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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 40%, they become flooded with adrenaline and gain additional +15% Action Speed for 12 seconds. Cooldown appears as a debuff: 60s. |
Barricade |
Gain +50 additional Armor Rating and Magical Resistance 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% Action Speed for 3 seconds. |
Defense Mastery |
Adds +10% Armor Rating multiplier from worn armor. |
Dual Wield |
Equipping weapons in both hands grants additional flat +10% Action Speed. (works with all secondary weapons, excluding lanterns and shields) |
Projectile Resistance |
Increases Projectile Damage Reduction by +10%. |
Shield Mastery |
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 "Buff" Weapon Damage when holding a weapon in each hand. (works with all secondary weapons, excluding lanterns and shields) |
Swift |
Reduces the base movement speed penalty from equipped armor by -20%. Not applicable to additional speed 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%. |
Sword Mastery |
When using a Sword-type weapon, gain 2 Weapon Damage and 5% Action Speed. Also gain 10 Move Speed when taking a defensive stance with your sword. |
You can equip a total of 2 skills.
Adrenaline Rush |
Grants additional flat +15% 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 2 seconds. |
28s |
Breakthrough |
Removes debuffs that slow move speed, become knockback immune, and ignore all move speed debuff effects for 8 seconds. |
14s |
Perfect Block |
Gain 5 impact resistance for 6s. |
10s |
Second Wind |
Heals 40% of Max Health 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 5 Spell. (Doesn't scale with physical or magical healing bonuses, but the duration is influenced by buff duration) |
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Shield Slam |
When using a shield, perform a shield bash attack that actively blocks and deals 25 Physical Damage and decreases the victim's Move Speed Bonus by -20% for 2 seconds after knocking them backwards. 100% scaling |
10s |
Sprint |
Gain 3 stacks of Momentum which decay every 2 seconds. Momentum gives +15 Additional Move Speed per stack. |
28s |
Taunt |
Increases the aggro value to all monsters within a 7.5m area by 50% and grants an additional flat +10% Physical and Magical Damage Reduction for 8 seconds. |
18s |
Victory Strike |
Increases Physical Power Bonus by +20% for the next physical attack. If the target dies from this attack you recover 15% of Max Health. |
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 |
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Back |
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Main Hand + Two Handed |
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Main Hand + One Handed |
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Off Hand |
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Utility |
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Head |
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Chest |
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Legs |
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Hands |
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Feet |
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Back |
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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.