Archetypes

In the Realm of Heroes classes are divided up among different Archetypes that they fall under, rather than being based on a specific role they're based more in line as to what broad category they relate to. As a note all the Archetypes below are not all that exist in the Realm of Heroes, but only those available to players or discovered.

Classes are also categorized into different types and typically the higher it is the more powerful it is, but the harder it is to learn/acquire.

Basic Classes - These are typically starter classes or general skillsets that are easy to acquire.

High Classes - These are stronger more refined skillsets usually used by specific groups.

Family Classes - Considered very strong skillsets refined over long periods of time by a singular family. As a note these classes can be more than simply one singular class but rather a multitude that range from the level of a basic class to even potentially a legendary class. As such their effectiveness is flexible.

Legendary Classes - Very powerful skillsets that few people in the world possess.

World Classes - Skillsets considered the pinnacle of their kind, only one person at a time can have a specific World Class and no one can possess multiple.

At certain points the skills of some classes will become ineffective depending on the level of the opponent. For example, the skills of a basic class are useless on someone who is fighting on the level of a Family Class or higher, now this does not mean they possess a Family Class but rather they fight on the level of one. It's a measure of strength. As basic classes represent the lowest level of skillsets they fade away in use in higher level fights.

**Warrior**

The Warrior Archetype consists of those who typically engage their opponents in close combat with a focus upon martial prowess. The classes of this kind place great focus upon skill rather than clever tricks and use a wide variety of weaponry.

**Rogue**

This Archetype typically prefers creative solutions and stealthy approaches, few who practice these arts are considered honorable but that does not mean the archetype itself is without it. In the end all skillsets that fall under Rogues prefer making opportunities and using them.

**Ranger**

This is actually a mixed Archetype as it consists of those who fight from afar or use such weaponry but also those who have closer ties to nature without magical aid.

**Unarmed Fighter**

Those who fight with no weapons or fist weapons and can range from those who use every trick in the book to win the fight, or those with fierce competitive spirits.

**Martial Artist**

A Hybrid Archetype that consists of many different skill sets with a variety of options, all united under the idea of martial arts. These classes take it beyond skill and create a philosophy, with a focus upon honing their body rather than just the weapon in hand.

**Ontarian Marine**

Technically this is a Warrior Archetype, but it falls under its own category due to the nature of the classes within it. To possess these skills outside of the World Standard is considered a violation of World Law and will be heavily penalized.

**Mage**

The magic of the Mages is the use and manipulation of energies via Arcane, no matter what the effect is if its basis is in Arcane Magic it falls under the Mage Archetype.

**Druid**

Those who are close to nature and rather than manipulating the world through other energies they tap directly in the magic of nature.

**Priest**

Those of this Archetype are the ones who tap into the power of the element of Light, and while technically their usage is similar to a Druid's in practice they are fundamentally different. The formation of Priestly magic was born through faith, even if in practice it does not require it.

**Paladin**

This Archetype is for those who wield natural magics as warriors, mixing it with martial skill. This is not just reserved for those of Faith and Light, but even those without it.

**Templar**

A unique Archetype, in that you cannot choose to learn these skills you must be born a Templar. Considered a Bloodline trait that can be passed from parent to Child, and focuses entirely upon being the bane of magic. Note: Renders Elemental Fragments null.