Rage triggers automatically
Dealing or taking damage builds Tainted Samson's rage. At the threshold he automatically enters Berserk. This is an innate character trigger, rather than a starting pocket active you press.
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Repentance · Rage and timer
Recognize automatic Berserk, extend its timer through kills and check your health before the mode ends.
Understand the system
Dealing or taking damage builds Tainted Samson's rage. At the threshold he automatically enters Berserk. This is an innate character trigger, rather than a starting pocket active you press.
Berserk replaces tears with a jawbone club, including melee swings and a charged throw. Kills extend the short duration. Birthright makes each kill extend it further.
Damage still matters during Berserk. At zero health, death is postponed until the mode finishes. Healing before it ends can save the run; continuing to attack does not itself restore health.
Berserk! is shown as a reference for the innate mode. Tainted Samson does not start with that active item. Birthright is an optional pickup.
Practice the decision
These are fixed teaching examples with stated conditions. Choose an action and compare what you have before and after it.
Tainted Samson
Before
Tainted Samson outside Berserk; accumulated rage reaches its threshold
After
Berserk starts automatically; tears become club attacks
The character changes mode without a pocket-item activation. Plan for a different attack range.
Check before acting: Watch the visual rage buildup before committing to a narrow route.
Berserk! is shown as a reference for the innate mode. Tainted Samson does not start with that active item. Birthright is an optional pickup.
This reference does not read your save, calculate a crafting recipe or simulate an arbitrary inventory, health bar, queue or combat state.