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Water 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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Water Savant enhancements[edit]
Core abilities[edit]
Water Savant: Every point you spend in the Water 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 | |
Water Affinity: Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Water Savant, Sorcerer Level 3 | |
Greater Water Affinity: Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Water Affinity, Sorcerer Level 6 | |
Hypothermia: Passive: 50% Chance On Cold Spell Cast: Your target gains one stack of Lethargy for 10 seconds (-1 to all Saving Throws. Non-bosses also move and attack 5% slower. Works on creatures immune to cold. This effect stacks up to 5 times. All stacks are removed when the timer expires.)
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AP Cost: 1 | Ranks: 1 | Progression: 20 | Requires: Greater Water Affinity, Sorcerer Level 12 | |
Elemental Persistence: Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 30 | Requires: Hypothermia, Sorcerer Level 18 | |
Elemental Apotheosis: Water: Activate this ability to transform into a Water 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.
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AP Cost: 1 | Ranks: 1 | Progression: 40 | Requires: Elemental Persistence, Sorcerer Level 20 |
Tier One[edit]
Requires Water Savant, Sorcerer level 1
Niac's Cold Ray: Spell Like Ability: Niac's Cold Ray (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 | |
Fluidity: You gain +2/+4/+6 to your Tumble and Swim skills. Rank 3: as well as +1 to your Reflex Saving Throw.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
One with the Waves: You gain a +3/+6/+10 bonus to your Cold Resistance.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Spell Critical: Cold I: Your Cold 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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Hoarfrost: Whenever you cast a Cold damage spell, you gain +5 to your Cold 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 Cold Resistance: Your Cold damage spells now bypass 5/10/15 points of 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 Waves | |
Spell Critical: Cold II: Your Cold damage spells have an additional 2% chance to critically hit.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | Requires: Spell Critical: Cold I | |
Absolute Zero: Whenever you cast a Cold 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: Hoarfrost |
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: Cold III: Your Cold damage spells have an additional 2% chance to critically hit.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Spell Critical: Cold II | |
Charisma or Wisdom: 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
Snowball Swarm: Spell Like Ability: Snowball Swarm. (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds.)
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AP Cost: 1 | Ranks: 3 | Progression: 20 | Requires: Cold Ray | |
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) | |
Water Breathing: You are no longer able to drown.
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AP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements | |
Spell Critical: Cold IV: Your Cold damage spells have an additional 2% chance to critically hit.
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Spell Critical: Cold III | |
Charisma or Wisdom: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Charisma or Wisdom (Tier 3) |
Tier Five[edit]
Requires Sorcerer Level 5, Character Level 12, 30 APs spent in tree
Frost Lance: Spell Like Ability: Frost Lance. (Activation Cost: 12/8/6 Spell Points. Cooldown: 18/12/6 seconds.)
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AP Cost: 1 | Ranks: 3 | Progression: 30 | Requires: Snowball Swarm | |
Awaken Elemental Weakness: Cold: You are able to curse an enemy, increasing Cold 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 | |
Icy Prison: You deal 500 cold damage to your opponent, with a Fortitude save (DC: 10 + [Con or Cha] Modifier + Sorcerer Level + Evocation Bonuses) for half damage, and an additional Reflex save or be encased in ice. Ice creatures are immune to this effect, and the targets gets occasional saves to attempt to escape. (Activation Cost: 25 Spell Points. Cooldown: 1 minute.) Note: not subject to spellpower and spell critical.
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AP Cost: 2 | Ranks: 1 | Progression: 30 | Requires: Water Breathing | |
Evocation Focus: You have trained extensivelly 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 | |
Elemental Diversification: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements |