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Air Savant 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 ![]() |
Dragonborn | Drow | Dwarf | Eladrin ![]() |
Elf / Wood Elf (& AA) | Gnome |
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Half-Elf (& AA) | Half-Orc | Halfling | Human | Shifter ![]() |
Tabaxi ![]() |
Tiefling | Warforged †Free by turning in 400 Total favor per server ![]() |
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Bladeforged ![]() |
Chaosmancer ![]() |
Deep Gnome ![]() |
Morninglord ![]() |
PDK ![]() |
Razorclaw ![]() |
Scoundrel ![]() |
Scourge ![]() |
Shadar-kai ![]() |
Trailblazer ![]() |
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Air Savant enhancements[edit]
Core abilities[edit]
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Air Savant: Every point you spend in the Air Savant enhancement tree provides +0.75 Universal Spell Power.
Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 0 | Requires: Sorcerer Level 1 | |
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Air Savant, Sorcerer Level 3 | |
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Air Affinity, Sorcerer Level 6 | |
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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.)
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AP Cost: 1 | Ranks: 1 | Progression: 20 | Requires: Greater Air Affinity, Sorcerer Level 12 | |
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Light on Your Feet: Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 30 | Requires: Conduction, Sorcerer Level 18 | |
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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. When Elemental Apotheosis is active, casting a spell of that tree's element on a creature that is immune to that element, that creature becomes vulnerable to that element for a short time. 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:
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AP Cost: 1 | Ranks: 1 | Progression: 40 | Requires: Light on Your Feet, Sorcerer Level 20 |
Tier One[edit]
Requires Air Savant, Sorcerer level 1
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Shocking Grasp: Spell Like Ability: Shocking Grasp (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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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%.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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One with the Storm: You gain a +3/+6/+10 bonus to your Electricity Resistance.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Spell Critical: Electric I: Your Electric and Sonic damage spells have an additional 2% chance to critically hit.
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements
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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.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Tier Two[edit]
Requires Sorcerer Level 2, 5 APs spent on tree
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Efficient Metamagic: Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.
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AP Cost: 2 | Ranks: 3 | Progression: 5 | No requirements | |
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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.
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AP Cost: 2 | Ranks: 3 | Progression: 5 | Requires: One with the Storm | |
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Spell Critical: Electric II: Your Electric and Sonic damage spells have an additional 2% chance to critically hit.
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AP Cost: 2 | Ranks: 1 | Progression: 1 | Requires: Spell Critical: Electric I | |
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Alternating Current: Whenever you cast an Electric or Sonic damage spell, you have a 10%/20%/30% chance to gain 3 Temporary Spell Points.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Requires: Electrocution |
Tier Three[edit]
Requires Sorcerer Level 3, 10 APs spent on tree
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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)
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AP Cost: 2 | Ranks: 3 | Progression: 10 | Requires: Efficient Metamagic (Tier 2) | |
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Spell Penetration: You add +1 to your Caster Level check to overcome an enemy's Spell Resistance.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements | |
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Spell Critical: Electric III: Your Electric and Sonic damage spells have an additional 2% chance to critically hit.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Spell Critical: Electric II | |
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Charisma or Dexterity: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements |
Tier Four[edit]
Requires Sorcerer Level 4, 20 points spent on tree
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Electric Loop: Spell Like Ability: Electric Loop. (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
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AP Cost: 1 | Ranks: 3 | Progression: 20 | Requires: Shocking Grasp | |
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Efficient Heighten: Using the Heighten Spell Metamagic costs you 1/2/3 fewer Spell Points per heightened level.
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AP Cost: 2 | Ranks: 2 | Progression: 20 | Requires: Efficient Metamagic (Tier 3) | |
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Feather Fall: You gain Feather Falling, and may toggle it on or off at will. (Cooldown: 3 seconds)
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AP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements | |
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Spell Critical: Electric IV: Your Electric and Sonic damage spells have an additional 2% chance to critically hit.
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Spell Critical: Electric III | |
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Charisma or Dexterity: Choose one:
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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
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Lightning Bolt: Spell Like Ability: Lightning Bolt. (Activation Cost: 12/8/6 Spell Points. Cooldown: 18/12/6 seconds.)
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AP Cost: 1 | Ranks: 3 | Progression: 30 | Requires: Electric Loop | |
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Awaken Elemental Weakness: Electric: You are able to curse an enemy, increasing Electric damage they take by 15%. When cast on a creature that is immune to that tree's Element, it makes them vulnerable to that element for a short period of time. (Activation Cost: 5 Spell Points. Cooldown: 20 seconds.)
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements | |
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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.)
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AP Cost: 2 | Ranks: 1 | Progression: 30 | Requires: Feather Fall | |
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Evocation Focus: You have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school.
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements | |
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Elemental Diversification: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements |