Berserk 3.0

# GUIDE: Items and Equipment

## Effects

Accumulates "Plasma Kinetic Charge" while taking damage

Kinetic charge increases weapon damage and energy impulse damage (depends on accumulated charge)

Any kind of teleportation causes the plasma energy impulse if the kinetic charge is active

## Abilities in Selection

### 1

Energy Impulse

Note: This guide is about weapons, belts, artifacts and quivers that have a synergy with the armor, this means those items works efficiently with the ability of the armor itself provides, so finding or crafting those will exploit the potencial of the perks. Here you will also find some builds recommendations.

### **Especial Effects:**

Plasma kinetic Charge:

This ability allows to accumulate a bonus from all source of damage except poison, any fire or environmental damage (acid/lava pools).

The Bonus will increase the damage done, depending on the charge percentage; this means the more they hit you will increase the damage of weapons and Energy impulse, the effect will be deployed on a single attack with a especial kinetic discharge, this cycle continuous indefinitely as long as you take damage; you can also save kinetic charge for tougher fights but this is not sustentable unless you have enough healing items. Note that Plasma Kinetic Charge will wear out after some turns.

Any kind of teleportation (without exception) unleash a kinetic discharge around you and the damage is determined by the number of accumulated charge.

### **Overall View:**

You should be focus on obtain high health and knowing all the healing sources in order to sustain all the harm received:

*Vampirism effect on Robots will  drop energy crystals instead of health.*

* Scroll of Vampirism + Slime bottle
* Devourment Weapons on enemies (except undead or demons) .
* Scroll of inversion + Acid potions or getting poison from enemies (Poison can stack from different sources)
* Potions and health crystals.

Using 'Blink' weapons type, allows to hit multiple times and different enemies (if there is any) on one turn as before mentioned this suits perfect for us, performing strong attacks every time we take damage, as a plus you can hit enemies that are far way from you. Setting those as main weapon will be highly recommended. Otherwise you can use scimitars or claws on early game. Scimitar doesn't take the kinetic charge on counter attacks and Claws can hit multiple times on a turn.

Note: Reducing the damage you take with artifacts (Balance sigil and fire sigil) affects the among of charge you gain, this is also affected by your defense, in some cases (like using defense scroll) you don't get any kinetic charge. It seems like the bonus its determined by how much health you lose on hit.

### **Tips and tricks:**

*Here you can leave your knowledge*

1. /

### **Equipment:**

Armor Plate/ Belt / Quiver / Book
 Belt

There is also the Granadier Belt T-1 it's more expense to craft and share same stats but gives increased grenade gun speed.
 Quiver
 Book

### **Artifacts:**

Here are some Artifact recommendations (if you are lucky enough to get those) .

**PROTECTION SIGIL**

**SENTINEL AMULET**

BERSERK SKULL

### **Must find:**

Here is a table of weapons that you should be looking to get on your playthrough.

MELEE WEAPON