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
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. (Doesn't scale with physical or magical healing bonuses, but the duration is influenced by buff duration) |
/ |
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. 100% scaling |
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. (Heal doesn't scale with physical or magical healing bonuses) |
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.