The fighter starts to study how to vanquish the most fearsome beasts: the dragons. He can now deal extra 5% damage against dragons.

+5% damage vs dragons

+5% damage vs dragons

+5% damage vs dragons

+10% damage vs dragons

5% reduction of incoming breath damage

5% reduction of incoming breath damage

7% reduction of incoming breath damage

8% reduction of incoming breath damage

15% reduction of incoming breath damage

Increases the effectiveness of breaking through crush resistance. Also additional +5% of melee damage vs dragons.

Increases the effectiveness of breaking through crush resistance. Also additional +5% of melee damage vs dragons.

Increases the effectiveness of breaking through crush resistance. Also additional +5% of melee damage vs dragons.

The fighter is becoming a true bane of the dragons. When fighting dragons the fighter's melee damage is increased based on fighter's effective level.

The bonus to melee damage based on effective level is increased.

When fighter is under the effect of his War Cry, the level-based bonus to melee damage grows even further. It is even more pronounced with battle frenzy but the most powerful effect is drawn when the frenzy is controlled,, as per temporary frenzy skill.

When the fighter is synchronizing his attacks with his breathing properly (as per breath synchro skill), he gets additional bonus to melee damage from his effective level.

When the fighter is saving his strength to attack in powerful pulses (as per pulse attack skill), he gets an additional bonus to melee damage from his effective level.

The fighter has learned another trick how to fight dragons more effectively. Armorbreaking increases melee damage against dragons by 5% at all times, just from better understanding of the opponent. But, what actually gives the skill its name, the fighter is able to break through enemy's armor, effectively partially ignoring it. This only has effect if the enemy has AC at least -1000 but a tenth of whatever is beyond -1000 is ignored for purposes of reducing damage (but not for hit or miss calculation). I.e. if the enemy has AC of -1600, for fighter it is as if the AC was only -1560. This skill also works a bit against other monsters, where a "monster" is defined as something non-humanoid that doesn't use weapon but in such case only 7% of what is beyond -1000 is ignored, i.e. AC of -1600 becomes -1558 (reduced by -42).

This improvement adds further 5% of damage vs dragons and the AC reduction part is increased by another tenth (or extra 7% for non-dragon monsters).

With extended armorbreaking the fighter gets another dose of tricks to smash dragons to bits. The melee damage vs dragons grows by further 5% and the AC reduction is increased by another tenth (or 7% for non-dragon monsters).

Enhancing the armorbreaking even further, the fighter gets another +5% bonus to melee attacks vs dragons. And AC reduction grows by another tenth (or 7% for non-dragon monsters).

The fighter can now take full advantage of armorbreaking. He gains the final +5% to melee damage vs dragons from armorbreaking. Also, the AC reduction effect grows by another tenth (or 7% for non-dragon monsters). This means that AC beyond -1000 now counts only half against fighter, i.e. AC -1600 only works as damage reduction as if it was -1300 only (-300 worse). For non-dragon monsters the final reduction is a third, i.e. AC -1600 works ac -1400 (-200 worse).

10% resistance vs breath attacks

additional 10% resistance vs breath attacks

additional 10% resistance vs breath attacks

additional 15% resistance vs breath attacks

additional 20% resistance vs breath attacks

reduce ac for damage computation by weapon weight*10 when crush 500+ and ac -1500+ vs weaponless nonhumanoids, hitroll penalty; toggle Fighting dragons requires powerful hits, and powerful hits can be made even more powerful with proper swing of a powerful, and heavy, weapon. The heavier the better. With massive impact the fighter can hit much harder, effectively ignoring part of victim's AC for damage calculation equal to four times of the weight of fighter's weapon. It also works as non-dragon monsters (defined as non-humanoid creatures who are not using weapons) but in such case the AC is reduced only by weapon's weight, not mmultiplied by anything. Except massive impact won't make the AC worse than -750. This effect is applied after effect from armorbreaking skill. Massive impact also increases the weapon dice roll when fighting dragons by percentage ratio equal to one fifth of weapon's weight. I.e. weapon with weight 120 increases the roll by 24%. This effect also works against non-dragon monsters but it's only quarter as effective.

The fighter can now use weapon's weight more effectively. The bonus to weapon dice roll grows to 40% of weapon weight.

The fighter has learned how to make the weapon's impact count even more. The bonus to weapon dice roll grows to 60% of weapon weight.

The fighter has learned how to enhance his massive impact. The bonus to weapon ddice roll grows to 80% of weapon weight.

The fighter can now unleash the full fury of massive impact. The bonus to weapon dice roll grows to 100% of weapon weight.

axes can be used as crushing weapons instead of slashing with 30% penalty to damage; toggle

damage penalty reduced to 20%

can also use swords for dealing crush damage

can also use spears, polearms, scythes, pickaxes and halberds as crushing weapons

damage penalty reduced to 10%

Knowing so much about dragons and their kin allows the fighter to understand how to better defeat their defenses. With armor penetration the fighter can notice minute kinks in their armor and successfully hit even when the hit would normally be deflected by the armor. This manifests as being able to hit the draconic enemies as if their ac was 60 worse than it actually is. Note that it only applies for chance to hit, not for damage reduction from ac. Furthermore, successful hits inflict 5% more damage and also have a chance to hit the spot exactly the right way to increase the damage much more. This chance is 1/20 of fighter's total strength (strength, plus all strength trains required for promoting all the way to R5, plus one fifth of additional strength, so effectively 65 + stradd/20). This extra damage (both constant increase and the extraordinary bonus) requires attack that hits the precise spot so it only works with attacks that go primarily via crush (including via crushing axe skill) or pierce resist and the increase depends on weapon's weight, the heavier weapon the more efficiently it goes through the kink in the armor, it works out to weapon's weight as percentage increase. It also works against non-draconic monsters but only with quarter chance and quarter damage. Using armor penetration requires that the fighter focuses more on getting through the enemy's armor and doesn't pay so much attention to his own, causing a drop in his own ac.

Victim's ac is considered further 60 point worse. The constant damage increase to dragons grow by further 5%. The chance for hitting kink in the armor grows by another 1/20 of total strength.

Victim's ac is considered further 60 point worse. The constant damage increase to dragons grow by further 5%. The chance for hitting kink in the armor grows by another 1/20 of total strength.

Victim's ac is considered further 60 point worse. The constant damage increase to dragons grow by further 5%. The chance for hitting kink in the armor grows by another 1/20 of total strength.

create armor from dragon's corpse (norepair autoscrap, with crush resist and possibly other bonuses depending on dragon's stats)

dragon armor lasts longer

can also create shields

can also create leggings

increased bonuses