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.

What's he about?

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.

(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.

(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". And you better, because that's the most wrong way to think about it if you mean to figure the fighter, and the game, out.

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 utlize your other two abilities with ease.

So, what's he about if I'm not a newbie? Or interested in game design?

Class trait: INSTINCTS INSTINCTS: You know where stuff is. This stuff is the same level as you are and not really worth fighting. But if you get one level ahead, you get first strike over it. This makes all (well, most) of it 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 picking that stuff up worth more to you. Also, it makes getting a level ahead easier. You have to fight something bigger than you are, and then fighting the next thing much bigger than you are becomes easier, because you can use all the low level monsters, the XP powerups or popcorn to ding mid-fight.

Class trait: PIT DOG PIT DOG: And this is what you use to start the chain of progressively more daring kills. This is an extra hit on something bigger than you early on, guaranteed on every run. Alternativelly, sice you're likely to reach a really high level, this is a big hit on a boss.

Since Fighters are all about leveling up, and refilling health and mana instantly by leveling up, they should prioritize building up a large pool of health and/or mana to spend and restore. In a bizzare act of misnaming, the so-called Fighter is generally best suited to a primarily spellcasting approach, using chains of level-ups to fuel glyph barrages, supplemented by melee hits.

Or, and this is handy to know, use glyphs on the big target wile using health to fight smaller targets at the same time, in order to level up and repeat unloading glyphs on the big target. Since the Fighter has no inerent melee prowess, it's often better to melee on the popcorn while spellcasting at the boss. That takes a bit of practice.

Races

Human

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 should be played as a melee damage dealer, focusing on boosting his health pool and resists as much as possible. Don't convert glyphs early, as Fighters need every advantage they can get while levelling up, and the Human's conversion bonus doesn't become incredibly relevant until levels 5-6.

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

Dwarf

The Class: Fighter Dwarf Fighter wants damage very, very badly. His Dwarven health allows him to get in an incredible amount of hits once the conversion bonus starts to take effect, but getting there can be very difficult. Good glyph use is key, and converting is almost never correct until the later levels.

Alternatively, finding an early Glyph: BLUDTUPOWA BLUDTUPOWA incentivizes building full caster, allowing the player to funnel all of their resources into fireballs. Be very conservative with blackspace when employing this approach.

Elf

The Fighter's frequent level-ups come together beautifully with the Elf's increased mana pool, making the Class: Fighter Elf Fighter one of the best fireball spikers in the game. With the right setup, it becomes feasible to start challenging the boss as early as level four.

Halfling

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 is obviously very good here.

Gnome

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.

Orc

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. This race/class is particularly synergistic with Glyph: PISORF PISORF, as Orc boosts the glyph's damage while Fighter allows for easier refills. This allows for a potent hybrid build.

Goblin

While the Class: Fighter Goblin Fighter lacks the mana of the Elf, it makes up for it with even more frequent 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.

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.