The Barbarian didn't come into existence, as we all know, until 1e's Unearthed Arcana. A warrior that did not "go into the Wild" but was actually originating FROM the Wild. The Ranger was the "Fighter" class that went into the wilderness/borderlands to protect "civilized" realms. The Barbarian was the Wild/Borderland Fighter who came INTO the civilized realms. And was set up, very much like Ranger, with a long list of mundane "skills" and extra bits, including their Berserker Rage [by whatever name it was then] and magical resistance that made them excellent warriors, and trackers, and survivalist types.
The 1e Unearthed Arcana Barbarian class did not rage. The first official instance of raging Barbarian for pcs was the Berserker Kit in the AD&D 2e Complete FIghter's Handbook and it was just one of five or six Barbarian kits for the fighter (the 1e Barbarian equivalent of the UA Barbariant (until the Complete Barbarian's Handbook) was the Wilderness Warrior kit).
The AD&D 1e UA Barbarian was a tough, perceptive, skill based wilderness warrior with the following abilties:
1. d12 hit die,
2. several bonuses to saving throws
a. increased defensive AC from high dex (when not wearing fairly bulky or bulky armor)
b. increased hit die modifier from constitution
3. increaed movement rate: 15" and increased leaping and springing distances
4. the ability to hit creatures immune to non-magical weapons starting at 4th level and increasing every two levels
5. Wilderness abilities: climbing cliffs and trees, hiding in natural terrain, outdoor tracking (as ranger), survival (hunting, trapping, food gatthering), predict weather, first aid (set bones, concoct natural antidotes for natural poisons and disease), increased chances to surprise opponents (3 in 6, 4 in 6 (in wilderness)
5. Increased Perception abilities: harder to surprise, detecting/avoiding backstab, detecting illusion, detecting magic),
6. Cultural specific skills: additional skills based on culture and environment. The Greyhawk examples were Frost, Ice, and Snow Barbarians, Rovers of the Barrens, Tiger and Wolf Nomads, the Amedio Jungle and Hepmonoland
7. Cultural specific bonus weapons: The barbarian class granted proficiency in 6 weapons slots. Three always had to be hand axe, knife, and spear. Additonal weapons were based upon the culture. For example, the Amedio Jungle granted club, blowgun or shortbow, and dart or javelin. Hepmonland granted atlatl, javelin, club, and short sword
8. Leadership bonus when dealing with Barbarians (add level as bonus) and later the ability summon Barbarian Hoarde