Chakrel Amulets
Roar Helms
Roar Resistance Cloaks
Roaring Booze
Berserk Sharkteeth
Chakrel Weapons
Inner Fire Weapons
Warpaint
Maker's Marks
Magical Items and Barbarians

Chakrel
Chakrel is a special type of mineral that Barbarians can meditate on to check their inner fire levels instead of meditating on a flame. Meditating on an open flame takes several moments to get your inner fire level, whereas on a perfect chakrel stone it instantaneous. Perfect chakrel stones are only sold at fests and special occasions, typically hung on amulets. Often times you can find chakrel amulets on the market tables for a considerably markup price. For those who don't want to splurge on that sort of money there is an imperfect chakrel amulet sold at Vishlan's Wares all the time. Vishlan's is located up the stairs and through the arch of the Crossing Barbarian guild. When you meditate on the imperfect stone it islike meditating on a flame. It will take several moments before you get your reading, but at least you didn't have to build a fire. The "rough-cut chakrel amulet" is 25 platinum kronars. Thieves can impersonate meditating on chakrel amulets. Only Vishlan himself is skilled enough to alter chakrel, which he does on occasion.

Roar Helms
Roar helms/masks/faceplates work by temporarily raising your intimidation for a short period of time. Intimidation, of course, raises your potential to successfully roar creatures and other players. The roar masks are not armor and do not protect your noggin from attacks. The roar helms come in a variety of different armor types. The faceplates are plate or chain, but only protect the eyes (and hides features). Roar helms/faceplates/masks are only sold at the fest tent “The True Path” but can occasionally be found on trader tables or DRsales.

You activate your roar helm/mask/faceplate by SCREAMing at it.

scream my faceplate
A feral scream rips from your lungs and shakes your iron faceplate to trembling.  You feel terrifying. (intimidation boost starts here)
Roundtime: 2 seconds.
>
(10 seconds pass)
You feel somewhat less terrifying. (intimidation boost ending)

Activating the roar helm is a two second round time. The boost will last for 8-10 seconds. There is no "downtime" between using your roar helm. Once the boost wears off you can activate it again without any penalty. It will only be weaker because your voice hasn't recovered from your last roar. Roar helms/faceplates/masks do not use ‘charges’ and can be used infinitely.


Roar Resistance Cloaks
Roar resistance cloaks raise your defenses against intimidation attacks. In other words, with the boost active you are much less likely to be susceptible to roars. Like roar helms, they are only sold occasionally at fests in the tent “The True Path”.  They are worn around the shoulders and are pocketed. They are made of various animal skins and seem to work by improving your battle morale by mimicking the animal.

You activate the cloak with PULL MY <cloak type>

pull my fur
You pull up your desumos fur basking in the power of the animal.  You feel fearless. (boost starting)
Roundtime: 2 seconds.
>
(60 seconds later)
You feel somewhat less fearless. (boost ending)

The initial intimidation resistance boost lasts about a minute. The boost is long, but unlike roar helms, once the boost wears off you will not be able to implement it again immediately. If you try to activate it before the downtime is over you will get this message: “You fiddle with your desumos fur, but feel no more fearless.”

The downtime in between uses appears to be a few minutes long. Roar resistance cloaks do not have ‘charges’ and can be used infinitely. Resistance cloaks are often prized by members of other guilds as a defense agains Barbarian roars.


Roaring Booze
Cnyr's brews are a special voice recovery drink that restores one voice pulse per DRINK that is lost after roaring. Each brew has around 10 sips. They vary in strength, but each brew recovers only one voice pulse per sip. You can COUNT your brew to see how many sips are left yet. Like roar helms and roar resistance cloaks, Cnyr’s roar recovery drinks are only sold at ‘The True Path’ festival tent.

Below are listed the brews from weakest to strongest:
A bottle of Cnyr's mild, a bottle of Cnyr's bitter, a bottle of Cnyr's old ale, a bottle of Cnyr's special ale, a bottle of Cnyr's porter, a bottle of Cnyr's stout, a bottle of Cnyr's strong ale, a bottle of Cnyr's private stock.

The very best brew is a bottle of Cnyr's whiskey. It was only available at the Merelew fest as a diggable prize in the sand. It’s similar to Cnyr's private stock but instead of 10 sips, it has 25.

After you roar, you can take a drink of your Cnyr's ale. This is an example.

>
drink my port
You take a sip of the porter. The malt and strong herbs soothe your throat.

Two seconds later you will see: "You feel slightly more able to voice your readiness for battle." Thus, this is the voice recovery drink. That just recovered the Barbarian one full pulse of voice.

Now here's the tricky part. There is a second messaging when drinking ales. The second messaging is: "The warmth of Cnyr's herbed brew fades away, and the memory of its soothing taste makes you thirsty for more." This is where the different brews vary in usefulness. Cnyr's mild will take the longest to display the message, while Cnyr's private stock and Cnyr's whiskey will take the least amount of time.  Until you receive that second messaging any ale you drink before will be wasted. This is the "down time" in which you will be unable to recover voice pulses with any ales. You cannot stack Cnyr's ales. Cnyr's mild can take all the way up to a minute and twenty seconds to display the messaging while Cnyr's private stock is only three to five seconds.


Berserk Sharkteeth
Berserk sharkteeth are items that allow Barbarians start a powerful berserk or to pull themselves out a berserk they already have activated. Scynn and Asmara are the Barbarians who run ‘The True Path’ a festival tent, and they like to hunt sharks. Some of the shark teeth they gathered are imbedded with special abilities. They first revealed these special shark teeth at Phii’s Marking, and then later made them available for purchase in their festival tent.

These special shark teeth appraise as light edged and light thrown weapons, but have a much more useful ability. If you LOOK at the tooth, it will have a symbol carved onto it. EXAMPLE LOOK: You recognize the Barbarian symbol for Stone carved into the serrated sharktooth. This symbol will tell you what berserk the tooth will activate if you PUSH it. You must already know the berserk on the sharktooth to use it for initializing a berserk, but it will inspire a much more powerful berserk than you would achieve by starting it normally.

push my sharktooth
You clench your fist around the serrated sharktooth, and feel it bite through your glove and into your hand.
Everything vanishes in a haze of red, and your vicious snarl ravages the air around you.  Every trace of pain in your body melts away before the burning hunger to eviscerate! (Pushing the sharktooth started the Stone Berserk)

If you have already learned that particular berserk technique it’s not necessary to use the tooth to start your berserk, but you can still use it to pull yourself out of a berserk. The symbol on the tooth does not matter if you are trying to end a berserk. Any tooth will pull you out of any berserk:

push my sharktooth
You clench your fist around the serrated sharktooth, and feel it bite through your glove and into your hand. (Pushing the sharktooth again stopped my berserk.)
>
Feeling barely fazed by your mad rage, you glance around for another enemy to kill.

Thus far this is the only way a Barbarian can end a berserk midway through (other than dying). PUSHing the tooth while you are already berserking will lodge it in your hand and the pain will snap you out of your uncontrolled rage. You must then TEND the tooth to get it out of your hand. Scynn indicated the sharkteeth have a limited number of uses, as they will get dull after so many times of being jammed into your skin. Using shark teeth while wearing hand armor dulls them faster.  Heavier armor takes an even bigger toll on the sharkteeth. It’s advisable to take off your hand armor before using sharkteeth so they will last longer. There are teeth for every berserk, available in black and white colors. The black ones are about twice as expensive (though still barely over a gold) and Scynn indicated they would inspire a more powerful berserk than the white ones.

Chakrel Weapons
Chakrel weapons are VERY rare weapons that have been sold mostly at auctions with only ten or so in existance. Once every three days the barbarian can MEDITATE on the blade and can instantly recharge their IF pool from a depleted state to full again. There appears to be only about 30 of these IF refill charges on each weapon.

Inner Fire Weapons
Inner fire weapons are special type of weapon that can only be used by people trained to utilize inner fire, those people being Barbarians. They first became available at the premium-only Magma Falls mini-fest in tent called "Fiery Souls". Any non-barbarian trying to use an inner fire weapon will find it grow suddenly hot and they will drop it. The forger, a Gnome Barbarian named Kronwif died in a volcano eruption soon after his shop opened, thus taking the secret of his forging technique to the grave. Some speculate the eruption itself had to do with his forging methods.

War Paint
Please see the War Paint page for a full explanation.

Maker's Marks
Nearly a decade ago (in real life years) there was a Dwarven forger named Charlie who would craft "Maker's Marks" for Barbarians who wanted to stamp their name on their wares. After a blade was forged they could use their custom mark to essentially sign their signature on the forged item's LOOK so other people could always know who forged the blade. In later years, they could also use these maker's marks as warpaint stamps. Despite the constant interest, Charlie has neither been seen or heard from again.

Magical Items and Barbarians
Items of Magical Nature Barbarians Can't Use
Winged boots/shoes
Gweth smashers
Old snake charms (Barbarians can wear the newer versions)
Runestones (unless you plan to smash them up)
whisper shells
spell scrolls/tablets/ostracons/etc. (Barbarians can only see that they have gibberish written all over them)
Mirkik Sokis topaz (If a barbarian tries to use the enchantment it will cause everyone in the room eye injuries)
Astoshe's Eclipse rings (aka inviso rings)
Astral Guide items
Gaethzen items
magic wands/staffs/charms/rods/rattles etc.
sandlewood fans (MD teaching fans)

Items of Magical Nature Barbarians Can, but SHOULDN'T use
Garden's Vision tear-shaped star sapphires (teaches MD when used)
Constellation Jewelry (with one effective rank of MD, barbarians can use CJs)
alchaedi crystals (teachs MD)
*You do NOT want any magic ranks. Sometime in the future barbarians with magic ranks are going to have to go through a
lot of trouble to get rid of them. It may prevent you from circling or even get you kicked out of the guild.

Items of Magical Nature Barbarians CAN use/wear
Gwethdesuans
Gweth-hiding items
albredine rings
Sable masks (must be recharged by an empath)
flower charms (must be recharged by an empath)
'new' snake charms
unbend sigils
celestial beacons
Multi-armed Devourer pearls/talons
spellbooks (Barbarians can read them for scholarship just like anyone else)
Dual-utility cambrinth items (Barbarians can juggle cambrinth jugglies, fight with cambrinth weapons, put herbs in cambrinth pyramids. To Barbarians cambrinth is just another metal.)
Eluned's Scry fishbones
Bird charms