Skill Level Chart
Bash [1], Double Swing [6],
Leap [6], Double Throw [12],
Stun [12], Leap Attack [18],
Concentrate [18], Frenzy [24],
Whirlwind [30], Berserk [30]
|
Bash
Required Level: 1
Prerequisites: None
|
The immense physical strength of the Barbarian people is widely known, so it should come as
no surprise that this is one of the first skills that they develop as a warrior. Summoning up
their renowned brute strength a Barbarian can deliver a powerful and painful blow that staggers
an enemy from its feet, knocking them back.
Effect: A powerful smashing blow that knocks the target back.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Mana Cost: 2 |
|
Damage |
+1 |
+2 |
+3 |
+4 |
+5 |
+6 |
+7 |
+8 |
+9 |
+10 |
+11 |
+12 |
+13 |
+14 |
+15 |
+16 |
+17 |
+18 |
+19 |
+20 |
Damage +% |
50 |
55 |
60 |
65 |
70 |
75 |
80 |
85 |
90 |
95 |
100 |
105 |
110 |
115 |
120 |
125 |
130 |
135 |
140 |
145 |
Attack +% |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
75 |
80 |
85 |
90 |
95 |
100 |
105 |
110 |
115 |
Bash Receives Bonuses From |
Stun: +5% Damage Per Level |
Concentrate: +5% Attack Rating Per Level |
|
[ Click to Enlarge - 59 KB ]
|
|
Double Swing
Required Level: 6
Prerequisites: Bash [1]
|
A Barbarian warrior learns to fight with a weapon in each hand, for after all, are not two weapons
better than one? A young Barbarian learns to use both hands independently of each other, striking
simultaneous blows at separate targets. As his talent grows in this skill, he attacks with
increasing control and accuracy.
Effect: A quick double attack that can damage two nearby enemies.
The stats listed below for mana cost are the true values and do not represent what is shown in-game.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Mana Cost |
1.0 |
0.8 |
0.7 |
0.6 |
0.5 |
0.3 |
0.2 |
0.1 |
0 |
-0.1 |
-0.2 |
-0.3 |
-0.5 |
-0.6 |
-0.7 |
-0.8 |
-1.0 |
-1.1 |
-1.2 |
-1.3 |
Attack +% |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
75 |
80 |
85 |
90 |
95 |
100 |
105 |
110 |
Double Swing Receives Bonuses From |
Bash: +10% Damage Per Level |
|
Leap
Required Level: 6
Prerequisites: None
|
Because of his great strength, a trained barbarian warrior is able to perform great leaps.
These jumps are noteworthy, enabling the Barbarian to spring free of dangerous swarms
of enemies, and landing with an impact that sends them reeling.
Effect: Barbarian jumps and knocks back enemies where he lands.
Leap is great for it's low cost in mana. Leap also causes Knockback on all the monsters
around the area where the Barbarian lands. This is very handy for getting your body back
after dying. Leap is good for getting yourself out of danger when surrounded. It's quite possible
for monsters to surround you making it impossible to get away, but Leap can allow you
to escape. Leap can be used to jump over other party members that get in the way in tight
dungeon corridors such as the Sewers, and Maggot Lair in Act II.
The only similar spells are Leap Attack (scroll down), Assassin Dragon Flight, and Sorceress Teleport, which
although is somewhat superior, is much more costly in mana, and is only available at a higher
level (Character Level 18). Leap is useful for leading Monsters to obstacles then jumping over them.
Leap is great for crossing rivers without a bridge, and jumping whatever things are in the way
to make your trip shorter. At only 2 Mana, it's quite a deal.
You'll find it useful to place a few points into Leap to jump further distances but there
comes a point where it's a waste to put additional points into Leap.
Hidden Knockback Radius
Leap has a hidden radius in which the knockback-effect is caused. It has a
base of 2.6 (actually 2.64) yards, and gains 0.66 yards per level. For
Example, a level 10 Leap will have a knockback radius of ( 1.98 + ( 10 *
0.66) ) = 8.5 yards. This is an approximation. As is obvious, high levels of
Leap can cause knockback to almost an entire screen of monsters, just
like a NEF rune would do to a single
monster.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Mana Cost: 2 |
|
Radius (yards) |
4.6 |
7.3 |
8.6 |
10 |
11.3 |
12 |
12.6 |
13.3 |
14 |
14 |
14.6 |
14.6 |
15.3 |
16 |
16 |
16 |
16.6 |
16.6 |
16.6 |
16.6 |
|
|
[ Click to Enlarge - 93 KB ]
|
[ Click to Enlarge - 91 KB ]
|
|
[ Click to Enlarge - 52 KB ]
|
To a Barbarian, fighting with two weapons is considered a fairly simple feat. Not so simple is
mastering the art of throwing two weapons simultaneously and accurately. Many young Barbarians are
eager to learn this skill, for they will tell you it is concrete proof that they have
risen to greatness as a warrior. In truth, they use this skill in tavern games
almost as often as they do in battle, winning wagers from unsuspecting drunkards.
Effect: Throws two weapons.
Only the Barbarian can throw two weapons at once using this skill.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Mana Cost: 2 |
|
Attack +% |
20 |
30 |
40 |
50 |
60 |
70 |
80 |
90 |
100 |
110 |
120 |
130 |
140 |
150 |
160 |
170 |
180 |
190 |
200 |
210 |
Double Throw Receives Bonuses From |
Double Swing: +8% Damage Per Level |
|
[ Click to Enlarge - 87 KB ]
|
|
Stun
Required Level: 12
Prerequisites: Bash [1]
|
An experienced Barbarian can learn to strike an opponent in areas that promote the maximum
effect. By putting enough strength behind a well-placed blow, he can leave an opponent dazed
and unable to strike back or flee.
Effect: A successful attack briefly stuns the enemy.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Mana Cost: 2 |
|
Attack +% |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
75 |
80 |
85 |
90 |
95 |
100 |
105 |
110 |
Duration (seconds) |
1.2 |
1.4 |
1.6 |
1.8 |
2.0 |
2.2 |
2.4 |
2.6 |
2.8 |
3.0 |
3.2 |
3.4 |
3.6 |
3.8 |
4.0 |
4.2 |
4.2 |
4.3 |
4.4 |
4.5 |
Stun Receives Bonuses From |
Bash: +8% Damage Per Level |
Concentrate: +5% Attack Rating Per Level |
War Cry: +5% Duration Per Level |
|
[ Click to Enlarge - 60 KB ]
|
|
Leap Attack
Required Level: 18
Prerequisites: Leap [6]
|
A young treasure hunter once sought his fortune in a raid for Barbarian gold on Mount
Arreat. Hearing tales of the Barbarian people's expertise in close combat, he hired a phalanx
of mercenary spearmen to accompany him, thinking their long spears would force the Barbarian warriors
to fight from a distance. He soon learned his mistake as a single Barbarian warrior was
enough to slaughter his entire party. Ambushing the raiding party from a patch of scrub grass,
the Barbarian leapt over them, slaying one whilst airborne, and skewering two more as he
landed. Before the would-be thief could draw a single breath, all of his hired lancers had
been dispatched. It was a long walk home.
Effect: Leaps onto a target and attacks when landing.
Leap Attack is a great skill for picking off targets one by one. It's particularly useful against
those pesky Sand Leapers and unique bosses with the ability to Teleport. For those targets, just
highlight your target and hold down the mouse button that Leap Attack is assigned to.
Once you get Leap Attack, you will no longer need to use the regular Leap skill.
Also, Leap Attack has an extremely long
range from the very first point that you put into it so by using it, you're able to get
out of sticky situations just as well, if not better, than with the normal Leap skill.
Leap Attack combined with Whirlwind can be an extremely deadly combination for your foes. Leap Attack
can be used to get you into a good starting position for Whirlwind and it can also be used to help
you escape quickly if Whirlwind is interrupted or if you run out of mana.
Hidden Knockback Radius
Leap and Leap Attack both have a hidden knockback radius
associated with them. With leap, it has a base of 2.6 (actually 2.64) yards,
and gains 0.66 yards per level. Example, a level 10 leap will have a
knockback radius of ( 1.98 + ( 10 * 0.66) ) = 8.5 yards. This is an
approximation. With Leap Attack, the base knockback is 2.6 yards, and gains
1.32 yards per level. Example, a level 15 Leap Attack will have a knockback
radius of (1.28 + ( 15 * 1.32 ) ) = 21.08 yards.
Leapattack causes knockback to a monster, just like a NEF rune would do.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Mana Cost: 9 |
|
Attack +% |
50 |
65 |
80 |
95 |
110 |
125 |
140 |
155 |
170 |
185 |
200 |
215 |
230 |
245 |
260 |
275 |
290 |
305 |
320 |
335 |
Damage +% |
100 |
130 |
160 |
190 |
220 |
250 |
280 |
310 |
340 |
370 |
400 |
430 |
460 |
490 |
520 |
550 |
580 |
610 |
640 |
670 |
Leap Attack Receives Bonuses From: |
Leap: +10% Damage Per Level |
|
|
[ Click to Enlarge - 66 KB ]
|
[ Click to Enlarge - 68 KB ]
|
|
Concentrate
Required Level: 18
Prerequisites: Bash [1], Stun [12]
|
Sometimes a series of blows is not nearly as effective as a single, concentrated strike. A
Barbarian trained in this skill learns how to focus his strength into a single blow that cuts
through the guard of an enemy and slices through their armor. This technique also puts the
warrior in a superior defensive position.
Effect:
An uninterruptible attack that also temporarily improves your defense.
The main benefit of this attack is that you can swing uninterrupted, giving you the best chance to get your
attack off, even in a crowd or against a faster foe. This one is actually a good deal at a cost of 2 Mana,
especially if you have a good weapon.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Mana Cost: 2 |
|
Defense +% |
100 |
110 |
120 |
130 |
140 |
150 |
160 |
170 |
180 |
190 |
200 |
210 |
220 |
230 |
240 |
250 |
260 |
270 |
280 |
290 |
Attack +% |
60 |
70 |
80 |
90 |
100 |
110 |
120 |
130 |
140 |
150 |
160 |
170 |
180 |
190 |
200 |
210 |
220 |
230 |
240 |
250 |
Damage +% |
70 |
75 |
80 |
85 |
90 |
95 |
100 |
105 |
110 |
115 |
120 |
125 |
130 |
135 |
140 |
145 |
150 |
155 |
160 |
165 |
Concentrate Receives Bonuses From |
Bash: +5% Damage Per Level |
Battle Orders: +10% Damage Per Level |
Berserk: +1% Magic Damage Per Level |
Although a Barbarian is capable of calculated blows and tactical fighting techniques, it is his
fierce passion for battle that distinguishes him in battle. While using this skill, a Barbarian
drives more and more force into each successive blow as his anger and bloodlust mounts.
Effect: Every successful hit increases your velocity and attack speed.
Select Frenzy, equip two weapons and hit the enemy. When the Barbarian makes a successful hit on the enemy,
he will go into a Frenzy. The Barbarian can now in his Frenzy state, move much quicker and
swing much faster. You can even combine this skill with other skills, after going into a Frenzy, quickly
change to another skill and use it in combination with Frenzy.
Frenzy increases in attack speed as more monsters are hit.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Mana Cost: 3 |
|
Damage +% |
90 |
95 |
100 |
105 |
110 |
115 |
120 |
125 |
130 |
135 |
140 |
145 |
150 |
155 |
160 |
165 |
170 |
175 |
180 |
185 |
Attack +% |
100 |
107 |
114 |
121 |
128 |
135 |
142 |
149 |
156 |
163 |
170 |
177 |
184 |
191 |
198 |
205 |
212 |
219 |
226 |
233 |
Attack Speed +% |
7 |
7-13 |
7-18 |
7-22 |
7-25 |
7-27 |
7-29 |
7-31 |
7-33 |
7-34 |
7-35 |
7-36 |
7-37 |
7-38 |
7-39 |
7-40 |
7-40 |
7-41 |
7-41 |
7-42 |
Walk/Run Speed +% |
47 |
47-68 |
47-84 |
47-99 |
47-110 |
47-119 |
47-126 |
47-131 |
47-138 |
47-142 |
47-147 |
47-151 |
47-155 |
47-158 |
47-160 |
47-164 |
47-165 |
47-167 |
47-169 |
47-171 |
Duration: 6 sec. |
|
Frenzy Receives Bonuses From |
Double Swing: +8% Damage Per Level |
Taunt: +8% Damage Per Level |
Berserk: +1% Magic Damage Per Level |
|
[ Click to Enlarge - 84 KB ]
|
Of the Barbarian people, the Tribe of Thunder was the first to draw upon the primal forces of
the weather. Tornadoes would ravage their plains as summer turned to the harvest season. The shaman
of the tribe would interpret the tornadoes as an omen of evil during times of peace, and as
a harbinger of great victory during wartime. Observing the strength of the whirlwind, these Barbarians
learned to emulate the swirling melange of the cyclone in their attacks. As time went on and the
tribes intermingled, the ability to attack in the manner of the whirlwind was passed down to
all of the Barbarian people.
Effect: A fierce spinning attack.
Many high level Barbarians choose Whirlwind as their main skill.
To best use Whirlwind, lead a group of monsters into a tight pack, then click past to the other
side of the monsters. The Barbarian will fly through them damaging and destroying
them very quickly.
Long Weapons such as Spears, and Polearms make Whirlwind even more effective as it will hit
monsters in a wider radius.
Whirlwind
consumes a lot of mana and puts you in close contact with monsters, so mana and
life stealing weapons or items are necessary to use Whirlwind constantly,
especially in Nightmare and Hell difficulties.
You cannot use potions or any inventory items while using Whirlwind.
Whirlwind does not work with: "On Attack", "On Striking", or "When You Kill an Enemy" item properties.
In Diablo II: Lord of Destruction, Whirlwind is
affected by weapon speed as follows. After you click to start your Whirlwind
attack, the game checks for a hit on a target in range at the 4th and 8th
animation frames (recall that the game runs at 25 frames per second). After
the first two "free" hit-checks, the frames elapsed in-between subsequent
hit-checks will depend on your weapon speed. Note: increased attack speed
from items outside your weapon DOES NOT affect whirlwind - only the speed of
the weapon itself counts. The dependence on weapon speed is obtained by
subtracting your weapon's increased attack speed (IAS) to its base weapon speed
(the number between square brackets listed in the weapons section of the Arreat
Summit) and checking where the number you obtain fits in the following table:
One-handed weapons
Breakpoints: 15, 10, -10, -34.
Number of frames in-between hit-checks after frame 8: 12, 10, 8, 6, 4
Two-handed weapons
Breakpoints: 15, 0, -10, -30, -60.
Number of frames in-between hit-checks after frame 8: 14, 12, 10, 8, 6, 4
Examples:
#1 War pike of quickness (two-handed weapon)
Base weapon speed: 20
Weapon increased attack speed: 40
Whirlwind speed: 20 - 40 = -20
Breakpoint reached: -10
Number of frames in-between checks: 8
Hit-checks at frames 4, 8, 16, 24, 32, etc.
#2 Falchion (one-handed weapon)
Base weapon speed: 20
Weapon increased attack speed: 0
Whirlwind speed: 20 - 0 = 20
Breakpoint reached: none
Number of frames in-between checks: 12
Hit-checks at frames: 4, 8, 20, 32, 44, etc.
#3 Grandfather colossus blade with 'Shael' (one-handed weapon)
Base weapon speed: 5
Weapon increased attack speed: 20
Whirlwind speed: 5 - 20 = -15
Breakpoint reached: -10
Number of frames in-between checks: 6
Hit-checks at frames: 4, 8, 14, 20, 26, etc.
Note: two-handed swords are treated as one-handed weapons for Whirlwind
purposes, regardless of the sword being held in one-handed or two-handed mode.
The above calculation for Grandfather therefore holds for any way the sword is
held.
Barbarians
wielding weapons with slow Whirlwind speeds should try and keep their whirls
very short, so as to take full advantage of the 4th and 8th frame "free" hits.
Hold down the Whirlwind button and hover the cursor just right after the place
where the Whirlwind starts. The free hits are taken and almost immediately
after it, the Whirlwind stops. Then, since the Whirlwind button is still being
pressed, a new Whirlwind starts and we get back the free hits of frames 4 and
8. Keep doing this in a triangular pattern. By using this technique you
minimize the time under which your weapon slows down whirlwinds. This tactic is
used by many Barbarians online and is nicknamed "The Dance of Death". This is
because you keep spinning close to the target, not zig-zagging in long lines
back-and-forth.
When dual-wielding, both weapons try to score a hit
against the target. In other words, the game does a hit-check for each weapon.
Since both weapons are given the chance to score a hit, the damage done over
time is roughly the sum of the damage of both weapons, which is comparable to
the damage done whirling with a two-handed weapon. The effect of weapon speed
in dual-wielding Whirlwind is as follows. While a target is in range, one of
the weapons' speed is constantly used to calculate the next hit-check frame.
If there's no target in range, the game will alternate between
weapon speeds to calculate the next hit-check frame. The best way to make sure you have maximum
Whirlwind speed when dual-wielding is to use weapons that both reach the final
breakpoint, like for instance a Lightsabre phase blade and a colossus blade
with 40% IAS.
Whirlwind will not stop until you reached your destination
(ground or a monster). If you clicked on a monster that flees, Whirlwind
will not stop until you reached the monster, or the path becomes blocked by
obstacles. It is possible to become stuck in Whirlwind over many screens.
This is an issue, especially in hell difficulty, because it can lead you to
unexplored areas with monsters. So try clicking on the ground but not on the
monsters. Again, Whirlwind will not stop even in occasions that normally
stop you. Stun attacks will have no effect, and knockback will not knock you
back, even if your weapon breaks, it will be broken after Whirlwind ends.
Whirlwind will not stop even if you take damage enough to kill you. You WILL
die after the Whirlwind state ends. So it is possible to avoid death by a
quick save and exit.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Mana Cost |
12.5 |
13 |
13.5 |
14 |
14.5 |
15 |
15.5 |
16 |
16.5 |
17 |
17.5 |
18 |
18.5 |
19 |
19.5 |
20 |
20.5 |
21 |
21.5 |
22 |
Damage % |
-50 |
-42 |
-34 |
-26 |
-18 |
-10 |
-2 |
+6 |
+14 |
+22 |
+30 |
+38 |
+46 |
+54 |
+62 |
+70 |
+78 |
+86 |
+94 |
+102 |
Attack +% |
0 |
+5 |
+10 |
+15 |
+20 |
+25 |
+30 |
+35 |
+40 |
+45 |
+50 |
+55 |
+60 |
+65 |
+70 |
+75 |
+80 |
+85 |
+90 |
+95 |
|
[ Click to Enlarge - 72 KB ]
|
There is a fine line between passion and rage, something the Barbarian warrior knows well. A
Barbarian must learn to tread this line while separating one from the other and drawing
strength from both. One of the most powerful combat skills a Barbarian can learn is to
cross that line into rage, expending the sum of his energy and slaying everything without regard for
consequences. When you have slain all of your enemies, what is left to fear?
Effect:
A powerful attack that leaves the Barbarian more vulnerable.
- Berserk completely converts damage to magic damage so you cannot steal life/mana with Berserk, even with life tap.
- You don't take damage from Iron Maiden and Thorns if you just go "Berserk". Because they only reflect physical damage, not magical.
- For the stated duration afterwards your defense is zero. You also do not receive the Iron Skin or Dexterity bonus. You can still block as if you are using a shield, however. A defense of 0 will let you block all the time, thus quite often hinder you from doing anything else. Consider not wearing a shield.
Level |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Mana Cost: 4 |
|
Attack Rating +% |
100 |
115 |
130 |
145 |
160 |
175 |
190 |
205 |
220 |
235 |
250 |
265 |
280 |
295 |
310 |
325 |
340 |
355 |
370 |
385 |
Magic Damage +% |
150 |
165 |
180 |
195 |
210 |
225 |
240 |
255 |
270 |
285 |
300 |
315 |
330 |
345 |
360 |
375 |
390 |
405 |
420 |
435 |
Duration (seconds) |
2.7 |
2.4 |
2.2 |
2.1 |
2.0 |
1.9 |
1.8 |
1.7 |
1.6 |
1.6 |
1.6 |
1.5 |
1.5 |
1.4 |
1.4 |
1.4 |
1.4 |
1.3 |
1.3 |
1.3 |
Berserk Receives Bonuses From |
Howl: +10% Magic Damage Per Level |
Shout: +10% Magic Damage Per Level |
|
[ Click to Enlarge - 81 KB ]
|
Online Privacy Policy
Battle.net Terms of Use Agreement
©2019 Blizzard Entertainment. All rights reserved.