New Adventurer? Start Here!
Guilds Barbarian Beginner's Guide Berserks Circle Calculator Circle Requirements Dances Hunting Areas Other Abilities Roars Runestones Titles Warpaint Bard Cleric Empath Moon Mage Necromancer Paladin Ranger Thief Trader Warrior Mage Races Hunting Weapons Armor Magic Maps Skills and Trades Herbs and Alchemy Miscellaneous
Barbarian Guild: Beginner's Guide

Primary Skills


As a barbarian, your weapons are your best friends. You probably even sleep with them in your hands. There are many types of weapons and you'll probably experiment with most of them.

Edged weapons include light, medium, heavy, and two handed. I recommend avoiding light edged as you may snap a few during your career and be irritated if they were expensive. Medium edged will probably be your favorite, especially when you're young. Heavy edged and two handed edged require more strength and agility than medium edged for minimum roundtimes, but are more destructive. As a barbarian, that will probably appeal to you. Note that if you decide to forge edged weapons, knowledge of all four is important.

Blunt weapons are often heavier than edged weapons and will require more strength, agility, and stamina than a medium edged. I would not recommend them as a primary or secondary weapon. As with edged weapons, you have light, medium, heavy, and two handed.

Ranged weapons are very handy and I recommend that you have one of them as your secondary or tertiary weapon. These include short bow, long bow, composite bow, light crossbow and heavy crossbow. If you intend to train shield, the crossbows are useful. Otherwise, I would suggest saving yourself the long roundtimes of crossbows and going for short or long bows. You will lose some impact by doing so, but will be quicker at loading. Other ranged weapons are sling, staff sling, light thrown and heavy thrown. I would not recommend training any of these last four as a required weapon as they are less effective than any of the bows. Heavy thrown is the exception to that, but is more tiring than the bows.

Brawling can be a lot of fun. This guild is the only one capable of snapping necks. That said, remember that when brawling, you are only capable of evading as a defense, rather than being able to parry or block with a shield. This one could be troublesome as a required skill.

Quarterstaffs have relatively low roundtimes, are good for balance and deal out the damage roughly on par with medium edged weapons.

Pole weapons, such as halberds, pikes and spears, can dish out the damage nicely, but that they have prohibitively long roundtimes. Again, these would be more of fun weapons than ones you would want to rely upon to circle.

Secondary Skills


Although you have a fairly easy time training armor, keep in mind that you are not a Paladin. That said, there is little reason for you to desire plate armors, especially with the penalty that arises from mixing armor types.

Leather armor is often the favorite because barbarians have the ability to train its hindrance down to nothing. Light and heavy chain are also often picked because they can be lighter than leathers and protect better. Chain armors can be trained to insignificant hindrance. Lack of hindrance is important because your dances will be affected by how heavily hindered you are.

My recommendation for this guild is to wear a chain balaclava and gloves with leathers for your average hunting trip. This will help you gain tdps as well as keeping your mind state in slightly better shape as you attempt to lock your weapons.

Shields are also useful, especially with the release of arm shields. There is no longer any reason for you to forgo a shield while training melee weapons.


You need quite a bit of survival, so this skill set is important to you. Until tenth circle, you need to train eight survivals. Afterwards, the seventh and eighth survival requirements will be gone until 70th.

Climbing is pretty useful and easy enough to train. You could try the ladder in shipyard rats and/or the tree near the swimming hole in Arthe Dale. To find the ladder in shipyard rats, go through the office, then the work yard, then to slipway two where you'll see a ladder that's pretty easy to climb.

Disarm Traps and Lockpicking go together, so I'll keep them that way here. Unfortunately, for the most part, it's probably either these two skills or Skinning. While there are creatures that you can both skin and get boxes from, those aren't as common as one might wish.
Remove your armor unless you're an extravagant type who likes to have a new set of armor every week. Start by typing disarm <box> identify and then, if the box is not above your ability (and you'll know when it is!), disarm mark <box> or simply go onto disarm <box>. When typing the final part of disarm <box>, you have the choice of disarming it quickly, normally, or carefully. Once you've managed all that, you then pick the box with a lockpick. You can even learn a tiny bit of mechanical lore early on by typing dismantle <box>. As a barbarian, you also have the option of showing other guilds that your head is harder than theirs by typing dismantle <box> bash.

Escaping is also a possibility, but rather difficult to train. I would recommend not trying to use this as one of your required survivals. For those of you who crave TDPs though, having this can never hurt.

Evasion. Do you really want to risk going without? You are the most combat oriented of the guilds. Not training this skill is certain death.

First Aid is just a nice skill. While you are unlikely to have ranks similar to that of a survival primary guild or an Empath, it might be nice to know that you have the option of not bleeding to death.

Foraging is a fairly easy skill now and you may find this useful, especially if you want grass and/or vines as a low cost way of raising mechanical lore.

Hiding and Stalking may be skills you find you want to train, but keeping it steady with your hunting will be a challenge. The best way to train them is to hide and advance or stalk creatures while hunting.

Perception is always a handy skill. Even if you ultimately decide this isn't one of your six, you may want to train it at least somewhat. You can train this by buying jugglies with a weight appropriate to your skill level. (1 stone early on.) I recommend this skill if for no other reason then because barbarians are often mocked for their lack of knowledge when their pockets are picked. With survivals secondary, there is no reason to be blind as a bat.

Skinning is nice as scraping your pelts, hides, and skins will train both this skill and Mechanical Lore. It's sometimes a little frustrating ruining pelts, etc, as you try to skin creatures, but I find this skill is worth the effort.

Stealing will not count towards one of your six survivals. This of course may not discourage those of you who yearn to visit the less perceptive guilds and jail cells. Presently, this skill, with perception, will help you catch thieves.

Swimming is pretty easy to lock in various places. You should start out with the swimming hole in Arthe Dale or the brook in field goblins out Crossing's west gate. If you one day decide to swim across a river or participate in some other, equally bizarre event, you'll be glad you trained this.

Tertiary Skills


Although you don't have to train this skill set at all until 70th, there is no reason not to use at least some of the skills found here.

Appraisal is a handy skill for any barbarian as weapons and armor appraisals are useful to you. Do you really want to depend on other people for knowledge of your most beloved possessions? This skill is quite easy for you to lock while hunting. A few creature appraisals should handle that.

Mechanical Lore is essential for forging weapons. You can learn this skill by scraping skins, dismantling boxes, braiding grass/vines, folding origami, etc.

Musical Lores. Unless you really crave acknowledgement as an artist, I suggest you avoid this skill. There's virtually no point.

Scholarship is a little difficult to train if you aren't in classes a lot, but you can raise it by folding origami, reading library books, studying embroidery patterns or, if you're lucky, studying a spellbook. Of course such a steadfast and down to earth guild would never accept the use of spellbooks for any reason. At any rate, there is little point to you going out of your way to train this skill.

Teaching may be difficult to get early on, but by the time you hit 30th circle, you should have little trouble getting people to listen to your classes. You learn this skill best by teaching a full class. 25 ranks will allow you to teach 2 people. At 50 ranks, you can teach 3, 100 teaches 4, 200 will teach 5, etc. As with scholarship, there is little reason to go out of your way for this skill unless you simply crave the tdps.


This skill set is anathema to everything you are. Avoid it at all costs.