Hurt is fuel
Berserker
Melee Berserker / High Risk
In development
CLASS MASTERY
BERSERKER
Hurt is fuel
STR +20 DEX +0 INT -5 WIS -5 CON +0 TGH +0
Explore your path from core to capstone

Know your limits
Fuel for the Fight
Spend health to fuel your abilities. Ordinary actions use stamina. Ability costs leave you alive, even on the edge. Rage is your ultimate.
The Arsenal
Every skill, rank and requirement. Open a card to get into the details.
38 nodes
Level 1
mechanicBerserking1 rank · Free
FREE. +20 STR, -5 INT, -5 WIS; +1 STR per Berserker level. The free core grants no low-health damage bonus; invest in Blood Fury and its damage variant to gain that benefit. Direct hostile melee damage heals you for 5% under the class recovery caps. Heavy armour and ranged weapons are forbidden. When multiclassing is supported, Berserker restrictions take precedence: another class granting heavy-armour or ranged-weapon proficiency cannot override either ban. There is no movement-speed bonus for leaving the chest slot empty or avoiding heavy armour. No ranged abilities. Health costs cannot kill you. Basic offence and the leap are available at full health: you need not be hit before fighting.
Prerequisites: None
Level 2
activeReckless Leap3 ranks · 2 points per rank
Leap to reachable ground within 15m, committing 10% of current HP on launch; 20s cooldown. The 0.6s travel is interruptible, is not invulnerability and cannot pass through walls. Land in a 3m area for 60 base physical damage (STR once) and a 30% slow for 3s (shared strongest-wins rule). Available at full HP; normal path/floor validation precedes payment. Landing damage is melee ability damage, not a ranged projectile.
Rank notes: R1 30 base landing damage; R2 45; R3 60. Range, HP cost and slow unchanged.
Prerequisites: Berserking
Level 3
passiveUnstoppable Leap1 rank · 1 point per rank
Reckless Leap removes existing slows and roots when launched and cannot be interrupted during its travel. It cannot be activated while stunned or airborne; no immunity persists after landing and walls remain impassable.
Prerequisites: Reckless Leap
Exclusive with: Careless
passiveCareless1 rank · 1 point per rank
Reckless Leap pulls enemies within 5m into melee range of the Berserker. The pull stops at least 1m between capsule surfaces, never crossing walls, unsupported ledges or displacement immunity. Pulled enemies are slowed for 3 seconds. Slow strength follows Reckless Leap (currently 30%); it uses the shared strongest-wins, non-stacking slow rule, not an additional stacking movement penalty. This replaces the old double-damage and increased-damage-taken variant; it grants neither of those modifiers. Reckless Leap retains its normal damage, slow and cost.
Prerequisites: Reckless Leap
Exclusive with: Unstoppable Leap
passiveTwo-Handed Mastery3 ranks · 2 points per rank
Two-handed melee weapon damage increases by 24%. Original basic hits with two-handed weapons apply Bleed for 12 base physical damage over 6s (STR once); strongest application refreshes, never stacks. Choose axe, sword or mace specialization independently of later ability A/B choices. These bonuses add to item behaviour; they do not redefine ordinary weapon arcs or armour properties.
Rank notes: R1 +8% two-handed damage / 4 base bleed; R2 +16% / 8; R3 +24% / 12.
Prerequisites: Reckless Leap
Level 4
passiveTwo-Handed Axe Mastery3 ranks · 1 point per rank
Your two-handed axe attacks ignore an additional 15% of the target armour protection. Attacker-only penetration, not group armour shred; other classes do not inherit this class mastery bonus.
Rank notes: R1 5%; R2 10%; R3 15% armour penetration.
Prerequisites: Two-Handed Mastery
Exclusive with: Two-Handed Sword Mastery, Two-Handed Mace Mastery
passiveTwo-Handed Sword Mastery3 ranks · 1 point per rank
After resolving an active melee ability, your next two-handed sword basic hit within 4s deals 24% more physical damage. One empowerment, no stacking; passive Reaving Arc, damage-over-time and proc hits cannot re-arm it. This rewards weaving abilities into basic attacks rather than defining the sword item sweep.
Rank notes: R1 +8%; R2 +16%; R3 +24% empowered hit damage.
Prerequisites: Two-Handed Mastery
Exclusive with: Two-Handed Axe Mastery, Two-Handed Mace Mastery
passiveTwo-Handed Mace Mastery3 ranks · 1 point per rank
Original two-handed mace hits drain 9% of the target maximum stamina, at most once per target per second. This is control added by mastery, not a claim that all maces inherently drain stamina.
Rank notes: R1 3%; R2 6%; R3 9% maximum stamina drain.
Prerequisites: Two-Handed Mastery
Exclusive with: Two-Handed Axe Mastery, Two-Handed Sword Mastery
passiveTwo-Handed Momentum3 ranks · 1 point per rank
After you deal damage with a two-handed weapon attack, your two-handed attacks cost 45% less stamina for 10 seconds. Each further qualifying damaging two-handed attack refreshes the 10-second window; the reduction does not stack. Ranks grant 15% / 30% / 45% reduction. A first attack outside the window pays its normal cost, then opens the window when it deals damage. Misses and attacks dealing no damage do not trigger or refresh it. Applies only to two-handed attack stamina costs, not sprinting, dodging, blocking or ability health payments. Bleed ticks, reflected damage and passive/proc damage do not count as original two-handed attacks. One-handed attacks receive no discount and cannot refresh the window.
Rank notes: R1 15%; R2 30%; R3 45% less two-handed attack stamina cost while damage from a qualifying two-handed attack occurred within the last 10 seconds.
Prerequisites: Two-Handed Mastery
Level 5
passiveThick Skin3 ranks · 1 point per rank
Halves Chain movement penalties and grants 12 armour protection while wearing Chain. Chain remains permitted; heavy armour is forbidden regardless of multiclass permissions.
Rank notes: R1 +4 protection; R2 +8; R3 +12. Chain permission starts at rank 1.
Prerequisites: Two-Handed Mastery
Exclusive with: Iron Hide
passiveIron Hide3 ranks · 1 point per rank
Take 15% less ALL physical damage, including melee, ranged and physical damage-over-time such as Bleed. This is physical damage reduction, not armour: a physical effect bypassing armour still receives this reduction unless it explicitly bypasses damage reduction too. Does not reduce magic damage, ability health payments or true threshold executes; creates no health floor and does not suppress healing. Heavy armour remains forbidden.
Rank notes: R1 5%; R2 10%; R3 15% all-physical damage reduction.
Prerequisites: Two-Handed Mastery
Exclusive with: Thick Skin
Level 6
activeGround Slam3 ranks · 2 points per rank
After a 0.6s interruptible melee windup, smash the ground around you for 50 base physical damage (STR once) in a 5m radius and a 0.5s stagger. Costs 10 HP on impact; 20s cooldown. No projectile, remote target or must-already-be-wounded requirement.
Rank notes: R1 30 base damage; R2 40; R3 50.
Prerequisites: Two-Handed Mastery
Level 7
passiveFissure1 rank · 1 point per rank
Ground Slam radius rises from 5m to 8m and leaves broken ground for 6s, slowing enemies inside by 40%. This remains a melee-centred zone, not a ranged fissure projectile; use shared strongest-wins slow.
Prerequisites: Ground Slam
Exclusive with: Concussive Slam
passiveConcussive Slam1 rank · 1 point per rank
Ground Slam stuns for 1.5s instead of its base stagger. Uses shared stun/root diminishing returns; does not add stun and stagger together.
Prerequisites: Ground Slam
Exclusive with: Fissure
Level 8
activeFrenzy3 ranks · 2 points per rank
Instant. Spend 26% of current HP for an 8s frenzy: +50% melee damage and +50 percentage points of direct-melee lifesteal. 45s cooldown. Current-HP cost cannot kill you. Lifesteal obeys the class actual-damage, three-target and 20%-max-HP-per-second caps. Does NOT suppress healing, passive regeneration or Blood Price.
Rank notes: R1 +25% melee / +25pp lifesteal; R2 +38% / +38pp; R3 +50% / +50pp.
Prerequisites: Ground Slam
Level 9
passiveBloodletting1 rank · 1 point per rank
During Frenzy, Two-Handed Mastery Bleed applications are 50% stronger than their current-rank magnitude. They refresh the shared strongest bleed; they do NOT create five stacking bleeds. No bonus if that weapon mastery bleed does not apply.
Prerequisites: Frenzy
Exclusive with: Feeding Frenzy
passiveFeeding Frenzy1 rank · 1 point per rank
Each credited hostile combatant kill during Frenzy extends it by 3s, to at most 6 additional seconds per cast. No extension from allies, pets, summons or critters. A kill can extend each distinct eligible buff once, never recursively.
Prerequisites: Frenzy
Exclusive with: Bloodletting
Level 10
activeWar Cry3 ranks · 2 points per rank
After a 0.5s interruptible shout, enemies within 8m deal 25% less outgoing damage for 8s. Costs 10% of current HP; 45s cooldown. No base fear, flee or forced player input: the brawler wants enemies in reach. Does not stack with another War Cry; strongest magnitude refreshes.
Rank notes: R1 enemies deal 15% less damage; R2 20%; R3 25%.
Prerequisites: Frenzy
Level 11
passiveBerserker's Call1 rank · 1 point per rank
War Cry also taunts affected NPCs into attacking you for 3s and grants you 20% damage reduction for those 3s. Against players, do not force aim, movement or attacks; the base outgoing-damage debuff and your protection still apply. Taunted enemy attacks may advance passive Reaving Arc under its normal hit rules.
Prerequisites: War Cry
Exclusive with: Defiant Roar
passiveDefiant Roar1 rank · 1 point per rank
War Cry also restores 15% of your maximum HP. This self-heal scales only with your health pool, not WIS, TGH or STR. It is recovery rather than the taunt/protection option.
Prerequisites: War Cry
Exclusive with: Berserker's Call
Level 12
activeReaving Arc3 ranks · 2 points per rank
Active by default. A 0.4s interruptible spin deals physical damage based on equipped melee weapon base damage x the current-rank ability coefficient x the STR melee multiplier (applied once) to nearby enemies within 3m. Costs 8% current HP; 8s cooldown. Counts as one original melee activation for class recovery and weapon sequencing, not one activation per victim.
Rank notes: R1/R2/R3 weapon-damage coefficients: 1.0 / 1.25 / 1.5. Equipped melee weapon damage and STR apply once; passive Arc uses the same coefficients.
Prerequisites: War Cry
Level 13
passiveVengeful Arc1 rank · 1 point per rank
Reaving Arc becomes passive: each qualifying direct hostile damage hit has a 30% chance to trigger Reaving Arc damage at its current rank. A successful proc starts a 1s internal cooldown; hits during that cooldown cannot trigger or queue another proc. No hit counter, active button or HP cost. The Berserker does NOT play a spin animation: no attack lock, windup, recovery or interruption of their current attack; they can attack freely while it procs. Instead, show a VFX representation of their equipped weapon spinning around them in an arc. This visual does not move or unequip the actual weapon. Damage inherits Reaving Arc radius and current-rank weapon-damage coefficient, applying STR once; it does not inherit the active spin windup. Excludes DoT, self-cost, environmental and proc/reflect packets; passive procs cannot trigger lifesteal, another Reaving Arc or weapon sequencing.
Prerequisites: Reaving Arc
Exclusive with: Blood Reaping
passiveBlood Reaping1 rank · 1 point per rank
Reaving Arc stays active and also heals you for 30% of its actual damage dealt to at most three enemies (nearest first). No WIS/STR multiplier on the derived heal; combine with normal melee recovery before applying the shared 20%-max-HP-per-second ceiling. No overkill credit. Its active spin uses Reaving Arc weapon-damage and STR scaling; the heal benefits through actual damage dealt only.
Prerequisites: Reaving Arc
Exclusive with: Vengeful Arc
Level 14
activeBlood Price1 rank · 3 points per rank
Instant. Pay 10% of current HP, then heal each second for 6s. Each tick = 2% of CURRENT missing HP multiplied by (1 + 0.01 * max(STR, 0)). Recalculate missing HP every tick, never snapshot. 30s cooldown. Near full HP the cost outweighs recovery; at low HP this becomes worthwhile. This is a HoT, not passive regeneration: healing reduction applies, but Frenzy/Rage do not suppress it. No additional WIS, Faith, TGH, skill damage or separate CON multiplier.
Prerequisites: Reaving Arc
Level 15
passiveWilling Sacrifice1 rank · 1 point per rank
Blood Price costs half its base current-HP payment (5% instead of 10%). Tick formula and duration are unchanged; reducing payment also reduces the missing-HP boost it creates.
Prerequisites: Blood Price
Exclusive with: Blood for Blood
passiveBlood for Blood1 rank · 1 point per rank
Blood Price keeps its full health cost but also cleanses Bleed and Venom on activation. It does not clear stun, root or all debuffs, and grants no reapplication immunity. Trades efficient recovery for a reactive cleanse.
Prerequisites: Blood Price
Exclusive with: Willing Sacrifice
Level 18
passiveBlood Fury3 ranks · 2 points per rank
Requires 31 points already invested in this tree. As HP falls, gain up to 150% attack speed at 25% HP, capped below that point. The bonus ramps linearly from zero at full HP: missing-health factor = min(1, (1 - currentHP/maxHP) / 0.75). Recalculate with current health. Blood Fury itself grants no melee damage, additional lifesteal or magic resistance. Choose ONE upgrade: increased melee damage OR additional lifesteal plus magic resistance; all chosen bonuses use this same missing-health factor. The core 5% lifesteal remains separate. Maximum attack-speed bonuses by rank are +50% / +100% / +150%. Multiply the normal DEX-adjusted attack rate by (1 + the rank bonus times the missing-health factor); the rank-3 maximum is 2.5x the normal DEX-adjusted rate. This modifies attack rate, not movement speed.
Rank notes: R1 max +50% attack speed; R2 +100%; R3 +150%. Linear increase from zero at full HP to maximum at 25% HP, capped thereafter.
Prerequisites: Blood Price
Points gate: 31 points invested
Level 20
passiveBlood Fury: Damage1 rank · 1 point per rank
Blood Fury additionally grants up to +50% physical melee damage at 25% HP, using its current missing-health factor. The maximum follows the parent Blood Fury rank: +20% / +35% / +50%. This relocates the former free-core low-health damage bonus; it is not an additional copy. No added lifesteal or magic resistance from this variant. Mutually exclusive with Blood Fury: Sustain.
Prerequisites: Blood Fury
Exclusive with: Blood Fury: Sustain
passiveBlood Fury: Sustain1 rank · 1 point per rank
Blood Fury additionally grants lifesteal AND magic resistance as HP falls, both using its current missing-health factor and reaching their maximum at 25% HP. Lifesteal maximum follows parent rank: +4 / +7 / +10 percentage points, added to the core 5% and subject to the existing damage-recovery caps. Magic resistance reduces incoming magic damage, not physical damage; its R1/R2/R3 maxima are 10% / 20% / 30%, scaled by missing health and multiplied with other reductions. No low-health melee damage bonus from this variant. Mutually exclusive with Blood Fury: Damage.
Prerequisites: Blood Fury
Exclusive with: Blood Fury: Damage
Level 22
activeLast Stand1 rank · 3 points per rank
Instant reactive defence, usable below 75% HP. For 5s, take 80% less ordinary damage. No HP cost; 90s cooldown. Healing remains possible. This is mitigation, not invulnerability or a health floor: true threshold executes still kill an eligible low-HP target.
Prerequisites: Blood Fury
Points gate: 31 points invested
Level 24
passiveRooted Stance1 rank · 1 point per rank
During Last Stand, become immune to knockback, stagger and stun, but cannot move. No immunity to damage, debuffs or execute; ends with Last Stand. Existing control is not cleansed by activation. This voluntary planted stance has no hostile-root diminishing returns.
Prerequisites: Last Stand
Exclusive with: Vengeful Stand
passiveVengeful Stand1 rank · 1 point per rank
Store the damage actually prevented by Last Stand, capped at your maximum HP. When it ends while you are alive, split that stored amount among enemies within 8m as physical return damage. Each recipient mitigation applies once; no further STR, crit, lifesteal or proc scaling. No enemies means the stored damage expires.
Prerequisites: Last Stand
Exclusive with: Rooted Stance
Level 26
activeRage1 rank · 5 points per rank
ULTIMATE (exclusive with Headsman's Verdict). Instant, 8s duration; 240s cooldown. +100% physical melee damage, +30% movement speed; lose 3% maximum HP each second, refusing further ticks that would leave less than 1 HP. No need to be already wounded. Unlike V2, damage recovery, outside healing and Blood Price continue to work. No death immunity or execute protection. Fixed duration, no D20 randomness or friendly-fire rule.
Prerequisites: Last Stand
Points gate: 45 points invested
Exclusive with: Headsman's Verdict
activeHeadsman's Verdict1 rank · 5 points per rank
ULTIMATE (exclusive with Rage). Aim when using Headsman's Verdict: search a 120-degree frontal cone in the aim direction, within 3m melee reach and line of sight. Select ONE hittable enemy, prioritizing lowest HP percentage, then closest aim, then distance; this cone selects a target, it does not execute everyone inside. No hittable target means no activation, damage or cooldown. Windup is 0.6s and interruptible. Revalidate reach, line of sight and target eligibility at impact; if the selected target can no longer be hit, deal no damage and consume no cooldown. Check CURRENT HP <=20% maximum BEFORE dealing damage. If execute-eligible, kill outright; executed players are visibly marked and cannot be resurrected. A successful player execution fully resets the cooldown immediately. A successful PvE execution sets the remaining cooldown TO 30s (not a 30s subtraction from the base cooldown). If the attack hits a valid target above the threshold, deal normal non-execute damage and trigger the full 180s cooldown; fallback deals 1.5x equipped melee weapon damage with STR applied once. Do not recheck for execution after fallback damage, and an ordinary fallback-damage kill is not an execution and grants no execution reset or rewards. No HP cost. Encounter-ineligible bosses still reject targeting; ordinary armour, mitigation and death-save buffs do not defeat a valid threshold execute. Display a distinct healthbar treatment to the Berserker on enemies eligible for execution at their current health; this indicates execution eligibility, not a promise that range, line of sight or cooldown requirements are met. Every use, including after a player reset, retains its windup. Duels remain nonlethal: a 1-HP duel victory grants no execution-kill rewards.
Prerequisites: Last Stand
Points gate: 45 points invested
Exclusive with: Rage
Level 30
passiveEndless Rage1 rank · 1 point per rank
Each credited hostile combatant kill during Rage extends it by 2s (maximum +6s per cast) and grants +10% melee damage for the remaining duration (maximum three stacks). No allies, pets, summons or critters count. These bounded Rampage stacks expire with Rage; health drain continues during extensions.
Prerequisites: Rage
Exclusive with: Blind Rage
passiveBlind Rage1 rank · 1 point per rank
Rage grants an additional +100% physical melee damage, but you also take 30% more ordinary damage throughout it. Same duration, health drain and recovery rules; does not grant execute immunity.
Prerequisites: Rage
Exclusive with: Endless Rage
passiveCull1 rank · 1 point per rank
A successful Headsman's Verdict execution restores 10% of your maximum HP. No heal on a failed attempt. This health-pool heal has no extra WIS/STR multiplier and is not damage-based lifesteal from an artificially huge execute packet.
Prerequisites: Headsman's Verdict
Exclusive with: Rampaging Execution
passiveRampaging Execution1 rank · 1 point per rank
After a successful Headsman's Verdict execution, gain 10% movement speed for 5s, refreshing but not stacking. This helps reach the next target rather than refunding health. Player executions still fully reset the cooldown; PvE executions set it TO 30s remaining. A normal fallback-damage hit or kill grants no execution reward.
Prerequisites: Headsman's Verdict
Exclusive with: Cull
Berserking
FREE. +20 STR, -5 INT, -5 WIS; +1 STR per Berserker level. The free core grants no low-health damage bonus; invest in Blood Fury and its damage variant to gain that benefit. Direct hostile melee damage heals you for 5% under the class recovery caps. Heavy armour and ranged weapons are forbidden. When multiclassing is supported, Berserker restrictions take precedence: another class granting heavy-armour or ranged-weapon proficiency cannot override either ban. There is no movement-speed bonus for leaving the chest slot empty or avoiding heavy armour. No ranged abilities. Health costs cannot kill you. Basic offence and the leap are available at full health: you need not be hit before fighting.
LEVEL Granted with class
Reckless Leap
Leap to reachable ground within 15m, committing 10% of current HP on launch; 20s cooldown. The 0.6s travel is interruptible, is not invulnerability and cannot pass through walls. Land in a 3m area for 60 base physical damage (STR once) and a 30% slow for 3s (shared strongest-wins rule). Available at full HP; normal path/floor validation precedes payment. Landing damage is melee ability damage, not a ranged projectile.
R1 30 base landing damage; R2 45; R3 60. Range, HP cost and slow unchanged.
LEVEL Requires level 2
REQUIRES Berserking
Unstoppable Leap
Reckless Leap removes existing slows and roots when launched and cannot be interrupted during its travel. It cannot be activated while stunned or airborne; no immunity persists after landing and walls remain impassable.
LEVEL Requires level 3
REQUIRES Reckless Leap
EXCLUSIVE Careless
Careless
Reckless Leap pulls enemies within 5m into melee range of the Berserker. The pull stops at least 1m between capsule surfaces, never crossing walls, unsupported ledges or displacement immunity. Pulled enemies are slowed for 3 seconds. Slow strength follows Reckless Leap (currently 30%); it uses the shared strongest-wins, non-stacking slow rule, not an additional stacking movement penalty. This replaces the old double-damage and increased-damage-taken variant; it grants neither of those modifiers. Reckless Leap retains its normal damage, slow and cost.
LEVEL Requires level 3
REQUIRES Reckless Leap
EXCLUSIVE Unstoppable Leap
Two-Handed Mastery
Two-handed melee weapon damage increases by 24%. Original basic hits with two-handed weapons apply Bleed for 12 base physical damage over 6s (STR once); strongest application refreshes, never stacks. Choose axe, sword or mace specialization independently of later ability A/B choices. These bonuses add to item behaviour; they do not redefine ordinary weapon arcs or armour properties.
R1 +8% two-handed damage / 4 base bleed; R2 +16% / 8; R3 +24% / 12.
LEVEL Requires level 3
REQUIRES Reckless Leap
Two-Handed Axe Mastery
Your two-handed axe attacks ignore an additional 15% of the target armour protection. Attacker-only penetration, not group armour shred; other classes do not inherit this class mastery bonus.
R1 5%; R2 10%; R3 15% armour penetration.
LEVEL Requires level 4
REQUIRES Two-Handed Mastery
EXCLUSIVE Two-Handed Sword Mastery, Two-Handed Mace Mastery
Two-Handed Sword Mastery
After resolving an active melee ability, your next two-handed sword basic hit within 4s deals 24% more physical damage. One empowerment, no stacking; passive Reaving Arc, damage-over-time and proc hits cannot re-arm it. This rewards weaving abilities into basic attacks rather than defining the sword item sweep.
R1 +8%; R2 +16%; R3 +24% empowered hit damage.
LEVEL Requires level 4
REQUIRES Two-Handed Mastery
EXCLUSIVE Two-Handed Axe Mastery, Two-Handed Mace Mastery
Two-Handed Mace Mastery
Original two-handed mace hits drain 9% of the target maximum stamina, at most once per target per second. This is control added by mastery, not a claim that all maces inherently drain stamina.
R1 3%; R2 6%; R3 9% maximum stamina drain.
LEVEL Requires level 4
REQUIRES Two-Handed Mastery
EXCLUSIVE Two-Handed Axe Mastery, Two-Handed Sword Mastery
Blood Fury
Requires 31 points already invested in this tree. As HP falls, gain up to 150% attack speed at 25% HP, capped below that point. The bonus ramps linearly from zero at full HP: missing-health factor = min(1, (1 - currentHP/maxHP) / 0.75). Recalculate with current health. Blood Fury itself grants no melee damage, additional lifesteal or magic resistance. Choose ONE upgrade: increased melee damage OR additional lifesteal plus magic resistance; all chosen bonuses use this same missing-health factor. The core 5% lifesteal remains separate. Maximum attack-speed bonuses by rank are +50% / +100% / +150%. Multiply the normal DEX-adjusted attack rate by (1 + the rank bonus times the missing-health factor); the rank-3 maximum is 2.5x the normal DEX-adjusted rate. This modifies attack rate, not movement speed.
R1 max +50% attack speed; R2 +100%; R3 +150%. Linear increase from zero at full HP to maximum at 25% HP, capped thereafter.
LEVEL Requires level 18
REQUIRES Blood Price
INVESTED 31 points required
Thick Skin
Halves Chain movement penalties and grants 12 armour protection while wearing Chain. Chain remains permitted; heavy armour is forbidden regardless of multiclass permissions.
R1 +4 protection; R2 +8; R3 +12. Chain permission starts at rank 1.
LEVEL Requires level 5
REQUIRES Two-Handed Mastery
EXCLUSIVE Iron Hide
Iron Hide
Take 15% less ALL physical damage, including melee, ranged and physical damage-over-time such as Bleed. This is physical damage reduction, not armour: a physical effect bypassing armour still receives this reduction unless it explicitly bypasses damage reduction too. Does not reduce magic damage, ability health payments or true threshold executes; creates no health floor and does not suppress healing. Heavy armour remains forbidden.
R1 5%; R2 10%; R3 15% all-physical damage reduction.
LEVEL Requires level 5
REQUIRES Two-Handed Mastery
EXCLUSIVE Thick Skin
Ground Slam
After a 0.6s interruptible melee windup, smash the ground around you for 50 base physical damage (STR once) in a 5m radius and a 0.5s stagger. Costs 10 HP on impact; 20s cooldown. No projectile, remote target or must-already-be-wounded requirement.
R1 30 base damage; R2 40; R3 50.
LEVEL Requires level 6
REQUIRES Two-Handed Mastery
Fissure
Ground Slam radius rises from 5m to 8m and leaves broken ground for 6s, slowing enemies inside by 40%. This remains a melee-centred zone, not a ranged fissure projectile; use shared strongest-wins slow.
LEVEL Requires level 7
REQUIRES Ground Slam
EXCLUSIVE Concussive Slam
Concussive Slam
Ground Slam stuns for 1.5s instead of its base stagger. Uses shared stun/root diminishing returns; does not add stun and stagger together.
LEVEL Requires level 7
REQUIRES Ground Slam
EXCLUSIVE Fissure
Frenzy
Instant. Spend 26% of current HP for an 8s frenzy: +50% melee damage and +50 percentage points of direct-melee lifesteal. 45s cooldown. Current-HP cost cannot kill you. Lifesteal obeys the class actual-damage, three-target and 20%-max-HP-per-second caps. Does NOT suppress healing, passive regeneration or Blood Price.
R1 +25% melee / +25pp lifesteal; R2 +38% / +38pp; R3 +50% / +50pp.
LEVEL Requires level 8
REQUIRES Ground Slam
Bloodletting
During Frenzy, Two-Handed Mastery Bleed applications are 50% stronger than their current-rank magnitude. They refresh the shared strongest bleed; they do NOT create five stacking bleeds. No bonus if that weapon mastery bleed does not apply.
LEVEL Requires level 9
REQUIRES Frenzy
EXCLUSIVE Feeding Frenzy
Feeding Frenzy
Each credited hostile combatant kill during Frenzy extends it by 3s, to at most 6 additional seconds per cast. No extension from allies, pets, summons or critters. A kill can extend each distinct eligible buff once, never recursively.
LEVEL Requires level 9
REQUIRES Frenzy
EXCLUSIVE Bloodletting
War Cry
After a 0.5s interruptible shout, enemies within 8m deal 25% less outgoing damage for 8s. Costs 10% of current HP; 45s cooldown. No base fear, flee or forced player input: the brawler wants enemies in reach. Does not stack with another War Cry; strongest magnitude refreshes.
R1 enemies deal 15% less damage; R2 20%; R3 25%.
LEVEL Requires level 10
REQUIRES Frenzy
Berserker's Call
War Cry also taunts affected NPCs into attacking you for 3s and grants you 20% damage reduction for those 3s. Against players, do not force aim, movement or attacks; the base outgoing-damage debuff and your protection still apply. Taunted enemy attacks may advance passive Reaving Arc under its normal hit rules.
LEVEL Requires level 11
REQUIRES War Cry
EXCLUSIVE Defiant Roar
Defiant Roar
War Cry also restores 15% of your maximum HP. This self-heal scales only with your health pool, not WIS, TGH or STR. It is recovery rather than the taunt/protection option.
LEVEL Requires level 11
REQUIRES War Cry
EXCLUSIVE Berserker's Call
Reaving Arc
Active by default. A 0.4s interruptible spin deals physical damage based on equipped melee weapon base damage x the current-rank ability coefficient x the STR melee multiplier (applied once) to nearby enemies within 3m. Costs 8% current HP; 8s cooldown. Counts as one original melee activation for class recovery and weapon sequencing, not one activation per victim.
R1/R2/R3 weapon-damage coefficients: 1.0 / 1.25 / 1.5. Equipped melee weapon damage and STR apply once; passive Arc uses the same coefficients.
LEVEL Requires level 12
REQUIRES War Cry
Vengeful Arc
Reaving Arc becomes passive: each qualifying direct hostile damage hit has a 30% chance to trigger Reaving Arc damage at its current rank. A successful proc starts a 1s internal cooldown; hits during that cooldown cannot trigger or queue another proc. No hit counter, active button or HP cost. The Berserker does NOT play a spin animation: no attack lock, windup, recovery or interruption of their current attack; they can attack freely while it procs. Instead, show a VFX representation of their equipped weapon spinning around them in an arc. This visual does not move or unequip the actual weapon. Damage inherits Reaving Arc radius and current-rank weapon-damage coefficient, applying STR once; it does not inherit the active spin windup. Excludes DoT, self-cost, environmental and proc/reflect packets; passive procs cannot trigger lifesteal, another Reaving Arc or weapon sequencing.
LEVEL Requires level 13
REQUIRES Reaving Arc
EXCLUSIVE Blood Reaping
Blood Reaping
Reaving Arc stays active and also heals you for 30% of its actual damage dealt to at most three enemies (nearest first). No WIS/STR multiplier on the derived heal; combine with normal melee recovery before applying the shared 20%-max-HP-per-second ceiling. No overkill credit. Its active spin uses Reaving Arc weapon-damage and STR scaling; the heal benefits through actual damage dealt only.
LEVEL Requires level 13
REQUIRES Reaving Arc
EXCLUSIVE Vengeful Arc
Blood Price
Instant. Pay 10% of current HP, then heal each second for 6s. Each tick = 2% of CURRENT missing HP multiplied by (1 + 0.01 * max(STR, 0)). Recalculate missing HP every tick, never snapshot. 30s cooldown. Near full HP the cost outweighs recovery; at low HP this becomes worthwhile. This is a HoT, not passive regeneration: healing reduction applies, but Frenzy/Rage do not suppress it. No additional WIS, Faith, TGH, skill damage or separate CON multiplier.
LEVEL Requires level 14
REQUIRES Reaving Arc
Willing Sacrifice
Blood Price costs half its base current-HP payment (5% instead of 10%). Tick formula and duration are unchanged; reducing payment also reduces the missing-HP boost it creates.
LEVEL Requires level 15
REQUIRES Blood Price
EXCLUSIVE Blood for Blood
Blood for Blood
Blood Price keeps its full health cost but also cleanses Bleed and Venom on activation. It does not clear stun, root or all debuffs, and grants no reapplication immunity. Trades efficient recovery for a reactive cleanse.
LEVEL Requires level 15
REQUIRES Blood Price
EXCLUSIVE Willing Sacrifice
Last Stand
Instant reactive defence, usable below 75% HP. For 5s, take 80% less ordinary damage. No HP cost; 90s cooldown. Healing remains possible. This is mitigation, not invulnerability or a health floor: true threshold executes still kill an eligible low-HP target.
LEVEL Requires level 22
REQUIRES Blood Fury
INVESTED 31 points required
Rooted Stance
During Last Stand, become immune to knockback, stagger and stun, but cannot move. No immunity to damage, debuffs or execute; ends with Last Stand. Existing control is not cleansed by activation. This voluntary planted stance has no hostile-root diminishing returns.
LEVEL Requires level 24
REQUIRES Last Stand
EXCLUSIVE Vengeful Stand
Vengeful Stand
Store the damage actually prevented by Last Stand, capped at your maximum HP. When it ends while you are alive, split that stored amount among enemies within 8m as physical return damage. Each recipient mitigation applies once; no further STR, crit, lifesteal or proc scaling. No enemies means the stored damage expires.
LEVEL Requires level 24
REQUIRES Last Stand
EXCLUSIVE Rooted Stance
Rage
ULTIMATE (exclusive with Headsman's Verdict). Instant, 8s duration; 240s cooldown. +100% physical melee damage, +30% movement speed; lose 3% maximum HP each second, refusing further ticks that would leave less than 1 HP. No need to be already wounded. Unlike V2, damage recovery, outside healing and Blood Price continue to work. No death immunity or execute protection. Fixed duration, no D20 randomness or friendly-fire rule.
LEVEL Requires level 26
REQUIRES Last Stand
INVESTED 45 points required
EXCLUSIVE Headsman's Verdict
Endless Rage
Each credited hostile combatant kill during Rage extends it by 2s (maximum +6s per cast) and grants +10% melee damage for the remaining duration (maximum three stacks). No allies, pets, summons or critters count. These bounded Rampage stacks expire with Rage; health drain continues during extensions.
LEVEL Requires level 30
REQUIRES Rage
EXCLUSIVE Blind Rage
Blind Rage
Rage grants an additional +100% physical melee damage, but you also take 30% more ordinary damage throughout it. Same duration, health drain and recovery rules; does not grant execute immunity.
LEVEL Requires level 30
REQUIRES Rage
EXCLUSIVE Endless Rage
Headsman's Verdict
ULTIMATE (exclusive with Rage). Aim when using Headsman's Verdict: search a 120-degree frontal cone in the aim direction, within 3m melee reach and line of sight. Select ONE hittable enemy, prioritizing lowest HP percentage, then closest aim, then distance; this cone selects a target, it does not execute everyone inside. No hittable target means no activation, damage or cooldown. Windup is 0.6s and interruptible. Revalidate reach, line of sight and target eligibility at impact; if the selected target can no longer be hit, deal no damage and consume no cooldown. Check CURRENT HP <=20% maximum BEFORE dealing damage. If execute-eligible, kill outright; executed players are visibly marked and cannot be resurrected. A successful player execution fully resets the cooldown immediately. A successful PvE execution sets the remaining cooldown TO 30s (not a 30s subtraction from the base cooldown). If the attack hits a valid target above the threshold, deal normal non-execute damage and trigger the full 180s cooldown; fallback deals 1.5x equipped melee weapon damage with STR applied once. Do not recheck for execution after fallback damage, and an ordinary fallback-damage kill is not an execution and grants no execution reset or rewards. No HP cost. Encounter-ineligible bosses still reject targeting; ordinary armour, mitigation and death-save buffs do not defeat a valid threshold execute. Display a distinct healthbar treatment to the Berserker on enemies eligible for execution at their current health; this indicates execution eligibility, not a promise that range, line of sight or cooldown requirements are met. Every use, including after a player reset, retains its windup. Duels remain nonlethal: a 1-HP duel victory grants no execution-kill rewards.
LEVEL Requires level 26
REQUIRES Last Stand
INVESTED 45 points required
EXCLUSIVE Rage
Cull
A successful Headsman's Verdict execution restores 10% of your maximum HP. No heal on a failed attempt. This health-pool heal has no extra WIS/STR multiplier and is not damage-based lifesteal from an artificially huge execute packet.
LEVEL Requires level 30
REQUIRES Headsman's Verdict
EXCLUSIVE Rampaging Execution
Rampaging Execution
After a successful Headsman's Verdict execution, gain 10% movement speed for 5s, refreshing but not stacking. This helps reach the next target rather than refunding health. Player executions still fully reset the cooldown; PvE executions set it TO 30s remaining. A normal fallback-damage hit or kill grants no execution reward.
LEVEL Requires level 30
REQUIRES Headsman's Verdict
EXCLUSIVE Cull
Blood Fury: Damage
Blood Fury additionally grants up to +50% physical melee damage at 25% HP, using its current missing-health factor. The maximum follows the parent Blood Fury rank: +20% / +35% / +50%. This relocates the former free-core low-health damage bonus; it is not an additional copy. No added lifesteal or magic resistance from this variant. Mutually exclusive with Blood Fury: Sustain.
LEVEL Requires level 20
REQUIRES Blood Fury
EXCLUSIVE Blood Fury: Sustain
Blood Fury: Sustain
Blood Fury additionally grants lifesteal AND magic resistance as HP falls, both using its current missing-health factor and reaching their maximum at 25% HP. Lifesteal maximum follows parent rank: +4 / +7 / +10 percentage points, added to the core 5% and subject to the existing damage-recovery caps. Magic resistance reduces incoming magic damage, not physical damage; its R1/R2/R3 maxima are 10% / 20% / 30%, scaled by missing health and multiplied with other reductions. No low-health melee damage bonus from this variant. Mutually exclusive with Blood Fury: Damage.
LEVEL Requires level 20
REQUIRES Blood Fury
EXCLUSIVE Blood Fury: Damage
Two-Handed Momentum
After you deal damage with a two-handed weapon attack, your two-handed attacks cost 45% less stamina for 10 seconds. Each further qualifying damaging two-handed attack refreshes the 10-second window; the reduction does not stack. Ranks grant 15% / 30% / 45% reduction. A first attack outside the window pays its normal cost, then opens the window when it deals damage. Misses and attacks dealing no damage do not trigger or refresh it. Applies only to two-handed attack stamina costs, not sprinting, dodging, blocking or ability health payments. Bleed ticks, reflected damage and passive/proc damage do not count as original two-handed attacks. One-handed attacks receive no discount and cannot refresh the window.
R1 15%; R2 30%; R3 45% less two-handed attack stamina cost while damage from a qualifying two-handed attack occurred within the last 10 seconds.
LEVEL Requires level 4
REQUIRES Two-Handed Mastery
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