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Earth 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 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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Earth Savant enhancements[edit]
Core abilities[edit]
Earth Savant: Every point you spend in the Earth 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 | |
AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Earth Savant, Sorcerer Level 3 | |
AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Earth Affinity, Sorcerer Level 6 | |
AP Cost: 1 | Ranks: 1 | Progression: 20 | Requires: Greater Earth Affinity, Sorcerer Level 12 | |
One With Stone: Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 30 | Requires: Cumbling, Sorcerer Level 18 | |
Elemental Apotheosis: Earth: Activate this ability to transform into an Earth 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 Earth Elemental form, you also gain an additional +20 Acid Spell Power, +2% Acid Spell Critical Chance, and a +1 bonus to caster level and max caster level for Acid and Earth spells, but your air, fire, and water spells have a -3 penalty to caster level and max caster level. You also gain a +10 racial bonus to acid resistance, +25 Physical Resistance Rating, and a -10 penalty to electrical 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: | ||||
AP Cost: 1 | Ranks: 1 | Progression: 40 | Requires: One With Stone, Sorcerer Level 20 |
Tier One[edit]
Requires Earth Savant, Sorcerer level 1
Acid Spray: Spell Like Ability: Acid Spray (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 | |
Stability: You gain +2/+4/+6 to your Balance and Concentration skills. Rank 3: as well as +1 to your Fortitude Saving Throw.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
One with the Soil: You gain a +3/+6/+10 bonus to your Acid Resistance.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Spell Critical: Acid I: Your Acid damage spells have an additional 2% chance to critically hit.
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
Erosion: Whenever you cast an Acid damage spell, you gain +5 to your Acid 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
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 | |
Pierce Acid Resistance: Your Acid 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 Soil | |
Spell Critical: Acid II: Your Acid damage spells have an additional 2% chance to critically hit.
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AP Cost: 2 | Ranks: 1 | Progression: 1 | Requires: Spell Critical: Acid I | |
Devouring Earth: Whenever you cast an Acid 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: Erosion |
Tier Three[edit]
Requires Sorcerer Level 3, 10 APs spent on tree
Efficient Metamagic: Choose another Metamagic feat. Reduce the spell point cost of using that Metamagic.
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AP Cost: 2 | Ranks: 3 | Progression: 10 | Requires: Efficient Metamagic (Tier 2) | |
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 | |
Spell Critical: Acid III: Your Acid damage spells have an additional 2% chance to critically hit.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Spell Critical: Acid II | |
Charisma or Constitution: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements |
Tier Four[edit]
Requires Sorcerer Level 4, 20 APs spent on tree
Acid Arrow: Spell Like Ability: Acid Arrow. (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
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AP Cost: 1 | Ranks: 3 | Progression: 20 | Requires: Acid Spray | |
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) | |
Earthen Armor: Gain a +3/+6 stacking bonus to your Armor Class.
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AP Cost: 1 | Ranks: 2 | Progression: 20 | No requirements | |
Spell Critical: Acid IV: Your Acid damage spells have an additional 2% chance to critically hit.
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Spell Critical: Acid III | |
Charisma or Constitution: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Charisma or Constitution (Tier 3) |
Tier Five[edit]
Requires Sorcerer Level 5, Character Level 12, 30 APs spent in tree
Acid Blast: Spell Like Ability: Acid Blast. (Activation Cost: 12/8/6 Spell Points. Cooldown: 18/12/6 seconds.)
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AP Cost: 1 | Ranks: 3 | Progression: 30 | Requires: Acid Arrow | |
Awaken Elemental Weakness: Acid: You are able to curse an enemy, increasing Acid 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 | |
Earthgrab: Earthen hands grasp your foe, rendering them helpless and dealing bludgeoning damage over time on a failed Reflex save (DC: 10 + [Con or Cha] Modifier + Sorcerer Level + Conjuration Bonuses). (Activation Cost: 15 Spell Points. Cooldown: 15 seconds.)
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AP Cost: 2 | Ranks: 1 | Progression: 30 | Requires: Earthen Armor | |
Conjuration Focus: You have trained extensivelly in Conjuration 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 | |
Elemental Diversification: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements |