Yellow Lore-master

Yellow Lore-master ‘Ancient Master’ Build

By Araphorn – Updated for Yondershire, U33

Table of Contents


Welcome, here you will find a great build for Yellow Lore-masters, built specifically for T3+ content, which requires a LM to have a high morale pool along with great finesse.

A spot for LMs is always there, in just about any content. In 3-mans, LMs replace the healer, in 6-mans a LM is required for the overall debuffs, especially ones which increase DPS, and in raids LMs are required for just about everything a LM brings. This is something which has always been the case since LOTRO started, and it isn’t something which is going to change, so having a LM yellow spec is always good to have.

A Lore-master has lots utility if played right, they bring debuffs which reduce target’s damage, by quite a margin, and they also have debuffs which makes your group deliver more damage to targets. Moreover, LMs also have to control their Pets, which have further unique debuffs, and LMs also have off-healing utilities, which helps the tanks/group. There’s usually no rotation gaps/waiting periods on LM, there’s always something to do, something to refresh, which makes the class a little challenging in raids, but engaging at the same time.

Stat Goals

There are no primary stats on a Yellow Lore-master, they need a little bit of everything.

These stat goals are kept with Essence & Gear planning in mind, as to which Essences are to be prioritized over others. These goals can also be used when picking Virtues.

Finesse (30%+) > Tactical Mitigation > Physical Mitigation > Vitality

After Finesse is at 30%+, so the Lores do not resist at a T3+ level, then Essences can be used on Tactical & Physical Mitigation, so they are capped or near capped. Then some room can be saved for Class & Trigger essences, and if there is still room available, then some Vitality essences can be used. At the beginning of expansion, Essence slots are really limited, this gets easier as better items become available later down the line.

* Before planning Essences, slot the right Virtues (more on that down below). This way you can plan your setup better, and utilize Essences perfectly, and you can dump the remaining Essence slots in Vitality, Finesse, or other Stat of your choice after meeting Stat goals mentioned above.


With new Gundabad expansion released, new gear for Yellow Lore-master is published in the tables down below. They will use 4-pieces of the new Yellow Line set, paired with either 3-pieces of Blue Line set for some healing support, OR 3-pieces of the Red Line set if more DPS is preferred.

There are 2 published Builds, one for Endgame and one for Starters.

End-game Build

Armour Pieces

Gear Slot Set Piece Location
Helm Hiddenhoard Raid
Chest Hiddenhoard Raid
Shoulders Hiddenhoard Raid
Gloves Hiddenhoard Raid
Legs Hiddenhoard Raid
Boots Hiddenhoard Raid
Cloak Hiddenhoard Raid
Off-hand Hiddenhoard Raid
Class Item Throne Raid Barter

Use Class Essence

Jewelry Pieces

Gear Slot Set Piece Location
Earring 1 Hiddenhoard Raid
Earring 2 Hiddenhoard Raid
Necklace Hiddenhoard Raid
Pocket Hiddenhoard Raid
Bracelet 1 Storvagun Winter Festival
Bracelet 2 Storvagun Winter Festival
Ring 1 Hiddenhoard Raid
Ring 2 Hiddenhoard Raid

Starter Build

The 140 Level Gear from this Build can be acquired by playing the 3 and 6 man instances, higher difficulty will award better loot. Having this gear will allow to progress level capped Raids. As for Essences, you can use the ones you get from Questing or Crafting (whichever Tier is fine), and try to follow the Stat Goals above and Slot the ones which are needed by your Class.

Armour Pieces

Gear Slot Set Piece Location
Helm Gundabad 6-Man Instance
Chest Gundabad 6-Man Instance
Shoulders Gundabad 3-Man Instance
Gloves Gundabad 3-Man Instance
Legs Gundabad 3-Man Instance
Boots Gundabad 3-Man Instance
Cloak Gundabad 6-Man Instance
Off-hand Embers Box
Class Item Throne Raid Barter

Use Class Essence

Jewelry Pieces

Gear Slot Set Piece Location
Earring 1 Gundabad 6-Man Instance
Earring 2 Gundabad 6-Man Instance
Necklace Gundabad 6-Man Instance
Pocket Gundabad 6-Man Instance
Bracelet 1 Storvagun Winter Festival
Bracelet 2 Storvagun Winter Festival
Ring 1 Gundabad 6-Man Instance
Ring 2 Gundabad 6-Man Instance


Essence Name Essence Note
Class Essence Use this on Class Item.
Finesse Use these to reach
30%+ Finesse.
Tactical Mitigation Use these to reach
Tactical Mitigation near cap.
Physical Mitigation Use these to reach
Physical Mitigation near cap.
Crit Trigger Use 1 of these.
Heal Trigger 1 Use 1 of these.
Heal Trigger 1 Use 1 of these.
Vitality Use these to fill
slots after above
Essences are met.

Trait Trees

There are two ways to trait a Yellow LM for instances/raids. One is to build for a little bit of DPS from Lightning-storm, and the other way is pure Yellow-Blue for extra morale/mits and lower inductions, which help with Water-lore spam for healing. You generally only need to trait for Yellow-Red (Lightning-storm) for DPS heavy fight, where the group can use your help.

Here is the build for Yellow-Red:

Yellow-Red tree.

I have everything important from Yellow line here, and Catmint from Blue. While also having maxed out damage for Lightning-storm, which can hit really hard if the target is debuffed and has Oathbreakers on it.

Next, here is my tree for Yellow-Blue, I use this tree if I’m solo-healing the instance (3-mans for example) and if my group doesn’t require me to DPS at all.

Yellow-Blue tree.

This Tree has everything important from Yellow line and the best stuff from Blue.

35 Trait Points Build for Legendary Servers

35 Points Build

60 Trait Points Build for Beginners

60 Points Build

EXTRA: A Red-line Trait Build for Landscape, since LotroHQ does not have a dedicated Red-line Build page yet.

Red-Line 35 Trait Points Build for Legendary Servers

35 Points Build

Red-Line 60 Trait Points Build for Beginners

60 Points Build


These are the virtues I use to reach the Stat Goals. I use mostly Mastery/Outgoing Healing, Critical Rating and Finesse options, but if need be, some of them can be switched to more Defensive options as well, depending on the type of fight. More explained down below.

Virtues for LM.

Here are the Virtues which go along with the Stat Goals:

  1. Honesty (Great for Mastery/Outgoing Healing and Critical Rating)
  2. Wisdom (Great for Mastery, Finesse and Critical Rating)
  3. Confidence (Great for Critical Rating and Finesse)
  4. Wit (Great for Finesse, Mastery and Critical Rating)
  5. Loyalty (Great for Vitality and survival)

If you don’t have these virtues, here are some alternatives:

  • Fidelity (Great for Vitality + Tactical Mit)
  • Tolerance (Gives great amount of Tactical Mit, decent Physical Mit and Resistance)
  • Innocence (Gives great amount of Physical Mit, decent Tactical Mit Mit and Resistance)

Legendary Items

Few things have changed for Yellow Lore-masters with the new LI revamp, there are new Traceries giving them access to more AoE targets, higher range on their Healing Skills, much higher DoT DPS and better overall HoTs. Since there is a new Tracery for Fire-lore Debuff strength, it has eliminated the need to Book swap (which is disabled now anyway as LIs cannot be swapped in combat anymore). A Yellow LM just needs 2 LIs now.

Lore-master’s Staff

Type Sockets
Heraldic Tracery Heraldry of the Owl
Word of Power Damage Over Time
Word of Power Damage Over Time Criticals
Word of Mastery Burning Embers Critical Chance
& Multiplier
Word of Mastery Burning Embers Initial Damage
Word of Mastery Light of the Rising Dawn Damage
& Critical Multiplier
Word of Mastery Lightning Skills Critical Chance
& Multiplier
Word of Mastery Lightning Storm Damage
Word of Mastery Test of Will Damage
& Devastate Multiplier
Word of Craft Heroic Precision
Word of Craft Heroic Precision

Lore-master’s Book (Class Item)

Type Sockets
Heraldic Tracery Heraldry of the Owl
Word of Power Area Effect Target Count
Word of Power Ranged Healing Extension
Word of Power Healing Over Time Criticals
Word of Mastery Armour Debuff Potency
Word of Mastery Beacon of Hope Heal
Word of Mastery Charged Air Reflect Damage
Word of Mastery Fire Lore Debuff Magnitude
Word of Mastery Signs of Power Durations
& Debuff
Word of Mastery Target Resistance: Debuffing Skills
Word of Craft Ascendent Lightning
Word of Craft Ascendent Lightning


Here is what I do on Lore-master.

  1. Before starting the fight, put a few Water-lores on the tank, along with an Air-lore. Throw tar on the area the boss should be at, along with Warding Knowledge Circle.
  2. Start the fight with Fire-lore, then Frost-lore. Use Wind-lore after, so both the debuffs are at the same duration.
  3. Now it’s time for pet debuffs, summon Nature Spirit pet first and use Catmint, then apply Nature’s Light pet skill to put a 10% morale return mark for 30s.
  4. Ask your group leader when they want Ancient Craft and use it accordingly.
  5. Then dismiss the Spirit pet and summon your Bear and apply its Shatter Arms skill for a incoming damage debuff.
  6. Then dismiss Bear and summon Bog-lurker and apply Root Strike skill for incoming ranged critical chance debuff (Only summon this pet if you have a Hunter in your group)
  7. Now is a good time to refresh Wind-lore (which will refresh Fire/Frost-lore). You can also use Signs of Power now, Command and See all Ends.
  8. If you have the Catmint set, your Catmint will come off cooldown right about now, use it and do the same thing for Raven pet, apply Benediction with Catmint.
  9. While you have rotation gaps, you can use these gaps to refresh Wind-lore on target(s) to renew your Fire/Frost-lores, give some Water-lores to tank, do some CC as per the instance requirements, and use Burning Embers/Test of Will/Lightning Storm to help DPS a bit.
  10. It also helps a lot to have a shortcut on your quickslot for dismissing pets. You can do so by typing this in the chat box:
    • /shortcut 1 /pet release
  11. Keep Warding Knowledge Circle on boss on cooldown as much as you can, along with Sticky Tar. Ancient Craft refresh as per group requirements. If they don’t ask for it, then keep it on cooldown.
  12. Stun immunity on tank as per instance requirements.
  13. Juggling all Pet skills debuffs takes time to get the hang of, but don’t let them interfere with your ability to refresh Fire/Frost-lores on time with Wind-lore, and other important things.
  14. To summarize, keep Fire/Frost-lore always on targets, keep your pet skills (names mentioned above) on target as best as you can, priority is Nature Pet > Bear > Raven > Bog-lurker, only Spirit and Raven require Catmint. When you have done that, watch out for CC requirements and help your tank with Water-lores, and finally when all that is running, use Burning Embers > Test of Will > Lightning Storm.


There are the consumables to use on Lore-master:

Updated as of U33.