
⇨☾⇨ Soul Archetypes Description:
Soul archetypes are the soul wavelength classification that every character has. There are twelve archetypes to choose from and only one can be selected. While every soul wavelength is unique to the individual, there are twelve general categories of souls called Hero, Outlaw, Sage, Ruler, Jester, Artist, Explorer, Lover, Magician, Caregiver, Innocent, and Everyman. Each archetype has common personality traits but these are not mandatory and every archetype is morally neutral. For example, you can make an evil character with the hero archetype.
Each of the archetypes has wavelengths that they can be compatible with, completely incompatible with, and neutrally compatible with depending on the soul. Meisters and demon weapons must have either compatible or neutral archetypal soul wavelengths. Your archetype also determines what skills you are good at and what you struggle with. Any class can choose any archetype that they wish. Your character can only have one archetype.
⇨☾⇨ Hero
Each of the archetypes has wavelengths that they can be compatible with, completely incompatible with, and neutrally compatible with depending on the soul. Meisters and demon weapons must have either compatible or neutral archetypal soul wavelengths. Your archetype also determines what skills you are good at and what you struggle with. Any class can choose any archetype that they wish. Your character can only have one archetype.
⇨☾⇨ Hero
Everyone is the hero of their own story, even villains. Heroic souls have a slow but loud hum to their wavelength. Hero souls tend to be brave and convicted but foolhardy at times. Heroes gain 1 point to their strength stat and lose 1 point to their wisdom. Heroes start with two additional perks for heavy weapon skills if of the Weapon class. If of the Witch or Meister class then two more perks are given for a strength skill. Once every five posts, Heroes may cause an offensive heavy weapon or strength-based technique/spell to overwhelm an enemy technique or spell of the same level. In soul resonance, heroes are highly compatible with rulers, sages, and lovers and are incompatible with artists. They are neutral with all other archetypes.
⇨☾⇨ Outlaw
⇨☾⇨ Outlaw
Outlaws tend to be individually minded and free-spirited but impulsive. These free souls have a quick and smooth tempo to their wavelength. Outlaws gain one point to their dexterity and lose one point in wisdom. They also start with two additional light weapon perks if of Weapon class. Alternatively, Witches and Meisters gain two additional perks in one dexterity skill. Once every five posts, Outlaws may cause an offensive light weapons or dexterity-based technique/spell that normally only has a single target to target two additional enemies without diminishing in power. In soul resonance, outlaws are highly compatible with sages and explorers and incompatible with rulers. They are neutral with all other archetypes.
⇨☾⇨ Sage
⇨☾⇨ Sage
Sage souls strive to learn as much as possible and they tend to have a deep sense of insight. As such, the sage wavelength is slow and calming. Sages gain one point in wisdom and lose one point in strength. Sages are highly compatible with most archetypes which gives them a special advantage in finding a Meister or Weapon match. If the sage is a Witch then they gain two perks in a magic skill. If the sage is a Meister or Weapon then they can gain two perks in a wisdom skill. In soul resonance, sages are highly compatible with all archetypes except neutrality with jesters.
⇨☾⇨ Ruler
⇨☾⇨ Ruler
Ruler souls tend to value order and have the tenacity to defeat chaos. Their wavelength is generally quiet with an occasional blip. Rulers are tough but slow and inflexible. They gain 1 point to guts but lose 1 point in dexterity. Rulers gain two perks in a guts skill. Rulers gain +25 spirit per level up for a total of 125 at level 5 if Meister class. Weapon Class rulers gain 1 additional perk to any weapon skill. Witch Rulers are able to hide their soul from soul perception at 1 level higher once every five posts. Madness influence rulers at one tier lower, not stacking with anything else that grants this innate resistance. In soul resonance, rulers are highly compatible with heroes, sages, and everymen and incompatible with outlaws. They are neutral with all other archetypes.
⇨☾⇨ Jester
⇨☾⇨ Jester
Jester souls tend to be agents of chaos and are complete wildcards. Their wavelength is a constant bombastic explosion and they are not inherently compatible or incompatible with any other archetypal wavelength. Jesters gain two perks in the Madness skill. Jesters who have succumbed to madness gain yet another perk in the Madness skill tree. Jesters are neutrally compatible with other archetypes. Jesters gain +25 to any one resource pool for their choosing up to 125 at level 5.
⇨☾⇨ Artist
⇨☾⇨ Artist
The Artist has by far the most colorful soul wavelength with a high level of instant inspiration that tends to taper off over time. During their journey, artists can obtain one extra soul for all missions until they reach level five. After level five, the artistic inspiration dies and they lose one soul in all missions to a minimum of one soul per mission. Additionally, artists gain two perks in one skill that they are most passionate about. Artists are highly compatible with lovers and are incompatible with heroes. They are neutral with all other archetypes.
⇨☾⇨ Explorer
⇨☾⇨ Explorer
The explorer's soul is incredibly fast-paced in its wavelength and bumpier than a car on a dirt road. Explorers have a one-level advantage to dodge enemy techniques and spells once every five posts. The explorer gains one point in Dexterity but loses one point in Strength. Explorers gain two perks in a Dexterity skill. Explorers are highly compatible with Outlaws and incompatible with Lovers. They are neutral with all other archetypes.
⇨☾⇨ Lover
⇨☾⇨ Lover
The soul of the lover is incredibly passionate and intent on pursuing their dreams. The hum of their wavelength has the high highs and low lows of romance. As a result, lovers cast spells or perform techniques that are one level harder to dodge once every five posts. They gain one point in Guts but lose one point in Strength. Lovers also gain two perks in a Guts skill. Lovers are highly compatible with heroes, artists, and sages and incompatible with explorers. They are neutral with all other archetypes.
⇨☾⇨ Magician
⇨☾⇨ Magician
The Magician is the bearer of knowledge and has a slow soul wavelength that gradually picks up in pace. It is common for Magicians to be obsessive and ambitious. Witch magicians gain 50 additional points in mana for every level. Meister magicians gain 50 points in spirit for every level. Finally, Weapon magicians gain two additional perks in the polearms skill tree. They are given one point in Wisdom but lose one point in Dexterity. Magicians are highly compatible with sages. They are neutral with all other archetypes.
⇨☾⇨ Caregiver
⇨☾⇨ Caregiver
The soul of the caregiver has a wavelength that is extremely soothing and comforting. Witch caregivers gain two perks in regeneration magic. Meister caregivers get two perks in the cleric skill. Weapon caregivers gain two points in a guts or a wisdom skill. When using a technique or spell to defend an ally, all caregivers gain a one level advantage for that technique or spell once per 5 posts. Caregivers are highly compatible with sages and innocents. They are neutral with all other archetypes.
⇨☾⇨ Innocent
⇨☾⇨ Innocent
The innocent soul wavelength is soft and very meek and mild. The naive innocent's techniques and spells are one level stronger when used defensively once every five posts. They gain one point to Wisdom but lose one point in Guts. They obtain two perks in a Wisdom skill. Innocents are highly compatible with caregivers and sages and incompatible with the everyman. They are neutral with all other archetypes.
⇨☾⇨ Everyman
⇨☾⇨ Everyman
The Everyman or Everywoman is a highly flexible archetype that is adaptable to their situation with an agreeable hum to it. The Everyman receives two additional perks in any of their skill trees. Additionally, the everyman earns one additional custom technique for every level up. They gain an additional 25 to any resource they have per level. The Everyman is highly compatible with sages and rulers but incompatible with innocents. They are neutral with all other archetypes.