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Earth Savant enhancements

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: 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 DP1,395 DDO Points Dhampir 1,595 DP1,595 DDO Points Dragonborn Drow Dwarf Eladrin 1,595 DP1,595 DDO Points Elf / Wood Elf (& AA) Gnome
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Earth Savant enhancements[edit]

Earth Savant enhancements tree
Earth Savant enhancements tree

Core abilities[edit]

Earth Savant: Every point you spend in the Earth Savant enhancement tree provides +0.75 Universal Spell Power.
Passive:
  • +10 Acid Spell Power
  • +1 Caster Level when casting Acid and Earth spells
  • -10 Electric and Sonic Spell Power
  • -1 Caster Level when casting Electric, Sonic, and Air spells.
Selecting this enhancement will prevent you from spending points in the Air Savant enhancement tree.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Sorcerer Level 1
Earth Affinity: Passive:
  • +10 Acid Spell Power
  • +1 Caster Level when casting Acid and Earth spells
  • -10 Electric and Sonic Spell Power
  • -1 Caster Level when casting Electric, Sonic, and Air spells.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Earth Savant, Sorcerer Level 3
Greater Earth Affinity: Passive:
  • +10 Acid Spell Power
  • +1 Caster Level when casting Acid and Earth spells
  • -10 Electric and Sonic Spell Power
  • -1 Caster Level when casting Electric, Sonic, and Air spells.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Earth Affinity, Sorcerer Level 6
Crumbling: Passive:
On Acid Spell Cast: Your target gains one stack of Armor Destruction
  • +10 Acid Spell Power
  • +1 Caster Level when casting Acid and Earth spells
  • -10 Electric and Sonic Spell Power
  • -1 Caster Level when casting Electric, Sonic, and Air spells.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Greater Earth Affinity, Sorcerer Level 12
One With Stone: Passive:
  • Immunity to Petrification
  • +10 Acid Spell Power
  • +1 Caster Level when casting Acid and Earth spells
  • +1 Maximum Caster Level when casting Acid and Earth spells
  • -10 Electric and Sonic Spell Power
  • -1 Caster Level when casting Electric, Sonic, and Air spells.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Cumbling, Sorcerer Level 18
Elemental Apotheosis: Earth:
An earth savant in elemental form
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.

See Elemental Apotheosis for more details.

You also gain the following passive benefits, even while not in elemental form:

  • +2 Charisma
  • +10 Acid Spell Power
  • +1 Caster Level when casting Acid and Earth spells
  • +1 Maximum Caster Level when casting Acid and Earth spells
  • -10 Electric and Sonic Spell Power
  • -1 Caster Level when casting Electric, Sonic, and Air spells.
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: SLA: (SP Cost: [4/3/2], Cooldown: [12/8/4] seconds.)
AP Cost: 1 Ranks: 3 Progression: 1
Stability: You gain +[2/4/6] to your Balance and Concentration skills. Rank 3: +1 to your Fortitude Saving Throw.
AP Cost: 1 Ranks: 3 Progression: 1
One with the Soil: You gain a +[3/6/10] bonus to your Acid Resistance.
AP Cost: 1 Ranks: 3 Progression: 1
Spell Critical: Acid I: Your Acid damage spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 1
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.
AP Cost: 1 Ranks: 3 Progression: 1

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.
  • Efficient Empower: Using the Empower Spell Metamagic costs you [2/4/6] fewer Spell Points.
  • Efficient Enlarge: Using the Enlarge Spell Metamagic costs you [1/2/4] fewer Spell Points.
  • Efficient Maximize: Using the Maximize Spell Metamagic costs you [3/6/9] fewer Spell Points.
  • Efficient Quicken: Using the Quicken Spell Metamagic costs you [1/2/4] fewer Spell Points.

Notes: Unless stated otherwise, you may only have one trained Efficient Metamagic enhancement for each Metamagic, regardless of tree.

AP Cost: 2 Ranks: 3 Progression: 5
Pierce Acid Resistance: Your Acid damage spells now bypass [5/10/15] points of your target's resistance to those damage types, if any.
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.
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.
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.

Notes: Unless stated otherwise, you may only have one trained Efficient Metamagic enhancement for each Metamagic, regardless of tree.

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.
AP Cost: 2 Ranks: 1 Progression: 10
Spell Critical: Acid III: Your Acid damage spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Spell Critical: Acid II
Charisma or Constitution: Choose one:
  • +1 Constitution
  • +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 10

Tier Four[edit]

Requires Sorcerer Level 4, 20 APs spent on tree

Acid Arrow: SLA: (SP Cost: [8/6/4], Cooldown: [15/10/5] seconds.)
AP Cost: 1 Ranks: 3 Progression: 20 Requires: Acid Spray
Efficient Heighten: Using the Heighten Spell Metamagic costs you [1/2] fewer Spell Points per heightened level.
AP Cost: 2 Ranks: 2 Progression: 20 Requires: Efficient Metamagic (Tier 3)
Earthen Armor: Gain a +[3/6] stacking bonus to your Armor Class.
AP Cost: 1 Ranks: 2 Progression: 20
Spell Critical: Acid IV: Your Acid damage spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Spell Critical: Acid III
Charisma or Constitution: Choose one:
  • +1 Constitution
  • +1 Charisma
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: SLA: (SP Cost: [12/8/6], Cooldown: [18/12/6] seconds.)
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. (SP Cost: 5, Cooldown: 20 seconds.)
AP Cost: 2 Ranks: 1 Progression: 30
Earthgrab: SLA: Earthen hands grasp your foe, rendering them helpless and dealing bludgeoning damage over time on a failed Reflex save (DC: 10 + Highest of Con or Cha Modifier + Sorcerer Level + Conjuration Bonuses). (SP Cost: 15, Cooldown: 15 seconds.)
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.
AP Cost: 2 Ranks: 1 Progression: 30
Elemental Diversification: Choose one:
  • Power of Flame: You have extensivelly practiced with Fire magic, granting an additional +15 Fire Spell Power.
  • Power of Force: You have extensivelly practiced with Force magic, granting an additional +10 Force Spell Power.
  • Power of Frost: You have extensivelly practiced with Cold magic, granting an additional +15 Cold Spell Power.
AP Cost: 2 Ranks: 1 Progression: 30