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A Guide To Barbarian Roars
You receive your first roar at fifth circle, then every ten circles thereafter (i.e. 5, 15, 25, 35, etc.). Each guild leader knows up to six roars, but will not tell you about all the roars they know until you reach 35th circle. Each time you get eligible for another roar before then, however, he or she will add a roar or two to what they will tell you about. The circle at which you can learn the roar is noted next to the name.

What follows is from a post written by Rufhelous about his results with the new roars. It is much more intensive and exhaustive than what I had posted previously, so I am reposting it here so it reaches the widest audience possible. Many thanks to him and his tireless work to help all of us in the Barbarian guild have a better time.

Around a year or so ago, I posted some info. regarding how roars work. From that time, a few folks filled in a few correct things on why your intimidation/fear attacks are working or not working. The problem is, no one really compiled this information into an area so people don't need to sift through post after post to understand how roars work. We're all part of the Barbarian Team here and hopefully if you understand what your working with a little better, you might be able to suggest better ideas in the future.

While I can't garuntee you that every single little nook and cranny of data here is 100% right, I at least can try based on what I know about this system from my point of view. By all means, if you know of some information on some roars that I'm not positive about, feel free to post about that to fill in the chart. By all means, the more help the better we all are.

The Factors Of the Intimidation System

An enemy is anyone who is not within your group.

When you're roaring, you're trying to impose your will upon someone or an area. Some things that affect one's "intimidation presence", in no particular order:

  • A Barbarian's charisma;
  • the amount of people in your group (you don't need to be leading) vs. the amount of people/creatures not in your group;
  • if you're facing your enemy;
  • the distance from the person roaring to the enemy (melee is the easiest distance to impose your will, missile range is the hardest);
  • being invisible/hidden gives a bonus to resisting intimidation attacks (except Slash the Shadows);
  • your vitality vs. the enemy's vitality; your position vs. the enemy's position;
  • your balance vs. the enemy's balance;
  • your voice level at the time of roaring;
  • the title you're wearing upon roaring and the weapon you're holding (if roaring slash the shadows);
  • corpreal undead get a bonus to intimidation attacks and undead get even more of a bonus to intimidation attacks.

Certain things can boost your ability to impose your will against the enemy, this is referred to as your "presence" you've built up. For example, Dancing Dragon gives you more of an intimidation boost compared to no ability used. Berserk Nightmare or Kuniyo are other examples of boosting your intimidation and your intimidation defenses.

Roaring is not about yelling the loudest, but by learning techniques to impose your will. Each technique offers a different form and presents a differing outcome for the most part.

Voice Factor

A Barbarian's voice is used as a gauge to determine how effective his intimidation will be. Roaring while you have full voice - "You feel ready to defeat an army!" will give much better success then roaring with - "You feel worn but still ready to meet a challenge."

There are mainly three stages of voice that you'll see on most occasions:

  • "You feel ready to defeat an army!" - Full voice.
  • "You feel ready to defeat all challengers." - I'd say, around 70% to 99% of your voice as a guesstimate.
  • "You feel worn but still ready to meet a challenge." - Lowering then 69% of your voice.
Your voice regains back in messaging "pulses" which are seen as this - "You feel slightly more able to voice your readiness for battle."

Group size is uncapped, which might mean to you that being in a group of 10 folks against someone who is not grouped would be very effective to impose your will upon that lone individual. However, on the flip side, if you are attempting to roar in a room with 10 folks not joined to you, it will be very difficult to impose your will on each and every one of them unless your presence and charisma are very strong.

Each roar has a template which lists the difficulty of utilizing that technique to impose your will on someone else and the voice recovery time based on pulses. I personally consider there to only be 3 difficulty ranges. 1 - easiest, 2 - medium 3 - hardest. Some roar templates might be easy to pull off but their voice recovery time is long, while others might have harder roars to pull off successfully but have a shorter voice recovery time (it varies based on the template). The pulse time is linear, meaning you should be getting one minute and fourty-five seconds per pulse as one example.

For the most part, voice recovery is based on the Vocals skill. I'm leaning towards Stamina and/or Discipline factoring into voice recovery, but not as much as Vocal skill is to how fast you regain your voice when roaring. The voice recovery level is capped I believe at one minute and thirty seconds per pulse. If any Barbarians in Prime, Platinum, or TF with 200 ranks in vocals or up want to test this for me, feel free to. For now, I think that at least 100 ranks in vocals would get you capped voice recovery (VR) time (150 ranks would definetly get you capped VR time). Your presence will not make a difference on attempting to improve your VR time.

Battle Cries vs. Intimidation Roars

The roaring system is broken down into battle cries and intimidation attacks. Battle cries are used to boost up your allies via many differing techniques, but one can be even by yourself without a group (Bloodthirst). Also, Bloodthirst is the only battle cry/roar that saps inner fire and uses voice if used without a group. All battle cries also can be used in or out of town without receiving a passerby yelling that you are disturbing the peace.

Intimidation roars all are linked to the Justice system and when using those techniques will you trigger a messaging that the passerby will call you out on disturbing the peace if your in city jurisdiction (areas out of the town might be considered "in town" and so you might get a passerby yelling for you disturbing the peace when roaring even if you believe your "out of town"). Some roars have different levels of success and aren't just considered failure/success.

Remember that 1 min. 30 seconds is the capped amount of voice recovery time per pulse if you have at least 100 ranks in Vocals or more. The pulse amount multiplied by 1 minute and 30 seconds gives you the amount of time it takes to recover back to full voice if used once.

Roar Name Intimidation/Battle Cry Results Pulses (VR Time) Taught by GL/Circle Req.
Anger the Earth Causes a reduction in the balance of your enemies 1 pulse T'Kiel (SCC) (SCC), 5th circle
Banshee's Wail Causes the enemy to become immbolized 2 pulses Mo (Haven), 25th circle
Bloodthirst * If in a group, causes a boost to your strength primarily to you and everyone in the group. If alone, saps about the same amount of IF as berserk Flame does and adds a bit more strength to you alone then compared to you with a group. 3 pulses with a group, 3 pulses without a group Anhh'shre (Ratha), 15th circle
Bravery * Improves your intimidation defenses for you and your group ? Mo (Haven) (Haven), 15th circle
Caution of the Spider Causes your enemies to be flee back to missile range ? Anhh'shre (Ratha) (Ratha), 5th circle
Death's Embrace Causes the enemy to have a reduction in their overall offenses. This is also the pre-req roar for Death's Shriek 1 pulse Mo (Haven), 5th circle
Death's Lullaby Causes your enemies to gain additional RT when they perform an action 1 pulse Tusfaov (Mer'Kesh), 25th circle
Death's Shriek Mid end success causes the enemy to fall to their knees. High end success causes the enemy to die via internal heart wounds (heart attack) 2 pulses Mo (Haven), 35th circle
Everild's Rage Causes the enemy to have a reduction in their overall defenses 1 pulse Agonar (Crossing), 15th circle
Honor * Causes you and your group to gain a charisma and/or intimidation boost 1 pulse Stumara (Knife Clan), 5th circle
Insane Laughter Causes your enemies to gain RT randomly in amounts of 3 to 5 seconds ? T'Kiel (SCC), 35th circle
Kuniyo's Spirit Causes the enemy to be stunned easier via weapon. 1 pulse Agonar (Crossing), 5th circle
Lash of Torment Causes your enemies to be stunned with fear. 3 pulses Stumara (Knife Clan), 35th circle
Mage's Lament Causes a reduction in the target magic of a magical creature/user 1 pulse Anhh'shre (Ratha), 35th circle
Magic's Bane Causes a reduction in the amount of PM and HA of a magical creature/user 2 pulses Anhh'shre (Ratha), 35th circle
Nobility * Causes you and your group to gain a multiple opponent rank boost 1 pulse Tusfaov (Mer'Kesh) (Mer'Kesh), 35th circle
Pride * Mid end success is improved balance for you and the group. High end success is a roundtime reduction for everyone in the group ? Agonar (Crossing), 35th circle.
Screech of Madness Causes your enemies to reduce their intimidation defenses 2 pulses Stumara (Knife Clan), 15th circle
Seprent's Hiss of Warning Causes your enemies to flee from the room you're in? T'Kiel (SCC), 15th circle
Slash the Shadows Causes your enemies to have lessened stalking and hiding ranks as a mid-end affect. The high end affect is the removal of your enemies from invisiblity and/or hiding. 2 pulses Stumara (Knife Clan), 25th circle
Steadfastness * Causes your group to gain fatigue and vitality boosts ? Tusfaov (Mer'Kesh), 5th circle
Superiority * Boosts your group's overall defenses ? T'Kiel (SCC), 25th circle
Tempestous Fury Causes the enemy to have a reduction in their ranged weapon usage 1 pulse Mo (Haven), 5th circle
Trothfang's Butcher Reduction in the enemy's strength and reflexes ? Agonar (Crossing), 25th circle
Vengeance * The mid end affect causes your group to become less prone to being stunned, the high end affect causes your group to be snapped out of a stun 1 pulseTusfaov (Mer'Kesh), 15th circle
Weighted Justice Causes your enemy to drop what is in their hands 2 pulses Anhh'shre (Ratha), 25th circle
* - denotes a battle cry.
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