Contents Outline
The Bare Essentials
The Bare Essentials
Life : 18 + 2�Vit(character) + 2.5�Vit(items) + 2�clvl
Mana : Mag
Damage with Axes and Clubs : Str�clvl / 75
Damage with Other Weapons : Str�clvl / 100
Bonus Damage w/o Shields : Vit�clvl / 100
The barbarian is able to wield two-handed swords (and great swords) and mauls in one hand, allowing the use of shields with these weapons. However, shields give only half their ac to barbarians, so most barbarians would sacrifice blocking in exchange for greater fire power.
As stated before, barbarians are excellent melee fighters, able to deal out large amounts of melee damage at a faster rate than other classes (unarmed speed as per shield):
Axes/Clubs | Shield | Swords | Staves | Bows | |
Normal | 0.40 | 0.45 | 0.45 | 0.55 | 0.55 |
Swiftness | 0.35 | 0.40 | 0.40 | 0.50 | 0.55 |
Speed / Haste | 0.30 | 0.35 | 0.35 | 0.45 | ---- |
In particular, barbarians are skilled axemen, gaining the following advantages with axes:
Lastly, a barbarian is also very difficult to kill:
The special skill that barbarians have is the rage skill:
While this skill can be useful at times, I would say that it would only grant the ability to overkill creatures. Afterall, the barbarian can kill almost any creatures with ease.
Statistical Analysis
Strength. Strength offers nothing to a barbarian other than the
ability to use heavy armour and weapons, as well as greater damage per blow. 90 Strength
is all you really need, above that is luxury.
Starting/Maximum Value: 40/255
Dexterity. Hitting the enemy is of utmost importance for a barbarian.
Dexterity gives much needed to-hit for the barbarian and should be maxed as soon as
possible.
Starting/Maximum Value: 20/55
Magic. Maxed out right from the start, showing just how intelligent a
barbarian can get. While magic may seem alien to barbarians, certain spells does have its
uses. 20 Magic is needed for Town Portal, which isn't that hard to attain.
Starting/Maximum Value: 0/0
Vitality. A very important stats for barbarians, vitality provides
much needed life and increases the damage of shieldless barbarians as well.
Starting/Maximum Value: 25/150
Life. A warrior that constantly goes toe-to-toe with enemies naturally needs high life values.
Mana. For such an mentally challenged character class, mana is not very essential except to cast certain spells, mostly for convenience (ie Town Portal and Teleport).
Armour Class. While not a true neccesity, most barbarians would do well to have a high ac since they usually go into melee situations and are incapable of blocking. A high value >280 will virtually grant invulnerability to a high level barbarian.
To-Hit. What can be more important to a barbarian than the ability to hit the enemy? To-hit is of course important but this need can be off-set by items of bashing or the Ring of Engagement.
Damage. Spectacular damage can be done that is not shown. Remember that a barbarian can critical hit just like a warrior (clvl% per hit), doing double damage. Items like Bloodslayer and Civerb's Cudgel also deals triple the total damage.
Resistance. With the bonus resistance of a barbarian, at middle to high levels a barbarian needs only one resistance item to max out, hence having the option of mana-adders as a jewel prefix.
Equipment Issues
Firstoff, weapons...
Prefixes. A barbarian's natural weakness is his ability to hit people, so good prefixes should carry some form of to-hit bonuses.
Suffixes. If you are going into pure melee, combat related suffixes would be ideal.
Weapon Damage Analysis Charts for Barbarians:
Barbarians | Rate | Avg Dmg per Blow | Average Damage per Second | |||
lvl 40 | lvl 50 | lvl 35 | lvl 40 | lvl 50 | ||
King's Axe of Haste | 0.30 | 401.0 | 541.7 | 1139.3 | 1336.6 | 1805.4 |
King's Axe of Blood | 0.40 | 401.0 | 541.7 | 854.4 | 1002.4 | 1354.1 |
King's Axe of Heavens | 0.40 | 420.6 | 567.9 | 895.7 | 1051.4 | 1419.8 |
King's Axe of Slaughter | 0.40 | 429.0 | 571.7 | 921.9 | 1072.4 | 1429.1 |
Messerschmidt's Reaver | 0.40 | 445.6 | 591.3 | 948.4 | 1114.1 | 1478.1 |
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<*> Axe of Peril | 0.40 | 699.0 | 973.1 | 1437.2 | 1747.6 | 2432.6 |
Jester's Axe of Swiftness | 0.35 | 699.0 | 973.1 | 1642.5 | 1997.3 | 2780.1 |
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Uniques. Three uniques are comes to mind here.
Nextup, armour. Here is where you have to make a choice between high and low ac. High ac offers invulnerability and god-like abilities while low ac gives better magical prowess and greater fun.
High AC armour. Strictly ANY armour that gives over 220 ac would be good. Godly or Holy Fullplates are almost ideal here. With the lack of shields, armour is where most of the ac would come from.
Low AC armour. Prefix will almost certainly be +resist in order to max out resistance without having to use jewel slots. A +all suffix would be good, though any others would probably do just as well.
Helms are next on the list. There are three kinds of helms you would want. Those that steals life, those that gives high ac and those that adds to mana/stats.
Lifestealers. Life is a precious commodity in hell/hell, so anything that gives you extra would be nice.
High AC. Another way to preserve life is to avoid being hit!
Low AC.
Jewels would depend entirely on your setup. Two uniques stand out though:
My personal choice:
Combat Tactics
Three simple advices:
For other tactics, refer to Bolty's Guide at:
http://www.personal.psu.edu/users/r/d/rdm139/
Shrines
Most classes would shun many shrines but for barbarians, shrines are a blessing. Traditionally evil shrines such as fascinating, sacred and ornate would take away mana in exchange for spell levels but this has NO effects on barbarians, so they can get spell levels for free.
As such, there is also no need to fear cauldrons and goat shrines since the only bad shrines now are:
Thus, no permanent damage can be done and at lower to middle levels, there is nothing much you can lose if you touch shrines.
Going into hell for the first few times, i would always seek out the two cauldrons per level from 13-15 and hopefully get some useful effects out of them.
Way of the Mystics
While barbarians are intellectually challenged, it doesn't mean that spells are barred totally. Below is a list of spells that i personally find useful:
Healing
Holy Bolt
Infravision
Search
Telekinesis
Teleport
Town Portal
Due to the barbarian's innate pathetic spell casting times, offensive spells are almost always not worth it.
Charged bolts, Firebolt and Holy Bolts can easily be raised to level 15 though.
Character Development
Starting out as a barbarian is easy and brainless. You go into the dungeons with your club and your shield and start hacking. Enemies go down fast and you should have no problems getting free healing from pepin.
Level 1-5. Get an axe as soon as possible. With your low dex, you can't block much anyway, so might as well get the full range of combat abilities by getting an axe (no, don't waste your hard-earned money) from the dungeons. Should come real soon.
All level up points should go into dexterity to max it out first as you will be VERY heavily dependent on being able to hit the enemies. Collect all magical items you find and sell them (except axes). Keep +magic items though. Money will be important in your next stage of life.
Level 6-10. Kill Butcher and Leoric. This should be easy if you have decent to-hit or a knockback items. HIgh life would keep you alive long enough. Keep the Undead Crown if you are playing single player.
At this stage, start shopping a bit at griswold and look out for any axes of peril (ideally small axe) or jester's axe. These axes are powerful weapons in the future. They cost money though, so hopefully you will have enough.
Buy town portal scrolls if possible to save time.
Level 11-25. Collect more stuff, get yourself some nifty +to-hit or +dex stuff as you will need to hit the enemies. Doppelganger's Axes are almost ideal at this stage as it would generate more monsters for you to kill (of Blood in combination with this would be even better still.
By this time, your dexterity would be maxed out. Work on your strength until you can wear heavy armour (90 strength) but occasionally add some vitality as well as vitality elixirs are not for sale.
Look out for books of town portal as well as it would save much needed time and money instead of buying town portal scrolls.
Level 26+. From here, you will probably have developed your own style and is ready to kick some butt with your new found weapons. For me, going to dungeons even in hell/hell is easy. Melee levels are a stroll in the park while mixed levels are decent as i would not lose life against the melee enemies. Chasing ranged attackers can be a chore but I have gotten used to it by now (me chose no Telekill way... too lazy to learn).
Ice(BNR)
"Magic? Who needs magic? Me axe does the job all
the time. Grrr..."