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Vanguard enhancements

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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 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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Bladeforged 1,295 DP1,295 DDO Points Chaosmancer 1,395 DP1,395 DDO Points Dark Bargainer 1,295 DP1,295 DDO Points Deep Gnome 1,295 DP1,295 DDO Points Morninglord 1,295 DP1,295 DDO Points (& AA) PDK 1,295 DP1,295 DDO Points Razorclaw 1,395 DP1,395 DDO Points Scoundrel 1,395 DP1,395 DDO Points Scourge 1,295 DP1,295 DDO Points Shadar-kai 1,295 DP1,295 DDO Points Trailblazer 1,395 DP1,395 DDO Points

Vanguard enhancements[edit]

Vanguard enhancements tree
Vanguard enhancements tree

Core abilities[edit]

To the Fore!: While shield equipped, +1 to hit and +1 damage with main hand weapon and shield bash attacks.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Fighter/Paladin level 1
Shield Combat I: +10% chance to make a secondary shield bash
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Fighter/Paladin level 3, To the Fore!
Vicious Shield I: additional +10% (total +20%) chance to make a secondary shield bash. While shield equipped, +5% Combat Style bonus to melee attack speed.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Fighter/Paladin level 6, Shield Combat I
Shield Combat II: additional +10% (total 30%) chance to make a secondary shield bash. While shield equipped, additional +5% (total 10%) Combat style bonus to Melee Attack Speed. Your shield gains +1(W).
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Fighter/Paladin level 12, Vicious Shield I
Vicious Shield II: Shield gains +1 critical threat range, +1 critical multiplier, +1(W), and additional +5% (total 15%) Combat Style bonus to Melee Attack Speed.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Fighter/Paladin level 18, Shield Combat II
Shield Champion: While shield is equipped: +2 attack, +2 damage, +5% doublestrike, +1(W) to your shield, an additional +5% (total 20%) Combat Style bonus to Melee Attack Speed, and shield bash stuns 10% of the time DC (10 + 1/2 Character lvl + strength modifier + stun bonus) Fortitudeneeds verification negates.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Fighter/Paladin level 20, Vicious Shield II

Tier One[edit]

Requires Fighter or Paladin level 1, 1 AP spent in tree

Shield Specialization I: While shield equipped, +1 to hit, +1 damage, and +1 to armor class.
AP Cost: 2 Ranks: 1 Progression: 1
No Weakness: +[1/2/3] fortitude saving throws.
AP Cost: 1 Ranks: 3 Progression: 1
Shield Smash: Shield Attack for +[25/50/75]% damage. On damage, gain a stack of Battle Guard. (Cooldown: [12/9/6] seconds.)
Battle Guard: +10 PRR/MRR per stack, lasts 12 seconds, effect ends early if you block for more than 3 seconds continuously.
AP Cost: 1 Ranks: 3 Progression: 1
Unbalancing Shove: When you shield bash, damaged enemies get -1 to saving throws for [2/4/6] seconds.
AP Cost: 1 Ranks: 3 Progression: 1
Armor Training: +[1/2/3] to Balance, Intimidate, and Jump. Reduces total penalty to skills from armor and shield by [1/2/3] points.
AP Cost: 1 Ranks: 3 Progression: 1

Tier Two[edit]

Requires Fighter or Paladin level 2, 5 APs spent in tree

Shield Specialization II: While shield equipped, +1 to hit, +1 damage, and +1 to armor class.
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Shield Specialization I
Brutality: +[1/2/3] to the DC of Stunning abilities (e.g. Stunning Blow and Stunning Shield)
AP Cost: 1 Ranks: 3 Progression: 5
Stunning Shield: While shield equipped, Activate: Melee shield bash with shield for +[10/20/30]% Damage. This attack stuns enemies unless Fortitude save vs DC(10 + highest ability modifier + character level + stunning bonuses). (Cooldown: [45/30/15] seconds.)
AP Cost: 1 Ranks: 3 Progression: 5
Missile Shield: While shield equipped, gain Deflect Arrow feat knocking one projectile that would have struck every [6/4/2] seconds.
Antirequisite: Deflect Arrows.
AP Cost: 1 Ranks: 3 Progression: 5
Action Boost: Melee Power: +[10/20/30] Action Boost bonus to both Melee and Ranged Power for 20 seconds. Usable 5 times per rest. (Cooldown: 30 seconds.)
AP Cost: 1 Ranks: 3 Progression: 5

Tier Three[edit]

Requires Fighter or Paladin level 3, 10 APs spent in tree

Shield Specialization III: While shield equipped, +1 to hit, +1 damage, and +1 armor class.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Shield Specialization II
Follow Up: When you hit with activated stunning attack (e.g. Stunning Blow or Stunning Shield), your Melee Power increases by [5/10/15] points for 30 seconds, regardless if enemy stunned.
AP Cost: 1 Ranks: 3 Progression: 10
Fatal Bulwark: Your shield gains +1 critical threat range.
AP Cost: 2 Ranks: 1 Progression: 10
Shield Riposte: While shield equipped, when missed by melee attacker, shield deals 1d[4/6/8] bludgeoning damage to attacker. Damage scales with Melee Power.
AP Cost: 1 Ranks: 3 Progression: 10
Ability Score: Choose one.
  • +1 Strength
  • +1 Dexterity
AP Cost: 2 Ranks: 1 Progression: 10

Tier Four[edit]

Requires Fighter or Paladin level 4, 20 APs spent in tree

Shield Specialization IV: While shield equipped, +1 to hit, +1 damage, and +1 armor class.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Shield Specialization III
Vanguard Armor Mastery: +[1/2/3] to armor class and armor maximum dexterity bonus.

Notes: Maximum dexterity bonus limits maximum dodge as well

AP Cost: 1 Ranks: 3 Progression: 20
Shield Charge: Shield Attack: Rush forward up to 30 feet to your selected opponent and deliver a shield attack that deals an extra +[10/20/30]% damage and hits enemies around you, knocking them down. The knockdown is negated on a Fortitude saving throw vs DC (20 + Highest Attribute Mod + Class Level + bonuses to trip attacks). (Cooldown: [36/24/12] seconds.)

Notes: Also greatly slows the movement speed of enemies struck for ~2 seconds.

AP Cost: 1 Ranks: 3 Progression: 20
Myrmidon's Edge: +[1/2/3] to attack rolls to confirm critical hits and +[1/2/3] damage on critical hits (prior to applying weapon multipliers).
AP Cost: 1 Ranks: 3 Progression: 20
Ability Score: Choose one.
  • +1 Strength
  • +1 Dexterity
AP Cost: 2 Ranks: 1 Progression: 20

Tier Five[edit]

Requires Character level 12, Fighter or Paladin level 5, 30 APs spent in tree

Shield Specialization V: While shield equipped, +3 to hit, +3 damage, and +3 armor class.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Shield Specialization IV
Disorienting Smash: When you shield bash, damaged enemies gain 1d4 stacks of Vulnerability which can occur once every [3/2/1] seconds.
Vulnerability: Enemies take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack every 3 seconds.
AP Cost: 1 Ranks: 3 Progression: 30
Shield Rush: While shield equipped, Activate: Rush forward in a line, delivering a shield bash to every creature hit. Each enemy is knocked down for +[20/40/60]% damage. The knockdown is negated on Fortitude saving throw vs DC(20 + highest ability modifier + class level + bonus to trip attacks). (Cooldown: [40/30/20] seconds.)
AP Cost: 1 Ranks: 3 Progression: 30
Armored Strength: +15 to Melee Power.
+10% chance to make a secondary shield bash
AP Cost: 2 Ranks: 1 Progression: 30
Brutal Impact: +1 Critical Damage Multiplier on a roll of a 19-20. +25% Competence bonus to maximum hit points.
AP Cost: 2 Ranks: 1 Progression: 30