BARBARlAN Garb: Blue or brown cloth (earth tones), leather, fur, grasses, flowers, leaves, reeds, wood, native and aboriginal jewelry, and decorations, etc. Weapons: Any melee weapon, rocks, throwing axe, javelin, short bow. Armor: Up to 2 points. Shield: Any. Immunities: 1) Cannot be held or subdued, magically or otherwise (exception- healers stun spell). 2) Can not be made 'lost.' 3) May not carry enchantments. 4) May not carry relics other than Odin's Hammer. Levels: 1st- tribesman- a) One less life than other classes (total of 3). b) May go berserk on last life. c) Heal self once per life. 2nd- barbarian- 4 total lives. 3rd- clan leader- Fight after death when berserk. 4th- chieftain- 5 total lives. 5th- high chieftain- 6 total lives. 6th- ring giver or overlord- May go berserk on last 2 lives. Notes: 1) Berserk- Gives the following effects: a) 2 point overall body armor (a healing spell will repair 1 point of armor on any specific area of the barbarian's body). b) Melee weapons are considered bladesharpened or bludgeoned. c) Berserkers may not retreat unless out numbered by 5 to 1 or more or when facing magic. d) Must wear a red arm or head band. e) Berserkers may not use projectiles, armor, or shields. 2) Heal self- The barbarian must carry a pouch with herbs (paprika, cloves, etc. ). The barbarian eats the herb for a 100 count to be healed. 3) Fight after death- Berserkers may continue to fight for 10 seconds after they have died. Leg and arm shots against these berserkers still incapacitate the affected limb. Note that physical and/or dangerous contact is still not allowed. May not fight after death if killed by: siege weapons (or monsters' equivalent white weapons), flamewall, firetrap, fireball, call lightning, and sphere of annihilation.