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==Introduction==
==Introduction==


To shrug off magic like tickles, to make the blood of foes our mother's milk: such is the life of a Barbarian. Though lacking the flashy glamor of a magical career or the esteem of a Paladin's life of honor, victory in battle and warfare always falls to those most skilled in the art of killing.
Welcome to the Barbarian guild, whelp! You've made a fine choice of careers. Though the Barbarian's philosophy is a simple one, don't let the frail mages fool you into thinking the path of magic is more dynamic, more powerful, or more difficult. The Barbarian's path demands of him or her skin like steel, strength to wield bow and sword alike, and an endless sea of foes to sate your weapon's hunger for slaughter. Though the path is hard, the rewards are the secrets of your own rage and the power to make an army cower before you!
==Abilities==


==Overview==
As a Barbarian you've the fortune of being one of the most powerful combat guilds in the game, and rightly so! Barbarians revel in the slaughter like no other guilds. To begin, let's break down the basic Barbarian abilities.

===Inner Fire===
Barbarians are DragonRealms' prototypical warrior class. Durable and deadly, Barbarians have a variety of abilities that make them premier front-line or melee fighters. Being masters of all form of weapon combat, however, they are as deadly at a distance with ranged weapons as they are up close. Their hatred of magic runs deep in their lore and history, so they are also one of the premier anti-magical guilds in the game, with many powerful magical barriers as well as offensive abilities designed to disrupt spell-casting.

==Abilities==
===Inner Fire Explained===
All living beings possess Inner Fire, the pool of indomitable inner strength from which Barbarians derive their power, but only Barbarians have learned to tap into this primal force to power their superhuman potential. Barbarians are granted the Flame meditation for free upon joining the guild, which will allow them to check their inner fire levels. The syntax is MEDITATE FLAME:<br><br>
>medit flame
You struggle to meditate without the focus of chakrel present. Your inner fire swells as you center your mind, body, and spirit.
Roundtime: 2 sec.<br>
Deeper into the flame you go, your mind racing forward until you finally reach its essence.<br><br>
Surrounding your reflection is a tiny aura of beautiful flames.<br>
A strong gust threatens the aura forming around you.<br><br>


You recall that you have 1 training sessions remaining with the Guild.<br>
Within Dragonrealms, Inner Fire is like chi: it is the tempestuous iron will found in all living things. Only Barbarians, however, have attained the mastery required to fuel this fire.
You have received training in 0 abilities from the Path of the Horde.<br>
You have received training in 0 abilities from the Path of the Flame.<br>
You have received training in 0 abilities from the Path of the Predator.<br><br>


As the messaging indicates, buying a chakrel amulet will speed up the process considerably. The first line indicates your overall level of Inner Fire, while the second line (if applicable) indicates how much your forms (if any) are interfering with your inner fire regeneration. Outside of combat, your inner fire will only naturally regenerate to about 33.3% of it's maximum: the longer you are in combat and the more you kill, the quicker your inner fire will regenerate, allowing you to power your abilities further.<br><br>


Meditate power is an ability down the Flame path that will give you a further break-down. Let's take a look, as the graphical representation provided by this meditation will allow an easier explanation of how inner fire functions.<br><br>
Inner Fire is not a river flowing into a Barbarian; Barbarians are a river flowing into it, and it is an ocean! The deeper a Barbarian's understanding of Inner Fire becomes, the more wonderous the gifts it shall bestow on him or her. Inner Fire grants the ability to push through pain, to rend muscles beyond their natural boundaries, to pull out of the dredges of fear and stun, and even to defy the grave at higher levels, pushing well beyond the boundaries of the mortal frame to feast on one last slain foe.


>meditate power<br>
You begin to meditate upon the chakrel amulet, your inner fire swelling as you center your mind, body, and spirit.<br>
Roundtime: 8 sec.<br><br>
Symbolic representations of your inner fire manipulations begin to form.<br>
The threads of control maintaining your focus, rage and calm are now clearly visible.<br><br>
You are currently practicing the Buffalo Form and will hold focus of it for some time.<br>
You are currently practicing the Swan Form and can only hold focus of it for a little longer.<br>
You are completely consumed with the Famine Berserk.<br>
>>>>>>>>>>>-------|--------------------------------------------------------------<br>
You feel a jolt as your vision snaps shut.<br><br>


The > marks indicate your current level of inner fire, while the - marks represent empty inner fire. The vertical line | represents the point where your passive regeneration will stop; you can only raise your inner fire past this point in combat while killing enemies. With this understanding, we can explore the various abilities of Barbarians in greater detail.
Inner Fire can be regained in two ways. First, it will naturally recover over time. Secondly, slaying any foe that will teach you the weapon you are using will recover a small amount of Inner Fire. Inner Fire does not reward Barbarians for slaying defenseless foes!


===Paths Explained===
Barbarian abilities are divided into three paths: the Flame Path, the Horde Path, and the Predator Path. Each path has a specialty, though each path also has a great mixture of useful abilities, so it is recommended that you choose abilities from each path according to your needs or interests. For a breakdown of these paths, go to [[Barbarian#Inner_Fire_Abilities]].


The Flame Path focuses primarily on inner fire control and resistance to magic.<br>
Knowledge of Inner Fire comes at a price. Exposure to the unnatural forces of mana forever quenches the Fire within mages. Though Barbarians must sacrifice direct knowledge of magic to maintain their Fire, it brings with it great gifts, such as...
The Horde Path focuses on melee domination and damage mitigation/output.<br>
The Predator Path focuses on survival skills, both in combat (stealth/perception) as well as outside combat (athletics etc.).<br><br>


Each path has seven "tiers" of abilities, graphed in the page linked above. In order to unlock additional tiers for each path, you must choose another ability from that path. Important: you do not need to choose an ability from the last "tier" to unlock an additional tier, merely another ability from that path.<br><br>
===Barbarian Magic Resistance===


Example: You are interested in unlocking Swan Dance to train Warding. Swan Dance is tier 4, so you need to choose 4 abilities from the Flame path in order to unlock it. Keep in mind Flame Meditation is free (and it counts), so you automatically have access to Tier One abilities. You could then choose Buffalo Form, Famine Berserk, or Power Meditation to unlock Tier Two (Contemplation Meditation and Monkey Form). To unlock Tier Three, you do not need to choose Monkey or Contemplation: you can still choose Buffalo or Famine or Power.<br><br>
Barbarian Magic Resistance (BMR) is arguably the most costly guild-based perk in the game. No other guild is required to sacrifice knowledge of an entire skillset in order to maintain their guild powers; however, it is also arguably the most powerful passive ability in the game, as well.


In order to fully unlock a path, you must select eight abilities from that tree.


====Forms====
Inner Fire abhores magic; as such, Barbarians abhore magic as well. Inner Fire is a direct contrast to magic. It provides Barbarians with magic resistance several times greater than other non-magic users (the resistance of actual mages is practically non-existant). Any magic, be it beneficial or harmful, will first have to go through Barbarian Magic Resistance. While this may be annoying when a Moon Mage is trying to cast [[Clear Vision]] on you (why are you relying on magic?!), this is extremely wonderful when a Moon Mage is trying to cast [[Partial Displacement]] or [[Burn]] on you.
Forms are a Barbarian's most basic buffs. They last longest, have no start-up cost, and cost very little to maintain; conversely, they lower the maximum level of passive regeneration, leaving you less inner fire to power other abilities. Thus, the best way to maximize inner fire usage is to mix in a form or two with your other abilities.<br><br>


Dragon and Eagle form are two of the strongest offensive boosters in the game. It is recommended you pick them up early and use them often. Piranha is a wonderful, low-cost evasion booster, making it a great all-around defensive buff. Swan form is a quickly-regenerating ablative magic shield, and a great way to learn Warding. I would recommend you focus on obtaining all these forms as early as possible.


====Berserks====
Many critters are extremely difficult to hunt for most guilds for long periods of time because of the spells they cast. However, as a Barbarian, threats like a [[Rock Troll]]'s [[Tremor]], a [[Sand Sprite]]'s [[Tingle]], an [[Adan'f Spirit Dancer]]'s Partial Displacement or a warcat's [[Hypnotize]] will simply be shrugged off by your BMR. The same applies to enemy mages. In time, you will become very familiar with this message...
Berserks are our shortest buffs and many are quite costly, but they have some of the most powerful effects available in the game.<br>


Avalanche berserk will essentially give you infinite fatigue for a short duration, and is wonderful for training heavy weapons or using high-damage, high-fatigue maneuvers without keeling over in exhaustion. Famine berserk will drastically increase vitality regeneration, and will probably save your life on multiple occasions, so it is recommended young Barbarians pick these up as soon as possible.<br>
JoeMage gestures at you.


Tornado berserk is a powerful defensive buff to shield and stamina. You might consider getting this when convenient.
Small motes of light flicker for a moment around JoeMage, then fade.


====Meditations====
Meditations are unique in that they cannot be started in combat like all our other abilities. Activation requires you to sit down and concentrate for several moments, so you need to plan their usage in advance. Like berserks, they cost a good amount of inner fire to start. Once you activate one, do not try standing until the meditation is completed, or you will lose the inner fire without activating the ability!<br><br>


Power Meditation is not an active buff, but allows you to receive more in-depth information about your current inner fire level and how long your buffs will last, so you may consider picking this up. Contemplation meditation is low-cost (for meditations) and provides a nice defensive boost, so consider picking it early.<br><br>
...Which indicates your BMR has completely defeated a spell. This is a very useful ability for both hunting and PvP, to say the least. Stay away from magic, and learn to love the mages cursing your magic resistance!


Serenity meditation is one of the most powerful magical barriers in the game. Be warned, however, that while it is active it restricts roar usage: the moment you roar, the barrier will fall.
===Berserks===


====Roars====
Berserks are the first of a Barbarian's abilities. Berserks represent a Barbarian's ability to channel his rage, granting him or her amazing powers in combat. For a long time berserks will be a young Barbarian's bread and butter. The first berserk is learned at level 2 (Blood Berserk) and grants impressive bonuses to strength and offensive power. Be warned, however, for the amazing power of berserks often comes at a steep price! Lost to madness, most berserks will not allow you to retreat. For a more detailed break-down of berserks, please go to the [[Berserks]] page.
Roars are instant, powerful disabling or debuffing abilities that can be made to affect the whole room using a feat, or to affect all engaged enemies using ROAR QUIET. They cost very little inner fire to activate, but drain voice pool: every time you roar in succession, your next roar will be less powerful unless you give yourself a few moments to rest.<br><br>


The cruel, cruel DragonRealms developers put our most powerful roars at the very highest tier of each path! You will not be getting our most fearsome roars early as a result, but look forwards to roars like Wail of Torment and Kuniyo's Strike. In the meantime, you have two roars available to you immediately which are incredibly useful: Everild's Rage and Anger the Earth. Everild's Rage provides a defensive debuff to your foe(s), making you damage them more, while Anger the Earth penalizes their balance and positioning. Use these abilities liberally to smash your foes.
===Dances===


=Circle Requirements=
Dances are much like the flip-side to berserks, representing a Barbarian's ability to channel his control. Dances are something of a higher-level ability. The first dance is not gained until level 10, and dances do not become truly powerful until the Barbarian is well-disciplined with many circles under his or her belt. Regardless, dances are arguably a Barbarian's most powerful tools. For more detailed information, check out the [[Barbarian Dances]] page.


A barbarian's life is a life of combat, through and through, and our circle requirements reflect such. Barbarians, being the only weapons primary guild in the game, will primarily be focused on the slaughter, though their education extends to all factors of combat, as well as some training in survival skills and the use of our supernatural abilities for the sake of being well-rounded.
===Roars===


==Weapons==
Starting at level five, Barbarians learn to use the power of their fearsome presence to strike fear into the hearts of their enemies (or inspire the hearts of their allies). Roars can have a wonderful variety of effects, from stunning a foe, to imbalancing them, to harming their ability to control magic... even to kill them in one cruel punch! Likewise, Battle Cries (inspirational roars for allies) can have great effects, like snapping opponents out of stun, lowering a group's roundtime, or boosting their stamina regeneration. Keep in mind, though, that Barbarians are not Paladins or Bards, so do not expect roars to match the power of a Paladin's abilities. For more information, visit the [[Roars]] page.
A minimum of four weapons are required for a barbarian's training. Two of them will be your primary weapons and two secondary if you consider only minimum circle requirements, but I would heavily suggest you train all four (or more) equally, as doing so will be easy with proper hunting routines (do not leave combat until all four of your weapons are mind locked).<br>


Deciding which weapons to use is perhaps the most difficult, and fun, part of the Barbaric life. Every weapon class has merits, though you will most certainly want as your two "primary" weapons one melee weapon and one ranged weapon. Edged weapons like blades tend to have better damage spreads than blunt weapons, though blunts have a higher force of impact, which makes them more prone to stunning foes.<br>
===Miscellaneous Abilities===


In general, I would recommend:
As weapon masters, Barbarians have a variety of bonuses. They can use their [[Offhand Weapon skill]] to dual-wield heavy edged or heavy blunt weapons. They can [[dual-load]] bows. They can snap necks with their [[Brawling skill]]. They can even learn to throw multiple blades at once with the [[Light Thrown skill]] earlier than most other guilds!
*A blade
*A blunt
*A thrusting weapon
*A pole-ranged weapon
*A ranged weapon that can be AIMed
*A thrown weapon<br>


Note that you can easily find weapons that cover multiple categories. A pike, for example, is both pole-ranged and a thrusting weapon, whereas there are two-handed edged weapons available that reach pole range, so it could cover multiple categories. You do not need to cover every category, though the higher spread of diversity, the better. I would optimally recommend two melee and two ranged weapons, with one ranged weapon being a thrown weapon (light or heavy thrown) and another being an aimable weapon class (slings, crossbows, bows).<br>


You will be required to learn one mastery skill of either melee or missile mastery at the same rate as your two primary weapons. Just as before, though, if you pick your weapon classes well, you will be able to train both melee and missile mastery equally well, and will have no trouble keeping both masteries as high as your four weapons.<br>
Barbarians can also [[Whirlwind]] to hit multiple foes at once or break free of webbing.


Parry is the melee-focused defensive skill and is required, though the requirements are low compared to your weapon requirements. If you keep training it at all times while in combat, it should easily outstrip the circle requirements.<br>
==Training a Barbarian==
===Weapons===
Barbarians have a slew of requirements, though we begin with the most important: weapons. Weapons are a Barbarian's life-blood. Barbarians have nearly twice the weapon requirements of any other guild; even if you count a Warrior Mage's target magic requirements, Barbarians still require hundreds more ranks eventually.


==Survival==
As a young Barbarian, you will have primarily two weapons requirements. Almost every weapon category has pros and cons; I suggest becoming familiar with the individual weapon pages for a more thorough break-down. Put simply, there are mainly three classes of weapon: ranged, pole, and melee. Ranged weapons generally require more set-up (loading, aiming, hiding possibly) but offer the advantage of attacking at a distance. Melee weapons are more simple in nature, being incredibly destructive with each blow, though they first necessitate advancing on a foe to melee range. Pole weapons are interesting, though sadly at the moment they are not functionally different from melee weapons in many ways.
Barbarians, being warriors, are required to learn evasion. Much like parry, this requirements is much lower than your weapons, and will naturally out-strip the circle requirements if you keep it training at all times while in combat.<br>


Barbarians are required to learn four other survival skills. One of them will most likely be skinning, as the high kill count you need in order to learn your weapons will naturally result in many opportunities to train this skill. Stealth is another recommended skill, as it can be trained in combat via hiding, stalking, ambushing with your weapons (or poaching with a bow/crossbow).<br>


Locksmithing is a valuable skill to learn, though creatures that can be both skinned and drop boxes are few and far between, so you may wish to consider this for a lower requirement.<br>
If you have an interest in [[Forging]], you should train all weapons of a certain class (e.g., all edged weapons). If you plan on PvPing, it is highly recommended that you train one melee weapon and one ranged weapon. Versatility is enjoyable. Swords and bows are the most popular weapons; however, it is recommended that every new Barb tries several different weapons before learning which play styles suit their character concept best.


I would recommend you train first aid even if you do not use it enough for circle requirements. Being in combat constantly will often result in bleeding wounds, and the ability to tend them is a valuable skill.<br>
Along with weapons, Barbarians also have [[Parry Ability skill|Parry]] and [[Multi Opponent skill]] requirements (both of which are weapon skills). Drowning in a sea of enemies is a Barbarian's true calling: remember to train both of these important skills whenever possible.


Athletics is a valuable skill to learn, as it will let you traverse rivers and climb obstacles. Outdoorsmanship is valuable for finding herbs or mining, and is easy to train anywhere.<br>.
===Armor===


Recommended survivals: Evasion, skinning, stealth, first aid, athletics or locksmithing.
Barbarians have heavier armor requirements than most guilds. However, armor ranks tend to come naturally to Barbarians, who are often found fighting many foes at once. Very rarely will a Barbarian be held back by armor requirements. As such, instead we will focus on which armor works well for Barbarians. Like weapons, different armors have pros and cons, so choosing the right one can be important.


==Armor==
Barbarians are required to learn two armors. Much like your parry and evasion requirements, these will probably handle themselves naturally as you hunt for your weapon requirements.<br>


Train shield, as it is a valuable defense, especially against long-ranged attacks. The only real point of discussion here is which armor class(es) to select. Training more than one type of armor is recommended and easily accomplished by mixing armor pieces.<br>
Firstly, and perhaps most importantly, remember to start training [[Shield Usage skill|shield]] at a young age and never neglect it. Along with parry, it will be your friend; although parry is wonderful against many foes at melee, it does not protect much against ranged attacks, and here is where shield comes into play. IGNORE anyone who tells you to forget shield. It is easily trained and wonderfully valuable.


If you plan on training stealth heavily, I would recommend you consider light armor as your primary armor class, as it will not hinder your stealth skills much. Chain armor is not too hindering either. If you plan on training brigandine or plate, I would recommend you keep them only on the extremities, such as a helm or greaves or gauntlets: wearing full heavy armor, especially plate armor, can be very hindering at low levels of skill, and it is quite possible for the evasion penalty to supersede any benefit you might receive from additional protection.<br>
Less clear-cut is which type of armor a Barbarian should specialize in. Many Barbarians feel that choosing only one armor is not necessary; given a Barbarian's skillset and abilities, the penalty for mixing armor types can easily be overcome.


Plate mail is feasible, but Barbarians are not Paladins, so for a player new to Barbarians (or especially new to heavy combat guilds), I would recommend you stick with lighter variants.
[[Leather Armor skill|Leather]] and [[Cloth Armor skill|Cloth]] are stealth-friendly though not as protective as heavier armors. If you plan to specialize in stealth, these armors are recommended. It is highly recommended that you use one of these on the main body if you have any interest in hiding, though using chain accessories is still very stealth-friendly. It should be noted good Leather armor can rival Chain in terms of protection, though player-made leather armor tends to be much more expensive than forged chain armor.


==Lore==
[[Heavy Chain skill|Chain]] is the de facto choice for many Barbarians. Slightly more hindering than Leather and Cloth, it is completely possible to use Barbarian dances without any penalty while wearing chain armor. However, Barb players should remember that Barbs are not a survival primary guild, so it will be very difficult to be an effective stealth fighter while wearing all chain. Still, chain is an attractive option, providing great protection with little hindrance.
Our lore requirements are very light. Tactics is knowledge of the siege warfare as well as the application of positioning in combat, so Barbarians are expected to have at least a rudimentary understanding of this. Train it by using non-damaging maneuvers like circle, bob, weave, and shove: these skills are useful anyways, so you should consider throwing them into your combat routines.<br>


We must learn a token amount of one other lore skill. If you have any interest in pursuing a crafting career, barbarians get three free forging techniques, though I would not let this determine your career choice: pursue your passions. If you have no interest in crafting, you can easily train appraisal while in combat by appraising your foes every now and again.
[[Heavy Plate skill|Plate]] and [[Bone Armor skill|Bone]] armor is generally not recommended as a Barbarian's primary armor. While some successful Barbarians have used Plate armor in the past, Plate and Bone tend to hinder a Barbarian's dancing too much to be valuable when worn on the body. Plate or Bone accessories, however, are quite possible with minimal penalty; it should be noted, though, that wearing Plate of any kind is extremely unconducive to stealth fighting. Barbarians planning on wearing primarily Plate or Bone armor should plan on using berserks for the majority of their careers.


===Survivals===
==Magic==
Barbarian abilities are powered by ranks in the "magic" skillset even though they are not a mana-using guild. As such, I would heavily recommend you train every single skill available to you instead of going only by circle requirements.<br>


Barbarians abilities fall into four magic skills: Inner Fire, Augmentation, Warding, and Debilitation. Inner Fire is the primary skill, and determines important factors such as how quickly your Inner Fire regenerates after using abilities. Any ability you use will train Inner Fire.<br>
As a combat guild, one survival is essential, and that is the [[Evasion skill]]. Evasion, like Parry and Shield, will be your friend for life. With that said, the rest of your survival requirements are somewhat versatile.


Most of our abilities and standard buffs, such as Famine/Avalanche berserk or forms like Dragon or Eagle or Buffalo, use the Augmentation skill. It is very easy to train through natural ability use: keeping a form active at all times should be sufficient to train augmentation to hundreds of ranks.<br>


Debilitation powers our roars, which include some of the most powerful debuff abilities in the game. Two roars are available immediately from the outset of the game: choose one as early as possible and keep it trained whenever you are in combat. Remember that you can use use ROAR QUIET <roar name> to affect all enemies engaged to you at pole or melee range, which makes training very easy.<br>
[[Hiding skill|Hiding]] and [[Stalking skill|Stalking]] can be valuable tools, so keeping them moderately well-trained is recommended. If you plan on PvPing, the [[Perception skill]] is almost mandatory: train it religiously to help combat [[Thief|Thieves]], as well as enemies like [[Thug (Creature)|Thugs]], [[Long-fanged Warcat|Warcats]] and the like.


Warding powers defensive barriers such as Tenacity meditation as well as all our anti-magical barriers. It will be the last ability you gain access to, but it is an important ability nonetheless, especially if you ever find yourself in conflict with spell-casting critters (frequent during invasions) or have any interest in PvP. It powers the following skills: Swan Form, Badger Form, Toad Form, Turtle Form, Hurricane Berserk, Bastion Meditation, Tenacity Meditation, and Serenity Meditation.<br>


I would recommend you prioritize working your way up the Flame tree to get Swan form, as that will allow you to easily train Warding skill at all times for a very low cost if you keep it active along with an augmentation form.
Eventually you will fight critters whose income potential will be largely influenced by one (or all) of the following skills: [[Skinning skill|Skinning]], and [[Lockpicking skill|Lockpicking]]/[[Disarm Traps skill|Disarm]]. I would recommend training one of these, though training them all is even better.


Recommended starting abilities (in any order): Flame meditation (free), Buffalo form, Dragon form, Eagle form, Swan form, Famine Berserk, Avalanche Berserk, Meditate Power, Meditate Contemplation, Anger the Earth roar, Everild's Rage roar.
[[Climbing skill|Climming]] and [[Swimming skill|Swimming]] are always valuable to get where you are trying to go. At the moment, [[Escaping skill|Escaping]] is almost completely against everything a Barbarian stands for! Thankfully, GM-Ssra has plans for Barbarians to learn Escaping for those that wish to train the skill that will help them avoid webbing and entanglement.


{{Cat|Barbarians,Player guides,Guild player guides}}
===Lore===
A Barbarian's place is on the field of battle, not in a classroom. As such, lore requirements are extremely light. One easy way to learn lore is to buy a [[Wayerd pyramid]] and drop it in whatever room you decide to be your room of slaughter: this is an easy way to learn free [[Mechanical Lore skill|Mech Lore]] experience during battle. [[Appraisal skill]] is valuable for seeing the properties of your weapons and discerning which blades or blunts or bows are strongest. [[Teaching skill|Teaching]] and [[Scholarship skill|Scholarship]] have their uses, but generally Barbarians have much better things to do than sit around listening to a lecture.
===Magic===
Avoid it like the plague. Do not listen to anyone teaching it. Shun magical devices like CJs, flying boots and gwerest shells. Ranks in magic are slightly detrimental to you; before leaving, GM-Iayn revealed plans to make magic ranks EXTREMELY detrimental to Barbarian abilities, so it is highly recommended all Barbarian players avoid magic ranks.
[[Category: Barbarian Abilities]]

Latest revision as of 15:19, 12 February 2017

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Introduction

To shrug off magic like tickles, to make the blood of foes our mother's milk: such is the life of a Barbarian. Though lacking the flashy glamor of a magical career or the esteem of a Paladin's life of honor, victory in battle and warfare always falls to those most skilled in the art of killing.

Overview

Barbarians are DragonRealms' prototypical warrior class. Durable and deadly, Barbarians have a variety of abilities that make them premier front-line or melee fighters. Being masters of all form of weapon combat, however, they are as deadly at a distance with ranged weapons as they are up close. Their hatred of magic runs deep in their lore and history, so they are also one of the premier anti-magical guilds in the game, with many powerful magical barriers as well as offensive abilities designed to disrupt spell-casting.

Abilities

Inner Fire Explained

All living beings possess Inner Fire, the pool of indomitable inner strength from which Barbarians derive their power, but only Barbarians have learned to tap into this primal force to power their superhuman potential. Barbarians are granted the Flame meditation for free upon joining the guild, which will allow them to check their inner fire levels. The syntax is MEDITATE FLAME:

>medit flame You struggle to meditate without the focus of chakrel present. Your inner fire swells as you center your mind, body, and spirit. Roundtime: 2 sec.
Deeper into the flame you go, your mind racing forward until you finally reach its essence.

Surrounding your reflection is a tiny aura of beautiful flames.
A strong gust threatens the aura forming around you.

You recall that you have 1 training sessions remaining with the Guild.
You have received training in 0 abilities from the Path of the Horde.
You have received training in 0 abilities from the Path of the Flame.
You have received training in 0 abilities from the Path of the Predator.

As the messaging indicates, buying a chakrel amulet will speed up the process considerably. The first line indicates your overall level of Inner Fire, while the second line (if applicable) indicates how much your forms (if any) are interfering with your inner fire regeneration. Outside of combat, your inner fire will only naturally regenerate to about 33.3% of it's maximum: the longer you are in combat and the more you kill, the quicker your inner fire will regenerate, allowing you to power your abilities further.

Meditate power is an ability down the Flame path that will give you a further break-down. Let's take a look, as the graphical representation provided by this meditation will allow an easier explanation of how inner fire functions.

>meditate power
You begin to meditate upon the chakrel amulet, your inner fire swelling as you center your mind, body, and spirit.
Roundtime: 8 sec.

Symbolic representations of your inner fire manipulations begin to form.
The threads of control maintaining your focus, rage and calm are now clearly visible.

You are currently practicing the Buffalo Form and will hold focus of it for some time.
You are currently practicing the Swan Form and can only hold focus of it for a little longer.
You are completely consumed with the Famine Berserk.
>>>>>>>>>>>-------|--------------------------------------------------------------
You feel a jolt as your vision snaps shut.

The > marks indicate your current level of inner fire, while the - marks represent empty inner fire. The vertical line | represents the point where your passive regeneration will stop; you can only raise your inner fire past this point in combat while killing enemies. With this understanding, we can explore the various abilities of Barbarians in greater detail.

Paths Explained

Barbarian abilities are divided into three paths: the Flame Path, the Horde Path, and the Predator Path. Each path has a specialty, though each path also has a great mixture of useful abilities, so it is recommended that you choose abilities from each path according to your needs or interests. For a breakdown of these paths, go to Barbarian#Inner_Fire_Abilities.

The Flame Path focuses primarily on inner fire control and resistance to magic.
The Horde Path focuses on melee domination and damage mitigation/output.
The Predator Path focuses on survival skills, both in combat (stealth/perception) as well as outside combat (athletics etc.).

Each path has seven "tiers" of abilities, graphed in the page linked above. In order to unlock additional tiers for each path, you must choose another ability from that path. Important: you do not need to choose an ability from the last "tier" to unlock an additional tier, merely another ability from that path.

Example: You are interested in unlocking Swan Dance to train Warding. Swan Dance is tier 4, so you need to choose 4 abilities from the Flame path in order to unlock it. Keep in mind Flame Meditation is free (and it counts), so you automatically have access to Tier One abilities. You could then choose Buffalo Form, Famine Berserk, or Power Meditation to unlock Tier Two (Contemplation Meditation and Monkey Form). To unlock Tier Three, you do not need to choose Monkey or Contemplation: you can still choose Buffalo or Famine or Power.

In order to fully unlock a path, you must select eight abilities from that tree.

Forms

Forms are a Barbarian's most basic buffs. They last longest, have no start-up cost, and cost very little to maintain; conversely, they lower the maximum level of passive regeneration, leaving you less inner fire to power other abilities. Thus, the best way to maximize inner fire usage is to mix in a form or two with your other abilities.

Dragon and Eagle form are two of the strongest offensive boosters in the game. It is recommended you pick them up early and use them often. Piranha is a wonderful, low-cost evasion booster, making it a great all-around defensive buff. Swan form is a quickly-regenerating ablative magic shield, and a great way to learn Warding. I would recommend you focus on obtaining all these forms as early as possible.

Berserks

Berserks are our shortest buffs and many are quite costly, but they have some of the most powerful effects available in the game.

Avalanche berserk will essentially give you infinite fatigue for a short duration, and is wonderful for training heavy weapons or using high-damage, high-fatigue maneuvers without keeling over in exhaustion. Famine berserk will drastically increase vitality regeneration, and will probably save your life on multiple occasions, so it is recommended young Barbarians pick these up as soon as possible.

Tornado berserk is a powerful defensive buff to shield and stamina. You might consider getting this when convenient.

Meditations

Meditations are unique in that they cannot be started in combat like all our other abilities. Activation requires you to sit down and concentrate for several moments, so you need to plan their usage in advance. Like berserks, they cost a good amount of inner fire to start. Once you activate one, do not try standing until the meditation is completed, or you will lose the inner fire without activating the ability!

Power Meditation is not an active buff, but allows you to receive more in-depth information about your current inner fire level and how long your buffs will last, so you may consider picking this up. Contemplation meditation is low-cost (for meditations) and provides a nice defensive boost, so consider picking it early.

Serenity meditation is one of the most powerful magical barriers in the game. Be warned, however, that while it is active it restricts roar usage: the moment you roar, the barrier will fall.

Roars

Roars are instant, powerful disabling or debuffing abilities that can be made to affect the whole room using a feat, or to affect all engaged enemies using ROAR QUIET. They cost very little inner fire to activate, but drain voice pool: every time you roar in succession, your next roar will be less powerful unless you give yourself a few moments to rest.

The cruel, cruel DragonRealms developers put our most powerful roars at the very highest tier of each path! You will not be getting our most fearsome roars early as a result, but look forwards to roars like Wail of Torment and Kuniyo's Strike. In the meantime, you have two roars available to you immediately which are incredibly useful: Everild's Rage and Anger the Earth. Everild's Rage provides a defensive debuff to your foe(s), making you damage them more, while Anger the Earth penalizes their balance and positioning. Use these abilities liberally to smash your foes.

Circle Requirements

A barbarian's life is a life of combat, through and through, and our circle requirements reflect such. Barbarians, being the only weapons primary guild in the game, will primarily be focused on the slaughter, though their education extends to all factors of combat, as well as some training in survival skills and the use of our supernatural abilities for the sake of being well-rounded.

Weapons

A minimum of four weapons are required for a barbarian's training. Two of them will be your primary weapons and two secondary if you consider only minimum circle requirements, but I would heavily suggest you train all four (or more) equally, as doing so will be easy with proper hunting routines (do not leave combat until all four of your weapons are mind locked).

Deciding which weapons to use is perhaps the most difficult, and fun, part of the Barbaric life. Every weapon class has merits, though you will most certainly want as your two "primary" weapons one melee weapon and one ranged weapon. Edged weapons like blades tend to have better damage spreads than blunt weapons, though blunts have a higher force of impact, which makes them more prone to stunning foes.

In general, I would recommend:

  • A blade
  • A blunt
  • A thrusting weapon
  • A pole-ranged weapon
  • A ranged weapon that can be AIMed
  • A thrown weapon

Note that you can easily find weapons that cover multiple categories. A pike, for example, is both pole-ranged and a thrusting weapon, whereas there are two-handed edged weapons available that reach pole range, so it could cover multiple categories. You do not need to cover every category, though the higher spread of diversity, the better. I would optimally recommend two melee and two ranged weapons, with one ranged weapon being a thrown weapon (light or heavy thrown) and another being an aimable weapon class (slings, crossbows, bows).

You will be required to learn one mastery skill of either melee or missile mastery at the same rate as your two primary weapons. Just as before, though, if you pick your weapon classes well, you will be able to train both melee and missile mastery equally well, and will have no trouble keeping both masteries as high as your four weapons.

Parry is the melee-focused defensive skill and is required, though the requirements are low compared to your weapon requirements. If you keep training it at all times while in combat, it should easily outstrip the circle requirements.

Survival

Barbarians, being warriors, are required to learn evasion. Much like parry, this requirements is much lower than your weapons, and will naturally out-strip the circle requirements if you keep it training at all times while in combat.

Barbarians are required to learn four other survival skills. One of them will most likely be skinning, as the high kill count you need in order to learn your weapons will naturally result in many opportunities to train this skill. Stealth is another recommended skill, as it can be trained in combat via hiding, stalking, ambushing with your weapons (or poaching with a bow/crossbow).

Locksmithing is a valuable skill to learn, though creatures that can be both skinned and drop boxes are few and far between, so you may wish to consider this for a lower requirement.

I would recommend you train first aid even if you do not use it enough for circle requirements. Being in combat constantly will often result in bleeding wounds, and the ability to tend them is a valuable skill.

Athletics is a valuable skill to learn, as it will let you traverse rivers and climb obstacles. Outdoorsmanship is valuable for finding herbs or mining, and is easy to train anywhere.
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Recommended survivals: Evasion, skinning, stealth, first aid, athletics or locksmithing.

Armor

Barbarians are required to learn two armors. Much like your parry and evasion requirements, these will probably handle themselves naturally as you hunt for your weapon requirements.

Train shield, as it is a valuable defense, especially against long-ranged attacks. The only real point of discussion here is which armor class(es) to select. Training more than one type of armor is recommended and easily accomplished by mixing armor pieces.

If you plan on training stealth heavily, I would recommend you consider light armor as your primary armor class, as it will not hinder your stealth skills much. Chain armor is not too hindering either. If you plan on training brigandine or plate, I would recommend you keep them only on the extremities, such as a helm or greaves or gauntlets: wearing full heavy armor, especially plate armor, can be very hindering at low levels of skill, and it is quite possible for the evasion penalty to supersede any benefit you might receive from additional protection.

Plate mail is feasible, but Barbarians are not Paladins, so for a player new to Barbarians (or especially new to heavy combat guilds), I would recommend you stick with lighter variants.

Lore

Our lore requirements are very light. Tactics is knowledge of the siege warfare as well as the application of positioning in combat, so Barbarians are expected to have at least a rudimentary understanding of this. Train it by using non-damaging maneuvers like circle, bob, weave, and shove: these skills are useful anyways, so you should consider throwing them into your combat routines.

We must learn a token amount of one other lore skill. If you have any interest in pursuing a crafting career, barbarians get three free forging techniques, though I would not let this determine your career choice: pursue your passions. If you have no interest in crafting, you can easily train appraisal while in combat by appraising your foes every now and again.

Magic

Barbarian abilities are powered by ranks in the "magic" skillset even though they are not a mana-using guild. As such, I would heavily recommend you train every single skill available to you instead of going only by circle requirements.

Barbarians abilities fall into four magic skills: Inner Fire, Augmentation, Warding, and Debilitation. Inner Fire is the primary skill, and determines important factors such as how quickly your Inner Fire regenerates after using abilities. Any ability you use will train Inner Fire.

Most of our abilities and standard buffs, such as Famine/Avalanche berserk or forms like Dragon or Eagle or Buffalo, use the Augmentation skill. It is very easy to train through natural ability use: keeping a form active at all times should be sufficient to train augmentation to hundreds of ranks.

Debilitation powers our roars, which include some of the most powerful debuff abilities in the game. Two roars are available immediately from the outset of the game: choose one as early as possible and keep it trained whenever you are in combat. Remember that you can use use ROAR QUIET <roar name> to affect all enemies engaged to you at pole or melee range, which makes training very easy.

Warding powers defensive barriers such as Tenacity meditation as well as all our anti-magical barriers. It will be the last ability you gain access to, but it is an important ability nonetheless, especially if you ever find yourself in conflict with spell-casting critters (frequent during invasions) or have any interest in PvP. It powers the following skills: Swan Form, Badger Form, Toad Form, Turtle Form, Hurricane Berserk, Bastion Meditation, Tenacity Meditation, and Serenity Meditation.

I would recommend you prioritize working your way up the Flame tree to get Swan form, as that will allow you to easily train Warding skill at all times for a very low cost if you keep it active along with an augmentation form.

Recommended starting abilities (in any order): Flame meditation (free), Buffalo form, Dragon form, Eagle form, Swan form, Famine Berserk, Avalanche Berserk, Meditate Power, Meditate Contemplation, Anger the Earth roar, Everild's Rage roar.