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Traits – Levels 1-10

21 Apr

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.

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.

Back again!

6 Apr

Hello everyone,

I’m sorry about the unannouced hiatus, but real life will do that to you. No one told me that being a parent of twins would consume so much of your free time! 🙂

Anyway, expect a Level 20 post sometime soon (later today probably). I’ve also gone back and edited the Flanked post with the November update changes.

I’m also leveling a Lore-Master in the new Crickhollow, so if you ever see a Lore-Master name Razorstyx, please /wave.

Cya soon!

Level 20

4 Feb

Congratulations on making it to level 20. Hope you have enjoyed your journey here. At level 20 things will start to get easier. Lore-masters will be able to use one of their own emergency skills, called Wisdom of the Council, which you should use if you are ever in a tight spot. You will also be able to use a skill which enables the lore-master to “scan” an enemy before engaging battle with it and debuff it a little, called Knowledge of the Lore-Master. At level 20 you will also be able to equip special books that will reduce the power cost’s of a certain group of skills. From the types of books available, I recommend going with the Books of Nature since the “Lore” type skills, like Fire-Lore and specially Wind-Lore have an expensive power cost compared to the other groups of skills, like Signs of Wild and Signs of Battle. Every 10 levels, up to level 40 you will be able to upgrade to the next tier of books available, so if you are a Scholar or know one, look them up. If not there is also the trade channels and the auction house.

Knowledge of the Lore-Master: This is a lore-master only skill that enables you to scan an enemy type creature and study its weaknesses along with some other useful info like type of creature or if they are immune to stuns, roots and fellowship maneuvers. It is unlikely that you will use this skill on every enemy you face, but it is interesting to use once in a while to study a specific type of creature or to scan a particularly tough elite or boss mob. This skill has 2 versions. If you use it out of combat, you will debuff the resistances of the scanned mob and after that it will show you the detailed info screen about that particular enemy. In combat it will only show you the screen but it will not debuff the selected enemy.


Wisdom of the Council: This skill will somewhat change your perception about the Lore-Master’s squishiness. It’s a major self-heal with some minor (but sometimes lifesaving) buffs. Wisdom of the Council is an immediate skill, so it will cancel any skill animation or induction you might be doing, for an emergency heal. The heal will amount to around 50%-80% of your current max morale. The heal has a couple of buffs that will linger in the lore-master for a whole minute after the heal is cast. First, it will reflect a small amount of damage for every attack made on you. It also has a small chance (5%) to completely negate any damage made to you, as long as it is common, Fire or Shadow damage. Every attack made to you also has a larger chance to stun the attacker (25% chance).

TIP: There aren’t many tips on how to use an emergency skill. Use it when you need it. If you see yourself going down on morale , use it. You can also use it as a preemptive measure on a specific tough fight or boss in which you know a big attack is coming and your morale is low. The cooldown is kinda short for this kind of heal (10 minutes) so don’t be greedy saving for later. Use it when you need it.


Wisdom of the Council (Level 24)


First Flank

21 Jun

Hello dear LOTRO players. My name is Ricardo (Ric or Ricky for short) and i’m an European LOTRO player lost in the Turbine servers.

Just so we’re clear. English is not my first language and this is my first blog. Can this be a recipe for disaster? Let’s hope not. 🙂

Anyway, my main drive to start this blog is mainly due to the lack of Lore-master resources out there, outside the LOTRO forums and specially for newly created lore-masters.

I’ll try and have a main weekly feature, revolving around a detailed lore-master skill or trait, because if you are starting LOTRO, the Lore-Master is not what it seems. Its a very complex class that may or not play well with others. So I’ll try and keep detailed explanations on Lore-Master’s skills, its secondary effects and its effects on other classes you might have on your fellowship.

I will also add a few screenshots from in-game skills. Please keep in mind that these skill screenshots are from a level cap Lore-Master so damage, power costs and some skill info will be different from your own Lore-master skills.

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