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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, as well as resistance to magic. Too much exposure to certain types of magic may weaken the Inner Fire for a time.
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, as well as resistance to magic. Too much exposure to certain types of magic may weaken the Inner Fire for a time.


===BERSERK===
===Berserk===
A berserking Barbarian is able to push through physical pain and increase his/her strength and stamina. The barbarian could literally die on his/her feet when the battle rage wears off.
A berserking Barbarian is able to push through physical pain and increase his/her strength and stamina. The barbarian could literally die on his/her feet when the battle rage wears off.



Revision as of 11:45, 20 January 2008

Barbarian Guild
Barbarian

Image copyright of Simutronics Corporation

Primary Skillset: Weapon
Secondary Skillsets: Survival, Armor
Tertiary Skillsets: Lore, Magic
Special Abilities: Berserk, Roar, Dance, Whirlwind, Neck Snap, Meditations
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

Information courtesy of Dragonrealms Website.

Guild Hall Locations

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

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%

Guild Abilities

Inner Fire

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, as well as resistance to magic. Too much exposure to certain types of magic may weaken the Inner Fire for a time.

Berserk

A berserking Barbarian is able to push through physical pain and increase his/her strength and stamina. The barbarian could literally die on his/her feet when the battle rage wears off.

Roars

A barbarian is able to strike fear into his/her opponent and inspire his/her allies through sheer projection of his/her roars and presence. At higher levels a roaring barbarian is able to drive others into a natural state of berserk.

Battle Dances

As barbarians gain greater levels of experience and awareness, they are able to seek out the legendary pit masters who are located all over Elanthia, and learn various battle dances which train the barbarian to hone their strengths to levels not normally achievable, creating an unstoppable force in one person.

Whirlwind

Whirlwind is a Barbarian only combat ability which allows us to hit multiple targets at melee or pole depending on the weapon being used. There are two added perks to whirlwind the first being the ability to remove ourselves from webbing whether it is a rangers web or a moon mages shadow web. The second perk is the ability to remove other folks from a web. There is a high defensive penalty associated with using this maneuver so be careful! This move is intended to be a finishing move primarily however when combined with our wail (immobilize) roar it can be a deadly mid-sequence attack.

Requirements: 350 ranks in a weapon and 30/30 agility and reflexes.

Example:

Centering upon your scimitar, like the eye of a storm, you become a rapidly rotating column of death.
Your scimitar lands a very heavy hit to a red bear orc reiver's left arm!
The orc reiver is barely stunned!
Your scimitar lands a strong hit to a red bear orc reiver's right leg!
The orc reiver falls to the ground with a gutteral comment about your mother.
Your scimitar lands a strong hit to a red bear orc raider's left arm!
Your scimitar lands a very heavy hit to a red bear orc raider's chest!
The orc raider looks down with a faintly surprised expression before collapsing upon the ground.
[You're incredibly balanced]
Roundtime: 4 sec.

Miscellaneous Information