Lore-master

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Class Difficulty: Advanced
Role: Support/Damage
Available to races: Elf, High Elf, Hobbit, Man, River Hobbit
Gameplay: Lore-masters are the masters of the natural world. They combine arcane knowledge of the elements with a quick wit to skillfully overcome most any obstacle. They may call on animal companions to fight by their side or use elaborate concoctions to turn the fury of nature on their foes. In fellowships, a Lore-master is equally capable of wielding the natural world against their enemies as they are supporting their allies, through healing and by disrupting their enemies' capacity to fight.
Lore: Lore-masters are seekers of knowledge and the guardians of wisdom. Through study of bygone Ages, they learn ancient secrets that allow them to hinder foes, as well as protect against the dark powers of the Enemy.
This class was inspired by Elrond Halfelven, Elf-lord and Master of Rivendell.

Lore-master

A male Elf Lore-master
Class Navigation
Classes
Skills
Traits
Effects
Traceries
Quests
Deeds
Guides

Below, you can find more information about the class under the different headers. These pages can also be viewed independently through the table above.

Gameplay

Lore-masters use elemental powers to deal damage and debuff their enemies. They rely upon summoned animal pets to support themselves in combat through generating threat, dealing damage, and healing.

This class is one of the most well-liked in the game, due to its strength and fun gameplay. Its pet interactions in Blue-line is unique, and Red-line is an extremely potent damage dealer. The class can be difficult to master, but is very rewarding to play.

Pets

The Lore-master is LotRO's main Pet class, and Blue and Yellow have access to permanent animal friends. Lore-master pets have useful abilities on their own, but also provide important synergy with the Lore-master's own abilities. Red Lore-master pets disappear after a short period of time but their effects and damage are applied immediately and remain important.

A Lore-master can only have one pet helping them at a time. A Lore-master must learn to choose smartly from their wide variety of pets to best fit each situation, specialization, role, and environment (see the Pets page for a detailed list of all the different animals a Lore-master can call to their side). Pets in Blue and Yellow can be micromanaged using skills in the companion quickslot bar (which can be clicked or dragged to your own quickslot bar, except for the special skills in the last four slots of the bar) and they will stay by your side until they are dismissed, defeated, or the maximum distance from the Lore-master has been exceeded.

Renaming and dismissing pets can be done by right-clicking your pet's portrait (in Blue and Yellow) to bring out the menu and choosing there, or by entering "/pet rename (name)" and "/pet release" in chat. (This can also be done by Captains.) Additionally, there is the Dismiss Pet skill which allows you to specifically dismiss your Lore-master's pet, as the "/pet release" command can also dismiss your non-combat pet and certain ally NPCs (e.g. Radhril in Trestlebridge missions).

Flanking and Harrying

All pets have a chance to cause  Flanked! when attacking an enemy. A number of the Lore-master's abilities have improved effects when an enemy has been Flanked, i.e. Wizard's Spark (Lightning Strike in Red), Wizard's Frost, and Staff Strike (Lightning-charged Staff Strike if the Storm and Staff Red trait is equipped and lightning charges are available).

Pets can also cause  Harried! when attacking an enemy from behind. Beyond its snare effect, Harried! has no other useful interactions.

Pets in Master of Nature's Fury

While specialized in Red line, pets no longer function the same way. When they are summoned, they apply their effects immediately, and despawn shortly thereafter. All Pets share the same skill cooldown. Flanking is still applied by pets, but the effect can also be applied by some of the Lore-master's regular abilities.

Pet Food

Pets can be fed pet food crafted by Cooks to temporarily but significantly improve a pet's stats. For example, you might feed your Lynx a Cut of Eastemnet Meat.

Appearance

A Lore-master can consume special items made by Jewellers to learn skills that summon pets that differ in appearance from the original. For example, the Brown Bear is the default but you can summon a Black Bear or even a little bear cub instead. This is purely cosmetic and does not affect the stats of the pet.

See each pet's individual page for a gallery of its possible appearances.



Lore-master Skills

Default Skills

These skills are granted automatically as you gain levels. Some skills have an improved version that can be obtained by leveling further or by equipping certain traits, traceries, or armour sets.

Skills Category CD Level
 Burning Embers Damage + DoT + Debuff 3s 1
 Staff Strike Melee 3s 1
 Wizard's Spark Damage + Buff 5s 1
 Wizard's Frost Damage + Heal + Slow 0.5s 3
 Wizard's Fire Damage + DoT + Power 0.5s 4
 Gust of Wind AoE Damage 10s 6
 Knowledge of Cures Cure 15s 7
 Light of Hope Heal 15s 8
 Light of the Rising Dawn Damage + Interrupt 15s 10
 Cracked Earth AoE Damage 10s 12
 Clever Escape Cure 1m 15
 Dispel Corruption Corruption 7s 20
 Knowledge of the Lore-master Debuff 1m 22
 Back from the Brink Revive - 26
 Wisdom of the Council Heal + Buff + Stun 3m 30
 Water Lore Heal 10s 32
 Call to the Valar Cooldown + Buff 5m 34
 Power of Knowledge Damage + Power 45s 38
 Sign of Power: Vigilance Buff + Motivated 1m 30s 40


Pet Summoning and Command Skills

The Lore-master may summon Pets to aid them in battle. Only 1 Pet may be active at a time. 3 Pets are gained through leveling, 3 are gained through traits in the Keeper of Animals trait tree, and 1 is gained by specializing in the Ancient Master. Lore-masters have several command skills they can use to control their Pets. Upon using a Command skill, the currently summoned Pet uses their respective skill (Minor, Major, Raging, Protection). Yellow and Blue-line Lore-masters have different Minor Pet abilities, and Blue-line Lore-masters are the only ones that have access to Raging and Protection skills.

Skills Category CD Source
Pet Summoning Skills
 Friend of Sturdy Beasts (Bear) Pet (Bear) - Level: 2
 Friend of Small Fowl (Raven) Pet (Raven) - Level: 15
 Friend of Small Hunters (Lynx) Pet (Lynx) - Level: 30
 Friend of the Wilds (Bog-guardian) Pet (Bog-lurker) - Trait:  Friend of the Wilds
 Friend of Noble Birds (Lesser Giant Eagle) Pet (Eagle) - Trait:  Friend of Noble Birds
 Friend of Large Hunters (Sabre-tooth) Pet (Sabre-tooth) - Trait:  Friend of Large Hunters
 Nature Spirit (Spirit Mote) Pet (Spirit) - Level: 2 + The Ancient Master (Specialization)
Pet Command Skills
 Dismiss Pet Pet 1s Level: 2
 Minor Pet Command Pet 20s Level: 2
 Major Pet Command Pet 1m Level: 18
 Sign of the Wild: Rage Pet 15s Set: Keeper of Animals (Specialization)
 Sign of the Wild: Protection Pet 1m 30s Set: Keeper of Animals (Specialization)


Pet Skills

Pet Pet Skills Category CD
 Minor Pet Command (The Ancient Master)
 Shatter Arms Melee + Debuff 15s
 Distraction Debuff + DoT 15s
 Razor Claws Melee + Debuff + DoT 15s
 Choking Vines Ranged + Debuff 15s
 Noble Purpose AoE Buff 15s
 Frostbite Melee AoE + Debuff 15s
 Nature's Bounty AoE Buff 15s
 Minor Pet Command (Keeper of Animals)
 Bear Hug Melee + Stun 15s
 Benediction Buff 15s
 Slashing Claws Melee + DoT 15s
 Angry Bees Ranged + DoT 15s
 Harrying Strike Melee + Debuff + DoT 15s
 Furious Claws Melee AoE + DoT 15s
 Major Pet Command
 Roaring Challenge AoE Taunt 50s
 Fear No Darkness AoE Cure + Heal + Buff 50s
 Feral Strike AoE Damage + DoT 50s
 Bursting Root Damage + Fellowship Manoeuvre 50s
 Fan the Flames Melee AoE + DoT 50s
 Unbridled Fury Melee AoE 50s
 Nature's Gift Heal AoE 50s
 Sign of the Wild: Rage
 Wild Strike Melee 1s
 Wild Peck Melee 1s
 Wild Strike Melee + DoT 1s
 Wild Root Ranged 1s
 Wild Peck Melee AoE 1s
 Wild Strike Melee AoE 1s
 Sign of the Wild: Protection
 Hardened Hide Buff 1m 15s
 Evasion Buff 1m 15s
 Turn Tail Buff 1m 15s
 Shielding Roots Buff 1m 15s
 Sacrifice Buff 1m 15s
 Cornered Vigour Buff 1m 15s


Call to Pet Skills

When specializing in the Master of Nature's Fury trait tree, the Lore-master's pet summoning skills are converted into the below Call to Pet skills. These skills share a common cooldown. Each one has an initial effect applied by the Lore-master, and each one summons a pet for a short duration.

Skills Category CD Source
 Call to Bears AoE Fear 2m Level: 2
 Call to Ravens Debuff 2m Level: 15
 Call to Lynx Melee + DoT 2m Level: 30
 Call to Lurkers Stun + DoT 2m Trait:  Friend of the Wilds
 Call to Eagles Damage + DoT 2m Trait:  Friend of Noble Birds
 Call to Sabre-tooths AoE Damage 2m Trait:  Friend of Large Hunters


Non-combat Pet Skills

Calls a fun non-combat pet that will follow your Lore-master's around.

Skills Found
 Rabbit-speech Tome of the Hare from the quest Lore-master: Friend of Sparrows
 Bird-speech Tome of the Sparrow bought via Reputation from Atharbain within Imlad Gelair in Rivendell
 Dog-speech Tome of the Dog dropped in Angmar
 Cat-speech Tome of the Cat dropped in Angmar
 Fox-speech Tome of the Fox dropped in Angmar
 Frog-speech Tome of the Frog dropped in Angmar
 Snake-speech Tome of the Snake dropped in the Rift of Nûrz Ghâshu (Raid)
 Squirrel-speech Tome of the Squirrel dropped in Angmar
 Turtle-speech Tome of the Turtle bought from Maneser Goodbody at the Mathom House in Michel Delving

Keeper of Animals

These skills are acquired by spending trait points in the Keeper of Animals (blue) trait tree. You can only obtain the Set skills if you specialize in this tree.

Skills Category CD Source
 Inner Flame Heal 1m Set:  Inner Flame
 Retribution Damage + Stun + Buff 1m Trait:  Don't You Touch Him!
 Catmint Pet 45s Trait:  Catmint
 Battle Knowledge Buff 1m 30s Trait:  Battle Knowledge
 Unbreakable Bond Buff 1m Trait:  Unbreakable Bond
 A Murder of Crows AoE Damage + DoT + Debuff 2m Trait:  A Murder of Crows


Master of Nature's Fury

These skills are acquired by spending trait points in the Master of Nature's Fury (red) trait tree. You can only obtain the Set skills if you specialize in this tree.

Skills Category CD Source
 Lightning Strike Damage 10s Specialization Skill
 Lightning-charged Staff Strike Damage 3s Trait:  Storm and Staff
 Staff Sweep AoE Damage 12s Set:  Staff Sweep
 Lightning Storm AoE Damage 1m Trait:  Lightning Storm
 Sticky Gourd AoE Damage + DoT + Debuff 30s Set:  Sticky Gourd
 Ring of Fire AoE Damage 1m 15s Trait:  Ring of Fire
 Ents go to War AoE Damage + Stun 1m Set:  Ents go to War
 Nature's Fury Damage + DoT + Buff 2m Trait:  Nature's Fury


The Ancient Master

These skills are acquired by spending trait points in the Ancient Master (yellow) trait tree. You can only obtain the Set skills if you specialize in this tree.

Skills Category CD Source
 Fire and Frost Lore Debuff - Specialization Skill
 Test of Will Damage + Stun 45s Specialization Skill
 Bane Flare AoE Daze 2m Trait:  Bane Flare
 Sticky Tar AoE Debuff 1m 30s Set:  Sticky Tar
 Storm Lore AoE Damage + Stun 2m Set:  Storm-lore
 Sign of Power: See All Ends Buff 20s Trait:  See All Ends
 Share the Power Power 40s Trait:  Flow of Power
 Share the Power - Fellowship Power 1m Set:  Bountiful Power
 Blinding Flash Daze + Interrupt 30s Trait:  Blinding Flash
 Sign of Power: Righteousness Buff 45s Trait:  Righteousness
 Wind Lore AoE Debuff 5s Trait:  Wind Lore
 Herb Lore AoE Root 2m Set:  Herb-lore
 Pleasant Breeze AoE Heal 30s Trait:  Pleasant Breeze
 Air Lore Buff 1m 30s Set:  Air Lore
 Beacon of Hope AoE Heal 15s Trait:  Beacon of Hope
 Ancient Craft AoE Debuff 1m Set:  Ancient Craft
 The Ancient Master Buff 3m Trait:  The Ancient Master
 Warding Knowledge AoE Buff 2m 30s Set:  Warding Knowledge


Tracery-enabled Skills

Lore-master does not have Tracery-enabled Skills

Armour-enabled Skills

These skills are granted when a specific Armour Set is slotted.

Skills Category CD Armour Set
 Deep Lore AoE Root + Heal 2m Umbari Armour of the Nameless Deeps
 Power of Destruction AoE Damage 45s Umbari Armour of the Sudden Squall


Mounted Combat Skills

These skills can be used only while riding a war-steed, and in regions where horses are allowed and where the enemies are above level 75.

Base Characteristic Skills

For details see Elf, High Elf, Hobbit, River Hobbit, or Man

Combat Characteristics

Proficiency Level
 Friend of Sturdy Beasts 2
 Friend of Small Fowl 15
 Ancient Wisdom 28
 Friend of Small Hunters 30
 Sword and Staff 40

Armour Proficiencies

Proficiency Level
 Light Armour 1

Weapon Proficiencies

Proficiency Level
 Two-handed Staves 1

Instrument Proficiencies

Proficiency Level
 Bassoon Use 5
 Clarinet Use 1
 Lute Use 1
 Specialized Equipment 1
 Fiddle Use 5

Misc. Passive Skills

Proficiency Level
 Novice 5
 Journeyman 10
 Adept 20
 Books of Lore 20
 Friend of the Wild 29
 Master 30
 Heroic 40


Lore-master Specialization Sets and Traits

Keeper of Animals

Keeper Of Animals
A strong bond with Beasts for attack and defence.
Allow your animal companions to deal devastating damage by supporting them with buffs and healing.
Skills Earned:
 Sign of the Wild: Protection
 Sign of the Wild: Rage
Wild Sigils:
Wizards Sigils will encourage your pets, tiering up different buffs for each element.
Wild Rage:
Elemental skills reduce the active cooldown of Sign of the Wild: Rage by 2s.
Coordination:
When your animal companion lands a critical strike, your next skill has no induction.
10s Cooldown

While in this trait line, all Lore-master skills deal 33% less damage. Additionally, all Pets generate a greater amount of threat.

Set Traits Description Source
 Inner Flame Gain skill Inner Flame 5+ total ranks
 Inspiring Rage Improves skill Sign of the Wild: Rage 10+ total ranks
 Naturally Armed Improves skill Major Pet Command 15+ total ranks
 Battle Knowledge Gain skill Battle Knowledge 20+ total ranks
 Fellowship Friend Buff 25+ total ranks
 Bolstered Bond Pet Buff 30+ total ranks
 Tutelage of the Brown Wizard Improves skills: Wizard's Fire, Wizard's Frost, Wizard's Spark 35+ total ranks
Tree Traits Description Source
 Survival Instinct Pet Buff Row 1 (0+ ranks)
 Potent Sigils Improves skills: Wizard's Fire, Wizard's Frost, Wizard's Spark Row 1 (0+ ranks)
 Hunting Instinct Pet Buff; Improves Call to Pet skills Row 1 (0+ ranks)
 Unwearied Companions Pet Buff Row 2 (5+ ranks)
 Need for Haste Buff; Improves Call to Pet skills Row 2 (5+ ranks)
 Friend of the Wilds Gain skill Friend of the Wilds (Bog-guardian) Row 2 (5+ ranks)
 Wild Alacrity Improves skills: Wizard's Fire, Wizard's Frost, Wizard's Spark Row 3 (10+ ranks)
 Prepare for War Buff, Pet Buff Row 3 (10+ ranks)
 Friend of Noble Birds Gain skill Friend of Noble Birds (Lesser Giant Eagle) Row 3 (10+ ranks)
 Hearty Diet Buff, Pet Buff Row 4 (15+ ranks)
 Don't You Touch Him! Buff; Gain skill Retribution Row 4 (15+ ranks)
 Catmint Gain skill Catmint Row 4 (15+ ranks)
 Friend of Large Hunters Gain skill Friend of Large Hunters (Sabre-tooth) Row 4 (15+ ranks)
 Loyalty Pet Buff Row 5 (20+ ranks)
 After-battle Treat Pet Buff Row 5 (20+ ranks)
 Unbreakable Bond Gain skill Unbreakable Bond Row 5 (20+ ranks)
 Don't Interrupt Me Buff Row 6 (25+ ranks)
 Critical Coordination Buff Row 6 (25+ ranks)
 A Murder of Crows Gain skill A Murder of Crows Capstone (30+ ranks)
 Feral Buff Capstone (30+ ranks)

Master of Nature's Fury

Master of Nature's Fury
Uses the strength of nature to damage foes.
Strengthen your bond with the elements, using fire, frost, and storms to maximize damage to your enemies.
+20% Fire-type Damage
-2s Burning Embers Cooldown
Set Traits Description Source
 Improved Ignition Buff 5+ total ranks
 Master of the Elements Buff 10+ total ranks
 Staff Sweep Gain skill Staff Sweep 15+ total ranks
 Sticky Gourd Gain skill Sticky Gourd 20+ total ranks
 Quickening Flame Buff 25+ total ranks
 Ents go to War Gain skill Ents go to War 30+ total ranks
 Flame of Anor Improves skill Wizard's Fire 35+ total ranks
Tree Traits Description Source
 Master of the Unseen Buff Row 1 (0+ ranks)
 Master of Fire Buff Row 1 (0+ ranks)
 Master of Storms Buff Row 1 (0+ ranks)
 Burning Earth Improves skill Cracked Earth Row 2 (5+ ranks)
 Storm and Staff Replaces skill Staff Strike with Lightning-charged Staff Strike Row 2 (5+ ranks)
 Fend Them Off Improves skills Staff Strike and Lightning-charged Staff Strike Row 3 (10+ ranks),
Storm and Staff (1)
 Unyielding Sweep Improves skill Staff Sweep Row 4 (15+ ranks)
 Lightning Storm Gain skill Lightning Storm Row 4 (15+ ranks)
 Slow Burn Improves effect Smouldering Embers Row 5 (20+ ranks)
 Fierce Lightning Buff Row 5 (20+ ranks),
Lightning Storm (1)
 Ancient Fire Improves skill Gust of Wind Row 6 (25+ ranks),
Dry Kindling (2)
 Dry Kindling Improves effect Smouldering Embers; Improves skill Sticky Gourd Row 6 (25+ ranks),
Slow Burn (1)
 Mighty Wind Improves skill Gust of Wind Row 6 (25+ ranks),
Dry Kindling (2)
 Ring of Fire Gain skill Ring of Fire Row 6 (25+ ranks)
 Nature's Fury Gain skill Nature's Fury Capstone (30+ ranks)
 Fire Shield Buff Capstone (30+ ranks)

The Ancient Master

The Ancient Master
Uses lore knowledge to hinder and confound foes.
Focus on your knowledge of the natural world to support your allies, using a wide range of signs and lores to support your allies while hindering your foes.
Skills Earned:
 Nature Spirit (Spirit Mote)
 Fire and Frost Lore
 Test of Will
Insult to Injury:
When used, Ancient Craft and Bane Flare will each cause your next Lightning skill to deal bonus Damage.
Test of Will and Sticky Tar will each cause your next Fire skill to deal bonus Damage.
Set Traits Description Source
 Sticky Tar Gain skill Sticky Tar 5+ total ranks
 Storm-lore Gain skill Storm Lore 10+ total ranks
 Bountiful Power Gain skill Share the Power - Fellowship 15+ total ranks
 Herb-lore Gain skill Herb Lore 20+ total ranks
 Air Lore Gain skill Air Lore 25+ total ranks
 Ancient Craft Gain skill Ancient Craft 30+ total ranks
 Warding Knowledge Gain skill Warding Knowledge 35+ total ranks
Tree Traits Description Source
 Grasping Earth Improves skill Cracked Earth Row 1 (0+ ranks)
 Shield of Knowledge Buff Row 1 (0+ ranks)
 Bane Flare Gain skill Bane Flare Row 1 (0+ ranks)
 Force of Will Buff Row 1 (0+ ranks)
 Earth Power Improves skill Cracked Earth Row 2 (5+ ranks),
Grasping Earth (1)
 Mending Lore Buff Row 2 (5+ ranks)
 Power of Knowledge Improves skill Power of Knowledge Row 2 (5+ ranks)
 See All Ends Gain skill Sign of Power: See All Ends Row 3 (10+ ranks)
 Flow of Power Gain skill Share the Power; Buff Row 3 (10+ ranks)
 Blinding Flash Gain skill Blinding Flash Row 4 (15+ ranks)
 Righteousness Gain skill Sign of Power: Righteousness Row 4 (15+ ranks)
 Wind Lore Gain skill Wind Lore Row 4 (15+ ranks)
 Explosive Flash Improves skill Blinding Flash Row 5 (20+ ranks),
Blinding Flash (1)
 Immemorial Wind Improves skill Wind Lore Row 5 (20+ ranks),
Wind Lore (1)
 Pleasant Breeze Gain skill Pleasant Breeze Row 5 (20+ ranks)
 Quick Packing Improves skill Blinding Flash Row 6 (25+ ranks),
Explosive Flash (3)
 Disable Buff Row 6 (25+ ranks)
 Firm Grasp Buff Row 6 (25+ ranks)
 Beacon of Hope Changes skill Light of Hope to Beacon of Hope; Improves skill Water Lore Row 6 (25+ ranks)
 The Ancient Master Buff; Gain skill The Ancient Master. Capstone (30+ ranks)
 Enfeeble Improves skills Ancient Craft and Knowledge of the Lore-master Capstone (30+ ranks)

Trait Tree

Keeper Of Animals
A strong bond with Beasts for attack and defence.
Allow your animal companions to deal devastating damage by supporting them with buffs and healing.
Skills Earned:
 Sign of the Wild: Protection
 Sign of the Wild: Rage
Wild Sigils:
Wizards Sigils will encourage your pets, tiering up different buffs for each element.
Wild Rage:
Elemental skills reduce the active cooldown of Sign of the Wild: Rage by 2s.
Coordination:
When your animal companion lands a critical strike, your next skill has no induction.
10s Cooldown
Master of Nature's Fury
Uses the strength of nature to damage foes.
Strengthen your bond with the elements, using fire, frost, and storms to maximize damage to your enemies.
+20% Fire-type Damage
-2s Burning Embers Cooldown
The Ancient Master
Uses lore knowledge to hinder and confound foes.
Focus on your knowledge of the natural world to support your allies, using a wide range of signs and lores to support your allies while hindering your foes.
Skills Earned:
 Nature Spirit (Spirit Mote)
 Fire and Frost Lore
 Test of Will
Insult to Injury:
When used, Ancient Craft and Bane Flare will each cause your next Lightning skill to deal bonus Damage.
Test of Will and Sticky Tar will each cause your next Fire skill to deal bonus Damage.

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Lore-master Effects

 A Murder of Crows
 Ancient Master
 Ancient Wizard's Fire Burn
 Battle Lore
 Beacon of Hope
 Brittle Frost
 Smouldering Embers
 Slow Burn
 Call to the Valar
 Catmint
 Charged Air
 Coordination
 Critical Coordination
 Critical Coordination - Recovery
 Deep Freeze
 Don't You Touch Them!
 Exhaustion
 Fellowship Friend - Bear
 Fellowship Friend - Bird
 Fellowship Friend - Bog-guardian
 Fellowship Friend - Cat
 Fellowship Friend - Lynx
 Fellowship Friend - Raven
 Feral - Bear
 Feral - Bird
 Feral - Bog-guardian
 Feral - Feline
 Fierce Lightning
 Fire and Frost Lore
 Fire Shield
 Flash Frozen
 Furious Retribution
 Gripped by Cold
 Improved Staff-sweep
 Inspire
 Insult to Injury: Fire
 Insult to Injury: Lightning
 Knowledge of the Lore-master
 Lightning-charged
 Major Rent Armour: Ancient Craft
 Minor Rent Armour: Sticky Tar
 Motivated
 Murder of Crows Debuff
 Nature's Fury
 Nature's Fury
 Power of Knowledge
 Quickened Flame
 Renewed Defences
 Ring of Fire
 Savage Bleed
 Shield of Knowledge
 Sign of Power: See All Ends
 Sign of Power: Vigilance
 Smouldering Embers
 Spark of Alacrity
 Sticky Gourd
 Sticky Tar: Slow
 Stored Power
 The Shaking of Arda
 To Arms
 Unbreakable Bond
 Unbreakable Bond
 Vulnerable to Marching Ents
 Warding Lore
 Water-lore
 Water-lore
 Wild Sigil of Fire
 Wild Sigil of Frost
 Wild Sigil of Lightning
 Wind Screen
 Wind-lore
 Wisdom of the Council
 Wizard's Embers
 Wizard's Fire Burn



Lore-master Traceries

Tracery Skill Attribute(s) Trait Tree Values Stat Attribute Values
Air Lore Potency Air Lore Potency The Ancient Master +2.4-3.3% Outgoing Healing Rating +96-9992
Ancient Craft Duration Ancient Craft Duration The Ancient Master +2-5 Finesse Rating +58-5755
Beacon of Hope Heal Beacon of Hope Magnitude The Ancient Master +24-33% Outgoing Healing Rating +96-9992
Burning Embers Critical Chance & Multiplier Burning Embers Critical Chance
Burning Embers Critical Magnitude
+8-11%
+28-38.5%
Critical Rating +43-4313
Burning Embers Damage Burning Embers Damage +24-33% Tactical Mastery Rating +36-3358
Cracked Earth Damage Cracked Earth Damage +24-33% Tactical Mastery Rating +36-3358
Ents Go To War Damage & Cooldown Ents go to War Damage
Ents go to War Cooldown
Master of Nature's Fury +24-33%
-8-11
Tactical Mastery Rating +36-3358
Fire and Frost Lore Debuff Magnitude Fire and Frost Lore Debuff Potency The Ancient Master +2-2.75% Finesse Rating +58-5755
Gust of Wind Damage Gust of Wind Damage +24-33% Tactical Mastery Rating +36-3358
Inner Flame Base Healing Inner Flame Base Healing Keeper of Animals +24-33% Outgoing Healing Rating +96-9992
Knowledge of the Lore-master Duration Knowledge of the Lore-master Duration +8-11 Will +7-762
Lightning Skills Critical Chance & Multiplier Lightning Skills Critical Chance
Lightning Skills Critical Damage
+8-11%
+20-27.5%
Critical Rating +43-4313
Lightning Storm Damage Lightning Storm Damage Master of Nature's Fury +24-33% Tactical Mastery Rating +36-3358
Nature's Fury Damage Nature's Fury Damage Master of Nature's Fury +24-33% Tactical Mastery Rating +36-3358
Pet Damage Pet Damage
Call to Pet Damage
+8-11%
+8-11%
Will +7-762
Pet Morale Pet Morale +14-19.25% Vitality +4-563
Power Restored Power Restored +28-38.5% Vitality +4-563
Retribution Damage & Critical Multiplier Retribution Damage
Retribution Critical Multiplier
Keeper of Animals +28-38.5%
+40-55%
Critical Rating +43-4313
Ring of Fire Damage Ring of Fire Damage Master of Nature's Fury +24-33% Will +7-762
Staff Skill Damage Staff-strike Damage +24-33% Finesse Rating +58-5755
Sticky Gourd Damage Sticky Gourd Damage Master of Nature's Fury +24-33% Tactical Mastery Rating +36-3358
Storm Lore Cooldown Storm Lore Cooldown The Ancient Master -13-16 Will +7-762
Target Resistance: Damaging Skills Target Resistance vs. Attacks -8-11% Finesse Rating +58-5755
Target Resistance: Debuffing Skills Target Resistance vs. Debuffs -8-11% Finesse Rating +58-5755
Test of Will Cooldown Test of Will Cooldown The Ancient Master -2-5 Critical Rating +43-4313



Lore-master Quests

All quests having "Lore-master" as either a class or quest group read in the in-game quest log





Non-combat Pet Quests

Quests to acquire the ability to have non-combat Pets.
Level 29, listed as solo but actually Fellowship unless high enough for Agamaur to have greyed out. Book 2 must be completed before these quests can be started.

Prerequisite: Volume I, Book 2, Chapter 15: The Red-pass

  1. Lore-master: Friend of Hares
  2. Lore-master: Friend of Turtles
  3. Lore-master: Friend of Sparrows


Meta Deeds

  • Class deeds will involve 3 types; Quest-based; Any time for deeds based on skills which are usable outside of combat; and Offensive, which requires attacking a hostile target. With respect to trivial (grey) mobs, offensive skills used against them, do not advance class skill deeds.
  • Class deeds require the character to have completed the player introduction quests.
  • Individual Deeds are not visible in the Deed Log until the appropriate skills trigger the Deed
  • Individual Meta Deed Tiers are not visible in the Deed Log until at least one of the 3 individual deeds are completed
  • All Individual and Meta Deeds are logged in the Deed Log under "Class/Race/Epic" on the "Class" tab and are called "Class Deeds - tier N"
  • Completion of Class Quests (levels 15 and 30) does not grant LOTRO Points or show up in the Deed Log, but can trigger the appropriate Meta Deed Tier to show up in the log

Class Deeds (Lore-master) - Tier 1

Name LP Level Type Task Max/Day
Master of the Staff LOTRO Point  1 Offensive Use  Staff Strike 600 times 200
Light of Hope LOTRO Point  1 Any time Use  Light of Hope or  Beacon of Hope 600 times 120
Power and Wisdom LOTRO Point  1 Any time Use  Power of Knowledge 250 times 85

Class Deeds (Lore-master) - Tier 2

Name LP Level Type Task Max/Day
Master of Beasts LOTRO Point  1 Any time Summon a companion 200 times 70
Deep Lore LOTRO Point  10 Offensive Use Lore Skills 500 times 100
Dúnadan-learning LOTRO Point  10 Offensive Use  Wizard's Frost,  Wizard's Fire, or  Wizard's Spark 1,000 times 100

Class Deeds (Lore-master) - Tier 3

Name LP Level Type Task Max/Day
Healer LOTRO Point  10 Any time Use  Knowledge of Cures 250 times 40
A Shocking Strike LOTRO Point  1 Offensive Use  Lightning Strike 300 times 60
A Well-Ordered Mind N/A 15 Quest Complete the quest A Well-Ordered Mind N/A

Class Deeds (Lore-master) - Tier 4

Name LP Level Type Task Max/Day
Harmony with Nature LOTRO Point  20 Offensive Use  Cracked Earth 400 times 60
Subtlety of Wisdom LOTRO Point  20 Offensive Use  Blinding Flash 400 times 60
Improved Inner Flame LOTRO Point  20 Any time Use  Inner Flame 150 times 15

Class Deeds (Lore-master) - Tier 5

Name LP Level Type Task Max/Day
A Loremaster's Will N/A 30 Quest Complete the quest A Lore-master's Will N/A
Knowledge of the Past LOTRO Point  30 Any time Use  Share the Power 300 times 30
Tactically Adept LOTRO Point  30 Offensive Use  Burning Embers or  Sticky Gourd 500 times 50

Class Deeds (Lore-master) - Tier 6

Name LP Level Type Task Max/Day
Proof against all Ills LOTRO Point  30 Any time Use  Knowledge of Cures 300 times 30
Awareness of Body LOTRO Point  20 Any time Use  Wisdom of the Council 100 times 15
The Study of Wind-lore LOTRO Point  30 Offensive Use  Gust of Wind 1,000 times 100

Class Deeds (Lore-master) - Tier 7

Name LP Level Type Task Max/Day
The Study of Fire-lore LOTRO Point  40 Offensive Use  Fire and Frost Lore or  Wizard's Fire 350 times 35
The Study of Frost-lore LOTRO Point  40 Offensive Use  Fire and Frost Lore or  Wizard's Frost 350 times 35
Improved Storm-lore LOTRO Point  40 Offensive Use  Storm Lore or  Lightning Strike 250 times 25

Class Deeds (Lore-master) - Tier 8

Name LP Level Type Task Max/Day
Signs of Command LOTRO Point  40 Offensive Use Pet Command skills 350 times 35
Improved Sign of Battle LOTRO Point  50 Offensive Use  Wizard's Frost,  Wizard's Fire, or  Wizard's Spark 750 times 75
The Secret of Tar LOTRO Point  50 Any time Use  Sticky Tar 250 times 25


Legendary Deeds

  • Finding all pages of a book grants 10 LOTRO Point ; completing a Moria deed grants 20 LOTRO Point 
  • The "Mines of Moria" point is logged in the Deed Log under "Class/Race/Epic" on the "Epic" tab
  • The Level 50 Class Quest point is logged in the Quest Log under completed quests under Lore-master
Name Level Task
Of Leaf and Twig 39 Buy Of Leaf and Twig from a Lore-master Trainer and find the missing pages (8)
The Book of Beasts 39 Buy The Book of Beasts from a Lore-master Trainer and find the missing pages (8)
Lore of the Blade 39 Buy Lore of the Blade from a Lore-master Trainer and find the missing pages (8)
The Wisest Way 50 Complete the following quests:
The Wisest Way
  1. [50] Lore-master: The Wisest Way is Contemplation
  2. [50] A Lesson from Lord Elrond
The Mines of Moria 55 Complete Books I through VI of Volume 2
The Path of the Ancient Master 58 Complete the following quests:

The Path of the Ancient Master

  1. [58] Lore-master: Path of the Ancient Master
  2. [58] Beacon of Hope
  3. [58] Share the Power
  4. [58] Knowledge of the Lore-master
  5. [58] Light of the Rising Dawn - Optional - Fellowship
The Book of Nature 58 Buy and read The Book of Nature



Guide to the Lore-master

The Lore-master is more fully intended to be an early cross-traiting class than the Mariner. It was reworked in U41. This guide remains valid as of U44.2. The LM is mostly ranged and has two specialities. The first is in using mezzes and other crowd control. The second is that two of the lines use permanent pets and are designed as support in raids. The Red line, however, was designed as a pet-less DPS which is strong in AoE damage. It plays very differently in landscape to the other lines and the old Lore-master. All lines are now able to move freely when not in the induction stage of casting a spell.

Gameplay

As well as being a DPS in raids, the Red Lore-master has a nuke-and-run style with Damage-over-Time working whilst you do a bit of kiting. Lore-masters can now move during nearly all animations. A Blue Lore-master is the definitive pet line in the game and also is intended to compete for the Offensive Support role. A Yellow Lore-master retains its utility/debuffer role, but is now viable in landscape. It can be played like the pre-U41 Blue line, but has many better options for crowd control and is indeed the only line with significant numbers of these spells now.

Red and Yellow are significantly overpowered until around level 100 and you may wish to run at a much higher landscape difficulty.

For a complete list of skills, see Lore-master Skills and all traits and set bonuses are at Lore-master Traits.

Starting a new Lore-master

The following recommendations are designed to boost your damage potential in the early game. Other builds can be perfectly functional.

Whilst some players will prefer to use their older race-based introductions, other players are recommended to use the Mossward Before the Shadow introduction.

Lightning Staff Strike/flanks

Since the rework, the "Flank!!" mechanism has become much more relevant due to the strength of  Lightning-charged Staff Strike, and having emergency heals via  Wizard's Frost. Flanks are self-triggered in Red Lore-masters. They remain random in the other two lines and Flank-enhanced Lightning Staff Strikes are a big part of their early damage. The emergency heal is your only heal until level 23.

Traits and Skill progression

Lore-master core build for first 6-15 levels

The following traits are recommended for all lines, from level 5 at the latest.

Master of Fire (max) -> Lightning Staff Strike

Yes, it is unusual for players to immediately dive into other trees, but this is now really important for Lore-masters else you'll have no damage.

Blue for new players

Blue starts with the core build above. You will get more damage by traiting in Red first. It's strongly recommended to start with the bear pet. It's supposed to guard and take hits for you ie as your tank.

Target a mob with <tab>. Send your pet at the mob(s). When it's a couple of seconds away, cast  Burning Embers. This will set your target on fire. Burning Embers has an induction phase and an animation phase. You can move during the animation phase, and it's later recommended to get in range for Lightning Staff Strike. You can also cast  Wizard's Fire on the move -- it has no induction. It has a different type of burning effect and buffs your pet's damage up to 5x.

Pet tanking

If the mobs leave your bear and come for you, you can cast  Major Pet Command. This makes you much less of a threat and the bear much more of a threat. This spell will also force any mob within 7m to attack it for 7s. You can also use  Minor Pet Command and later,  Inner Flame.

Mobs will die pretty quickly. When you get comfortable with this, start using  Wizard's Spark as well as Wizard's Fire to reduce your induction time and increase crits. Use  Light of Hope to heal the bear. You can also use the raven pet, but it won't protect you like the bear.

You get Lightning Staff Strike at level 13. Especially during flanks, this will massively boost your damage output, making it even more likely mobs will attack you. At 15, you can get  Burning Earth, or you can put points into Potent Sigils. If you're struggling to keep mobs off you,  Bane Flare is a nice emergency skill you can grab at any point. You can't use it on the move though so get used to standing still and using it in an emergency.

At level 16, you respec to get Retribution. Respeccing is cheap at lower levels. Instead of the core skills, go full Blue. You put 4 points in Potent Sigils, 5 points in Hunting Instinct, 1 point in Survival Instinct, skip the second tier (T2), 4 points in Prepare for War, 1 point in Wild Alacrity and 1 point in Don't You Touch Him, unlocking Retribution.

Retribution plus Wizard's Fire maxes your Wild Sigil of Fire ie your main pet damage buff. Suddenly, your Raven now does most of your damage. You should also max your Wild Sigil of Lightning via Wizard's Spark.

Your Rotation changes to Burning Embers,  Sign of the Wild: Rage, Retribution, Wizard's Fire, Wizard's Spark, Major and Minor Pet Skills. Repeat without Retribution until your enemies are dead. Note that your Wild Sigils expire. You can refresh them using the approprate Wizard skill and keep them at tier 5.

You'll also unlock Inner Flame, which is both a strong channeling heal and is another threat transfer.

At 17, you can put a point into Friend of Large Hunters to get the sabre-toothed tiger for fighting groups. Note it only damages mobs in a cone (actually zig-zag-sided pie slice). Subsequent trait points go back into Master of Fire. After LSS, go into Burning Earth. After maxing that, put the last tier point into Master of Storms then start on the LSS damage tiers. From there you go back to Blue. There's not a lot else in Red until you can reasonably grab Dry Kindling around level 130.

Yellow for new players

Yellow is now viable both landscape and for low-level Lore-masters. Its build is almost exactly the same as Blue until level 16. Yellow's pets are more fragile so I like to grab a rank of Blue's Survival Instinct straight away and then follow the core build. It has better burst damage than Blue consistently until late game, and Yellow is better on raid bosses anyway. Its unbuffed pet damage is higher and it does more burst damage via combos that don't exist on the other lines. These 2-skill combos are collectively called Insult to Injury. Yellow is remarkably good for fast leveling on low difficulty levels and less repetitive than Red.

The earliest combo is  Test of Will -> Burning Embers. You can also do  Sticky Tar -> Burning Embers. The affect of this combo on Wizards' Fire seems smaller. Bane Flare -> LSS works but doesn't stack with Flanks. You can quickly use it with Wizards' Spark if you have a flank opportunity and get the LSS in before the flank times out. When you get Ancient Master, that can be used instead of Bane Flare and the debuff does stack. See Insult to Injury for more clarification.

As well as being more fragile, Yellow's bear is less good at generating treat as Blue's, and more attention will need to be paid to Minor and Major Pet skills.

Having no Yellow-specific damage skills or traits of its own, Yellow should pick them up from Red starting at level 3. As with Blue, you can get a level in the AoE daze Bane Flare first if you're struggling.  Herb Lore is a secondary AoE mez. However, because it's solely a root, mobs with ranged attacks can keep attacking you. It's like an immediate Cracked Earth.

If you use exclusively the lynx, you can respec to get the 2 points from Survival Instinct back. Alternatively, you can get a second rank of Survival Instinct after you get Lightning Staff Strike.

Lacking the Sabre-Tooth, Yellow's AoE damage is limited to the low damage  Storm Lore, which is perhaps better saved as a short emergency mez. For this reason, it's highly recommended to get Burning Earth and not Cracked Earth. They do not stack anyway, even though the game allows you to get both.

Continue until you've maxed out Fend them Off (in Red). From this point, you can start investing more in Yellow. Max Bane Flare and then put 2 points in Shields of Knowledge. At T2, max Power of Knowledge. You don't need the power, but it's a nice channeled high damage spell.

Any other trait points you have, put in Shields or Survival Instinct. At 23, respec if needed and put those extra points in Mending Lore instead. The latter affects your new heal-over-time, Water Lore, which can be used whilst running! Yellow has innate access to the spirit pet and this is nice to use in groups when you have a proper healer (Blue Minstrel/Rune-keeper). It isn't much use solo though.

What you get after Mending Lore doesn't matter too much until you start raiding. I'll highlight some of the better traits though: At T3,  Sign of Power: See All Ends is a short emergency shield against bosses et al. You won't use Share the Power until late game so fill in points as you wish. Respec if needed when you can get to T4 as there's better stuff here. Blinding Flash is a single target daze that gets better at T5. The other two trait/skills are for 6-mans and raids. Blue is a bit better in on-level 6 mans but don't switch if you don't want to. In addition to improving Blinding Flash, T6 has  Pleasant Breeze, a decent AoE heal. It's ground-targeted so practice using it on you and your pet. T7 has Beacon of Hope which makes Light of Hope stronger and AoE. It has a smaller radius than Pleasant Breeze and is targeted on an ally. If you use it on your pet while standing next to them, you will be healed too!

When you start doing the level 50 raids, the debuffs et al become more important.

You can read more about debuffing later in the article.

Red for new players

Red unsurprisingly wants the same red damage skills that Blue and Yellow do, but it has no pet to hide behind. As such, you want to grab Yellow's  Bane Flare at level 3. After this, grab the core skills mentioned above. If you're still struggling, grab  Cracked Earth as well. Burning Earth gets outshone later on, but is good to get if you don't need the Cracked version.  Staff Sweep is your other AoE at this early stage.

Unique to Red is the cash-out mechanism. Lightning skills, including Lightning Staff Strike make your Burning Embers DoTs explode, instantly dealing more damage than the DoTs ever would. With LSS, the peak damage burst is one of the highest in the game and may cause your tank problems!

Both the other T1 buffs are great. Either way, you want to level up Fend Them Off at T3 as soon as possible.  Lightning Storm at T4 is the most iconic skill in the game and should be to wow your Fellowship whenever possible. Unyielding Sweep is great when you get a crit build but you don't need it now. Keep putting points into the T1 buffs and/or Cracked Earth. T5 are minor buffs and you'll want to max the former first. T6 has the big guns -- you might want to respec a bit earlier just to grab these. Ring of Fire is great but you'll mostly use it in groups. Mighty Wind is something you can use when the mobs are chasing you. Dry Kindling and Ancient Fire really boost your longer parse damage which gets more important as you level.

You can read more about playing Red later in the article.

Getting better at playing the Lore-Master

Yellow: debuffing, CC and support

If you are traited in traited in yellow line (The Ancient Master) in an instance, this will be your most common role: take out one or two mobs with a daze while debuffing the bosses. Note that some debuff skills aggro the foe when applied and others don't. Before combat, you can set up the following debuffs and buffs:

During combat, try to keep up the following (de)buffs:

  •  Fire and Frost Lore on a single target, depending on the type of mob (warrior-like doing melee damage or sorcerer-like doing tactical damage).
  •  Wind Lore to spread and renew the above debuffs to enemies surrounding the mob (with the traits Wild Fire and Chill Wind).
  •  Ancient Craft to lower the enemies' armour and increase the group's damage by a substantial amount.
  • Also refresh the two Signs of Power and ground targeted skills described above.

Warning: the next 4 pet-based debuffs have mostly changed in U41:

Pet debuffs now have a global cooldown. To apply another debuff, you need to dismiss your pet and summon a new one. For this, you can add a shortcut by typing /shortcut 1 /pet release in chat (this will create a shortcut on the first quickslot of your toolbar).

Concerning crowd control, you possess several daze and stun skills, to temporarily take out or interrupt one or more enemies.

  •  Blinding Flash: allows you to daze one enemy permanently by using it every 30s.
  •  Bane Flare: a shorter daze of 15s that affects up to 5 enemies.
  •  Test of Will: a stun with a longer induction and longer duration, which also deals good damage.
  •  Storm Lore: a short, multi-target stun.

Your two root skills,  Cracked Earth and  Herb Lore, also have their uses in some fights.

Finally, keep an eye on your fellows while fulfilling your other tasks:

Consider installing a plugin like BuffBars or DebuffVitals. Both are handy tools which track your buffs, debuffs, dazes and their durations. More information about plugins can be found on https://www.lotrointerface.com.

Red: Damage role

When soloing or doing easy content, you can change your role to deal more damage. The red line (Master of Nature's Fury) is most often used for this, increasing your damage from fire and lightning skills.

Your most important skill for this is  Burning Embers due to short cooldown and induction, slow and reasonable DoT (which stacks up to three times). Using Gust of Wind on the foe will upgrade the effect into Improved Searing Embers, a more powerful DoT. Try to keep this up on an enemy as often as possible!

Other damaging skills include:

  •  Lightning Strike: has a chance to cash out all stacks of Burning or Searing Embers, dealing high single target damage.
  •  Lightning Storm: can cash out Burning Embers as well, but deals more damage than Lightning Strike and to multiple enemies.
  •  Cracked Earth: AoE skill with reasonable damage, roots enemies in place for 30s after a 3s delay.
  •  Sticky Gourd: AoE skill that sets the ground on fire, dealing high fire damage over time.
  •  Light of the Rising Dawn: single target light damage with a stun.
  •  Ring of Fire: AoE skill that deals high fire damage and debuffs enemy Parry/Evade/Block ratings.
  •  Ents go to War: AoE skill that stuns all affected enemies (up to 5) and deals high fire damage, but it has a long induction.
  •  Nature's Fury: single target frost damage with a long induction.

Normally you would start with Sticky Tar and Benediction of the Raven (to lower Fire mitigations), Burning Embers and Sticky Gourd. Next, tier up Burning Embers and alternate other damaging skills.

Pets

Each pet has its own specialities and is useful in different situations. Only one pet can be summoned at a single time and each of them possess three special skills as well as an attack and some behaviour commands (aggressive, passive etc.), which you may use just like your own skills. More information about these skills can be found under Pets.

During combat, your pets has a chance to flank the enemy. This event interacts with a number of your skills, which in turn consume this event:

  •  Wizard's Fire, an immediate damage skill with no cooldown or induction and a long range, gives you a small heal when used on a flanked target.
  •  Staff Strike, a single target melee skill, deals bonus damage when used on a flanked target.

The damage of your pets is quite low compared to yours and therefore the (de)buffs are their most important use (some of them were already mentioned in the above sections). If you do not want to constantly change pets because you're too busy chaining your other damaging skills, the Bog-guardian and Lynx do reasonable damage (with the lynx's high damage opening attack in Surprise Attack), while the Sabre-tooth Cat is the only pet that does AoE damage. Finally, the bear can be used as a tank since it possesses a force attack in Roaring Challenge and has the highest flank rate, providing you with more heals from Wizard's Fire.

Emergency Skills

The Lore-master also possesses some emergency skills:

  •  Wisdom of the Council instantly heals you for 50% of your Morale and provides you with a chance to reflect and negate damage for 1m, but has a cooldown of 5m.
  •  Bane Flare has a shorter cooldown of only 1m with an induction of 1s and dazes 5 targets around you for 15s, providing you with some time to heal, cure, resummon a pet, renew some debuffs or just run away. Thanks to the 4s grace period, you can also use this as an offensive skill. Throwing Sticky Gourd at them in the first seconds will not break the daze!
  •  Storm Lore is a quick but short AoE stun for a small group of enemies, with a long cooldown of 2m.
  •  Call to the Valar instantly resets the cooldown of some of your skills and makes you immune to induction setback from damage and interrupts.
  •  Back from the Brink provides the Lore-master with an out of combat Revive.

Equipment

A Lore-master can only wear Light Armour and use staves as a weapon (at level 40 you gain access to a sword). From level 20 on, you can carry a Book of lore in your class slot and a brooch in your ranged item slot.

Important stats

When choosing your equipment, you can focus on better survivability or better damage, depending whether soloing or playing in a larger fellowship. For more survivability, you are looking for:

For more damage, you are looking for:

Finesse can be useful at higher levels as mobs get more Resistance and B/P/E ratings, to make sure your debuffs and damaging skills hit.

Choosing crafting professions

The crafted items that are most useful to a Lore-master come from the following professions.

Further Reading

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