🚧 Under Development

The Barbarian is currently being built and is not yet playable on the server.

Barbarian class art

Blood & Iron

Barbarian — Melee Berserker / D20 Dice

No mana bar. No resource farming. The Barbarian pays for spells with the only currency that matters: hit points. Every cast draws blood. The lower you go, the stronger you get. Your inventory has an item called "Itty Bitty Rock." Yes, really. D&D players — this is the class you've been waiting for.

The Blood Tax

The Barbarian's abilities cost HP, and some require you to be below 90% health to even cast. You can't rage from full health — you have to earn it. Take a few hits, let the blood fuel flow, and then the kit opens up. Frenzy sacrifices 26% of your current health. RAGE risks a D20 roll that could either delete everything in sight or blow up in your face with self-damage on a nat 1.

No metal armor allowed. Leather max. Keep your chest slot empty and Unarmored Swiftness makes you the fastest thing on the server. That's the deal — fragile body, terrifying output, speed to close the gap.

A Rock for Every Occasion

The Barbarian's ranged game is, technically, throwing rocks at people. But these aren't just any rocks. There's a taxonomy. A hierarchy. A geological career ladder.

Teeny Tiny Rock (free, always available)

Your starter inventory item — a regular Rust rock renamed to "Itty Bitty Rock." Adorable name. Terrifying when thrown. The Catch This passive gives thrown rocks a flat 6× damage multiplier. Six times. That pebble you're tossing at someone's head does more damage than most people's primary weapons. And then the D20 kicks in — nat 20 doubles the already-6× damage. Nat 1 is a fumble, but that's what Loaded Dice is for. The teeny tiny rock is unironically one of the strongest ranged attacks in the game. Let that sink in.

Little Rock (1.5s cooldown, 5 HP)

Your spell-based rock. A small boulder — because in Barbarian terms, small is relative. 35 blunt damage, 2m AoE. On a 1.5-second cooldown, you can pepper groups with rocks like a medieval pitching machine. Bigger than the teeny tiny rock, but lacks the 6× passive bonus. Different rock, different job.

Big Rock (30s cooldown, 20 HP)

A full-size siege boulder. The kind you'd launch from a catapult at a castle wall, except you're throwing it with your bare hands because you're a Barbarian. 150 blunt damage, 6m AoE, 60m range. It arcs — you have to lead your targets. When it lands, the explosion is devastating. Requires below 90% HP because the game wants you to bleed a little before you earn the big throw. Your "I see a group of enemies standing too close together" button.

Ground Slam (20s cooldown, free)

Stomp the earth. Everything within 5 meters takes 50 blunt damage (scaled by INT, because even Barbarians can be smart about where they stomp). The visual is a landmine explosion because subtlety is for Ninjas.

Going Berserk

Frenzy (45s cooldown, 26% current HP)

Eight seconds of pure melee madness — +50% melee damage and 100% lifesteal. But all healing is suppressed. No food, no comfort, no bandages, no syringes. The lifesteal is your only sustain, so you better keep swinging. Stop hitting things and you die. Keep hitting things and you're unkillable. Simple math.

Last Stand (90s cooldown)

Five seconds of -80% all damage taken. Requires below 90% HP — you can't panic-button from full health. Stack this with Frenzy for five seconds of lifesteal-tanking where nothing can bring you down fast enough. It's the combo that turns a losing fight into a won one.

War Cry (60s cooldown)

Scream so hard that every NPC within 15 meters forgets what it was doing. Aggro resets, fear effect sets in, and you get a window to reposition or heal. Works on scarecrows too.

R A G E — The Ultimate

The big red button. +200% movement speed. 2× all damage. Duration? That depends on the D20. High roll gives you 12 seconds of absolute godhood. Low roll gives you 4 seconds. Nat 1 deals self-damage — because the dice gods demand tribute. All healing suppressed — you're a missile. A fast, angry, potentially short-lived missile. One per major fight. Make it count.

The D20 Factor

Multiple Barbarian abilities incorporate a D20 dice roll. Rocks get a damage roll via Catch This — nat 20 means 6× damage, nat 1 is a fumble. RAGE duration is D20-dependent. Even Summon Guardian rolls for its weapon. The Loaded Dice passive lets you reroll natural 1s up to 3 times. At max rank, critical failures are nearly impossible. High-risk high-reward — with insurance.

Passives That Reward Pain

Unarmored Swiftness: +10% speed per level when chest is empty. Strip your shirt, gain the speed. Blood Fury: Below 50% HP, +10% melee damage and speed per level — automatically. Catch This: Thrown weapons get +50% damage per level; rocks deal a flat 6×. Weapon Focus: Choose two-hand or one-hand specialization for +50% melee damage. Elemental Hide: Shrugs off fire, cold, and radiation (-15% per level). Ironhide: -10% projectile damage per level — compensating for "no metal armor."

The Barbarian is coming soon to Tarnished Crown. See the full Berserking tree at the Barbarian class page.