Warrior

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This page is about the core class. For the award, see Order of the Warrior.
White sword on a purple field: a common heraldry for Warriors

Warrior is a core class exclusively focused on battlefield prowess through right of arms.

Rules of Play

The Warrior class is designed for frontline combat and resilience, with a focus on durability and disruption.

Warriors in Chainmail and Brigandine
Examples
William Wallace, Lancelot, Achilles, Spartacus, Miyamoto Musashi, Roman Praetorians
Garb
Purple sash and medieval/sword and sorcery looking garb
Look The Part
Insult 1/Life (m) (Ambulant)
Armor
6pts
Shields
Large
Weapons
All Melee, Javelins

Class Abilities

Abilites By Level
Level Abilities
1st Harden (self-only) 1/Life (ex)
2nd Scavenge - Unlimited (ex)
3rd True Grit (ex) 2/Refresh
4th Insult 1/Life (m) (Ambulant)
5th Shake It Off 1/Refresh Charge x3 (ex)
6th Ancestral Armor (self-only) 3/Refresh Charge x10 (ex) (Swift)

Optional – Pick One:
Marauder (A)
Juggernaut (A)

Insult

Type
Verbal
School
Command
Range
20’
Incantation
“I command thy attention” x3
Effects
Target is unable to attack or cast Magical abilities at anyone other than the caster or their carried equipment for 30 seconds, or until either party dies. If the target of Insult is attacked or has Magical abilities cast on them or their carried equipment by someone other than the caster, the target of Insult becomes able to choose to attack the offending party as well.
Notes
The target may still charge and throw Magic Balls at the caster.


Harden

Type
Enchantment
School
Protection
Range
Other (Healer)
Self (Warrior, Barbarian)
Incantation
“I enchant thee with Harden” x3
Materials
White strip
Effects
Bearer's wielded weapons or shield may only be destroyed or damaged by Magic Balls/Verbals which destroy objects e.g. Fireball or Pyrotechnics.
Limitations or Restrictions
Will only affect either the weapons or the shield of the bearer, not both.


Scavenge

Type
Verbal
School
Sorcery
Range
Self
Incantation
“Scavenge”
Effects
Destroyed or damaged item is repaired, or one point of armor in one location is repaired.
Limitations or Restrictions
Kill Trigger.


True Grit

Type
Verbal
School
Spirit
Range
Self
Incantation
“The wicked flee when I pursue” immediately after dying
Effects
Player returns to life with their Wounds healed and is immediately Frozen for 30 seconds.
Notes
Enchantments on the player are retained.


Shake It Off

Type
Verbal
School
Spirit
Range
Self
Incantation
“I shall overcome”
Materials
None
Effects
10 seconds after casting Shake It Off the player may remove from themselves any number of States or Ongoing Effects of their choice. Shake It Off may be cast at any time the player is alive, even while the player would otherwise be prevented from casting abilities by Stunned, Suppressed, or similar.


Ancestral Armor

Type
Enchantment
School
Protection
Range
Other (Healer)
Self (Warrior)
Incantation
Warrior:"May this armor protect thee from all forms of harm."
Healer:"May this armor protect thee from all forms of harm.
May the flames of the fire not burn thee.
May the bolts from the heavens not strike thee.
May the arrows of your enemies not pierce thee.
May this armor protect thee from all forms of harm."
Materials
White strip
Effects
The effects of a Magic Ball, projectile weapon, or melee weapon which just struck armor worn by the player are ignored, even if the object would not otherwise affect the armor.
The armor loses one point of value in the location struck.
This effect will not trigger if the armor has no points left in the location struck.
Ancestral Armor is not expended after use and will continue to provide protection until removed with Dispel Magic or similar abilities.
Limitations or Restrictions
Phase Arrow and Phase Bolt interact with armor worn by the bearer as though Ancestral Armor was not present.
Notes
Engulfing Effects that do not strike the bearer's armor and abilities that ignore armor entirely do not trigger Ancestral Armor.


Marauder

Type
Archetype
School
Neutral
Effects
Gain Momentum Unlimited (ex) (Ambulant). Insult becomes 1/Life Charge x5 (m) (Ambulant).
Limitations or Restrictions
Maximum Armor becomes 4pts. May not wield Large shields. Ancestral Armor is no longer chargeable.


Juggernaut

Type
Archetype
School
Neutral
Effects
Replace Harden with Greater Harden (Self) (ex) at the same frequency. Gain Phoenix Tears (Self) 3/Refresh (ex) (Swift) and Imbue Armor (T).
Limitations or Restrictions
Loses all instances of Ancestral Armor and True Grit.


Greater Harden

Type
Enchantment
School
Protection
Range
Other (Healer)
Self (Warrior)
Incantation
“I enchant thee with Greater Harden” x3
Materials
White strip
Effects
Shields and weapons wielded by the player are affected as per Harden.


Phoenix Tears

Type
Enchantment
School
Spirit
Range
Other (Healer)
Self (Warrior)
Incantation
“May the tears of the phoenix wash over thee” x3 (Healer) or x1 (Warrior)
Materials
Two White strips
Effects
Enchanted player does not die as normal. When the player would otherwise die they instead remove a strip and become Frozen for 30 seconds. When the Frozen State is ended the bearer is affected as follows:
  1. All wounds are removed
  2. All States that would be removed by Death or Respawning are removed.
  3. All Ongoing Effects with a timer expire.
  4. All of their carried equipment is fully repaired.
  5. All non-persistent enchantments, other than Phoenix Tears, are removed.
Additionally Phoenix Tears allows you to wear an extra Enchantment from the Protection School. This extra enchantment is considered Persistent as long as Phoenix Tears is present. The additional Enchantment is not removed once Phoenix Tears is removed.
Notes
Phoenix Tears is removed when the last strip is removed. If Phoenix Tears is removed, the bearer chooses which (m) Enchantments to lose to meet their new Enchantment limit, if necessary.


Imbue Armor

Type
Enchantment
School
Protection
Range
Other (Druid)
Self (Warrior)
Incantation
“I enchant thee with Imbued Armor” x3 (Druid)
Materials
White strip
Effects
Armor worn by the bearer gains 1 Armor Point to its current and maximum rating in each location, up to the bearer's class maximum.
Limitations or Restrictions
Does not apply to Magic Armor. A player may only benefit from one instance of Imbue Armor.
Notes
When this enchantment is removed, the bearer loses 1 current and maximum Armor Point in each location.



See also

Classes
Core Classes: Anti-Paladin · Archer · Assassin · Barbarian · Bard · Druid · Healer · Monk · Paladin · Scout · Warrior · Wizard

Non-Standard Classes: Monster · Peasant
Alternate Sign-ins: Color · Undeclared
Also See: Look the Part · Credits and Levels

V8 Rulebook
Introduction · V8 Made Easy · Organization · Role-playing · Combat Rules · Armor · Weapons · Weapon Types, Shields, and Equipment · Equipment Checking · Magic Items · Battlegames · Magic, Abilities, States and Special Effects · Classes · Magic and Abilities · Magic Items · Rules Revision Process · Award Standards · Kingdom Boundaries & Park Sponsorship · Annexure · Common Misconceptions