The recent undead uprising has agitated members of the local Jötunncarve tribe. Unfortunately, 'agitated' in berserker terms tends to incorporate various degrees of murderous rage.
The berserker camp dungeon is divided in half by a chasm with a single crossing point, and also tends to have monsters blocking narrow passages. As a result, navigating the dungeon will be one of your biggest challenges. This dungeon is fairly unique in that most monsters are low-HP and have no magic resistance, and the only thing preventing fireball-wielding elves of every class under the sun from storming the level is a magic-resistant boss.
Monster difficulty is 100%.
The berserker monster is unique to the berserker camp, and otherwise looks like a bandit. The berserker deals 50% more damage when below half-health, but also has the unique ability to level up. Any berserker which is equal or lower-level than you will automatically level up when you do. As a result, you will never encounter a berserker who is a lower level than yourself. This level-up effect will also remove any debuffs (such as slow) and damage from the berserkers.
This is actually double-edged. While "promoted" berserkers will be tougher to take down, they are also worth more experience. So long as you still have exploration space remaining, the benefits can far outweigh the additional difficulty.
The berserker boss is Bjorn, and he adds magic resistance to the normal berserking special of his lesser kin. In effect he's a toned down version of Bleaty. As a result you can't count on BURNDAYRAZ to pound him into submission, but he's still held back by low hit points and general fragility. Any method of a prolonged non-fireball damage spike can take him down easily. The second boss on the berserker camp is randomized.
Almost all the monsters in the berserker camp are high damage / low health, and very vulnerable to the BURNDAYRAZ glyph. While Bjorn himself will shrug off fireballs, you can rely heavily on fireball damage in your early level-ups. Any damage-spiking method will work effectively in this context due to the general fragility of the monsters here. Regen-fighting is generally not effective here.
The burn serpents are a particularly vexing foe. Due to the large number of natural barriers, they can be very difficult to chase down. During early exploration, the chances of a burn snake retreating to an inaccessible area are very high, and avoiding combat with them is highly advised. You will also encounter frozen trolls on this level. This monster has heavy hit points and high resistances, making it highly resistant to damage-spiking strategies.
A typical approach to the dungeon is to focus heavily on damage-spiking and then more or less ignore the burn serpents and frozen trolls. Since the wraiths, warlocks, and berserkers all share a weakness to damage-spiking (particularly fireballs), there is often more than sufficient fodder to level up. Preparing the fireball magnet is often a very good idea, and any good damage-spiking glyphs (such as GETINDARE, ENDISWAL or CYDSTEPP) will work very well.
The Warlord, Fighter, Assassin, Rogue, Wizard, Sorcerer, and Bloodmage all work very well on this dungeon. Any class capable of sustaining a prolonged damage spike should have no problems here. The Assassin must be mindful to remove berserkers early, since they are not vulnerable to his swift hands ability, but is otherwise well-suited to the dungeon.
Complicated Task 5
Since you're required to win without using glyphs, preparing Taurog is a no-brainer here. This is actually not nearly as bad as it first appears, since Bjorn can be easily defeated using a chain of unstoppable fury. You may have some trouble with your early level-ups due to a lack of spellcasting, but this can be compensated for with good preparations.