Fighter enhancements (history)

Action Boosts

 * Fighter Extra Action Boost I: +1 extra action boost use per rest to all Action Boosts. AP Cost: 2.  Progression: 38.  Level: 11.
 * Fighter Haste Boost I: Increase Attack Speed by 15% for 20 seconds, 30 Second Cooldown, 5x/day. AP Cost: 1.  Progression: 0.  Level: 1.
 * Fighter Haste Boost II: Increase Attack Speed by 20% for 20 seconds, 30 Second Cooldown, 5x/day. AP Cost: 2.  Progression: 10.  Level: 4.
 * Fighter Haste Boost III: Increase Attack Speed by 25% for 20 seconds, 30 Second Cooldown, 5x/day. AP Cost: 3.  Progression: 21.  Level: 7.
 * Fighter Haste Boost IV: Increase Attack Speed by 30% for 20 seconds, 30 Second Cooldown, 5x/day. AP Cost: 4.  Progression: 32.  Level: 10.
 * Fighter Flanking Mastery I: +1 to attack while flanking. AP Cost: 2.  Progression: 6.  Level: 3.
 * Fighter Flanking Mastery II: +2 to attack while flanking. AP Cost: 4.  Progression: 24.  Level: 8.
 * Fighter's Armor Mastery I: +1 to max dex bonus on armor. AP Cost: 2.  Progression: 6.  Level: 3.
 * Fighter's Armor Mastery II: +2 to max dex bonus on armor'. AP Cost: 4.  Progression: 20.  Level: 7.
 * Fighter's Armor Mastery III: +3 to max dex bonus on armor. AP Cost: 6.  Progression: 34.  Level: 11.
 * Fighter Armored Agility I: -1 to armor check penalties. AP Cost: 1.  Progression: 0.  Level: 1.
 * Fighter Armored Agility II: -2 to armor check penalties. AP Cost: 2.  Progression: 14.  Level: 5.
 * Fighter Armored Agility III: -3 to armor check penalties. AP Cost: 3.  Progression: 29.  Level: 9.
 * Fighter Critical Accuracy I: +2 to confirm criticals. AP Cost: 1.  Progression: 0.  Level: 1.
 * Fighter Critical Accuracy II: +4 to confirm criticals. AP Cost: 2.  Progression: 10.  Level: 4.
 * Fighter Critical Accuracy III: +6 to confirm criticals. AP Cost: 3.  Progression: 21.  Level: 7.
 * Fighter Critical Accuracy IV: +8 to confirm criticals. AP Cost: 4.  Progression: 32.  Level: 10.
 * Fighter Item Defense I: 25% chance to negate item wear. AP Cost: 1.  Progression: 0.  Level: 1.
 * Fighter Item Defense II: 33% chance to negate item wear. AP Cost: 2.  Progression: 14.  Level: 5.
 * Fighter Item Defense III: 50% chance to negate item wear. AP Cost: 3.  Progression: 29.  Level: 9.
 * Fighter Mobility I: +2 to AC while tumbling. AP Cost: 1.  Progression: 7.  Level: 3.
 * Fighter Mobility II: +4 to AC while tumbling. AP Cost: 3.  Progression: 21.  Level: 7.
 * Fighter Mobility III: +6 to AC while tumbling. AP Cost: 6.  Progression: 34.  Level: 11.
 * Fighter Strategy Stunning Blow I: +1 to stunning blow DC. AP Cost: 1.  Progression: 0.  Level: 1.
 * Fighter Strategy Stunning Blow II: +2 to stunning blow DC. AP Cost: 2.  Progression: 10.  Level: 4.
 * Fighter Strategy Stunning Blow III: +3 to stunning blow DC. AP Cost: 3.  Progression: 21.  Level: 7.
 * Fighter Strategy Stunning Blow IV: +4 to stunning blow DC. AP Cost: 4.  Progression: 32.  Level: 10.
 * Fighter Strategy Sunder I: +1 to sunder DC. AP Cost: 1.  Progression: 0.  Level: 1.
 * Fighter Strategy Sunder II: +2 to sunder DC. AP Cost: 2.  Progression: 10.  Level: 4.
 * Fighter Strategy Sunder III: +3 to sunder DC. AP Cost: 3.  Progression: 21.  Level: 7.
 * Fighter Strategy Sunder IV: +4 to sunder DC. AP Cost: 4.  Progression: 32.  Level: 10.
 * Fighter Strategy Trip I: +1 to trip DC. AP Cost: 1.  Progression: 0.  Level: 1.
 * Fighter Strategy Trip II: +2 to trip DC. AP Cost: 2.  Progression: 10.  Level: 4.
 * Fighter Strategy Trip III: +3 to trip DC. AP Cost: 3.  Progression: 21.  Level: 7.
 * Fighter Strategy Trip IV: +4 to trip DC. AP Cost: 4.  Progression: 32.  Level: 10.
 * Fighter's Tower Shield Mastery I: +1 to max dex bonus on Tower Shield. AP Cost: 2.  Progression: 6.  Level: 3.
 * Fighter's Tower Shield Mastery II: +2 to max dex bonus on Tower Shield. AP Cost: 4.  Progression: 20.  Level: 7.
 * Fighter's Tower Shield Mastery III: +3 to max dex bonus on Tower Shield. AP Cost: 6.  Progression: 34.  Level: 11.
 * Fighter Intimidate I: +1 to Intimidate. AP Cost: 1.  Progression: 0.  Level: 1.
 * Fighter Intimidate II: +2 to Intimidate. AP Cost: 2.  Progression: 10.  Level: 4.
 * Fighter Intimidate III: +3 to Intimidate. AP Cost: 3.  Progression: 25.  Level: 8.
 * Fighter Intimidate IV: +4 to Intimidate. AP Cost: 4.  Progression: 40.  Level: 12.
 * Fighter Jump I: +1 to Jump. AP Cost: 1.  Progression: 0.  Level: 1.
 * Fighter Jump II: +2 to Jump. AP Cost: 2.  Progression: 10.  Level: 4.
 * Fighter Jump III: +3 to Jump. AP Cost: 3.  Progression: 25.  Level: 8.
 * Fighter Jump IV: +4 to Jump. AP Cost: 4.  Progression: 40.  Level: 12.
 * Fighter Repair I: +1 to Repair. AP Cost: 1.  Progression: 0.  Level: 1.
 * Fighter Repair II: +2 to Repair. AP Cost: 2.  Progression: 10.  Level: 4.
 * Fighter Repair III: +3 to Repair. AP Cost: 3.  Progression: 25.  Level: 8.
 * Fighter Repair IV: +4 to Repair. AP Cost: 4.  Progression: 40.  Level: 12.
 * Fighter Swim I: +1 to Swim. AP Cost: 1.  Progression: 0.  Level: 1.
 * Fighter Swim II: +2 to Swim. AP Cost: 2.  Progression: 10.  Level: 4.
 * Fighter Swim III: +3 to Swim. AP Cost: 3.  Progression: 25.  Level: 8.
 * Fighter Swim IV: +4 to Swim. AP Cost: 4.  Progression: 40.  Level: 12.
 * Fighter Strength I: +1 to Strength. AP Cost: 2.  Progression: 2.  Level: 2.
 * Fighter Strength II: +2 to Strength. AP Cost: 4.  Progression: 16.  Level: 6.
 * Fighter Strength III: +3 to Strength. AP Cost: 6.  Progression: 30.  Level: 10.
 * Fighter Toughness I: Toughness Feat Provides +5 extra HP. AP Cost: 1.  Progression: 0.  Level: 1.
 * Fighter Toughness II: Toughness Feat Provides +10 extra HP. AP Cost: 2.  Progression: 10.  Level: 4.
 * Fighter Toughness III: Toughness Feat Provides +15 extra HP. AP Cost: 3.  Progression: 21.  Level: 7.
 * Fighter Toughness IV: Toughness Feat Provides +20 extra HP. AP Cost: 4.  Progression: 32.  Level: 10.
 * Fighter Weapon Mastery I:+1 to damage with specified weapon. AP Cost: 1.  Progression: 27.  Level: 8.
 * Fighter Weapon Mastery II:Additional +1 to damage with specified weapon. AP Cost: 2.  Progression: 58.  Level: 16.