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.

 

Share your thoughts with us
about this topic on our href="http://forums.tentonhammer.com/showthread.php?p=189728#post189728">Forums.


To read the latest guides, news, and features you can visit our Lord of the Rings Online Game Page.

Last Updated: Mar 29, 2016

Comments