Its time to talk traits. Traits will enhance you your Lore-Master and some might be game changing. This is Lotro’s way to differentiate players of the same class and different playstyles. They can go so deep as to change the whole classes role. Later we will talk about trait lines, but for starters we’ll talk about the four traits you can start earning in the first 10 levels.
This is what Turbine has to say about traits:
As you progress through the game, you will earn Traits. Traits are gained by completing Deeds, by completing quests and (occasionally) simply by leveling. Each Trait falls into one of four categories: Virtue, Class, Racial and Legendary.
You can only have a few Traits active at a time. As your level increases, you gain more slots for Traits, so you can have more active Traits. To activate a Trait, see a Bard in any major city.
We will only talk specifically about Class Traits and Legendary traits later on.
As soon as you leave the intro instance, you can start to learn traits by using your specific class skills. When you use that specific class skill “x” times, you will earn a class Trait. It’s then your choice to slot it or not, enhancing or changing a specific skill. Class Trait slots are limited in total and in level (your first class trait slot will open at level 15). But for knowledge on class traits in general you should visit the lorebook or some other generic Lotro resource, like Lotro-Wiki.
Traits you can learn from at the start, right after you leave the intro instance:
Light of Hope: This is a great little trait. If you are healing (or soloing) it will practically half the morale cost of your Beacon of Hope skill, as well as lowering its cooldown to 20s and taking one whole second from its induction, making it take only half a second to cast. Use Beacon of Hope 600 times.
Master of Beasts: Increases the duration of the Sign of the Wild skills (Protection and Rage) and lessens the power cost of those same skills. It will also remove negative effects from your pet, like Disease, Poison, Fear or Wound. It’s one of the weakest traits in this trait line and should only be used as a filler. Sign of the Wild skills already have a long duration and low power cost, so increasing the duration a little but and marginal decrease in power cost are a bit redundant. The negative effect removal is also not very useful (you can probably remove half of those with your own skills). Use Sign of the Wild: Protection 500 times.
Master of the Staff : This is one of those super-traits. I still slot it most of the times, even when I am on a debuffing role or healer role, if there’s a slot to spare. First it will raise your morale by 5%, at higher levels this increase alone is pretty noticeable. It will change your Staff Strike skill to the Improved Staff Strike one and what an improvement it is. First it will deal extra damage on a flanked enemy, but also consuming the flanked event so you cannot heal and deal extra damage on the same flanked mob. It will also stun the mob if it crits. To help with that, the critical change is increase by flat 20% (bringing it over the melee cap, if you ever reach it).Damage is increase by 25% on normal hits and It will deal 50% more damage on critical hits and devastating critical hits. Its pretty awesome if you like to melee with your Lore-Master (I know I do). Use Staff Strike 600 times.
Power and Wisdom: This trait will buff your Power of Knowledge skill (the one you use to draw power from your enemies). It will decrease its cooldown, increasing the length of the channel effect (so you will spend a little more time drawing power from your enemy) and double the power yield from the skill. With this trait on, my Power of Knowledge skill usually fills about 75-80% of my power bar. So if you are grouping, specially at end-game its one those traits that will help you keeping your power and your fellowships power up. Draw power from your enemies 250 times.