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Awareness of Body |
The Morale costs of your overt displays of command are reduced. This includes Cracked Earth, Gust of Wind, Test of Will, Light of the Rising Dawn and Ents go to War. |
Beast-lore |
The Combat Prowess of your companions is increased. This includes, attack, defense, and stealth detection. |
Deep Lore |
Your number of targets for Fire-lore, Wind-lore, and Herb-lore are increased. |
Dúnadan-learning |
You gain bonuses to the Sign of Righteousness and Sign of Vigilance skills. |
Explosive Force |
Your blinding flash is harder to resist. |
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Force of Will |
Your Sign of Power: See All Ends magnitude has increased. This also increases the duration of Fire-Lore, Sign of Power: Command, Sign of Power See All Ends and Ancient Craft. |
Harmony with Nature |
You gain a bonus to Power costs for overt displays of command. This includes Cracked Earth, Gust of Wind, Test of Will, Light of the Rising Dawn, and Ents go to War. |
Healer |
The costs of your remedy skills and the time it takes to execute them are reduced. This includes Beacon of Hope, Tend the Sick, Leechcraft, Share the Power, and Inner Flame |
Improved Sign of Power: Command |
Your keen understanding of the Sign of Power: Command, means you can now harm the evade and block chances your foes. |
Improved Sign of Wizardry |
Your understanding of the Signs of Wizards has increased, lending some increased power to your secret sign. |
Improved Sticky Gourd |
This trait makes your Sticky Gourd into a lasting AOE hotspot. |
Improved Storm-lore |
Your knowledge of Storms has increased causing you to make your Storm Lore More Dangerous. |
Knowledge of the Past |
Your skills have a chance to restore a small amount of Power. |
Light of Hope |
Your Beacon of Hope ability costs you less Morale. |
March of the Ents |
Only the Eldar and Wizards rival your knowledge of nature, this skill enables you to bring down the wrath of the natural world on your foes. |
Master of Beasts |
Your knowledge of the Signs of the Wild gives you greater control over them, lessening their cost and enhancing their duration. This also enables these signs to remove poison, fear, wound and disease effects from your companion. |
Master of the Staff |
You have a chance of stunning an enemy with power from your staff strike and increase your confidence and thus your overall morale. |
Nature-friend |
You are a friend of the Nature Dwellers and may summon one to aid you. |
Noble Savage |
Your pets have higher Morale and increased offensive and defensive capabilities. You must resummon the pet for this to take effect. |
Power and Wisdom |
This improves the effects of your Ancient Wisdom and enables you to use your Power of Knowledge skill for a longer period of time. |
Proof against All Ills |
Your Tend the Sick and Leechcraft skills can affect up to six targets. |
Subtlety of Wisdom |
You have a keen understanding of what it means to be a keeper of ancient lore in Middle-earth, often going unnoticed when you do choose to call upon your knowledge. |
Sword and Staff |
You now may dual-wield a sword and a staff. Your melee skills are also improved. |
Tactically Adept |
Some of your tactical abilities cost less Power. This includes Signs, Cracked Earth, Gust of Wind, Power of Knowledge, Share the Power, Light of the Rising Dawn, and Ents Go to War. |
The Secret of Tar |
Your sticky tar and sticky gourd inductions are reduced. |
The Study of Fire-lore |
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