Berserker
Berserker | Berserker Mercenary Tag | ||
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These tags are available to mercenaries that have taken the berserker specialization. Their abilities may be displayed with the Abilities command.
Berserker tags may be learned from Hurik in Kemstead. | |||
Name | Requirements | Cost | Description |
Anti-Magick Aura | Berserker Primary Specialization | Variable | Mercenaries with that take berserker as their primary specialization are surrounded by an anti-magick aura, prohibiting them from using magick but allowing the berserker an additional chance to absorb any spell with its gnosis. This ability consumes essence when a spell is absorbed. |
Frenzy | 20 Conditioning | 10 Stamina | Allows the mercenary to fly into a frenzy, bursting its magic absorb or losing its berserker secondary resistances, receiving a physical bonus to Strength and Endurance. When the frenzy is over, the mercenary suffers reduced stamina regeneration. The bonuses scale with the Conditioning skill and Will stat. |
Victorious Resilience | 30 Conditioning | None | Riding upon the thrill of victory, the mercenary shrugs off some damage after killing a foe. This is a damage reduction effect. |
Furious Resilience | 40 Conditioning | Passive | The mercenary's rage is so great that it shrugs off a fraction of damage while in a frenzy. Passively provides the mercenary with 4 damage reduction when it is in a rage, and 2 damage reduction when it is not raging. |
Unstoppable Rage | 50 Melee | Passive | Passively reduces the durations of disables by 4 seconds when the mercenary is in a rage, and by 2 when not raging. This can completely mitigate a stun effect. |
Wallop | 60 Melee | 5 Stamina | The mercenary hits its opponent so hard that it stuns the foe. A successful roll doubles the stun. |
Momentum | 90 Melee | Passive | A successful physical attack passively provides the mercenary with a physical bonus to Melee. The bonus resets upon an unsuccessful attack. The bonus scales with Tactics and Dexterity. Also passively eliminates penalties to parrying ranged attacks with weapons and allows the mercenary to parry spellbolts with weapons, regardless of activation status. |
Bulwark | 110 Conditioning | 1 Stamina per ignore | The mercenary prepares itself for incoming blows, using its brutal toughness to grant a small chance to ignore attacks. This is a primary defensive ability. When active, Bulwark functions as body-wide armor against physical damage that scales with conditioning and endurance. This does not stack with any armor worn, but will replace bonuses from inferior armor. At level 100, this is roughly equivalent to iron plate armor. |
Bludgeon | 150 Melee | 5 Stamina | The mercenary strikes its opponent powerfully with a hybrid or power weapon, increasing all damage it receives. This is a protection-reducing effect. |
Twitch | 170 Conditioning | 10 Stamina | The mercenary flies into a frenzy, channeling its rage into increasing its dexterity and reflexes at the cost of stamina regeneration and defense once it calms down. The bonus scales with the will skill. |
Battle Cry | 210 Tactics | This ability burns stamina and grants an additional duration to the berserker's current frenzy that scales with the number of members in the berserker's group. The berserker's group members also gain half of the benefits of the berserker's current frenzy as mental bonuses. |