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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 15% Action Speed for 12s. Cooldown appears as a debuff: 60s Cooldown. |
Barricade |
Gain 50 Armor Rating and 50 Magical Resistance during a block. |
Combo Attack |
After landing two consecutive attacks within 2s seconds, gain 10% Physical Power Bonus for 2s seconds. (Needs 2 hits to initially proc and applies on the 3rd hit and beyond.) |
Counterattack |
Successfully blocking an attack grants 10% Move Speed Bonus and an additional 10% Action Speed for 3s seconds. |
Defense Mastery |
Gain 10% Item Armor Rating Bonus from worn equipment (+Armor enchants are likely not counted, needs further testing). |
Dual Wield |
Equipping weapons in both hands grants additional 10% Action Speed. (works with all secondary weapons, excluding lanterns and shields) |
Projectile Resistance |
Gain 10% Projectile Damage Reduction. |
Shield Mastery |
Gain 10% Move Speed Bonus 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 Physical Buff Weapon Damage when holding a weapon in each hand. (works with all secondary weapons, excluding lanterns and shields) |
Swift |
Gain -20% Armor Speed Penalty Bonus, reducing the base speed penalty from armor, but not affecting the movement multiplier. Not applicable to additional speed modifiers. |
Weapon Mastery |
All primary and secondary weapons are available regardless of class requirements. When using non-native weapons, lose -10% Physical Power Bonus. |
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. |
You can equip a total of 2 skills.
Adrenaline Rush |
Grants additional 15% Action Speed for 8s. After the duration ends, lose -8% Action Speed and -4% Move Speed Bonus for 2s. |
28s |
Breakthrough |
Removes debuffs that slow move speed, become knockback immune, and ignore all move speed debuff effects for 10s seconds. |
24s |
Perfect Block |
Gain 5 Impact Resistance for 6s. |
10s |
Second Wind |
Heal 40% Percent Max Health Healing over 12s. Additionally, it eliminates the side effects of the Adrenaline Rush skill. Single-use, rechargeable with campfires at the rate of a Tier 5 Spell. |
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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 2s. Momentum gives 15 Move Speed Add per stack. |
34s |
Taunt |
Increases the aggro value to all monsters within a 7.5m area by 50% and grants an additional10% Physical Damage Reduction and 10% Magical Damage Reduction for 8s seconds. |
18s |
Victory Strike |
Gain 20% Physical Power Bonus for the next physical attack within 10s. If the target dies from this attack you recover 15% Percent Max Health Healing. |
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.
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?
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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?