The Lore-master is a formidable
opponent on the field of battle. While these wielders of arcane powers
can deal damage and even bend the will of their opponents, they are
weak when engaged in melee battle. The Lore-master instead relies on
magic and the aid of his summoned allies for victory.
Level
|
Skill
|
Description
|
1
|
Staff-Strike
|
With a mighty blow, you raise your weapon to fell your enemy |
1
|
Burning Embers
|
Red-hot embers swirls around the target, causing damage over time. |
1
|
Sign of Power: Command
|
This sign causes your enemy to pause so it attacks slower and parries less often. |
2
|
Fire-Lore
|
Your knowledge of things natural gives you influence over the very environment itself. You are able to subtly raise the temperature, making it difficult for most creatures to deal damage to you. Lore skills cannot be stacked. -30% Melee Damage +2% Miss chance |
4
|
Beacon of Hope
|
Transfers Morale to an ally
or pet. +53, -58 morale |
4
|
Raven-lore
|
Your understanding of the speech of ravens allows you to call one to assist in your adventures. |
5
|
Clarinet Use
|
Allows the Use of Clarinets
|
5
|
Lute Use
|
Allows the use of Lutes
|
6
|
Sign of the Wild:
Protection |
This sign wards your animal friend so that it may parry enemy attacks more frequently. You cannot have more than one sign active on your pet at a time. +0.9% Parry Chance -5% Ranged Vulnerability -5% Tactical Vulnerability -5% Melee Vulnerability |
6
|
Power of Knowledge
|
You steal the Power of your enemy, slowly increasing your own. |
7
|
Evade: Rank 1
|
Adds 1% to Evade
|
8
|
Sign of the Wild: Rage
|
This sign asks your animal friend to make itself look as threatening as possible. You cannot have more than one sign active on your pet at a time. +10% Perceived Threat -5% Attack Duration |
7
|
Evade: Rank 1
|
Adds 2% to Evade chance
|
8
|
Exchange of Blows
|
From every strike you receive from your enemy, you return a blow |
8
|
Wind-lore
|
Your knowledge of things natural gives you influence over the air itself, allowing you to slow many of your enemies at once. Lore skills cannot be stacked. +1 % Attack Duration -50% Ranged Damage |
9
|
Parry: Rank 1
|
Adds 1% to Parry Chance
|
10
|
Leechcraft
|
You are able to remove
wounds suffered by an ally. Removes up to 3 wound effects with a maximum strength of 7 from the target. +1% Wound Resistance. |
10
|
Blinding Flash
|
A blinding flash accompanied by a loud crack and the smell of blasting powder causes the foe to stop all action. Any damage inflicted on the target will break its stupour. Dazes for up to 30 seconds. |
11
|
Accuracy: Rank 1
|
Reduces Miss by a medium
amount. |
12
|
Gust of Wind
|
Air swirls around the target kicking up debris and other objects that can cause damage to enemies. 16 Common damage +7% Miss chance. |
14
|
Sign of Power: Wizardy
|
When your pet has flanked your enemy, the sign of Wizardry shall provide you with Morale and deals damage to your enemy. Used normally, it deals light-based damage over time. Deals 5 Light damage initially and then 5 every 5 seconds for 10 seconds. |
14
|
Friend of Bears
|
Your understanding of the speech of bears allows you to call one to assist in your adventures. |
15
|
Melee Critical: Rank 1
|
Adds 1.0% to Melee
Critical Chance |
16
|
Tend the Sick
|
You are able to cure disease.
Removes up to 3 disease effects with a maximum strength of 7 from the target. +1% disease Resistance. |
16
|
Inner Flame
|
You can transfer some of your Power to Morale for both yourself and your pet. This skill only works if you have a pet summoned. Heals 2 damage initially and 2 morale every 1 second. |
17
|
Parry: Rank 2
|
Adds 1% to Parry chance
|
18
|
Light of the Rising Dawn
|
Your wisdom can light even the darkest of places, harming and stunning those that are in opposition to your purpose. 31 Light Damage Stuns for 3 seconds |
18
|
Bane Flare
|
The Lore-master heaves a glowing orb into the sky that detonates into an explosion of fireworks. Up to 3 of the dead will then be stunned for 5 seconds and then mezzed for 10 seconds. Dazes for up to 15s with a five second grace period. |
19
|
Accuracy: Rank 2
|
Reduces Miss by a medium
amount. |
20
|
Wisdom of the Council
|
Your knowledge of the White Council gives your Morale a boost in times of need. It also protects you, while damaging your enemies. +107-112 Morale |
20
|
Knowledge of the Lore-Master
|
This skill enables you to examine the weaknesses and strengths of certain creatures. |
20 |
Books of Lore
|
Allows the usage of Books
of Lore. |
22
|
Cracked Earth
|
The ground cracks beneath the enemy's feet, inflicting damage and hampering its movement. 16 Fire damage |
23
|
Melee Critical: Rank 2
|
Adds 1% to Melee Critical
chance |
24
|
Share the Power
|
You can transfer a portion
of your Power to an ally. +75-80 Power |
25
|
Evade: Rank 2
|
Adds 1% to Evade Chance
|
25
|
Parry: Rank 3
|
Adds 1% to Parry Chance
|
26
|
Test of Will
|
You test the will of your enemy. When successful, it will damage and stun the target. This skill has a greater critical chance then normal as well as a large magnitude payoff. 18 Light damage Stuns for 5 seconds |
27
|
Parry: Rank 3
|
Adds 1% to Parry Chance
|
28
|
Sign of Power:
Righteousness |
This sign will cure silence, knockdown, and knock-out effects, and then will provide temporary immunity to knockdown and knock-out effects. Used preventively, it will make you immune to these effects for a period of time. |
28
|
Warding Knowledge: Dead
|
Your knowledge of warding lore, enables you to create an area that is the bane of the chosen creature, creating a sanctified area where they will take more damage from tactical skills and have an increased miss chance. This lasts for one minute. |
30
|
Lynx-speech
|
Your understanding of the speech of Lynx allows you to call one to assist in your adventures. |
30
|
Ancient Wisdom
|
Your Will is increased. +2 Will
|
31
|
Accuracy: Rank 3
|
Reduces Miss by a medium
amount |
32
|
Sign of Power: Vigilance
|
This sign provides you with a heightened vigilance against those who would hide from your gaze. You gain 3 in Stealth Detection. |
32
|
Back from the Brink
|
With some careful thought, the Lore-master can restore a fallen comrade to fighting trim, reviving a defeated ally at a small cost of fragrant herbs. Target revives with 5% Morale and 0% Power. |
34
|
Call to the Valar
|
You call upon the wisdom of the Valar, renewing some of your skills. |
36
|
Herb-lore
|
Your knowledge of things natural gives you influence over the ground and plants, allowing you to root a group of enemies in place. Lore skills cannot be stacked. Roots a target for up to 30 seconds. |
38
|
Warding Knowledge: Creatures of Nature
|
Your knowledge of warding lore, enables you to create an area that is the bane of the chosen creature, creating a sanctified area where they will take more damage from tactical skills and have an increased miss chance. This lasts for one minute. |
39
|
In Harm's Way
|
You put yourself in harm's way to defend your nearby companions, taking all damage dealt to them upon yourself. |
39
|
Accuracy: Rank 4
|
Reduces Miss by a small
amount. |
40
|
Warding Knowledge: Drakes
|
Your knowledge of warding lore, enables you to create an area that is the bane of the chosen creature, creating a sanctified area where they will take more damage from tactical skills and have an increased miss chance. This lasts for one minute. |
42
|
Ancient Craft
|
This allows the Lore-master to prepare a concoction of magnetized metal fillings and other obscure materials. This makes wearing armor more difficult and heavily armored creatures irritated thereby rendering their armor ineffective. -270 Armour value |
43
|
Evade: Rank 3
|
Adds 1% chance to Evade
|
44
|
Air-Lore
|
Empowered air swirls around your target, inflicting damage on any who strike it. This skill cannot be used on yourself. |
46
|
Sticky Tar
|
The Lore-master smashes a vial of foul smelling sticky tar onto the ground causing an area that is 50% harder to move through, as well as making enemy creatures 10% more vulnerable to fire. This area last for one minute. |
48
|
Storm-Lore
|
The Lore-master can smash his staff upon the ground, causing a thunderclap stunning creatures around him for 3 seconds and causing weak damage. 16 common damage Stuns for 3 Seconds. |
50
|
Lightning Storm
|
The Lore-master summons a storm which attracts electrical energy to targets that have already been coated with the mixture of materials from Ancient Craft. This bond of nature is difficult for the mortal races and is very demanding on the Lore-master's morale. 3 attacks: 31 common damage |
Lore-master Class Traits |
||
---|---|---|
Name | Description | Way Acquired |
Awareness of Body
|
This gives you a reduction to the morale costs on overt displays of magical power. This includes: Cracked Earth, Gust of Wind, Test of Will, Light of the Rising Dawn and Ents go to War. Subtracts 40.0% from Morale Cost Adds 2.0% to Fire Mitigation |
Make use of Wisdom of the
Council 100 times |
Beast-lore
|
This gives you a reduction to the morale costs on overt displays of magical power. Including: Cracked Earth, Gust of Wind, Test of Will, Light of the Rising Dawn and Ents go to War. Subtracts 40.0% from Morale Cost Adds 2.0% to Fire Mitigation |
Make use of Wisdom of the
Council 100 times |
Deep-lore
|
Your knowledge of herbs, fire, and wind are unmatched, increasing your ability to use them. Number of Targets for AOE Lore Skills set to 5 for Lore Skills Adds 0.3 to Morale Regeneration in Combat |
Make use of Fire-lore,
Wind-lore, and Herb-lore 500 times |
Dunedain-learning
|
Well versed in the knowledge of the Dúnadain, you know their signs well enough to increase their effect, increasing both duration and effectiveness. Line bonus: -3.0% from all the power cost of your sign skills |
Make use of Sign of Power:
Command, Sign of Power: Wizardry 1000 times |
Flame of Arnor
|
Your fire-based skills inflict greater damage. Adds 10.0% to Damage of Fire Based Skills. Adds 1.0% to Disease Resistance. Adds 1.0% to Wound Resistance. |
Completion of the level 30
class quest. |
Hardy Bear
|
The Power of your bear-friend is increased. You can summon a more powerful bear to aid you. Line Bonus: -3.0% from all the power costs of you sign skills. |
Completion of the level 15
class quest |
Harmony with Nature
|
This gives you bonus to power costs on avert displays of magical power. This includes: Cracked Earth, Gust of Wind, Test of Wills, Light of the Rising Dawn and Ents go to War. Reduce the power cost of Overt Display of Magic Adds 2.0% to Fire Mitigation Decreases All Overt Magic Induction Time by 25.0% |
Make use of Cracked Earth
400 times |
Healer
|
You are more adept a healing others. Subtracts 15.0% from Power Cost Adds 1.0% to Disease Resistance Adds 1.0% to Wound Resistance Decreases Healing skills Induction Time by 50.0%. |
Make use of Leechcraft 250
times. |
Knowledge of the Past
|
All of your skills have a chance to restore a small amount of power. Adds 0.3 to Morale Regeneration in Combat. |
Make use of Ancient Wisdom
300 times |
Light of Hope
|
Your Beacon of Hope skill has a lower cost to your Morale and resets faster. |
Make use of Beacon of Hope
600 times |
Magic Adept
|
All of your magical skills have a lower cost to your Power. Subtracts 3.0% to magic cost. Adds 0.3 to Morale Regeneration in Combat. |
Make use of Share the
Power 750 times |
Master of Beasts
|
Your knowledge of the Signs of Animals gives you greater control over them, lessening their cost and enhancing their duration. Subtracts 10.0% from Lore-master Sign of the Wild Power Cost Line Bonus: -3.0% from all the power costs of your sign skills Adds 120.0 to Signs of the Wild Durations |
Make use of Sign of the
Wild: Protection 500 times |
Master of the Staff
|
Your Staff Strikes are deadly and can stun opponents at times. Your staff skills are near legendary. Adds 2.0% to Fire Mitigation Morale Increased by 5.0% |
Make use of Staff-Strike
600 times |
Power and Wisdom
|
This improves your Ancient Wisdom effect magnitude and enables you to use your Power of Knowledge skill for a longer period of time. Adds 1.0% to Disease Resistance Adds 1.0% to Wound Resistance |
Make use of Power of
Knowledge 250 times |
Proof against all ills
|
Your Tend the Sick and Leechcraft works on all allies within an area-of-effect. |
Make use of Tend the Sick
300 times |
Subtlety is Wisdom
|
Use Blinding Flash 400 times. Your threat when playing skills is reduced by a small amount Adds 2.0% to Fire Mitigation |
Blinding Flash 400 times
|
Lore-master Legendary Traits |
|
---|---|
Of Leaf and Twig |
|
8, 23, 53, 77, 98, 145,
162, 241 |
Dropped from humanoid creatures level 39+ such as Goblins and ron Crowns of the Misty Mountains and Angmar. |
The Book of Beasts |
|
---|---|
3, 6, 8, 14
|
Drop from Wights in Northern Trollshaws |
25, 26, 33, 37
|
Drops from elite spiders in Northwestern Trollshaws. |
Lore of the Blade |
|
---|---|
5, 11, 18, 26
|
Dropped from orcs of Fasach-Falroid in Angmar. |
35, 45, 56, 68
|
Dropped from Iron Crown Necromancers in Imlad Balchorth in Angmar. |
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