Description
Fighters in Dark and Darker are expert combatants, trained in a variety of weapons and fighting styles. They are the front-line warriors, skilled in dealing and taking damage in equal measure. They have all around balanced attributes such as, allowing them to be flexable. Fighters also have a wide range of abilities that can be tailored to fit different situations. 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
Weapon of choice: Pretty much everything. (All* when using Weapon Mastery Perk)
- Pros
- Versatile class that can equip a vast variety of Weapons and Armors. With Weapon Mastery, can equip any weapon in the game.
- Exclusive access to some of the strongest armors in the game.
- Great gap closer/evade ability with the Sprint skill and sustain through Second Wind.
- Able to wield a shield.
- Good melee and ranged capabilities.
- Cons
- Few options for specialization beyond stacking physical defense.
- Very slow movement speed if using plate armor. (Can be mitigated with Sprint, but not completely ignored).
- 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 |
When the Fighter's health reaches below 15%, they become flooded with adrenaline and gain additional flat +15% Action Speed for 8 seconds. Cooldown: 60s. |
Barricade |
Gain +50 additional flat Armor Rating during a block. |
Combo Attack |
After landing two consecutive attacks within 2 seconds, gain +10% increased Physical Power Bonus for 2 seconds. (Needs 2 hits to initially proc and applies on the 3rd hit and beyond.) |
Counterattack |
Successfully blocking an attack grants +10% increased Move Speed Bonus and an additional +10% flat Action Speed for 3 seconds. |
Defense Expert |
Increases Armor Rating acquired from armor by 10%. |
Dual Wield |
Equipping weapons in both hands grants additional flat +15% Action Speed. (works for lanterns and hand crossbows as well, but not for shields) |
Projectile Resistance |
Increases Projectile Resistance by +10%. |
Shield Expert |
Increases Move Speed Bonus by +10% during a block, if an attack is blocked successfully, gain 50% Action Speed for the next blocking or attacking action. (the timing window is very tight, you need to attack as quickly as possible after a blocked hit to make use of it) |
Slayer |
Cannot equip plate armor, but gain +5 Weapon Damage when holding a weapon in each hand. (works for lanterns and hand crossbows as well, but not for shields) |
Swift |
Reduces the base movement speed penalty from equipped armor by -20%. Not applicable to additional modifiers. |
Weapon Mastery |
All primary and secondary weapons are available regardless of class requirements. When using non-native weapons, Physical Power Bonus is decreased by -10%. |
You can equip a total of 2 skills.
Adrenaline Rush |
Grants additional flat +25% Action Speed for 8 seconds. After the duration ends, your Action Speed is reduced by a flat -8% and your Move Speed Bonus is decreased by -4% for 4 seconds. |
28s |
Breakthrough |
Removes debuffs that slow all movement speeds. |
28s |
Perfect Block |
The next blocked attack will not induce any stagger penalties. |
12s |
Second Wind |
Recovers 50% of Max HP over 12 seconds. Additionally, it eliminates the side effects of the Adrenaline Rush skill. (Single-use, rechargeable with campfires at the rate of a Tier 6 Spell.) |
/ |
Shield Slam |
When using a shield, perform a shield bash attack that deals 25 Physical Damage and decrease the victim's Move Speed Bonus by -20% for 2 seconds. |
16s |
Sprint |
Gain +50 flat Move Speed for 6 seconds. |
28s |
Taunt |
Increases the aggro value to all monsters within a 7.5m area by 50% and grants an additional flat +10% Physical Damage Reduction for 8 seconds. |
18s |
Victory Strike |
Increases Physical Power Bonus by +20% for one attack. If the target dies from this attack you recover 5% of your maximum HP. |
24s |
Weapons
Armors
Head |
Armet, Barbuta Helmet, Chapel De Fer, Chaperon, Hounskull, Kettle Hat, Leather Cap, Visored Barbuta Helmet |
Chest |
Dark Plate Armor, Doublet, Fine Cuirass, Padded Tunic, Regal Gambeson, Templar Armor |
Legs |
Cloth Pants, Heavy Leather Leggings, Leather Leggings, Loose Trousers, Padded Leggings, Plate Pants |
Hands |
Heavy Gauntlet, Leather Gloves, Rawhide Gloves, Reinforced Gloves, Riveted Gloves |
Feet |
Adventurer Boots, Heavy Boots, Laced Turnshoe, Lightfoot Boots, Old Shoes, Plate Boots, Rugged Boots |
Back |
Adventurers Cloak, Radiant Cloak, Splendid Cloak, Tattered Cloak |
These Stats do not include the starting armor
Stat Name |
Base Stats
|
Strength |
15
|
Agility |
15
|
Will |
15
|
Knowledge |
15
|
Resourcefulness |
15
|
Health |
100
|
Spell Memory |
0
|
Move Speed |
300 (100%)
|
Action Speed |
0%
|
Spell Casting Speed |
-25%
|
Equip Speed |
0%
|
Regular Interaction Speed |
0%
|
Magical Interaction Speed |
0%
|
Buff Duration |
0%
|
Debuff Duration |
0%
|
Armor Penetration |
0%
|
Magic Penetration |
0%
|
Headshot Reduction |
0%
|
Projectile Damage Reduction |
0%
|
Physical Damage Reduction |
-10%
|
From Armor Rating |
0 (-10%)
|
From Bonuses |
0%
|
Magic Resist |
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
|
Attack 1 |
(0) + 0(Blunt)
|
Attack 2 |
(0) + 0(Blunt)
|
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.
2023/08/22 Early Access Hotfix #6
- Fighter’s Taunt ability’s Physical Damage Reduction reduced from 15% to 10%.
- Fighter’s Barricade gives +50 armor rating in defensive position instead of +15% Physical Damage Reduction.
10/02/2023 Alpha Playtest #4 Hotfix #4
- Fixed an issue where Victory Strike could not function properly.
- Fighter's Second Wind : Tier 7 → 6 (spends less ticks recovering from campfires.)
- Fighter's Adrenaline Rush : Tier 3 → 6 (spends more ticks recovering from campfires.)
09/02/2023 Alpha Playtest #4 Hotfix #3
- Fighter Weapon Mastery Physical Power Penalty -20% → -10%
17/12/2022 Alpha Playtest #3 Hotfix #2
- Fighter's Swift : Move Speed Armor Penalty Mod -10% → -20%
- Fighter's Second Wind : Tier 3 → 7 (spends more ticks recovering from campfires.)
16/12/2022 Alpha Playtest #3 Hotfix #1
- Fixed an issue where Weapon Mastery would not immediately apply in the Stash immediately after applying it.
31/10/2022 Alpha Playtest #2 Hotfix #2
- Fighter's 'Swift' perk: Move Speed Armor Penalty modifier 30% -> 10%.
- Fighter's 'Barricade' perk: Physical Reduction 10% -> 5%.
- Fighter's 'Sprint' skill: MoveSpeedAdd 60 -> 50.