The berserker is a melee oriented fighter with a preference for uncontrolled, aggressive battle styles. He will usually specialise in two or three weapons with an emphasis on heavy melee weapons. The Berserker has access to a number of movement-oriented skills as well as some outdoor and in-fighter skills.
Berserkers are both feared and admired. Allies value their raw power and unrelenting ferocity, but often worry about their unpredictable nature and tendency to charge headlong into danger. Enemies quickly learn that provoking a Berserker is a mistake they rarely survive to repeat.
All except rifles, grenades and heavy guns
Can never learn skills from the Defence Category.
Core Abilities
Strength: Your primary engine for damage, grapples, and overwhelming melee pressure. It powers Melee Expertise, Brawling, and Athletics, letting you break lines, shove, and finish fights fast.
Constitution: Keeps you swinging through pain and exhaustion. It sustains Outdoor hardships and punishing Movement bursts, and anchors your battle-rage windows and overall fatigue tolerance.
Supporting Abilities
Boldness: Fuels your fearless, all-in style—pressing the attack, ignoring pain, and committing to risky openings. It synergizes with class features that reward aggression and long pushes.
Quickness: Decides initiative and how often you can capitalize on openings. It sharpens your step-in/step-out timing, chase-downs, and recovery between heavy swings.
Important Abilities
Agility: Refines your footwork, accuracy, and balance—vital for closing gaps, dodging counters with Movement, and landing precise hits when you aren’t just brute-forcing.
Intuition: Helps you track prey, sense ambushes, and read terrain—key for Outdoor navigation and choosing the right moment to charge or disengage.
Self Discipline: Tempers burnout and tunnel vision. It helps you manage fatigue, pace your rage, and stay just controlled enough to avoid costly overextensions.
Creativity: Useful for improvised takedowns, using the environment, and unpredictable attack lines when brute force alone won’t do.
Minor Abilities
Presence: Not a social/command build; intimidation comes more from your reputation and results than charisma.
Empathy: Little application for a class focused on raw offense with no healing or soothing magic.
Reasoning: Tactical planning matters less than momentum; your kit rewards decisive action over analysis.
Memory: Nice for lore and routes, but far from essential compared to your physical priorities.