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dom6:berserker

Berserker

A Berserker is capable of Going Berserk when hit. In such a state, they become Undisciplined, but they will definitely not rout. This is very nice in certain situations, but it also prevents mages and priests from casting spells (unless they're Innate Spellcasters).

Going Berserk

Whenever a Berserker takes damage, the game does a roll to check if they abandon their inhibitions. This is the same as the Trample roll or the Earthquake roll: it's three six-sided dice which, like with a DRN, are open-ended. The roll must be lower than their Morale.

Once Berserk, Berserkers remain Berserk until one of the following annoyances occurs. New to Dominions 6, fellas cannot go Berserk twice in a single battle.

  • They pass out for any reason (100 Fatigue, Sleep, et cetera)
  • Round 100 arrives, signaled in most battles by Twilight
  • They're hit with Calm Emotions or Serenity, and the spell manages to remove their trait
    • Each round while the debuff is on a Berserking unit, they have to succeed in a Magic Resistance check vs. 7 to remain Berserk.
    • These spells also effectively add 4 to the roll for not going Berserk, on those who haven't gone Berserk yet.

Effects of Being Berserk

A Berserk unit has 99 Morale, a nominal value that cannot be changed by any means. It means the unit will not rout, even if their squad (or their entire army) routs. It also means they will ignore the "turn-rout", which happens at Round 150 for attackers and Round 170 for defenders; though, due to Dominions 6's changes, being Berserk at that point is unlikely.

Specialized Berserker Training

Anyone can have the Berserker trait applied to them by the Growing Fury spell, as long as they aren't Inanimate. In fact, if one doesn't want to wait, the Berserker Pelt item also applies the "Gone Berserk" trait at the start of the battle.

Growing Fury adds Berserker +0, though. What do the point values do? While Berserk, each point in Berserker:

  • Adds 1 point of Natural Protection
  • Adds 1 point of Strength
  • Adds 1 point of Attack Skill
  • Subtracts 1 point of Defence Skill
  • Adds half a point of Fatigue each round (rounded down)
    • Berserker +0 already adds half a point of Fatigue each round (rounded down), by the way.

Sources

Sources of points in Berserker are few. Most are items, such as the Berserker Pelt (+1). There is a Berserker Bless under Nature, however.

In battle, friendly units can be made to Go Berserk immediately, with Nature Thaumaturgies such as Touch of Madness and Rage of the Cornered Rat. The former is a melee-range spell, though it affects an entire square. The latter has more range and a higher Area-of-Effect, but it only affects Animals. Anyone can be made to Go Berserk with these, but those without the Berserker trait are treated as having zero points in it.

Then there's Growing Fury; it comes later than the "Go Berserk" spells, and it costs a naturegemNature Gem.

dom6/berserker.txt · Last modified: 2024/06/21 03:22 by fenrir