MnM Classes
Fighter icon

FighterTank

Plate ArmorAll weaponsDual wield preferredSolo: Difficult7 Races21 Skills
Versatile weapon masters who anchor the front line through sheer martial prowess. Fighters pursue mastery of every weapon and armor type they encounter, excelling at absorbing punishment and retaliating in kind. With the broadest race selection of any class, they offer a straightforward yet rewarding tanking experience built on discipline and adaptability.
Attributes
1Primary stat2Secondary stat3Tertiary stat|Solid bar = base   Faded bar = max
STR
21 / 272

Allows you to carry more, increases melee weapon damage and shield block amounts

STA
20 / 281

Increases health and reduces the chance to be dazed in combat

DEX
18 / 25

Increases hit rate and on-hit weapon effect frequency

AGI
16 / 253

Provides damage mitigation

INT
16 / 25

Increases mana pool size (if higher than WIS) and damage from offensive damage spells

WIS
16 / 25

Increases mana pool size (if higher than INT) and healing from healing spells

CHA
15 / 24

Reduces purchase price and increases sale price, helps commerce skills, and reduces charm break rate

Recommended Builds

Vanguard

The Vanguard is the shield wall. Maximum Stamina and Fortitude create an unmovable tank that generates threat through sheer endurance. Defense training accelerates mitigation skills, while Medicine keeps the Fighter patched up between pulls. When everything goes wrong, the Vanguard is the last one standing.
Stat Allocation (10 pts)
STA +5AGI +3STR +2
Major Combat Trait
FortitudePassive: Stamina increased by 5% | Active: Become resilient, increasing Stamina by 50% for 15 seconds
Minor Combat Trait
DefenderYour Defense skill starts at 5. Your Defense skill increases 25% faster.
Major Noncombat Trait
Fast MetabolismEndurance increased by 25%, but food is consumed 25% faster
Minor Noncombat Trait
MedicineBind Wound starts at 25, Survival starts at 5, Bind Wound increases 25% faster, and you start with a Trainee’s Survival Kit and 20 Trainee’s Cloth Bandages

Arms Master

Equal parts damage dealer and meat shield, the Arms Master splits investment between Strength and Stamina. Brawn amplifies melee hits while swordsmanship accelerates slashing weapon mastery. This Fighter can hold aggro through damage output alone when defensive cooldowns aren't enough. The best defense is a terrifying offense.
Stat Allocation (10 pts)
STA +4STR +4AGI +2
Major Combat Trait
BrawnPassive: Strength increased by 5% | Active: Increase Strength by 50% for 15 seconds
Minor Combat Trait
SwordsmanYour Slashing skill starts at 5. Your Slashing skill increases 25% faster. You start with a Trainee's Scimitar instead of your default starter weapon.
Major Noncombat Trait
Fast MetabolismEndurance increased by 25%, but food is consumed 25% faster
Minor Noncombat Trait
MedicineBind Wound starts at 25, Survival starts at 5, Bind Wound increases 25% faster, and you start with a Trainee’s Survival Kit and 20 Trainee’s Cloth Bandages

Sentinel

The Sentinel controls the battlefield from range before enemies close the gap. Agility-fueled avoidance and archery training via Deadeye let this Fighter pull specific mobs and kite when needed. Survival training keeps them alive in the field between camps. An off-tank who excels at controlled pulling.
Stat Allocation (10 pts)
STA +4AGI +3DEX +3
Major Combat Trait
AgilePassive: Agility increased by 5% | Active: Increase Agility by 50% for 15 seconds
Minor Combat Trait
DeadeyeYour Archery skill starts at 5. Your Archery skill increases 25% faster. You start with a Trainee's Longbow, a Trainee's Hip Quiver, and 1000 Trainee's Arrows.
Major Noncombat Trait
Fast MetabolismEndurance increased by 25%, but food is consumed 25% faster
Minor Noncombat Trait
SurvivalistSurvival starts at 25, increases 5% faster, and you start with a Trainee’s Survival Satchel
Top Community Builds
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Skill List
Filters

Multi-select per dropdown; Any skips that filter. Grouped by learned level.

Skill class
Category
Level
Level 1
Kick
Level 1
AcrobaticsUtility
Mana:

Kicks your target, interrupting their casting, locking them out of that school of magic for 4 seconds.

Offensive Stance
Level 1
ValorBuff
Mana:

Enter Offensive Stance, increasing your damage by 15% and raising your Offense skill by 5.

Rend
Level 1
MightDamage
Mana: Innate

Rends your target for 100% (L1) to 200% (L60) Weapon Damage, and an additional 1 (L1) to 60 (L60) Physical Damage. Has a 20% chance to reset the cooldown of your Frenzy and Shield Slam abilities.

Shoot
Level 1
MartialDamage
Mana: Innate

Shoots your target with a bow. <span style="font-size:85%">(requires bow & arrows)</span>

Strike
Level 1
MightDebuff
Mana:

Violently strike your target, dealing 100% Weapon Damage plus an<br> additional 1 (L1) to 10 (L60) Physical Damage.

Taunt
Level 1
MartialUtility
Mana:

Taunt your target, drawing their attention to you.

Throw
Level 1
MartialDamage
Mana: 0

Throw a throwing weapon at your target. Requires throwing weapon.

Level 2
Battle Cry
Level 2
MartialBuff
Mana: Innate

Let loose a blood-curdling battle cry, increase your Strength by 1 (L1) to 15 (L60) for 2 minutes.

Level 3
Charge
Level 3
MightCrowd Control
Mana: Innate

Charge at your enemy, immobilizing them for 1 second.

Level 4
Defensive Stance
Level 4
ValorBuff
Mana:

Enter Defensive Stance, reducing Physical damage against you by 10% and raising your Defense skill by 5.

Level 5
Unnerving Shout
Level 5
MartialDebuff
Mana: Innate

Debilitate nearby targets with an unnerving shout, reducing their Physical Damage dealt by 5% for 30 seconds.

Level 6
Armor Break
Level 6
MartialDebuff
Mana: Innate

Breaks the armor of your target, reducing their AC by 1 (L1) to 26 (L60) for 30 seconds. Stacks 3 times.

Level 7
Distracting Taunt
Level 7
MartialUtility
Mana: Innate

Taunts point blank targets within 10 meters, causing them to focus their attacks on you. Triggers cooldown of Martial abilities and Melee Global Cooldown.

Level 8
Clobber
Level 8
MartialCrowd Control
Mana:

Brutally clobber your target, stunning them for 6 seconds.

Intimidation
Level 8
MartialCrowd Control
Mana: Innate

Intimidates ten of your point blank enemies within 10 meters, causing them to run away in fear for 10 seconds.

Level 9
Defense
Level 9
MartialBuff
Mana: Innate

Take up a defensive posture, reducing melee damage dealt to you by 40% for 30 seconds.

Level 10
Frenzy
Level 10
MightDamage
Mana: Innate

Evicerate your target with a frenzy of attacks, dealing 50% plus 1 (L1) to 25 (L60) Physical Damage each and increasing attack speed by 10% for 1 minute.

Shield Bash
Level 10
MightDamage
Mana: Innate

Bashes your target with your Shield for 1 (L1) to 50 (L60) Physical Damage, and also increasing your threat with the target by 50 (L1) to 500 (L60). Rend has a 10% chance to reset the cooldown of this ability.

Level 11
Final Stand
Level 11
MartialBuff
Mana: Innate

Take up a final stand, increasing your max health by 25% for 30 seconds.

Level 12
Rallying Shout
Level 12
MartialBuff
Mana:

Rally your group with an inspiring shout, increasing their maximum<br> Health by 10% for 30 seconds.

Level 13
Merciless Assault
Level 13
MartialBuff
Mana:

Unleash a merciless assault, increasing your Physical Damage dealt by 50% and causing your melee attacks to always land Critical Hits for 12 seconds. If you are Berserk while this ability is active, your melee attacks always land Crippling Blows.

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