Berserkers are the Hyper Evolution of Chargers, belonging in the Hyper Evolved tier. They are blind yet highly mobile and powerful melee combatants.
Spawning
Hyper Evolved from a Charger when it obtains at least 7 Evolution Points and its 10 minute Evolution timer expires. Once it does, it will Hyper Evolve into a Berserker.
Can be spawned by Challenge Watchers as a special mob during a Challenge Raid.
Can be spawned by the Reinforcement System.
Unique Behavior
Berserkers are capable of visibly wearing Armor in their head, chest, and legs slots. When a Berserker Hyper Evolves naturally from a Charger, it will keep any head, chest, and legs slot Armor the Charger wore. When a Berserker spawns via any other means, it'll retain the same values as Infected Adventurers do for spawning with Armor and a name.
Berserkers are blind and cannot see targets like other Spore Mobs.
Very similarly to Wardens, Berserkers will listen for sound events from target-able entities within a 20x20 block area around themselves. Projectile sound events take priority over mob sound events. Berserkers will not detect other Spore Mobs making noise (walking, breaking blocks, etc.). If hearing a sound, a Berserker's ears will vibrate (this visual has a 5 second cooldown) and it will run on all fours (shrinking its hitbox to allow it to fit in 2 block high gaps) towards where the sound occurred. As it runs, it checks every 10 ticks within a 2 block range of itself for any target-able entities. If the Berserker finds any, it'll target and attack them as normal. If the Berserker reaches the location, it will wave its arms, feeling for any target-able entities within the 2 block range. Berserkers will forget noises they hear after 5 seconds have passed without a Berserker reaching the location of the sound origin.
Berserkers check every second for any target-able entities that are currently touching their hitboxes. If a Berserker finds any, it'll target and attack them.
If a target-able entity damages a Berserker, it'll immediately target and attack them.
If a Berserker is unable to deal damage to its current target for 2 seconds, it'll deaggro its target.
Berserkers are unable to have a Search Position.
Every time a Berserker attempts to wander to a new location while idle, it'll fire 2 to 6 'echo projectiles' in random directions from its body. Additionally, when reaching the location of a sound signal, there's a 30% chance a Berserker will fire 3 echo projectiles. Echo projectiles travel slowly in the direction they were fired in and last for 6 seconds. If an echo projectile comes in contact with a block or a living entity, there's an X% chance it'll disappear and notify the Berserker of the location, causing the Berserker to run towards where the echo projectile hit, utilizing the same AI as when it hears a sound normally (see above). The chance depends on what the echo projectile hit (20% chance for blocks and 100% chance for living entities).
If a Berserker's health is depleted to 50% (55 health (x27.5 hearts)), it'll be in a constant state of charging for as long as it's at or below 50% health. While charging, Berserkers are always on all fours, their move speed is increased from 0.20 to 0.30, they have a step up height of 2 (meaning they don't have to jump to go up blocks that are 2 blocks tall), and, when dealing melee damage to a target, will destroy all blocks (with a hardness of 3 or lower) within a 2 block range of the target.
When pathfinding, if a Berserker is unable to reach a location due to a height restriction of 2 blocks, it's capable of crouching, reducing the height of its hitbox in order to reach the desired location or target.
Berserkers are immune to suffocation damage.
The minimum amount of true damage Berserkers can deal to a target is 25% of their base melee damage (5 damage (x2.5 hearts).
Behavior
Berserkers are hostile to most non-Spore mobs, with the exceptions being Animals and Fish (unless Should attack Animals is enabled via the Config) and mobs included in the Mobs Not Targeted blacklist within the Config.
Berserkers inflict Mycelium Infection I for 30 seconds when dealing melee damage.
Capable of breaking blocks with a hardness of 3 or lower.
Cannot ride Boats.
Can perform short dashes in liquids to pursue a target.
Berserkers have a 5% chance to drop a Scent upon death unless they are freezing.
Berserkers will create Nests. Though, they function slightly differently (see Hyper Evolved page).
Can fall from up to 8 blocks before taking fall damage.
Berserkers have 1.0 knockback resistance, meaning they can't be knocked back by attacks.
Melee attacks of Berserkers have an AOE.
Berserkers can see targets through walls if they are closer than 10 blocks.
Able to utilize Kill Points to grant themselves buffs.
Present a weakness to the cold.
Berserkers are not influenced by Horde Mentality; they are blind and lone hunters. However, Infected, Evolved (excluding Chargers), Bairns, Scampers, and Gastgebers will attempt to pair up with them.
Berserkers can be Linked.
Are affected by the Despawning System.
Will despawn during Proto World Modifier if they are at least 256 blocks away from a player.
Are not affected by Vanilla Despawning.
In regards to Frostbite, have a Body Heat of 3 and Enum Percentage of 5%.
Related Advancements
Drops
Armor Fragment (80% chance for 6 - 12)
Claw Fragment (80% chance for 5 - 15)
Mutated Fibre (70% chance for 5 - 16)
Mutated Heart (50% chance for 1)
Spine Segment (15% chance for 1 - 3)
Naturally-spawned Equipment (8.5% chance with random durability)
Berserker
Statistics
HP: 110 (x55 hearts)
Armor: 10 (x5 bars)
Melee Damage: 20 (x10 hearts)
Minimum Damage: 5 (x2.5 hearts)
Damage Cap (Hard Difficulty): ~36.7 (x~18.3 hearts)
Follow Range: 32 blocks
Normal Move Speed: 0.20
Charging Move Speed: 0.30
Charging Step Up Height: 2
ID: spore:berserker
Threat Level: Very High
Trivia
The Berserker is a suggested Mob, coming from the mind of @slasherwolf_ in the Spore Asylum Discord server.
Previously, Berserkers would've been able to return to their Nests as normal (this would've been explained via a vast mycelium network in the ground, their keen sense of smell, and their memory). However, when attempting to code this, it was messing up its AI severely, so the current compromise was made instead.
Gallery
The animation that plays when a Berserker runs to a sound or is charging.
Concept art of the Berserker (made by @slasherwolf_).
Getting the Berserker to render in-game.