Berserk

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A berserking Barbarian is able to push through physical pain and increase his/her strength and stamina. The barbarian could literally die on his/her feet when the battle rage wears off.[1]

Berserks are the primary and most primal manifestation of a Barbarian's Inner Fire. By releasing the rage that lurks in their hearts, Barbarians are able to continue fighting long past where others would drop from exhaustion or wounds. But, like all things, it comes with a price.

Starting Berserks

Blood- 2nd circle, learnable from any guildleader. Boosts offensive combat. Stone- 5th circle, learnable from any guildleader. Boosts defensive combat.

Benefits

  • According to GMs, many provide an amount of damage reduction, though no method to test the amount provided by each has been formulated.
  • Compared to Dances, Berserks provide a much smaller boost to a greater number of skills.

Penalties

  • The first and most problematic of the penalties is that, when under the affects of a Berserk, the world becomes blurry behind a curtain of blood red, with only your enemies being important enough to note:
Your world is a crimson haze. Shapes and figures loom out of the bloody fog as you seek your next kill.
  • The second penalty is that with the exception of Nightmare, Cyclone, and Grave, Berserks do not allow RETREATing or FLEEing.

Ending Berserks

?

List of Berserks

Berserk Name Circle Required Able to Retreat?
Berserk Blood 2nd No
Berserk Stone 5th No
Berserk Nightmare 12th Yes
Berserk Flame 20th No
Berserk Cyclone 35th Yes
Berserk Steel 50th No
Berserk Grave 70th Yes
Berserk Kuniyo 100th No
Berserk Everild 120th No
Berserk Trothfang 150th No

Additional Notes

At 80th circle, if you have enough Inner Fire, you are able to berserk out of a battle dance. At 180th it has been proposed that it will be possible to Berserk AND Dance at the same time.

Also See

References