Militech Berserk
| Militech Berserk | |
|---|---|
| Class | Operating System |
| Type | Berserk |
| Tier | Iconic |
| Attribute | Body |
| Capacity | 35 |
| Location | Northside |
The Militech Berserk makes V completely invulnerable for a few seconds. Every other Berserk only cuts damage and keeps Health above a quarter. While it runs, V also attacks faster, moves faster and pays no Stamina for melee attacks. V hits even harder when Health is low, so starting it in a tight spot turns a bad moment into a counterattack. It suits a melee build that has the capacity to spare. The Militech Berserk is a mid to late game Iconic operating system, sold by every ripperdoc in Night City and Dogtown from level 30.
Effect
A Berserk is an operating system that V switches on once it is charged. While the Militech Berserk is active, V is invulnerable to damage. In exchange, V is limited to melee weapons, and items such as Health items are locked. Melee attacks cost no Stamina during the effect. Attack speed and movement speed also rise.
The Militech Berserk adds a bonus that rewards risk. V deals more damage the lower V's Health is. The bonus peaks at half again as much damage when Health is below a fifth. Since V cannot be hurt while it runs, a Berserk started at low Health keeps that full bonus for the whole window.
When the effect ends, V regains a quarter of max Health for each enemy neutralized while it ran. Four kills during one window refill V completely. Starting it in a crowd therefore heals the most.
The window lasts eleven to twelve seconds. The cooldown drops from forty seconds at Tier 4 to twenty-five at Tier 5++.
The implant is attuned to Body. Each Body point adds a small bonus to damage during the Berserk. A character with full Body deals a tenth more damage while it runs.
How to Get Militech Berserk Guide
- Visit any ripperdoc from level 30 to buy it at Tier 4.
- Return at level 40 for Tier 5.
- Upgrade it at a ripperdoc with crafting components.
Militech Berserk Map Location
Militech Berserk map location:
Map credit by Map Genie.
Upgrades
The Militech Berserk comes in Tiers 4 and 5, with plus steps in between. Tier 5 raises the attack speed and movement speed and lengthens the window. The plus steps shorten the cooldown. Invulnerability and the low Health bonus stay the same at every tier. The capacity cost is the highest of any Berserk, and it stays the same at every tier. Cyberware Capacity Shards and the Edgerunner perk help make room for it. Ripperdocs stock Tier 4 from level 30 and Tier 5 from level 40. A ripperdoc can upgrade the installed implant with crafting components, which is the only way to reach Tier 5++.
The table shows what each tier step of Militech Berserk costs at a ripperdoc.
| Upgrade | Components | Requirement |
|---|---|---|
| Tier 4 to Tier 4+ | 75 Tier 4 components | - |
| Tier 4+ to Tier 5 | 37 Tier 5 components | - |
| Tier 5 to Tier 5+ | 75 Tier 5 components | - |
| Tier 5+ to Tier 5++ | 200 Tier 5 components | Phantom Liberty |
Character Builds
The Militech Berserk belongs in a melee build with high Body and Reflexes. In the Body tree, Quake lets V slam the ground and stagger nearby enemies. Finisher: Savage Sling unlocks a Blunt Weapon Finisher that restores Health. In the Reflexes tree, Finisher: Bladerunner does the same for blades and raises their attack speed. Flash And Thunderclap makes Strong Attacks leap to nearby enemies. Dash and Air Dash help V reach targets before the window closes.
From the Technical Ability tree, Ticking Time Bomb sets off a charged EMP each time an operating system starts. Extended Warranty adds duration to all cyberware effects. Cooldown cyberware such as the Newton Module or Axolotl brings the Berserk back sooner. Automatic healing such as the Biomonitor covers the gap between uses.
Select a Build
A heavy melee build that fights with clubs and hammers. Berserk goes on when Health runs low and keeps the character alive while every melee hit lands harder. Quake slams the ground and staggers every enemy close by.
Attributes: Body 20, Reflexes 20, Technical Ability 20, Intelligence 3, Cool 18.
The perks, cyberware and weapon mods for this build are listed below.
| Name | Image | Level | Effect |
|---|---|---|---|
| Dorph-Head | Body 4 | Brief full Mitigation after using a Health item | |
| Adrenaline Rush | Body 15 | More Health and the Adrenaline Rush mode | |
| Bloodlust | Body 15 | Dismemberments refill Adrenaline | |
| Epicenter | Body 15 | Midair Quake hits harder from higher falls | |
| Juggernaut | Body 15 | More speed and damage during Adrenaline Rush | |
| Quake | Body 15 | Faster blunt attacks and a ground slam | |
| Ripple Effect | Body 15 | Health for each enemy hit by Quake | |
| Finisher: Savage Sling | Body 20 | Blunt weapon finisher that can throw the enemy | |
| Pain To Gain | Body 20 | Kills recharge Health items during Adrenaline Rush | |
| Dash | Reflexes 9 | Dash replaces the dodge | |
| Mad Dash | Reflexes 9 | Double Dash range toward enemies | |
| Mean Streak | Reflexes 9 | Stamina back after a kill while Dashing | |
| Aerodynamic | Reflexes 15 | Stronger Mitigation in midair | |
| Air Dash | Reflexes 15 | Dash in midair | |
| Tailwind | Reflexes 20 | Stamina from air dashes and double jumps | |
| Chrome Constitution | Technical Ability 9 | Less damage taken with full Skeleton and Integumentary slots | |
| Health Freak | Technical Ability 9 | One more Health item charge and faster recharge | |
| Renaissance Punk | Technical Ability 9 | More cyberware capacity for each attribute at 9 or higher | |
| Ambidextrous | Technical Ability 15 | A second Hands cyberware slot | |
| Extended Warranty | Technical Ability 15 | Cyberware effects last longer | |
| License To Chrome | Technical Ability 15 | Stronger cyberware, more armor and a Skeleton slot | |
| Edgerunner | Technical Ability 20 | Cyberware past the capacity limit for a small Health cost | |
| Ticking Time Bomb | Technical Ability 20 | An EMP blast after the Operating System turns on |
| Name | Image | Slot | Effect |
|---|---|---|---|
| Projectile Launch System | Arms | Arm launcher that fires explosive shots | |
| Heal-On-Kill | Circulatory System | Health on each kill | |
| Newton Module | Frontal Cortex | Kills cut cyberware cooldowns | |
| Dense Marrow | Skeleton | More melee damage for a higher Stamina cost | |
| Scar Coalescer | Skeleton | More armor below half Health |
Most swings of Sasquatch's Hammer either kill an enemy outright or knock it flat. Quake slams a whole group to the ground, and Militech Berserk makes the character invulnerable when things get dangerous. An SMG covers the moments that need speed or reach.
Attributes: Body 20, Reflexes 20, Technical Ability 20, Intelligence 3, Cool 18.
The perks, cyberware and weapon mods for this build are listed below.
| Name | Image | Level | Effect |
|---|---|---|---|
| Painkiller | Body 4 | Slow Health regeneration in combat | |
| Breakthrough | Body 9 | Strong attacks strip enemy Armor for a short time | |
| Clapback | Body 9 | Defensive attacks knock down and counterattacks stun | |
| Fly Swatter | Body 9 | Less ranged damage while blocking with a blunt weapon | |
| Kinetic Absorption | Body 9 | Blocking gives Stamina and blunt weapon damage | |
| Wrecking Ball | Body 9 | Cheaper blunt attacks and a sprinting shoulder charge | |
| Aftershock | Body 15 | Stamina for each enemy hit by Quake | |
| Epicenter | Body 15 | Midair Quake hits harder from higher falls | |
| Quake | Body 15 | Faster blunt attacks and a ground slam | |
| Ripple Effect | Body 15 | Health for each enemy hit by Quake | |
| Adrenaline Rush | Body 15 | More Health and the Adrenaline Rush mode | |
| Calm Mind | Body 15 | Adrenaline lasts longer before it decays | |
| Juggernaut | Body 15 | More speed and damage during Adrenaline Rush | |
| Unstoppable Force | Body 15 | Immunity to knockdown and blinding during Adrenaline Rush | |
| Finisher: Savage Sling | Body 20 | Blunt weapon finisher that can throw the enemy | |
| Pain To Gain | Body 20 | Kills recharge Health items during Adrenaline Rush | |
| Machine Learning | Relic | Crit damage builds on enemy Vulnerabilities | |
| All Things Cyber | Technical Ability 9 | Stronger cyberware stats | |
| Chrome Constitution | Technical Ability 9 | Less damage taken with full Skeleton and Integumentary slots | |
| Built Different | Technical Ability 15 | Unlocks the Cellular Adapter cyberware | |
| Cyborg | Technical Ability 15 | Shorter cyberware cooldowns with every slot filled | |
| Extended Warranty | Technical Ability 15 | Cyberware effects last longer | |
| License To Chrome | Technical Ability 15 | Stronger cyberware, more armor and a Skeleton slot | |
| Edgerunner | Technical Ability 20 | Cyberware past the capacity limit for a small Health cost |
| Name | Image | Slot | Effect |
|---|---|---|---|
| Gorilla Arms | Arms | Hard hitting fists | |
| Heal-On-Kill | Circulatory System | Health on each kill | |
| Self-ICE | Frontal Cortex | Blocks an enemy quickhack | |
| Reinforced Tendons | Legs | Double jump | |
| NeoFiber | Nervous System | More mitigation chance and strength | |
| Rara Avis | Skeleton | More armor | |
| Dense Marrow | Skeleton | More melee damage for a higher Stamina cost |
Gorilla Arms punch enemies apart up close, and Body perks turn sprints and jumps into charges and ground slams. Air Dashes cover the distance to the next group. A shotgun handles enemies that stay out of reach.
Attributes: Body 20, Reflexes 20, Technical Ability 20, Intelligence 3, Cool 18.
The perks, cyberware and weapon mods for this build are listed below.
| Name | Image | Level | Effect |
|---|---|---|---|
| Army Of One | Body 4 | Faster Health regeneration for each nearby enemy | |
| Comeback Kid | Body 4 | Faster Health regeneration at low Health | |
| Dorph-Head | Body 4 | Brief full Mitigation after using a Health item | |
| Painkiller | Body 4 | Slow Health regeneration in combat | |
| Speed Junkie | Body 4 | Faster Health regeneration while sprinting | |
| Breakthrough | Body 9 | Strong attacks strip enemy Armor for a short time | |
| Clapback | Body 9 | Defensive attacks knock down and counterattacks stun | |
| Fly Swatter | Body 9 | Less ranged damage while blocking with a blunt weapon | |
| Kinetic Absorption | Body 9 | Blocking gives Stamina and blunt weapon damage | |
| Wrecking Ball | Body 9 | Cheaper blunt attacks and a sprinting shoulder charge | |
| Adrenaline Rush | Body 15 | More Health and the Adrenaline Rush mode | |
| Aftershock | Body 15 | Stamina for each enemy hit by Quake | |
| Calm Mind | Body 15 | Adrenaline lasts longer before it decays | |
| Epicenter | Body 15 | Midair Quake hits harder from higher falls | |
| Juggernaut | Body 15 | More speed and damage during Adrenaline Rush | |
| Quake | Body 15 | Faster blunt attacks and a ground slam | |
| Ripple Effect | Body 15 | Health for each enemy hit by Quake | |
| Unstoppable Force | Body 15 | Immunity to knockdown and blinding during Adrenaline Rush | |
| Finisher: Savage Sling | Body 20 | Blunt weapon finisher that can throw the enemy | |
| Pain To Gain | Body 20 | Kills recharge Health items during Adrenaline Rush | |
| Parkour! | Reflexes 4 | Faster climbing and vaulting | |
| Slippery | Reflexes 4 | Harder to hit while moving fast | |
| Can't Touch This | Reflexes 9 | Full Mitigation Chance while Dashing | |
| Dash | Reflexes 9 | Dash replaces the dodge | |
| Mad Dash | Reflexes 9 | Double Dash range toward enemies | |
| Aerial Acrobat | Reflexes 15 | Better control in midair | |
| Aerodynamic | Reflexes 15 | Stronger Mitigation in midair | |
| Air Dash | Reflexes 15 | Dash in midair | |
| Tailwind | Reflexes 20 | Stamina from air dashes and double jumps | |
| Jailbreak | Relic | New abilities for every Arms cyberware | |
| Machine Learning | Relic | Crit damage builds on enemy Vulnerabilities | |
| Vulnerability Analytics | Relic | Hits on enemy Vulnerabilities always crit | |
| First Aid | Technical Ability 4 | Faster Health item recharge after one use | |
| Glutton For War | Technical Ability 4 | Kills recharge Health items and grenades | |
| Transfusion | Technical Ability 4 | More Health from the last Health item charge | |
| All Things Cyber | Technical Ability 9 | Stronger cyberware stats | |
| Borrowed Time | Technical Ability 9 | A Health item refills after a kill at low Health | |
| Chipware Connoisseur | Technical Ability 9 | A choice of stat bonus when upgrading cyberware | |
| Chrome Constitution | Technical Ability 9 | Less damage taken with full Skeleton and Integumentary slots | |
| Driver Update | Technical Ability 9 | An extra stat bonus on every cyberware | |
| Health Freak | Technical Ability 9 | One more Health item charge and faster recharge | |
| Renaissance Punk | Technical Ability 9 | More cyberware capacity for each attribute at 9 or higher | |
| Extended Warranty | Technical Ability 15 | Cyberware effects last longer | |
| Friendlier Fire | Technical Ability 15 | Less damage from the character's own explosions | |
| Heat Shield | Technical Ability 15 | More Mitigation Chance for each Pyromania stack | |
| License To Chrome | Technical Ability 15 | Stronger cyberware, more armor and a Skeleton slot | |
| Pyromania | Technical Ability 15 | Faster Health item and grenade recharge and bigger blasts | |
| Edgerunner | Technical Ability 20 | Cyberware past the capacity limit for a small Health cost | |
| Ticking Time Bomb | Technical Ability 20 | An EMP blast after the Operating System turns on |
| Name | Image | Slot | Effect |
|---|---|---|---|
| Gorilla Arms | Arms | Hard hitting fists | |
| Blood Pump | Circulatory System | A Health item that heals over time | |
| Newton Module | Frontal Cortex | Kills cut cyberware cooldowns | |
| Reinforced Tendons | Legs | Double jump | |
| NeoFiber | Nervous System | More mitigation chance and strength | |
| Dense Marrow | Skeleton | More melee damage for a higher Stamina cost | |
| Epimorphic Skeleton | Skeleton | More max Health |
Lore
The in-game description calls the Militech Berserk the only official Berserk implant from Militech on the market. It also calls it an exceptionally fine one. The text says its genius lies in being nanopowered. That design makes it very well suited to regeneration.
Notes
- The Militech Berserk fills the operating system slot, so it replaces a Sandevistan or a cyberdeck.
Cyberware Categories
All Operating System Cyberware
Every Operating System implant is listed below. The Iconic ones come first, then the standard ones.
Iconic Operating System Cyberware
| Name | Image | Type | Attribute | Capacity | Location |
|---|---|---|---|---|---|
| Chrome Compressor | 0 | Dogtown | |||
| Militech "Apogee" Sandevistan | Sandevistan | Reflexes | 44 | Northside | |
| Militech "Falcon" Sandevistan | Sandevistan | Reflexes | 39 | Northside | |
| Militech Berserk | Berserk | Body | 35 | Northside | |
| Militech Canto Mk.6 | Cyberdeck | ||||
| NetWatch Netdriver | Cyberdeck | Northside |
Standard Operating System Cyberware
| Name | Image | Type | Attribute | Capacity | Location |
|---|---|---|---|---|---|
| Arasaka Shadow | Cyberdeck | ||||
| BioDyne Berserk | Berserk | Reflexes | 20 | ||
| Biotech Σ | Cyberdeck | ||||
| Dynalar Sandevistan | Sandevistan | Reflexes | 18 | ||
| Militech Paraline | Cyberdeck | ||||
| Moore Tech Berserk | Berserk | Body | 12 | ||
| QianT "Warp Dancer" Sandevistan | Sandevistan | Reflexes | 14 | ||
| Raven Microcyber | Cyberdeck | ||||
| Tetratronic Rippler | Cyberdeck | ||||
| Zetatech Berserk | Berserk | Body | 16 | ||
| Zetatech Sandevistan | Sandevistan | Reflexes | 20 |