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Melee · Raging Bruiser

Barbarian

A storm of muscle and fury who shrugs off wounds that would drop anyone else — and answers with a greataxe.

Barbarian in-game sprite, male and female
  • Vanguard
  • d12 hit die
  • STR
  • Rage

Slay 600 monsters.

Overview

Role
Melee · Raging Bruiser
Archetype
Vanguard (melee basic attack)
Hit die
d12
Hit points
36 at level 1, +21 per level (+3 per CON modifier point, every level)
Primary ability
Strength
Armour
Light, Medium + shields
Weapons
Axes, Greataxes, Swords, Greatswords, Maces, Warhammers, Spears
Resource
Rage: 100 + 3 per level, refills 9/s; every basic attack that hits restores 2.5
Ability score improvements
Levels 4, 8, 12, 16, 19
Subclass
Level 3: Path of the Berserker or Path of the Emberblood
Starting kit
Greataxe, Spiked Baton, Hide Armor
Suggested scores
STR 15 · DEX 13 · CON 14 · INT 8 · WIS 12 · CHA 10

Class features

  1. Lv 1
    Unarmored Defense Sheer toughness turns blades aside.
    • +1 Armor Class
  2. Lv 2
    Danger Sense You feel the trap spring before it does.
    • +3% Dodge
  3. Lv 3
    Twin Fury One weapon was never going to be enough: a one-handed melee weapon in your off-hand strikes once per attack for 35% damage.
  4. Lv 5
    Extra Attack Your basic attacks strike twice.
  5. Lv 6
    Fast Movement You close the distance before foes can react.
    • +10% Move Speed
  6. Lv 7
    Primal Off-Hand The other fist learns to hate too: +15% off-hand damage.
    • +15 dualWieldPct
  7. Lv 9
    Brutal Critical Your critical hits land like a falling tree.
    • +25% Crit Damage
  8. Lv 10
    Primal Instinct The old instincts tell you where to hit big things.
    • +8% Damage vs Elites
  9. Lv 11
    Relentless Rage Cheat death once per floor.
  10. Lv 13
    Brutal Critical (2) Your critical hits become truly savage.
    • +25% Crit Damage
  11. Lv 14
    Thick Skin Scar tissue on scar tissue.
    • +3% All Resistances
  12. Lv 15
    Persistent Rage Your fury refills almost as fast as you spend it.
    • +25% Resource Regen
  13. Lv 17
    Brutal Critical (3) A critical from you ends arguments.
    • +25% Crit Damage
  14. Lv 18
    Indomitable Might Your strength defies reason.
    • +2 Strength
  15. Lv 20
    Primal Champion You embody the power of the wilds.
    • +4 Strength
    • +4 Constitution

Level 1–20 progression

Everything a Barbarian gains each level, including both subclasses (chosen at level 3). Tap a skill to jump to its numbers.

Barbarian level 1 to 20 progression
LevelProf.Gains
1+2
2+2
3+2
4+2
  • Ability Score Improvement
5+3
6+3
  • Fast Movement
7+3
  • Primal Off-Hand
  • Leaping Slam
  • Mindless Rage Path of the Berserker
  • Smoldering Hide Path of the Emberblood
8+3
  • Ability Score Improvement
9+4
10+4
11+4
12+4
  • Ability Score Improvement
13+5
14+5
15+5
  • Persistent Rage
  • Retaliation Path of the Berserker
  • Heart of the Forge Path of the Emberblood
  • Blood Whirl 4d10
16+5
  • Ability Score Improvement
17+6
18+6
  • Indomitable Might
  • Unending Frenzy Path of the Berserker
  • Living Wildfire Path of the Emberblood
19+6
  • Ability Score Improvement
20+6
  • Primal Champion

Feature Skill Dice rank-up Subclass Ability Score Improvement Proficiency · Subclass entries are tagged with the subclass name.

Skills & spells

Numbers at mastery rank 1. Damage adds your weapon hit or ability modifier; "save" skills deal half damage when the foe makes its save (DC = 8 + proficiency + STR modifier). Open Mastery for every rank, perk and the rank-10 bonus.

Barbarian skills

Reckless Attack

Lv 1 Melee strike slashing

Throw caution aside for a savage two-handed blow that bites through everything in front of you.

What it does for a new Barbarian at level 1; in game the numbers follow your hero

  • Strikes every foe in a 100° arc in front of you (1.8 tiles reach) for 5–25 slashing damage.
  • Rolls to hit against armor (+5 to hit).
Type
Melee strike
Cost
10
Cooldown
3.5s
Damage
1d10 + weapon hit slashing
Hit
Attack roll vs AC
Reach
1.4 tiles
Arc
100°

Damage dice by level Lv 1 1d10Lv 5 2d10Lv 11 3d10Lv 17 4d10

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Reckless Attack mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1103.5s—Learned
2Lv 1103.5s+3%Arc and reach +15% · radius 1.6 · arc 115°
3Lv 2103.4s+16%Damage +10%
4Lv 4103.4s+19%
5Lv 5103s+22%Cooldown −10%
6Lv 6103s+25%Savage cuts cause Bleeding (20%) · Bleeding 20% · 3s
7Lv 892.9s+28%Bleeds last 30% longer · Bleeding 20% · 3.9s
8Lv 1092.9s+31%
9Lv 1272.9s+34%Cost −20%
10Lv 1452.8s+62%Mastered (+15% damage, −25% cost, plus its signature bonus) · Bleeding 40% · 3.9s

Rank 4: pick one

  • Wild Swings Arc and reach +35%, damage −10%.
  • Savage Attacker Damage +25%, cooldown +10%.

Rank 8: pick one

  • Frenzied Swings Cooldown −15%.
  • Bloodletter Bleeding chance +35%; bleeds last 50% longer.

Rank 10, Mastered: Heedless Fury: damage +10% and Bleeding chance +20%.

Rage

Lv 2 Buff

Primal fury floods your body: you hit harder, bleed slower and feed on every blow.

What it does for a new Barbarian at level 2; in game the numbers follow your hero

  • For 10 s, you gain +10% damage and +1 life on every hit.
  • You are Raging for 10 s: +25% damage and +15% damage reduction.
Type
Buff
Cost
30
Cooldown
24s
Scales with
Strength
Duration
10s
Applies
Raging · 10s
Grants you
+10% Damage, +1 Life on Hit
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Rage mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 13024s—Learned
2Lv 13023.8s+3%Duration +15% · 11.5s
3Lv 22923.5s+6%Rage strength +15% · +11.5% Damage, +1.2 Life on Hit
4Lv 42923.3s+9%
5Lv 52920.6s+12%Cooldown −10%
6Lv 62320.4s+15%Cost −20%
7Lv 82220.2s+18%Duration +10% · 12.5s
8Lv 102219.9s+21%
9Lv 122219.7s+24%Rage strength +10% · +12.5% Damage, +1.3 Life on Hit
10Lv 141419.4s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · +14% Damage, +1.4 Life on Hit

Rank 4: pick one

  • Blood Rage Rage strength +30%, duration −20%.
  • Persistent Rage Duration +40%.

Rank 8: pick one

  • Quick to Anger Cooldown −15%.
  • Primal Fury Rage strength +20%, cost +30%.

Rank 10, Mastered: Eternal Rage: rage strength +15%.

Blood Whirl

Lv 5 Area slashing

Spin with your weapon outstretched, carving through every foe within reach.

What it does for a new Barbarian at level 5; in game the numbers follow your hero

  • Hits every foe within 2.4 tiles of you for 6–35 slashing damage.
  • Rolls to hit against armor (+6 to hit).
Type
Area (around you)
Cost
25
Cooldown
10s
Damage
2d10 + weapon hit slashing
Hit
Attack roll vs AC
Radius
2.4 tiles

Damage dice by level Lv 5 2d10Lv 10 3d10Lv 15 4d10

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Blood Whirl mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12510s—Learned
2Lv 1259.9s+3%Radius +10% · radius 2.6
3Lv 2259s+6%Cooldown −8%
4Lv 4248.9s+9%
5Lv 5248.8s+12% +1d+1 damage die
6Lv 6248.7s+15% +1dRadius +10% · radius 2.9
7Lv 8248.6s+18% +1dSpinning blades cause Bleeding (20%) · Bleeding 20% · 3s
8Lv 10238.5s+21% +1d
9Lv 12198.4s+24% +1dCost −15%
10Lv 14138.3s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 3.4 · Bleeding 40% · 3s

Rank 4: pick one

  • Vortex Radius +35%, damage −10%.
  • Heavy Blades Damage +20%, cost +25%.

Rank 8: pick one

  • Endless Spin Cooldown −15%.
  • Rending Spin Bleeding chance +40%; bleeds last 50% longer.

Rank 10, Mastered: Red Cyclone: radius +20% and Bleeding chance +20%.

Leaping Slam

Lv 7 Dash bludgeoning

Bound across the battlefield and crash down weapon-first, flattening everything you land on.

What it does for a new Barbarian at level 7; in game the numbers follow your hero

  • Dashes 5 tiles, hitting every foe you pass through for 6–31 bludgeoning damage.
  • Rolls to hit against armor (+6 to hit).
  • 27% chance per hit to leave a foe Stunned for 1.1 s (reeling: can't move, attack or cast. Stunned foes are easier to crit).
  • You can't be hit while dashing, and it breaks roots.
Type
Dash
Cost
20
Cooldown
9s
Damage
2d8 + weapon hit bludgeoning
Hit
Attack roll vs AC
Distance
5 tiles
Applies
Stunned 25% · 1s

Damage dice by level Lv 7 2d8Lv 11 3d8Lv 17 4d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Leaping Slam mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1209s—Learned
2Lv 1208.9s+3%Leap distance +15% · range 5.8
3Lv 2208.8s+6%Stun chance +15% · Stunned 40% · 1s
4Lv 4198.7s+9%
5Lv 5198.6s+12% +1d+1 damage die
6Lv 6158.5s+15% +1dCost −20%
7Lv 8158.5s+18% +1dLeap distance +15% · range 6.5
8Lv 10158.4s+21% +1d
9Lv 12148.3s+24% +1dStuns last 30% longer · Stunned 40% · 1.3s
10Lv 1498.2s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · range 7.5 · Stunned 55% · 1.3s

Rank 4: pick one

  • Great Leap Leap distance +40%.
  • Quake Damage +25%, leap distance −20%.

Rank 8: pick one

  • Coiled Spring Cooldown −15%.
  • Concussive Stun chance +30%, damage −10%.

Rank 10, Mastered: Meteor Fall: leap distance +20% and stun chance +15%.

War Cry

Lv 9 Buff

A bellow that turns your allies' blood to fire and sends the weak-willed fleeing.

What it does for a new Barbarian at level 9; in game the numbers follow your hero

  • For 10 s, you and every ally within 6 tiles gain +12% damage and +2 to hit.
  • Foes within 6 tiles of you: 55% chance to be Feared for 3 s (flees from the nearest enemy, ignoring commands).
Type
Buff
Cost
25
Cooldown
20s
Scales with
Strength
Duration
10s
Allies within
6 tiles
Applies
Feared 50% · 3s
Grants you
+12% Damage, +2 to Hit
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

War Cry mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12520s—Learned
2Lv 12519.8s+3%Duration +15% · 11.5s
3Lv 22519.6s+6%Cry strength +15% · +13.8% Damage, +2.3 to Hit
4Lv 42419.4s+9%
5Lv 52417.2s+12%Cooldown −10%
6Lv 62417s+15%Reaches allies and foes 20% farther · radius 7.2
7Lv 82416.8s+18%Frighten chance +15% · Feared 65% · 3s
8Lv 102316.6s+21%
9Lv 121816.4s+24%Cost −20%
10Lv 141216.2s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · radius 8.4 · +15.6% Damage, +2.6 to Hit

Rank 4: pick one

  • Terrifying Roar Frighten chance +40%, cry strength −15%.
  • Battle Anthem Duration +30%.

Rank 8: pick one

  • Battle Hungry Cooldown −15%.
  • Rallying Roar Cry strength +25%, cost +30%.

Rank 10, Mastered: Voice of the Ancestors: cry strength +15% and radius +20%.

Hurled Axe

Lv 13 Projectile slashing

Rip a spare axe from your belt and hurl it clean through the whole line.

What it does for a new Barbarian at level 13; in game the numbers follow your hero

  • Fires a projectile (9 tiles range) dealing 7–39 slashing damage, piercing through every foe in its path.
  • Rolls to hit against armor (+8 to hit).
  • 33% chance per hit to leave a foe Bleeding for 4.2 s (physical damage over time; stacks up to 3. Bleeds twice as fast while moving).
Type
Projectile
Cost
20
Cooldown
7s
Damage
3d8 + weapon hit slashing
Hit
Attack roll vs AC
Projectiles
1
Range
9 tiles
Pierces
Yes
Applies
Bleeding 30% · 4s

Damage dice by level Lv 13 3d8Lv 17 4d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Hurled Axe mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 1207s—Learned
2Lv 1206.9s+3%Range +15%
3Lv 2206.9s+6%Bleeding chance +15% · Bleeding 45% · 4s
4Lv 4196.8s+9%
5Lv 5196.7s+22%Damage +10%
6Lv 6156.7s+25%Cost −20%
7Lv 8156s+28%Cooldown −8%
8Lv 10156s+31%
9Lv 12145.9s+34%Bleeds last 30% longer · Bleeding 45% · 5.2s
10Lv 1495.8s+62%Mastered (+15% damage, −25% cost, plus its signature bonus)

Rank 4: pick one

  • Twin Axes +1 axe, axes −35% damage.
  • Heavy Head Damage +25%, cooldown +10%.

Rank 8: pick one

  • Quick Draw Cooldown −15%.
  • Barbed Blade Bleeding chance +35%; bleeds last 50% longer.

Rank 10, Mastered: Headsman's Toss: damage +10% and range +20%.

Earthshaker

Lv 17 Area thunder

Bring your weapon down so hard the ground splits and throws your foes.

What it does for a new Barbarian at level 17; in game the numbers follow your hero

  • Hits every foe in a 3.5-tile radius up to 7 tiles away for 9–63 thunder damage.
  • Foes roll a Constitution save against your DC 17: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • 44% chance per hit to leave a foe Stunned for 1.6 s (reeling: can't move, attack or cast. Stunned foes are easier to crit).
  • Its effect only lands on foes that fail the save.
Type
Area
Cost
45
Cooldown
18s
Damage
6d10 + STR mod thunder
Hit
CON save vs your spell DC (half damage on a save)
Scales with
Strength
Radius
3.5 tiles
Range
7 tiles
Applies
Stunned 40% · 1.5s
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Earthshaker mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 14518s—Learned
2Lv 14517.8s+3%Radius +10% · radius 3.9
3Lv 24417.6s+6%Stun chance +10% · Stunned 50% · 1.5s
4Lv 44417.5s+9%
5Lv 54315.5s+12%Cooldown −10%
6Lv 64315.3s+15% +1d+1 damage die
7Lv 84215.1s+18% +1dStuns last 30% longer · Stunned 50% · 2s
8Lv 104214.9s+21% +1d
9Lv 123514.8s+24% +1dCost −15%
10Lv 142314.6s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 4.6 · Stunned 65% · 2s

Rank 4: pick one

  • Fault Line Radius +35%, damage −10%.
  • Aftershock Damage +20%, radius −20%.

Rank 8: pick one

  • Tectonic Tempo Cooldown −15%.
  • Staggering Stun chance +30%.

Rank 10, Mastered: World Breaker: radius +20% and stun chance +15%.

Path of the Berserker skills

Frenzy

Lv 3 Buff Path of the Berserker

Lose yourself in a blood-frenzy: your weapon becomes a blur.

What it does for a new Barbarian at level 3; in game the numbers follow your hero

  • For 8 s, you gain +25% attack speed and +8% damage.
Type
Buff
Cost
20
Cooldown
20s
Scales with
Strength
Duration
8s
Grants you
+25% Attack Speed, +8% Damage
Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Frenzy mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12020s—Learned
2Lv 12019.8s+3%Duration +15% · 9.2s
3Lv 22019.6s+6%Frenzy strength +15% · +28.7% Attack Speed, +9.2% Damage
4Lv 41919.4s+9%
5Lv 51917.6s+12%Cooldown −8%
6Lv 61517.4s+15%Cost −20%
7Lv 81517.2s+18%Duration +10% · 10s
8Lv 101517s+21%
9Lv 121416.8s+24%Frenzy strength +10% · +31.3% Attack Speed, +10% Damage
10Lv 14916.6s+42%Mastered (+15% damage, −25% cost, plus its signature bonus) · +35% Attack Speed, +11.2% Damage

Rank 4: pick one

  • Mindless Fury Frenzy strength +30%, duration −20%.
  • Unending Frenzy Duration +30%.

Rank 8: pick one

  • Hair Trigger Cooldown −15%.
  • Blood Haste You also become Hasted.

Rank 10, Mastered: Red Mist: frenzy strength +15%.

Path of the Emberblood skills

Ember Howl

Lv 3 Area fire Path of the Emberblood

Howl out a gout of ancestral fire that scorches everything around you.

What it does for a new Barbarian at level 3; in game the numbers follow your hero

  • Hits every foe within 3 tiles of you for 5–19 fire damage.
  • Foes roll a Constitution save against your DC 13: half damage if they pass.
  • No attack roll, so it never grazes and can't crit.
  • 44% chance per hit to leave a foe Burning for 4.2 s (takes fire damage every half second. New burns add time (up to 8s)).
  • Its effect only lands on foes that fail the save.
Type
Area (around you)
Cost
25
Cooldown
12s
Damage
2d8 + STR mod fire
Hit
CON save vs your spell DC (half damage on a save)
Scales with
Strength
Radius
3 tiles
Applies
Burning 40% · 4s

Damage dice by level Lv 3 2d8Lv 9 3d8Lv 14 4d8

Mastery: ranks 1–10, perks, mastered bonus

Each rank above 1: +3% damage, −1% cooldown, −1% cost. Ranks come from using the skill; your character level caps them (rank 10 needs level 14). Numbers below are without perks.

Ember Howl mastery ranks
RankNeedsCostCooldownDmgWhat changes
1Lv 12512s—Learned
2Lv 12511.9s+3%Radius +10% · radius 3.3
3Lv 22511.8s+6% +1d+1 damage die
4Lv 42411.6s+9% +1d
5Lv 52410.6s+12% +1dCooldown −8%
6Lv 62410.4s+15% +1dBurning chance +15% · Burning 55% · 4s
7Lv 82410.3s+18% +1dRadius +10% · radius 3.6
8Lv 102310.2s+21% +1d
9Lv 121910.1s+24% +1dCost −15%
10Lv 141310s+42% +1dMastered (+15% damage, −25% cost, plus its signature bonus) · radius 4.2 · Burning 75% · 4s

Rank 4: pick one

  • Wildfire Radius +35%, damage −10%.
  • Inferno Lungs Damage +20%, cost +25%.

Rank 8: pick one

  • Short Fuse Cooldown −15%.
  • Clinging Cinders Burning chance +20%; burns last 60% longer.

Rank 10, Mastered: Tyrant's Breath: radius +20% and Burning chance +20%.

Subclasses

Chosen at level 3. Each adds its own skill and a feature every few levels.

Path of the Berserker

A barbarian for whom rage is a means to an end — and that end is violence.

Skills

Features

  1. Lv 3
    Frenzied Hunger Every blow you land feeds you.
    • +2 Life on Hit
  2. Lv 7
    Mindless Rage Nothing can get inside your head while you're angry.
    • +50% Psychic Resistance
    • +3% Damage Reduction
  3. Lv 11
    Intimidating Presence Even captains hesitate before you.
    • +10% Damage vs Elites
  4. Lv 15
    Retaliation Strike you, and you strike back.
    • +15% Thorns
  5. Lv 18
    Unending Frenzy Your weapon never stops moving.
    • +10% Attack Speed

Path of the Emberblood

Barbarians whose ancestors drank from the Ember Tyrant's wells. Their rage literally burns.

Skills

Features

  1. Lv 3
    Ember Veins Your blood runs hot enough to shrug off flame.
    • +25% Fire Resistance
    • +2 Fire Damage
  2. Lv 7
    Smoldering Hide Those who strike you get burned for the trouble.
    • +10% Thorns
    • +15% Fire Resistance
  3. Lv 11
    Stoked Fury Your flames spread wider with every swing.
    • +10% Area Damage
    • +2 Fire Damage
  4. Lv 15
    Heart of the Forge Your fire keeps you standing.
    • +3 HP Regen / s
    • +30 Hit Points
  5. Lv 18
    Living Wildfire You are the blaze.
    • +4 Fire Damage
    • +8% Damage

Talents & roles

Barbarians lean damage and tank. The class tree and one tree for each subclass hold 51 talents; you earn a point every level and one for each act boss.

All Barbarian talents Party roles

Spellbook & mechanic

Red Gyre

Become the storm, and stay in it.

Red Gyre, a level 4 page, is a spin you hold and steer through the pack. It drains Rage, every foe it strikes feeds Rage back, and from 80 Rage you burn Seething.

Talent: Pain Fuels Rage · Chase legendary: Heart of the Maelstrom

Barbarians choose 7 pages from level 4, picking at levels 4, 9, 14 and 18:

All Barbarian pages and variants How the Spellbook works

Barbarian unique weapons

Gutspiller Starter

Greataxe · Weapon · drops from level 5

  • +8–24% Damage
  • +2–6 Strength
  • +3% Lifesteal
  • +3 random affixes

No Remedy But Red. You can't drink potions. Your lifesteal and life-on-hit are multiplied by 2.2.

“Its owner refused every remedy but one: the other fellow's blood.”

Skullbridge

Warhammer · Weapon · drops from level 12

  • +8–24% Damage
  • +2–6 Strength
  • +3–10% Area Damage
  • +3 random affixes

Again!. Leaping Slam's cooldown resets whenever it kills.

Landslide. Each Leaping Slam or dash landing adds Landslide: +7–9% damage and +7% area damage for 8s (up to 5).

“The warband crossed the river on what this hammer left behind.”

Bloodbrand of the Unbowed

Greatsword · Weapon · drops from level 16

  • +8–24% Damage
  • +2–6 Strength
  • +8–20% Max HP
  • +3 random affixes

Boiling Over. Rage can climb to 200%. Above 100% you deal +45–52% damage, half that above 50% (the excess drains quickly).

Pain Is Fuel. Every 1% of max health you lose grants 3.5–5.5 Rage.

“Those who carry it don't stop when they're hurt. That's when they start.”

Breachmaw, the Open Gate ◈ DEEP

Executioner's Blade · Weapon · drops from level 20

  • +10–28% Damage
  • +3–8 Strength
  • +3–12 Fire Damage
  • +3 random affixes

Fault Line. Every 12th basic hit tears a fissure 8 tiles ahead: 520–600% weapon damage to every foe on it, and they burn for 4s.

Stoke the Gate. Each kill stokes the gate: +3% attack speed and +3% damage for 6s (up to +24% and +24%).

The Gate Answers. When an elite or boss dies, a meteor answers on the nearest foe: 600–700% weapon damage within 3 tiles, burning them for 4s. Asleep Hone this item at the Forge (Smithy level 6) to wake it. Any line will do, even with its Forging Potential spent.

Drops from: Only from the Deep: Breach Wardens, chart bosses of tier 8 and up, and Survey Shards. Always Emberforged

“Pulled out of a Breach still burning. The hole it left has never closed.”

Barbarians are Vanguards: they can also wear the 8 Vanguard unique armour and off-hands, and any unique jewelry. Power values show the range they roll in.