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Feats/Active
Active Feats[edit]
Active feats are in two different forms, Special Attacks where you click on the icon to execute that particular type of attack and Combat Stances which are toggled on and off.
Special attacks[edit]
Icon | Feat | Type | Description | Prerequisites |
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Cleave | Active - Special Attack | Activate this ability to attack one or more enemies in an arc in front of you. This attack deals +20% damage. Cleave has a better chance to hit more enemies at once than a basic attack. |
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Great Cleave | Active - Special Attack | This feat attacks enemies in a wider arc than Cleave, hence Great Cleave has a greater chance to hit more enemies than Cleave. This attack deals +40% damage. |
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Hamstring | Active - Special Attack | This melee special attack, when successful, reduces the target's movement rate by half for 12 seconds. Some creatures may be immune to the hamstring effect. |
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Improved Feint | Active - Special Attack | A tactical melee attack which Bluffs the enemy, enabling Sneak Attacks. |
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Improved Sunder | Active - Special Attack | This melee special attack results in a -5 AC penalty and -10% fortification to the target for 12 seconds, if the target fails a Fortitude save (DC 14 + Str mod). Whether successful or unsuccessful, this attack will also apply the Trauma effect, which reduces an enemy's Fortitude saves by 3, stacking up to 5 times and lasting 24 seconds. Some creatures may be immune to the sunder effect. | ||
Improved Trip | Active - Special Attack | This feat has a chance to trip the target, if the target fails a Balance check (DC 14 + Str mod), rendering it prone for a longer period of time than Trip. Some creatures may be immune to this effect. | ||
Sap | Active - Special Attack | This melee feat has a chance to render the target briefly senseless, though it will become active if damaged again. Some creatures may be immune to the sap effect and sap is more effective when performed as a successful sneak attack (whether or not your character can normally perform sneak attacks). |
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Slicing Blow | Active - Special Attack | Tactical Melee Attack: Using this attack, you deal one point of Constitution damage to your target, and deal 1 to 6 additional damage every 2 seconds for 18 seconds. The target suffers an additional 1 to 6 damage per tick for every three Character Levels. This damage scales with 100% Melee Power, and can stack up to three times. Some creatures may be immune to the bleeding or wounding effect. |
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Stunning Blow | Active - Special Attack | This feat has a chance to stun the target for 6 seconds if it fails a DC (10 + Str mod) Fortitude save. Some creatures may be immune to the stunning effect. |
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Whirlwind Attack | Active - Special Attack | This feat attacks all enemies in a 360 degree arc around the character twice. This attack deals +20% damage. |
Combat stances[edit]
Offensive and Defensive Combat Stances do not work with each other but one of either type does work with any ranged stance.
Icon | Feat | Type | Description | Prerequisites |
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Combat Expertise | Active - Defensive Combat Stance | Defensive Combat Stance: While using Combat Expertise mode, you suffer -5 to your attack rolls but gain +10% feat bonus to Armor Class. Spells have three times their normal cooldown when this mode is active. Cannot be used while raged. |
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Manyshot | Active - Ability | Ranged Bow Attack: Expend one charge to Fire three arrows in quick succession. You have +1 Critical Threat Range and Critical Multiplier with these shots. Each of these shots can Doubleshot. 2 second cooldown. This feat gives 3 charges, you regain 1 charge every 12 seconds you don't use Manyshot (Requires a Longbow or Shortbow to use). Passive: You gain Doubleshot equal to 1.5x your Base Attack Bonus with Longbows and Shortbows. | ||
Multitude of Missiles | Active - Ability | For the next 20 seconds, while wielding a Simple Thrown Weapon add 100 to your Doubleshot and 2x your Base Attack Bonus to Ranged Power. Shares a cooldown with Manyshot. Cooldown: 2 minutes. | ||
Ten Thousand Stars | Active - Ability | For the next 30 seconds, add your Wisdom ability score to your Ranged Power and add your monk level * 5 to your Doubleshot. This ability puts Manyshot on a 30 second cooldown. Cooldown: one minute. | ||
Power Attack | Active - Offensive Combat Stance | Reduces your hit bonus by 5, or your Base Attack Bonus, whichever is lower. Then your successful attacks will have their damage increased by the same amount. Two-handed weapons get twice that damage bonus. |
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Improved Precise Shot | Active - Ranged Combat Stance | Your ranged attacks will now pass through friends and foes to damage all foes in your path, until they strike your intended target. | ||
Precision | Active - Offensive Combat Stance | While using Precision mode, you gain +5% to hit and reduce the target's fortification against your attacks by 25%. Cannot be used while raged. |
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Resilience | Active - Defensive Combat Stance | You gain a +4 to all saving throws. Spells have three times their normal cooldown when this mode is active. |