Hurt is fuel
Berserker
Melee Berserker / High Risk
In development — not a release announcement
Resource reference
Health costs plus ordinary stamina actions. Rage is an ultimate, NOT a second resource bar. Costs cannot kill the caster and are not hostile damage events.
38 nodes
Level 1
Berserkingmechanic · 1 rank · 0 points per rank
FREE. +20 STR, -5 INT, -5 WIS; +1 STR per Berserker level. The free core grants no low-health damage bonus; invest in Blood Fury and its damage variant to gain that benefit. Direct hostile melee damage heals you for 5% under the class recovery caps. Heavy armour and ranged weapons are forbidden. When multiclassing is supported, Berserker restrictions take precedence: another class granting heavy-armour or ranged-weapon proficiency cannot override either ban. There is no movement-speed bonus for leaving the chest slot empty or avoiding heavy armour. No ranged abilities. Health costs cannot kill you. Basic offence and the leap are available at full health: you need not be hit before fighting.
Prerequisites: None
Authored reference · Berserker V3
Level 2
Reckless Leapactive · 3 ranks · 2 points per rank
Leap to reachable ground within 15m, committing 10% of current HP on launch; 20s cooldown. The 0.6s travel is interruptible, is not invulnerability and cannot pass through walls. Land in a 3m area for 60 base physical damage (STR once) and a 30% slow for 3s (shared strongest-wins rule). Available at full HP; normal path/floor validation precedes payment. Landing damage is melee ability damage, not a ranged projectile.
Rank notes: R1 30 base landing damage; R2 45; R3 60. Range, HP cost and slow unchanged.
Prerequisites: Berserking
Authored reference · Berserker V3
Level 3
Unstoppable Leappassive · 1 rank · 1 point per rank
Reckless Leap removes existing slows and roots when launched and cannot be interrupted during its travel. It cannot be activated while stunned or airborne; no immunity persists after landing and walls remain impassable.
Prerequisites: Reckless Leap
Authored reference · Berserker V3
Carelesspassive · 1 rank · 1 point per rank
Reckless Leap pulls enemies within 5m into melee range of the Berserker. Enemies pulled in are also slowed for N seconds (duration TBD). Slow strength follows Reckless Leap (currently 30%); it uses the shared strongest-wins, non-stacking slow rule, not an additional stacking movement penalty. This replaces the old double-damage and increased-damage-taken variant; it grants neither of those modifiers. Reckless Leap retains its normal damage, slow and cost.
Prerequisites: Reckless Leap
Authored reference · Berserker V3
Two-Handed Masterypassive · 3 ranks · 2 points per rank
Two-handed melee weapon damage increases by 24%. Original basic hits with two-handed weapons apply Bleed for 12 base physical damage over 6s (STR once); strongest application refreshes, never stacks. Choose axe, sword or mace specialization independently of later ability A/B choices. These bonuses add to item behaviour; they do not redefine ordinary weapon arcs or armour properties.
Rank notes: R1 +8% two-handed damage / 4 base bleed; R2 +16% / 8; R3 +24% / 12.
Prerequisites: Reckless Leap
Authored reference · Berserker V3
Level 4
Two-Handed Axe Masterypassive · 3 ranks · 1 point per rank
Your two-handed axe attacks ignore an additional 15% of the target armour protection. Attacker-only penetration, not group armour shred; other classes do not inherit this class mastery bonus.
Rank notes: R1 5%; R2 10%; R3 15% armour penetration.
Prerequisites: Two-Handed Mastery
Authored reference · Berserker V3
Two-Handed Sword Masterypassive · 3 ranks · 1 point per rank
After resolving an active melee ability, your next two-handed sword basic hit within 4s deals 24% more physical damage. One empowerment, no stacking; passive Reaving Arc, damage-over-time and proc hits cannot re-arm it. This rewards weaving abilities into basic attacks rather than defining the sword item sweep.
Rank notes: R1 +8%; R2 +16%; R3 +24% empowered hit damage.
Prerequisites: Two-Handed Mastery
Authored reference · Berserker V3
Two-Handed Mace Masterypassive · 3 ranks · 1 point per rank
Original two-handed mace hits drain 9% of the target maximum stamina, at most once per target per second. This is control added by mastery, not a claim that all maces inherently drain stamina.
Rank notes: R1 3%; R2 6%; R3 9% maximum stamina drain.
Prerequisites: Two-Handed Mastery
Authored reference · Berserker V3
Two-Handed Momentumpassive · 3 ranks · 1 point per rank
After you deal damage with a two-handed weapon attack, your two-handed attacks cost 45% less stamina for 10 seconds. Each further qualifying damaging two-handed attack refreshes the 10-second window; the reduction does not stack. Ranks grant 15% / 30% / 45% reduction. A first attack outside the window pays its normal cost, then opens the window when it deals damage. Misses and attacks dealing no damage do not trigger or refresh it. Applies only to two-handed attack stamina costs, not sprinting, dodging, blocking or ability health payments. Bleed ticks, reflected damage and passive/proc damage do not count as original two-handed attacks. One-handed attacks receive no discount and cannot refresh the window.
Rank notes: R1 15%; R2 30%; R3 45% less two-handed attack stamina cost while damage from a qualifying two-handed attack occurred within the last 10 seconds.
Prerequisites: Two-Handed Mastery
Authored reference · Berserker V3
Level 5
Thick Skinpassive · 3 ranks · 1 point per rank
Halves Chain movement penalties and grants 12 armour protection while wearing Chain. Chain remains permitted; heavy armour is forbidden regardless of multiclass permissions.
Rank notes: R1 +4 protection; R2 +8; R3 +12. Chain permission starts at rank 1.
Prerequisites: Two-Handed Mastery
Authored reference · Berserker V3
Iron Hidepassive · 3 ranks · 1 point per rank
Take 15% less ALL physical damage, including melee, ranged and physical damage-over-time such as Bleed. This is physical damage reduction, not armour: a physical effect bypassing armour still receives this reduction unless it explicitly bypasses damage reduction too. Does not reduce magic damage, ability health payments or true threshold executes; creates no health floor and does not suppress healing. Heavy armour remains forbidden.
Rank notes: R1 5%; R2 10%; R3 15% all-physical damage reduction.
Prerequisites: Two-Handed Mastery
Authored reference · Berserker V3
Level 6
Ground Slamactive · 3 ranks · 2 points per rank
After a 0.6s interruptible melee windup, smash the ground around you for 50 base physical damage (STR once) in a 5m radius and a 0.5s stagger. Costs 10 HP on impact; 20s cooldown. No projectile, remote target or must-already-be-wounded requirement.
Rank notes: R1 30 base damage; R2 40; R3 50.
Prerequisites: Two-Handed Mastery
Authored reference · Berserker V3
Level 7
Fissurepassive · 1 rank · 1 point per rank
Ground Slam radius rises from 5m to 8m and leaves broken ground for 6s, slowing enemies inside by 40%. This remains a melee-centred zone, not a ranged fissure projectile; use shared strongest-wins slow.
Prerequisites: Ground Slam
Authored reference · Berserker V3
Concussive Slampassive · 1 rank · 1 point per rank
Ground Slam stuns for 1.5s instead of its base stagger. Uses shared stun/root diminishing returns; does not add stun and stagger together.
Prerequisites: Ground Slam
Authored reference · Berserker V3
Level 8
Frenzyactive · 3 ranks · 2 points per rank
Instant. Spend 26% of current HP for an 8s frenzy: +50% melee damage and +50 percentage points of direct-melee lifesteal. 45s cooldown. Current-HP cost cannot kill you. Lifesteal obeys the class actual-damage, three-target and 20%-max-HP-per-second caps. Does NOT suppress healing, passive regeneration or Blood Price.
Rank notes: R1 +25% melee / +25pp lifesteal; R2 +38% / +38pp; R3 +50% / +50pp.
Prerequisites: Ground Slam
Authored reference · Berserker V3
Level 9
Bloodlettingpassive · 1 rank · 1 point per rank
During Frenzy, Two-Handed Mastery Bleed applications are 50% stronger than their current-rank magnitude. They refresh the shared strongest bleed; they do NOT create five stacking bleeds. No bonus if that weapon mastery bleed does not apply.
Prerequisites: Frenzy
Authored reference · Berserker V3
Feeding Frenzypassive · 1 rank · 1 point per rank
Each credited hostile combatant kill during Frenzy extends it by 3s, to at most 6 additional seconds per cast. No extension from allies, pets, summons or critters. A kill can extend each distinct eligible buff once, never recursively.
Prerequisites: Frenzy
Authored reference · Berserker V3
Level 10
War Cryactive · 3 ranks · 2 points per rank
After a 0.5s interruptible shout, enemies within 8m deal 25% less outgoing damage for 8s. Costs 10% of current HP; 45s cooldown. No base fear, flee or forced player input: the brawler wants enemies in reach. Does not stack with another War Cry; strongest magnitude refreshes.
Rank notes: R1 enemies deal 15% less damage; R2 20%; R3 25%.
Prerequisites: Frenzy
Authored reference · Berserker V3
Level 11
Berserker's Callpassive · 1 rank · 1 point per rank
War Cry also taunts affected NPCs into attacking you for 3s and grants you 20% damage reduction for those 3s. Against players, do not force aim, movement or attacks; the base outgoing-damage debuff and your protection still apply. Taunted enemy attacks may advance passive Reaving Arc under its normal hit rules.
Prerequisites: War Cry
Authored reference · Berserker V3
Defiant Roarpassive · 1 rank · 1 point per rank
War Cry also restores 15% of your maximum HP. This self-heal scales only with your health pool, not WIS, TGH or STR. It is recovery rather than the taunt/protection option.
Prerequisites: War Cry
Authored reference · Berserker V3
Level 12
Reaving Arcactive · 3 ranks · 2 points per rank
Active by default. A 0.4s interruptible spin deals physical damage based on equipped melee weapon base damage x the current-rank ability coefficient x the STR melee multiplier (applied once) to nearby enemies within 3m. Costs 8% current HP; 8s cooldown. Counts as one original melee activation for class recovery and weapon sequencing, not one activation per victim.
Rank notes: R1/R2/R3 weapon-damage coefficients: TBD. All ranks scale with equipped melee weapon damage and STR; replaces the old flat 30/40/50 base damage.
Prerequisites: War Cry
Authored reference · Berserker V3
Level 13
Vengeful Arcpassive · 1 rank · 1 point per rank
Reaving Arc becomes passive: each qualifying direct hostile damage hit has a 30% chance to trigger Reaving Arc damage at its current rank. A successful proc starts a 1s internal cooldown; hits during that cooldown cannot trigger or queue another proc. No hit counter, active button or HP cost. The Berserker does NOT play a spin animation: no attack lock, windup, recovery or interruption of their current attack; they can attack freely while it procs. Instead, show a VFX representation of their equipped weapon spinning around them in an arc. This visual does not move or unequip the actual weapon. Damage inherits Reaving Arc radius and current-rank weapon-damage coefficient, applying STR once; it does not inherit the active spin windup. Excludes DoT, self-cost, environmental and proc/reflect packets; passive procs cannot trigger lifesteal, another Reaving Arc or weapon sequencing.
Prerequisites: Reaving Arc
Authored reference · Berserker V3
Blood Reapingpassive · 1 rank · 1 point per rank
Reaving Arc stays active and also heals you for 30% of its actual damage dealt to at most three enemies (nearest first). No WIS/STR multiplier on the derived heal; combine with normal melee recovery before applying the shared 20%-max-HP-per-second ceiling. No overkill credit. Its active spin uses Reaving Arc weapon-damage and STR scaling; the heal benefits through actual damage dealt only.
Prerequisites: Reaving Arc
Authored reference · Berserker V3
Level 14
Blood Priceactive · 1 rank · 3 points per rank
Instant. Pay 10% of current HP, then heal each second for 6s. Each tick = 2% of CURRENT missing HP multiplied by (1 + 0.01 * max(STR, 0)). Recalculate missing HP every tick, never snapshot. 30s cooldown. Near full HP the cost outweighs recovery; at low HP this becomes worthwhile. This is a HoT, not passive regeneration: healing reduction applies, but Frenzy/Rage do not suppress it. No additional WIS, Faith, TGH, skill damage or separate CON multiplier.
Prerequisites: Reaving Arc
Authored reference · Berserker V3
Level 15
Willing Sacrificepassive · 1 rank · 1 point per rank
Blood Price costs half its base current-HP payment (5% instead of 10%). Tick formula and duration are unchanged; reducing payment also reduces the missing-HP boost it creates.
Prerequisites: Blood Price
Authored reference · Berserker V3
Blood for Bloodpassive · 1 rank · 1 point per rank
Blood Price keeps its full health cost but also cleanses Bleed and Venom on activation. It does not clear stun, root or all debuffs, and grants no reapplication immunity. Trades efficient recovery for a reactive cleanse.
Prerequisites: Blood Price
Authored reference · Berserker V3
Level 18
Blood Furypassive · 3 ranks · 2 points per rank
Requires 31 points already invested in this tree. As HP falls, gain up to 150% attack speed at 25% HP, capped below that point. The bonus ramps linearly from zero at full HP: missing-health factor = min(1, (1 - currentHP/maxHP) / 0.75). Recalculate with current health. Blood Fury itself grants no melee damage, additional lifesteal or magic resistance. Choose ONE upgrade: increased melee damage OR additional lifesteal plus magic resistance; all chosen bonuses use this same missing-health factor. The core 5% lifesteal remains separate. Maximum attack-speed bonuses by rank are +50% / +100% / +150%. Multiply the normal DEX-adjusted attack rate by (1 + the rank bonus times the missing-health factor); the rank-3 maximum is 2.5x the normal DEX-adjusted rate. This modifies attack rate, not movement speed.
Rank notes: R1 max +50% attack speed; R2 +100%; R3 +150%. Linear increase from zero at full HP to maximum at 25% HP, capped thereafter.
Prerequisites: Blood Price
Authored reference · Berserker V3
Level 20
Blood Fury: Damagepassive · 1 rank · 1 point per rank
Blood Fury additionally grants up to +50% physical melee damage at 25% HP, using its current missing-health factor. The maximum follows the parent Blood Fury rank: +20% / +35% / +50% (proposed lower-rank tuning). This relocates the former free-core low-health damage bonus; it is not an additional copy. No added lifesteal or magic resistance from this variant. Mutually exclusive with Blood Fury: Sustain.
Prerequisites: Blood Fury
Authored reference · Berserker V3
Blood Fury: Sustainpassive · 1 rank · 1 point per rank
Blood Fury additionally grants lifesteal AND magic resistance as HP falls, both using its current missing-health factor and reaching their maximum at 25% HP. Lifesteal maximum follows parent rank: +4 / +7 / +10 percentage points, added to the core 5% and subject to the existing damage-recovery caps. Magic resistance reduces incoming magic damage, not physical damage; its R1/R2/R3 maximum values and stacking rule remain TBD. No low-health melee damage bonus from this variant. Mutually exclusive with Blood Fury: Damage.
Prerequisites: Blood Fury
Authored reference · Berserker V3
Level 22
Last Standactive · 1 rank · 3 points per rank
Instant reactive defence, usable below 75% HP. For 5s, take 80% less ordinary damage. No HP cost; 90s cooldown. Healing remains possible. This is mitigation, not invulnerability or a health floor: true threshold executes still kill an eligible low-HP target.
Prerequisites: Blood Fury
Authored reference · Berserker V3
Level 24
Rooted Stancepassive · 1 rank · 1 point per rank
During Last Stand, become immune to knockback, stagger and stun, but cannot move. No immunity to damage, debuffs or execute; ends with Last Stand. Existing control is not cleansed by activation. This voluntary planted stance has no hostile-root diminishing returns.
Prerequisites: Last Stand
Authored reference · Berserker V3
Vengeful Standpassive · 1 rank · 1 point per rank
Store the damage actually prevented by Last Stand, capped at your maximum HP. When it ends while you are alive, split that stored amount among enemies within 8m as physical return damage. Each recipient mitigation applies once; no further STR, crit, lifesteal or proc scaling. No enemies means the stored damage expires.
Prerequisites: Last Stand
Authored reference · Berserker V3
Level 26
Rageactive · 1 rank · 5 points per rank
ULTIMATE (exclusive with Headsman's Verdict). Instant, 8s duration; 240s cooldown. +100% physical melee damage, +30% movement speed; lose 3% maximum HP each second, refusing further ticks that would leave less than 1 HP. No need to be already wounded. Unlike V2, damage recovery, outside healing and Blood Price continue to work. No death immunity or execute protection. Fixed duration, no D20 randomness or friendly-fire rule.
Prerequisites: Last Stand
Authored reference · Berserker V3
Headsman's Verdictactive · 1 rank · 5 points per rank
ULTIMATE (exclusive with Rage). Aim when using Headsman's Verdict: search a wide frontal cone in the aim direction, within the current proposed 3m melee reach and line of sight. Select ONE hittable enemy, prioritizing the lowest HP if several qualify; this cone selects a target, it does not execute everyone inside. No hittable target means no activation, damage or cooldown. Current proposed windup is 0.6s and interruptible. Revalidate reach, line of sight and target eligibility at impact; if the selected target can no longer be hit, deal no damage and consume no cooldown. Check CURRENT HP <=20% maximum BEFORE dealing damage. If execute-eligible, kill outright; executed players are visibly marked and cannot be resurrected. A successful player execution fully resets the cooldown immediately. A successful PvE execution sets the remaining cooldown TO 30s (not a 30s subtraction from the base cooldown). If the attack hits a valid target above the threshold, deal normal non-execute damage and trigger the full 180s cooldown; fallback damage amount/scaling is TBD. Do not recheck for execution after fallback damage, and an ordinary fallback-damage kill is not an execution and grants no execution reset or rewards. No HP cost. Encounter-ineligible bosses still reject targeting; ordinary armour, mitigation and death-save buffs do not defeat a valid threshold execute. Display a distinct healthbar treatment to the Berserker on enemies eligible for execution at their current health; this indicates execution eligibility, not a promise that range, line of sight or cooldown requirements are met. Every use, including after a player reset, retains its windup.
Prerequisites: Last Stand
Authored reference · Berserker V3
Level 30
Endless Ragepassive · 1 rank · 1 point per rank
Each credited hostile combatant kill during Rage extends it by 2s (maximum +6s per cast) and grants +10% melee damage for the remaining duration (maximum three stacks). No allies, pets, summons or critters count. These bounded Rampage stacks expire with Rage; health drain continues during extensions.
Prerequisites: Rage
Authored reference · Berserker V3
Blind Ragepassive · 1 rank · 1 point per rank
Rage grants an additional +100% physical melee damage, but you also take 30% more ordinary damage throughout it. Same duration, health drain and recovery rules; does not grant execute immunity.
Prerequisites: Rage
Authored reference · Berserker V3
Cullpassive · 1 rank · 1 point per rank
A successful Headsman's Verdict execution restores 10% of your maximum HP. No heal on a failed attempt. This health-pool heal has no extra WIS/STR multiplier and is not damage-based lifesteal from an artificially huge execute packet.
Prerequisites: Headsman's Verdict
Authored reference · Berserker V3
Rampaging Executionpassive · 1 rank · 1 point per rank
After a successful Headsman's Verdict execution, gain 10% movement speed for 5s, refreshing but not stacking. This helps reach the next target rather than refunding health. Player executions still fully reset the cooldown; PvE executions set it TO 30s remaining. A normal fallback-damage hit or kill grants no execution reward.
Prerequisites: Headsman's Verdict
Authored reference · Berserker V3
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