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  Blood

  Ability: Crimson Strikes (Blood)

  (Blood, sustain, offensive passive)

  Base cost: Passive

  Current rank: Bronze

  Cooldown: None

  Iron, Sanguine Edge: Attacks deal bonus damage proportional to missing health. Each hit returns a portion of life, creating a natural risk/reward loop.

  Bronze, Hemorrhagic Onslaught: Bonus damage and healing increase. Consecutive strikes cause bleed on enemies.

  Ability: Blood Armaments (Blood)

  (Blood, defense & offense, active ability)

  Base cost: Moderate mana/stamina

  Current rank: Bronze

  Cooldown: Medium

  Iron, Crimson Edge: Forms basic blood weapons (swords, axes, blunt instruments) and a thin protective coating. Weapons deal slightly increased damage scaling with missing health. Armor absorbs minor damage.

  Bronze, Sanguine Armory: Weapons grow heavier, deal more damage. Armor thickens, reducing damage and slightly resisting stagger or knock back. Life force can surpass the normal maximum while this power is active

  Ability: Hemorrhage Wave (Blood)

  (Blood, area attack, sustain)

  Base cost: Moderate stamina/mana

  Current rank: Bronze

  Cooldown: Medium

  Iron, Crimson Sweep: Performs a single sweeping slash, sending a short-range blade of blood. Deals moderate physical and necrotic damage. Each enemy struck restores a small portion of the Berserker’s health.

  Bronze, Haemorrhagic Wave: Wave extends farther, affects multiple enemies in a wider arc. Damage and healing scale with enemies hit. Enemies suffer bleeding damage.

  Ability: Bloodseeker Vine (Blood)

  (Blood, summon, sustain & support)

  Base cost: extreme stamina/mana

  Current rank: Bronze

  Cooldown: extreme

  Iron, Crimson Sprout: Summons a small Bloodseeker Vine as a familiar to the Berserker, providing minor bonus to all healing effects. Can attack one nearby enemy for light necrotic damage and a life drain effect.

  Bronze, Sanguine Tendril: Vine grows longer, striking multiple nearby enemies. Life drained is returned to the Berserker and can be shared with adjacent allies. Symbiosis healing bonus increases.

  Ability: Blood Sight (Blood)

  (Blood, perception, utility & combat awareness)

  Base cost: None

  Current rank: Bronze

  Cooldown: None

  Iron, Sanguine Vision: perception, highlighting enemies with blood or life force. Wounded foes glow faintly, revealing weak points for critical strikes.

  Bronze, Crimson Awareness: Range increases, detecting blood and life force through light cover or obstructions.

  Might

  Ability: Unstoppable Force (Might)

  (Melee, area damage, battlefield disruption)

  Base cost: Moderate

  Current rank: Bronze

  Cooldown: Medium

  Iron, Resonant Charge: Delivers a massive melee strike with a heavy weapon. Deals high physical plus resonating and disruptive force damage, pushing or staggering enemies. Momentum increases damage slightly.

  Bronze, Momentum Surge: Cooldown and cost reduce when multiple enemies are hit. Knock back and stagger increase with each successive strike.

  Ability: Rend the Earth (Might)

  (Area control, crowd control, disruptive force)

  Base cost: Moderate

  Current rank: Bronze

  Cooldown: Medium

  Iron, Earthshatter Stomp: Stomps the ground, releasing a small shockwave that staggers or briefly knocks down enemies. Deals minor physical and disruptive force damage and can interrupt enemy actions.

  Bronze, Cracking Ruin: Shockwave radius increases, dealing more damage and stagger. Cracked terrain and slows movement, creating difficult terrain.

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  Ability: Avalanche of Wrath (Might)

  (Momentum assault, escalating power, disruptive force)

  Base cost: Low

  Current rank: Bronze

  Cooldown: medium

  Iron, Gathering Momentum: Activate to advance steadily. Movement is slow, but power and damage reduction increase each second in motion. Melee strikes slightly boost attack damage and stagger.

  Bronze, Rolling Descent: Momentum builds faster, increasing movement and attack speed. Strikes and kills extend duration slightly. releases a small shockwave proportional to momentum stacks when it ends.

  Ability: Berserker’s Might (Might)

  (Aura, strength buff, combat recovery)

  Base cost: none

  Current rank: Bronze

  Cooldown: none

  Iron, Inspiring Presence: Aura provides minor bonus melee damage and slight health/stamina regeneration for self and nearby allies.

  Bronze, Crimson Resolve: Bonuses increase, melee damage stronger, health/stamina recovery higher. Allies gain minor knock back and stagger resistance.

  Ability: Mighty Strenth (might

  (passive, strength buff,)

  Base cost: None

  Current rank: Bronze

  Cooldown: None

  Passivly boosting the Power attribute proportional to its rank

  Balance

  Ability: Retributive Strike (Balance)

  (Single-target/area, stored damage release, escalating output)

  Base cost: Moderate

  Current rank: Bronze

  Cooldown: Medium / stored energy dependent

  Iron, Collected Fury: Damage taken over a short time is stored as Retaliation Energy. The next melee strike releases it as bonus damage to a single target.

  Bronze, Crimson Reprisal: Stored energy scales more with incoming damage. Strike now hits multiple targets in a small arc and applies knock back or stagger.

  Ability: Karmic Link (Balance)

  (Passive/Sustain, life conversion, enemy siphon)

  Base cost: Low

  Current rank: Bronze

  Cooldown: medium

  Iron, Tether of Pain: Nearby enemies form a weak karmic link. Any healing or regeneration they receive is partially transferred to the Berserker as minor health recovery.

  Bronze, Shared Vitality: Radius increases, linking more enemies. Health gained from linked enemies is stronger, scaling with proximity.

  Ability: Blooded Reprisal (Balance)

  (Emergency Recovery, AoE Damage, Health-Based Trigger)

  Base cost: Passive

  Current rank: Bronze

  Cooldown: Triggered at critical health (~25%)

  Iron, Echo of Survival : Triggers when Berserker drops below ~25% health. Emits a small shockwave dealing minor physical and disruptive damage to nearby enemies while slightly knocking them back. Berserker heals ~25% of max health.

  Bronze, Fury Unbound: Shockwave radius expands; damage and knock back increase. Healing rises to ~30% max health. Enemies are staggered or tripped.

  Ability: Blood Pact (Balance)

  (Team Support / Resource Redistribution)

  Base cost: varies (health/stamina consumed)

  Current rank: Bronze

  Cooldown: Medium

  Iron, Shared Strength: Target a single ally. Converts a small portion of the Berserker’s health or stamina into ally health at ~50% efficiency.

  Bronze, Circle of Vitality: Targets multiple allies in a small radius. Conversion efficiency improves (~65%) and can draw minor resources back from allies if above threshold.

  Ability: Mirror of Karmic Retribution (Balance)

  (Passive / Reactive / Linked Punishment)

  Base cost: None

  Current rank: Bronze

  Cooldown: None (passive, triggered on enemy attacks)

  Iron, Reflected Pain: Minor retaliatory damage is automatically sent through Karmic Link each time the I take damage,

  Bronze, Vengeful Strike: Damage increases, and attackers struck through the link are slightly staggered or slowed.

  Wrath

  Ability: Rising Fury (Wrath)

  (Escalating Damage / True Damage Scaling)

  Base cost: Passive

  Current rank: Bronze

  Cooldown: None (stacks build over time in combat)

  Iron, Rising Fury: While in combat, the Berserker gains Wrath stacks every few seconds, slightly increasing melee damage. Stacks decay slowly out of combat.

  Bronze, Seething Onslaught: Wrath stacks accumulate faster and now add minor true damage to attacks. Reaching a stack threshold temporarily boosts attack speed.

  Ability: Blood Frenzy (wrath)

  (Self-Buff / Damage Scaling)

  Base cost: Passive

  Current rank: Bronze

  Cooldown: None (triggers automatically in combat)

  Iron, Blood Frenzy: Melee damage slightly increases for each enemy recently struck. faint crimson aura flickers with each successful hit, signalling rising aggression.

  Bronze, Frenzied Assault: Damage scaling increases, each hit restores a small portion of health. Rapid strikes encourage aggressive movement and sustain.

  Ability: Fury of the Damned (wrath)

  (Passive Buff / Escalating Damage)

  Base cost: Passive

  Current rank: Bronze

  Cooldown: None (triggers automatically when hit)

  Iron, Rising Anger: Each enemy hit grants a Wrath stack, slightly increasing melee damage.

  Bronze, Unyielding Rage: Stack limit increased. Wrath stacks boost melee damage more significantly and add minor attack speed. Stacks refresh on new hits, building faster against multiple foes.

  Ability: Feral Onslaught (Wrath)

  (Offensive / Chain Attack)

  Base cost: Low

  Current rank: Bronze

  Cooldown: Short (can be chained with successive hits)

  Iron, Savage Momentum: Each successive hit grants a small attack speed bonus, encouraging continuous melee.

  Bronze, Chain of Carnage: Attacks now chain to nearby enemies, dealing moderate area damage. arcs of crimson energy leap between foes.

  Ability: Devouring Crescendo (wrath)

  (Offensive / True Damage Finisher / Wrath-Boostable)

  Base cost: High mana

  Current rank: bronze

  Cooldown: Medium

  Iron, Finishing Strike: Single devastating strike dealing true damage that scales moderately with the target’s missing health. Can consume Wrath stacks to enhance damage

  Bronze, Crushing Echo: Strike can now hit multiple enemies with transcendent arcs of lightning, damage scales with missing health

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