Difference between revisions of "Archetype"

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An Archetype is an [[Ability]] that affects how a player's other [[Magic and Abilities]] work, or how they are purchased. This provides variety in the [[Class]]es allowing for different styles of play.  
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'''Archetypes''' are [[Class abilities]] which modify base rules about their [[class]].
  
They become available at 6th level for all [[Magic Users]] and [[Archers]].
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{{ruleblock-start}}
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'''Archetypes:''' <onlyinclude>[[Class abilities]] which modify base rules about their [[class]]. Archetypes are denoted with an (A) and are always active throughout the game. Archetypes may not be removed by any means and [[Persistent|persist]] after [[respawn]]. Archetypes are not [[enchantment]]s, and do not count towards [[enchantment limit]]s or count for the purposes of [[Attuned]], [[Essence Graft]], or similar [[abilities]]. You do not have to have an archetype, even if one is available to you.</onlyinclude>
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From the [[Supplemental Rule Books]] an archetype is an alternate player type, usually constructed using the spell casters rules from [[V8]]
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{{Noticebox/Clarification|
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* If an Archetype modifies an ability by adding a Charge value, it is generally not intended that the ability loses its other inherent qualities. For example, for a Marauder whose Insult is made 1/Life Charge x3, it is intended that that ability is still inherently [[Ambulant]]. [https://docs.google.com/document/d/1F0tiuX1cNTBqj4Y3SbRlpsXhASB25I8x6w9RJ7La7VE]
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[[:Category: Archetypes|List of All Archetypes]]
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==See Also==
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[[:Category:Archetypes|List of Archetypes]]
  
 
[[Category:Rulebook Terms]]
 
[[Category:Rulebook Terms]]

Latest revision as of 04:12, 15 March 2025

Archetypes are Class abilities which modify base rules about their class.

Archetypes: Class abilities which modify base rules about their class. Archetypes are denoted with an (A) and are always active throughout the game. Archetypes may not be removed by any means and persist after respawn. Archetypes are not enchantments, and do not count towards enchantment limits or count for the purposes of Attuned, Essence Graft, or similar abilities. You do not have to have an archetype, even if one is available to you.

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Official Clarification
The following is an Official Clarification by the Kingdom Rules Representatives and should be considered a part of the Rules of Play, even though it may not be in he current rulebook. For a listing of official clarifications, visit the Amtgard Documents page.
  • If an Archetype modifies an ability by adding a Charge value, it is generally not intended that the ability loses its other inherent qualities. For example, for a Marauder whose Insult is made 1/Life Charge x3, it is intended that that ability is still inherently Ambulant. [1]

See Also

List of Archetypes