Amulet of rage
|An amulet that enables its wearer to attempt to enter a state of berserk rage.|
Wearing an amulet of rage allows you to go berserk at will. This vastly increases your combat capabilities for a short while, but leaves you penalized afterwards (see the berserk article for more details).
Success Rate: 50 + 2×Evocations > (3d100)/3
Cost: 2 MP, and you lose 600 nutrition when it ends
Formicids, mummies, and ghouls can never go berserk, and thus have no use for this amulet. Vampires that are Thirsty or worse also cannot go berserk, nor can other species that are Near Starving. Cheibriados disapproves of going berserk and will impose penance upon followers that do so.
For users with a decent Evocations skill, this amulet is a reliable and renewable source of berserking. For non-Trog followers, this is amazingly useful, especially in the early game. Even without Evocations skill, however, it is far from useless; at no skill, you have a 50% chance of activating it. Simply start making activation attempts when the enemy is two or three tiles away, and if you activate early, simply pass a turn or move to meet it. This will reduce the duration of your berserk slightly, but you should still have plenty of time to crush your opponent. See the Berserk article for advice on intelligent berserking.
Be aware that in rare cases monsters can use amulets of rage against you, if they happened to find one somewhere.
- Prior to 0.15, wearing this amulet had a tiny chance of extending your berserk each time you killed an enemy.
- Prior to 0.11, this amulet also decreased the odds of you passing out after your berserk state ends.