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Air Savant enhancements
| Alchemist‡ | Artificer† — Dog | Barbarian | Bard | Cleric |
|---|---|---|---|---|
| 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 | DDM1 — HeM2 — NiS — Shi | |
| Ranger | Rogue | Sorcerer | Wizard | Warlock |
| AA2 — DH1 — DWS — Tem | Ass2 — Mec — TA — ATr1 | 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 | |||
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†: Class/tree can be earned via favor. ‡: Class/tree free to VIP or found in DDO Store. | ||||
| Aasimar |
Dhampir |
Dragonborn | Drow | Dwarf | Eladrin |
Elf / Wood Elf (& AA) | Gnome |
|---|---|---|---|---|---|---|---|
| Half-Elf (& AA) | Half-Orc | Halfling | Human | Shifter |
Tabaxi |
Tiefling | Warforged †Free by turning in 400 Total favor per server |
| Bladeforged |
Chaosmancer |
Dark Bargainer |
Deep Gnome |
Morninglord |
PDK |
Razorclaw |
Scoundrel |
Scourge |
Shadar-kai |
Trailblazer |
|---|
Air Savant enhancements[edit]

Core abilities[edit]
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 | Cooldown: {{{cd}}} | Requires: Sorcerer Level 1 | |
| AP Cost: 1 | Ranks: 1 | Progression: 5 | Cooldown: {{{cd}}} | Requires: Air Savant, Sorcerer Level 3 | |
| AP Cost: 1 | Ranks: 1 | Progression: 10 | Cooldown: {{{cd}}} | Requires: Air Affinity, Sorcerer Level 6 | |
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 | Cooldown: {{{cd}}} | Requires: Greater Air Affinity, Sorcerer Level 12 | |
Light on Your Feet: Passive:
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| AP Cost: 1 | Ranks: 1 | Progression: 30 | Cooldown: {{{cd}}} | Requires: Conduction, Sorcerer Level 18 | |
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.
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| AP Cost: 1 | Ranks: 1 | Progression: 40 | Cooldown: {{{cd}}} | Requires: Light on Your Feet, Sorcerer Level 20 | |
Tier One[edit]
Requires Air Savant, Sorcerer level 1
Shocking Grasp: SLA: (SP Cost: [4/3/2], Cooldown: [12/8/4] seconds.)
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| AP Cost: 1 | Ranks: 3 | Progression: 1 | Cooldown: {{{cd}}} | Requires: | |
Acrobatic: You gain +[2/4/6] to your Tumble, Jump and Balance skills. Rank 3: Dodge + 1%
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| AP Cost: 1 | Ranks: 3 | Progression: 1 | Cooldown: {{{cd}}} | Requires: | |
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 | Cooldown: {{{cd}}} | Requires: | |
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 | Cooldown: {{{cd}}} | Requires:
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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 | Cooldown: {{{cd}}} | Requires: | |
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 | Cooldown: {{{cd}}} | Requires: | |
Pierce Electric Resistance: Your Electric and Sonic 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 | Cooldown: {{{cd}}} | Requires: One with the Storm | |
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 | Cooldown: {{{cd}}} | Requires: Spell Critical: Electric I | |
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 | Cooldown: {{{cd}}} | Requires: Electrocution | |
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. (You can't choose the same one you chose at Tier 2)
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| AP Cost: 2 | Ranks: 3 | Progression: 10 | Cooldown: {{{cd}}} | 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 | Cooldown: {{{cd}}} | Requires: | |
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 | Cooldown: {{{cd}}} | Requires: Spell Critical: Electric II | |
Charisma or Dexterity: Choose one:
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| AP Cost: 2 | Ranks: 1 | Progression: 10 | Cooldown: {{{cd}}} | Requires: | |
Tier Four[edit]
Requires Sorcerer Level 4, 20 points spent on tree
Electric Loop: SLA: (SP Cost: 8/6/4, Cooldown: [15/10/5] seconds.)
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| AP Cost: 1 | Ranks: 3 | Progression: 20 | Cooldown: {{{cd}}} | Requires: Shocking Grasp | |
Efficient Heighten: Using the Heighten Spell Metamagic costs you [1/2] fewer Spell Points per heightened level.
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| AP Cost: 2 | Ranks: 2 | Progression: 20 | Cooldown: {{{cd}}} | Requires: Efficient Metamagic (Tier 3) | |
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 | Cooldown: {{{cd}}} | Requires: | |
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 | Cooldown: {{{cd}}} | Requires: Spell Critical: Electric III | |
Charisma or Dexterity: Choose one:
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| AP Cost: 2 | Ranks: 1 | Progression: 20 | Cooldown: {{{cd}}} | Requires: Charisma or Dexterity (Tier 3) | |
Tier Five[edit]
Requires Sorcerer Level 5, Character Level 12, 30 APs spent in tree
Lightning Bolt: SLA: (Activation Cost: [12/8/6] Spell Points. Cooldown: [18/12/6] seconds.)
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| AP Cost: 1 | Ranks: 3 | Progression: 30 | Cooldown: {{{cd}}} | Requires: Electric Loop | |
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. (SP Cost: 5, Cooldown: 20 seconds.)
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| AP Cost: 2 | Ranks: 1 | Progression: 30 | Cooldown: {{{cd}}} | Requires: | |
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. (SP Cost: 10, Cooldown: 3 seconds.)
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| AP Cost: 2 | Ranks: 1 | Progression: 30 | Cooldown: {{{cd}}} | Requires: Feather Fall | |
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 | Cooldown: {{{cd}}} | Requires: | |
Elemental Diversification: Choose one:
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| AP Cost: 2 | Ranks: 1 | Progression: 30 | Cooldown: {{{cd}}} | Requires: | |