Berserkers with dirty fighting are really great fun! the stun locks, with extra crits are just wonderful. Throw a mithril greatmaul into the mix and brains smash all over the shop (mine too in the end).
Heres the character dump - wish I could freakin save some times

Any suggestions for my next zerker? Am I doing something silly? This build seemed to work really well, just a poor moment of judgement cost me all. None of the bosses thus far lasted more than 3 hits...
[Tome 4.00 @ www.te4.org Character Dump]
Sex : Male STR: 53
Race : D??nadan DEX: 20
Class : Berserker MAG: 10
Level : 24 WIL: 15
Exp : 12% CUN: 28
Gold : 154.59 CON: 44
Attack(Main Hand): 78 Life : -50/803 Encumbrance : 100.7/135
Damage(Main Hand): 191 Stamina : 126/179 Difficulty : Normal
APR (Main Hand): 4
Crit (Main Hand): 8%
Crit (Main Hand): 8%
Crit (Main Hand): 8%
Speed (Main Hand): 1.20
Fatigue : 44% Spellpower : 10
Armor : 16.3 Spell Crit : 6.4%
Defense : 22.5 Spell Speed : 1
Ranged Defense : 22.5
Cold damage : 5%
Physical Save : 31.25
Spell Save : 13.25
Mental Save : 17.75
Cold Resist: 20%
Nature Resist: 10%
Stun Resistance: 100%
Knockback Resistance: 70%
Number of NPC killed: 1580
Most killed NPC: cold drake hatchling (102)
[Talents Chart]
- Technique / Two-handed weapons (mastery 1.30)
Death Dance (class) 2/5
Berserker (class) 1/5
Warshout (class) 3/5
Death Blow (class) 4/5
- Technique / Two-handed weapons (mastery 1.30)
Stunning Blow (class) 5/5
Sunder Armour (class) 4/5
Sunder Arms (class) 0/5
Blood Frenzy (class) 0/5
- Technique / Warcries (mastery 1.30)
Shattering Shout (class) 1/5
Second Wind (class) 4/5
Battle Shout (class) 0/5
Battle Cry (class) 0/5
- Technique / Combat techniques (mastery 1.30)
Precise Strikes (class) 0/5
Rush (class) 0/5
Perfect Strike (class) 0/5
Blinding Speed (class) 0/5
- Technique / Combat techniques (mastery 1.30)
Quick Recovery (class) 0/5
Fast Metabolism (class) 0/5
Spell Shield (class) 0/5
Unending Frenzy (class) 0/5
- Technique / Combat training (mastery 1.30)
Heavy Armour Training (generic) 3/5
Massive Armour Training (generic) 1/5
Health (generic) 3/5
Weapon Combat (generic) 8/10
Sword Mastery (generic) 0/10
Axe Mastery (generic) 0/10
Mace Mastery (generic) 8/10
Knife Mastery (generic) 0/10
- Cunning / Dirty fighting (mastery 1.25)
Dirty Fighting (class) 2/5
Backstab (class) 4/5
Switch Place (class) 1/5
Cripple (class) 0/5
- Cunning / Survival (mastery 1.00)
Trap Detection (generic) 0/5
Heightened Senses (generic) 0/5
Trap Disarm (generic) 0/5
Evasion (generic) 0/5
-- Lost Knowledge
You found an ancient tome about gems.
You should bring it to the jeweler in the Gates of Morning.
[Character Equipment]
In main hand
a) mithril greatmaul (64.5-96.75 power, 4 apr)
Type: weapon / greatmaul
64 Power [Range 1.50] (+120% Strength), 0 Attack, 4 Armor Penetration, Crit 3%
Damage type: physical
In off hand
On fingers
b) gold ring of defense (14 def, 0 armor)
Type: jewelry / ring
When wielded/worn:
Armor 0, Defense 14
c) quartz ring
Type: jewelry / ring
When wielded/worn:
Increases stun immunity: 30%.
Around neck
d) gold amulet of mastery (0.25 Cunning / Dirty fighting)
Type: jewelry / amulet
When wielded/worn:
Increases talent masteries: 0.25 Cunning / Dirty fighting.
Light source
e) Arkenstone of Thrain
Type: lite / lite
When wielded/worn:
Light radius 5
It can be used to map surroundings, costing 100 power out of 150/150.
Dropped by skeleton warrior
Main armor
f) steel plate armour of stability (4 def, 9 armor)
Type: armor / massive
When wielded/worn:
Armor 9, Defense 4
Fatigue 22%
Increases stun immunity: 70%.
Increases knockback immunity: 70%.
On head
g) Steel Helm of Hammerhand (0 def, 4 armor)
Type: armor / head
When wielded/worn:
Armor 4, Defense 0
Fatigue 8%
Increases stats: 3 Strength,3 Constitution,4 Willpower.
Increases physical save: 7.
Increases spell save: 7.
Increases mental save: 7.
Dropped by Minotaur of the Labyrinth
On hands
On feet
h) Frost Treads (1 def, 2 armor)
Type: armor / feet
When wielded/worn:
Armor 2, Defense 1
Fatigue 14%
Increases stats: 4 Strength,4 Dexterity,4 Cunning.
Increases resistances: 20% cold,10% nature.
Increases damage type: 5% cold.
Light radius 1
Dropped by Rantha the Worm
[Last Messages]
Copperhead snake hits Orka for 21.00 physical damage .
Ghoul bites poison into Orka.
Ghoul misses Orka.
Skeleton archer shoots!
Copperhead snake hits Orka for 9.00 nature damage .
Orka misses skeleton warrior.
Copperhead snake hits Orka for 20.00 physical damage .
Copperhead snake hits Orka for 20.00 physical damage .
Ghoul misses Orka.
Skeleton archer shoots!
Copperhead snake hits Orka for 9.00 nature damage .
Orka hits ghoul for 249.00 physical damage .
Orka killed ghoul!
Copperhead snake performs a critical stike!
Copperhead snake hits Orka for 30.00 physical damage .
Skeleton archer shoots!
Copperhead snake bites poison into Orka.
Copperhead snake hits Orka for 8.55 nature damage .
Copperhead snake hits Orka for 15.19 nature damage .
Orka hits copperhead snake for 188.73 physical damage .
Orka killed copperhead snake!
Skeleton warrior uses Stunning Blow.
Skeleton warrior hits Orka for 106.55 physical damage .
Orka resists the stunning blow!
Skeleton archer shoots!
Copperhead snake hits Orka for 15.19 nature damage .
Orka uses King's Gift.
Orka starts to regenerating heath quickly.
Skeleton archer shoots!
Skeleton warrior hits Orka for 90.40 physical damage .
Skeleton archer hits Orka for 90.00 physical damage .
Skeleton archer shoots!
Copperhead snake hits Orka for 15.19 nature damage .
Orka hits skeleton warrior for 214.00 physical damage .
Skeleton warrior hits Orka for 98.31 physical damage .
Skeleton archer hits Orka for 87.00 physical damage .
Skeleton archer shoots!
Skeleton archer hits Orka for 81.00 physical damage .
Skeleton warrior hits Orka for 129.95 physical damage .
Skeleton warrior killed Orka!
The worst part? Avoidable, of course - thought from 500hp should be fine another round (while standing ON the stairs). Gods I wish I could have found a blood on this one - and not keep on finding em on Trollshaw 1 on throwaway chars.