Barbarians live for close combat. Relying on brute force and indomitable presence on the battlefield, they see each battle as an opportunity to test their strength and prowess. They are suited to stand toe-to-toe with almost any foe, delivering an array of punishing attacks that few can stand up against. Heavy armor is viewed as an encumbrance, meaning that Barbarians must rely on a high Hit Point pool in order to remain in combat for extended periods of time. They think very little about defense, as each time they take damage it only serves to fuel their raw fury, which can then be channeled into their next counter attack.
These battle scarred brutes believe in one simple tactic: the best defense is a good offense. Because their fighting style is so wild and undisciplined, Barbarians are not found among races that are smaller in stature or which tend to view themselves as highly civilized. Always spoiling for a fight, they are usually the first to join in on a good tavern brawl and engage in unarmed contests as a matter of sport.
Typical Roles: Melee Damage Dealer
Damage Types: Physical
Class Mechanic: Fury
Available Races: Wild Elf, Dwarf, Human, Half-Elf, Orc, Half-Orc, Kayden, Minotaur, Centaur
Initial Gold: varies by race from 66.5 to 122.5
During Character Creation you may choose to use the Default Stat Line, before racial modifiers, instead of rolling
for stats, or if after rolling ten sets of stats you don’t like the results
Natural Armor Proficiency: Cloth, Leather
Trainable Armor Proficiency: Mail
Natural Weapon Proficiency: Knives, Bludgeons, Axes (including 2-Handed), Staves, Whips
Trainable Weapon Proficiency: Swords, Bludgeons (2-Handed), Hand Weapons, Polearms, Bows
Barbarians use the following chart for leveling up:
HP Dice: Hearty 1d12, 1d10 (Small), 1d12 (Large)
- Use best-of-two rolls for HP dice each level (see Class Passive: Hulk)
- Re-calculate Fury Max each level
- New fury abilities require training unless they are upgrades (i.e. Berserker Strike -> Improved Berserker Strike), see Learning New Fury Abilities for details
Specializations are recommended for advanced players only, and are accomplished through the Secondary Skill system (see Specialist Skills). Barbarians may choose to specialize their skills in up to two weapon uses and/or one combat style, but can not have more than two specializations in total.
- Max two Weapon Specialist skills (choose from: Knives, Bludgeons, Axes, Staves, Whips, Swords, Hand Weapons, Polearms, Bows)
- Max one Combat Specialist skill (choose from: Freehand, Great Weapon, Paired Weapon, Freestyle, Mounted)
Barbarians gain titles based on their deeds and reputation both on and off the battlefield (though mostly on it!). This system of gaining titles is referred to as Renown. While Barbarians may choose to organize themselves or be a part of various types of guilds or other such groups, these groups do not have any bearing on the Barbarian title system, even if the group they belong to has its own inherent title system. A common example of this would be for a barbarian that has been recruited into a war band. While his title within the war band could be First Blade, War Chief, etc… and even have some benefits associated with that title, this is completely separate from his Barbarian title and the system of rewards and benefits in confers.
The standard Renown based title ups for Barbarians are as follows:
- Two Handed Weapons with a focus on high critical hit chance (including from weapon passives, Secondary Skills, craftings/enchants, and abilities such as Mortal Wound chained with Berserker Strike) to maximize damage with a single attack
- Dual wield with a focus on high +hit or Crushing Blows in order to ensure they are always inflicting damage and thereby providing themselves with a steady supply of Fury for using abilities both offensively (i.e. Blood Rage, Frenzy) and defensively (i.e. Pain Suppression)