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| | {{:Fighter|desc=ShieldSlam}} | | | {{:Fighter|desc=ShieldSlam}} |
| | {{Ability_Data|ShieldSlam|SkillCooldown}} | | | {{Ability_Data|ShieldSlam|SkillCooldown}} |
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| | | [[File:Skill Spell Reflection.png|link=|x96px]] <br> Spell Reflection |
| | | {{:Fighter|desc=SpellReflection}} |
| | | {{Ability_Data|SpellReflection|SkillCooldown}} |
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| | [[File:Skill Sprint.png|link=|x96px]] <br> Sprint | | | [[File:Skill Sprint.png|link=|x96px]] <br> Sprint |
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| | {{:Fighter|desc=VictoryStrike}} | | | {{:Fighter|desc=VictoryStrike}} |
| | {{Ability_Data|VictoryStrike|SkillCooldown}} | | | {{Ability_Data|VictoryStrike|SkillCooldown}} |
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| | [[File:Skill Spell Reflection.png|link=|x96px]] <br> Spell Reflection
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| | {{:Fighter|desc=SpellReflection}}
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| | {{Ability_Data|SpellReflection|SkillCooldown}}
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| |} | | |} |
| <br> | | <br> |
Description
Fighters in Dark and Darker are expert combatants, trained in a variety of weapons and fighting styles. They are front-line warriors, skilled at dealing and taking damage in equal measure. They have all round balanced attributes. Fighters also have a wide range of abilities that can be tailored to fit different situations and playstyles. They can choose to specialize in one weapon or fighting style or become more versatile, making them a valuable asset in any group.
Class Info
The Fighter is a jack of all trades when it comes to combat. Well-versed with a multitude of weapons and armaments, the Fighter can hold his own against anyone.
Weapon of choice: - Pretty much everything
- Pros
- Can equip most weapons and armors. With Weapon Mastery perk, can equip any weapon in the game.
- Well-rounded attributes.
- Has the ability to sprint with the Sprint skill and sustain through Second Wind skill.
- Cons
- Dependent on equipment.
- Cannot cast any spells.
- Blocking and parrying, which are a big part of their kit, are difficult to pull off consistently due to the directional blocking system.
You can equip an additional perk every 5 levels.
Currently maxed out at Level 15, so a total of 4 perks can be equipped.
Adrenaline Spike
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When your health goes below 40%, gain 15% Action Speed for 12s.
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60s
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Barricade
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While in defensive stance, gain 50 Armor Rating and 50 Magical Resistance.
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-
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Combo Attack
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When you successfully melee attack consecutively within 2s, gain 10% Physical Power Bonus for 2s. (Needs 2 hits to initially proc and applies on the 3rd hit and beyond.)
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-
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Counterattack
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When you successfully block an attack, gain 10% Move Speed Bonus and 10% Action Speed for 3s.
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-
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Defense Mastery
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Gain an additional 10% Item Armor Rating Bonus from equipped armor.
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-
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Dual Wield
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While you have weapons equipped in both hands, gain 10% Action Speed. (works with all secondary weapons, excluding lanterns and shields)
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-
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Projectile Resistance
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Gain 10% Projectile Damage Reduction.
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-
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Shield Mastery
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While in defensive stance, gain 10% Move Speed Bonus. When you successfully block an attack, gain 50% Action Speed towards your next block or attack. Despite the name, this perk applies to any weapon with a defensive stance, including the Longsword and Flute.
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-
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Slayer
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While holding a weapon in each hand, gain 5 Physical Buff Weapon Damage and lose the ability to equip plate armor. (works with all secondary weapons, excluding lanterns and shields)
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-
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Swift
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Gain -30% Armor Speed Penalty Bonus. Not applicable to additional speed modifiers.
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-
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Sword Mastery
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When using a Sword-type weapon, gain 2 Physical Buff Weapon Damage and 5% Action Speed. Also gain 10 Move Speed Add when taking a defensive stance with your sword.
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-
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Weapon Mastery
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Gain the ablity to use any weapon. While using non-native weapon to your class, lose -5% Physical Power Bonus and -5% Magical Power Bonus on the weapon.
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-
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You can equip a total of 2 skills.
Adrenaline Rush
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Gain 15% Action Speed for 8s. After the duration ends, lose -8% Action Speed and -4% Move Speed Bonus for 2s.
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28s
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Breakthrough
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Remove and become immune to Debuffs that slow move speed and become knockback immune for 10s.
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24s
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Perfect Block
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Gain 5 Impact Resistance for 6s.
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7s
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Second Wind
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Recover 40% Percent Max Health Healing over 12s. Additionally, Second Wind removes the negative effects of the Adrenaline Rush. Has 1 use. Can be Recharged at the rate of a Tier 5 Skill.
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-
|
Shield Slam
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When using a shield, perform a shield bash attack that actively blocks and deals 25 Physical Damage (100% Scaling) and decreases the victim's Move Speed Bonus by -20% for 2 seconds after knocking them backwards.
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7s
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Spell Reflection
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While blocking, reflect projectile spells for 3s.
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24s
|
Sprint
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Gain 3 stacks of Momentum, granting 15 Move Speed Add per stack. Lose 1 stack every 2s.
|
28s
|
Taunt
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Increases the aggro value to all monsters within a 7.5m area by 50%. Gain 10% Physical Damage Reduction and 10% Magical Damage Reduction for 8s.
|
18s
|
Victory Strike
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Your next attack within 10s deals an additional 20% Physical Power Bonus. If the target dies from this attack, heal for 15% Percent Max Health Healing.
|
24s
|
Main Hand + Two Handed |
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Main Hand + One Handed |
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Off Hand |
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Utility |
[[]] |
Head |
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Chest |
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Legs |
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Hands |
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Feet |
|
Back |
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Main Hand + Two Handed |
|
Main Hand + One Handed |
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Off Hand |
|
Utility |
|
Head |
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Chest |
|
Legs |
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Hands |
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Feet |
|
Back |
|
These Stats do not include starting armor.
- Get your hands on a ranged weapon, this enables you to safely dispatch monsters from range and also increases your versatility for PvP fights.
- Use your shield not only to block melee attacks, but also projectiles like arrows and spells.
- Be resourceful with your skills, some of them are single use only. However, they can be replenished with the use of campfires.
- Your in-combat sustain is very high due to Second Wind, however, it heals over a long period of time, so try to stay alive long enough by temporarily retreating if necessary.
All bolded numbers are automatically updated; however, non-boldened phrasing/numbers are written manually by the community. See Class Ability Documentation for more.