Berserker
There are some in Norrath that are born with an innate rage that, if controlled, can become a powerful weapon. They are called berserkers. The berserker is a master of the two-handed axe and of throwing weapons. To keep their bodies light and swift, berserkers wear light chain armor. Berserkers are fearsome fighters that possess inordinate amounts of strength and bravery. They lunge into battle swinging large two-handed axes or hurtling throwing weapons at their prey. They carry huge axes because of the damage they deal and for the fear the weapons instill in the enemy. As great as a berserker's skill with a two-handed axe is, his skill with throwing weapons cannot be overlooked. As he becomes more powerful, he can infuse his rage into various thrown weapons, causing dire effects when they strike a foe. With the mastery of his innate rage, the berserker also gains the ability to become "berserk" - a deadly state which causes a great amount of damage as a berserker's blade swings with frenzy. As dangerous as berserkers are at these moments, they become more vulnerable to enemy attacks. Berserkers do not fear death and they value speed and agility over personal defense. The berserker is at his best within a group of friends and adventurers that allow him to unleash his full anger on an enemy without interruption. When standing within arm's reach of his enemy, the berserker is one of the masters of offense, crippling and maiming with impressive speed and skill. And, in situations where an enemy must be fought at a distance, the berserker has the best throwing arm of any Norrathian.
In EverQuest Legends every character combines three classes — Berserker can be your primary (locked at level 11) or one of two swappable companion classes.
Skills by level (from the game client)
| Level | Skill | Cap |
|---|---|---|
| 1 | 2H Blunt | 250 |
| 1 | 2H Piercing | 250 |
| 1 | 2H Slashing | 250 |
| 1 | Athletics | 250 |
| 1 | Defense | 220 |
| 1 | Frenzy | 204 |
| 1 | Hand to Hand | 220 |
| 1 | Intimidation | 250 |
| 1 | Kick | 175 |
| 1 | Offense | 210 |
| 1 | Strategy | 250 |
| 1 | Throwing | 250 |
| 10 | Disarm | 255 |
| 10 | Dodge | 205 |
| 15 | Double Attack | 225 |
| 20 | Block | 155 |
| 20 | Parry | 155 |
| 25 | Riposte | 130 |
| 46 | Triple Attack | 100 |
General & tradeskills (15)
| 1 | Alcohol Tolerance | 275 |
| 1 | Begging | 250 |
| 1 | Bind Wound | 275 |
| 1 | Fishing | 200 |
| 1 | Sense Heading | 200 |
| 1 | Swimming | 250 |
| 1 | Alchemy | 300 |
| 1 | Baking | 300 |
| 1 | Blacksmithing | 300 |
| 1 | Brewing | 300 |
| 1 | Fletching | 300 |
| 1 | Jewelry Making | 300 |
| 1 | Pottery | 300 |
| 1 | Tailoring | 300 |
| 16 | Tinkering | 300 |
Alternate Advancement (browse all)
Berserker-specific
- Flurry (6)
- Rampage (1)
- Bandage Wound (3)
- Physical Enhancement (1)
- Hastened Rampage (3)
- Mithaniel's Binding (2)
- Strikethrough (3)
- Stalwart Endurance (3)
- Planar Durability (3)
- Weapon Mastery of the Juggernaut (3)
- Blur of Axes (3)
- Improved War Cry (3)
- Deadly Aim (3)
- Tireless Sprint (3)
Archetype
- Natural Healing (3)
- Fear Resistance (3)
- Finishing Blow (6)
- Double Riposte (6)
- Ferocity (3)
- Punishing Blade (3)
- Ingenuity (3)
- Combat Fury (6)
Stances
- Balanced stance
All incoming damage is reduced by 10% and your chance to hit is increased by 10%. Endurance regen excluding out of combat bonus regen is doubled. There is no endurance cost to upkeep this stance.
💬 You probably won't use this until you get a weapon with high base damage and then you'll see the offense and striking stances drain stamina fast. This is a good stance to sit in when you need to regain stamina during a long fight.
- Offensive stance
Outgoing melee damage is increased by 100% and your chance to hit is increased by 25%. Every point of bonus damage dealt consumes an equal amount of endurance, with a reduction based on your Strategy skill.
When below 25% endurance, the chance to hit bonus is reduced based on the remaining percent of endurance.
Bonus damage from critical hits and similar effects do not cost endurance.💬 The best stance for most cases when you're in melee. The 25% bonus to hit really helps you fight higher level mobs and double damage keeps you moving through all levels.
- Striker stance
Outgoing weapon skill abilities deal 3x damage and non-weapon skill abilities deal 5x damage, and your chance to hit is increased by 25%. Every point of damage dealt consumes an equal amount of endurance, with a reduction based on your Strategy skill.
When below 25% endurance, the chance to hit bonus is reduced based on the remaining percent of endurance. Bonus damage from critical hits and similar effects do not cost endurance.💬 This may grant more dps if you have several combat abilities in play, but offensive stance (or berserker stance) is probably better in most cases.
- Defensive stance
All incoming melee damage is reduced by 50% and incoming magical damage is reduced by 20%. Every point of damage reduced consumes an equal amount of endurance, with a reduction based on your Strategy skill.
💬 You'll possibly use this in raids if you're main tank, but if you MC a caster, channeler stance may be better. If you have Evasive stance from another class, that's probably better also.
Combat abilities & disciplines (3)
Endurance-based abilities — not spells. Costs shown in endurance.
Level 10
- Focused Will Discipline 1 end
Level 30
- Resistant Discipline 3 end
Level 40
- Fearless Discipline 6 end