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Sun Elf (Morninglord)

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Sun Elf (Morninglord)
Added Update 19
Setting Forgotten Realms
Starting Level Cleric
Availability
Type Iconic
Point Cost 1,295 DP
Bundles
Favor
Note
Past Life feats
First
Second
Passive +3 Positive Spell Power per time this feat has been acquired up to 3.
Active +10 Light and Alignment Spell Power per time this feat has been acquired up to 3.

"By Amauinator's light, victory be mine!"

Overview[edit]

A battle-ready Cleric of the great sun-god who wields holy light against the dark in all its wicked forms.

  • Morninglord is available from the DDO Store for 1,295 DP 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]

Further information: Deity feats

Feats[edit]

Elf Racial Feats[edit]


Enhancements[edit]

Morninglord enhancements tree

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.
AP Cost: 1 Level: 1 Progression: 0 Requires: Elf, or Sun Elves
Sun Elf Intelligence I: +1 Intelligence
AP Cost: 2 Level: 4 Progression: 1 Requires: Elven Accuracy I
Elven Accuracy II: You gain +2% to hit with all attacks.
AP Cost: 1 Level: 7 Progression: 3 Requires: Sun Elf Intelligence I
Sun Elf Intelligence II: +1 Intelligence
AP Cost: 2 Level: 11 Progression: 4 Requires: Elven Accuracy II
Elven Accuracy III: You gain +2% to hit with all attacks.
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
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
Keen Senses: +1/+2/+3 Listen, Search, and Spot.
AP Cost: 1 Ranks: 3 Progression: 1
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.
AP Cost: 2 Ranks: 1 Progression: 1
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.)
AP Cost: 1 Ranks: 3 Progression: 1

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):
AP Cost: 2 Ranks: 3 Progression: 5
Enchantment Lore: +2/+4/+6 saves vs. Enchantments. Rank 3: You also gain +1 Enchantment spell DC
AP Cost: 1 Ranks: 3 Progression: 5
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.
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.
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Morninglord Weapon Training
Arcanum: +25/+50/+100 spell points and +1/+2/+3 spell penetration.
AP Cost: 2 Ranks: 3 Progression: 5

Tier Three[edit]

Requires 10 APs spent in tree

Light of the Sun God: Grants +10/+20/+30 Light spell power.
AP Cost: 2 Ranks: 3 Progression: 10
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)
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.
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.
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.
AP Cost: 1 Ranks: 3 Progression: 15
Grace: You may use your Dexterity modifier to determine the damage you deal with Morningstars, Maces, and Hammers.
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.
AP Cost: 2 Ranks: 1 Progression: 15 Requires: Morninglord Weapon Training III
Skill: +3% Doublestrike, +3% Doubleshot, +3% dodge, and bypass 3% dodge.
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
Undeniable Truth
Sun Elf Belt
Balanced Boots
Sun Elf Boots
Brilliant Bracer
Sun Elf Bracers
Cloak of the Dawn
Sun Elf Cloak
Morninglord's Raiment
Sun Elf Cosmetic Armor
Fists of Justice
Sun Elf Gloves
Clear Lenses
Sun Elf Goggles
Dawnbreaker
Sun Elf Heavy Mace
Decision
Sun Elf Helm
Shining Wall
Sun Elf Large shield
Certainty
Sun Elf Necklace
Burning Light
Sun Elf Orb
Gleaming Plate
Sun Elf Plate
Band of Light
Sun Elf Ring
Signet of Amaunator
Sun Elf Ring
  • DeathblockDeathblock: The wearer of this item is immune to all death spells and magical death effects.
  • Proof Against Disease +6 Proof Against Disease +6: This item grants its wearer immunity to natural diseases. This item also grants a +6 Enhancement bonus to saving throws against magical diseases, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical diseases with a DC of less than 7 + their Fortitude save).
Book of Amaunator
Sun Elf Trinket



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).