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Berserker (Fighter Kit)

A warrior in tune with his animalistic side who, during combat, can achieve an ecstatic state of mind that lets him fight longer, harder, and more savagely than any person has a right to. Berserkers tend to be barbarian-like, but not always — sometimes it is a conscious choice that a warrior in training makes.

Advantages

  • May use Rage once per day. Gains one use at level 1, +1 use every 4 levels thereafter.
    • The enraged state lasts one turn.
    • +2 to-hit, +2 damage, +2 AC (the AC bonus is a –2 to the AC value).
    • Immune to charm, confusion, fear, feeblemind, hold, imprisonment, level drain, maze, stun, and sleep.
    • Gains 15 temporary hit points, removed at the end of the rage — potentially knocking the Berserker unconscious if their current HP is below the surplus when the rage ends.

Disadvantages

  • After berserking the Berserker is winded: –2 AC, –2 to-hit, –2 damage.
  • May not Specialize in ranged weapons.

When to pick it

  • The Rage immunities make Berserkers extraordinarily resilient to mage debuffs — ideal for shutting down enemy spellcasters.
  • The temporary HP cushion is enormous early-game but a real risk if you don't trigger healing before the rage ends.

Source: iwdee/original_manuals/IWDEE - Mastering Melee & Magic.pdf — "Berserker (Fighter Kit)".