The Fighter is the dedicated tank of Monsters and Memories — a master of arms who can wear every armor type, wield every weapon and stand at the front of the group holding every enemy’s attention. The rework reshaped the Fighter into a pure tank rather than one that also competes on damage: you switch between three stances to fit the fight, turn the punishment you take into Vengeance, and keep the mobs looking at you so your healer and casters never have to.
Updated for Early Access · September 2026
- The most reliable threat and aggro control in the game
- Every armor type and every weapon
- Three stances for offense, defense and control, including the new Tactician Stance
- Vengeance turns damage you take into Frenzy, Cleave and Second Wind
- Strong defensive cooldowns, plus an interrupting Shield Bash, stuns, a snare and a ranged pull
- No spells, heals or magical utility
- Leans heavily on gear and a good healer
- Slower to solo than hybrid classes
- No invisibility, gating or travel tricks
- Damage is deliberately lower than dedicated melee classes
Fighter gameplay is about control. You open the pull, establish threat on everything, and keep it while positioning mobs so your group can work. Your three stances cover offense, defense and control, so you shift between them as the fight changes. Vengeance rewards you for taking the hits: spend its stacks on Frenzy, Cleave or Second Wind. Shield Bash now interrupts spellcasting, and all your Shouts share one cooldown, so choose the right one for the moment.
For players who want to lead. If you like setting the pace of a dungeon, deciding what gets pulled and when, and being the reason your group survives, the Fighter is the most direct way to do it. The toolkit is compact, which makes it one of the best classes for learning the game — the depth comes from positioning and awareness, not a long spellbook.
Deep Elf, Dwarf, Gnome, Goblin, Halfling, Human, Ogre, Wood Elf
Races playable at Early Access. See the class guide for starting stats and our picks.