Every wound — taken or self-inflicted — builds rage. Rage hardens him against damage and throttles the missing-HP attack engine, so the longer the brawl drags on, the stronger he gets. Fragile until the pain piles up.
"Pain is just power waiting to be unleashed."
When a Warrior reaches level 10 and you select Berserker, three things change permanently:
Berserker Rage: Taunts all enemies for [6 + AP × 0.01] ticks, forcing attacks onto the Berserker. Passive: gains +0.45 ATK per point of missing HP (up to +250% ATK) — stacking Vitality raises both the HP pool and the damage. Each attack spends a little HP to ramp rage (never self-kills); every rage stack (max 30) amplifies the ATK bonus +2%, grants 5% damage reduction, and adds 3% self-lifesteal (both soft-capped).
Berserker grants the following ability score bonuses on top of the Warrior base scores:
These bonuses stack with ability score points allocated from levelling. They cannot be removed without retiring the hero.
ATK scales with the amount of missing HP (Vitality fuels damage); bleeds itself in proportion to damage dealt, and gains rage stacks when hit that grant ramping damage reduction.
This passive is always active during combat — no gear or skill tree investment required to trigger it.
A Berserker put through the Bloodline Forge leaves a Legacy Item carrying this passive — at the level 50 cap: On kill: permanently gain +75 ATK for this floor. The number scales with the hero's level at forge time, and any hero can equip the item.
Offense (Berserker's Resolve keystone, War Machine), Chaos (Kill Cascade, Pain Reversal).
See the Skill Tree deep dive for the full 119-node reference and routing advice, or the Warrior build guide for a complete path recommendation for this class.
Both subclasses unlock at level 10. Compare them to choose:
| Berserker | Paladin | |
|---|---|---|
| Identity | Every wound — taken or self-inflicted — builds rage. Rage hardens him against damage and throttles the missing-HP attack engine, so the longer the brawl drags on, the stronger he gets. Fragile until the pain piles up. | Shields the party (scaling with Toughness) and intercepts a share of damage aimed at allies — until its own guard is nearly broken. |
| Stat Bonus | +2 Strength, +1 Agility | +2 Toughness, +1 Spirit |
| Details | This page | Paladin page → |
The choice is permanent — use a Scroll of Divergence consumable to re-select without retiring the hero.