Posted March 19th, 2007 by Shayalyn
Decide before you even begin
what enhancements are going to be absolutely necessary to you.
When I respecced my 12h level Fighter, I decided on the Enhancement
lines that I absolutely needed, the ones I wanted, the ones I wouldn't
mind having, but could sacrifice, and the ones I really didn't care
about. I decided that each time the list of enhancements
refreshed, I would first scan the list for must-haves, if there were
none, I would look for my wants, and if they were absent, I would
settle for some that were just so-so until something I wanted became
available.
If you meet the requirements
for the enhancement selected it will appear in the left window.
You can place any amount of enhancements into the left window that you
have the points for, but they will not be applied to your character,
nor appear on your character sheet until you click the accept button on
the bottom of the enhancement UI pane.
| Enhancement | Fighter Level Required | Cost | Requirements | Benefit | TTH Rating | Comments |
| Fighter Armor Class Boost I | 1 | 1 AP | None | Activate this ability to receive a +2 bonus to Armor Class for 20 seconds. | 4 | Although some people swear by these, I have never used them often. If you will use it, take it, otherwise there are better things. |
| Fighter Armored Agility I | 1 | 1 AP | None | Reduces the armor check penalty that applies to many of your skills by 1, regardless of armor worn. | 2 | Not bad to blow AP's if you need some spent, but most Fighters don't need too many skills. This can be made up for with Items/Spells. |
| Fighter Attack Boost I | 1 | 1 AP | None | Activate this ability to receive a +2 bonus to attack for 20 seconds. | 4 | Although some people swear by these, I have never used them often. If you will use it, take it, otherwise there are better things. |
| Fighters Critical Accuracy I | 1 | 1 AP | None | Grants +2 Bonus to Confirm Critical Hits | 2 | For most fighters confirming criticals shouldn't be a problem. This Enhancement sounds better than it is. |
| Fighter Haste Boost I | 1 | 1 AP | None | Grants 15% bonus to attack speed for 20 seconds. | 3 | The same effect can be achieved from a Haste spell. |
| Fighter Intimidate I | 1 | 1 AP | None | Grants a +1 Bonus to Intimidate. | 3 | If you are in Intimitank, this might interest you for a place to dump some points. |
| Fighter Item Defense I | 1 | 1 AP | None | You are skilled at protecting your gear against damage, granting you a 25% chance to negate potential item wear before it occurs. | 3 | In the early levels this can help offset some of the costs of repairing and get you on the path to a good cushion of Platinum. |
| Fighter Jump I | 1 | 1 AP | None | Grants a +1 bonus to Jump skill. | 2 | This is a reasonable way to get an action point spent if you need it. |
| Fighter Repair I | 1 | 1 AP | None | Grants a +1 bonus to Repair skill. | 1 | Totally unnecessary to spend this many action points here. |
| Fighters Strategy I (Choose Stunning Blow, Sunder or Trip) | 1 | 1 AP | None | Grants +1 to the DC of your Sunder, Stunning Blow, OR Trip abilities. | 4 | Each line advances separately but I have placed them here together for the sake of conciseness. If you use these abilities regularly, these are must have enhancements. |
| Fighter Swim I | 1 | 1 AP | None | Grants a +1 bonus to Swim skill. | 2 | This is a reasonable way to get an action point spent if you need it. |
| Fighter Toughness I | 1 | 1 AP | Toughness Feat | Increases the total benefit you receive from the Toughness feat by 5 HP. | 3 | If you have the Toughness feat this is a good way to get an AP spent, and get some extra HP. |
| Fighter Strength I | 2 | 2 AP | 2 AP's spent | Grants a +1 increase to Strength score. | 5 | This is a must have for nearly every fighter out there. |
| Fighter Armor Mastery I | 3 | 2 AP | 6 AP's spent | Grants +1 to the max Dex bonus on your armor. | 4 | If you have a high Dex bonus and take this with some +5 Full Plate you will be an AC machine. Only take as many as you need for your Dex Bonus and Max Dex bonus to match up. |
| Fighter Flanking Mastery I | 3 | 2 AP | 6 AP's spent | You gain an additional +1 bonus to attack rolls when flanking an enemy. | 4 | This is a reasonably cheap way to get a boost to your attack bonus and get a few AP's spent for other prerequisites. |
| Fighters Mobility I | 3 | 1 AP | 7 AP's spent | Mobility grants you an additional +2 Armor Class bonus while tumbling. | 3 | If you are one of those Dex fighters that rolls around on the ground a lot, this is a killer enhancement. Just make sure you use tumble often to get your AP's worth. |
| Fighter Tower Shield Mastery I | 3 | 2 AP | 6 AP's spent | Grants +1 to the max Dex bonus on your tower shield. | 4 | If you have a high Dex bonus and take this with a +5 Tower Shield you will be an AC machine. Only take as many as you need for your Dex Bonus and Max Dex bonus to match up. |
| Fighter Armor Class Boost II | 4 | 2 AP | AC Boost I, 10 AP's spent | Activate this ability to receive a +3 bonus to Armor Class for 20 seconds. | 4 | Although some people swear by these, I have never used them often. If you will use it, take it, otherwise there are better things. |
| Fighter Attack Boost II | 4 | 2 AP | Attack Boost I, 14 AP's spent | Activate this ability to receive a +3 bonus to attack for 20 seconds. | 4 | Although some people swear by these, I have never used them often. If you will use it, take it, otherwise there are better things. |
| Fighters Critical Accuracy II | 4 | 2 AP | Critical Accuracy I, 14 AP's spent | Grants +2 Bonus to Confirm Critical Hits | 2 | For most fighters confirming criticals shouldn't be a problem. This Enhancement sounds better than it is. |
| Fighter Haste Boost II | 4 | 2 AP | Fighter Haste Boost I, 14 AP's Spent | Grants 20% bonus to attack speed for 20 seconds. | 3 | The same effect can be achieved from a Haste spell. |
| Fighter Intimidate II | 4 | 2 AP | Fighter Intimidate I, 10 AP's spent | Grants a +2 Bonus to Intimidate. | 3 | If you are in Intimitank, this might interest you for a place to dump some points. |
| Fighter Jump II | 4 | 2 AP | Fighter Jump I, 10 AP's spent | Grants a +2 bonus to Jump skill. | 1 | Totally unneccesary to spend this many action points here. |
| Fighter Repair II | 4 | 2 AP | Fighter Repair I, 10 AP's spent | Grants a +2 bonus to Repair skill. | 1 | Totally unnecessary to spend this many action points here. |
| Fighters Strategy II (Choose Stunning Blow, Sunder or Trip) | 4 | 2 AP | Fighters Strategy I, 10 AP's spent | Grants +2 to the DC of your Sunder, Stunning Blow, OR Trip abilities. | 4 | Each line advances seperately but I have placed them here together for the sake of conciseness. If you use these abilities regularly, these are must have enhancements. |
| Fighter Swim II | 4 | 2 AP | Fighter Swim I, 10 AP's spent | Grants a +2 bonus to Swim skill. | 1 | Totally uneccesary to spend this many action points here. |
| Fighter Toughness II | 4 | 2 AP | Toughness Feat, 10 AP's spent | Increases the total benefit you receive from the Toughness feat by 10 HP. | 3 | With a few more AP's spent, your HP will be skyrocketing into the stratosphere! |
| Fighter Armored Agility II | 5 | 2 AP | Armored Agility I, 14 AP's spent | Reduces the armor check penalty that applies to many of your skills by 2, regardless of armor worn. | 2 | Not bad to blow AP's if you need some spent, but most Fighters don't need too many skills. This can be made up for with Items/Spells. |
| Fighter Item Defense II | 5 | 2 AP | Item Defense I, 14 AP's spent | You are skilled at protecting your gear against damage, granting you a 33% chance to negate potential item wear before it occurs. | 2 | For a 3 AP total the increase isn't really worth it. |
| Fighter Strength II | 6 | 4 AP | Fighters Strength I, 16 AP's spent | Grants a +2 increase to Strength score. | 5 | This is a must have for nearly every fighter out there. |
| Fighter Armor Class Boost III | 7 | 3 AP | AC Boost II, 21 AP's spent | Activate this ability to receive a +4 bonus to Armor Class for 20 seconds. | 4 | Although some people swear by these, I have never used them often. If you will use it, take it, otherwise there are better things. |
| Fighter Armor Mastery II | 7 | 4 AP | Fighters Armor Mastery I, 20 AP's spent | Grants +2 to the max Dex bonus on your armor. | 4 | If you have a high Dex bonus and take this with some +5 Full Plate you will be an AC machine. Only take as many as you need for your Dex Bonus and Max Dex bonus to match up. |
| Fighter Attack Boost III | 7 | 3 AP | Attack Boost II, 21 AP's spent | Activate this ability to receive a +4 bonus to attack for 20 seconds. | 4 | Although some people swear by these, I have never used them often. If you will use it, take it, otherwise there are better things. |
| Fighters Critical Accuracy III | 7 | 3 AP | Critical Accuracy II, 21 AP's spent | Grants +2 Bonus to Confirm Critical Hits | 2 | For most fighters confirming criticals shouldn't be a problem. This Enhancement sounds better than it is. |
| Fighter Haste Boost III | 7 | 3 AP | Fighter Haste Boost II, 21 AP's spent | Grants 25% bonus to attack speed for 20 seconds. | 3 | The same effect can be achieved from a Haste spell. |
| Fighters Mobility II | 7 | 3 AP | Mobility I, 21 AP's spent | Mobility grants you an additional +4 Armor Class bonus while tumbling. | 3 | If you are one of those Dex fighters that rolls around on the ground a lot, this is a killer enhancement. Just make sure you use tumble often to get your AP's worth. |
| Fighters Strategy III (Choose Stunning Blow, Sunder or Trip) | 7 | 3 AP | Fighters Strategy II, 21 AP's spent | Grants +3 to the DC of your Sunder, Stunning Blow, OR Trip abilities. | 4 | Each line advances seperately but I have placed them here together for the sake of conciseness. If you use these abilities regularly, these are must have enhancements. |
| Fighter Toughness III | 7 | 3 AP | Toughness Feat, 21 AP's spent | Increases the total benefit you receive from the Toughness feat by 15 HP. | 2 | This is the point in the line where you must decide if so many AP's are worth the increase in HP. A level twelve will only be getting a total of 212 extra HP where Toughness II nets you 156. |
| Fighter Tower Shield Mastery II | 7 | 4 AP | Tower Shield Mastery I, 20 AP's spent | Grants +2 to the max Dex bonus on your tower shield. | 4 | If you have a high Dex bonus and take this with a +5 Tower Shield you will be an AC machine. Only take as many as you need for your Dex Bonus and Max Dex bonus to match up. |
| Fighter Flanking Mastery II | 8 | 4 AP | Flanking Mastery I, 24 AP's spent | You gain an additional +2 bonus to attack rolls when flanking an enemy. | 3 | 6 AP total is steep for a +2 Attack bonus that's situational, but if you need to beef up that bonus, this is a good way to do it. |
| Fighter Intimidate III | 8 | 3 AP | Fighter Intimidate II, 25 AP's spent | Grants a +3 Bonus to Intimidate. | 2 | This is where the cost starts to outweigh the benefit in this line. |
| Fighter Jump III | 8 | 3 AP | Fighter Jump II, 25 AP's spent | Grants a +3 bonus to Jump skill. | 1 | Totally uneccesary to spend this many action points here. |
| Fighter Repair III | 8 | 3 AP | Fighter Repair II, 25 AP's spent | Grants a +3 bonus to Repair skill. | 1 | Totally uneccesary to spend this many action points here. |
| Fighter Swim III | 8 | 3 AP | Fighter Swim II, 25 AP's spent | Grants a +3 bonus to Swim skill. | 1 | Totally uneccesary to spend this many action points here. |
| Fighter Armored Agility III | 9 | 3 AP | Armored Agility II, 29 AP's spent | Reduces the armor check penalty that applies to many of your skills by 3, regardless of armor worn. | 2 | Not bad to blow AP's if you need some spent, but most Fighters don't need too many skills. This can be made up for with Items/Spells. |
| Fighter Item Defense III | 9 | 3 AP | Item Defense II, 29 AP's spent | You are skilled at protecting your gear against damage, granting you a 50% chance to negate potential item wear before it occurs. | 1 | By the time you qualify for this you should have more than enough money to pay for repairs. 6 AP's isn't worth it at all. |
| Fighter Armor Class Boost IV | 10 | 4 AP | AC Boost III, 32 AP's spent | Activate this ability to receive a +5 bonus to Armor Class for 20 seconds. | 4 | Although some people swear by these, I have never used them often. If you will use it, take it, otherwise there are better things. |
| Fighter Attack Boost IV | 10 | 4 AP | Attack Boost III, 32 AP's spent | Activate this ability to receive a +5 bonus to attack for 20 seconds. | 4 | Although some people swear by these, I have never used them often. If you will use it, take it, otherwise there are better things. |
| Fighters Critical Accuracy IV | 10 | 4 AP | Critical Accuracy III, 32 AP's spent | Grants +2 Bonus to Confirm Critical Hits | 2 | For most fighters confirming criticals shouldn't be a problem. This Enhancement sounds better than it is. |
| Fighter Haste Boost IV | 10 | 4 AP | Fighter Haste Boost III, 32 AP's spent | Grants 30% bonus to attack speed for 20 seconds. | 3 | The same effect can be achieved from a Haste spell. |
| Fighters Strategy IV (Choose Stunning Blow, Sunder or Trip) | 10 | 4 AP | Fighters Strategy III, 32 AP's spent | Grants +4 to the DC of your Sunder, Stunning Blow, OR Trip abilities. | 3 | Things start getting a little costly here to be worthwhile. |
| Fighter Strength III | 10 | 6 AP | Fighters Strength II, 30 AP's spent | Grants a +3 increase to Strength score. | 5 | This is a must have for nearly every fighter out there. |
| Fighter Armor Mastery III | 11 | 6 AP | Fighters Armor Mastery II, 34 AP's spent | Grants +3 to the max Dex bonus on your armor. | 4 | If you have a high Dex bonus and take this with some +5 Full Plate you will be an AC machine. Only take as many as you need for your Dex Bonus and Max Dex bonus to match up. |
| Fighters Mobility III | 11 | 6 AP | Mobility II, 34 AP's spent | Mobility grants you an additional +6 Armor Class bonus while tumbling. | 3 | If you are one of those Dex fighters that rolls around on the ground a lot, this is a killer enhancement. Just make sure you use tumble often to get your AP's worth. |
| Fighter Tower Shield Mastery III | 11 | 6 AP | Tower Shield Mastery II, 34 AP's spent | Grants +3 to the max Dex bonus on your tower shield. | 4 | If you have a high Dex bonus and take this with a +5 Tower Shield you will be an AC machine. Only take as many as you need for your Dex Bonus and Max Dex bonus to match up. |
| Fighter Extra Action Boost I | 11 | 2 AP | 38 AP's spent | You can use each of your Fighter action boosts an additional time between resting. | 3 | |
| Fighter Intimidate IV | 12 | 4 AP | Fighter Intimidate III, 40 AP's spent | Grants a +4 Bonus to Intimidate. | 1 | Not worth the cost at all. |
| Fighter Jump IV | 12 | 4 AP | Fighter Jump III, 40 AP's spent | Grants a +4 bonus to Jump skill. | 1 | Totally uneccesary to spend this many action points here. |
| Fighter Repair IV | 12 | 4 AP | Fighter Repair III, 40 AP's spent | Grants a +4 bonus to Repair skill. | 1 | Totally uneccesary to spend this many action points here. |
| Fighter Swim IV | 12 | 4 AP | Fighter Swim III, 40 AP's spent | Grants a +4 bonus to Swim skill. | 1 | Totally uneccesary to spend this many action points here. |