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
- Jack of all trades, master of none.
- 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.
fighter literally out ranged ranger at range fight
Does this not get updated very often, or? where is spell reflect?
Does Breakthrough removes slow from getting hit and / or swapping weapons, throwing axes etc..... ?
I have a +3 physical healing item and was wondering if that adds +3 to the amount Second Wind heals? PLMK. TY!
Where is the description for spell reflection? Does this skill work when taking a defensive stance with weapons instead of shields?
Does Rondel work with sword mastery?
Does Fire Mastery work against second wind?
Can someone explain what "increases the aggro value to all monsters" means?
when i use viking sword an short sword, do i get 2 weapon damage and 5% action speed for both of them or just one time?
what helmets are eligible for the fighter when using slayer perk
The game description says "gain 5 impact resistance for the next 6 seconds" - is that the same as no stagger penalties? ... I guess it is, if it negates 5 impact from incoming weapons. Highest impact can be 7, right? And 7-5 is 2, 3 is the lowest impact rating for blocking ... which would negate stagger
Does sword mastery action speed and move speed apply when blocking with a shield?
Not sure if sword master gives +2 or +4 dmg boost when duel wielding swords
Can someone help explain the scaling on shield slam damage, also does it do true damage or does pdr effect it?
With the new patch Lanterns no longer count as a weapon and cant be used for slayer. Well if i have a short sword and a arming sword do i get the perk from both. for instance if they both have a action speed buff of 3% does that mean i get both or only one?
Does Perfect Block mean you won't lose your block "charge" (sorry don't know how else to describe it). When holding block you can click and attack out of block, but if you block an attack you have to block again to do this. Similarly with Longswords, you can't really block multiple attacks without reapplying block. Does perfect block overcome this?
?
Will the Clarity Potion restore second wind regen's power
The text says with a weapon in both hands, but im not sure if that means dual wielding only. Im further skeptical because the icon is two swords. However id love to know if it worked with longsword. Polearms and other 2h weapons but mainly the longsword.
How many campfires and of which rarity to regen second wind?
what qualifies as defensive stance?