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|disarm=If you block a melee attack with your weapon within {{Ability_Data|Disarm|ActiveDuration}}, you disarm the attacker for {{Ability_Data|Disarm|HitDuration}}. Disarmed targets cannot use weapons. This effect can only be applied once and is consumed when you block a melee attack. Can only be used while a weapon is equipped.
|disarm=If you block a melee attack with your weapon within {{Ability_Data|Disarm|ActiveDuration}}, you disarm the attacker for {{Ability_Data|Disarm|HitDuration}}. Disarmed targets cannot use weapons. This effect can only be applied once and is consumed when you block a melee attack. Can only be used while a weapon is equipped.


|fortifiedground=Deploys a rallying banner for {{Ability_Data|FortifiedGround|Duration}}. Allies within 33m of the banner receive {{Ability_Data|FortifiedGround|AllAttributes}}.
|fortifiedground=Deploys a rallying banner for {{Ability_Data|FortifiedGround|DescDurationDuration}}. Allies within 33m of the banner receive {{Ability_Data|FortifiedGround|AllAttributes}}.


|perfectblock=Gain {{Ability_Data|PerfectBlock|ImpactResistance}} for {{Ability_Data|PerfectBlock|Duration}}.
|perfectblock=Gain {{Ability_Data|PerfectBlock|ImpactResistance}} for {{Ability_Data|PerfectBlock|Duration}}.


|pommelstrike=When attacking with the hilt while a one-handed weapon is equipped as your main weapon, it deals an additional {{Ability_Data|PommelStrike|PhysicalBaseDamage}} ({{Ability_Data|PommelStrike|Scaling}}) and silences the target. If the silence interrupts the enemy's action, it deals an additional 10 Physical Base Damage ({{Ability_Data|PommelStrike|Scaling}}) and reduces {{Ability_Data|PommelStrike|MoveSpeedBonus}} for {{Ability_Data|PommelStrike|Duration}}. <br>
|pommelstrike=When attacking with the hilt while a one-handed weapon is equipped as your main weapon, it deals an additional {{Ability_Data|PommelStrike|PhysicalBaseDamage}} ({{Ability_Data|PommelStrike|Scaling}}) and silences the target. If the silence interrupts the enemy's action, it deals an additional {{Ability_Data|PommelStrike|DescAdditionalHitPhysicalBaseDamage}} ({{Ability_Data|PommelStrike|Scaling}}) and reduces {{Ability_Data|PommelStrike|MoveSpeedBonus}} for {{Ability_Data|PommelStrike|Duration}}. <br>
[[Silence|Silence]]: Disables skills/spells/performance abilities.
[[Silence|Silence]]: Disables skills/spells/performance abilities.



Revision as of 17:37, 7 September 2026

Automated data is up to date! Hover for more details.Class Data last updated on: Patch:6.13#Hotfix 129.
Dark and Darker is currently on update: Patch:6.13#Hotfix 129.

Fighter
'A Master of Arms'
Strength
15
Vigor
15
Agility
15
Dexterity
15
Will
15
Knowledge
15
Resourcefulness
15

Health
100

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.


Name Description Cooldown

Adrenaline Spike
When your health goes below 40%, gain 15% Action Speed, 3% Move Speed Bonus, 30% Regular Interaction Speed, and do not receive the penalty for Adrenaline Rush for 12s.
24s

Barricade
While in defensive stance, gain 75 Armor Rating and 75 Magical Resistance. -

Combo Attack
Grants 10% Physical Power Bonus bonus physical damage per stack for consecutive melee attacks within 2s seconds, stacking up to 2 times. 1st stack is granted on the first hit. -

Counterattack
When you successfully block an attack, gain 10% Move Speed Bonus and 10% Action Speed for 3s. -

Defense Mastery
Gain an additional 20% Item Armor Rating Bonus from equipped armor, and raise your Physical Damage Reduction cap to 95%. -

Dual Wield
While you have weapons equipped in both hands, gain 10% Action Speed.
(works with all secondary weapons, excluding lanterns and shields)
-

Last Bastion
When your Health falls to 33% or below, you gain 150 Armor Rating, 50 Magical Resistance and 30% Projectile Damage Reduction for 12s. 32s

Projectile Resistance
Gain 15% Projectile Damage Reduction. While in defensive stance, gain an additional 15% Projectile Damage Reduction. -

Shield Mastery
While in defensive stance, gain 10% Move Speed Bonus. When you successfully block an attack, gain 50% Action Speed and 10% Physical Power Bonus on your next melee attack within 1s.
Needs further testing!
Does this grant a buff that is consumed on the next swing?
Contribute by joining the Spells & Guns discord!
-

Slayer
While holding a weapon in each hand, gain 5 Physical Buff Weapon Damage and 10 Move Speed Add but lose the ability to equip plate armor.
(works with all secondary weapons, excluding lanterns and shields)
-

Swift
Gain -20% Armor Speed Penalty Bonus. Not applicable to additional speed modifiers. -

Sword Mastery
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. -

Veteran Instinct
When you enter combat, gain 10% Physical Damage Reduction Mod and 10% Physical Power Bonus for 4s. Be out of combat for 10s

Weapon Guard
While blocking with a weapon, gain 1 Impact Resistance. Upon a successful block, you gain 10% Physical Power Bonus and 5% Action Speed for 2s. -

Weapon Mastery
Gain the ablity to use any weapon. -


You can equip a total of 2 skills.


Name Description Cooldown

Adrenaline Rush
Gain 15% Action Speed and 5% Move Speed Bonus for 8s. After the duration ends, lose -8% Action Speed and -4% Move Speed Bonus for 2s. 28s

Breakthrough
Remove and become immune to Debuffs that slow move speed, knockback, and gain 7 Move Speed Add for 12s. 24s

Disarm
If you block a melee attack with your weapon within 8s, you disarm the attacker for 2s. Disarmed targets cannot use weapons. This effect can only be applied once and is consumed when you block a melee attack. Can only be used while a weapon is equipped. 16s

Fortified Ground
Deploys a rallying banner for 45s. Allies within 33m of the banner receive 5 All Attributes. 12s

Perfect Block
Gain 5 Impact Resistance for 12s. 8s

Pommel Strike
When attacking with the hilt while a one-handed weapon is equipped as your main weapon, it deals an additional 15 Physical Base Damage (100% Scaling) and silences the target. If the silence interrupts the enemy's action, it deals an additional 10 Physical Base Damage (100% Scaling) and reduces -50% Move Speed Bonus for 2s.

Silence: Disables skills/spells/performance abilities.

12s

Second Wind
Recover 50% 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.
-

Shield Slam
When using a shield, perform a shield bash attack that actively blocks and deals 30 Physical Base Damage (100% Scaling) and decreases the victim's -20% Move Speed Bonus for 3s after knocking them backwards. 6s

Spell Reflection
While blocking, gain the ability to reflect projectile and hitscan spells while also gaining 20% Magical Damage Reduction. This buff persists until reflecting a spell, lasting 5s while active. 18s

Sprint
Gain 1 stacks of Momentum, granting 50 Move Speed Add per stack. Lose 1 stack every 6s. 28s

Taunt
Increases the aggro value to all monsters within a 7.5m area by 200%. Gain 12% Physical Damage Reduction and 12% Magical Damage Reduction for 8s. 18s

Victory Strike
Your next attack within 10s deals an additional 40% Physical Power Bonus. If this attack kills a player, the skill will trigger again with no cooldown.
Needs further testing!
On reset, Does it grant the buff again instantly or does it just reset the cooldown, or both?
Contribute by joining the Spells & Guns discord!
24s


Hand/Slot Type Weapons
Main Hand + Two Handed
Battle Axe • Crossbow • Halberd • Hand Cannon • Longsword • Pavise • Spear • Zweihander
Main Hand + One Handed
Off Hand
Utility
[[]]


Slot Type Armors
Head
Chest
Legs
Hands
Feet
Back

Hand/Slot Type Weapons
Main Hand + Two Handed
Main Hand + One Handed
Off Hand
Utility


Slot Type Armors
Head
Chest
Legs
Hands
Feet
Back


These Stats do not include starting armor.

Stat Name Base Stats
Strength 15
Vigor 15
Agility 15
Dexterity 15
Will 15
Knowledge 15
Resourcefulness 15
Health 100
Memory Capacity 15
Utility Effectiveness 0
Luck 0
Health Recovery Bonus 0%
Spell Recovery Bonus 65.5%
Move Speed 300 ( 100% )
Action Speed 0%
Manual Dexterity -5%
Spell Casting Speed -25%
Equip Speed 0%
Regular Interaction Speed 0%
Magical Interaction Speed 0%
Persuasiveness 15
Buff Duration 0%
Debuff Duration 0%
Armor Penetration 0%
Magic Penetration 0%
Headshot Reduction 0%
Projectile Damage Reduction 0%
Physical Damage Reduction -22%
        From Armor Rating 0 ( -22% )
        From Bonuses 0%
Magic Resistance 8.9%
        From Resist Rating 30 ( 8.9% )
        From Bonuses 0%
Physical Power Bonus 0%
        From Physical Power 15 ( 0% )
        From Bonuses 0%
Magic Power Bonus 0%
        From Magic Power 15 ( 0% )
        From Bonuses 0%
Primary Weapon 0
Secondary Weapon 0
Impact Power 0
        Primary Weapon Impact Power 0
        Secondary Weapon Impact Power 0


- 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.