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Barbarian Guild

Image copyright of Simutronics Corporation

Primary Skillset: Weapon
Secondary Skillsets: Survival, Armor
Tertiary Skillsets: Lore, Magic
Special Abilities: Form, Berserks, bonus Stance points, Choke, Dual Load, Magic Resistance, Roars, Meditations, War Stomp, Whirlwind
Mana Type: None
Barbarian - Bard - Cleric - Commoner - Empath - Moon Mage

Necromancer - Paladin - Ranger - Thief - Trader - Warrior Mage

The Barbarian's life is a simple one, but not an easy one. The field of combat is our crib; the blood of foes is mother's milk to us. Stand with us, and flesh your sleepless sword in training in the field. Live with us, and steel your mind against the taint of Magic's aid. Die with us, and drive your body to a warrior's dogged end while those of lesser mettle cower at inglorious range!

Inner Fire is the measure both of rage and of control, and the substance of Barbarian heart and guts; in purity, it fuels the bloodlust of the battle-hardened and stills the mind of the meditator. But be wary - the taint of magic will disrupt this fragile balance of body and soul, so leave the mana-meddling to those who lean on magic as a crutch!

Official Information

Guild crest: A bloodied sword raised high in a clenched fist

Information courtesy of Dragonrealms Website.

Guild Hall Locations

The Crossing
This Guildhall is led by Guild Leader Agonar Dokona, the steel-eyed Human warrior. (You can type DIR BARBARIAN for directions.)
This Guildhall is led by Guildmaster Mo Glawroak, the massive Gor'Tog axe wielder.(You can type DIR BARBARIAN for directions while in haven)
Steelclaw Clan
This Guildhall is led by Guildmistress T'Kiel, the legendary Elven swordswoman.
This Guildhall is led by Guildmistress Anhh'shre, the lightning-quick S'Kra Mur knife fighter.
Outer Hibarnhvidar
This Guildhall is led by Guildmistress Stumara, and her trusty tankard.
This Guildhall is led by Guildmaster Tusfaov, human warrior and scholar.

Skillsets and Common Races

A barbarian's primary skillset is Weapon. Survival and Armor are secondary skillsets, with Magic and Lore as tertiaries.

According to the DragonRealms website, barbarians tend to be:

Gor'Tog 29%
Human 17%
Dwarven 14%
S'Kra Mur 11%

Crafting Affiliation

Guilded barbarians receive three free technique slots in the Weaponsmithing discipline of the Forging skill.

See: Crafting

Inner Fire Abilities

Inner Fire is the driving force in every Barbarian - that which is alive in all, but strong in few. A Barbarian's Inner Fire is the source of his/her tremendous courage and strength. For training, this skill occupies a space analogous to Primary magic.

Avalanche (Utility)Anger the Earth (Debilitation)Blizzard(Augmentation)Dragon (Augmentation)Focus (Augmentation)Death's Embrace (Debilitation)Python (Augmentation)Unyielding (Augmentation)Tenacity (Warding)Wildfire (Augmentation)Toad (Warding)Serpent's Hiss (Debilitation)Earthquake (Debilitation)Volcano (Augmentation)Badger (Warding)Wail of Torment (Debilitation)Buffalo (Augmentation)FlameHurricane (Augmentation)Famine (Utility)PowerDrought (Warding)Monkey (Augmentation)Contemplation (Augmentation)Cyclone (Augmentation)Dispel (Utility)Screech of Madness (Debilitation)Swan (Warding)Bear (Augmentation)Tsunami (Utility)Serenity (Warding)Mage's Lash (Debilitation)Turtle (Warding)Death's Shriek (Debilitation)Mana Torment (Debilitation)Seek (Augmentation)Everild's Rage (Debilitation)Landslide (Warding)Tornado (Augmentation)Eagle (Augmentation)Flashflood (Warding)Wolverine (Utility)Piranha (Augmentation)Bastion (Warding)Kuniyo's Strike (Debilitation)Owl (Augmentation)Staunch (Utility)Prediction (Utility)Panther (Augmentation)Slash the Shadows (Debilitation)Barbarian Abilities.png
About this image
  • Barbarians gain new ability slots at the tertiary rate: 1 at first circle followed by 1 every even level until 100th circle then followed by 1 every level that is a multiple of 3 until 150th for a total of 68 skill slots.
  • Each ability also requires a certain number of previous abilities in the same path to be known before it can be selected.


Berserks are short duration abilities offering a wide variety of offensive buffs primarily to combat related things, such as stats, skills, weapon augmentation, anti-stun and other bonuses. Will train Inner Fire, and then either Augmentation or Warding. Berserks have a moderate IF startup cost and a small pulsing cost.

There is no cap to the number of Berserks you can have running at one time.


Forms are long duration abilities offering a wide variety of buffs primarily to combat related things, such as stats, burden, offensive factor and warding. Will train Inner Fire, and then either Augmentation or Warding. Forms have no IF startup cost and a moderate pulsing cost. Forms also reduce your passive IF regeneration limit.

You can have a maximum of five (5) running at the same time.


Meditations are moderate duration buffs which cover a wide territory, including damage reduction, such as Tenacity Meditation, or skill boosts such as the Focus Meditation. Meditations have a large IF startup cost and no pulsing cost.

Without the Yogi Mastery, the player cannot be in combat, and must be sitting or kneeling, to start a meditation.

You can have a maximum of three (3) running at the same time. However, Dispel does not count towards this limit and can be used any time. Staunch will either act as part of the three limit or can be added as a fourth meditation if three are already running.


Barbarian roars are strictly debilitators. They can unbalance foes, knock them out of hiding, or reduce the power of a mage. They train the Debilitation skill. Roars use a separate Voice Pool to power their effect. The pool size does not change over the life of a Barbarian.


Masteries are passive bonuses that you can purchase with ability slots. They are conceptually similar to magical feats for spellcasters. Once known, the mastery is always in effect. Masteries are taught by the Pit Masters. Although masteries belong to different paths (Horde, Flame, Predator), they do not count towards requirements for learning other abilities.

Forgetting Inner Fire Abilities

You may forget one learned Inner Fire ability every 30 real life days; assuming the ability is not a (pre)requirement for another ability you already know.

  • ASK <GUILD LEADER> about forgetting <ABILITY>.

NOTE: As of August 2021, there is an unlimited reset because the guild is in flux due to various rewrites. This can be done by using CHOOSE FORGET ALL.

Other Barbarian Abilities

Bonus Stance Points

Barbarians gain an additional stance point for every 60 ranks in the Defending skill, like all armor secondary guilds.

Dual Load

Allows two arrows to be loaded and fired from a bow. Requires 201 Bows, 30 Agility, 30 Reflex and Eagle Form active.

Magic Resistance

Because of both Inner Fire and their disdain for the magical, Barbarians are much more difficult to affect with magic than any other guild. This takes the form of premier anti-magic abilities. For example, Serenity meditation, Dispel meditation, and Mage's Lash Roar.

War Stomp

At 100th level, Barbarians learn how to shiver the ground with their rage, knocking opponents off balance.


The Barbarian-only ability to rotate in place, making an attack on everything within your weapons range. It also can be used to free oneself from webbing. The attack version of this requires 350 in the weapon being used and 31 agility and reflexes.


Far from the simple facepaint of carnivals and elves, warpainting is the art of adding a screaming exclamation point to a Barbarian's visage.

Barbarian Verbs

Barbarians have a number of verbs that they do differently:

Expertise skill

This skill represents a Barbarian's Mastery with weapons and combat-related tasks.

Barbarian Combos

Barbarians have a unique form of tactical combat that uses Expertise instead of the Tactics skill. These combos are self-only, cannot be refreshed and give a selective bonus when finished. Each form of ANALYZE unlocks with more Expertise skill.

ANALYZE <type>
Barbarians can use ANALYZE to begin a Barbarian combo. These work very similar to enemy combos, except they use Expertise skill and can only be advanced by the Barbarian while engaged. Self combos do not have a strength, and subsequent ANALYZE attempts will be wasted. The possible combos are: FLAME, ACCURACY, DAMAGE, INTIMIDATION, FATIGUE, BALANCE, VITALITY, RAGE or CALM.

Circle Requirements

Skillset Skill 1-10 11-30 31-70 71-100 101-150 151-200
weapon Expertise 4 5 5 5 6 15
weapon Primary Mastery 4 5 6 6 6 15
weapon Parry Ability 4 4 4 4 5 13
weapon 1st Weapon 4 5 6 6 6 15
weapon 2nd Weapon 4 5 6 6 6 15
weapon 3rd Weapon 2 3 3 4 5 13
weapon 4th Weapon 1 2 2 3 4 10
armor 1st Armor 3 4 4 5 6 13
armor 2nd Armor 1 2 2 3 4 10
survival Evasion 3 4 4 5 6 15
survival 1st Survival 2 2 3 3 3 8
survival 2nd Survival 2 2 3 3 3 8
survival 3rd Survival 2 2 2 3 3 8
survival 4th Survival 1 1 2 2 2 5
lore Tactics 1 1 2 2 3 8
lore 2nd Lore 1 1 2 2 3 8
magic Inner Fire 1 2 3 3 3 8
magic 1st Supernatural 1 2 2 3 3 8
magic 2nd Supernatural 0 0 2 2 3 8

Hard skill requirements ( Evasion and Tactics are listed in bold. These skills cannot count toward Nth skills, such as 1st Survival or 1st Lore.

Note: The following "mastery" skills never count toward Nth skill requirements, since they affect all or most of the skillset: Defending, Parry Ability, Offhand Weapon, Melee Mastery, Missile Mastery, and Inner Fire. For Barbarians, Targeted Magic, Sorcery and Thievery also do not count towards Nth skill requirements.

Note: Arcana is not restricted but it has been noted that there will be penalties for learning.

Nth skill requirements are met with your top-ranked skills out of the following list of eligible skills:


Skillset Skill 10 30 70 100 150 200
weapon Expertise 40 140 340 440 740 1,490
weapon Primary Mastery 40 140 380 560 860 1,610
weapon Parry Ability 40 120 280 400 650 1,300
weapon 1st Weapon 40 140 380 560 860 1,610
weapon 2nd Weapon 40 140 380 560 860 1,610
weapon 3rd Weapon 20 80 200 320 570 1,220
weapon 4th Weapon 10 50 130 220 420 920
weapon Total Weapon 230 810 2,090 3,060 4,960 9,760
armor 1st Armor 30 110 270 420 720 1,370
armor 2nd Armor 10 30 110 200 400 900
armor Total Armor 40 140 380 620 1,120 2,270
survival Evasion 30 110 270 420 720 1,470
survival 1st Survival 20 60 180 270 420 820
survival 2nd Survival 20 60 180 270 420 820
survival 3rd Survival 20 60 120 210 360 760
survival 4th Survival 10 30 90 150 250 500
survival Total Survival 100 320 840 1,320 2,170 4,370
lore Tactics 10 30 110 170 320 720
lore 1st Lore 10 30 110 170 320 720
lore Total Lore 20 60 220 340 640 1,440
magic Inner Fire 10 50 170 260 410 810
magic 1st Supernatural 10 50 130 220 370 770
magic 2nd Supernatural 0 0 80 140 290 690
magic Total Magic 20 90 330 450 810 1,860
all Total 410 1,420 3,860 5,790 9,700 19,700

Miscellaneous Information

Guildhall Crests

  • Crossing guildhall crest is a snarling crimson-eyed ebon wolf.
  • Riverhaven guildhall crest is an open hand above a clenched gauntlet.
  • Steelclaw Clan guildhall crest is a dragon soaring above a worn mountain range.
  • Ratha guildhall crest is an eyeball skewered by a thin dagger.
  • Mer'Kresh guildhall crest is a hooded figure holding aloft a large bowl.
  • Hibarnhvidar guildhall crest is an open air room carved into the face of a mountainside.

Barbarian Themed Items

Barbarians of Renown

Barbarian skill registers:
Crossing Register - Overall weapon ranks
Riverhaven Register - Blunt ranks
Steelclaw Clan Register - Edge ranks
Mer'Kresh Register - Overall defense ranks
Ratha Register - Ranged weapon ranks
Hibarnhvidar Register - Ranks "surviving and weapons of opportunity"


Barbarian Titles

Guild Suggestions

Do you have suggestions to make the Barbarian guild the best guild in the Realms? Be sure to post in the forums and also put your ideas in the Barbarian Guild Suggestions Google document located here:

Related Forum Posts

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