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Air Savant enhancements

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Air Savant enhancements[edit]

Air Savant enhancements tree

Core abilities[edit]

Icon Enhancement Air Savant.png
Air Savant: Every point you spend in the Air Savant enhancement tree provides +0.75 Universal Spell Power.
Passive:
  • +10 Electric and Sonic Spell Power
  • +1 Caster Level when casting Electric, Sonic, and Air spells.
  • -10 Acid Spell Power
  • -1 Caster Level when casting Acid and Earth spells
Selecting this enhancement will prevent you from spending points in the Earth Savant enhancement tree.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Sorcerer Level 1
Icon Enhancement Air Affinity.png
Air Affinity: Passive:
  • +10 Electric and Sonic Spell Power
  • +1 Caster Level when casting Electric, Sonic, and Air spells.
  • -10 Acid Spell Power
  • -1 Caster Level when casting Acid and Earth spells
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Air Savant, Sorcerer Level 3
Icon Enhancement Greater Air Affinity.png
Greater Air Affinity: Passive:
  • +10 Electric and Sonic Spell Power
  • +1 Caster Level when casting Electric, Sonic, and Air spells.
  • +1 Maximum Caster Level when casting Electric, Sonic, and Air spells.
  • -10 Acid Spell Power
  • -1 Caster Level when casting Acid and Earth spells
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Air Affinity, Sorcerer Level 6
Icon Enhancement Conduction.png
Conduction: Passive: On Electric or Sonic Spell Cast: Your target randomly gains zero, one, or two stacks of Vulnerable (Target takes 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.)
  • +10 Electric and Sonic Spell Power
  • +1 Caster Level when casting Electric, Sonic, and Air spells.
  • +1 Maximum Caster Level when casting Electric, Sonic, and Air spells.
  • -10 Acid Spell Power
  • -1 Caster Level when casting Acid and Earth spells
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Greater Air Affinity, Sorcerer Level 12
Icon Enhancement Light on Your Feet.png
Light on Your Feet: Passive:
  • Immunity to most knockdown effects
  • +10 Electric and Sonic Spell Power
  • +1 Caster Level when casting Electric, Sonic, and Air spells.
  • +1 Maximum Caster Level when casting Electric, Sonic, and Air spells.
  • -10 Acid Spell Power
  • -1 Caster Level when casting Acid and Earth spells
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Conduction, Sorcerer Level 18
Icon Enhancement Elemental Apotheosis Air.png
Elemental Apotheosis: Air: Activate this ability to transform into an Air Elemental.
While in elemental form, you gain +100% fortification. If you are a Warforged, you are no longer considered a Living Construct, and so are immune to Repair spells, but can be healed normally by Positive Energy spells.

While in Air Elemental form, you also gain an additional +20 Electric and Sonic Spell Power, +2% Electric and Sonic Spell Critical Chance, and a +1 bonus to caster level and max caster level for Air, electrical, and sonic spells, but your water, earth, and fire spells have a -3 penalty to caster level and max caster level. You also gain a +10 racial bonus to electrical resistance, +20 Physical Resistance Rating, +3% dodge chance, and a -10 penalty to acid resistance. While in Elemental Form, your spells also cost an additional 10% Spell Points to cast.

You also gain the following passive benefits, even while not in elemental form:
  • +2 Charisma
  • +10 Electric and Sonic Spell Power
  • +1 Caster Level when casting Electric, Sonic, and Air spells.
  • +1 Maximum Caster Level when casting Electric, Sonic, and Air spells.
  • -10 Acid Spell Power
  • -1 Caster Level when casting Acid and Earth spells
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Light on Your Feet, Sorcerer Level 20

Tier One[edit]

Requires Air Savant, Sorcerer level 1

ShockingGrasp.png
Shocking Grasp: Spell Like Ability: Shocking Grasp (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Enhancement Thief Acrobatic.png
Acrobatic: You gain +2/+4/+6 to your Tumble, Jump and Balance skills. Rank 3: In Addition, your chance to Dodge enemy attacks is increased by 1%.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Enhancement One with the Storm.png
One with the Storm: You gain a +3/+6/+10 bonus to your Electricity Resistance.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Enhancement Spell Critical Electric.png
Spell Critical: Electric I: Your Electric and Sonic damage spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements


Icon Enhancement Electrocution.png
Electrocution: Whenever you cast an Electric or Sonic damage spell, you gain +5 to your Electric and Sonic Spell Power for 6 seconds. This stacks up to 1/3/5 times.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Tier Two[edit]

Requires Sorcerer Level 2, 5 APs spent on tree

Icon Enhancement Efficient Metamagic.png
Efficient Metamagic: Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.
  • Icon Enhancement Efficient Empower.png Efficient Empower: Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points.
  • Icon Enhancement Efficient Enlarge.png Efficient Enlarge: Using the Enlarge Spell Metamagic costs you 1/2/4 fewer Spell Points.
  • Icon Enhancement Efficient Maximize.png Efficient Maximize: Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points.
  • Icon Enhancement Efficient Quicken.png Efficient Quicken: Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points.
AP Cost: 2 Ranks: 3 Progression: 5 No requirements
Icon Enhancement Pierce Electric Resistance.png
Pierce Electric Resistance: Your Electric and Sonic damage spells now bypass 5/10/15 pointsof your target's resistance to those damage types, if any.
AP Cost: 2 Ranks: 3 Progression: 5 Requires: One with the Storm
Icon Enhancement Spell Critical Electric.png
Spell Critical: Electric II: Your Electric and Sonic damage spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 1 Requires: Spell Critical: Electric I
Icon Enhancement Alternating Current.png
Alternating Current: Whenever you cast an Electric or Sonic damage spell, you have a 10%/20%/30% chance to gain 3 Temporary Spell Points.
AP Cost: 1 Ranks: 3 Progression: 5 Requires: Electrocution

Tier Three[edit]

Requires Sorcerer Level 3, 10 APs spent on tree

Icon Enhancement Efficient Metamagic.png
Efficient Metamagic: Choose another Metamagic feat. Reduce the spell point cost of using that Metamagic. (You can't choose the same one you chose at Tier 2)
AP Cost: 2 Ranks: 3 Progression: 10 Requires: Efficient Metamagic (Tier 2)
Icon Feat Spell Penetration.png
Spell Penetration: You add +1 to your Caster Level check to overcome an enemy's Spell Resistance.
AP Cost: 2 Ranks: 1 Progression: 10 No requirements
Icon Enhancement Spell Critical Electric.png
Spell Critical: Electric III: Your Electric and Sonic damage spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Spell Critical: Electric II
CharismaColored.png
Charisma or Dexterity: Choose one:
  • DexterityColored.png +1 Dexterity
  • CharismaColored.png +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 10 No requirements

Tier Four[edit]

Requires Sorcerer Level 4, 20 points spent on tree

ElectricLoop.png
Electric Loop: Spell Like Ability: Electric Loop. (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
AP Cost: 1 Ranks: 3 Progression: 20 Requires: Shocking Grasp
Icon Enhancement Efficient Heighten.png
Efficient Heighten: Using the Heighten Spell Metamagic costs you 1/2/3 fewer Spell Points per heightened level.
AP Cost: 2 Ranks: 2 Progression: 20 Requires: Efficient Metamagic (Tier 3)
Icon Enhancement Feather Falling.png
Feather Fall: You gain Feather Falling, and may toggle it on or off at will. (Cooldown: 3 seconds)
AP Cost: 1 Ranks: 1 Progression: 20 No requirements
Icon Enhancement Spell Critical Electric.png
Spell Critical: Electric IV: Your Electric and Sonic damage spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Spell Critical: Electric III
CharismaColored.png
Charisma or Dexterity: Choose one:
  • DexterityColored.png +1 Dexterity
  • CharismaColored.png +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Charisma or Dexterity (Tier 3)

Tier Five[edit]

Requires Sorcerer Level 5, Character Level 12, 30 APs spent in tree

LightningBolt.png
Lightning Bolt: Spell Like Ability: Lightning Bolt. (Activation Cost: 12/8/6 Spell Points. Cooldown: 18/12/6 seconds.)
AP Cost: 1 Ranks: 3 Progression: 30 Requires: Electric Loop
Icon Enhancement Awaken Elemental Weakness Electric.png
Awaken Elemental Weakness: Electric: You are able to curse an enemy, increasing Electric damage they take by 15%. (Activation Cost: 5 Spell Points. Cooldown: 20 seconds.)
AP Cost: 2 Ranks: 1 Progression: 30 No requirements
Icon Enhancement Wind Dance.png
Wind Dance: You leap through the air, propelled by a gust of wind. Uses of this ability recharge at a rate of one every 15 seconds in private areas, and 3 seconds in town. (Activation Cost: 10 Spell Points. Cooldown: 3 seconds.)
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Feather Fall
Icon Enhancement Evocation Focus.png
Evocation Focus: You have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements
Icon Enhancement Spell Power Universal.png
Elemental Diversification: Choose one:
  • Icon Epic Spell Power Fire.png Power of Flame: You have extensively practiced with Fire magic, granting an additional +15 Fire Spell Power.
  • Icon Epic Spell Power Force.png Power of Force: You have extensively practiced with Force magic, granting an additional +10 Force Spell Power.
  • Icon Epic Spell Power Cold.png Power of Frost: You have extensively practiced with Cold magic, granting an additional +15 Cold Spell Power.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements