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Sun Elf (Morninglord)
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A battle-ready Cleric of the great sun-god who wields holy light against the dark in all its wicked forms.
Overview[edit]
- Morninglord is available from the DDO Store for 1,295 and the Shadowfell Conspiracy Complete Pack (Collector's Edition).
- As all Iconic Heroes, Morninglord start at level 15 (1,050,000XP).
- Morninglord first level is Cleric. Then, they can either take a predefined path, or customize their cleric levels, or reject training and leave the Ball and Chain Garret with enough experience to train to level 15.
Racial Traits[edit]
- -2 Constitution
- +2 Intelligence
Iconic past life feats[edit]
- Passive: +3 Positive Spell Power per time this feat has been acquired (to a maximum of 9 spell power).
- Toggle: +10/20/30 Light and Alignment Spell Power.
Deities[edit]
- Amaunator (Heavy Mace): Favored by Amaunator → Child of Faith → Amaunator's Brilliance → Beloved of Amaunator → Damage Reduction: Silver
Feats[edit]
Elf Racial Feats[edit]
Icon | Feat | Type | Description | Prerequisites |
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Elf | Passive | You are considered an Elf. You are treated as such by magical abilities and effects, and are able to use appropriate equipment. | ||
Elven Keen Senses | Passive | Elves have keen senses and gain a +2 bonus to Listen, Search, and Spot checks. | ||
Enchantment Save Bonus | Passive | Elves are naturally resistant to enchantments, receiving a +2 bonus on saves against enchantments. | ||
Immunity to Sleep | Passive | Elves are naturally immune to magical sleep effects. | ||
Martial Weapon Proficiency: Rapier | Passive | You do not suffer a -4 penalty on attack rolls when using a Rapier. | ||
Martial Weapon Proficiency: Longsword | Passive | You do not suffer a -4 penalty on attack rolls when using a Longsword. | ||
Martial Weapon Proficiency: Longbow | Passive | You do not suffer a -4 penalty on attack rolls when using a Longbow. | ||
Martial Weapon Proficiency: Shortbow | Passive | You do not suffer a -4 penalty on attack rolls when using a Shortbow. |
Enhancements[edit]
Core abilities[edit]
Elven Accuracy I: You gain +2% to hit with all attacks. Your Point Blank Shot and Ranged Sneak Attack range is increased by 2 meters for each Elven Core Ability you possess from this tree.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: Elf, or Sun Elves | |
Sun Elf Intelligence I: +1 Intelligence
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AP Cost: 2 | Level: 4 | Progression: 1 | Requires: Elven Accuracy I | |
Elven Accuracy II: You gain +2% to hit with all attacks.
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AP Cost: 1 | Level: 7 | Progression: 3 | Requires: Sun Elf Intelligence I | |
Sun Elf Intelligence II: +1 Intelligence
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AP Cost: 2 | Level: 11 | Progression: 4 | Requires: Elven Accuracy II | |
Elven Accuracy III: You gain +2% to hit with all attacks.
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AP Cost: 1 | Level: 16 | Progression: 6 | Requires: Sun Elf Intelligence II |
Tier One[edit]
Requires Elven Accuracy
Rejuvenation of Dawn: Activate: Heals 10,000 hit point damage, and removes all ability damage, death penalty effects, negative levels, and the conditions blinded, dazed, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, and stunned.
This ability can be used once per rest. Tier 2: This ability can be used on you or an ally, and you get an additional use per rest. (Cooldown: 3 minutes) | ||||
AP Cost: 2 | Ranks: 2 | Progression: 1 | No requirements | |
Bane of the Restless: Your Turn Undead ability now also deals 6d6/12d6/18d6 light damage to nearby undead (no save).
You also count as 2/4/6 levels higher when turning undead. This increases the maximum level of creature you can turn and also increases the total number of hit dice you can turn. (Note: This informs about the turning level being included in both maximum level and total hit dice calculations. It only provides a bonus to turn level, not maximum hit dice like Eternal Faith does) In addition, you add an additional 2/4/6 to the number of hit dice you can turn. | ||||
AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Keen Senses: +1/+2/+3 Listen, Search, and Spot.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Morninglord Weapon Training I: +1 to hit and damage with Morningstars, Maces, and one-handed Hammers. +1 to hit and +2 to damage with Mauls.
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
Arcane Fluidity: Your arcane spell failure chance while wearing armor is decreased by 5%/10%/15%. (This has no effect on arcane spell failure from shields.)
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Tier Two[edit]
Requires 5 APs spent in tree
Blessing of Amaunator: Spell Like Ability: Amaunator blesses those in the area of effect with the following for 1 minute per caster level (3 uses per rest):
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AP Cost: 2 | Ranks: 3 | Progression: 5 | No requirements | |
Enchantment Lore: +2/+4/+6 saves vs. Enchantments. Rank 3: You also gain +1 Enchantment spell DC
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
Nothing Is Hidden: Your senses are so acute that you no longer need to spend time searching for the obvious. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check occurs at a -12/-8/-4 penalty.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Requires: Keen Senses | |
Morninglord Weapon Training II: +1 to hit and damage with Morningstars, Maces, and one-handed Hammers. +1 to hit and +2 to damage with Mauls.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | Requires: Morninglord Weapon Training | |
Arcanum: +25/+50/+100 spell points and +1/+2/+3 spell penetration.
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AP Cost: 2 | Ranks: 3 | Progression: 5 | No requirements |
Tier Three[edit]
Requires 10 APs spent in tree
Light of the Sun God: Grants +10/+20/+30 Light spell power.
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AP Cost: 2 | Ranks: 3 | Progression: 10 | No requirements | |
Fey Energy Tap: Activate: A drop of blood lets you tap into the endless energy of the realm of the fey, giving yourself or an ally temporary spell points, 10% incorporeality, and a -2 penalty to Will saving throws while they last. This ability can be used one/three/five times per rest. (Activation Cost: 1 HP. Cooldown: 2 minutes) (24 Spell points +6 per level)
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AP Cost: 1 | Ranks: 3 | Progression: 10 | Requires: Enchantment Lore | |
Fey Sight: While you have 100 or more spell points, you can see things as they truly are. You are able to see invisible creatures and pierce illusions.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Feywild Tap | |
Morninglord Weapon Training III: +1 to hit and damage with Morningstars, Maces, and one-handed Hammers. +1 to hit and +2 to damage with Mauls.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Morninglord Weapon Training | |
Arcane Archer: You gain access to the Arcane Archer enhancement tree. (The Elf: Arcane Archer tree uses your total character level instead of Ranger level, but advances Core Abilities at a slower rate. You cannot spend action points in both the Ranger: Arcane Archer and Elf: Arcane Archer trees.)
You need to click the Accept button before you can select the Arcane Archer (Elf) tree | ||||
AP Cost: 4 | Ranks: 1 | Progression: 10 | Requires: Elven Arcanum |
Tier Four[edit]
Requires 15 APs spent in tree
Amaunator's Brilliance: Spell Like Ability: Sunburst (Cooldown: 60/45/30 seconds, Cost: 25 SP)
DC is Wisdom-based (according to U18 dev diary) Bug: In-game states the old formula but it actually uses updated damage | ||||
AP Cost: 1 | Ranks: 3 | Progression: 15 | Requires: Light of the Sun God, Aura of Radiance | |
Aura of Radiance: The light of Amaunator shines perpetually upon you, protecting you and damaging those who would do you harm.
You gain a light shield effect that deals 2d6/2d8/2d10 light damage to enemies each time they attack you in melee. This applies to enemy misses as well as hits. You also gain a +3/+6/+9 sacred bonus to Armor Class against attacks from shadows and other undead creatures.
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AP Cost: 1 | Ranks: 3 | Progression: 15 | No requirements | |
Grace: You may use your Dexterity modifier to determine the damage you deal with Morningstars, Maces, and Hammers.
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AP Cost: 1 | Ranks: 1 | Progression: 15 | Requires: Morningstar Weapon Training IV | |
Morninglord Weapon Training IV: +1 to hit and damage with Morningstars, Maces, and one-handed Hammers. +1 to hit and +2 to damage with Mauls.
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AP Cost: 2 | Ranks: 1 | Progression: 15 | Requires: Morninglord Weapon Training III | |
AP Cost: 1 | Ranks: 1 | Progression: 15 | Requires: Morninglord Weapon Training IV |
Starter equipment[edit]
Upon reaching level 15, you receive a container item called Morninglord Equipment. Double click in your inventory to open it and receive the following:
- (Total stat enhancements = Str +5, Con +6, Wis +7, Cha +6)
Item | Race | Type | Enhancements |
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Undeniable Truth | Sun Elf | Belt |
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Balanced Boots | Sun Elf | Boots |
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Brilliant Bracer | Sun Elf | Bracers |
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Cloak of the Dawn | Sun Elf | Cloak |
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Morninglord's Raiment | Sun Elf | Cosmetic Armor | |
Fists of Justice | Sun Elf | Gloves |
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Clear Lenses | Sun Elf | Goggles |
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Dawnbreaker | Sun Elf | Heavy Mace |
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Decision | Sun Elf | Helm |
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Shining Wall | Sun Elf | Large shield |
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Certainty | Sun Elf | Necklace |
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Burning Light | Sun Elf | Orb |
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Gleaming Plate | Sun Elf | Plate |
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Band of Light | Sun Elf | Ring |
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Signet of Amaunator | Sun Elf | Ring |
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Book of Amaunator | Sun Elf | Trinket |
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- 30 Elixir of Greater Healing
- 100 Small Candles
- 100 Pinches of Bull Dung
- 100 Hollow Reeds
- 100 Diamond Dust
- 100 Mushroom Powder and Saffron
- 100 Mercury and Phosphorous
- 100 Sprinkles of Holy Water and Diamonds
- 100 Pieces of Holy Parchment
Items are Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire, minimum level 15 and Race Absolutely Required: Sun Elf (except shield and orb which are only ML15 and BTCoA).