Adrenaline Spike
When your health goes below 40%, gain 15% Action Speed, 3% Move Speed Bonus, and 30% Regular Interaction Speed for 12 seconds, and suffer no penalty from using the Adrenaline Rush skill.
Cooldown: 24 seconds
Discover the best Dark and Darker Fighter builds. Browse the 15 perks, 12 skills and 0 spells available to the Fighter, then theorycraft your own loadout with the build calculator.
The Fighter is Dark and Darker's most flexible class and the one most new players should start with. It can pick up almost any weapon, wear most armor, and fill nearly any role - from a tanky sword-and-shield frontline to a longsword duelist or even a crossbow skirmisher. That versatility is its identity: a Fighter rarely has the single highest ceiling in a given role, but it is competent at all of them and forgiving to learn.
The Fighter's biggest strength is adaptability. Weapon Mastery lets it wield every weapon in the game effectively, so you can build around whatever gear you find instead of being locked into one kit. A deep, well-rounded skill set - a self-heal, a sprint and damage cooldowns - means it has an answer for most situations, and healthy base stats plus access to plate keep it durable in melee. Its weakness is the flip side of that flexibility: it lacks the burst of a Rogue, the range control of a Ranger or the raw spell power of a Wizard. A Fighter usually wins through consistency and positioning rather than blowing an opponent up, so it rewards good fundamentals over flashy plays.
Play to your sustain and tempo. Second Wind lets you disengage, heal and re-enter a fight that a squishier class would simply lose, so don't be afraid to trade early and reset. Sprint closes distance onto ranged enemies or covers an escape. In team fights your job is often to hold the front, soak attention and create space for allies; in solos you can play far more aggressively because your kit lets you recover. Manage your stamina carefully - swinging into a block wastes it - and use doorways and corners to fight one enemy at a time. Against ranged classes, break line of sight and force them into melee where you have the advantage.
Three archetypes cover most Fighters: - Sword and board: a one-handed weapon plus a shield and plate armor for maximum survivability. The go-to for beginners and for anchoring a team. - Two-hander / longsword: trades some defense for reach and damage, excellent in 1v1s and chokepoints. - Ranged Fighter: a crossbow or bow as the primary, kiting with Sprint and finishing in melee - strong for picking off targets before a fight even starts. Whatever you pick, prioritise the stats that match it: Strength and weapon damage for melee, Agility and action speed for a faster, dual-wield style. Use the build calculator to test how each gear and perk choice changes your real numbers before you commit.
Weapon Mastery is the defining passive and is almost always taken - it's what makes your gear flexible. Pair it with perks that match your archetype: defensive options for a tank, damage and speed perks for a duelist. For skills, Second Wind is the backbone of the class's sustain, with Sprint as the standard mobility pick; swap the rest based on whether you need more burst, more healing or more utility. Browse the full, up-to-date perk and skill list for the class below, then save your loadout and share it with the community.
Fighter · Riposte Toast
Agility · Dexterity · Strength
Health 155 · Move Speed 302 · Action Speed 20% · Physical Power Bonus 17% · Armor Penetration 20% · Physical Damage Reduction 61% · Magical Damage Reduction 26%
Fighter · Fxdf
Strength · Dexterity · Will
Health 127 · Move Speed 293 · Physical Power Bonus 5% · Physical Damage Reduction 41% · Magical Damage Reduction 20%
Fighter · Stirbargen👑
Vigor · Strength · Agility
Health 169 · Move Speed 285 · Additional Physical Damage 4 · Physical Power Bonus 24% · Action Speed 16% · Armor Penetration 20% · Physical Damage Reduction 46% · Magical Damage Reduction 23%
Fighter · ggkings
Strength · Vigor · Agility
Health 152 · Move Speed 305 · Physical Power Bonus 44% · Action Speed 14% · Physical Damage Reduction 35% · Magical Damage Reduction 31%
Fighter · Stirbargen👑
Vigor · Dexterity · Agility
Health 159 · Move Speed 303 · Additional Physical Damage 4 · Physical Power Bonus 33% · Action Speed 18% · Physical Damage Reduction 44% · Magical Damage Reduction 18%
Fighter · voxinio
Dexterity · Strength · Agility
Health 145 · Move Speed 303 · Additional Physical Damage 4 · Action Speed 26% · Physical Power Bonus 27% · Armor Penetration 17% · Physical Damage Reduction 57% · Magical Damage Reduction 25%
When your health goes below 40%, gain 15% Action Speed, 3% Move Speed Bonus, and 30% Regular Interaction Speed for 12 seconds, and suffer no penalty from using the Adrenaline Rush skill.
Cooldown: 24 seconds
While in defensive stance, gain 75 Armor Rating and 75 Magic Resistance.
When you successfully land consecutive melee attacks within 2 seconds, gain 10% Physical Damage Bonus per stack, up to 2 stacks.
When you successfully block an attack, gain 10% Move Speed Bonus and 10% Action Speed for 3 seconds.
Gain an additional 15% Armor Rating Bonus from equipped armor. The maximum Physical Damage Reduction limit is Increased to 75%.
While you have weapons equipped in both hands, gain 10% Action Speed.
When your health falls to 33% or below, you gain 150 Armor Rating, 50 Magic Resistance and 30% Projectile Damage Reduction for 12 seconds.
Cooldown: 32 seconds
Gain 10% Projectile Damage Reduction. While in defensive stance, gain an additional 10% Projectile Damage Reduction.
While in defensive stance with a shield, gain 10% Move Speed Bonus. When you successfully block an attack, gain 50% Action Speed and 10% Physical Damage Bonus on your next melee attack within 1 seconds.
While holding a weapon in each hand, gain 5 Weapon Damage, 10 Additional Move Speed but lose the ability to equip plate armor.
Reduces the Armor Move Speed Penalty by 20%. Only applies to armor-related penalties.
When using a sword-type weapon, gain 2 Weapon Damage and 5% Action Speed. Also gain 10 Additional Move Speed when taking a defensive stance with your sword.
When you enter combat, Physical Damage Reduction is increased by 10% of its current value and Physical Damage Bonus is increased by 10% for 4 seconds.
When defending with a weapon, gain 1 Impact Resistance and if you succeed in defending, you gain 10% Physical Damage Bonus and 5% Action Speed for 2 seconds.
Gain the ability to use any weapon.
Gain 15% Action Speed, 5% Move Speed Bonus for 8 seconds. After the duration ends, lose 8% Action Speed and 4% Move Speed Bonus for 2 seconds.
Cooldown: 28 seconds
Removes debuffs that slow move speed, grants a 7 Additional Move Speed, and ignores all move speed debuff effects for 8 seconds.
Cooldown: 24 seconds
If you block a melee attack with your weapon within 8 seconds, you disarm the attacker for 1 seconds. Disarmed targets cannot use weapons. This effect can only be applied once and is consumed when you block a melee attack. Can only be used while a weapon is equipped.
Cooldown: 18 seconds
Deploys a rallying banner for 45 seconds. Allies within 33m of the banner have All Attributes increased by 3.
Cooldown: 12 seconds
Gain 5 Impact Resistance for 12 seconds.
Cooldown: 8 seconds
When attacking with the hilt while a one-handed weapon is equipped as your main weapon, it deals an additional 15 Physical Damage and silences the target. If the silence interrupts the enemy’s action, it deals an additional 10 Physical Damage and reduces Move Speed Bonus by 50% for 2 seconds.
Silence: Disables skills/spells/performance abilities.
Cooldown: 12 seconds
Recover 40% Maximum Health over 12 seconds. Additionally, Second Wind removes the negative effects of Adrenaline Rush.
Recharge: Campfire
Inflicts 30 Physical Damage on the target, and reduces the targets Move Speed Bonus by 20% for 3 seconds.
Cooldown: 8 seconds
While blocking, gain the ability to reflect spells. This buff persists until triggered, lasting 5 seconds. Before activation, gain 15% Magical Damage Reduction.
Cooldown: 18 seconds
Gain 3 stacks of Momentum, granting 15 Additional Move Speed per stack. Lose 1 stack every 2 seconds.
Cooldown: 28 seconds
Increases the aggro value to all monsters within a 7.5m area by 200%. Gain 12% Physical Damage Reduction and 12% Magical Damage Reduction for 8 seconds
Cooldown: 18 seconds
Your next attack deals an additional 40% Physical Damage Bonus. If this attack kills a player, the skill triggers again with no cooldown.
Cooldown: 24 seconds