%% Administrivia/ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out. Add context to the entries before uncommenting them.

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/tropes_rbo_3238.png]]

->CAUTION!
->
->* Sara was here.
->
->* She knows where you live.
->
->* For goodness sake, GET OUT OF THERE!

-> - Quote displayed on English-Patched loadup.


''Ragnarok Battle Offline'' is a [[FreewareGames freeware]] BeatEmUp, made by doujin developer French-Bread and first released in Korea and Japan on 17th December, 2004.

Designed as a homage and a spoof of the {{MMORPG}} ''VideoGame/RagnarokOnline'', it is notable in that it is amongst one of the few fan-made SpinOff games that have been given an official release by the developers of the original game. It embodies all the fun of ''VideoGame/RagnarokOnline'' without the "online" part.

Given its origins, the story can be best summed up as NoPlotNoProblem. You take control of one of 14 different adventurers (seven classes - Swordsman, Archer, Acolyte, Magician, Merchant, Thief and Novice - with a male and a female variant of each class) and you go and...[[ExactlyWhatItSaysOnTheTin beat up monsters]].

However, that really shouldn't matter. [[RuleOfFun Because it's fun!]]

Due to the age of the game and its freeware nature, the original website was allowed to expire, but there are still a few [[https://drive.google.com/file/d/1I5iSju0etAAa8EPhtqpJxnL7KxAJjxqZ/view working downloads]] left.

!!Tropes that apply to it:
* AffectionateParody: The game captures the essence of the MMO in beat-em-up form, yet makes several cheeky jokes on the source game's culture, ranging from knights making monster trains, to bots farming the hell out of the Ant Tunnel. When Moonlight Flower summons Nine Tail minions to fight for her, they both take on her appearance...with a leaf covering what should be her lady parts, despite the art style making them absent.
* AssKicksYou: The male Merchant can do a hip press.
* AttackItsWeakPoint: Plenty of monsters are invulnerable except for that one spot. Most notably, the Scorpions from Sograt Desert can only be hurt by the tail.
* BadassBookworm: The Mage, and to an extent Acolytes, most likely will invest most of their points into Intelligence to power their spells. When magic isn't an option though, they will be doing as much physical ass-kicking as much as magic casting.
* BadassInANiceSuit: Jakk of Stage 4, Geffen Dungeon, wears a tuxedo, top hat and uses a cane to fight you.
* BarbieDollAnatomy: Maya's humanoid body has no nipples or private parts, unlike her appearance in the source material. Moonlight Flower likewise doesn't have visible privates either, though her combat stance doesn't make it as obvious.
* BeatingADeadPlayer: Enemies will continually to attack the player while the game over screen is there. In an interesting version of this trope, you use it to learn and understand the pattern of the enemy or boss that thrashed you. This is especially useful on Stage 8's BossRush or Arena Modes that throw multiple bosses simultaneously.
* BeatTheCurseOutOfHim: [[spoiler:Beating the Kafra at the end of Stage 8 expunges the entity controlling her. She's thankfully fine after taking a beating from you.]]
* BossRush:
** Stage 8 features this. Hope you memorized all bosses' patterns!
** Arena Mode is up to eleven, as there you are very likely to fight mid-bosses and bosses altogether and sometimes even FIVE bosses at same time. Needless to say, some Arenas are insanely difficult to beat alone.
* BreathWeapon: The most dangerous attacks from enemies are made of this since they give you absolutely no time to react, recover or get the hell out of the way, and since they don't knock you back you'll simply get stunlocked to death. Osiris has a particularly deadly one, enhanced by the his slowdown debuffs that make sure you won't run away before he's finished chewing up your health.
* BullfightBoss:
** A very unusual version of it in the very first level: You fight a horde of Porings chasing Richard, the Knight who Provoked them on purpose. Richard himself can ram the player while mounted on his Peco Peco and is immune to damage (you do ScratchDamage to him after you finish the "fight") so you must kill all the Porings that he aggroed to make his monster train.
** There's several minor examples among the rest of the bosses, plenty of which have at least one charging attack, especially if the boss [[ShieldBash has a shield]].
* BlankWhiteEyes: Practically every playable character's default expression.
* BraggingRightsReward: Inverted. Beating the game with at least one character of each class unlocks the Novice class which has a ''steep'' learning curve compared to any other class. Fitting for a player yearning for a bigger challenge.
* BrutalBonusLevel: The Ex Scenarios. If you think you mastered a certain class only by playing the first eight levels of the game, EX-Stages will gladly teach you otherwise. Every single one of them has much, much more powerful enemies and '''every single boss''' has one least one attack that is virtually OneHitKill.
* CallingYourAttacks: In the form of textboxes.
* CastFromMoney: The Merchant, much like the source game, but with the extra burden of having to manage their Zeny as a resource for several of their moves, such as Pushcart (2z) and Mammonite (10z). Their money can be replenished with either Discount, a parry that gives 5z per hit, or Overcharge, a command grab that drops 1z per hit.
* ClippedWingAngel:
** Subverted with Maya, the boss of Ant Hell. After destroying her exoskeleton, that is, most of her insectoid body, the human half will [[{{Squick}} rip itself out]] and TurnRed. Despise pretty much becoming a TokenMiniMoe in comparison to her previous gargantuan mantis queen form, her attacks will do ''far'' more damage. One of them, at that point, can combo you to death.
** Stage 7 boss, Baphomet. He gets a LOT easier once he enters in the second stage of the fight, however that doesn't mean his attacks hurts any less.
* ClusterFBomb: [[BadSanta Antonio]] launches one after Stormy Knight is defeated.
* CombatMedic: The Acolytes, focusing more on the "combat".
* ConfusionFu: Part of the Novice's fighting style is made of this.
* ConservationOfNinjitsu: PlayedForLaughs in Stage 3, Orc Village, where after raiding it to save a kidnapped little girl you leave a house. A lone orc outside will run in panic from you (and your partners).
* CoOpMultiplayer: You can bring up to two other friends with you for a 3-player party. Certain class skills will also benefit other classes, such as the Merchant's Enlarge Weight Limit raising the cap for the Archer's arrows.
* CuteBruiser: The female Acolyte, if you can unlock her Lunar Buster Lariat move. It's ''the'' single most damaging move in the game, bar none.
* CuteMonsterGirl: Several, even those who were on the verge of NightmareFuel (like Sohee) become this, but Moonlight Flower takes the cake. [[spoiler:The Possessed Kafra counts as well.]]
* {{Cutscene}}: A lot of them scattered through the Stages. They can be a bit annoying after repeating the same level since you can't skip them.
* DanceBattler: The Pharaoh, who spends the entirety of the boss fight dancing and weaving his dance moves into spells after getting knocked off his throne. He even brings a dancing posse along.
* DegradedBoss: Several enemies. The game can be a bit cruel since there are enemies that count as BossInMookClothing.
* DeathFromAbove:
** Deviace can spit a pillar upward which will then fall, causing heavy damage.
** One of the Doppelganger's move is jump and sword plunge. Taking a blow from this stuns your character.
** Orc Lord has a body drop attack which hurts quite a bit.
* DifficultButAwesome:
** Every class has access to a Guard mechanic which will deny every blockable damage to zero if activated at the right time.
** Archers are fairly mobile and have access to some of the most devastating skills of the game, but what they truly lack is something to grant them full invincibility. Combined with the fact they are also pretty squishy and easy to kill it takes a either quick reflexes or skill to survive in later levels with them.
** The Merchant class. Sluggish, but powerful. They have Discount, which if used properly will not only deny all damage but gives you money as well.
** Novice is made purely of this, as they only have two skills...and a whole slew of hidden commands that make them disgustingly powerful. Using either gender effectively is incredibly difficult, but both have devastating potential.
* DoppelgangerAttack: The boss of Stage 8 uses this.
* DualBoss:
** You fight a pair of Golems midway through Stage 2.
** Munak and Bongun in the Payon Dungeon in Stage 3.
** The Dragons at the entrance of Mt. Mjolnir in Stage 7.
* DynamicDifficulty: Enemies gets noticeably more tougher if you play on Co-op Mode. Even moreso if one character is overleveled compared to the partners.
* TheDogWasTheMastermind: The final boss of the game turns out to be a [[spoiler:Kafra possessed by an unknown entity.]]
* EvilCounterpart: The Doppelganger is this to the Male Swordsman. They have the same moves, but [[TheComputerIsACheatingBastard Doppelganger's are always stronger or have an additional effect]].
* ExpansionPack: This game has had three of these released, called Extra Scenarios.
** The first one contains the Prontera Culverts and the Sunken Ship.
** The second one contains the Lutie Toy Factory, the Pyramid, and the Sphinx.
** The third one contains the Amatsu Tatami Maze.
* ExposedToTheElements: Everyone can traverse deserts and polar regions with the same clothing.
* EyesAlwaysShut: The male Archer and the female Acolyte. The latter has "normal" eyes in her art, though.
* FelonyMisdemeanor: What's Richard the Knight's response to you clearing out his Poring train? A threat to report you. He doesn't act on it though.
* FightingClown: The Novice is incredibly clumsy and silly in combat, even if their moves cause mass destruction in some way.
* FlechetteStorm: [[{{Ninja}} Shinobi enemies]] from Stage EX-6 does this with shurikens.
* FlunkyBoss: It'd be easier to count all the bosses that ''don't'' throw a few minions your way every now and then. Some even have constant streams of mooks charging you, and to make it worse some will bring in the level's DemonicSpiders to assist them.
* FoeTossingCharge: This is the best strategy if you are playing solo.
* FragileSpeedster: Thieves with their lightning-fast movement and combos, but one strong hit will tear apart half of their health and combos and almost always mean instant death.
* FullContactMagic:
** Magicians can hit pretty hard even without their spells. Bonus to the male Magician's flashy flying kick.
** Some builds are especially made to keep melee and spell combat in accordance.
* FunnyBackgroundEvent:
** Courtesy of [[MilesGloriosus Richard the Knight]], [[AttackAttackRetreatRetreat Merlin the Mage]], and [[ArtificialStupidity countless bots]], all of who keep screwing up their LevelGrinding in one way or another.
** Several levels have [=NPCs=] doing various stuffs like resting, endlessly beating a monster or running around.
** The second phase of Samurai Specter (Incantation Samurai) will have its little "host" running around the arena confused to what's happening.
* GlassCannon:
** Magicians, after getting some of their MagikarpPower going. They do positively ridiculous damage, upwards of 10k in about five seconds, but they didn't get any less squishy in the meantime.
** Archers are a ''bit'' less squishy than Magicians, and have similar levels of damage, with the extra boon even their normal attacks usually hit for a thousand an arrow or so. They can easily slaughter things by just shooting a couple arrows, but they have no way to mitigate or recover from damage, no particular dodging skills, and their HP isn't anything to write home about. All that's certain is something's going to die quick.
* GoodOldFisticuffs: Many characters can also punch, kick and poke enemies aside of their weapon attacks.
* GuideDangIt: Several, and some of them are pretty irritating especially if your experience is colored by knowing the source material.
** The game never mentions that you need a certain amount of status to unlock new moves. The game gives absolutely no hint of how to do that, and that you even have them in first place. There is also no hint of how to perform skills and new moves. And it doesn't tell you if the skill is passive or not.
** New players using Magicians in general will suffer a ''lot'' if they don't know how to build one properly.
** In general, many skills which are nigh-useless in the online version become highly useful in this game. No sane Swordsman will max Magnum Break, for example, but here it can wipe a screen of enemies in one blow. Similarly, Thunderstorm is highly underpowered in the online version, but it's a fullscreen attack here.
* HealingShiv: Hilariously done with the female Acolyte, who ''slaps'' the Heal into the character.
* HellishHorse: The Nightmare in Stage 6. It can summon a scythe to attack with, and is also part of one of Doppelganger's attacks.
* HeroKiller: At the end of Stage 7 the player will notice that [[ThatOneBoss something]] appears to have ravaged the place prior to their arrival.
* HyperactiveMetabolism: With food and potions all around.
* ImprobableWeaponUser:
** Aside from using the standard fantasy fare of weaponry - swords, clubs, axes, bows, hammers - you can throw your cargo cart at the enemy or ram them with it.
** The female Merchant can use a humongous bag of money to squash enemies.
** Chepet of Stage EX-3 uses a giant matchstick to fight you. In the same stage the Christmas Jakk uses a candy cane.
* InstantArmor: Magicians' Safety Wall. The number of attacks it can take is restricted by skill level.
* KidSamurai: The first phase of Incantation Samurai.
* LauncherMove: Every character has this. It is highly recommended that you learn how to pull and use them properly before the bigger waves of enemies come into play.
* LeeroyJenkins: Two [=NPCs=], Richard the Peco Knight and Merlin the Magician, are fond of this. Both are beaten humorously in certain Stages of the game.
* LethalJokeCharacter: The Novice, on paper, has a pitiful skill set, with only First Aid and Play Dead, bad basic combos, and moves at a snail's pace. With a bit of research, though, it turns out they have a slew of destructive skills that the game never elaborates upon, making them just as viable as the core classes in the right hands.
* LethalJokeItem: Lethal Joke Skills, rather. Many skills which are considered superfluous, underpowered or useless in the base game become absolutely powerful here. Most notable is the Mage's ''Thunderstorm''. In the base game, it's kept at lvl 1 as it gets supplanted by ''Lord of Vermillion'' and have very limited application as Wind element. Here, it's the best HerdHittingAttack there is, capable of wiping an entire ''screen'' of enemies.
* LetsYouAndHimFight: [[spoiler:In Stage 8 a Kafra storekeeper in the original game]] of all things.
* LightEmUp: Acolytes, after investing in the right skills, can throw balls of Holy Light at their enemies. Even better, they can smash them in mid-flight with a certain attack, sending them speeding at enemies in a now-piercing attack that's pretty much ''the'' way an acolyte can match other classes' damage output.
* LightningBruiser: Swordman. Fast and quick, has strong skills and can endure decent amounts of punishment.
* MagikarpPower:
** Magicians are the epitome of this trope. They start out with either hard to aim skills or skills which consume too much MP and have sluggish and awkward melee moves. But as soon they start upgrading their spells wiping the entire screen comes easily.
*** On top of that Thunderstorm starts as a pitiful low damage, high cost SP skill which takes forever to cast leaving the Magician wide-open to be interrupted and juggled to death. However at higher levels it destroys nearly any kind of enemy, and entire ''screens'' for that matter. It even bypass certain gimmicks like enemies that tends to crumble after getting hit once (i.e: Skeletons).
** Thieves are this to some extent until they get Double Attack. They're fast, but their defenses are incredibly fragile, quickly killing off careless players.
** Acolytes tend to have barely passable damages at best and not-so-great defenses. Between the both of them, with enough STR, their basic combo attack gets a ''massive'' spike in damage at their combo ender. It takes a bit of time to raise them to devastating levels, while giving them incredible survivability with Heal.
*** The Male Acolyte doesn't have a running animation like his Female counterpart, so his movement options are more limited until he gets good AGI investment. His attack animations aren't as easy to connect either, since his attacks are wholly unarmed. When he gets Holy Light, he can punch the light to launch it at enemies for boosted damage, and that particular attack is faster than his counterpart's Holy Home Run. Overall, he's the harder of the two to master.
*** The Female Acolyte is a bit easier to master, though her floaty air movements and slightly slower running speed does hamper her movements in the long run. This issue is further aggravated if you attempt a CombatMedic build, since her basic combo does pitiful damage until her STR is at the right amount. If you pump her STR stat to CripplingOverspecialization levels, your reward is her Lunar Buster Lariat attack, ''the'' crown jewel of single-target damage.
%% * MascotMook: Porings and Lunars.
* MarathonLevel: The 6th and 7th Stages are glaring examples, you might take fifteen minutes on the 6th and over ''twenty'' at the 7th with a character at right level ''if'' it is suited for solo play. Or else it could take even longer.
* MegatonPunch: Female Acolyte's Lunar Buster Lariat, which requires a whipping '''60''' STR to even use. It has a short amount of windup, but when it connects, expect to hit the damage cap.
%% * {{Meido}}: The Kafras.
* MightyGlacier: Merchants. Moves like a truck being started up, hits like a train.
* MoneyMauling: In two flavors, courtesy of the Merchant's Mammonite. The Male Merchant reinforces his hammer with coins before dropping it, while the Female Merchant whips out a huge sack of money as an improvised flail. Using this move ''does'' cost money though, so make each hit count.
* MuggingTheMonster:
** Thieves can literally do this.
** The Merchants' Overcharge, normally a passive skill, is a command grab here, with each punch making their target drop coins.
* OneHitPolykill: Several attacks that you and the enemy, mostly bosses and sub-bosses, can inflict on each other.
%% * OneManArmy: Your character is practically this.
* PaletteSwap: With a few enemies. It is averted on Co-op since you can't choose the same gender of the same class.
* PintsizedPowerhouse: Deviace, the Stage 5 boss. It's smaller than even ''you'' are, looks [[UglyCute kinda cute in an ugly way]], and begins the fight by trying to slap you with its ridiculously tiny fins. Easy to underestimate until you take an entire Greek pillar to the face.
* PurelyAestheticGender: Averted. In general, males have more HP and females have more SP. There are also minor variations and requirements for various special moves but the gender differences are glaring when it comes down to gameplay.
* RainOfArrows: The Archers' Arrow Shower. Horizontal or vertical, it'll toss out about twenty arrows in a second, for some nasty damage on anything caught in the storm.
* RapidFireFisticuffs: A properly-statted male Acolyte can pull them off, makes for a pretty nice infinite combo and is absolute ''murder'' on anything that flies.
* ReligiousBruiser: The Acolytes are quite physical in terms of offense, aside from their ball of light, and have both decent offense and a ''ton'' of HP to work with. The female one carries a large club, and the male one will just pummel the hell out of monsters with bare fists.
* RightBehindMe: How the Doppelganger battle starts.
* RPGElements: You're allowed to customize your character's stats and skill levels, which directly influence how your character fights. High enough stats may expand combos, high enough skills may unlock new ones, and your EXP is determined by your stage score.
* SchmuckBait: Go ahead, pick the Stage EX-1 with your fresh new character and see what happens. Just because it has a 1 in its stage count and a difficulty rating of 2, that doesn't mean it's equal in difficulty to the Sograt Desert.
%% * ShrinkingViolet: The female Novice.
* ShyBlueHairedGirl: Averted with the female Magician, who is the opposite of this trope. Her {{Stripperific}} outfit doesn't help either.
* ShoutOut: Because the game is a SpinOff from ''VideoGame/RagnarokOnline'' it refers as much as possible to it.
** If you stay sit, pressing down, your character will recover HP and SP faster.
** Drake can use Waterball, since where you fight him there's water on the floor.
** Most bosses are {{Flunky Boss}}es, because they spam enemies just like their online counterparts.
** If you happen to have a Merchant with Increase Weight Limit skill partying with an Archer, you'll be able to carry more arrows.
* SinisterScythe: Baphomet carries one and it isn't just for show.
* SavvyGuyEnergeticGirl:
** The male and female Archers.
** Both Acolytes, too.
* SortingAlgorithmOfEvil: Averted, and how. The levels and difficulty of the monsters that you fight in the online version have absolutely no relation to their RBO counterparts.
* StoneWall: Acolytes have good HP and plenty of support abilities, but their attacks deal very poor damage, and the one that does reach anything resembling a large amount of damage requires both [[GuideDangit careful stat and skill assignment]] and [[SomeDexterityRequired timing skills]]. Though subverted with [[CuteBruiser the female Acolyte]], who can gain an absurdly high damage lariat move and Male Acolyte has access to a fairly powerful Holy Ball (however it must be reflected to become truly strong).
* SwordBeam: Averted with both Swordman, played straight with the Doppelganger.
* {{Synchronization}}: One can play with multiple characters by configuring two or three controls at same time. Playing like this is exceptionally hard since every character has different pace and commands, but it's possible.
* TheresNoKillLikeOverkill:
** Two Magicians with any maxed spell, especially if it's Thunderstorm.
** Enemies, especially bosses, can do it back at you too.
* TurnsRed:
** Maya. After breaking her exoskeleton she gains even more aggressive attacks that also hurts much more.
** Most bosses from Stage 5 and forward change their attack pattern when damaged enough.
** Stormy Knight's second phase is an almost literal example.
* UnlockableContent:
** The Novice is unlocked by clearing the game with every other class.
** The final part of the Arena mode is unlocked by clearing all of the unlocked ones with two characters (as of the second expansion).
* VictoryPose: Many of them, if not all, consist of the character celebrate and then sit resting.
* WarmUpBoss: Eclipse, the boss of Stage 1. It hits hard and [[FlunkyBoss spams other Lunatics into the fight]]. Two of the most important things you should watch out for against most of bosses onward.
* WeCannotGoOnWithoutYou: A weird variation, if playing in Co-op and one loses the last life the partner will also die. This can get irritating if your partner screws up with ThatOneBoss. Especially in [[MarathonLevel Stage 6 or 7]].
* WrestlerInAllOfUs:
** The female Acolyte's strong lariat rush.
** The female Merchant ''dropkicks'' her enemies.
----