tank

Butcher

Melee berserker: gains guaranteed critical hits after heavy HP loss and can toggle a damaging blood zone around himself.

60Strength
20Agility
10Intelligence
30Endurance

Passive

Losing 20% max HP grants one guaranteed critical charge, cooldown 15s. A charged crit heals and splashes damage in a cone around the target.

Active

Blood zone toggles with a 3s toggle cooldown. Each second it deals 12 damage to enemies in radius 4 and deals 30% of pulse damage back to the owner. Talents increase radius, add Strength scaling, and reduce self-damage.

Soul Sceptre

Butcher Soul Sceptre stacks Strength from kills. Player kill: +2 permanent Strength and +5 temporary Strength for 120s. Mob kill: +0.05 permanent and +0.25 temporary for 60s. The bonus is added to effective Strength and improves damage, crits, and class scaling.

Talents

One branch is chosen on each tier.

30lv. / 70

Grip

Kills heal missing HP.

Kills heal 20% of missing HP. Exhaustion disables this.

Field

Blood zone hurts owner less.

Blood-zone pulse self-damage drops from 45% to 30%.

40lv. / 80

Thirst

Critical charge triggers earlier.

HP-loss threshold for gaining a guaranteed critical drops from 20% to 12% of maximum HP.

Toxic

Strength is added to zone damage.

Blood zone damage becomes 12 + Strength*0.08 per pulse. Higher Strength makes the aura more dangerous.

50lv. / 90

Feast

Strength-based passive regen is stronger.

Passive regen from missing HP: 0.6% Strength per 5% (instead of 0.35%). Exhaustion disables this.

Blade

Missing HP increases damage.

+0.7% outgoing damage per 1% missing HP. Exhaustion disables this.

60lv. / 100

Berserk

Missing HP grants effect resistance.

Every 5% missing HP grants 3% effect resistance. Exhaustion disables this.

Bath

Blood zone is wider.

Blood zone radius increases from 4 to 7 blocks, enabling group pressure and space control.

Melee berserker: gains guaranteed critical hits after heavy HP loss and can toggle a damaging blood zone around himself.