Fighter

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Fighter
Tier 1 Class
Human Fighter Large.png
Class traits
Class trait: INSTINCTS INSTINCTS
Monsters of an equal or lower level always have their location revealed
Class trait: VETERAN VETERAN
Fighters earn 1 extra experience on any monster kill (Permanent Trait: Learning Learning), 10% less exp required to level
Class trait: PIT DOG PIT DOG
Dungeon runs start with 1 level of standard Trait: Death Protection Death Protection on the character
Suggested Races
Class: Fighter Elf Fighter, Class: Fighter Goblin Fighter, Class: Fighter Human Fighter, Class: Fighter Orc Fighter
Class Challenges
No challenges
Unlocking
Building: Guild Level 1 Adventure Clubhouse

Fighters are heroes who go about hitting evil things for a living. They're generally good at surviving long enough to brag about it afterwards.

How much of an "introductory" clas is the Fighter?

This part is mostly for those interested in trying to figure out why his abilities are so weird, and get their "intro class" aspects out of the way. It's optional reading for folks who're really confused abou the game and folks who're really confused about the fighter in particular - otherwise scroll right down.

For the very new and the very old
Class trait: INSTINCTS INSTINCTS: This means you always know where your popcorn is. So that you can make sure it's revealed for when you fight something tough, like a boss. Start a fight, then when you've spent all your health and mana, kill a bunch of small dudes effortlessly and "ding" for a full refill of your health and mana. In the middle of the fight!

Despite how it looks, this is not there so you go fight monsters that are the same level as you. You will try that and see it does you no good, and then you'll either decide the game sucks and leave or come here and ask wth is with this Fighter person. Since you're here - hey, congrats, you get to know what that thing is there for. It's there for that. Most likely.

Veteran corner
(Yes, veteran folks, I'm aware I just explained the level catapult here, but, really, This thing is so that newbies would learn to do that more easily. This very rarely happens, I know, but what can you do. Also to keep them moving towards something in the dark when they're really, really new. And to help them get a feel of how many monsters of different tiers are there. It looks lacklustre, but only because it should really have the learning bit from below tacked onto it - except that would send the wrong message about killing same level enemies even more.)

Class trait: VETERAN VETERAN: You get more XP when you kill stuff, and you need less XP to level up. The first fighter ability lets you find stuff, and this second one lets you cash in on knowing where stuff is more easily.

Veteran corner
(The tutorialy aspect of it is that the +1 XP occasionally lets newbies get somewhere in low difficulty dungeons despite killing things the moment they spot them, to make entry more forgiving, afaik.)

Class trait: PIT DOG PIT DOG: This is here for several reasons. One is so that if you misclick you don't immediately drop dead which is handy to have while you're experimenting with the basic interface for the first time. The second is that it's a powerful damned thing once you stop thinking of it as "missclick protection".

What it can do for you is 2 things - you can play the run out to the bitter end and use it for one last huge blow on the boss. The problem with this approach is that it often goes wasted while using it in a different way helps solve a basic problem. The more often correct way to use it is to help yourself kill something bigger than you for an XP boost as soon as possible. This then lets you utilize your other two abilities with ease.

Veteran corner
(Really, fellow veterans, please, for the love of all that is holy, stop reffering to death protections as missclick protection. Even if it gets humorous reactions from a certain unlikeable Croatian. Newbies see you as authorities and this actively discourages them from using the damned things and can lead them to misunderstanding classess and situations way more than is necessary. The game's plenty unintuitive without people trolling, on purpose or by accident. Same goes, to a lesser degree, to obsessively hoarding every existing consumable for, as it so often turns out, after the boss fight. The way folks get every so often you'd think halflings and gnomes don't even have a CP bonus.)

So, what's he about?

Class trait: INSTINCTS INSTINCTS: You know where monsters are. They are the same level as you are and not really worth fighting. But if you get one level ahead of them, you get first strike against them. This makes most of them into just XP powerups sitting there for you to pick them up. So this reads as: You know where the XP powerups are.

Class trait: VETERAN VETERAN: This makes the "XP powerups" worth more. Also, it makes getting a level ahead of them easier. First you have to fight something above your level for bonus experience to outlevel a bunch of popcorn. Then fighting the next thing above your level becomes easier, because you can use all the low level monsters to refill your health and mana by leveling up mid-fight.

Class trait: PIT DOG PIT DOG: And this is what you may use for that first tough fight. This is an extra hit on something bigger than you early on, guaranteed on every run. If you start off by killing something bigger than you with a glyph, maybe a potion and this, you can then munch on popocorn and keep killing other big stuff with ease. Alternatively, since you're likely to reach a really high level, this can mean one big hit on a boss at the end.

Strategy

Fighters are all about finding "popcorn", and getting into a position to beat tougher monsters by using weaker monsters. Since so much about them revolves around leveling up in order to refill health and mana instantly, they do well if they build up large pools of either health, mana or both to spend and restore.

This is another thing that confuses newbies - the playstyle lends itself much better to using glyphs, while the average gamer would expect the Fighter to be a melee character. In another game, the DD Fighter would probably be some sort of Priest, as he utilizes experience and a mix of martial and magical power to do his thing.

Besides the lone Death Protection, the Fighter has no innate fighting ability. So some combination of preparations, glyphs, items, potions, and later, gods has to be used at the very beggining of a run, before he develops a large suppy of easily disposable low lever monsters (a "popcorn bowl") and really starts leveraging experience as a weapon.

It is also possible, and often favorable, to use your health to fight regular monsters for experience and dings while simultaneously pelting the boss with glyph damage. This lets the "humble" fighter start the boss fight (or a tough fight) much earlier than one would think and still use both his bars and all his resources to the maximum.

Races

What the Fighter is looking for in a race is either a bit of help with the initial leveling, or the payoff. The fighter is all setup, and no payoff - he can get the levels coming in, but what he needs is something to use them for.

Class: Fighter Human Fighter

Class: Fighter Human Fighter Humans are the best race for melee damage at high levels, and Fighters excel at reaching those high levels very quickly. As such, the Class: Fighter Human Fighter inevitably ends up a a melee damage dealer. A good idea is some focus on boosting his health pool and damage resists as much as possible to help him utilize this. Sources of free hits like death protections for when you get big aren't bad, either.

Don't convert glyphs early. The human bonus kicks in at around lvl 5-6 and you need those glyphs to level up as efficiently as possible. Any fighter should use any resource at their disposal - when you ding mid-fight, you refill both bars, so spellcast away.

Additionally, the high damage that Human brings to the table increases the amount of easily harvested popcorn available on the map, which hopefully translates into an extra level over most other Fighters.

Class: Fighter Dwarf Fighter

The Class: Fighter Dwarf Fighter is, in theory, a great package. The huge dwarven health pool is the payoff, and the strong fighter leveling is what gets you there. Getting there can be quite tricky, though, as neither the Dwarf or the Fighter have any inherent fighting ability to get over the initial hump.

Good glyph use is key, and converting is almost never correct until the later levels. A Dwarf fighter is likely to spend his first 5-7 levels as a spellcaster, possibly even starting with a spellcasting god like Mystera Annur or the Earthmother, and at one point just morph into a huge and somewhat unstoppable blob of health. This not only lets you keep dinging the mana pool you've developed so far, but also lets you use all the underutilized health resources lying around the map.

The god of choice is, in fact, Dracul, and a Class: Fighter Dwarf Fighter can easily makes good use out of everything he has to offer. Even supplant the lack of damage, somewhat, with the health-refilling power from draculs boons. Alternatively, a good spellcasting deity is highly advised, or even Binlor, a fine hybrid god for Dwarves.

Class: Fighter Elf Fighter

The Fighter's frequent level-ups come together beautifully with the Elf's easily increased mana pool, making the Class: Fighter Elf Fighter one of the best fireball spikers in the game. Indeed, this kind of fighter is so effortlessly good at spellcasting that it's easily a good idea to build his health side a bit, simply to have something to do.

Picking up, or starting off with a Fine Sword, or a Health Penddant provides popcorn munching ability that's easy to appreciate and helps the very early leveling. And with the ease of dinging off popcorn, it is possible to play the Elf Fighter as a Dracul spellcaster - using the boons, melee and health to fight regular monsters, while throwing spells at the bossess. Alternatively, the same can be done with Glowing Guardian who also rewards all the leveling up that's bound to be going on - with the caveat that he takes a bit of popcorn in exchange for his health boost.

Or you can go for a really enormous mana pool, a straight-forward spellcasting god and ding away. Works with either damage glyph.

Class: Fighter Halfling Fighter

The Class: Fighter Halfling Fighter is best served using his potions to extend his health spike, drinking them once he runs out of level-ups. Building health, resists and damage is obviously very good here.

The alternative way to play the little guy is to use all the health potions to fight popocorn while throwing spells at the boss. This is pretty handy if you see that you can easily build him into a spellcaster with what you have available on the board, but you simply don't have enough melee power to kill tougher popcorn mid-fight with the boss.

The god of choice would be Jehora Jeheyu, the patron god od mid-fight-dings.

Class: Fighter Gnome Fighter

The Class: Fighter Gnome Fighter can save all his potions until after he has exhausted all his level-ups, similar to the Halfling, but he is also well-served using them strategically to score very high-level kills.

The gnome, with his CP refills along the fighters leveling refills, makes for a terrific Pisorff user. Since a Pisorff spamer build is generally easy to build (16-ish mana, the glyph itself and refills which you have covered), this allows you to use the huge amout of total refills on both leveling and hitting the boss at the same time.

Class: Fighter Orc Fighter

The Orc brings much-needed damage to the Fighter at a very early level, allowing the Class: Fighter Orc Fighter a much easier leveling phase than most Fighters. His end-game payoff can be lacklustre if he can't get many melee hits in, but his Pisorff game is obscene.

The preffered starting god is Binlor for the glyph, but the combination is so strong that there isn't a real need to swap out most often. End game Stoneskin spam in Binlor is actually sinergistic with being an Orc Fighter, as are his damage boons.

Class: Fighter Goblin Fighter

While the Class: Fighter Goblin Fighter lacks the spontaneous mana of the Elf, it makes up for it with even more frequent and easy level-ups. With Glyph: WONAFYT WONAFYT and Glyph: BLUDTUPOWA BLUDTUPOWA, the goblin fighter can practically ignore the map past the early levels, and focus solely on dumping every resource on the map into killing the boss.

With such ease in leveling up, a Goblin Fighter with a sinergistic deity (which you will notice is a recurring theme with Goblins) is truly "The king of ding". Sinergistic deities include Jehora Jeheyu for big bar blobs, Glowing Guardian, also for big bar blobs, Dracul for a healthmonster (get some health from somewhere else), and Tikki Tooki for all sorts of madness.

Items

The Item: Balanced Dagger Balanced Dagger is a very good early find due to Class trait: INSTINCTS INSTINCTS. This approach reduces the amount of popcorn on the map, but allows for extreme blackspace conservation.

Gods

God: Tikki Tooki Tikki Tooki is an incredible choice for worship. The fighter will be able to rack up a ton of piety, as he will reach a high level quickly and leave a bunch of popcorn untouched. The massive piety gain allows him to invest heavily into into Reflexes and Tikki's Edge, which combine to massively increase the fighter's already formidable level-up spiking potential. God: Glowing Guardian Glowing Guardian also works well: the Fighter's XP bonuses synergise very well with the Humility boon, and the Fighter also has enough spare XP to make liberal use of Absolution.