Berserk

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Version 0.11: This article may not be up to date for the latest stable release of Crawl.


Berserk is a condition 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.

A berserk rage nominally lasts 20 - 40 turns, but this duration decreases rapidly if you do anything except for fighting or butchering.

Pros

  • Current and max HP increase by 150%.
  • Might (+5 strength, +1d10 melee attack damage).
  • Haste.
  • Monsters Only: Immunity to fear.

Cons

  • Cannot do anything except for attacking, moving, butchering corpses, praying, or eating
  • Leaves you slow and exhausted after it ends, preventing repeated berserks.
    • This exhaustion is the same as the condition that follows use of the Death's Door spell, preventing use of that as well.
  • Occasionally makes you "pass out" (essentially paralysis) for a few turns after it ends (1 in (10 + 25 per rank of the Angry mutation).
  • Costs you 600 satiation per use.
  • Cannot trigger if you are Very Hungry or worse.
    • Mummies and ghouls can never go berserk. Vampires must be at least Full in order to do so.
    • Followers of Cheibriados may wish to avoid berserk, as he dislikes the Haste effect it causes. If you go berserk unintentionally while following him, he will cancel the Haste effect.
  • Sets your stealth to 0, and causes you to make lots of noise when opening doors (You throw open the door with a bang!).

Sources

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 followers receive several divine benefits to all of their berserk rages, regardless of the source; the berserker has a (piety/10)% chance of extending the berserk by 4 - 13 turns each time he kills something, and you receive an additional (piety/1.5)% chance of staying conscious when you would normally pass out.

Amulet of Rage

Wearing an amulet of rage (or any randart with the +Rage intrinsic) allows you to go berserk as an ability. When used successfully, you berserk as normal, but with a 3.33% chance of extending your berserk with each kill. It has a (50 + (2 × Evocations))% success rate, and costs 2 MP along with the standard satiation cost.

Berserkitis

If you have the Angry mutation or a piece of equipment with the *RAGE intrinsic, you may 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 berserking. The chance of this happening due to equipment varies between items. Because there are many situations in which berserking is a terrible idea, berserkitis is generally seen as a dangerous trait to have.

Potion of Berserk Rage

Quaffing a potion of berserk rage will immediately make you go berserk. Because potions grant you 40 nutrition, this is technically the cheapest source of berserk in the game.

Battlelust Card

If you draw a Battlelust card at power level 1, you will go berserk in 10 auts (usually 1 turn).

Moth of Wrath

The bite of a moth of wrath may cause you to go berserk. Monsters near it will also occasionally go berserk.

Miscast Effects

Miscast effects from the Charms and Hexes magic schools may make you berserk. This includes those suffered while exploring Hell.

Xom

Xom may decide to make you berserk. This may occasionally be in a situation where you actually wanted to go berserk. You will never pass out afterwards.

Preventing Berserk

The following all prevent you from going berserk.

Strategy

Bear in mind that berserk characters have zero stealth. While this might make no difference to a rampaging troll or minotaur in full plate armour, stealthier characters might want to be careful about berserking 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 the berserk runs out first.

A potion of speed or other source of Haste will counter the slowing - an excellent tactic if you find yourself exhausted while still in combat. Elyvilon's Purification ability is also effective.

If none of these options are available, think carefully before going berserk. It's a good idea to retreat to an open-area staircase beforehand so you can escape in case a monster approaches while you're 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.

History

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 in 0.9.

External links