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Morninglord enhancements
Alchemist‡ | Artificer† — Dog | Barbarian | Bard | Cleric |
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Apo — Bom — VCh | AT — BE — RM | FB — OS — Rav | SB2 — SS — St1 — WC | DA1 — DD — RS2 — War |
Druid — Wolf | Fighter | Favored Soul† | Monk | Paladin |
BC1 — NW — NP2 — SH | Dra1 — Ken2 — Rav1 — StD — Van2 | AoV — BoH — War | HeM — NiS — Shi | |
Ranger | Rogue | Sorcerer | Wizard | Warlock |
AA2 — DH1 — DWS — Tem | Ass — Mec — TA | AS – ES – FS – WS – EK2 – WM1 | AM — EK — PM | AotS1 — ES2 — SE — TS |
Falconry† ~ Feydark Illusionist† ~ Harper Agent† ~ Horizon Walker† ~ Inquisitive† ~ Vistani Knife Fighter† |
Reaper | |||
†: Class/tree can be earned via favor. ‡: Class/tree free to VIP or found in DDO Store. 1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype. |
Aasimar 1,395 DDO Points | Dragonborn | Drow | Dwarf | Eladrin *Requires any version of Magic of Myth Drannor, or free to VIP | Elf / Wood Elf (& AA) | Gnome |
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Half-Elf (& AA) | Half-Orc | Halfling | Human | Shifter 1,595 DDO Points | Tabaxi 1,595 DDO Points | Tiefling | Warforged †Free by turning in 400 Total favor per server 995 DDO Points |
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Bladeforged 1,295 DDO Points | Chaosmancer *Requires ultimate edition of Magic of Myth Drannor | Deep Gnome 1,295 DDO Points | Morninglord 1,295 DDO Points (& AA) | PDK 1,295 DDO Points | Razorclaw 1,395 DDO Points | Scoundrel 1,395 DDO Points | Scourge 1,295 DDO Points | Shadar-kai 1,295 DDO Points | Trailblazer 1,395 DDO Points |
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Morninglord enhancements
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 |