Berserk

Certain conditions cause monsters to go berserk, which causes them to move and attack twice as fast, but also take damage over time equal to 1.5% of their max health, or 3% of their max health if they are outside the barrier around the windmill. Monsters that are berserk are given a distinct red coloring and usually are given an indicator on the player's HUD alerting them to their location.

If the Clutch modifier is active, monsters will take more or less damage than usual while berserk.

Because all monsters from a wave spawn simultaneously in In The Lurch, berserk is meant to make the tail-end of waves more challenging but also end faster by converting the remaining enemies into glass cannons. It also serves as a way to ensure stuck monsters will die even if players cannot reach them, because that happens sometimes.

Berserk triggers

 * By default, monsters go berserk when the wave has 30% or less horde strength remaining. The Rage modifier adjusts this percentage to a higher or lower threshold.
 * All monsters will automatically berserk when the barrier surrounding the windmill reaches its smallest possible size.
 * If the Adrenaline modifier is active, if a monster's health dips below a certain threshold correlated to the modifier strength, monsters will restore to full health but go berserk. When berserked by this method, they will not give a HUD pointer to their location.
 * One type of special wave causes all monsters to begin berserked. When berserked by this method, they will not give a HUD pointer to their location.
 * The Compound's upgrade, Bloodletter, causes monsters to go berserk on hit.