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Morninglord enhancements

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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 DP1,395 DDO Points Dhampir 1,595 DP1,595 DDO Points Dragonborn Drow Dwarf Eladrin 1,595 DP1,595 DDO Points Elf / Wood Elf (& AA) Gnome
Half-Elf (& AA) Half-Orc Halfling Human Shifter 1,595 DP1,595 DDO Points Tabaxi 1,595 DP1,595 DDO Points Tiefling Warforged Free by turning in 400 Total favor per server 995 DP995 DDO Points
Bladeforged 1,295 DP1,295 DDO Points Chaosmancer 1,395 DP1,395 DDO Points Dark Bargainer 1,295 DP1,295 DDO Points Deep Gnome 1,295 DP1,295 DDO Points Morninglord 1,295 DP1,295 DDO Points (& AA) PDK 1,295 DP1,295 DDO Points Razorclaw 1,395 DP1,395 DDO Points Scoundrel 1,395 DP1,395 DDO Points Scourge 1,295 DP1,295 DDO Points Shadar-kai 1,295 DP1,295 DDO Points Trailblazer 1,395 DP1,395 DDO Points

Morninglord enhancements

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 may only target yourself, and can be used once per rest. (Cooldown: 3 minutes)

Tier 2: This ability can now be used on you or an ally, and you get an additional use per rest.
AP Cost: 2 Ranks: 2 Progression: 1
Bane of the Restless: Your Turn Undead ability now also deals [6/12/18]d6 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.

In addition, you add an additional [2/4/6] to the number of hit dice you can turn.

Notes: Unconfirmed if or with what the light damage scales with.

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]%.

Notes: 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: SLA: Amaunator blesses those in the area of effect with the following for 1 minute per caster level (3 uses per rest):
Tier 1: Aid
Tier 2: Aid and Spell Resistance
Tier 3: Aid, Spell Resistance, and Death Ward
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 [1/3/5] times per rest. (HP Cost: 1, Cooldown: 120 seconds.)

Notes: Grants 24 Spell points, plus 6 per Character 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.

Notes: Grants True Seeing.

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.

Notes:

  • You need to click the Accept button before you can select the Arcane Archer (Elf) 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.

AP Cost: 4 Ranks: 1 Progression: 10 Requires: Elven Arcanum

Tier Four[edit]

Requires 15 APs spent in tree

Amaunator's Brilliance: Sunburst SLA: (SP Cost: 25, Cooldown: [60/45/30] seconds.

Notes: DC is Wisdom-based (according to U18 dev diary)

minor 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 2d[6/8/10] 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