Talents. Rules and description of the free turn-based game Berserk Online. Calculation of impact force, appointment of a defender in battle Talent - Indomitable
The Berserk Online game is a battle between squads of creatures. There are two different starting decks of cards in the game: a deck of mountain and forest creatures, as well as a deck of swamp and steppe creatures (you will receive one of your choice for free immediately after registering and logging into the game). It's easier to play with the "Swamps-Steppe" set, but the "Mountains-Forests" set provides more room for strategic maneuver.
The starting deck consists of 30 cards. You can expand your army by purchasing new cards at the Market (subroom of the "Trading Rows"), or by purchasing a booster (a set of 7 cards, one of which is rare or ultra-rare) or a display (a set of 48 boosters with 2 guaranteed ultra-rare cards) at "Trading rows". The created deck can contain no more than three identical cards. There can be a maximum of 50 cards in a deck. Minimum - 30 cards.
Determining the number of magic crystals
According to the legend of the game, you become a wandering Ungar and gain the ability to “subjugate” creatures to yourself. You do this with the help of magic crystals - gold and silver. To recruit your combat squad, you have 23 gold and 22 silver crystals, which are spent according to the cost of creature cards. There are also fights involving a non-standard number of crystals. Tables with non-standard match conditions are displayed darkened. The number of crystals and time for selecting a deck, a squad, and arranging cards on the field are set when creating a challenge.
Choosing the first move
After creating a battle, the server determines the players' turn order. If you go first, it is more profitable for you to take archers and magicians, who immediately accumulate chips and on the second turn can already attack and use their features to their full potential, but if you go second, it is better to take warriors. If you go second, it is advantageous for you to take creatures that have the ability of sudden action - after all, it can be used by you during the enemy’s turn, i.e. a creature with a sudden action gets an extra turn. The player who goes second receives an additional +1 silver crystal when recruiting a combat unit.
Formation of combat units
After determining the turn order, the server distributes 15 cards from the deck to the players. The remaining cards go back into the deck. All creatures in the deck are divided into “ elite" And " privates”. “Elite” creatures are more resistant to being subdued and can only be subdued using gold crystals. “ Privates” can be subdued with both gold and silver crystals. The cost of the card is displayed on its picture. The player can mulligan his cards if he doesn’t like the deal that came, each such mulligan will cost him 1 gold crystal.
When creating a squad, it is first advisable to select “elite” creatures, which usually play a key role in the battle. If after selecting “elite” creatures there are extra gold crystals left, then they can be used when recruiting “ordinary” creatures. The main goal of each player at this stage of the game is to create a balanced army of creatures with a sufficient number of warriors, archers, magicians and flyers to carry out the battle.
Note that each of the starting decks only uses creatures from two different elements (as well as neutral creatures). Let's assume, however, that by combining additional cards, you decide to create a deck that uses 4 different elements. When recruiting a detachment, even such a powerful Ungar as you will find it difficult to keep such a motley army under control. Therefore, in this case, you receive a penalty - minus one gold crystal for each additional element in your squad over two. On the contrary, the player whose combat squad consists of only one element receives an advantage: +1 gold crystal.
The neutral element does not affect the number of gold crystals in any way. When recruiting a squad only from creatures of a neutral element, you do not receive any additional bonuses besides those specified above, i.e. You will have 24 gold and 22 silver crystals at your disposal.
Zones in the game Berserk
The game has the following play areas:
1. Battlefield - this is where the main battle takes place.
2. Deck - from where some creatures can be summoned to the battlefield already during the battle. The deck consists of those cards that did not come to you during the distribution and those that you did not take into your squad.
3. Additional zone - flying creatures and terrain are located here.
4. Cemetery - where all cards killed in battle are placed. Some creatures can be summoned from the graveyard back to the battlefield during battle.
Battlefield and map placement
The general battlefield is a conventional space measuring 6 cells high and 5 cells wide. It serves for the initial placement of cards and the battle. The opposing armies are located close to each other. Each occupies his own half of the battlefield. When placing a combat unit, each player places his cards in three rows:
The first row is usually made up of warriors who do not allow the enemy into the rear of their army.
The second row contains weak archers and creatures with a cross-row attack.
In the third row, magicians and long-range archers are hiding behind the warriors.
The cards are placed face down so that the enemy does not see the battle formation before the battle begins.
First player, who attacks, can only use the central zone of his half of the battlefield to place his cards: 3x3 cells and move to the sides only on your turn.
Second player when placing warriors in the first row, he can immediately use 5 cells of your first row.
If there are more than 9 cards in the squad, then when placing them you can use the free side cells of your half of the field. In this case, filling the cells begins from the second or third row, and the side cells of the first row are filled last.
Start of the battle
Once both units are deployed, players turn the cards face down. In this case, players get the opportunity to study each other’s cards before the start of the battle. Please note that the first player must turn over all of his cards, and the second player can leave the cards in the third row face down until his turn. This allows him to temporarily hide his sorcerers and archers from the ranged attacks of the first player, who can only attack these cards blindly. In this case, the second player must turn over the attacked card. If this card is protected from this attack, the attack is wasted.
First player's turn
Player's turn: In Berserk, players take turns, and a player's turn refers to the phase of the game where he can move and act with his cards.
Movement: Each card indicates how many cells it can move within the conditional battlefield. You can move forward, backward, right or left, only to free space. You cannot move diagonally or change places with other cards. Once the card has moved, it can act. The card can operate without moving.
If there is a "0" after the icon, this means that the card has no move. If there is an "X", this means that such a card, in principle, cannot be played.
Flight:cards with this feature are placed along with other cards on the conditional battlefield before the cards are revealed. After opening the cards, they move to an additional zone. They don't move, but they attack anyone. Those who fly cannot be protectors of creatures on the ground. The defender against the flyer can be the one who stands next to the reflector, or another flyer (accordingly, the flyer can become a defender against the flyer). Regardless of the range of the attack, the shooter will always finish off the flying one. The flying one can hit the flying one.
Action: Involves Attacking or Using the Traits of creatures with the icon. After a card is acted, it is “closed” and cannot move or act that turn.
Feature usage: This is any action with a card. When using features, as well as when attacking, the map must close.
Attack: This is an action of a card in which it can inflict wounds on an enemy creature that does not have any defenses (or even on its own creature).
Lives: A card dies when its life total becomes equal to or less than zero. After which she is removed from the battlefield to the cemetery.
Second player's move
It starts with him turning over the hidden cards in the third row and “revealing” all his cards. Now, the second player moves and acts with his cards. The game continues according to the same principle, the opponents take turns, and at the beginning of their turn, each of them “reveals” all of their cards. The battle ends when all of one player's creatures have died. In rare cases, a game may end in a draw.
Attacks
When your creature attacks an enemy creature with a simple melee strike, the enemy can:
take a hit;
appoint a defender;
use sudden action
Take the hit
If the blow hits an open card, both players roll the die. Depending on the difference in the number on the die, the server calculates the damage from the attack. The attacker “closes” after the blow. Reflective - remains “open”.
The difference on the dice is in favor of the attacker | The striker strikes | Reflective applies |
1 | Weak | Miss |
2 | Average | Weak |
3 | Average | Miss |
4 | Strong | Weak |
5 or more | Strong | Miss |
Dice difference in favor of reflective | The striker strikes | Reflective applies |
1 | Weak | Miss |
2 | Miss | Miss |
3 | Miss | Weak |
4 | Weak | Average |
5 or more | Miss | Average |
The difference on the dice is 0 and | The striker strikes | Reflective applies |
both players rolled 4 or less | Weak | Miss |
both players roll 5 or more | Miss | Weak |
Appoint a defender
To avoid hitting a valuable card, especially if it is covered and cannot be fought back, the attacker can assign a defender to it. The defender can be any open card that is on the field next to both the attacking and the attacked card. The defender reflects the blow as an open card (according to the table) and then closes. B. Use sudden action.
In rare cases, the attacker can stop the attack with a sudden action that is a feature of one of his cards.
The features of the card may indicate the features of simple strikes.
1. Focus. A defender cannot be assigned against a directed strike.
2. Unresponsiveness. You cannot assign a defender to an unanswered blow; it is always dealt as if it were a face-down card, even when the attacked card is open.
3. Vampirism. A feature of a simple blow, which means that, having dealt X damage, the creature “sucks” X life from the victim (i.e., the creature that dealt the damage is cured of X wounds). Does not work against incorporeal creatures.
4. + X to hit. Feature of a simple strike. +X to the damage caused by this blow.
Also, the features of a simple strike may include spells and effects accompanying the strike: (for example, poisoning, stunning, etc.)
Special Strike: Melee attack. Its meaning is usually indicated in the card features. Protection from simple blows does not protect against special blows. They don’t fight off a special blow.
Shot: ( Usually the card says Shot on X). A shot at X is a ranged attack that deals X wounds. Some cards say, for example, the shot: 2-3-4. In this case, the damage caused by the shot is determined by rolling the dice. You cannot assign a defender from a shot. A shot, like a simple blow, can have its own properties (for example, accompanying poisoning, range).
Throwing:(Usually the card says Throwing X). A special long-range attack in which the damage dealt is determined as if it were fired. Protection from shots and discharges does not protect against throwing.
Hit across a row: This is a ranged attack. Apply through your warrior or an empty cell vertically or horizontally. You can't hit diagonally. You also cannot hit through the enemy's card. A hit through a row is usually a 1 unless its value is specifically stated on the card.
Impact: The impact can be either a universal attack or the use of a card feature. A description of the effect is printed on the card.
Finishing on X: Impact - destruction of a nearby card that has X lives left. Does not work against incorporeal creatures and symbiotes.
Poisoning on X: An effect in which, upon revealing itself on its turn, the poisoned creature loses X lives. Poison has no effect on incorporeal creatures. If the creature is not revealed at the beginning of its turn, as a result of any influence or spell cast during the enemy's turn, the poisoning has no effect.
Magic Strike: melee magic attack. A magic strike is always dealt as if it were a face-down card, even when the attacked card is face-up. You cannot assign a defender against a magical strike.
Discharge:(Usually the card says Rank by X). A magical ranged attack in which the damage dealt is determined as if it were fired. If the card does not indicate the strength of the discharge, then the initial discharge is 0.
Spell: the spell can be either a universal magic attack or use of a card feature. The spell's description is printed on the card.
Chips: To use some features, the map must be closed (an action icon followed by a description of the feature on the map). If the action icon is preceded by, for example, the number 2 and an icon, this means that to use this feature, the creature must accumulate 2 tokens (close within 2 turns, accumulating 1 token per turn). And the creature itself can only use the feature by “closing” when there are already 2 counters on it.
Berserker - Epic melee ground hero
Hero type – Leader
Mercenaries - Warriors
Active Skill – Duel
Support Skill - Berserker's Blessing
Heroic Upgrade - Available
Education - Available!
Once a hero reaches Enlightenment, they gain a new appearance and a new set of upgrades will unlock for their Active Skill, Skills, and Evolution Assist Skills. It also unlocks a new type of Talent called Indomitable. The Active Skill level can be increased once a certain level of Enlightenment is achieved.
At certain Enlightenment levels, you will be able to choose a bonus of your choice to apply to your hero. Any bonus not selected last time will be available for selection when the next selection level is reached. The order in which you select bonuses is entirely up to you. There are 8 bonuses in total. These bonuses are available at the following Enlightenment levels: 3, 6, 9, 12, 15, 18, 21, 23.
Level of Enlightenment | Characteristics (Basic, available with Enlightenment) | Conditions of Enlightenment | Enlightenment Bonus | Bonus of your choice |
---|---|---|---|---|
0 |
Larenim Drop: 10 Mutangen: 2,000 |
|||
1 |
Hero's base attack: +20% Base Hero Health: +20% |
Larenim Drop: 1 Souls: 300,000 |
Hero's base attack: +5% Base Hero Health: +5% |
|
2 |
Hero's base attack: +25% Base Hero Health: +25% Max. ur. Enlightened talent: +1 |
Larenim Drop: 1 Rings: 3,000 |
Hero's base attack: +5% Base Hero Health: +5% |
|
3 |
Hero's base attack: +30% Base Hero Health: +60% Reduction in damage taken from hero skills: +15% Max. ur. Enlightened talent: +1 Max. ur. Active skill: +1 |
Larenim Drop: 1 Berserker Puzzles: 800 Mutagen: 1,000 |
Hero's base attack: +5% Base Hero Health: +5% Base Hero Health: +5% |
Base Hero Health: +60% Attack speed: +20% |
4 |
Hero's base attack: +35% Hero damage reduction: +15% Base Hero Health: +70% Reduction in damage taken from hero skills: +15% Max. ur. Enlightened talent: +1 Max. ur. Active skill: +1 |
Larenim Drop: 2 Souls: 300,000 |
Hero's base attack: +5% Base Hero Health: +5% |
|
5 |
Hero's base attack: +60% Hero damage reduction: +15% Base Hero Health: +75% Reduction in damage taken from hero skills: +15% Max. ur. Enlightened talent: +1 Max. ur. Active skill: +1 |
Larenim Drop: 2 Rings: 3,000 |
Hero's base attack: +5% Base Hero Health: +5% |
|
6 |
Hero's base attack: +65% Hero damage reduction: +15% Base Hero Health: +80% Reduction in damage taken from hero skills: +15% Max. ur. Active skill: +1 |
Larenim Drop: 2 Berserker Puzzles: 800 Mutagen: 2,000 |
Hero's base attack: +5% Base Hero Health: +5% Base Hero Health: +5% |
Max. ur. Active skill: +3 |
7 |
Hero's base attack: +70% Attack speed: +10% Hero damage reduction: +15% Base Hero Health: +90% Reduction in damage taken from hero skills: +15% Max. ur. Enlightened talent: +3 Max. ur. Active skill: +1 |
Larenim Drop: 3 Souls: 300,000 |
Hero's base attack: +5% Base Hero Health: +5% |
|
8 |
Hero's base attack: +75% Attack speed: +10% Hero damage reduction: +15% Base Hero Health: +125% Reduction in damage taken from hero skills: +15% Max. ur. Enlightened talent: +3 Max. ur. Active skill: +1 |
Larenim Drop: 3 Rings: 6,000 |
Hero's base attack: +5% Base Hero Health: +5% |
|
9 |
Hero's base attack: +80% Attack speed: +10% Hero damage reduction: +15% Base Hero Health: +130% Max. ur. Enlightened talent: +3 |
Larenim Drop: 3 Berserker puzzles: 1,200 Mutagen: 3,000 |
Hero's base attack: +5% Base Hero Health: +5% Base Hero Health: +5% |
Max. ur. Enlightened talent: +5 2 skills from previous ones not selected |
10 |
Hero's base attack: +85% Attack speed: +10% Attack Damage: +15% Hero damage reduction: +15% Base Hero Health: +140% Reduction of damage taken from hero skills: +30% Max. ur. Enlightened talent: +3 Max. ur. Active skill: +2 |
Larenim Drop: 3 Souls: 600,000 |
Hero's base attack: +5% Base Hero Health: +5% |
|
11 |
Hero's base attack: +90% Attack speed: +10% Attack Damage: +15% Hero damage reduction: +15% Base Hero Health: +145% Reduction of damage taken from hero skills: +30% Max. ur. Enlightened talent: +3 Max. ur. Active skill: +2 |
Larenim Drop: 4 Rings: 6,000 |
Hero's base attack: +5% Base Hero Health: +5% |
|
12 |
Hero's base attack: +95% Attack speed: +10% Attack Damage: +15% Hero damage reduction: +15% Base Hero Health: +150% Reduction of damage taken from hero skills: +30% Max. ur. Enlightened talent: +5 Defensive Divine Skill Level: +1 Max. ur. Active skill: +2 |
Larenim Drop: 4 Berserker Puzzles: 1,600 Mutagen: 3,000 |
Hero's base attack: +5% Base Hero Health: +5% Base Hero Health: +5% Base Hero Health: +5% |
2 skills from previous ones not selected |
13 |
Hero's base attack: +120% Attack speed: +10% Attack Damage: +15% Hero damage reduction: +15% Base Hero Health: +165% Reduction of damage taken from hero skills: +30% Max. ur. Enlightened talent: +5 Defensive Divine Skill Level: +1 Max. ur. Active skill: +2 |
Larenim Drop: 4 Souls: 600,000 |
Hero's base attack: +5% Base Hero Health: +5% |
|
14 |
Hero's base attack: +125% Attack speed: +10% Attack Damage: +15% Hero damage reduction: +30% Base Hero Health: +170% Reduction of damage taken from hero skills: +30% Max. ur. Enlightened talent: +5 Defensive Divine Skill Level: +1 Max. ur. Active skill: +2 |
Larenim Drop: 5 Rings: 9,000 |
Hero's base attack: +5% Base Hero Health: +5% |
|
15 |
Hero's base attack: +130% Attack speed: +10% Attack Damage: +15% Hero damage reduction: +30% Base Hero Health: +205% Reduction of damage taken from hero skills: +30% Max. ur. Enlightened talent: +5 Defensive Divine Skill Level: +1 Max. ur. Active skill: +2 |
Larenim Drop: 5 Berserker puzzles: 2,000 Mutagen: 4,000 |
Hero's base attack: +5% Base Hero Health: +5% Base Hero Health: +5% |
Max. ur. Enlightened talent: +5 2 skills from previous ones not selected |
16 |
Hero's base attack: +135% Attack speed: +20% Attack Damage: +15% Hero damage reduction: +30% Base Hero Health: +215% Reduction of damage taken from hero skills: +30% Max. ur. Enlightened talent: +5 Defensive Divine Skill Level: +1 Max. ur. Active skill: +2 |
Larenim Drop: 5 Souls: 900,000 |
Hero's base attack: +5% Base Hero Health: +5% |
|
17 |
Hero's base attack: +160% Attack speed: +20% Attack Damage: +15% Hero damage reduction: +30% Base Hero Health: +220% Reduction of damage taken from hero skills: +30% Max. ur. Enlightened talent: +5 Defensive Divine Skill Level: +1 Max. ur. Active skill: +2 |
Larenim Drop: 6 Rings: 9,000 |
Hero's base attack: +5% Base Hero Health: +5% |
|
18 |
Hero's base attack: +165% Attack speed: +20% Attack Damage: +30% Hero damage reduction: +30% Base Hero Health: +225% Reduction of damage taken from hero skills: +30% Max. ur. Enlightened talent: +5 Defensive Divine Skill Level: +1 Max. ur. Active skill: +2 |
Larenim Drop: 6 Berserker Puzzles: 2,800 Mutagen: 5,000 |
Hero's base attack: +5% Base Hero Health: +5% Base Hero Health: +5% |
2 skills from previous ones not selected |
19 |
Hero's base attack: +170% Attack speed: +20% Attack Damage: +30% Hero damage reduction: +30% Base Hero Health: +265% Reduction of damage taken from hero skills: +30% Max. ur. Enlightened talent: +5 Defensive Divine Skill Level: +1 Max. ur. Active skill: +2 |
Larenim Drop: 6 Souls: 900,000 |
Hero's base attack: +5% Base Hero Health: +5% |
|
20 |
Hero's base attack: +175% Attack speed: +20% Attack Damage: +30% Hero damage reduction: +30% Base Hero Health: +270% Max. ur. Enlightened talent: +5 Defensive Divine Skill Level: +1 Max. ur. Active skill: +2 |
Larenim Drop: 6 Rings: 12,000 |
Hero's base attack: +5% Base Hero Health: +5% |
|
21 |
Hero's base attack: +180% Attack speed: +20% Attack Damage: +30% Hero damage reduction: +30% Base Hero Health: +275% Reduction in damage taken from hero skills: +45% Max. ur. Enlightened talent: +5 Max. ur. Active skill: +2 |
Larenim Drop: 7 Berserker Puzzles: 3,200 Mutagen: 6,000 |
Hero's base attack: +5% Base Hero Health: +5% Base Hero Health: +5% Base Hero Health: +5% |
Divine Skill Level: +1 1 skill from previous ones not selected |
22 |
Hero's base attack: +205% Attack speed: +20% Attack Damage: +30% Hero damage reduction: +30% Base Hero Health: +290% Reduction in damage taken from hero skills: +45% Max. ur. Enlightened talent: +5 Defensive Divine Skill Level: +2 Max. ur. Active skill: +2 |
Larenim Drop: 7 Souls: 1,200,000 |
Hero's base attack: +5% Base Hero Health: +5% |
|
23 |
Hero's base attack: +210% Attack speed: +20% Attack Damage: +30% Hero damage reduction: +45% Base Hero Health: +295% Reduction in damage taken from hero skills: +45% Max. ur. Enlightened talent: +5 Defensive Divine Skill Level: +2 Max. ur. Active skill: +2 |
Larenim Drop: 7 Rings: 12,000 Berserker Puzzles: 3,200 |
Hero's base attack: +5% Base Hero Health: +5% Base Hero Health: +5% |
the last skill from the previous ones not selected |
24 |
Hero's base attack: +215% Attack speed: +30% Attack Damage: +50% Hero damage reduction: +45% Base Hero Health: +365% Reduction in damage taken from hero skills: +45% Defensive Divine Skill Level: +2 |
Larenim Drop: 7 Mutagen: 6,000 |
Hero's base attack: +5% Base Hero Health: +5% |
|
25 |
Hero's base attack: +220% Attack speed: +50% Attack Damage: +45% Hero damage reduction: +45% Base Hero Health: +370% Reduction in damage taken from hero skills: +45% Max. ur. Enlightened talent: +20 Defensive Divine Skill Level: +2 Active Divine Skill Level: +2 Max. ur. Active skill: +5 |
Drop of Larenim: 14 Souls: 1,500,000 |
Hero's base attack: +5% Base Hero Health: +5% |
|
26 |
Hero's base attack: +250% Attack speed: +50% Attack Damage: +45% Hero damage reduction: +45% Base Hero Health: +375% Reduction in damage taken from hero skills: +45% Max. ur. Enlightened talent: +20 Defensive Divine Skill Level: +2 Active Divine Skill Level: +2 Max. ur. Active skill: +5 |
Drop of Larenim: 14 Rings: 15,000 Berserker Puzzles: 3,500 |
Hero's base attack: +5% Base Hero Health: +5% Base Hero Health: +5% |
|
27 |
Hero's base attack: +255% Attack speed: +50% Attack Damage: +45% Hero damage reduction: +45% Base Hero Health: +430% Reduction in damage taken from hero skills: +45% Max. ur. Enlightened talent: +20 Defensive Divine Skill Level: +2 Active Divine Skill Level: +2 Max. ur. Active skill: +5 |
Drop of Larenim: 14 Mutagen: 10,000 |
Hero's base attack: +5% Base Hero Health: +5% |
|
28 |
Hero's base attack: +260% Attack speed: +50% Attack Damage: +45% Accuracy: +10% Hero damage reduction: +45% Base Hero Health: +435% Reduction in damage taken from hero skills: +45% Max. ur. Enlightened talent: +20 Defensive Divine Skill Level: +2 Active Divine Skill Level: +2 Max. ur. Active skill: +5 |
Drop of Larenim: 14 Souls: 1,500,000 |
Hero's base attack: +5% Base Hero Health: +5% |
|
29 |
Hero's base attack: +265% Attack speed: +50% Attack Damage: +45% Evasion chance: +10% Accuracy: +10% Hero damage reduction: +45% Base Hero Health: +445% Reduction in damage taken from hero skills: +45% Max. ur. Enlightened talent: +20 Defensive Divine Skill Level: +2 Active Divine Skill Level: +2 Max. ur. Active skill: +5 |
Drop of Larenim: 14 Rings: 15,000 Berserker Puzzles: 3,500 |
Hero's base attack: +5% Base Hero Health: +5% Base Hero Health: +5% |
|
30 |
Hero's base attack: +295% Attack speed: +50% Attack Damage: +45% Evasion chance: +10% Accuracy: +10% Hero damage reduction: +45% Base Hero Health: +450% Reduction in damage taken from hero skills: +45% Max. ur. Enlightened talent: +20 Defensive Divine Skill Level: +2 Active Divine Skill Level: +2 Max. ur. Active skill: +5 |
Drop of Larenim: 14 Mutagen: 10,000 |
Hero's base attack: +5% Base Hero Health: +5% |
Level of Enlightenment | Mastery Bonus | Souvenirs | Puzzles Drops of Larenim | Mutagen | Rings | Souls | Berserker Puzzles |
---|---|---|---|---|---|---|---|
10 | Hero's base attack +40% | 160 | 7500 | - | - | 500000 | - |
10 | Base Hero Health +50% | 160 | 7500 | - | 5000 | - | - |
10 | Evasion +5% | 160 | 7500 | 3000 | - | - | - |
10 | 160 | 7500 | - | - | 500000 | - | |
10 | Hero damage +8% | 160 | 7500 | - | 5000 | - | - |
10 | Hero damage taken -8% | 160 | 7500 | 3000 | - | - | - |
20 | Evasion +7% | 320 | 10000 | 4500 | - | - | - |
20 | 320 | 10000 | - | - | 750000 | - | |
20 | Hero damage taken -10% | 320 | 10000 | 4500 | - | - | - |
20 | Hero damage +10% | 320 | 10000 | - | 7500 | - | - |
20 | Hero's base attack +60% | 320 | 10000 | - | - | 750000 | - |
20 | Restores 5% Health from Damage dealt by attacks. | 320 | 12500 | - | 10000 | - | 1500 |
20 | Base Hero Health +100% | 320 | 10000 | - | 7500 | - | - |
20 | Attack Reflection +10% | 320 | 10000 | 6000 | - | - | - |
27 | Hero's Base Attack +100% | 480 | 12500 | - | - | 1000000 | - |
27 | Base Hero Health +200% | 480 | 12500 | - | 10000 | - | - |
27 | Evasion +12% | 480 | 12500 | 6000 | - | - | - |
27 | Attack Block +12% | 480 | 12500 | - | - | 1000000 | - |
27 | Hero damage dealt +15% | 480 | 12500 | - | 10000 | - | - |
28 | Increases damage dealt against melee heroes by 20%. | 1200 | 22500 | - | 12500 | 1250000 | 2000 |
27 | Hero damage taken -15% | 480 | 12500 | 6000 | - | - | - |
27 | Restores 10% Health from Damage dealt by attacks. | 480 | 17500 | - | 12500 | - | 1500 |
31 | Evasion +20% | 960 | 17500 | 9000 | - | - | - |
31 | Hero's base attack +150% | 960 | 17500 | - | - | 1750000 | - |
28 | Increases Damage Reduction against non-human heroes by 20%. | 1200 | 22500 | 7500 | - | 1250000 | 2000 |
31 | Base Hero Health +300% | 960 | 17500 | - | 17500 | - | - |
27 | Attack Reflection +15% | 480 | 12500 | 7500 | - | - | - |
31 | Attack blocking +20% | 960 | 17500 | - | - | 1750000 | - |
32 | Increases damage dealt against melee heroes by 40% | 1600 | 25000 | - | 15000 | 1500000 | 2500 |
31 | Hero damage +25% | 960 | 17500 | - | 17500 | - | - |
32 | Increases Damage Reduction against non-human heroes by 40%. | 1600 | 25000 | 9000 | - | 1500000 | 2500 |
31 | Hero damage taken -25% | 960 | 17500 | 9000 | - | - | - |
31 | Restores 20% of Health from Damage dealt by attacks. | 960 | 25000 | - | 17500 | - | 2000 |
31 | Attack Reflection +25% | 960 | 17500 | 9000 | - | - | - |
34 | Deals 600% Attack Damage to surrounding enemies upon death. | 2400 | 30000 | 12000 | 20000 | - | 3000 |
35 | Increases attack blocking of nearby male heroes by 40%. | 2400 | 40000 | 12000 | 20000 | - | 3500 |
Total | - | 25440 | 545000 | 108000 | 187500 | 13500000 | 20500 |
Talent - Indomitable
Level | Description | Mutagen |
---|---|---|
1 | Gives a 30% chance of Resistance to Stun and Skill Block. If the resistance works, it restores 50,000 units to itself. Health. | 200 |
2 | Gives a 32% chance of Resistance to Stun and Skill Block. If the resistance works, it restores 55,000 units to itself. Health. | 400 |
3 | Gives a 34% chance of Resistance to Stun and Skill Block. If the resistance works, it restores 60,000 units to itself. Health. | 480 |
4 | Gives a 36% chance of Resistance to Stun and Skill Block. If the resistance works, it restores 65,000 units. Health. | 560 |
5 | Gives a 38% chance of Resistance to Stun and Skill Block. If the resistance works, it restores 70,000 units. Health. | 650 |
6 | Gives a 40% chance of Resistance to Stun and Skill Block. If the resistance works, it restores 75,000 units. Health. | 730 |
7 | Gives a 42% chance of Resistance to Stun and Skill Block. If the resistance works, it restores 80,000 units. Health. | 800 |
8 | Gives a 44% chance of Resistance to Stun and Skill Block. If the resistance works, it restores 85,000 units. Health. | 900 |
9 | Gives a 46% chance of Resistance to Stun and Skill Block. If the resistance works, it restores 90,000 units. Health. | 980 |
10 | Gives a 48% chance of Resistance to Stun and Skill Block. If the resistance works, it restores 95,000 units. Health. | 1060 |
11 | Gives a 50% chance of Resistance to Stun and Skill Block. If the resistance works, it restores 100,000 units to itself. Health. | 1 140 |
12 | Gives a 53% chance of Resistance to Stun and Skill Block. If the resistance works, it restores 110,000 units to itself. Health. | 1 220 |
13 | Gives a 56% chance of Resistance to Stun and Skill Block. If the resistance works, it restores 120,000 units to itself. Health. | 1 300 |
14 | Gives a 59% chance of Resistance to Stun and Skill Block. If the resistance works, it restores 130,000 units. Health. | 1 400 |
15 | Gives a 62% chance of Resistance to Stun and Skill Block. If the resistance works, it restores 140,000 units to itself. Health. | 1470 |
16 | Gives a 65% chance of Resistance to Stun and Skill Block. If the resistance works, it restores 150,000 units to itself. Health. | 1550 |
17 | Gives a 68% chance of Resistance to Stun and Skill Block. If the resistance works, it restores 160,000 units to itself. Health. | 1640 |
18 | Gives a 71% chance of Resistance to Stun and Skill Block. If the resistance works, it restores 170,000 units. Health. | 1720 |
19 | Gives a 75% chance of Resistance to Stun and Skill Block. If the resistance works, it restores 180,000 units. Health. | 1800 |
20 | Gives 80% chance of Resistance to Stun and Skill Block. If the resistance works, it restores 200,000 units to itself. Health. | 0 |
Leveling up the “Duel” skill
Level | Skill Description |
---|---|
1 |
Moves to the enemy with the highest Health within range. Invokes anger and gives Dizziness for 3 seconds. The target receives 30% more Damage and restores 5% less Health. Lasts 6 seconds. Deals 1,344 damage to an adjacent target. + 30% of Attack. Costs 3.5 units. Wrath (reduces to 3 at level 3) |
2 |
Moves to the enemy with the highest Health within range. Invokes anger and gives Dizziness for 3 seconds. The target takes 33% more Damage and recovers 8% less Health. Lasts 6 seconds. Deals 1,730 damage to an adjacent target. + 35% of Attack. Costs 3.5 units. Wrath (reduces to 3 at level 3) |
3 |
Moves to the enemy with the highest Health within range. Invokes anger and gives Dizziness for 3 seconds. The target takes 39% more Damage and recovers 11% less Health. Lasts 6 seconds. Deals 2,201 damage to an adjacent target. + 40% of Attack. Costs 3 units. Wrath (reduces to 2.5 at level 7) |
4 |
Moves to the enemy with the highest Health within range. Invokes anger and gives Dizziness for 3 seconds. The target takes 39% more Damage and recovers 14% less Health. Lasts 7 seconds. Deals 2,743 damage to an adjacent target. + 45% of Attack. Costs 3 units. Wrath (reduces to 2.5 at level 7) |
5 |
Moves to the enemy with the highest Health within range. Invokes anger and gives Dizziness for 3 seconds. The target takes 42% more Damage and recovers 17% less Health. Lasts 7 seconds. Deals 3,353 damage to an adjacent target. +50% of Attack. Costs 3 units. Wrath (reduces to 2.5 at level 7) |
6 |
Moves to the enemy with the highest Health within range. Invokes anger and gives Dizziness for 3.5 seconds. The target receives 45% more Damage and restores 20% less Health. Lasts 7 seconds. Deals 4,021 damage to an adjacent target. +55% of Attack. Costs 3 units. Wrath (reduces to 2.5 at level 7) |
7 |
Moves to the enemy with the highest Health within range. Invokes anger and gives Dizziness for 3.5 seconds. The target takes 48% more Damage and recovers 23% less Health. Lasts 8 seconds. Deals 4,734 damage to an adjacent target. + 60% of Attack. Costs 2.5 units. Wrath (reduced to 2 at level 10) |
8 |
Moves to the enemy with the highest Health within range. Invokes anger and gives Dizziness for 3.5 seconds. The target takes 51% more Damage and recovers 26% less Health. Lasts 8 seconds. Deals 5,485 damage to an adjacent target. + 65% of Attack. Costs 2.5 units. Wrath (reduced to 2 at level 10) |
9 |
Moves to the enemy with the highest Health within range. Invokes anger and gives Dizziness for 3.5 seconds. The target takes 54% more Damage and recovers 29% less Health. Lasts 8 seconds. Deals 6,263 damage to an adjacent target. + 70% of Attack. Costs 2.5 units. Wrath (reduced to 2 at level 10) |
10 |
Moves to the enemy with the highest Health within range. Invokes anger and gives Dizziness for 4 seconds. The target takes 57% more Damage and recovers 32% less Health. Lasts 9 seconds. Deals 7,057 damage to an adjacent target. + 76% of Attack. Costs 2 units. Wrath (reduces to 1.5 at level 14) |
11 |
Moves to the enemy with the highest Health within range. Invokes anger and gives Dizziness for 4 seconds. The target receives 60% more Damage and recovers 35% less Health. Lasts 9 seconds. Deals 7,854 damage to an adjacent target. + 82% of Attack. Costs 2 units. Wrath (reduces to 1.5 at level 14) |
12 |
Moves to the enemy with the highest Health within range. Invokes anger and gives Dizziness for 4 seconds. The target takes 64% more Damage and recovers 38% less Health. Lasts 9 seconds. Deals 8,644 damage to an adjacent target. + 88% of Attack. Costs 2 units. Wrath (reduces to 1.5 at level 14) |
13 |
Moves to the enemy with the highest Health within range. Invokes anger and gives Dizziness for 4.5 seconds. The target takes 68% more Damage and recovers 41% less Health. Lasts 10 seconds. Deals 9,410 damage to an adjacent target. +94% of Attack. Costs 2 units. Wrath (reduces to 1.5 at level 14) |
14 |
Moves to the enemy with the highest Health within range. Invokes anger and gives Dizziness for 4.5 seconds. The target takes 72% more Damage and recovers 44% less Health. Lasts 10 seconds. Deals 10,145 damage to an adjacent target. + 100% of Attack. Costs 1.5 units. Wrath (reduced to 1 at level 18) |
15 |
Moves to the enemy with the highest Health within range. Invokes anger and gives Dizziness for 4.5 seconds. The target takes 76% more Damage and recovers 47% less Health. Lasts 10 seconds. Deals 10,830 damage to an adjacent target. +106% of Attack. Costs 1.5 units. Wrath (reduced to 1 at level 18) |
16 |
Moves to the enemy with the highest Health within range. Invokes anger and gives Dizziness for 5 seconds. The target receives 80% more Damage and recovers 50% less Health. Lasts 10 seconds. Deals 11,304 damage to an adjacent target. +112% of Attack. Costs 1.5 units. Wrath (reduced to 1 at level 18) |
17 |
Moves to the enemy with the highest Health within range. Invokes anger and gives Dizziness for 5 seconds. The target takes 84% more Damage and recovers 54% less Health. Lasts 11 seconds. Deals 11,778 damage to an adjacent target. +118% of Attack. Costs 1.5 units. Wrath (reduced to 1 at level 18) |
18 |
Moves to the enemy with the highest Health within range. Invokes anger and gives Dizziness for 5 seconds. The target takes 88% more Damage and recovers 58% less Health. Lasts 11 seconds. Deals 12,253 damage to an adjacent target. +124% of Attack. Costs 1 unit. Anger |
19 |
Moves to the enemy with the highest Health within range. Invokes anger and gives Dizziness for 5 seconds. The target takes 93% more Damage and recovers 62% less Health. Lasts 11 seconds. Deals 12,727 damage to an adjacent target. + 130% of Attack. Costs 1 unit. Anger |
20 |
Moves to the enemy with the highest Health within range. Invokes anger and gives Dizziness for 6 seconds. The target takes 100% more Damage and recovers 66% less Health. Lasts 12 seconds. Deals 13,206 damage to an adjacent target. +136% of Attack. Costs 1 unit. Anger |
21 |
Moves to the enemy with the highest Health. Causes his Attack on himself and gives Dizziness, lasts 6 seconds. The target's damage taken is increased by 100%, Health recovery is reduced by 68%, lasts 12 seconds. Deals 13,700 area damage. + 140% ATK. Costs 1 unit. Anger. |
22 |
Moves to the enemy with the highest Health. Causes his Attack on himself and gives Dizziness, lasts 6 seconds. The target's damage taken is increased by 100%, Health recovery is reduced by 70%, lasts 12 seconds. Deals 14,200 area damage. + 144% Attack. Costs 1 unit. Anger. |
23 |
Moves to the enemy with the highest Health. Causes his Attack on himself and gives Dizziness, lasts 6 seconds. The target's damage taken is increased by 100%, Health regeneration is reduced by 72%, and lasts 12 seconds. Deals 14,700 area damage. + 148% Attack. Costs 1 unit. Anger. |
24 |
Moves to the enemy with the highest Health. Causes his Attack on himself and gives Dizziness, lasts 6 seconds. The target's damage taken is increased by 100%, Health regeneration is reduced by 74%, lasts 12 seconds. Deals 15,200 area damage. + 152% Attack. Costs 1 unit. Anger. |
25 |
Moves to the enemy with the highest Health. Causes his Attack on himself and gives Dizziness, lasts 7 seconds. The target's damage taken is increased by 100%, Health regeneration is reduced by 76%, lasts 12 seconds. Deals 15,700 area damage. + 156% Attack. Costs 1 unit. Anger. |
26 |
Moves to the enemy with the highest Health within range. Invokes anger and gives Dizziness for 7 seconds. Reduces damage taken to yourself by 15%, lasts 12 sec. The target takes 100% more Damage and recovers 79% less Health. Lasts 12 seconds. Deals 16,200 area damage. + 160% of Attack. Costs 1 unit. Anger. |
27 |
Moves to the enemy with the highest Health within range. Invokes anger and gives Dizziness for 7 seconds. Reduces damage taken to yourself by 20%, lasts 12 sec. The target takes 100% more Damage and recovers 80% less Health. Lasts 12 seconds. Deals 16,700 area damage. + 164% of Attack. Costs 1 unit. Anger. |
28 |
Moves to the enemy with the highest Health within range and removes all buffs from the target. Invokes anger and gives Dizziness for 7 seconds. Reduces damage taken to yourself by 25%, lasts 12 sec. The target takes 100% more Damage and recovers 80% less Health. Lasts 12 seconds. Deals 17,200 area damage. +168% of Attack. Costs 1 unit. Anger. |
29 |
Moves to the enemy with the highest Health within range. Invokes anger and gives Dizziness for 8 seconds. Reduces damage taken to yourself by 30%, lasts 12 sec. The target takes 100% more Damage and recovers 80% less Health. Lasts 12 seconds. Deals 17,700 area damage. + 172% of Attack. Costs 1 unit. Anger. |
30 |
Moves to the enemy with the highest Health within range and removes all buffs from the target. Invokes anger and gives Dizziness for 8 seconds. Reduces damage taken to yourself by 30%, lasts 12 sec. The target takes 100% more Damage and recovers 80% less Health. Lasts 12 seconds. Deals 17,700 area damage. + 172% of Attack. Costs 1 unit. Anger. |
31 |
Moves to the enemy with the highest Health within range and deals 20,000 area damage. +200% of Attack. Reduces damage taken to yourself by 40%, lasts 12 sec. Removes all buffs from the target and incurs its wrath, and then gives Vertigo for 8 sec. The target takes 100% more Damage and recovers 85% less Health. Lasts 12 seconds. Costs 1 unit. Anger. |
32 |
Moves to the enemy with the highest Health within range and deals 24,000 area damage. +240% of Attack. Reduces damage taken to yourself by 45%, lasts 12 sec. Removes all buffs from the target and incurs its wrath, and then gives Vertigo for 9 sec. The target takes 100% more Damage and recovers 90% less Health. Lasts 12 seconds. Costs 1 unit. Anger. |
Leveling up the support skill “Berserker’s Blessing”
Level | Description of help |
---|---|
1 |
Allows the hero to receive damage per second that does not exceed 90% of his maximum Health. Automatic improves when the main skill reaches Lv. 4. |
2 |
Allows the hero to receive damage per second not exceeding 80% of his maximum Health. Automatic improves when the main skill reaches Lv. 7. |
3 |
Allows the hero to receive damage per second not exceeding 70% of his maximum Health. Automatic improves when the main skill reaches Lv. 9. |
4 |
Allows the hero to receive damage per second not exceeding 60% of his maximum Health. Automatic improves when the main skill reaches Lv. eleven. |
5 |
Allows the hero to receive damage per second not exceeding 50% of his maximum Health. Automatic improves when the main skill reaches Lv. 13. |
6 |
Allows the hero to receive damage per second not exceeding 40% of his maximum Health. Automatic improves when the main skill reaches Lv. 15. |
7 |
Allows the hero to receive damage per second not exceeding 30% of his maximum Health. Automatic improves when the main skill reaches Lv. 18. |
8 |
Allows the hero to receive damage per second not exceeding 20% of his maximum Health. Automatic improved at Lv. 20. |
9 |
Allows the hero to receive damage per second not exceeding 15% of his maximum Health. Automatic upgrade when the main skill reaches level 28. |
10 |
Allows the hero to take damage not exceeding 14% of his maximum Health. Automatic upgrade when the main skill reaches level 31. |
11 |
Allows the hero to take damage not exceeding 12% of his maximum Health. |
Heroic Berserker Upgrade
Name | Skill | Upgrade cost |
---|---|---|
Aries - Health promotion (level 1) |
Adds 10,000 + 15% Health. |
Hero level - 50 Player level - 30 Skill level - 5 Fame level - 0 Mercenary level - 10 Rings - 500 Souls - 10000 Mutagen - 200 |
Taurus - Attack Strengthening (Level 1) |
Adds 300 + 15% ATK. |
Hero level - 70 Player level - 35 Skill level - 7 Fame level - 0 Mercenary level - 14 Rings - 500 Souls - 30000 Mutagen - 300 |
Gemini - Second Wind (level 1) |
With the loss of every 10% of Health, the hero's Attack increases by 4%, Movement Speed - by 6% |
Hero level - 80 Player level - 40 Skill level - 8 Fame level - 0 Mercenary level - 16 Rings - 800 Mutagen - 500 Puzzles - 300 |
Cancer - Help from above (level 1) |
When defending, while the hero is standing in the Hall of Heroes, damage taken is reduced by 30% |
Hero level - 90 Player level - 45 Skill level - 9 Fame level - 0 Mercenary level - 18 Rings - 1000 Souls - 50000 Mutagen - 800 Puzzles - 500 |
Lion - Heavy Cavalry (Level 1) |
Summons 10 Vigilantes with Health 100,000 units. and Attack 500 units. Damage taken from the skill is reduced by 50%. Damage dealt to Berserker is reduced by 50% and lasts 8 seconds. Damage to Berserker will be distributed among the Vigilantes |
Hero level - 90 Player level - 50 Skill level - 10 Fame level - 1 Mercenary level - 20 Rings - 1500 Souls - 50000 Mutagen - 1200 Puzzles - 700 |
Virgo - Health promotion (level 2) |
Adds 30,000 + 45% Health. |
Hero level - 125 Player level - 60 Skill level - 11 Fame level - 1 Mercenary level - 22 Rings - 0 Souls - 80000 Mutagen - 1500 Puzzles - 800 |
Libra - Attack Strengthening (Level 2) |
Adds 1,200 + 35% Attack |
Hero level - 140 Player level - 70 Skill level - 12 Fame level - 2 Mercenary level - 25 Rings - 2000 Mutagen - 1500 Puzzles - 1000 |
Scorpio - Second Wind (2nd level) |
With the loss of every 10% of Health, the hero's Attack increases by 8%, Movement Speed - by 11% |
Hero level - 140 Player level - 80 Skill level - 13 Fame level - 3 Mercenary level - 28 Rings - 0 Souls - 80000 Mutagen - 2000 Puzzles - 1200 |
Sagittarius - Help from above (level 2) |
When defending, while the hero is standing in the Hall of Heroes, damage taken is reduced by 70% |
Hero level - 140 Player level - 90 Skill level - 14 Fame level - 5 Mercenary level - 31 Rings - 2500 Mutagen - 2500 Puzzles - 1200 |
Capricorn - Heavy Cavalry (2nd level) |
Summons 15 Vigilantes with Health 150,000 units. and Attack 1,000 units. Damage taken from the skill is reduced by 65%. Damage dealt to Berserker is reduced by 65% and lasts 11 seconds. Damage to Berserker will be distributed among the Vigilantes |
Hero level - 160 Player level - 100 Skill level - 16 Fame level - 5 Mercenary level - 34 Rings - 3000 Souls - 100000 Mutagen - 3000 Puzzles - 1800 |
Aquarius - Second Wind (3rd level) |
With the loss of every 10% of Health, the hero's Attack increases by 12%, Movement Speed - by 17% |
Hero level - 165 Player level - 110 Skill level - 18 Fame level - 6 Mercenary level - 37 Rings - 4000 Souls - 150000 Mutagen - 4000 Puzzles - 2000 |
Pisces - Heavy Cavalry (Level 3) |
Summons 20 Vigilantes with Health 200,000 units. and Attack 1,500 units. Damage taken from the skill is reduced by 80%. Damage dealt to Berserker is reduced by 80% and lasts 15 seconds. Damage to Berserker will be distributed among the Vigilantes. |
Hero level - 175 Player level - 120 Skill level - 20 Fame level - 6 Mercenary level - 40 Rings - 5000 Souls - 200000 Mutagen - 5000 Puzzles - 2500 |
Second wind (level 4) |
With the loss of every 10% of the hero’s Health, the damage dealt increases by 15%, and the movement speed increases by 20%. The percentage is calculated based on current indicators. |
Enlightenment required |
Second wind (level 5) |
With the loss of every 10% of the hero’s Health, the damage dealt increases by 18%, and the movement speed increases by 23%. The percentage is calculated based on current indicators. |
Enlightenment required |
Heavy Cavalry (Level 4) |
Summons 20 Vigilantes with Health 250,000 units. and Attack 1750 units. Damage taken by vigilantes from skills is reduced by 80%. Reduces the hero's damage taken by 80%, damage dealt increases by 30%, lasts 20 sec. Part of the damage received by the Berserker will be distributed among the Vigilantes. |
Enlightenment required |
Heavy Cavalry (Level 5) |
Summons 20 Vigilantes with Health 300,000 units. and Attack 2000 units. Damage taken by vigilantes from skills is reduced by 80%. Reduces the hero's damage taken by 80%, damage dealt increases by 50%, attack speed by 25%, lasts 25 sec. Part of the damage received by the Berserker will be distributed among the Vigilantes. |
Enlightenment required |
Hero Strengthening
Level | Image | Name of Gain | Description |
---|---|---|---|
1 | ![]() | Increases Attack by 1653 units. | |
1 | ![]() | Increases Health by 41600. | |
2 | ![]() | Increases Evasion Chance by 20%. | |
2 | ![]() | Increases Hit Accuracy by 20%. | |
2 | ![]() | Increases Critical Resistance by 15%. | |
3 | ![]() | Reduces damage taken from Hero Skills by 35%. | |
3 | ![]() | Increases Damage by 25%. | |
3 | ![]() | Health increase: 200,000 | |
3 | ![]() | Increases the health of vigilantes by 100,000 units. and Attack by 800 units. Also adds 5 Vigilantes. | |
4 | ![]() | Ignores 25% of damage taken from skills. | |
4 | ![]() | Increases the hero's penetration attack by 50%. | |
4 | ![]() | Increases the hero's attack blocking by 50%. |
Leveling up Berserker
Level | Need experience | Number of mercenaries | Health | Attack | Need fame |
---|---|---|---|---|---|
1 | 20 | 5 | 14265 | 600 | |
2 | 40 | 5 | 14545 | 615 | |
3 | 60 | 5 | 14695 | 620 | |
4 | 80 | 5 | 14865 | 630 | |
5 | 80 | 5 | 15055 | 635 | |
6 | 120 | 5 | 15245 | 645 | |
7 | 140 | 5 | 15445 | 660 | |
8 | 160 | 5 | 15660 | 665 | |
9 | 180 | 5 | 15895 | 675 | |
10 | 240 | 8 | 16135 | 690 | |
11 | 270 | 8 | 16385 | 700 | |
12 | 300 | 8 | 16645 | 720 | |
13 | 330 | 8 | 16915 | 730 | |
14 | 360 | 8 | 17195 | 740 | |
15 | 390 | 8 | 17490 | 755 | |
16 | 420 | 8 | 17790 | 770 | |
17 | 450 | 8 | 18110 | 785 | |
18 | 480 | 8 | 18425 | 800 | |
19 | 510 | 8 | 18760 | 815 | |
20 | 600 | 10 | 19105 | 825 | |
21 | 650 | 10 | 19460 | 845 | |
22 | 700 | 10 | 19825 | 870 | |
23 | 750 | 10 | 20195 | 880 | |
24 | 800 | 10 | 20570 | 900 | |
25 | 850 | 10 | 20960 | 920 | |
26 | 900 | 10 | 21375 | 940 | |
27 | 950 | 10 | 21775 | 960 | |
28 | 1000 | 10 | 22190 | 975 | |
29 | 1050 | 10 | 22620 | 995 | |
30 | 1200 | 13 | 23055 | 1025 | |
31 | 1300 | 13 | 23505 | 1035 | |
32 | 1400 | 13 | 23955 | 1060 | |
33 | 1500 | 13 | 24405 | 1085 | |
34 | 1600 | 13 | 24880 | 1110 | |
35 | 1700 | 13 | 25355 | 1125 | |
36 | 1800 | 13 | 25840 | 1150 | |
37 | 1900 | 13 | 26330 | 1180 | |
38 | 2000 | 13 | 26830 | 1200 | |
39 | 2100 | 13 | 27335 | 1220 | |
40 | 2530 | 15 | 27850 | 1245 | |
41 | 2630 | 15 | 28370 | 1270 | |
42 | 2720 | 15 | 28905 | 1295 | |
43 | 2810 | 15 | 29430 | 1325 | |
44 | 2900 | 15 | 29970 | 1340 | |
45 | 3000 | 15 | 30520 | 1380 | |
46 | 3090 | 15 | 31085 | 1400 | |
47 | 3180 | 15 | 31635 | 1425 | |
48 | 3270 | 15 | 32205 | 1455 | |
49 | 3350 | 15 | 32780 | 1480 | |
50 | 3440 | 18 | 33355 | 1510 | |
51 | 3530 | 18 | 33935 | 1535 | |
52 | 3620 | 18 | 34525 | 1565 | |
53 | 3700 | 18 | 35125 | 1590 | |
54 | 3790 | 18 | 35720 | 1625 | |
55 | 3880 | 18 | 36330 | 1650 | |
56 | 3960 | 18 | 36945 | 1680 | |
57 | 4040 | 18 | 37550 | 1710 | |
58 | 4130 | 18 | 38170 | 1730 | |
59 | 4210 | 18 | 38790 | 1770 | |
60 | 4290 | 20 | 39420 | 1790 | |
61 | 4370 | 20 | 40055 | 1830 | |
62 | 4460 | 20 | 40690 | 1850 | |
63 | 4540 | 20 | 41325 | 1880 | |
64 | 4620 | 20 | 41970 | 1925 | |
65 | 4700 | 20 | 42615 | 1950 | |
66 | 4770 | 20 | 43265 | 1980 | |
67 | 4850 | 20 | 43920 | 2010 | |
68 | 4930 | 20 | 44565 | 2040 | |
69 | 5010 | 20 | 45225 | 2075 | |
70 | 5080 | 23 | 45890 | 2105 | |
71 | 5160 | 23 | 46545 | 2135 | |
72 | 5230 | 23 | 47210 | 2165 | |
73 | 5310 | 23 | 47880 | 2200 | |
74 | 5380 | 23 | 48545 | 2225 | |
75 | 5460 | 23 | 49215 | 2265 | |
76 | 5530 | 23 | 49890 | 2295 | |
77 | 5600 | 23 | 50560 | 2325 | |
78 | 5670 | 23 | 51230 | 2360 | |
79 | 5740 | 23 | 51900 | 2385 | |
80 | 5810 | 25 | 52580 | 2420 | |
81 | 5880 | 25 | 53250 | 2450 | |
82 | 5950 | 25 | 53925 | 2480 | |
83 | 6020 | 25 | 54605 | 2520 | |
84 | 6090 | 25 | 55275 | 2550 | |
85 | 6150 | 25 | 55955 | 2585 | |
86 | 6220 | 25 | 56625 | 2615 | |
87 | 6290 | 25 | 57300 | 2645 | |
88 | 6350 | 25 | 57975 | 2675 | |
89 | 6420 | 25 | 58640 | 2710 | |
90 | 6480 | 25 | 59315 | 2740 | |
91 | 6550 | 25 | 59990 | 2775 | |
92 | 6610 | 25 | 60650 | 2805 | |
93 | 6670 | 25 | 61315 | 2835 | |
94 | 6730 | 25 | 61985 | 2870 | |
95 | 6790 | 25 | 62640 | 2895 | |
96 | 6860 | 25 | 63305 | 2930 | |
97 | 6920 | 25 | 63960 | 2960 | |
98 | 6970 | 25 | 64615 | 2990 | |
99 | 7030 | 25 | 65265 | 3030 | |
100 | 7090 | 25 | 65910 | 3050 | |
101 | 7150 | 25 | 66555 | 3080 | |
102 | 7210 | 25 | 67190 | 3120 | |
103 | 7260 | 25 | 67825 | 3150 | |
104 | 7320 | 25 | 68465 | 3180 | |
105 | 7370 | 25 | 69085 | 3210 | |
106 | 7430 | 25 | 69710 | 3240 | |
107 | 7480 | 25 | 70335 | 3260 | |
108 | 7540 | 25 | 70950 | 3290 | |
109 | 7590 | 25 | 71550 | 3330 | |
110 | 9590 | 25 | 72160 | 3350 | |
111 | 9740 | 25 | 72765 | 3375 | |
112 | 9890 | 25 | 73345 | 3405 | |
113 | 10040 | 25 | 73935 | 3435 | |
114 | 10190 | 25 | 74515 | 3465 | |
115 | 10340 | 25 | 75095 | 3490 | |
116 | 10490 | 25 | 75655 | 3520 | |
117 | 10640 | 25 | 76215 | 3545 | |
118 | 10790 | 25 | 76770 | 3575 | |
119 | 10940 | 25 | 77320 | 3600 | |
120 | 13440 | 25 | 77850 | 3630 | |
121 | 13590 | 25 | 78205 | 3635 | 1 |
122 | 13740 | 25 | 78560 | 3660 | 1 |
123 | 13890 | 25 | 78910 | 3675 | 1 |
124 | 14040 | 25 | 79265 | 3690 | 1 |
125 | 14190 | 25 | 79620 | 3705 | 1 |
126 | 14340 | 25 | 79970 | 3725 | 2 |
127 | 14490 | 25 | 80325 | 3735 | 2 |
128 | 14640 | 25 | 80675 | 3760 | 2 |
129 | 14790 | 25 | 81035 | 3770 | 2 |
130 | 18290 | 25 | 81380 | 3790 | 2 |
131 | 18440 | 25 | 81735 | 3810 | 3 |
132 | 18590 | 25 | 82090 | 3825 | 3 |
133 | 18740 | 25 | 82440 | 3845 | 3 |
134 | 18890 | 25 | 82800 | 3855 | 3 |
135 | 19040 | 25 | 83145 | 3875 | 3 |
136 | 19190 | 25 | 83500 | 3890 | 4 |
137 | 19340 | 25 | 83855 | 3910 | 4 |
138 | 19490 | 25 | 84205 | 3920 | 4 |
139 | 19640 | 25 | 84560 | 3940 | 4 |
140 | 24140 | 25 | 84915 | 3960 | 4 |
141 | 24300 | 25 | 85270 | 3975 | 5 |
142 | 24460 | 25 | 85620 | 3995 | 5 |
143 | 24620 | 25 | 85965 | 4005 | 5 |
144 | 24780 | 25 | 86320 | 4025 | 5 |
145 | 24940 | 25 | 86680 | 4040 | 5 |
146 | 25100 | 25 | 87035 | 4060 | 6 |
147 | 25260 | 25 | 87385 | 4070 | 6 |
148 | 25420 | 25 | 87740 | 4090 | 6 |
149 | 25580 | 25 | 88090 | 4110 | 6 |
150 | 31580 | 25 | 88440 | 4125 | 6 |
151 | 31780 | 25 | 88790 | 4145 | 7 |
152 | 31980 | 25 | 89145 | 4155 | 7 |
153 | 32180 | 25 | 89505 | 4175 | 7 |
154 | 32380 | 25 | 89860 | 4190 | 7 |
155 | 32580 | 25 | 90205 | 4210 | 7 |
156 | 32780 | 25 | 90560 | 4220 | 8 |
157 | 32980 | 25 | 90910 | 4240 | 8 |
158 | 33180 | 25 | 91265 | 4265 | 8 |
159 | 33380 | 25 | 91615 | 4275 | 8 |
160 | 40380 | 25 | 91990 | 4295 | 8 |
161 | 40630 | 25 | 92445 | 4325 | 9 |
162 | 40880 | 25 | 92925 | 4355 | 9 |
163 | 41130 | 25 | 93390 | 4370 | 9 |
164 | 41380 | 25 | 93870 | 4410 | 9 |
165 | 41630 | 25 | 94340 | 4440 | 9 |
166 | 41880 | 25 | 94815 | 4470 | 10 |
167 | 42130 | 25 | 95280 | 4490 | 10 |
168 | 42380 | 25 | 95760 | 4520 | 10 |
169 | 42630 | 25 | 96240 | 4550 | 10 |
170 | 50630 | 25 | 96705 | 4580 | 10 |
171 | 50930 | 25 | 97180 | 4610 | 11 |
172 | 51230 | 25 | 97655 | 4650 | 11 |
173 | 51530 | 25 | 98125 | 4670 | 11 |
174 | 51830 | 25 | 98595 | 4715 | 11 |
175 | 52130 | 25 | 99075 | 4740 | 11 |
176 | 52430 | 25 | 99555 | 4775 | 12 |
177 | 52730 | 25 | 100020 | 4810 | 12 |
178 | 53030 | 25 | 100495 | 4840 | 12 |
179 | 53330 | 25 | 100970 | 4875 | 12 |
180 | 56390 | 25 | 101445 | 4905 | 12 |
181 | 61500 | 25 | 102075 | 4955 | 12 |
182 | 68400 | 25 | 102700 | 4995 | 12 |
183 | 76940 | 25 | 103330 | 5040 | 12 |
184 | 87020 | 25 | 103980 | 5080 | 12 |
185 | 98550 | 25 | 104610 | 5120 | 12 |
186 | 111470 | 25 | 105240 | 5170 | 12 |
187 | 125730 | 25 | 105875 | 5210 | 12 |
188 | 141290 | 25 | 106505 | 5255 | 12 |
189 | 158120 | 25 | 107135 | 5300 | 12 |
190 | 176170 | 25 | 107770 | 5345 | 12 |
191 | 195420 | 25 | 108710 | 5405 | 12 |
192 | 215850 | 25 | 109650 | 5475 | 12 |
193 | 237430 | 25 | 110600 | 5540 | 12 |
194 | 260140 | 25 | 111540 | 5610 | 12 |
195 | 283950 | 25 | 112490 | 5675 | 12 |
196 | 308870 | 25 | 113430 | 5740 | 12 |
197 | 334860 | 25 | 114375 | 5800 | 12 |
198 | 361900 | 25 | 115320 | 5865 | 12 |
199 | 390000 | 25 | 116265 | 5930 | 12 |
200 | 500000 | 25 | 117210 | 6000 | 12 |
201 | 609500 | 25 | 120210 | 6030 | 12 |
202 | 718500 | 25 | 123510 | 6063 | 12 |
203 | 827000 | 25 | 127010 | 6098 | 12 |
204 | 935000 | 25 | 130710 | 6135 | 12 |
205 | 1042500 | 25 | 134610 | 6174 | 12 |
206 | 1149500 | 25 | 138710 | 6215 | 12 |
207 | 1256000 | 25 | 143010 | 6258 | 12 |
208 | 1362000 | 25 | 147510 | 6303 | 12 |
209 | 1467500 | 25 | 152210 | 6350 | 12 |
210 | 1572500 | 25 | 157110 | 6399 | 12 |
211 | 1677000 | 25 | 162210 | 6450 | 12 |
212 | 1781000 | 25 | 167510 | 6503 | 12 |
213 | 1884500 | 25 | 173010 | 6558 | 12 |
214 | 1987500 | 25 | 178710 | 6615 | 12 |
215 | 2090000 | 25 | 184610 | 6674 | 12 |
216 | 2192000 | 25 | 190710 | 6735 | 12 |
217 | 2293500 | 25 | 197010 | 6798 | 12 |
218 | 2394500 | 25 | 203510 | 6863 | 12 |
219 | 2495000 | 25 | 210210 | 6930 | 12 |
220 | 0 | 25 | 217210 | 7000 | 12 |
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Berserker
Berserkers walk armor-less into battle and are as crazed as dogs or wolves and as strong as bears or bulls. They bit their shields and slew men in droves while they themselves were harmed by neither fire nor iron.A tall human swordsman strides through a blood-soaked battlefield, wielding that which was too big to be called a sword, massive, thick, heavy, and far too rough. Indeed, it was a heap of raw iron and of all men who walked that battlefield that day, none could doubt that mans strength or that weapons impracticality as he dyed its black steel crimson.
Despite a commander's best efforts, no magic of the Weave, nor blade made of man could stop the indomitable goliath that broken the will of all men who dared walk before him, as if he was an avatar of war itself, he warped what was the twisted stench of death and strive, into a one-sided conquest through his immeasurable fortitude and strength, for he alone was the Hell walker
In the darkness of the forest, an enemy scouting party stops, disturbed by the slender figure of a man who blocks their path, his unblinking eyes watching them like a wolf of the night. Granted power through the teachings of Fenrir, his movements are fast and unrelenting, as he cleaves through the unit like the beast itself. In his ravenous bloodlust he found no satisfaction; and with rushing blood he scoured the forest of those who had fled, their wounds carving a path to them through the dense foliage and sealing their inescapable fates.
As if possessed by the Æsir themselves, his iron will remain steadfast against the hellfire that is threatened to consume him, shielding the weak and defenseless with his own body as the flames seared his flesh and bone, but it was then when the fires subsided that the man marched towards the servants of hell, hunting them with barbarous cruelty as if he had passed through the divide as none but demon had before.
A Berserker makes his place in any battle, dying a thousand times and walking out alive, surviving wounds and attacks that would kill most only to come back the next day in search of his next fight. Their insatiable desire for battle leads them to become fierce nigh-unkillable soldiers of war, that embody some of the most dangerous beings of the Norse pantheon, primary, Fenrir and the Æsir. All those who face a Berserkers wrath be warned, for their presence and will alone break even the most fearless of men...
Creating a Berserker
A Berserker can live multiple types of life. They can make their place in society and civilization as mercenaries or hired hands, they can live a life in the wild as hunters or nomads. They usually live a life of vigorous training and constant states of battle.
Quick Build
You can make a Berserker quickly by following these suggestions. First, pick Constitution or Strength followed by the other and then pick Charisma . Lastly, choose either the Soldier or the Outlander as your background.
Class Features
As a Berserker you gain the following class features.
Hit Points Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) one simple weapon and a shield or ( b one martial weapon
- (a) four javelins or ( b one martial weapon
- (a) a explorer's pack or ( b) a dungeoner's pack
- a trophy from a slain adversary
- If you are using starting wealth, you have 4d4x10gp in funds.
Level | Proficiency Bonus |
Features | Bloodrush/Warpath |
---|---|---|---|
1st | +2 | , | -- |
2nd | +2 | -- | |
3rd | +2 | 3 | |
4th | +2 | 3 | |
5th | +3 | (1),Path Feature | 3 |
6th | +3 | 3 | |
7th | +3 | Path Feature | 4 |
8th | +3 | , | 4 |
9th | +4 | Path Feature | 4 |
10th | +4 | 4 | |
11th | +4 | Path Feature | 5 |
12th | +4 | 5 | |
13th | +5 | (2), | 5 |
14th | +5 | Path Feature | 5 |
15th | +5 | 6 | |
16th | +5 | 6 | |
17th | +6 | 6 | |
18th | +6 | Path Feature | 6 |
19th | +6 | 7 | |
20th | +6 | 7 |
Berserker Features
Whenever this class refers to a Berserker save DC you use the formula below to calculate it.
Berserker save DC = 8 + your proficiency bonus + your Strength modifierUnarmored Defense
Starting at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Constitution modifier + your Charisma modifier. You can use a shield and still gain this benefit.
Fighting Style
Also at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options that best suits your Berserker nature:
Great Weapon FightingWhen you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon FightingWhen you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
ObstructionBefore the outcome of the roll is determined, you can use your reaction to gain a +2 bonus to your Armor Class against that attack, potentially causing the attack to miss. You must have a weapon with the heavy property or shield in your hand to use this.
ProtectionWhen a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Strength from Pain
What doesn't kill you makes you stronger. This is the creed of all berserkers and you know it well. Starting at 2nd level, when a creature deals damage to you, you can use that pain to fuel your combat prowess. On your next turn, as a bonus action, you can deal additional damage on your next successful melee attack equal to half the total damage that creature would have delt. For example, if an opponent rolls a 12 on their greatsword strike and adds 4 due to their Strength modifier, you can deal 8 additional damage with this feature, regardless of resistances. This damage can only apply to the target that dealt that damage to you. You can use this feature a number of times equal to your Constitution modifier and you regained all expanded uses once you finish a long rest.
Berserker's Path
At 3rd level, a Berserker defines his call to battle by either the , becoming as savage as Fenrir, the great wolf that will slay the even mighty Odin come Ragnarök, or they follow the , embodying the mighty Norse Gods whose wars can be felt across the nine realms and whose power keeps the realms in balance.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can' t increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level in this class.
Rip and Tear
Starting at 6th level, all forms of defense feel the effect of your onslaught. Whenever you successfully make two melee weapon attacks against the same creature on the same turn, the target receives a -1 penalty to their Armor Class. This only applies if the target posses a form of armor whether it be natural or otherwise. This penalty can stack, to a maximum penalty equal to half your proficiency bonus rounded down. A creature with natural armor is no longer under the effect of this feature when they are healed to their hit point maximum. Magic armor is unaffected by this feature unless the weapon damage is also magical. Finally, this feature cannot reduce a target below 10 + the targets Dexterity modifier.
Battle Hardened Endurance
Ragnarok
The final struggle of a dying beast is enough to shatter even the most impossible limits. Starting from when you reach 20th level, when you gain a failed death save or are outright killed , you may immediately stand up if prone and make a single attack, the call of Ragnarök demanding one final blow. This attack gains a range of 120 feet, advantage and deals its normal damage plus the value of your Blood Pool before you were downed or the number of temporary hit points you gain from entering your warpath. Whether it is the strength of the god behind your last blow, or the hatred of the great wolves, the bones and muscles in your body shatter and tear, your form collapsing as you, fall prone , and die. Any magic that would bring you back life does so, however, you are brought back with six levels of exhaustion , your body, mind, and soul pushed far past what any normal mortal would be capable of.
Berserker Path: Path of Fenrir
Black by Tobias Kwan |
Upon choosing this path, you become a Berserker of great strength, through the embodiment of the savage and as insatiable nature of the ever-growing Fenrir.
Bloodrush
Starting when you choose this path at 3rd level, you"ve learned of an uncontrollable thirst that bubbles beneath the surface. On your turn, you can enter what is called a blood rush, as a bonus action. While in a bloodrush, you gain the following benefits if you aren't wearing heavy armor:
- You can ignore the two-handed weapon property on weapons, allowing you to wield two-handed weapons in one hand. In addition, when using two weapons fighting you are no longer limited to light weapons. Your Strength score must be at least 17 and you must be proficient in both weapons, else, you cannot gain these benefits.
- Like the wolf, you strike best when your target is prone . When you make a successful melee attack against a prone creature you can treat the attack as if it was a critical hit.
- When your hit points are reduced, half the damage you take as normal(rounded down) and the other half(rounded up) goes into what is called a Blood Pool. When your bloodrush ends, your hit points are reduced by an amount equal to the value of your Blood Pool. However, if your bloodrush ends and your Blood Pool is less then your hit point maximum, the damage you take from your Blood Pool cannot reduce your hit points below 1. When you are healed using magic or otherwise and the value of your Blood Pool doesn "t equal zero you instead decrease the value of your Blood Pool equal to the number of hit points recovered until it reaches zero at which point you can begin recovering hit points normally. Any excess points of healing are transferred over to your current hit points . If the irreducible damage taken from your Blood Pool would outright kill you , you make a single death saving throw, on a success, you are stabilized at 0 hit points , however, if you fail, you die as normal.
If you are able to cast spells, you can"t cast them or concentrate on them while in a bloodrush. Your bloodrush lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven"t attacked a hostile creature since your last turn or taken damage since then. You can also end a bloodrush on your turn as a bonus action. Once you have entered a bloodrush a number of times shown for your Berserker level in the Bloodrush/Warpath column of the Berserker table, you must finish a long rest before you can enter a bloodrush again.
Teachings of Fenrir
Starting at 5th level, you become far more attuned to your senses of smell and hearing. You gain the following abilities while in a bloodrush:
- You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
- You have advantage on Wisdom (Survival) checks to track any creature with blood that is not at their hit point maximum.
- On your turn, you have advantage on your first attack roll against creatures, if at least one of your allies are within 5 feet of the creature and that ally isn't incapacitated .
Wolf's Agility
Beginning at 7th level, while in a bloodrush, you are a continuous blur of motion in battle as you cleave through your opposition. Your speed increases by 10 feet while in a bloodrush. This bonus increases to 20 feet at 11th level and increases again to 30 feet at 18th level. In addition, you have advantage on Dexterity saving throws while in a bloodrush, provided you are not blinded , deafened , or incapacitated .
Go for the Throat
At 9th level, your primal savagery and unrelenting assaults break through even the strongest of bulwarks. While in a bloodrush, your melee weapon attacks score a critical hit on a roll of 19 or 20.
Primal Fear
Starting from 11th level, if you reduce a creature to 0 hit points while in a bloodrush, you can unleash a bone-chilling howl as a reaction. All hostile creatures within 30 feet of you must make a Wisdom saving throw equal to your Berserker save DC. On a failed save, hostile creatures, flinch and are paralyzed with fear until the end of your next turn or until they take damage. If your bloodrush ends while a creature is paralyzed they can remake their save. Once used you must complete a short or long rest before you can use this feature again.
Infinite Duress
Starting at 14th level, while in a bloodrush, you can momentarily lose yourself, pushing yourself beyond your normal limits. When you take the attack action on your turn, you can take one additional Attack action as if you had an additional action on top of your regular action. Allowing you to take twice as many attacks as you normally would, not including bonus actions. The moment you use this feature you almost become feral in your style of fighting drooling, howling as you beat your opponent down with the sole focus on killing them. This state of mind lasts until your bloodlust ends, you slay a living creature or you fall unconscious . You must finish a long rest before you can use this feature again.
Pack Leader's Call
Starting at level 18, while in a bloodrush, as an action you can let out a long, deep howl that can be heard from 300 feet away that lasts until the beginning of your next turn. If you are damaged during this time, you must maintain your concentration as if concentrating on a spell. Once this howl ends, a number of winter wolves equal to 1 + your Charisma modifier (minimum of 1) materialize in unoccupied spaces within 60 feet of you. These winter wolves are friendly to you and your companions. Roll initiative for the summoned winter wolves as a group, which have their own turn. They obey any verbal commands that you issue to them (no action required by you). If you don"t issue any commands to them, they defend themselves from hostile creatures, but otherwise, take no actions. These winter wolves gain a bonus to their damage rolls equal to twice your proficiency bonus.
Undying Regeneration
Starting at level 18, while in a Warpath, at the start of each of your turns, you regain hit points equal to twice your Constitution modifier as long as you have at least 1 hit point remaining. In addition, when not on a warpath, severed body members such as fingers, legs, tails, and so on can be restored over the course of a short or long rest at the cost of a single use of Warpath per each severed limb and a level of exhaustion. If you have the severed part and hold it to the stump, the limb knits to the stump after a minute, this doesn"t require a use of Warpath to be expanded and doesn"t cause a level of exhaustion .
Warrior Path: Path of The Psychotic
When you choose this berserker path, you become mentally disabled. Warriors who follow this path are the most ferocious and reckless warriors.
Starvation Rage
As a Psychotic at level 3, you have learned to starve yourself without dying. You gain disadvantage on Constitution saving throws. You gain a level of hungerness know as your Hunger level. Hunger levels represent your ferocity through your controlled starvation, and determines how ferocious you are in battle. You gain a maximum of an 10 hunger level, which increases by 1 per level. Each time you eat food, your hunger level halves(when at one, goes to 0, for odd, round down), and resets every two days if you have not eaten. You still need to eat at least once per every two days to survive. When your hunger level is above 0, you gain the following features: -When you attack with a melee weapon, you deal extra damage equal to your hunger level. -You have Advantage against creatures who half hit points below half of their maximum. -Your hitpoint maximum is temporarily decreased your hunger level. When your hunger level changes, your hitpoint maximum changes with it. (round up when subtracting).
Mental Doom(level 5)
Because your mind is so violent, these thoughts can channel into negative energy. Any creature who attempts to read your mind is overwhelmed by these vicious thoughts, and is forced to roll a Constitution saving throw(DC Strength + Prof. Bonus + Wisdom + 5) or fail in reading your mind and take psychic damage equal to your hunger level. Additionally, you are unable to concentrate on one object or thing for over a minute, such is a side effect of going mad, and your Charisma score becomes 10(+0) if your score was previously higher than 10.
Bloodthirsty rage(level 7)
When attacking a creature with half it"s hitpoints or lower, you are forced to attack twice, and if you hit, you gain a number of temporary hitpoints which last until the end of your next turn, equal to your berserker level. (applies to friendly OR hostile)
Supreme Mental Instability(level 11)
When you are hurt by a creature which has less than half of it"s hitpoints, on your next turn, you are enraged. Roll a d20. On any number other than a one, you use your next action to move up to the nearest hostile creature and attack the creature. if you are too far away to attack, you use your action to dash toward it. On a hit, you deal a critical hit. On a one, you enter berserk until the end of the battle. You attack the creature closest to you, friendly or hostile. You have resistance to bludgeoning, piercing, and slashing damage. You have advantage on who ever you attack.
Death Wish(level 15)
You can choose to deal double damage, while attacks against you are critical until your next turn. If your hitpoints are less than one third of your hitpoint maximum, your are forced to use this feature.
True Destruction(level 18)
When you use this ability, you enter a stage of fury unmatched by anything that exists. You release your mental fury, targeting up to five creatures of your choice, or you can focus your mental fury on one creature. For multiple, each takes 2d20 psychic damage, while a concentrated attack deals 5d20 + your hunger level psychic damage. Additionally, you gain the following benefits: You are immune to damage until your next turn. All of your attacks are critical until the battle ends. You enter berserk if you are not in it already. (See Supreme Mental Disability)
At the end of the battle, you suffer heavy psychic consequences. Your Constitution score becomes 1(-5) for 1d4 days. You are knocked out and have one fail on your saving throw. If you succeed, you cannot be woken for an entire day(24 hours). You can use this feature once per week.
Multiclassing
Prerequisites. To qualify for multiclassing into the Berserker class, you must meet these prerequisites: Strength 13 and Constitution 13
Proficiencies. When you multiclass into the Berserker class, you gain the following proficiencies: