Berserker

Berserker is an independent combat guild built around Fury, Frenzy, Madness, Vex training, and permanent scars.

Berserkers turn pain, fear, and bad odds into weaponized fury. They feed violence until it becomes a machine: build Fury, break into Frenzy, and keep Madness from taking the wheel.

In Play

Berserker starts simple.

  • Fight and kill to build Fury
  • Fury crests into Frenzy
  • Frenzy tears through the enemy
  • Vent, crash, recover, and start again

Mastery means riding Frenzy instead of ending it. Kills and heavy hits keep Fury moving. Staying in Frenzy builds Madness. Madness makes Frenzy stronger, opens harder effects, and raises the cost of losing control. A strong Berserker keeps Madness high enough to matter and low enough to survive.

Fury

Fury is the fuel. It rises from combat and falls when the Berserker vents, crashes, waits too long, or loses the chain of violence.

It can be tracked on the monitor bar if enabled (bstatus fury on) and ranges from 0 to 100.

Fury rises from:

  • Taking damage
  • Landing heavy hits
  • Killing enemies
  • Being outnumbered
  • Suffering a status condition
  • Berserker skills

When Fury crests, Berserker Frenzy opens.

Automatic Frenzy performs five attacks, two seconds apart, and drains the entire Fury bar. Fury generation is suppressed until the barrage ends. The Berserker monitor shows the remaining Frenzy pulses and time, and reports when the Frenzy ends.

Frenzy

Frenzy is the Berserker's signature state and is available once Fury reaches its maximum. Initially, this presents as a barrage of attacks that happen automatically. This drains Fury, and prevents new Fury from being generated for a short duration.

Berserkers learn to hold onto Frenzy and release it by choice. This is Directed Frenzy.

While using Directed Frenzy mode, a Berserker who holds maximum Fury for too long gains Madness.

Directed Frenzy is unlocked through the Momentum Vex branch. Use frenzymode directed, frenzymode automatic, and frenzymode release to control it.

Madness

Madness is a measure of a Berserker that has given in to their rage. With Fury at its maximum, any additional Fury is tracked toward Madness, with each additional 100 Fury gained granting one level of Madness (up to 5).

It can be tracked on the monitor bar if enabled (bstatus madness on).

Madness falls when:

  • The Berserker uses vent
  • Frenzy ends naturally
  • The Berserker leaves combat and remains calm
  • Certain guild skills spend Madness
  • Certain supernatural or alchemical effects soothe rage

Madness rises when:

  • Fury would be gained while already at maximum Fury
  • The Berserker scores a killing blow during Directed Frenzy
  • The Berserker takes a large single hit while at maximum Fury
  • The Berserker is stunned, paralyzed, feared, poisoned, or otherwise impaired
  • The Berserker remains at maximum Fury without venting

The effects of each level are cumulative unless otherwise noted.

Madness Level 0

  • vent: At the cost of SP, the Berserker dumps all Fury and Madness
  • No passive Madness benefits or checks

Madness Level 1

  • The Berserker gains minor passive damage resistance against weapon damage
  • Berserker guild skills no longer consume Fury
  • The Berserker occasionally suffers a Concentration block
  • Dropping out of Madness gives a temporary stat penalty

Madness Level 2

  • The Berserker cannot flee while actively fighting; normal movement returns when combat ends
  • Berserker abilities remain usable while this no-flee restriction is active
  • Weapon damage resistance improves
  • Critical hit damage bonus
  • vent cost increases and reserves some SP

Madness Level 3

  • The Berserker occasionally resists stun and paralysis effects
  • Weapon damage resistance improves
  • Chance to answer a weapon hit with one targeted main-hand or unarmed attack without changing combat targets
  • vent has a real failure chance

Madness Level 4

  • Critical hit damage bonus
  • Each main-hand attack has a 15% chance to gain at least one extra swing, a 4% chance to gain at least two, a 1% chance to gain at least three, and a 0.25% chance to gain four. One roll selects the whole long-tail result
  • Momentum mastery improves every tier of that swing distribution; Madness 5 raises the baseline chances to 20%, 6%, 2%, and 0.5%
  • High chance to lash out and attack random targets

Madness Level 5

Upon reaching Madness level 5, the Berserker loses control.

At this stage:

  • Weapon damage resistance improves
  • Higher chance to resist stun and paralysis effects
  • The Berserker remains Exposed
  • Outside combat, the Berserker suffers 2% of maximum health as blunt damage every 10 seconds until Madness falls below 5. A sufficiently strong Black Scar reduces or suppresses this damage
  • Attacks can apply Exposed

Scars

When Berserkers meet certain conditions, they receive a permanent mark on their body. They record what the Berserker survived and change what the Berserker becomes.

Scar TypeEarned By
Blood ScarKilling while badly wounded
Iron ScarSurviving stuns, knockdowns, or heavy hits
Packbreaker ScarWinning while outnumbered
Frenzy ScarHolding Frenzy through multiple kills
Black ScarReaching max Madness

Scars are permanent once earned. Training Flare allows one scar at a time to be activated for 60 seconds, increasing to 75 seconds at higher rank:

The full-strength duration appears as Flared Scar in the buffs display. At sufficient Defiance mastery, its residual benefit continues quietly until the Flare cooldown ends.

  • Blood heals 8% of damage dealt at full scar strength, capped at 5% of maximum health per hit. Blood mastery 30 raises those values to 10% and 7%
  • Iron increases weapon and control resistance
  • Packbreaker improves combat performance while outnumbered
  • Frenzy adds one pulse to the barrage, or two while fully flared, without increasing total Fury drain
  • Black reduces Madness 5's out-of-combat self-damage and suppresses it at full strength

Vex Training

Berserker uses an independent, uncapped Berserker Rank. Its normal guild level remains at 1 for membership and dual-guild compatibility, so Berserker progression does not consume another guild's advancement allowance.

Rank starts at 1 and grants one Vex per Rank. XP required for the next Rank is:

250 + (3 * current Berserker Rank * current Berserker Rank)

Berserker XP is awarded automatically for meaningful NPC kills while Berserker is the active guild. The Berserker must land the killing blow or be listed among the killers after dealing at least 10% of the victim's maximum health. Pets, players, zero-XP NPCs, and enemies ten or more levels below the Berserker award none. The standard player kill tracker scales awards when too many recent kills come from the same area, encouraging varied hunting without eventually stopping combat XP altogether. Bosses are exempt from this scaling.

The Darkwind trainer also supports convert berserker <normal-xp|next> outside combat. The conversion rate begins at 1000 + (2 * Berserker Rank * Berserker Rank) normal XP per Berserker XP. bstatus shows the current rate.

The 19 core nodes each have five ranks, making a 95-Vex core journey:

BloodMomentumDefiance
EnrageBatterShrug
RendChain ViolenceThick Hide
Deep WoundsStompRepress
RuptureDemoralizing ShoutScar Attunement
Blood PriceDirected FrenzyIron Will
Primal StrikeRelentlessFlare
Roar

Nodes in each column must be learned from top to bottom. A node cannot exceed the rank of its predecessor. Use vex tree, vex info <node>, and vex train <node> to inspect and raise them.

Completing every node in a branch unlocks vex mastery <branch>. Branch mastery is uncapped:

  • Mastery 1-10 grants 1% branch strength per point
  • Mastery 11-20 grants 0.5% per point
  • Mastery 21-30 grants 0.25% per point
  • Mastery above 30 grants prestige rather than additional combat power
  • Milestone effects unlock at mastery 10, 20, and 30

Blood mastery improves Blood skills and wounds, Momentum mastery improves Momentum skills and Frenzy, and Defiance mastery improves healing, control breaks, resistance, and scar use.

Thick Hide's listed 2-10% weapon resistance is its full-health baseline before mastery while Mad. The bonus grows as health falls and reaches twice the listed value at 25% health or lower.

Use retrain vex confirm at the trainer outside combat to refund all core and mastery Vex for an escalating fee. Rank, XP, scars, and preferences remain; current rage and active scar state are cleared.

Abilities

AbilityUse
VentSpends SP to clear Fury and Madness outside combat
InciteCreates a visible timed effect that drains 2 SP and grants 4 Fury per heartbeat while fighting
WildrageGrants the main weapon a temporary chaos-damage proc for three minutes plus six seconds per level, capped at ten minutes
Heave / SheaveHeave converts weapon weight and Constitution into damage with a chance to break the weapon; Sheave uses a worn shield for slightly less damage without damaging it
EnrageSpend 8% maximum HP to gain Fury and attack; rank 3 lowers the cost to 6%, and Blood Price rank 3 makes its Fury bonus unconditional
RendSavage weapon strike that applies Bleeding; its final rank can deepen existing Bleeding
BatterQuick hit that grows stronger when chained
RuptureConsumes Bleeding strength and remaining duration for burst damage
ShrugBreaks entanglement or stun, with better odds at high Madness
StompSlams the ground to disrupt a target; at Madness 3+, it automatically spends one Madness for a Chaos DoT
Demoralizing ShoutDomain-wide battle cry that briefly weakens nearby enemies
RoarApplies Exposed to a target; rank 5 affects and engages every valid enemy in the room
Primal StrikeSpends one Madness and adds Strength to its damage; later ranks increase damage, shorten its cooldown, and can apply Exposed for fourteen seconds
FlareSpends HP to wake a scar and gain its benefit
RepressBurns Madness for quick healing and a random drawback

Fury Commands

CommandUse
berserk, ber, eberserk, eberSpeaks on the Berserker channel
berserkers, bers, berksGet a list of current Berserkers online
bhistReviews recent Berserker channel history

Armour

Berserkers may wear light, medium, or heavy armour, including shields, in any material. Individual items can still enforce their own level, race, size, or slot restrictions. Use berhelp armour in game for the concise version.

Utility Commands

CommandUse
berskills [available]Lists ability commands, costs, cooldowns, and Vex training
bstatusShows Rank/XP, Vex, Fury, Madness, Frenzy, Incite, Batter chain, conversion rate, and monitor settings
bstatus fury\|madness on\|offControls Fury or Madness monitor output
frenzymode automatic\|directed\|releaseControls Frenzy behavior
vex tree\|info\|train\|masteryReviews or trains Vex nodes and mastery
scarsLists permanent and active scars