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Berserkers
"A melee attacker entirely unconcerned with their own safety, the berserker boasts a strong attack, but weak defense."

OverviewEdit

This class is even more melee-oriented than a Warrior, and this is reflected by its focus on melee weapons. Its skills are also a bit better than a Warrior's. In practice, they are somewhat slow, but a solid melee choice early on once they have access to Sanguine Assault. They might not be as tough as you'd expect, though. They take damage, so be careful. Defenses will improve late game, so a strong unit in this class is fun to play. They're one of the few classes able to equip the full Dark armour set (Thanatos Armor, Skull Helm & Dagda's Hammer).

Can be Used by: Human, Lizardman, Orc

How to Unlock: Berserker Classmarks are available from any shop from Chapter 2 onwards.

Notable Characters:

Equipment

Basic Ability:

Move Move Type Jump (up/down) Base RT Melee Attack (empty) Ranged (empty)
4 Agile 2/3 34 Punch Cast Stones

Core Stats:

Attribute Base Rating Level-Up Growth Level 50 Rating
HP 298
MP 0
STR +130
VIT +117
DEX +117
AGI +111
AVD +120
INT +112
MND +124
RES +126
ATK 8
DEF 6

SkillsEdit

Skill Lvl SP Cost TP Cost Notes/Use
Berserk 7 220 40 Allows next attack to hit all units in 5 squares around Berserker.(front, left, right and diagonals between)
Sanguine Assault 14 370 50 Increases ATK value by 50% for 1 turn
Risk Management 22 440 50 Redirects 50% damage of next attack to nearest ally unit

AbilitiesEdit

Skill Lvl Cost Notes/Use
Parry 12 240 Second chance to block melee attacks
Deflect 12 240 Second chance to block ranged attacks
Overpower 18 400 Ignores a target's Parry and Deflect
Counterattack I-IV 5/14/23/32 120/330/500/650 Counters physical attacks at 25/50/75/100% Normal damage
Knockback I-IV 2/11/20/29 90/310/480/630 25/50/75/100% chance to knock attacked target back one space
Strengthen I-IV 4/15/26/37 120/370/560/740 Increases ATK stat by 10/20/30/40%
Fortify I-III 6/18/29 120/370/560 Increases DEF stat by 10/20/30%
Resistance I-II 10/22 200/440 Increases RES stat by 10/20%
Truestrike I-IV 4/16/28/40 90/370/580/770 Increases melee accuracy by 10/20/30/40%
Trueflight I-III 8/19/31 120/390/600 Increases ranged accuracy by 10/20/30%
Dodge I-IV 6/18/30/42 120/390/600/790 Increases melee avoidance by 10/20/30/40%
Sidestep I-III 8/22/34 150/400/610 Increases ranged avoidance by 10/20/30%
Spell Ward I-II 9/21 150/400 Increases magic avoidance by 10/20%
Constitution I-IV 8/19/30/44 200/420/610/790 Increases HP stat by 10/20/30/40%
Field Alchemy I-IV 3/8/16/24 50/220/370/500 Allows use of more powerful/effective items.
Swiftfoot I 23 460 Increases Move by 1
Jump I 23 500 Increases Jump by 1
Wade I-II 10/20 220/420 Allows movement through water at cost of 2/1 Move while in water.
Max TP I-IV 10/20/30/40 290/480/650/800 Increases max TP by 25/50/75/100

TransferableEdit

Skill Notes/Use
Fortify IV Increases DEF stat by 40%
Trajectory Highlights path of ranged attacks.
Rampart Aura I-II 4/8 square aura that stops any units from advancing past equipped unit.
Reflect Magic I-II Reflects 10/20% of damage taken by magic attacks back
Treasure Hunt I-II Improves quality of found hidden items
Tactician I-II Increases TP accumulation by 20/40%

[1]

ReferencesEdit

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