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"You shall become a master of weaponry and combat technique...by Everild's teeth, if it can be used to cripple, maim, or kill your enemy, then you shall know how to wield it!"
- Guild Leader Agonar
Masters of combat, Barbarians are fighters first and foremost. Barbarians not only do not use magic, they are sworn against it as it disrupts their ability to call upon their inner powers to berserk and such. The Barbarian's life is a simple one, but not an easy one.
Ability - Barbarians
have the ability to berserk. A berserking Barbarian is able to push through
physical pain and increase his or her strength and stamina. In this state
a barbarian could go negative on health points and literally die on his
feet when the effect wears off. Barbarians also learn combat dances that improve their ability to fight. Masters of combat, barbarians are first and foremost fighters.
Special Abilities - Weapon Forging -
A barbarian's inherent understanding of weapons makes him or her a natural at the forge. Anyone can forge a crude weapon, but only barbarians can produce legendary quality weapons sought after by all.
Limitations - Magic and magical effects of any type other than Inner will disrupt the Barbarian's ability to berserk and roar. Too much exposure to certain types of magic may weaken the Inner Fire for a time.
Guild Crest - A bloodied sword raised high in a clenched fist.
Primary Skill - Weapons
Secondary Skill - Survival, Armor
Dances and Roars
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.
Swan - 10th circle - Swan increases balance. Located in gymnasium in Leth.
Flounder - 10th circle - Helps you leap to your feet easier, For RP purposes.
Cobra - 14th circle - Increases attack ability. Located out the gate in Dirge, go path and find dark burrow
Badger - 18th circle - Increases defense ability and multiple opponent skill. Located at SCC Barb guild
Eagle - 22nd circle - Increases missile weapon skill and perception. Located in Riverhaven Barb guild
Bear - 26th circle - Increases strength. Located in the cave near Kaerna Trader guild.
Wolverine - 30th circle - Combination of Swan, Cobra, and Badger. Located in Wolf Clan in the lodge through the curtain, and look behind the wolf pelt.
Panther - 40th circle - Bonus to hiding, agility, and reflex. Located near Fayrin's Rest, go west on the road until you see a break, look at the stone and it'll tell you what to do.
Dragon - 60th circle - Gives bonus to agility, reflex, weapons, and a vitality boost. May also give bonus to parry and evasion. Located in Hara'jaal?
Note: Circle, Discipline, and Charisma are what to train to make dances better. If you are hindered at all in your armor, or have a burden, this will also effect the length of the dance. Not every ability will do everything when you first get it. Abilities grow with time and experience.
Battle 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.
Kuniyo Roar - 5th circle - Makes opponents run away/lowers their combat ability
Everild Roar - 9th circle - Stuns opponents/lowers their combat ability
Trothfang Roar - 13th circle - stuns opponents/lowers their combat/ability. Causes bleeders
Kaith'Audru Roar - 20th circle - puts you into berserk, as well as all members of your group
Note: Roars are based on circle, and discipline, and
do NOT tap into your inner fire (with the exception of Daith'Audru which
berserks you). To learn the roars, (with exception of Kaith’Audru)
you must "ask guild leader about skill" When you first receive roars, they
will be very weak but the higher in circle and discipline the better they get.
Inner Fire and Meditation
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.
Meditation/Inner Fire Messaging
You see your reflection surrounded by a dim glow as if a flame lurked just out of sight.
Surrounding your reflection is a tiny aura of beautiful flames.
Surrounding your reflection is a small aura of beautiful flames.
Surrounding your reflection is a bright aura of beautiful flames.
Surrounding your reflection is a bright aura of beautiful flames extending a quarter of your height above you.
Surrounding your reflection is a bright aura of beautiful flames extending out around you just beyond the reach of your arms.
Surrounding your reflection is a brilliant aura of beautiful flames extending out around you about half again your height.
Surrounding your reflection is a brilliant aura of beautiful flames extending a little over half your height again above you.
Surrounding your reflection is a brilliant aura of flames that extends nearly your full height again above you.
Surrounding your reflection is a brilliant aura of flames that extends over your height again above you.
Surrounding your reflection is a brilliant aura of beautiful flames extending nearly twice your height above your body.
Surrounding your reflection is a brilliant aura of pristine quality burning outward at twice your height.
Magic Resistance - 1st Circle - Ability to resist magic cast directly on you (MB, Confusion, etc.) And bonus to dodging spells cast at you (Fire ball, burn etc.) Does not help with spells such as IP, or room effect spells such as thunderclap, and frostbite.
Berserk - 2nd Circle - Ability to summon your inner fire to help you in emergencies. You basically get a large bonus to strength, agility, reflex, but when it wears off, you will be drained of all fatigue,and left lying on the ground stunned. It is very possible to die
after the berserk wears off if you take enough hits while berserking.
Meditate - 5th or 6th Circle? - Ability to get a very vague idea of how
much of your inner fire you have available. To use this, you can "Meditate" on any open flame. Torches and cigars work well and are pretty easy to carry.
4th -
Grunt - member of an army infantry
Beast - an animal; a brute or vile person
Brute - a beast; a brutal person
Peon - an unskilled laborer; a messenger, servant, or foot soldier
10th-
Mercenary - a professional soldier; one who works only for monetary gain, one that serves merely for wages
Savage - a primitive or uncivilized person; a brutal, fierce person
Fighter - a combatant
Skirmisher - one who is involved in a minor or preliminary battle;
20th-
Gladiator - a person who entertains the public by engaging in mortal combat; a prizefighter, a trained fighter
Valkyrie - a handmaiden who hovers over a battlefield choosing who is to be slain, any of the maidens of Odin who choose the heroes to be slain in battle
and conduct them to Valhalla.
Veteran - one who has a long record of service; one who has been in an army, a person of long experience in some occupation or skill
Beserker - a warrior who fights with frenzied violence and fury
30th-
Warrior - one engaged in, or experienced in, battle, a man engaged or experienced in warfare
Marauder - one who raids or invades for loot and plunder, a person who roams about and raids in search of plunder
Barbarian - a member of a primitive civilization; a fierce, brutal, or cruel person; an uncultured person
50th-
Weaponmaster - a master at weapons
Blood Dancer - a person who seems to thrive on death, causing death
War Hawk - a person who advocates war
70th:
Chieftain - the leader or head of a group, a chief esp. of a band, tribe, or clan
Battle Rager -
Sanchiren -
Weapon Smith - a craftsperson of fine weapons
War Chief -
90th:
Warlord - a military commander, a supreme military leader
Fury - violent and intense anger
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