Berserkers are what remains when discipline refuses to die, even after restraint has burned away.
They fight from the edge of collapse, where pain becomes fuel and every wound sharpens the next blow. Their craft is not madness alone. It is a brutal arithmetic of risk: take more damage, strike harder, fall lower, answer louder.
Bowling Bash becomes wider and more violent when the Berserker is injured. Charge Attack turns impact into self-inflicted cost. Auto Berserk, Concentration and Frenzy all push the body past safe limits, while Head Crush can steal back life at the price of bleeding. The specialization is strongest when it balances on a thin line between execution and self-destruction.
A Berserker does not ask to survive cleanly. They ask whether the enemy can survive the same storm.
To face one is not merely to wound a warrior.
It is to discover that the wound was an invitation.
| Tank | ★★★☆☆ | HP and VIT scaling help, but the kit often accepts or increases danger rather than reducing it cleanly. |
|---|
| Tactical | ★★★☆☆ | HP thresholds, Frenzy windows, Concentration triggers and self-risk require careful timing. |
|---|
| Healer | ★★☆☆☆ | Head Crush can self-heal while wounded, but it is conditional and carries bleeding risk. |
|---|
| Buffer | ★★★★☆ | Auto Berserk, Two Hand Quicken, Concentration, Frenzy and Rage create strong self-buff momentum. |
|---|
| Debuffer | ★★☆☆☆ | Head Crush and pressure tools add some disruption, but debuffing is secondary. |
|---|
| DPS Melee Physical | ★★★★★ | Bowling Bash, Charge Attack, Auto Counter and Frenzy all push aggressive melee damage. |
|---|
| DPS Ranged Physical | ☆☆☆☆☆ | No ranged physical identity is present. |
|---|
| DPS Magical | ☆☆☆☆☆ | The specialization has no magical damage route. |
|---|
| Special | ★★★★★ | Lost-HP scaling and berserk-state escalation define a high-risk, high-output playstyle. |
|---|
| Resources | ★★☆☆☆ | The kit can be costly and self-damaging, with limited recovery outside specific triggers. |
|---|
| Mobility | ★★★☆☆ | Charge Attack offers engagement pressure, though most power comes from standing in the fight. |
Les textes des Kugans et des compétences sont en anglais, exactement comme dans le jeu.
Enraged Specialization
Passive
Lv max 5
- ID
- 4130
- Type
- Passive
- Niveau max
- 5
- Coût d'apprentissage
- 1
Each level grants +2 to one attribute and +1% HP/SP.
| Niveau | Attribute |
| 1 | STR |
| 2 | VIT |
| 3 | STR |
| 4 | VIT |
| 5 | STR |
- The berserker is a bloodthirsty warrior who finds respite only in the din of battle. Capable of violent counter attack or assault at the peril of its life, it is a war machine whose life hangs by a thread, like that of its adversaries.
Enraged Bash
Passive
Lv max 5
- ID
- 4131
- Type
- Passive
- Niveau max
- 5
- Coût d'apprentissage
- 1
Enable the use of a minored version of Bowling Bash.
| Niveau | Skill |
| 1 | Bowling Bash Level 2 |
| 2 | Bowling Bash Level 4 |
| 3 | Bowling Bash Level 6 |
| 4 | Bowling Bash Level 8 |
| 5 | Bowling Bash Level 10 |
Already in Skill Tree
Every time the player uses Bowling Bash he receives 30% more damage and 30% more resistance for the next 1.5 seconds.
Bowling Bash also hits harder, can grow wider and, for Knights and Lord Knights, the pushback can be improved.
When the player is injured (HP<66%) Bowling Bash adds additional battle damage (per hit).
Damage is based on ATK, is reduced by target's DEF, is increased by half on monsters and bears the weapon element.
The damage is increased by the player's lost HP.
Also SP cost is slightly increased.
| Niveau | Damage | Battle Damage | Area | Pushback | SP cost |
| 1 | Bowling Bash Damage +2% | 60% of ATK | 7x7 | 5 cells | +1 |
| 2 | Bowling Bash Damage +4% | 80% of ATK | 7x7 | 6 cells | +2 |
| 3 | Bowling Bash Damage +6% | 100% of ATK | 9x9 | 6 cells | +3 |
| 4 | Bowling Bash Damage +8% | 120% of ATK | 9x9 | 6 cells | +4 |
| 5 | Bowling Bash Damage +10% | 140% of ATK | 9x9 | 7 cells | +5 |
- Bowling Bash bonus divided by two on Bow and guns.
- Pushback shown for Bowling Bash level 10.
Enraged Quicken
Passive
Lv max 5
- ID
- 4132
- Type
- Passive
- Niveau max
- 5
- Coût d'apprentissage
- 1
Enable the use of a minored version of Two Handed Quicken.
Works with all two-handed weapons but bonus reduced by a third, except for 2 handed axe/sword/mace/spear.
| Niveau | Skill |
| 1 | Two Handed Quicken Level 1 |
| 2 | Two Handed Quicken Level 2 |
| 3 | Two Handed Quicken Level 3 |
| 4 | Two Handed Quicken Level 4 |
| 5 | Two Handed Quicken Level 5 |
Already in Skill Tree
Increase the level of Two Handed Quicken by 1 per Enraged Quicken level.
- Two Handed Quicken can also be used while wielding a one-handed weapon in each hand (reduced bonus).
Enraged Charge
Passive
Lv max 5
- ID
- 4133
- Type
- Passive
- Niveau max
- 5
- Coût d'apprentissage
- 1
Enable the use of a minored version of Charge Attack.
| Niveau | Skill |
| 1 | Charge Attack Level 1 |
| 2 | Charge Attack Level 2 |
| 3 | Charge Attack Level 3 |
| 4 | Charge Attack Level 4 |
| 5 | Charge Attack Level 5 |
Already in Skill Tree
Charge attack damage is increased and casting time is reduced by 5% per level.
However, whenever the player attacks using Charge Attack he himself suffers battle damage.
Damage is based on damage done by Charge Attack.
| Niveau | Damage | Battle Damage |
| 1 | Charge attack Damage +5% | 2% of damage |
| 2 | Charge attack Damage +10% | 4% of damage |
| 3 | Charge attack Damage +15% | 6% of damage |
| 4 | Charge attack Damage +20% | 8% of damage |
| 5 | Charge attack Damage +25% | 10% of damage |
Enraged Auto
Passive
Lv max 5
- ID
- 4134
- Type
- Passive
- Niveau max
- 5
- Coût d'apprentissage
- 1
Enable the use of a minored version of Auto Berserker.
| Niveau | Skill |
| 1 | Auto Berserker Level 1 |
| 2 | Auto Berserker Level 2 |
| 3 | Auto Berserker Level 3 |
| 4 | Auto Berserker Level 4 |
| 5 | Auto Berserker Level 5 |
Already in Skill Tree
As long as Autoberserker is activated the player receives a CRIT buff at each normal hit received (for 7 seconds), the value of this bonus depends on the remaining HP.
| Niveau | Buff |
| 1 | 1 CRIT per 11% of HP lost |
| 2 | 1 CRIT per 9% of HP lost |
| 3 | 1 CRIT per 7% of HP lost |
| 4 | 1 CRIT per 5% of HP lost |
| 5 | 1 CRIT per 3% of HP lost |
Enraged Counter
Passive
Lv max 5
- ID
- 4135
- Type
- Passive
- Niveau max
- 5
- Coût d'apprentissage
- 1
Enable the use of a minored version of Autocounter.
| Niveau | Skill |
| 1 | Autocounter Level 1 |
| 2 | Autocounter Level 2 |
| 3 | Autocounter Level 3 |
| 4 | Autocounter Level 4 |
| 5 | Autocounter Level 5 |
Already in Skill Tree
The full version of Autocounter is granted instead of the minored one (1 level per Enraged Counter level); the skill points you put into Autocounter yourself are added on top.
Enraged Crush
Passive
Lv max 5
- ID
- 4136
- Type
- Passive
- Niveau max
- 5
- Coût d'apprentissage
- 1
Enable the use of a minored version of Head Crush.
| Niveau | Skill |
| 1 | Head Crush Level 1 |
| 2 | Head Crush Level 2 |
| 3 | Head Crush Level 3 |
| 4 | Head Crush Level 4 |
| 5 | Head Crush Level 5 |
Already in Skill Tree
If the user is wounded (HP<66%) then when using Head Crush he heals himself for an amount of HP that depends on his ATK, however he inflicts himself Bleeding (7 seconds) at the same time.
This status follows the normal Bleeding resistance (and can be healed).
This effect has a 7 second cooldown.
| Niveau | Heal Power |
| 1 | 100% of ATK |
| 2 | 150% of ATK |
| 3 | 200% of ATK |
| 4 | 250% of ATK |
| 5 | 300% of ATK |
Enraged Concentration
Passive
Lv max 5
- ID
- 4137
- Type
- Passive
- Niveau max
- 5
- Coût d'apprentissage
- 1
Enable the use of a minored version of Concentration.
| Niveau | Skill | Modifiers |
| 1 | Concentration Level 1 | Cooldown 60 seconds, Casting Time +4 seconds, SP cost +350% |
| 2 | Concentration Level 1 | Cooldown 40 seconds, Casting Time +2 seconds, SP cost +500% |
| 3 | Concentration Level 2 | Cooldown 40 seconds, Casting Time +2 seconds, SP cost +500% |
| 4 | Concentration Level 2 | Cooldown 20 seconds, SP cost +50% |
| 5 | Concentration Level 3 | Cooldown 20 seconds, SP cost +50% |
Minor Advanced Skill Modifiers | Base Cooldown | Duration |
| 60 seconds | -50% |
Already in Skill Tree
Each normal attack received can activate Concentration effects at acquired level (with no SP cost) for a short period of time (7 seconds).
If Concentration is already active then the level is increased by 1.
| Niveau | Rate | Maximum Level |
| 1 | 2% | 2 |
| 2 | 4% | 4 |
| 3 | 6% | 6 |
| 4 | 8% | 8 |
| 5 | 10% | 10 |
Enraged Frenzy
Passive
Lv max 5
- ID
- 4138
- Type
- Passive
- Niveau max
- 5
- Coût d'apprentissage
- 1
Enable the use of a minored version of Frenzy.
| Niveau | Skill |
| 1 | Frenzy Level 1 |
| 2 | Frenzy Level 2 |
| 3 | Frenzy Level 3 |
| 4 | Frenzy Level 4 |
| 5 | Frenzy Level 5 |
Minor Advanced Skill Modifiers | Cooldown | Casting Time | SP cost | Duration |
| 300 seconds | 6 seconds | +100% | - |
Already in Skill Tree
Each normal attack under frenzy increases the player's ATK, ASPD and Perfect Hit for a very short duration (5 seconds).
With each hit the bonuses are increased, up to a maximum number of successive hits.
| Niveau | Maximum ATK bonus | Maximum ASPD bonus | Maximum Perfect Hit |
| 1 | 8% (4 hits) | 2% (2 hits) | +50 (10 hits) |
| 2 | 16% (8 hits) | 4% (4 hits) | +100 (20 hits) |
| 3 | 24% (12 hits) | 6% (6 hits) | +150 (30 hits) |
| 4 | 32% (16 hits) | 8% (8 hits) | +200 (40 hits) |
| 5 | 40% (20 hits) | 10% (10 hits) | +250 (50 hits) |
- Bonus are proportional to the cumulated stacks: ATK +2%, ASPD +1% and Perfect Hit +5 per hit.
Enraged Rage
Active
Lv max 5
- ID
- 4139
- Type
- Active
- Niveau max
- 5
- Coût d'apprentissage
- 2
- LP cost
- 15
- Casting Time
- 0.5 seconds (interruptible)
- Cooldown
- 15 seconds
- Duration
- 15 seconds
Grants a damage pool with a maximum total amount.
Likewise, grants a shield that can absorb a certain amount of total damage.
Those effects are more effective if the HP is low at the time of activation.
Those effects are based on base ATK.
| Niveau | Shield Effect | Damage pool |
| 1 | 150% of ATK | 250% of ATK |
| 2 | 225% of ATK | 375% of ATK |
| 3 | 300% of ATK | 500% of ATK |
| 4 | 375% of ATK | 625% of ATK |
| 5 | 450% of ATK | 750% of ATK |
- Shield effect is increased by 3% for every 1% HP missing.
- Weapon effect is increased by 1% for every 1% HP missing.
- While the damage pool lasts, each damage dealt is increased by 50% until the pool is used up.
Généré à partir des données du jeu (client skilldescript.lub, serveur skill_kugan_specialization_db.yml) · October 26, 2026