Difference between revisions of "Berserk"

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'''Berserk''' is a [[status effect]] which fills you with overwhelming rage, making you significantly deadlier in combat but unable to do almost anything else. Afterwards, you are left severely handicapped as you recover from your overexertion. Used correctly, a [[berserker]] can overcome challenges far beyond its level. Used improperly, it'll leave you seriously weakened just as things are at their most dangerous.
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{{flavour|You are hasted, deal increased damage in melee combat, and have increased health, but are unable to make most actions other than moving or attacking. The status will wear off very quickly unless you are attacking other monsters, and when it expires you will be slowed and unable to berserk again for a short duration.}}
  
A berserk rage nominally lasts 20 - 40 turns, but this duration decreases rapidly if you do anything except for fighting, lasting as few as 3 turns if you don't do any fighting at all.
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'''Berserk''' is a [[status effect]] which fills you with overwhelming rage. It makes you significantly deadlier in combat, but disables most actions. Afterwards, you are left severely handicapped.
  
==Pros==
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==Useful Info==
 +
Berserk has the following effects:
 +
 
 +
'''Pros'''
 
*Current and max [[HP]] increase by 50%
 
*Current and max [[HP]] increase by 50%
*[[Might]] (+5 [[strength]], +1d10 melee attack damage)
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*[[Might]] (+1d10 melee attack damage)
*[[Haste]]
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*[[Haste]] (+50% action speed)
 
*Immunity to [[sleep]]
 
*Immunity to [[sleep]]
  
Monsters also get immunity to [[fear]], and might gives them +50% damage instead of +1d10.
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'''Cons'''
 +
*Cannot do anything except for attacking, moving, opening or closing [[door]]s, shouting, and wielding, unwielding, dropping, or picking up items.
 +
**Doing anything but attacking will reduce the duration further.
 +
*Sets your [[stealth]] score to 0.
 +
*Causes you to make lots of [[noise]] when opening [[door]]s (''You throw open the door with a bang!'').
  
==Cons==
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Monsters also get immunity to [[fear]], and gain +50% damage instead of +1d10, but don't get the HP boost.
*Cannot do anything except for attacking, moving, butchering corpses, eating, opening or closing doors, shouting, and wielding, unwielding, dropping, or picking up items.
 
*Leaves you [[slow]] and gives the -Berserk status effect after it ends, preventing repeated rages.
 
*Occasionally makes you "pass out" (essentially [[paralysis]]) for a few turns after it ends (10% chance, lower with the [[berserk (mutation)|berserk mutation]] or Trog).
 
*Costs you 600 [[satiation]] per use.
 
*Cannot trigger if you are Near Starving or worse.
 
**[[Mummies]], [[ghoul]]s, and [[formicid]]s can never go berserk. [[Vampire]]s must be at least Satiated in order to do so.
 
*Sets your [[stealth]] to 0, and causes you to make lots of [[noise]] when opening [[door]]s (''You throw open the door with a bang!'').
 
*Followers of [[Cheibriados]] may wish to avoid going berserk, as it dislikes the associated Haste effect. If you go berserk while following Cheibriados, the Haste effect will be negated, but everything else will still function as normal. If going berserk was intentional, you will also lose piety and be placed in [[penance]]; in an emergency, the benefits of a free [[Might]] may outweigh drawbacks of penance.
 
  
==Sources==
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Once it ends, you are left [[slow]]ed for <code>12 + 2d12</code> turns. You also get the -Berserk status for twice as long, preventing repeated rages.<ref>{{source ref|0.31.0|player.cc|8560}}</ref>
===Trog===
 
The simplest way to get access to berserk is to worship [[Trog]], who grants it to users as an ability once they hit one * of [[piety]]. This ability costs an additional 200 - 400 satiation per use (bringing the total cost to 800 - 1000), but it never fails and requires no other resources. Also, Trog's followers receive several divine benefits to all of their berserk rages, regardless of the source; you have a (piety/10)% chance of extending the berserk by 4 - 13 turns each time you kill something, and you receive an additional (piety/1.5)% chance of staying conscious when you would normally pass out.
 
  
===Amulet of Rage===
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===Duration===
Wearing an [[amulet of rage]] (or any [[randart]] with the +Rage intrinsic) allows you to go berserk as an ability. It's success rate increases with evocation skill (50% with no skill) and costs 2 [[MP]] along with the standard hunger cost.
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By default, berserk has a duration of <code>(19 + 1d19) / 2</code> turns (10-19 turns, weighted towards 15).<ref>{{source ref|0.31.0|player-act.cc|828}}</ref> However, doing anything but attack will quickly reduce the duration, lasting as few as 3 turns if you do nothing.
  
===Berserk mutation===
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[[Trog]] enhances berserk. Regardless of the source, you have a <code>piety/10</code>% chance of extending your rage by 4 - 13 turns each time you kill something.
If you have the [[Bad mutations#Berserk|Berserk]] mutation or a piece of equipment with the *RAGE intrinsic, you may automatically go berserk each time that you hit an enemy in melee or take damage. The chance of this happening due to the mutation rises with each rank of the mutation (1% / 3% / 9%), but more ranks also dramatically reduces the odds of you passing out from your rage ending; the normal 10% chance is reduced to roughly 3%, 2%, or 1.5%. Each piece of berserkitis equipment has its own chance of activation, making some items significantly more dangerous than others. Because there are many situations in which going berserk is a terrible idea, berserkitis is generally seen as a dangerous trait to have.
 
  
===Potion of Berserk Rage===
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===Restrictions===
Quaffing a [[potion of berserk rage]] will immediately make you go berserk.
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[[Formicid]]s and the [[undead]] ([[Ghoul]], [[Mummy]], bloodless [[Vampire]], those in [[Death Form]]) are unable to berserk. Players under -Berserk, [[Cause Fear|fear]], [[mesmerise]], or [[Death's Door]] are also unable.<ref>{{source ref|0.31.0|player-act.cc|851}}</ref> (Wielding the [[obsidian axe]] lets you berserk while mesmerised.)
  
===Moth of Wrath===
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[[Cheibriados]] allows berserking, but suppresses the haste effect of berserk.
The bite of a [[moth of wrath]] may cause you to go berserk. Moths of wrath may also send other creatures near them (but not necessarily adjacent to them) berserk.
 
  
===Miscast Effects===
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Having [[clarity]] will prevent unintentional berserk, but you can still use potions or [[Trog]]'s ability to berserk yourself.
[[Miscast effect]]s from the [[Charms]] magic school may make you berserk. This includes those suffered while exploring [[Hell]].
 
  
===Xom===
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Berserk does not stack with other sources of might or haste.
[[Xom]] may decide to make you go berserk. It may even be kind enough to do so in situations where being berserk is helpful! Of course, it may also decide to make your enemies berserk...
 
  
==Preventing Berserk==
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==Sources==
The following all prevent you from going berserk<ref>{{source ref|0.23.0|player-act.cc|766}}</ref>:
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'''Intentional'''
*[[Clarity]] prevents unintentionally going berserk (berserkitis, moths of wrath, etc.) while still allowing voluntary rages.
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*[[Potions of berserk rage]].
*Having recently been berserk (-Berserk status effect)
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*[[Trog]]'s Berserk ability.
*Being a [[mummy]], [[ghoul]], [[formicid]], [[Necromutation|lich]], or Thirsty [[vampire]].
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*Being [[hunger|Near Starving]] or worse.
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'''Unintentional'''
*Being under the effect of [[Cause Fear#Monster Version|Fear]] or [[Mesmerise]]
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*Items with *Rage or [[wrath]] ego have a chance to inflict berserk whenever you make a melee attack. Most items have a 20% chance, but certain [[unrand]]s have a 50% chance.
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*The [[Bad mutations#Berserk|Berserk]] mutation has a chance (3% or 9%) to inflict berserk, like items of *Rage.
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*Getting attacked by a [[moth of wrath]].
 +
*[[Chaos]] effects and [[Xom]]
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*When a player is hit by a [[datura]] dart, you are sent berserk.
  
 
==Strategy==
 
==Strategy==
*Don't assume that nimble, dexterous characters armed with [[short blades]] have less to gain from going berserk than a lumbering brute with a massive weapon; the +1d10 damage per hit applies to light and heavy weapons equally. The faster you hit your enemy, the more free damage you apply.
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Berserk is an inherently risky status. If you can't defeat your opponent in time, you'll be [[slow]]ed (and likely stuck at low HP) while next to the enemy. Moreover, while you're berserk, you cannot use valuable [[potion]]s, [[scroll]]s, or [[god]] abilities until it runs out. Not even [[Trog]]'s abilities can be used while berserking.
*Bear in mind that berserk characters have zero stealth. While this might make no difference to a rampaging [[troll]] or [[minotaur]] in [[crystal plate armour]], stealthier characters might want to be careful about going  berserk near enemies that aren't yet aware of them; doing so may draw more enemies into combat than you can handle at once, especially if your rage runs out mid-fight.
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*A [[potion of haste]] will counter the post-berserk slowness, which can be useful if your berserk wears out while you're still in combat with dangerous enemies. [[Elyvilon]]'s Purification ability and [[Ru]]'s Draw Out Power are also effective.
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At the same time, berserk gives a lot of power, allowing you to win fights. Don't assume that ''only'' heavy melee brutes use berserk. Nimble, dexterous characters with [[Short Blades]] benefit from the flat +1d10 damage; the faster you attack, the more 1d10 damage boosts you apply. Even casters, ''in the early game'', can use berserk as a last-ditch resort.
*If none of these options are available, think carefully before going berserk. It's a good idea to lure enemies to an already-cleared area with a staircase leading up before starting your rage so you can escape in case a monster approaches while you're still slowed. Summoning allies (incidentally, another of Trog's given powers) also increases your chances of survival if your rage expires while you are still in combat.
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*Ranged weapon users should switch to a melee weapon before going berserk, as you can't shoot while raging.
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Berserking is best done with the following precautions:
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*Be on top of, or very close to (no more than 2 tiles away), an [[stairs|upstair]]. If new monsters appear, or if the fight is going poorly, you can always [[stair dance]] the monster up. Try luring monsters to a staircase before activating berserk.
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*If you're going to berserk, do it early. Berserking at 50% HP is likely to be fatal.
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*You shouldn't berserk enemies that can [[blink]]. As time spent chasing a blinking enemy is time spent not attacking, the berserk will run out.
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Take these precautions with a grain of salt. If you don't have a better option, e.g. when against a D:3 [[water moccasin]] as a melee character, go berserk; being near a staircase does not matter in these situations.
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You can negate the slow by having [[haste]], quaffing a [[potion of cancellation]], or using a few god abilities ([[Elyvilon]]'s Purification, [[Ru]]'s Draw Out Power). Even this can be a liability, since it'll take 1.5 turns to cure the slowing.
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===Tips & Tricks===
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*Keep in mind that berserk sets your [[stealth]] to 0. A [[Minotaur]] or [[Troll]] in heavy armour probably won't care, but stealthier characters should berserk in explored areas, and shouldn't try to berserk-stab things.
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*[[Summon]]ing allies (incidentally, another of Trog's abilities) will increase your chance of survival if the rage expires early.
 +
*You can't cast spells or fire [[Ranged Weapons]] while berserk.
  
 
==History==
 
==History==
*Prior to [[0.20]], berserk gave the [[exhausted]] status effect after wearing off instead of -Berserk. This only mattered if you could cast [[Death's Door]] or had access to one of [[Ru]]'s active abilities. Also, players and monsters were unable to (un)wield things while berserk.
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{{CBA|0.33|berserking players will be immune to [[fear]].}}
*Prior to [[0.19]], butchering corpses would sustain your rage the same way as attacking. Also, players could not go berserk if they were Very Hungry or worse.
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*Prior to [[0.28]], some [[artefact]]s let you manually invoke berserk, but *Rage only provided a 5% chance to berserk. [[Cheibriados]] forbid intentional berserk, but still suppressed [[haste]] from berserk forced on you.
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*In [[0.27|0.27.1]] only, [[Clarity]] did not prevent berserk from *Rage.
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*Prior to [[0.27]], berserking had a chance to paralyze you after it ends, and both [[Trog]] and berserkitis would protect you from it.
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*Prior to [[0.26]], the high hunger cost made it prohibitive to constantly go berserk.
 +
*Prior to [[0.25]], there were two more sources of the berserk effect: [[amulet of rage]] and [[miscast effect]]s from the [[Charms]] magic school. Also, berserk gave the player a +5 bonus to [[Strength]].
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*Prior to [[0.20]], berserk gave the [[exhausted]] status effect after wearing off instead of -Berserk, which also stopped [[Death's Door]] and [[Ru]]'s active abilities. Also, players and monsters were unable to (un)wield things while berserk.
 +
*Prior to [[0.19]], players could not go berserk if they were Very Hungry or worse; the hunger cost was applied at the end. Also, butchering corpses would sustain your rage the same way as attacking.
 
*Prior to [[0.11]], an amulet of rage also reduced the risk of you passing out after your berserk ended.
 
*Prior to [[0.11]], an amulet of rage also reduced the risk of you passing out after your berserk ended.
 
*The [[Berserker Rage]] spell used to allow the caster to go berserk at will (and reduced the risk of passing out afterwards), but it was removed from the spells players could use in [[0.9]].
 
*The [[Berserker Rage]] spell used to allow the caster to go berserk at will (and reduced the risk of passing out afterwards), but it was removed from the spells players could use in [[0.9]].
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*Prior to [[0.9]], Berserk made players 2* as fast.
  
 
==References==
 
==References==

Latest revision as of 14:58, 16 September 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
You are hasted, deal increased damage in melee combat, and have increased health, but are unable to make most actions other than moving or attacking. The status will wear off very quickly unless you are attacking other monsters, and when it expires you will be slowed and unable to berserk again for a short duration.

Berserk is a status effect which fills you with overwhelming rage. It makes you significantly deadlier in combat, but disables most actions. Afterwards, you are left severely handicapped.

Useful Info

Berserk has the following effects:

Pros

  • Current and max HP increase by 50%
  • Might (+1d10 melee attack damage)
  • Haste (+50% action speed)
  • Immunity to sleep

Cons

  • Cannot do anything except for attacking, moving, opening or closing doors, shouting, and wielding, unwielding, dropping, or picking up items.
    • Doing anything but attacking will reduce the duration further.
  • Sets your stealth score to 0.
  • Causes you to make lots of noise when opening doors (You throw open the door with a bang!).

Monsters also get immunity to fear, and gain +50% damage instead of +1d10, but don't get the HP boost.

Once it ends, you are left slowed for 12 + 2d12 turns. You also get the -Berserk status for twice as long, preventing repeated rages.[1]

Duration

By default, berserk has a duration of (19 + 1d19) / 2 turns (10-19 turns, weighted towards 15).[2] However, doing anything but attack will quickly reduce the duration, lasting as few as 3 turns if you do nothing.

Trog enhances berserk. Regardless of the source, you have a piety/10% chance of extending your rage by 4 - 13 turns each time you kill something.

Restrictions

Formicids and the undead (Ghoul, Mummy, bloodless Vampire, those in Death Form) are unable to berserk. Players under -Berserk, fear, mesmerise, or Death's Door are also unable.[3] (Wielding the obsidian axe lets you berserk while mesmerised.)

Cheibriados allows berserking, but suppresses the haste effect of berserk.

Having clarity will prevent unintentional berserk, but you can still use potions or Trog's ability to berserk yourself.

Berserk does not stack with other sources of might or haste.

Sources

Intentional

Unintentional

  • Items with *Rage or wrath ego have a chance to inflict berserk whenever you make a melee attack. Most items have a 20% chance, but certain unrands have a 50% chance.
  • The Berserk mutation has a chance (3% or 9%) to inflict berserk, like items of *Rage.
  • Getting attacked by a moth of wrath.
  • Chaos effects and Xom
  • When a player is hit by a datura dart, you are sent berserk.

Strategy

Berserk is an inherently risky status. If you can't defeat your opponent in time, you'll be slowed (and likely stuck at low HP) while next to the enemy. Moreover, while you're berserk, you cannot use valuable potions, scrolls, or god abilities until it runs out. Not even Trog's abilities can be used while berserking.

At the same time, berserk gives a lot of power, allowing you to win fights. Don't assume that only heavy melee brutes use berserk. Nimble, dexterous characters with Short Blades benefit from the flat +1d10 damage; the faster you attack, the more 1d10 damage boosts you apply. Even casters, in the early game, can use berserk as a last-ditch resort.

Berserking is best done with the following precautions:

  • Be on top of, or very close to (no more than 2 tiles away), an upstair. If new monsters appear, or if the fight is going poorly, you can always stair dance the monster up. Try luring monsters to a staircase before activating berserk.
  • If you're going to berserk, do it early. Berserking at 50% HP is likely to be fatal.
  • You shouldn't berserk enemies that can blink. As time spent chasing a blinking enemy is time spent not attacking, the berserk will run out.

Take these precautions with a grain of salt. If you don't have a better option, e.g. when against a D:3 water moccasin as a melee character, go berserk; being near a staircase does not matter in these situations.

You can negate the slow by having haste, quaffing a potion of cancellation, or using a few god abilities (Elyvilon's Purification, Ru's Draw Out Power). Even this can be a liability, since it'll take 1.5 turns to cure the slowing.

Tips & Tricks

  • Keep in mind that berserk sets your stealth to 0. A Minotaur or Troll in heavy armour probably won't care, but stealthier characters should berserk in explored areas, and shouldn't try to berserk-stab things.
  • Summoning allies (incidentally, another of Trog's abilities) will increase your chance of survival if the rage expires early.
  • You can't cast spells or fire Ranged Weapons while berserk.

History

  • In 0.33, berserking players will be immune to fear.
  • Prior to 0.28, some artefacts let you manually invoke berserk, but *Rage only provided a 5% chance to berserk. Cheibriados forbid intentional berserk, but still suppressed haste from berserk forced on you.
  • In 0.27.1 only, Clarity did not prevent berserk from *Rage.
  • Prior to 0.27, berserking had a chance to paralyze you after it ends, and both Trog and berserkitis would protect you from it.
  • Prior to 0.26, the high hunger cost made it prohibitive to constantly go berserk.
  • Prior to 0.25, there were two more sources of the berserk effect: amulet of rage and miscast effects from the Charms magic school. Also, berserk gave the player a +5 bonus to Strength.
  • Prior to 0.20, berserk gave the exhausted status effect after wearing off instead of -Berserk, which also stopped Death's Door and Ru's active abilities. Also, players and monsters were unable to (un)wield things while berserk.
  • Prior to 0.19, players could not go berserk if they were Very Hungry or worse; the hunger cost was applied at the end. Also, butchering corpses would sustain your rage the same way as attacking.
  • Prior to 0.11, an amulet of rage also reduced the risk of you passing out after your berserk ended.
  • The Berserker Rage spell used to allow the caster to go berserk at will (and reduced the risk of passing out afterwards), but it was removed from the spells players could use in 0.9.
  • Prior to 0.9, Berserk made players 2* as fast.

References