Barbarian class 7
The complete definition of this class in the game's own mod format. Command names link to the reference.
newclass setclassname "Barbarian" classdescr "Since ancient times, Barbarian hordes have plundered the lands of Elysium. Of unknown origin, their sudden arrival at the fringes of civilization sends tremors throughout the realms. Some speculate that they hail from small villages in secluded regions while others say they come from the Netherworld. The Barbarian threat is always present and only with a united show of force can the tide be turned.^^Barbarians are physically more powerful than normal men, but they are also more vulnerable to magic. The Barbarian Warlord cannot buy advanced weapons like siege engines, but may sometimes recruit werebears or the fierce warriors of the amazon tribes and their magic wielding leaders. Werebears look just like ordinary Barbarians until they reveal themselves in combat, where their strength and rage make them far more powerful than a common Barbarian warrior. Barbarians also have access to Spirit Guides who use magical herbs to contact ancestral spirits and summon them to join the armies of Barbarians again. More powerful Spirit Guides are called Enaries." classabdescr "Barbarian troops are cheap and strong.^Barbarian camps are defended by a Totem Pole inhabited by spirits.^Spirit Guides and Amazon commanders collect magical herbs.^Spirit Guides can perform rituals to summon ancestor spirits and create effigies." hometerr 113 setmaincom "Barbarian Leader" addstartunits "Barbarian Warrior" 20 addstartunits "random totem" 1 addstartunits "Barbarian Bowman" 5 addstartcom "Mounted Chief" addstartunits "Barbarian Cavalry" 5 recherochance 2 mercboost -50 recasschance 0 townbonusdescr "mercenaries and magic items" libbonusdescr "wizards" templebonusdescr "spirit guides and soothsayers"
Record definition from the base game data (v5.33 extraction), shown with Illwinter's permission. Unaffiliated with Illwinter Game Design.