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Action Boost

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Overview[edit]

Action boosts are abilities that increase some aspect of a character's stats for a short period of time.

Action boosts are available for Heroic character levels 1-20 as class enhancements for Artificers, Barbarians, Bards, Fighters, Paladins, Rangers and Rogues. Boosts are also available as race-restricted options for Humans, Half-Orcs, and Half-elves, as well as characters with Epic levels through an Epic Destiny, such as Legendary Dreadnought. These come in a variety of flavors each improving a different character stat including, but not limited to, attack speed, damage, saving throws, skill checks, and armor class. Characters can gain access to action boosts by spending action points on enhancements or destiny points in Epic Destinies.

Alchemists can prepare Bottled Boost spells which function as an Action Boost but cost spell points instead of charges.

Limitations[edit]

  • Action boosts typically last 20 seconds with a 30-second shared cooldown between uses.
  • Action boosts can be used five times per rest (which is normally a shared pool for groups of action boosts). Some items (e.g. Action Boost Enhancement), classes, races and Epic Destinies have access to enhancements or Epic abilities that increase the number of uses per rest.

List of action boosts[edit]

The following list contains Action Boosts that are possessed by various classes, races, or Epic Destinies.

Icon Name Description Sources
Antimagic

+2 to +6 Action Boost bonus to saving throws vs. magic and +10 to +30 Action Boost bonus to Magical Resistance Rating.

Action Boost: Attack

+4 to +8 Action Boost bonus to attack rolls.

Beast at Bay

Activate to gain an action boost for +5 to +15 Armor Class and +7 to +21 Magic Resistance for 20 seconds. Consumes one action boost.

Counterattack

On Shield Block: Your next attack within 3 seconds gains +1[W] that may stack up to 3 times.

Action Boost: Defense

+5 to +15 Action Boost bonus to Armor Class and Physical Resistance Rating.

Action Boost: Double Shot

+10% to +30% Action Boost bonus to Doubleshot.

Action Boost: Double Strike

+10% to +30% Action Boost bonus to Doublestrike.

Endless Fusilade

You enchant your crossbow to instantly reload itself for 18 seconds.

Action Boost: Energy Resistance

Activate to gain a +5 to +15 Action Boost bonus to Energy Resistance for 20 seconds.

Final Stand

You and all allies within your aura gain Temporary Hit Points equal to your Intimidate score for twenty seconds. If you are below 50% Health when you use this ability, you gain a +20 Morale bonus to Physical Resistance Rating for 12 seconds.

Action Boost: Haste

10% to 30% Action Boost bonus to attack speed.

Heroic Companion

Grants an ally +0.25 to +1[W], +2 to +6 to hit and saving throws, 0 to +4% Dodge and 0 to +10 Physical Resistance Rating.

Hip Flask Cooldown: 3 minutes

You drink a potion that you've been saving for a special occasion. Heals you for 10d3+30 (scales with 200% Ranged Power) and adds +10 to Dodge and Maximum Dodge for 10 seconds. For the next 60 seconds, you gain +1d6 to all ability scores, and +2d6 to attack and damage.

Last Stand

You gain +100% Maximum hit points, +50 Physical and Magical Resistance Rating, and On Attacked: You are healed for 1d10 positive energy healing. This Action Boost does not share a cooldown with other Action Boost abilities, and can be used while helpless.

No Holds Barred

You enchant your crossbow to instantly reload itself for 18 seconds.

Orcish Rage

You become enraged, and gain +40 to Melee Power and a +2 Primal bonus to Strength. Using this ability prevents spellcasting and uncenters you.

Action Boost: Power

Activate to gain a +10/20/30 Action Boost bonus to Melee Power and Ranged Power for 20 seconds.

Power of the Forge

+20 to Melee and Ranged Power, +30 to Universal Spell Power, +4 to all Saving Throws, and +10 to Armor Class and Physical Resistance Rating.

Rallying Cry

You and all allies within range gain +10% to +20% Action Boost bonus to movement speed and +1 to +3 Action Boost bonus to Saving Throws for twenty seconds. This ability can be used while feared, and dispels Fear effects.

Action Boost: Saves

+2 to +6 Action Boost bonus to saving throws, and while the action boost is active, you do not automatically fail a saving throw when you roll a natural 1.

Shadow Smoke

All nearby allies gain +5 to +15 to Hide and Move Silently for 20 seconds.

Action Boost: Skill

+2 to +6 Action Boost bonus to all skills.

Action Boost: Spell Power

+10 to +30 Action Boost bonus to Spell Power.

Action Boost: Sprint

+30 to +50% Action Boost bonus to run speed.

Stand Like Stone Cooldown: 3 minutes

For 12/15/20 seconds you gain +10 to +30 Balance, Physical Resistance Rating, and stacking Energy Resistance, but have a 50% penalty to movement speed, sink in water, and cannot fly.

Action Boost: Tactics

Activate to gain a +[3/6/9] Action Boost Bonus to Tactical DCs for 20 seconds.

Warforged Resolve Cooldown: 3 minutes

You gain temporary hit points equal to your Repair Skill. If you are below half health, you gain a +2 bonus to all saving throws while these temporary hit points last.

Wild Magic

For the next 20 seconds, you gain a +[5/10/15]% Action Boost Bonus to your chance of incurring a Wild Magic Surge when casting a spell. This also grants a +[5/10/15]% Wild Surge Luck bonus to increase the odds of a positive surge result.

Abilities that improve action boost effects[edit]

Some abilities exist that improve the effect of your action boosts. The effect lasts as long as the action boost (unless specified otherwise).

Abilities similar to action boosts[edit]

Some classes have abilities similar to action boosts, but they don't count as such. For example, effects that decrease the cooldown or increase the number of uses of action boosts are not applied to them.

  • One Cut: Your currently equipped primary weapon gains x1 Critical Multiplier for 15 seconds, with a cooldown of 60 seconds.
  • Power Surge: +8 psionic bonus to all abilities for 60 seconds. If you possess the ability to generate Ki, you gain On Hit: +2 Ki

Alchemist spells[edit]

Alchemists can prepare a number of Bottle Boost spells which are identical to a fully upgraded Action Boost, except do not use any Action Boost charges. They all cost 25 spell points to activate and is affected by spell Cooldown reduction.

Reaper Memento abilities[edit]

Reaper enhancements available for completing quests on Reaper difficulty offer a mechanic similar to Action Boosts, called Memento abilities. Mementos last for 30 seconds, they are on a 40-second cooldown, and they can be used simultaneously to Action Boost.

All Memento abilities share a single cooldown and a single shared pool of Reaper Charges. Each Memento you have at least one rank in grants an extra Reaper Charge.



Additional action boost charges[edit]

Few rare abilities and items increase the number of action boost charges.

Items[edit]

Enhancements and epic destinies[edit]

  • Artificer's Battle Engineer Tier 2 Extra Action Boost gives (1/2/3) extra action boosts for (2/4/6) AP.
  • Barbarian's Frenzied Berserker Tier 2 Extra Action Boost gives (1/2/3) extra action boosts for (1/2/3) AP.
  • Fighter's Kensei Tier 1 Extra Action Boost gives (1/2/3) extra action boosts for (2/4/6) AP.
  • Fighter's Kensei Core 6 Alacrity gives 4 extra action boosts for 1 AP.
  • Dragonborn's Tier 2 Extra Action Boost gives (1/2/3) extra action boosts for (2/4/6) AP.
  • Half-Orc's Tier 2 Extra Action Boost gives (1/2/3) extra action boosts for (2/4/6) AP.
  • Legendary Dreadnought's Tier 2 Extra Action Boost gives (1/2/3) extra action boosts for (1/2/3) EDP.