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*Barbarians gain new ability slots at the rate of 1 every other circle |
*Barbarians gain new ability slots at the rate of 1 every other circle from 1st through 69th, then every fourth circle from 73rd to 149th, for a total of 55 skill slots. |
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*Barbarians will accrue a total of 55 ability slots at circle 150. In the 151-200 range, no new perks or slots are granted. |
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*Each ability also requires a certain number of previous abilities in the same path to be known before it can be selected. |
*Each ability also requires a certain number of previous abilities in the same path to be known before it can be selected. |
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===[[:Category:Berserks|Berserks]]=== |
===[[:Category:Berserks|Berserks]]=== |
Revision as of 01:04, 12 March 2015
- Returning players may want to read the page for Returning Players before continuing.
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
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 Glawroak, the massive Gor'Tog axe wielder.(You can type DIR BARBARIAN for directions while in haven)
- 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.
- Mer'Kresh
- 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.
- Barbarians gain new ability slots at the rate of 1 every other circle from 1st through 69th, then every fourth circle from 73rd to 149th, for a total of 55 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
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.
To clear up some confusion, these abilities no longer have the penalties associated with them from previous incarnations of DR; they offer a wide variety of effects, and do not stun or otherwise effect/penalize the player when they expire.
These will primarily train the Inner Fire, Warding, and Augmentation skills.
Forms
Forms are long moderate 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.
Meditations
Meditations are long duration buffs which cover a wide territory, including damage reduction, such as Tenacity Meditation, or skill boosts such as the Focus Meditation.
The player cannot be in combat, and must be sitting or kneeling, to start a meditation.
Roars
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.
Masteries
Masteries are passive traits that require a significant number of points invested in a path in order to unlock. Once known, the mastery is always in effect.
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.
Whirlwind
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 30 agility and reflexes.
Barbarian Verbs
Different Verbs useful for roleplaying.
Expertise skill
This skill represents a Barbarian's Mastery with weapons and combat-related tasks.
- Expertise can be trained by performing Charged Combat Maneuvers and succeeding an Expertise Check.
- Expertise can be trained by completing Barbarian Combos.
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.
- Flame gives an IF boost when successfully completed.
- Accuracy should be straight-forward. - Unlocks at 50 ranks in Expertise
- Damage should be straight-forward. - Unlocks at 140 ranks in Expertise
- Intimidation prevents retreating for a short period of time. - Unlocks at 200 ranks in Expertise
- Fatigue reduces the amount by which weapon attack fatigue you (will be expanded to include other sources of fatigue in time)
- Balance reduces balance lost from combat.
- Vitality recovers some lost vitality in combat.
- Rage allows the next Berserk to be started at reduced initial IF cost.
- Calm allows the next meditation to be used at reduced IF cost.
Circle Requirements
Circle | 1st Weap. | 2nd Weap. | 3rd Weap. | 4th Weap. | Parry Abil. | Expertise | Tactics | 1st Armor | 2nd Armor | Inner Fire | 1st-2nd Surv. | 3rd Surv. | 4th Surv. | Primary Mastery | 1st Lore | Evasion | 1st Supernatural | 2nd Supernatural |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1-10 | 4 | 4 | 2 | 1 | 4 | 4 | 1 | 3 | 1 | 1 | 2 | 2 | 1 | 4 | 1 | 3 | 1 | 0 |
11-30 | 5 | 5 | 3 | 2 | 4 | 5 | 1 | 4 | 2 | 2 | 2 | 2 | 1 | 5 | 1 | 4 | 2 | 0 |
31-70 | 6 | 6 | 3 | 2 | 4 | 5 | 2 | 4 | 2 | 3 | 3 | 2 | 2 | 6 | 2 | 4 | 2 | 2 |
71-100 | 6 | 6 | 4 | 3 | 4 | 5 | 2 | 5 | 3 | 3 | 3 | 3 | 2 | 6 | 2 | 5 | 3 | 2 |
101-150 | 6 | 6 | 5 | 4 | 5 | 6 | 3 | 6 | 4 | 3 | 3 | 3 | 2 | 6 | 3 | 6 | 3 | 3 |
151-200 | 15 | 15 | 13 | 10 | 13 | 15 | 8 | 13 | 10 | 8 | 8 | 8 | 5 | 15 | 8 | 15 | 8 | 8 |
Evasion is a Hard Requirement (does not count toward Nth survival requirements)
Thievery, Sorcery. Utility and Targeted Magic are restricted skills (cannot be used towards Nth skill requirements)
Note: Arcana is not restricted but it has been noted that there will be penalties for learning.
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.
- There are a few Barbarian oriented items in the game.
- Barbarians have a number of verbs that they do differently:
- There are various Barbarian registers throughout the world...
- 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 Guide
- Barbarian Titles
- Barbarians of Renown