, this might be a good trait to slot.
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Tip: Try slotting this trait together with "Awareness of Body" for a power and morale-efficient lore-master.
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 Improved Storm-lore |
- Acquire: Use "Storm-lore" 250 times.
- Effect: Storm-lore becomes more powerful, doing an additional 25% damage to your targets.
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 Improved Sign of Wizardry |
- Acquire: Use "Sign of Power: Wizard's Fire" 750 times.
- Effect: This skill increases your "Sign of Power: Wizardry" damage by 15%.
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 Knowledge of the Past |
- Acquire: Use "Ancient Wisdom" 300 times.
- Effect: Each skill you use will have a small chance to restore a bit of your power. This trait culminates in a measurable power restore percentage, and might be worth slotting if you are feeling a bit power hungry.
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 Master of the Staff |
- Acquire: Use "Staff-strike" 600 times.
- Effect: Your "Staff-strike" skill damage is significantly increased, becomes light-based, and can now proc a stun against your opponent. If you are big on soloing, this is a good trait to slot.
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 Tactically Adept |
- Acquire: Use "Share the Power" 750 times.
- Effect: Some tactical skills now cost less Power, including all your "sign" skills, Cracked Earth, Gust of Wind, Power of Knowledge, Share the Power, Light of the Rising Dawn, and Ents Go to War. Slotted with other power-saving traits, Tactically Adept can help you become a streamed-lined power master.
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 Improved Sticky Gourd
Legendary |
- Acquire: Complete Epic series "Volume II: The Mines of Moria, Books 1-6"
- Access: Equip 5 skills from this set.
- Effect: This trait makes your single-target, direct damage "Sticky Gourd" explosion into a AoE fire DOT.
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 March of the Ents
Legendary |
- Acquire: Complete Of Leaf and Twig book.
- Effect: A spectacular-looking effect that calls up a stomping-mad ent, this legendary trait provides a strong, AoE melee, fire-based attack.
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Tip: This trait is useful if you like a nice, reliable, and regular bit of extra damage, in a group or solo situation.
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 Noble Savage
Legendary |
- Acquire: Complete The Book of Beasts book.
- Effect: All pets receive better morale, faster attacks, and higher defense capabilities.
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Tip: A good trait for animal-lovers who like their pets hardy and efficient; the difference will be evident.
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 Sword and Staff
Legendary |
- Acquire: Complete Lore of the Blade book.
- Effect: The popular lore-master legendary trait that allows you to use a sword along with your staff, gain 300 to your morale, 15% to your melee offense, and gain an improvement to your evade and parry.
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Tip: If you like a little hack and slash, Sword and Staff might be the way to go. Even if you don't, the boost to your morale and defense should not be passed up!
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 Eagle-friend
Legendary |
- Acquire: Complete the level 50 class quest.
- Effect: Summons a lesser eagle pet. The eagle possesses a combination of your other pets' strenghts in that it provides fair dps, flanking, and survivability. The eagle grants your fellowship an in-combat morale regeneration, as well as it can fear, and most importantly, sacrifice itself during specific combat scenarios to rez you.
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Tip: Though some lore-masters like to use an eagle pet, and it can definitely be a useful, cool-looking pet, getting maximum use of its benefits requires certain specifics to be in play. Also, its bulky size can sometimes hamper vision in a group when battling in tight spaces.
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