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Between the traditional ''Ragnarok Online''-style branching tree of character classes, the additional races that play nothing like the tradition, and the story and worldbuilding provided by all the non-player characters in ''[[VideoGame/RagnarokIITheGateOfTheWorld Ragnarok II: The Gate of the World]]'', we've got a lot of character tropes to cover. Let's get to it!

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Between the traditional ''Ragnarok Online''-style branching tree of character classes, the additional races that play nothing like the tradition, and the story and worldbuilding provided by all the non-player characters in ''[[VideoGame/RagnarokIITheGateOfTheWorld Ragnarok II: The Gate of the World]]'', ''VideoGame/RagnarokIITheGateOfTheWorld'', we've got a lot of character tropes to cover. Let's get to it!



** Magnum Break, the old standby from ''RO'', and Chaos' signature attack from ''Manhwa/{{Ragnarok}}''. It also causes fire damage.

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** Magnum Break, the old standby from ''RO'', and Chaos' signature attack from ''Manhwa/{{Ragnarok}}''.''Manhwa/Ragnarok1997''. It also causes fire damage.
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Instead of the class system the Normans use, the Dimago have access to a dynamic skill tree. Their fighting style is stylish and flashy. They're also the tallest of the playable races, standing at seven to eight heads tall (incidentally, this is roughly the proportional height of actual humans). During a presentation covering plans for ''The Gate of the World'', Gravity revealed that the Dimago are designed to appeal to Western gamers. [[RatedMForManly Western gamers love badasses, after all.]]

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Instead of the class system the Normans use, the Dimago have access to a dynamic skill tree. Their fighting style is stylish and flashy. They're also the tallest of the playable races, standing at seven to eight heads tall (incidentally, this is roughly the proportional height of actual humans). During a presentation covering plans for ''The Gate of the World'', Gravity revealed that the Dimago are designed to appeal to Western gamers. [[RatedMForManly Western gamers love badasses, after all.]]
all.
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* DoppelgangerAtack: Decoy (or Summon Puppet) allows an Enchanter to conjure a decoy that reflects half the damage dealt to it.

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* DoppelgangerAtack: DoppelgangerAttack: Decoy (or Summon Puppet) allows an Enchanter to conjure a decoy that reflects half the damage dealt to it.

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Updating some of these examples to better fit with tropes that have changed over the years.


* WeaponSpecialization: Short Swords.



** Target Practice (or Fire Practice), which boosts the maximum and minimum ranged attack damage output when wielding a steam gun,
** Drill and Ceremony (or Close Order Drill), which boosts physical melee damage when wielding a steam gun, and

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** Target Practice (or Fire Practice), which boosts the maximum and minimum ranged attack damage output when wielding a steam gun,
gun, and
** Drill and Ceremony (or Close Order Drill), which boosts both physical melee damage and accuracy when wielding a steam gun, and
gun.
* WeaponSpecialization: Dampf Flinte (steam guns).




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* WeaponSpecialization: Long Swords.




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* WeaponSpecialization: Short Swords.



* DoppelgangerSpin: No spinning here, but Decoy (or Summon Puppet) allows an Enchanter to conjure a decoy that reflects half the damage dealt to it.

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* DoppelgangerSpin: No spinning here, but DoppelgangerAtack: Decoy (or Summon Puppet) allows an Enchanter to conjure a decoy that reflects half the damage dealt to it.




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* WeaponSpecialization: Sword Sticks. Thought that was just a weaksauce arcane staff? Surprise!




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* WeaponSpecialization: Short Swords.

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* NightmareWeaver: A Clown can spend 1 LP to use Nightmare on a target under a sleeping status effect. The target will wake up in a panic with a major chunk taken out of their attack and defense power.



* YourWorstNightmare: A Clown can spend 1 LP to use Nightmare on a target under a sleeping status effect. The target will wake up in a panic with a major chunk taken out of their attack and defense power.

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* YourWorstNightmare: A Clown can spend 1 LP to use Nightmare on a target under a sleeping status effect. The target will wake up in a panic with a major chunk taken out of their attack and defense power.

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Dewicked trope


* WeaponOfChoice: Short Swords.



* WeaponOfChoice: Dampf Flinte (steam guns).

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* WeaponOfChoice: Dampf Flinte (steam guns).



* WeaponOfChoice: Long Swords.

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* WeaponOfChoice: Long Swords.



* WeaponOfChoice: Short Swords.

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* WeaponOfChoice: Short Swords.



* WeaponOfChoice: Sword Sticks. Thought that was just a weaksauce arcane staff? Surprise!

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* WeaponOfChoice: Sword Sticks. Thought that was just a weaksauce arcane staff? Surprise!



* WeaponOfChoice: Short Swords.

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There's still some scraps of information out there that survived almost twenty years since Gate of the World ended. Updated a You Tube link as well, the previous video's gone.


* HumansByAnyOtherName

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* HumansByAnyOtherNameHumansByAnyOtherName: Obviously, since they're called Normans.



* PistolWhipping: Butt Stroke (or Flinte Slam) allows a Recruit to smash the buttstock of their steam gun into the head of their target at the cost of 1 LP. (This is an [[http://en.wikipedia.org/wiki/Buttstroke actual]] military technique, [[HaveAGayOldTime in case you're wondering]].)

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* PistolWhipping: Butt Stroke (or Flinte Slam) allows a Recruit Recruits to smash the buttstock of their steam gun into the head of their target at the cost of 1 LP. (This is an [[http://en.wikipedia.org/wiki/Buttstroke actual]] military technique, [[HaveAGayOldTime in case you're wondering]].)



* SuperSenses: Eyes of the Hawk (or Predator Focus), which at the cost of 1 LP temporarily increases a Recruit's ranged attack power and accuracy depending on their CON stat.

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* SuperSenses: Eyes of the Hawk (or Predator Focus), which at the cost of 1 LP temporarily increases a Recruit's ranged attack power and accuracy depending on their one's CON stat.



** Berserker, which cannot be used in any stance. When activated, a Swordman gets a short period of time in which their attack speed and melee physical attack damage output is dramatically boosted, but are unable to use other skills ''and'' their defense drops by a third.

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** Berserker, which cannot be used in any stance. When activated, a Swordman gets a short period of time in which Swordmen dramatically boost their attack speed and melee physical attack damage output is dramatically boosted, for a short period of time, but are unable to use other skills ''and'' their defense drops by a third.



* TapOnTheHead: Knockout Strike (or Knock Out) allows a Thief to smash an enemy on the head and make them faint, at the cost of 1 LP. They also have to be behind their target.

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* TapOnTheHead: Knockout Strike (or Knock Out) allows a Thief Thieves to smash an enemy on the head and make them faint, at the cost of 1 LP. They also have to be behind their target.



* CoolSword: In the literal sense. An Enchanter in the Trifencing Stance can use Sword of Ice to turn their blade into an ice-elemental weapon that has a chance to freeze enemies, at the cost of 1 LP.

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* CoolSword: In the literal sense. An Enchanter Enchanters in the Trifencing Stance can use Sword of Ice to turn their blade into an ice-elemental weapon that has a chance to freeze enemies, at the cost of 1 LP.



* HyperAwareness: Detect Danger (or Prospect) increases an Enchanter's physical invasion based on their INT stat. Only works while using the Trifencing Stance.
* LifeDrain: Blood Drain (or Life Leech) does this--an Enchanter in the Trifencing Stance can slash the enemy and absorb the damage done to their own health.

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* HyperAwareness: Detect Danger (or Prospect) increases an Enchanter's physical invasion evasion based on their INT stat. Only works while using the Trifencing Stance.
* LifeDrain: Blood Drain (or Life Leech) does this--an Enchanter this--Enchanters in the Trifencing Stance can slash the enemy and absorb the damage done to their own health.



* SprintShoes: Sparta lets a Clown dramatically boost their target's movement speed temporarily, but while doing so the target can't recover HP or SP.

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* SprintShoes: Sparta lets a Clown Clowns dramatically boost their target's movement speed temporarily, but while doing so the target can't recover HP or SP.



* TaughtByExperience: Like the other classes, Thieves have several passive "mastery" or "training" skills that boost their latent abilities--

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* TaughtByExperience: Like the other classes, Thieves Clowns have several passive "mastery" or "training" skills that boost their latent abilities--



A Norman tavern keeper in Hodemimes, the first village players encounter after leaving the Adventurer's Training Ground.

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A Norman Proprietor of ''Reinhold's Yellow-Billed Grosbeak'', a tavern keeper in Hodemimes, the first village players encounter after leaving the Adventurer's Training Ground.
of Hodemimes.



* {{Leitmotif}}: The guy ''actually has a song'' [[https://www.youtube.com/watch?v=5miymiyhOuc devoted to him]] in the soundtrack.

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* FetchQuest: He's one of the clients of the Quest Board for Hodemimes. One of his quests requires you five of his "Life" sandwiches to other people in town, Misha and Shelphy among them. You're also required to talk with him as part of other clients' quests.
* {{Leitmotif}}: The guy ''actually He's one of the people in Hodemimes who has a song'' song [[https://www.youtube.com/watch?v=5miymiyhOuc com/watch?v=jGpEH5wgvxg devoted to him]] in the soundtrack.
* TheNeedForMead: Multiple times, as part of other quests, you'll have to go see him and deliver a beer to someone else in town.
* TwentyBearAsses: One of his Quest Board tasks has you collecting five hunks of Vadon crab meat for a recipe of his. Another quest of his requires you killing an Overseer frog and getting a ([[RareRandomDrop rare]]) leg from the encounter.

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::'''Misha Berardini'''

A Norman woman who owns the equipment shop ''Misha's Metrasa''.

!!!Tropes associated with Misha Berardini:

* {{Leitmotif}}: She's among those who [[https://www.youtube.com/watch?v=QildSye6TeI has a song of her own]] in the soundtrack.
* NewSkillAsReward: Completing her portion of the Adventurer Capability test rewards you with an Equipment Exchange Coupon and a new level in the Timely Hit (Quick Blow) skill.
* TwentyBearAsses: You have to deliver six Chonchon fly wings to her as part of the "Practice Route" portion of the Adventurer Capability test.

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::'''Shelphy Adriana'''

An employee of the Kafra Corporation who works at the Hodemimes town market.

!!!Tropes associated with Shelphy:

* FetchQuest: One of the quests she gives to Novices involves gathering Cornutus Conch Shells and Pukui's Beauty Juice for local potion trader Klaret Natali.
* {{Leitmotif}}: Another Hodemimes resident who has a song named for her in the soundtrack.
* NewSkillAsReward: In the quest where she introduces you to Klaret's Tool Shop, your reward is a new level of Timely Hit (Quick Blow).
* NinjaMaid: Unlike most Kafra employees, Shelphy [[https://tofu.azurepixels.com/files/RO2/OB/Ro2Shot_20071103_221806140.jpg keeps a rather large handgun on her person]] at all times.
* SavePoint: As befitting of a Kafra employee, though she's a client in a number of quests as well.

----

::'''Regina Salisbury'''

A waitress at a tavern in Prontera.

!!!Tropes associated with Regina:

* DistinguishingMark: She stands out from other characters due to the beauty mark under her left eye.
* FanserviceWithASmile: She sports [[https://tofu.azurepixels.com/files/RO2/OB/Ro2Shot_20071105_141215953.jpg a rather low-cut blouse]] as part of her outfit.
* {{Leitmotif}}: She, too, [[https://www.youtube.com/watch?v=U_CRScxiNmc has her own theme]] in the soundtrack.

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The Ellr do not have a class system. Instead, they have access to Ancestral Stones, which greatly influence the abilities they can muster. An Ellr can carry two of these stones at once, giving them some freedom of customizing their skillsets. As noted by Gravity in one of their presentations, the Ellr are designed to appeal to Asian gamers--they're roughly two to three heads tall and are very cutesy in their behavior and appearance.

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The Ellr do not have a class system. Instead, they have access to Ancestral Stones, which greatly influence the abilities they can muster. An Ellr can carry two of these stones at once, giving them some freedom of customizing their skillsets.skill sets. As noted by Gravity in one of their presentations, the Ellr are designed to appeal to Asian gamers--they're roughly two to three heads tall and are very cutesy in their behavior and appearance.



* HardModePerks: Reckless Slash (or Improvised Combo) is this trope as a skill. When taking on enemies higher level than the Novice, it provides a +10 attack bonus (that can be boosted even higher if more points are put in the skill) for every level that the target has over the Novice, for a maximum of 20.




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* YourWorstNightmare: A Clown can spend 1 LP to use Nightmare on a target under a sleeping status effect. The target will wake up in a panic with a major chunk taken out of their attack and defense power.
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Bad Dreams was renamed by TRS due to misuse. This is misuse, so it gets cut.


* BadDreams: A Clown can spend 1 LP to use Nightmare on a target under a sleeping status effect. The target will wake up in a panic with a major chunk taken out of their attack and defense power.
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* TokenMiniMoe: An entire race of them! As [[http://upload.wikimedia.org/wikipedia/en/7/79/Comparison2.PNG this picture]] shows, Ellr are ''tiny'', doey-eyed, and have cutesy floppy ears. What better way to take advantage of {{Kawaisa}}?

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* TokenMiniMoe: An entire race of them! As [[http://upload.wikimedia.org/wikipedia/en/7/79/Comparison2.PNG this picture]] shows, Ellr are ''tiny'', doey-eyed, and have cutesy floppy ears. What better way to take advantage of {{Kawaisa}}?
{{UsefulNotes/Kawaisa}}?
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* ForMassiveDamage: Reckless Slash (or Improvised Combo) is an attack ''specifically designed'' for taking on enemies higher level than the Novice, with a +10 attack bonus (that can be boosted even higher if more points are put in the skill) for every level that the target has over the Novice, for a maximum of 20.
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The humans of ''The Gate of the World''. A thousand years ago, their home continent of Midgard was ravaged by the "Day of Destruction," but the god of light's son Baldur, St. Lif, saved the Normans from extinction. Lacking the resources and natural talents of the other races, Normans have to work hard to become powerful, but they are endlessly curious and adaptable--represented by their ''RO''-inspired class change system and their ability to freely switch between classes, with no loss in experience. Some of the skills a Norman learns in one class can be used while pursuing other classes, allowing for even greater freedom in choosing how live their adventure.

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The humans of ''The Gate of the World''. A thousand years ago, their home continent of Midgard was ravaged by the "Day of Destruction," but the god of light's son of Baldur, St. Lif, saved the Normans from extinction. Lacking the resources and natural talents of the other races, Normans have to work hard to become powerful, but they are endlessly curious and adaptable--represented by their ''RO''-inspired class change system and their ability to freely switch between classes, with no loss in experience. Some of the skills a Norman learns in one class can be used while pursuing other classes, allowing for even greater freedom in choosing how live their adventure.
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The Normans don't have the inherent advantages of other races, but they've been able to compete through scientific inquiry and the technological advancement that resulted from such endeavors. To wit, Recruits are the product of Norman advances in science and civilization, soldiers wielding steam guns (explicitly called Dampf Flinte) with stopping power rivaling that of any blade or spell. It takes a keen eye and a nimble mind capable of snap decisions to be a Recruit--especially since they are trained to perform well in melee combat as well as at range.

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The Normans don't have the inherent advantages of other races, but they've been able to compete through scientific inquiry and the technological advancement that resulted from such endeavors. To wit, Recruits are the product of Norman advances in science and civilization, soldiers wielding steam guns (explicitly called Dampf Flinte) with stopping power rivaling that of any blade or spell. It takes a keen eye and a nimble mind capable of snap decisions to be a Recruit--especially since they are trained to perform well in melee combat as well as at range.
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Despite the fact that Enchanters are most at home in the "back row" of a party, they aren't pushovers up close. Enchanters have a stance an a few melee combat skills that can work to the benefit of any Enchanter, regardless of whether they're built to be a SquishyWizard or a MagicKnight.

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Despite the fact that Enchanters are most at home in the "back row" of a party, they aren't pushovers up close. Enchanters have a stance an and a few melee combat skills that can work to the benefit of any Enchanter, regardless of whether they're built to be a SquishyWizard or a MagicKnight.
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Oh, there ''is'' one other thing of note--Thieves actually get skills intended for unlocking things this time around (back in ''RO's'' [[http://web.archive.org/web/20030215200053/http://enweb.ragnarok.co.kr/ early years]] this was a planned ability for Thieves).

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Oh, there ''is'' one other thing of note--Thieves actually get skills intended for unlocking things this time around (back in ''RO's'' [[http://web.archive.org/web/20030215200053/http://enweb.org/web/20020530073505/http://enweb.ragnarok.co.kr/ kr/r_feat2.htm early years]] this was a planned ability for Thieves).
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The Normans don't have the inherent advantages of other races, but they've been able to compete through scientific inquiry and the technological advancement that resulted from such endavours. To wit, Recruits are the product of Norman advances in science and civilization, soldiers wielding steam guns (explicitly called Dampf Flinte) with stopping power rivaling that of any blade or spell. It takes a keen eye and a nimble mind capable of snap decisions to be a Recruit--especially since they are trained to perform well in melee combat as well as at range.

to:

The Normans don't have the inherent advantages of other races, but they've been able to compete through scientific inquiry and the technological advancement that resulted from such endavours.endeavors. To wit, Recruits are the product of Norman advances in science and civilization, soldiers wielding steam guns (explicitly called Dampf Flinte) with stopping power rivaling that of any blade or spell. It takes a keen eye and a nimble mind capable of snap decisions to be a Recruit--especially since they are trained to perform well in melee combat as well as at range.



* DepletedPhlebotinumShells: Recruits have access to a few elemental ranged attacks--[[KillItWithIce Cold Injector (or Freezing Shot)]] and [[ShockAndAwe Thunderbolt Shot (or Lightning Shot)]].

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* DepletedPhlebotinumShells: Recruits have access to a few elemental ranged attacks--[[KillItWithIce Cold Injector (or Freezing Shot)]] and and [[ShockAndAwe Thunderbolt Shot (or Lightning Shot)]].



Despite the fact that Enchanters are most at home in the "back row," so to speak, they aren't pushovers up close, either. They have a few melee combat skills that can work to the benefit of any Enchanter, regardless of whether they're built to be a SquishyWizard or a MagicKnight.

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Despite the fact that Enchanters are most at home in the "back row," so to speak, row" of a party, they aren't pushovers up close, either. They close. Enchanters have a stance an a few melee combat skills that can work to the benefit of any Enchanter, regardless of whether they're built to be a SquishyWizard or a MagicKnight.

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* DepletedPhlebotinumShells: Recruits have access to a few elemental ranged attacks--[[KillItWithIce Cold Injector (or Freezing Shot)]] and [[ShockAndAwe Thunderbolt Shot (or Lightning Shot)]].

to:

* DepletedPhlebotinumShells: Recruits have access to a few elemental ranged attacks--[[KillItWithIce Cold Injector (or Freezing Shot)]] and and [[ShockAndAwe Thunderbolt Shot (or Lightning Shot)]].



Enchanters are the equivalent of both ''Ragnarok Online's'' Acolytes and Magicians, pulling double duty as both the main healer and the go-to class for heavy magical artillery. They share a number of spells with ''RO's'' Acolytes, Priests, and Magicians--but they aren't pushovers up close, either, and they have a few melee combat skills that can work to the benefit of any Enchanter, regardless of whether they're built to be a SquishyWizard or a MagicKnight.

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Enchanters are the equivalent of both ''Ragnarok Online's'' Acolytes and Magicians, pulling double duty as both the main healer and the go-to class for heavy magical artillery. They share a number of spells with ''RO's'' Acolytes, Priests, and Magicians--but Magicians--mostly the Acolyte and Priest's buffs, and the Magician's combat spells.

Despite the fact that Enchanters are most at home in the "back row," so to speak,
they aren't pushovers up close, either, and they either. They have a few melee combat skills that can work to the benefit of any Enchanter, regardless of whether they're built to be a SquishyWizard or a MagicKnight.
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* DepletedPhlebotinumShells: Recruits have access to a few elemental ranged attacks--[[KillItWithIce Cold Injector (or Freezing Shot)]] and [[ShockAndAwe Thunderbolt Shot (or Lightning Shot)]].

to:

* DepletedPhlebotinumShells: Recruits have access to a few elemental ranged attacks--[[KillItWithIce Cold Injector (or Freezing Shot)]] and and [[ShockAndAwe Thunderbolt Shot (or Lightning Shot)]].



Enchanters don't trust what they see with their eyes. That's because Enchanters believe that faith can alter one's surroundings, and they have the power to do just that. An Enchanter's powers to support others through faith isn't something that can be understood at a mere glance or with superficial knowledge. Life may be short, but that won't stop a desire to learn. To become an effective Enchanter, one needs to have patience, self-esteem, and mental strength that surpasses physical force.

Enchanters are the equivalent of both ''Ragnarok Online's'' Acolytes and Magicians, pulling double duty as both the main healer and the go-to class for heavy magical artillery. They share a number of spells with ''RO's'' Acolytes, Priests, and Magicians--but they aren't pushovers up close, either, and they have a few melee combat skills that can work to the benefit of any Enchanter, regardless of whether they're a SquishyWizard or a MagicKnight.

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Enchanters don't trust what they see with their eyes. That's because Enchanters believe that faith can alter one's surroundings, and they have the power to do just that. An Enchanter's powers to support others through faith isn't something that can be understood at a mere glance or with superficial knowledge. Life Of course, life may be short, but that won't stop aspiring Enchanters with a desire to learn. To become an effective Enchanter, one needs to have patience, self-esteem, and mental strength that surpasses physical force.

Enchanters are the equivalent of both ''Ragnarok Online's'' Acolytes and Magicians, pulling double duty as both the main healer and the go-to class for heavy magical artillery. They share a number of spells with ''RO's'' Acolytes, Priests, and Magicians--but they aren't pushovers up close, either, and they have a few melee combat skills that can work to the benefit of any Enchanter, regardless of whether they're built to be a SquishyWizard or a MagicKnight.
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Sharing a similar purpose with the Novices of ''RO'', ''The Gate of the World's'' Novices are designed to give new (Norman) players a chance to get a feel for ''The Gate of the World'' before committing to the next tier of classes. Compared to ''RO's'' Novices, they actually have a number of useful and effective skills to help with getting acclimated to the game's mechanics, rather than just for [[YouHaveResearchedBreathing learning how to sit]].

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Sharing a similar purpose with the Novices of ''RO'', ''The Gate of the World's'' Novices are designed to give new (Norman) players a chance to get a feel for ''The Gate of the World'' before committing to the next tier of classes. Compared to ''RO's'' Novices, they actually have a number of useful and effective skills to help with getting acclimated to the game's mechanics, rather than just for [[YouHaveResearchedBreathing learning how to sit]]. \n Just as well, since the ability to carry certain skills over for use in other classes means that what a Novice learns here can remain useful no matter what they wind up doing next.



* DepletedPhlebotinumShells: Recruits have access to a few elemental ranged attacks--[[KillItWithIce Cold Injector (or Freezing Shot)]] and [[ShockAndAwe Thunderbolt Shot (or Lightning Shot)]].

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* DepletedPhlebotinumShells: Recruits have access to a few elemental ranged attacks--[[KillItWithIce Cold Injector (or Freezing Shot)]] and and [[ShockAndAwe Thunderbolt Shot (or Lightning Shot)]].
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Just as they did in ''RO'', the Novice class is designed to give new (Norman) players a chance to get a feel for ''The Gate of the World'' before committing to the next tier of classes. Compared to ''RO's'' Novices, they actually have a number of useful skills to help with getting acclimated to the game's mechanics, rather than just for [[YouHaveResearchedBreathing learning how to sit]].

to:

Just as they did in Sharing a similar purpose with the Novices of ''RO'', ''The Gate of the Novice class is World's'' Novices are designed to give new (Norman) players a chance to get a feel for ''The Gate of the World'' before committing to the next tier of classes. Compared to ''RO's'' Novices, they actually have a number of useful and effective skills to help with getting acclimated to the game's mechanics, rather than just for [[YouHaveResearchedBreathing learning how to sit]].



* DepletedPhlebotinumShells: Recruits have access to a few elemental ranged attacks--[[KillItWithIce Cold Injector (or Freezing Shot)]] and [[ShockAndAwe Thunderbolt Shot (or Lightning Shot)]].

to:

* DepletedPhlebotinumShells: Recruits have access to a few elemental ranged attacks--[[KillItWithIce Cold Injector (or Freezing Shot)]] and and [[ShockAndAwe Thunderbolt Shot (or Lightning Shot)]].

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This is the starting class for all Normans, just like the Novices of ''Ragnarok Online''. By training with ceaseless effort, there's no limit to the possibilities that lie ahead of them. Their thirst for new challenges is tireless, and that's the biggest advantage a strong inquiring Novice has in overcoming hardship and adversity.

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This is the starting class for all Normans, just like the Novices of ''Ragnarok Online''. By training with ceaseless effort, there's no limit to the possibilities that lie ahead of them. Their Thankfully, their thirst for new challenges is tireless, and that's the biggest advantage a strong inquiring Novice has in overcoming hardship and adversity.



After reaching level 10, Novices can progress to the First Class tier.

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After reaching level 10, Novices can progress to the First Class tier.
tier. Given the ability to freely switch between classes and carry over certain skills learned from others, though, it's entirely possible to switch back to this class later and make a ''Ragnarok Online''-style "Super Novice."



* DepletedPhlebotinumShells: Recruits have access to a few elemental ranged attacks--[[KillItWithIce Cold Injector (or Freezing Shot)]] and [[ShockAndAwe Thunderbolt Shot (or Lightning Shot)]].

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* DepletedPhlebotinumShells: Recruits have access to a few elemental ranged attacks--[[KillItWithIce Cold Injector (or Freezing Shot)]] and and [[ShockAndAwe Thunderbolt Shot (or Lightning Shot)]].


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* {{Determinator}}: It's not every day you see a class with a skill that keeps them in the fight even when they've reached 0 HP.
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Essentially, the Novice class is designed to give new (Norman) players a chance to get a feel for ''The Gate of the World'' before committing to the next tier of classes. Compared to ''RO's'' Novices, they actually have a number of useful skills to help with getting acclimated to the game's mechanics, rather than just for [[YouHaveResearchedBreathing learning how to sit]].

to:

Essentially, Just as they did in ''RO'', the Novice class is designed to give new (Norman) players a chance to get a feel for ''The Gate of the World'' before committing to the next tier of classes. Compared to ''RO's'' Novices, they actually have a number of useful skills to help with getting acclimated to the game's mechanics, rather than just for [[YouHaveResearchedBreathing learning how to sit]].



The Normans don't have the inherent advantages of other races, but they've been able to compete through scientific inquiry and the technological advancement that came out of that. To wit, Recruits are the product of Norman advances in science and civilization, soldiers wielding steam guns (explicitly called Dampf Flinte) with stopping power rivaling that of any blade or spell. It takes a keen eye and a nimble mind capable of snap decisions to be a Recruit--especially since they are trained to perform well in melee combat as well as at range.

to:

The Normans don't have the inherent advantages of other races, but they've been able to compete through scientific inquiry and the technological advancement that came out of that.resulted from such endavours. To wit, Recruits are the product of Norman advances in science and civilization, soldiers wielding steam guns (explicitly called Dampf Flinte) with stopping power rivaling that of any blade or spell. It takes a keen eye and a nimble mind capable of snap decisions to be a Recruit--especially since they are trained to perform well in melee combat as well as at range.



* DepletedPhlebotinumShells: Recruits have access to a few elemental ranged attacks--[[KillItWithIce Cold Injector (or Freezing Shot)]] and [[ShockAndAwe Thunderbolt Shot (or Lightning Shot)]].

to:

* DepletedPhlebotinumShells: Recruits have access to a few elemental ranged attacks--[[KillItWithIce Cold Injector (or Freezing Shot)]] and and [[ShockAndAwe Thunderbolt Shot (or Lightning Shot)]].



Compared to the Swordmen of ''RO'', where the PointBuildSystem allowed Swordmen to take on different roles based on their stats, ''The Gate of the World's'' Swordmen are ''definitely'' intended to play the role of a tank. They have a number of skills designed to get everything nearby focused on attacking them, and then keep that attention fixed on them.

to:

Compared to the Swordmen of ''RO'', where the PointBuildSystem allowed Swordmen to take on different roles based on their stats, ''The Gate of the World's'' Swordmen are ''definitely'' intended to play the role of a tank. They have a number of skills designed to get everything nearby focused on attacking them, and then keep that attention fixed on them.
them for as long as it takes for the rest of the party to pound those monsters into paste.
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The Normans don't have the inherent advantages of other races, but they've been able to compete through scientific inquiry. Recruits are the product of Norman advances in science and civilization, soldiers wielding steam guns (explicitly called Dampf Flinte) with stopping power rivaling that of any blade or spell. It takes a keen eye and a nimble mind capable of snap decisions to be a Recruit--especially since they are trained to perform well in melee combat as well as at range.

to:

The Normans don't have the inherent advantages of other races, but they've been able to compete through scientific inquiry. inquiry and the technological advancement that came out of that. To wit, Recruits are the product of Norman advances in science and civilization, soldiers wielding steam guns (explicitly called Dampf Flinte) with stopping power rivaling that of any blade or spell. It takes a keen eye and a nimble mind capable of snap decisions to be a Recruit--especially since they are trained to perform well in melee combat as well as at range.



* DepletedPhlebotinumShells: Recruits have access to a few elemental ranged attacks--[[KillItWithIce Cold Injector (or Freezing Shot)]] and [[ShockAndAwe Thunderbolt Shot (or Lightning Shot)]].

to:

* DepletedPhlebotinumShells: Recruits have access to a few elemental ranged attacks--[[KillItWithIce Cold Injector (or Freezing Shot)]] and and [[ShockAndAwe Thunderbolt Shot (or Lightning Shot)]].

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* DepletedPhlebotinumShells: Recruits have access to a few elemental ranged attacks--[[KillItWithIce Cold Injector (or Freezing Shot)]] and [[ShockAndAwe Thunderbolt Shot (or Lightning Shot)]].

to:

* DepletedPhlebotinumShells: Recruits have access to a few elemental ranged attacks--[[KillItWithIce Cold Injector (or Freezing Shot)]] and and [[ShockAndAwe Thunderbolt Shot (or Lightning Shot)]].



The way of the sword is the oldest combat profession in Norman history. With a longsword at their side, Swordmen fight with heavy-hitting blows and defensive skills. To be a successful Swordman, one needs to have a strong body, self-confidence, and the courage to stand in front of their comrades to protect them from all dangers. A Swordman's life is not for those who neglect discipline, but for those with a burning desire for justice and fighting spirit.

Compared to the Swordmen of ''RO'', where the PointBuildSystem allowed Swordmen to take on different roles based on their stats, ''The Gate of the World's'' Swordmen are ''definitely'' intended to play the role of a tank. They have a number of skills designed to get everything nearby focused on attacking them, and then keep that attention fixed on them. All while having the defensive strength to live through just about anything.

to:

The way of the sword is the oldest combat profession in Norman history. With a longsword at their side, Swordmen fight with heavy-hitting blows and defensive skills. To be a successful Swordman, one needs to have a strong body, self-confidence, and the courage to stand in front of their comrades to protect them from all dangers. A Swordman's life is not for those who would neglect discipline, but for those people with a burning desire for justice and a strong fighting spirit.

Compared to the Swordmen of ''RO'', where the PointBuildSystem allowed Swordmen to take on different roles based on their stats, ''The Gate of the World's'' Swordmen are ''definitely'' intended to play the role of a tank. They have a number of skills designed to get everything nearby focused on attacking them, and then keep that attention fixed on them. them.

All while having the defensive strength to live through just about anything.



Enchanters are the equivalent of both ''Ragnarok Online's'' Acolytes and Magicians, pulling double duty as both the main healer and the go-to class for heavy magical artillery. They share a number of spells with ''RO's'' Acolytes, Priests, and Magicians--but they aren't pushovers up close, either, and they have a few melee combat skills that can work to the benefit of an Enchanter that's either a SquishyWizard or a MagicKnight.

to:

Enchanters are the equivalent of both ''Ragnarok Online's'' Acolytes and Magicians, pulling double duty as both the main healer and the go-to class for heavy magical artillery. They share a number of spells with ''RO's'' Acolytes, Priests, and Magicians--but they aren't pushovers up close, either, and they have a few melee combat skills that can work to the benefit of an Enchanter that's either any Enchanter, regardless of whether they're a SquishyWizard or a MagicKnight.

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Recruits are the closest thing ''The Gate of the World'' has to ''Ragnarok Online's'' Archers, though that's not saying much--they play very differently from the Archers of yore. For one thing, Recruits have a whole stance and a variety of skills designed to make them as formidable in melee as they are at range, whereas Archers had no choice but to keep trying to pump arrows into the critter gnawing their legs off. There are very few skills Recruits have in common with ''RO's'' Archers, but they still fill the same role of "the ranged class that doesn't primarily use magic."

to:

Recruits are the closest thing ''The Gate of the World'' has to ''Ragnarok Online's'' Archers, though that's not saying much--they play very differently from the Archers of yore. For one thing, Recruits have a whole stance and a variety of skills designed to make them as formidable in melee as they are at range, whereas Archers had no choice but to keep trying to pump arrows into the critter gnawing their legs off. off.

There are very few skills Recruits have in common with ''RO's'' Archers, but they still fill the same role of "the ranged class that doesn't primarily use magic."



* DepletedPhlebotinumShells: Recruits have access to a few elemental ranged attacks--[[KillItWithIce Cold Injector (or Freezing Shot)]] and [[ShockAndAwe Thunderbolt Shot (or Lightning Shot)]].

to:

* DepletedPhlebotinumShells: Recruits have access to a few elemental ranged attacks--[[KillItWithIce Cold Injector (or Freezing Shot)]] and and [[ShockAndAwe Thunderbolt Shot (or Lightning Shot)]].



Compared to ''RO'', Thieves actually ''get'' skills intended for unlocking things this time around (back in ''RO's'' [[http://web.archive.org/web/20030215200053/http://enweb.ragnarok.co.kr/ early years]] this was a planned ability for Thieves). They don't have the beloved Double Attack anymore, but they ''do'' have a ton of attacks all designed for weakening their prey in different ways, so they're not a one-trick DPS pony. They've also received a skill or two from ''RO's'' Assassins and Rogues, and have a more fleshed out capability for stealth that doesn't leave them a sitting duck.

to:

Compared to ''RO'', Thieves don't have the beloved Double Attack anymore, but they ''do'' have a ton of attacks all designed for weakening their prey in different ways, so they're not a one-trick DPS pony. They've also received a skill or two from ''RO's'' Assassins and Rogues, and have a more fleshed out capability for stealth that doesn't leave them a sitting duck.

Oh, there ''is'' one other thing of note--Thieves
actually ''get'' get skills intended for unlocking things this time around (back in ''RO's'' [[http://web.archive.org/web/20030215200053/http://enweb.ragnarok.co.kr/ early years]] this was a planned ability for Thieves). They don't have the beloved Double Attack anymore, but they ''do'' have a ton of attacks all designed for weakening their prey in different ways, so they're not a one-trick DPS pony. They've also received a skill or two from ''RO's'' Assassins and Rogues, and have a more fleshed out capability for stealth that doesn't leave them a sitting duck.\n



The Clowns of ''The Gate of the World'' are a weird bunch. They aren't like clowns you'd find at your local circus, and they have a few skills that sound like they should have been used by Enchanters instead. They actually have more support skills than the Enchanters do, but their style of support is very different. Their palette of support skills encourages Clowns to put themselves in the center of their party, near as many of their comrades as possible, but not being directly on the front lines. Whether they're fighting directly or supporting allies, though, their other specialty is in large amount of status ailment-causing skills they possess.

to:

The Clowns of ''The Gate of the World'' are a weird bunch. They aren't like clowns you'd find at your local circus, and they have a few skills that sound like they should have been used by Enchanters instead. They actually have more support skills than the Enchanters do, but their style of support is very different. Their palette of support skills encourages Clowns to put themselves in the center of their party, near as many of their comrades as possible, but not being directly on the front lines.

Whether they're fighting directly or supporting allies, though, their other specialty is in large amount of status ailment-causing skills they possess.

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Recruits are the closest thing ''The Gate of the World'' has to ''Ragnarok Online's'' Archers, though that's not saying much. There are very few skills Recruits have in common with ''RO's'' Archers, but they still fill the same role of "the ranged class that doesn't primarily use magic."

to:

Recruits are the closest thing ''The Gate of the World'' has to ''Ragnarok Online's'' Archers, though that's not saying much.much--they play very differently from the Archers of yore. For one thing, Recruits have a whole stance and a variety of skills designed to make them as formidable in melee as they are at range, whereas Archers had no choice but to keep trying to pump arrows into the critter gnawing their legs off. There are very few skills Recruits have in common with ''RO's'' Archers, but they still fill the same role of "the ranged class that doesn't primarily use magic."



* DepletedPhlebotinumShells: Recruits have access to a few elemental ranged attacks--[[KillItWithIce Cold Injector (or Freezing Shot)]] and [[ShockAndAwe Thunderbolt Shot (or Lightning Shot)]].

to:

* DepletedPhlebotinumShells: Recruits have access to a few elemental ranged attacks--[[KillItWithIce Cold Injector (or Freezing Shot)]] and and [[ShockAndAwe Thunderbolt Shot (or Lightning Shot)]].



Compared to the Swordmen of ''RO'', where the PointBuildSystem allowed Swordmen to take on different roles based on their stats, ''The Gate of the World's'' Swordmen are ''definitely'' intended to be tanks. They have a number of skills designed to get everything nearby focused on attacking them, and then keep them fixed. With the right skill, not even death will stop a Swordman.

to:

Compared to the Swordmen of ''RO'', where the PointBuildSystem allowed Swordmen to take on different roles based on their stats, ''The Gate of the World's'' Swordmen are ''definitely'' intended to be tanks. play the role of a tank. They have a number of skills designed to get everything nearby focused on attacking them, and then keep them fixed. With that attention fixed on them. All while having the defensive strength to live through just about anything.

In fact ... with
the right skill, not even death ''death'' will stop a Swordman.



Compared to ''RO'', Thieves actually ''get'' skills intended for unlocking things this time around (back in ''RO's'' [[http://web.archive.org/web/20030215200053/http://enweb.ragnarok.co.kr/ early years]] this was a planned ability for Thieves). They don't have the beloved Double Attack anymore, but they ''do'' have a ton of attacks all designed for weakening their prey in different ways, so they're not a one-trick DPS pony. They've also received a skill or two from ''RO's'' Assassins and Rogues.

to:

Compared to ''RO'', Thieves actually ''get'' skills intended for unlocking things this time around (back in ''RO's'' [[http://web.archive.org/web/20030215200053/http://enweb.ragnarok.co.kr/ early years]] this was a planned ability for Thieves). They don't have the beloved Double Attack anymore, but they ''do'' have a ton of attacks all designed for weakening their prey in different ways, so they're not a one-trick DPS pony. They've also received a skill or two from ''RO's'' Assassins and Rogues.
Rogues, and have a more fleshed out capability for stealth that doesn't leave them a sitting duck.



Enchanters don't trust what they see with their eyes. That's because Enchanters believe that faith can alter one's surroundings, and they have the power to do just that. An Enchanter's powers to support others through faith can't be understood through mere knowledge. Life may be short, but that won't stop a desire to learn. To become an effective Enchanter, one needs to have patience, self-esteem, and mental strength that surpasses physical force.

Enchanters are the equivalent of both ''Ragnarok Online's'' Acolytes and Magicians, pulling double duty as both the main healer and the go-to class for heavy magical artillery. They share a number of spells with ''RO's'' Acolytes, Priests, and Magicians--but they aren't pushovers up close, either, and the they have a few melee skills that turn the concept of a SquishyWizard on its head.

to:

Enchanters don't trust what they see with their eyes. That's because Enchanters believe that faith can alter one's surroundings, and they have the power to do just that. An Enchanter's powers to support others through faith can't isn't something that can be understood through at a mere glance or with superficial knowledge. Life may be short, but that won't stop a desire to learn. To become an effective Enchanter, one needs to have patience, self-esteem, and mental strength that surpasses physical force.

Enchanters are the equivalent of both ''Ragnarok Online's'' Acolytes and Magicians, pulling double duty as both the main healer and the go-to class for heavy magical artillery. They share a number of spells with ''RO's'' Acolytes, Priests, and Magicians--but they aren't pushovers up close, either, and the they have a few melee combat skills that turn can work to the concept benefit of an Enchanter that's either a SquishyWizard on its head.
or a MagicKnight.
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Added DiffLines:

Between the traditional ''Ragnarok Online''-style branching tree of character classes, the additional races that play nothing like the tradition, and the story and worldbuilding provided by all the non-player characters in ''[[VideoGame/RagnarokIITheGateOfTheWorld Ragnarok II: The Gate of the World]]'', we've got a lot of character tropes to cover. Let's get to it!

As a note: Since ''The Gate of the World'' never had an official English localization, many of the skill names here are listed with both an approximate translation of the Korean skill name, and then one of the unofficial names used by English-speaking players in parenthesis.

[[foldercontrol]]
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[[folder: '''Playable Races''']]
[[quoteright:330:http://static.tvtropes.org/pmwiki/pub/images/norman-330px_4434.jpg]]

::'''Norman'''

-->''A Tribe of Eternal Freedom and Endless Challenges''

The humans of ''The Gate of the World''. A thousand years ago, their home continent of Midgard was ravaged by the "Day of Destruction," but the god of light's son Baldur, St. Lif, saved the Normans from extinction. Lacking the resources and natural talents of the other races, Normans have to work hard to become powerful, but they are endlessly curious and adaptable--represented by their ''RO''-inspired class change system and their ability to freely switch between classes, with no loss in experience. Some of the skills a Norman learns in one class can be used while pursuing other classes, allowing for even greater freedom in choosing how live their adventure.

According to one of Gravity's presentations, Normans are designed to appeal to "bored" gamers. In ''The Gate of the World's'' art style, Normans stand about four to six heads tall--compare the example image here to that of the Dimago's below; this one is roughly to scale. Most Normans in-game, especially the player characters, the appearance of preteens.

Tropes specific to the individual Norman classes are listed in their own section.

!!!Tropes associated with the Normans:

* ArtEvolution: The preteen appearance of Normans was not taken well. In response, Gravity was working on redesigning them to fit more with Myung-Jin Lee's art style. These changes were never implemented, but the appearance of humans in ''Legend of the Second'' is probably the end result.
* HumansByAnyOtherName
* MultipleReferencePun: The word "Norman" can be read several different ways--
** A portmanteau of the words "Normal" and "Human,"
** A portmanteau of the words "Norse" and "Human," or
** A reference to the actual Norman people who are descended from the Norse and Viking peoples.

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::'''Ellr'''

-->''A Race Living in a Free and Vivid Environment''

A race of half-breeds descended from Normans and Elves. After the "Day of Destruction" from a thousand years ago, all of Elvenkind returned to nature--except for the Ellr, who instead focused on restoring the ruined realms of Alfheim, the former homeland of Elves. Despite their seclusion, they do participate in Midgard's affairs--the most significant case in recent years being the war between the eastern and western Normans. At the start of ''The Gate of the World'', Ellr adventurers have returned to Midgard as part of their investigation on why their Mother Tree has gone silent.

The Ellr do not have a class system. Instead, they have access to Ancestral Stones, which greatly influence the abilities they can muster. An Ellr can carry two of these stones at once, giving them some freedom of customizing their skillsets. As noted by Gravity in one of their presentations, the Ellr are designed to appeal to Asian gamers--they're roughly two to three heads tall and are very cutesy in their behavior and appearance.

!!!Tropes associated with the Ellr:

* ArtEvolution: Apparently, Gravity planned to alter the appearance of the Ellr to something more human-like as well.
* HalfHumanHybrid: Of Normans and Elves. Which leaves one wondering what the ''Elves'' would have looked like in ''The Gate of the World'' ...
* NatureLover: Their civilization in Alfheim is described as being nature friendly.
* TokenMiniMoe: An entire race of them! As [[http://upload.wikimedia.org/wikipedia/en/7/79/Comparison2.PNG this picture]] shows, Ellr are ''tiny'', doey-eyed, and have cutesy floppy ears. What better way to take advantage of {{Kawaisa}}?

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[[quoteright:330:http://static.tvtropes.org/pmwiki/pub/images/dimago-330px_2544.jpg]]

::'''Dimago'''

-->''The Lost People''

Another race of half-breeds, this time between the Normans and the Giants (or Colossus in some sources). The race as a whole are rejected offspring that were put into a deep enchanted slumber--but that enchantment has now been broken by means unknown. The Dimago are returning, and combined with the Ellr's own concerns about the Mother Tree, it's a sign that troubled times lie ahead.

Instead of the class system the Normans use, the Dimago have access to a dynamic skill tree. Their fighting style is stylish and flashy. They're also the tallest of the playable races, standing at seven to eight heads tall (incidentally, this is roughly the proportional height of actual humans). During a presentation covering plans for ''The Gate of the World'', Gravity revealed that the Dimago are designed to appeal to Western gamers. [[RatedMForManly Western gamers love badasses, after all.]]

The Dimago were also the focus of a companion mobile game, ''Ragnarok II Mobile: Rise of the Dimago.''

!!!Tropes associated with the Dimago:

* HalfBreedDiscrimination: They've been subjected to this. ''Rise of the Dimago'' provided more insight--the last time they were awake, the Dimago openly fought against the Giants for the sake of Midgard, but they were still shunned by the Normans.
* HalfHumanHybrid: Of Normans and Giants.
* HornedHumanoid: All concept artwork and media involving the Dimago shows them with some impressive sets of horns. As well as horn-like wings. Both are retractable.
* LaserGuidedAmnesia: None of them remember what their life was like before their recent awakening.
* SuperMode: The Dimago-Verein form, first mentioned in ''Rise of the Dimago.''
* SuperpoweredAlterEgo: If ''Rise of the Dimago'' is anything to go by, when Dimago get angry enough they can unite with their egos to transform into a more demonic-looking Dimago-Verein.

[[/folder]]
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[[folder: '''Norman Classes''']]
[[quoteright:330:http://static.tvtropes.org/pmwiki/pub/images/r2gotwnovice-330px_4396.jpg]]

::'''Novice'''

-->''"Now that I think about it, I don't think the result is really important after all."''

This is the starting class for all Normans, just like the Novices of ''Ragnarok Online''. By training with ceaseless effort, there's no limit to the possibilities that lie ahead of them. Their thirst for new challenges is tireless, and that's the biggest advantage a strong inquiring Novice has in overcoming hardship and adversity.

Essentially, the Novice class is designed to give new (Norman) players a chance to get a feel for ''The Gate of the World'' before committing to the next tier of classes. Compared to ''RO's'' Novices, they actually have a number of useful skills to help with getting acclimated to the game's mechanics, rather than just for [[YouHaveResearchedBreathing learning how to sit]].

After reaching level 10, Novices can progress to the First Class tier.

!!!Tropes associated with Novices:

* AlwaysAccurateAttack: Gouge (or Power Strike) does a small fixed amount of damage, but it will ''always'' hit, ignore the opponent's defense, and add one Letalis Point.
* ChargedAttack: Practiced Strike (or Insight Strike) consumes the ''whole'' LP gauge, doing more damage depending on how much LP was used.
** Maintain Tension (or just Tension) allows a Novice to hold on to stored LP longer by temporarily decreasing the rate at which LP gauge depletes outside of combat.
* FakingTheDead: Feign Death (or Act Dead), which works just like Fake Dead did in ''RO''--monsters stop attacking, and aggressive monsters won't try to pick a fight. The only difference is that faking dead now consumes the entire SP meter.
* ForMassiveDamage: Reckless Slash (or Improvised Combo) is an attack ''specifically designed'' for taking on enemies higher level than the Novice, with a +10 attack bonus (that can be boosted even higher if more points are put in the skill) for every level that the target has over the Novice, for a maximum of 20.
* GradualRegeneration: Vigorous Vitality (or Quick Recovery) boosts both the HP and SP regeneration rate of a Novice.
* SpamAttack: Timely Hit (or Quick Blow) has the shortest downtime between uses (three seconds) and adds a point to the LP gauge each time it's used. It has a ''lot'' of attack power and increased accuracy.
* TaughtByExperience: Like the other classes, Novices have several passive "mastery" or "training" skills that boost their latent abilities--
** Short Sword Mastery, which not only boosts the accuracy and damage output of physical melee attacks while wielding a short sword, but grants EXP each time a melee skill hits,
** Hand-to-hand Training (or Martial Arts), which boosts the attack power and accuracy of barehanded attacks.
* WeaponOfChoice: Short Swords.
* WoundedGazelleGambit: Appeal Sympathy (or Beg for Mercy) allows a Novice to decrease a monster's hatred toward them. It may even apply a "merciful" status effect.

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[[quoteright:330:http://static.tvtropes.org/pmwiki/pub/images/r2gotwrecruit-330px_7430.jpg]]

::'''Recruit'''

-->''"Normans have improved by toiling for years, and they will continue to do so!"''

The Normans don't have the inherent advantages of other races, but they've been able to compete through scientific inquiry. Recruits are the product of Norman advances in science and civilization, soldiers wielding steam guns (explicitly called Dampf Flinte) with stopping power rivaling that of any blade or spell. It takes a keen eye and a nimble mind capable of snap decisions to be a Recruit--especially since they are trained to perform well in melee combat as well as at range.

Recruits are the closest thing ''The Gate of the World'' has to ''Ragnarok Online's'' Archers, though that's not saying much. There are very few skills Recruits have in common with ''RO's'' Archers, but they still fill the same role of "the ranged class that doesn't primarily use magic."

!!!Tropes associated with Recruits:

* ArmorPiercingAttack: Penetrating Shot (or Piercing Shot) deals damage based on the enemy's defense stat. The higher the enemy's defense, the more damaging the shot.
* AntiMagic: The passive skill Strong Spirit (or Strong Mind) provides added resistance to soul-elemental attacks and status effects.
* {{BFG}}: A lot of the steam guns are pretty freakin' big.
* ChargedAttack: Three flavors, which expend LP when used--
** Deployed Fire (or Prepared Shot), which consumes up to 5 LP to overpressure the gun and fire a high-damage shot.
** Wave Attack (or Polleo Shot) is the ranged variant, and involves using ''all'' LP to fire a high-damage shot (depending on how much LP was built up) with a chance to make the enemy bleed out.
** Final Blow is a melee variant used with the Bayonet Stance, and expends the whole LP gauge--but if it kills the enemy, it ''completely'' refills the gauge.
* DeadlyGas: Recruits are able to vent exhaust from their steam guns while in the Bayonet Stance, using the Blot Emission (or just Emission) skill, which results in an AreaOfEffect attack that applies a poison status effect.
* DepletedPhlebotinumShells: Recruits have access to a few elemental ranged attacks--[[KillItWithIce Cold Injector (or Freezing Shot)]] and [[ShockAndAwe Thunderbolt Shot (or Lightning Shot)]].
* GratuitousGerman: "Dampf Flinte" literally means "steam shotgun," though "flinte" can also mean "musket" (rarely).
* {{Kneecapping}}: Recruits have two moves that do this to apply an immobilizing status effect--
** Aimed Shot (or Focus Shot), in which a Recruit takes aim and fires on the target's legs (or lower body) at the cost of 1 LP.
** Shin Kick (or Joint Kick), in which a Recruit using the Bayonet Stance kicks the target in the legs (or lower body) at the cost of 1 LP.
* MarkedToDie: Stigma (or Designation) spends 1 LP to mark a target and reduce its evasion rate as well as its magical resistance, making it more vulnerable to ''everyone''.
* PistolWhipping: Butt Stroke (or Flinte Slam) allows a Recruit to smash the buttstock of their steam gun into the head of their target at the cost of 1 LP. (This is an [[http://en.wikipedia.org/wiki/Buttstroke actual]] military technique, [[HaveAGayOldTime in case you're wondering]].)
* PinnedDown: Cover Fire (or Disarm) can be used to apply a shock status effect, or to decrease a target's attack power (in PVP).
* PracticalTaunt: Invitation (or Luring Shot) involves firing a deliberate near miss to get the target's attention, useful for keeping monsters away from squishier party members.
* PuttingOnTheReich: Official artwork for Recruits always shows them wearing black military uniforms and trenchcoats, and much of the in-game gear follows along these lines (including black peaked military caps, armbands, and the like). Subverted by the fact that Normans aren't the bad guys.
* ScarilyCompetentTracker: Search (or Tracking) allows a Recruit to find ''anything'' or ''anyone'' that's hiding nearby at the cost of 1 LP.
* SpinAttack: Not with themselves, but with their ammunition via the Rotating Shot skill, which makes the target bleed out.
* SpreadShot: Done with Pellet Shot (or Shotgun Launch), but not to nail multiple targets. Instead, it expends 1 LP to fire a storm of pellets that has high probability of hitting a single target.
* StanceSystem: The Bayonet Stance lets a Recruit switch between his ranged and melee skill sets on the fly.
* SuperSenses: Eyes of the Hawk (or Predator Focus), which at the cost of 1 LP temporarily increases a Recruit's ranged attack power and accuracy depending on their CON stat.
* ReducedToRatburgers: Survival Skill involves Recruits trapping certain types of monsters and eating them for food, restoring them up to half their maximum health. This is also an AreaOfEffect skill, as the Recruit will share the food with any nearby party members.
* TakeCover: Take Cover (or Hide) renders the Recruit invisible to enemies.
* TaughtByExperience: Like the other classes, Recruits have several passive "mastery" or "training" skills that boost their latent abilities--
** Dampf Flinte Mastery, which boosts the accuracy and power of ranged attacks when wielding a steam gun,
** Target Practice (or Fire Practice), which boosts the maximum and minimum ranged attack damage output when wielding a steam gun,
** Drill and Ceremony (or Close Order Drill), which boosts physical melee damage when wielding a steam gun, and
* WeaponOfChoice: Dampf Flinte (steam guns).

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[[quoteright:330:http://static.tvtropes.org/pmwiki/pub/images/r2gotwswordman-330px_8429.jpg]]

::'''Swordman'''

-->''"One who lives with the sword ... All he knows is himself, the enemy, and the sword between them ..." ''

The way of the sword is the oldest combat profession in Norman history. With a longsword at their side, Swordmen fight with heavy-hitting blows and defensive skills. To be a successful Swordman, one needs to have a strong body, self-confidence, and the courage to stand in front of their comrades to protect them from all dangers. A Swordman's life is not for those who neglect discipline, but for those with a burning desire for justice and fighting spirit.

Compared to the Swordmen of ''RO'', where the PointBuildSystem allowed Swordmen to take on different roles based on their stats, ''The Gate of the World's'' Swordmen are ''definitely'' intended to be tanks. They have a number of skills designed to get everything nearby focused on attacking them, and then keep them fixed. With the right skill, not even death will stop a Swordman.

!!!Tropes associated with Swordmen:

* AntiMagic: Endure Pain (or Willpower) increases a Swordman's resistance to soul-elemental magic.
* AttackReflector: Vantan Attack (or Counter Attack) gives a Swordsman a latent chance to reflect melee attacks.
* BladeSpam: Convert Attack--a skill that's a ''very'' fast sword swing, but does less damage (though higher points in this skill mitigates this) and requires 1 LP to use.
* ChargeAttack: Whole Body Strike (or Courageous Assault) expends ''all'' of a Swordman's LP to land a high-damage, high-accuracy blow. The more LP used, the more damage done.
* DamageOverTime: Swordmen have only one skill designed to cause this--Induce Trauma (or Internal Injury), which is a blow that uses 1 LP to damage the target's organs and cause them to bleed out, decreasing their HP and SP recovery.
* FlashStep: Charge (or Charge Attack) works like a slower version of this; at the cost of 1 LP, a Swordsman will rush up to a target and land a blow. It also has the ability to break immobilizing status effects.
* DeathOrGloryAttack: Swordmen have a few at their disposal--
** Berserker, which cannot be used in any stance. When activated, a Swordman gets a short period of time in which their attack speed and melee physical attack damage output is dramatically boosted, but are unable to use other skills ''and'' their defense drops by a third.
** Truth, which can only be used while in the Defensive Stance. It only has a 25% chance to hit, but if it ''does'', it will reduce the target's HP by ''half''.
* GradualRegeneration: Wild Blood (or Strengthen Recovery) latently boosts HP recovery rate, as well as boost how much health is regained from healing items or spells.
* HerdHittingAttack: This time around, Swordmen get several flavors of it--
** Magnum Break, the old standby from ''RO'', and Chaos' signature attack from ''Manhwa/{{Ragnarok}}''. It also causes fire damage.
** Ground Pound (or Ground Wallop) also works like this.
** With Explosive Strike (or Splash Attack), Swordmen have a random chance of hitting additional surrounding enemies with every swing.
* LuckilyMyShieldWillProtectMe: As expected of a class that tanks and fights with a sword, Swordmen have some combat skills designed for shields. Swordmen also have two active guarding skills they can use--
** High Guard (or Harden) is a toggle-based skill that greatly boosts a Swordman's ranged physical defense while active.
** Counter Guard (or Shield Block) is another toggle-based skill that greatly increases the percentage of melee damage reflected, but also prevents movement and reduces the rate of HP restoration.
* NormallyIWouldBeDeadNow: Inspire Confidence (or Heroic Vision) lets a Swordman keep fighting after they hit 0 HP. This only lasts for a short time and applies an "intoxicated" status effect to the Swordman during this period.
* PracticalTaunt: Swordmen have several variants of this--
** Light Blow (or Poking) can only be used with the Defensive Stance, but it builds LP and generates a ''lot'' of hate from the target that's taunted with it.
** Draw Attention (or Mocking Blow) is a weak attack that has an AreaOfEffect taunt--making ''everything'' nearby focus on the Swordman.
* RazorWind: Using Single Stroke Cleave (or Severing Blow), Swordmen are able to do this to a line of enemies in front of them as a high-damage attack.
* ShieldBash: The eponymous Shield Bash, which is a Defensive Stance skill that has a chance to stun enemies.
* ShockwaveStomp: While in a Defensive Stance, Swordmen can use Ground Pound (or Ground Wallop) to stun enemies surrounding them.
* SpellMyNameWithAnS: While the grammatically correct version of this class name in English would be sword''s''man, Gravity Corporation has been consistent about ''not'' using that second S in its English translations.
* StanceSystem: Swordmen can toggle Defensive Stance to ready their shields and boost their defensive strength. This makes most of their sword-based skills unusable, but lets them use their shield-based skills.
* TaughtByExperience: Like the other classes, Recruits have several passive "mastery" or "training" skills that boost their latent abilities--
** Long Sword mastery, which grants the ability to equip a Long Sword and increases both attack power and accuracy while using one.
** Body of the Warrior (or Defense Mastery), which increases one's physical defense.
* WeaponOfChoice: Long Swords.

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[[quoteright:330:http://static.tvtropes.org/pmwiki/pub/images/r2gotwthief-330px_2646.jpg]]

::'''Thief'''

-->''"What goes around comes around. It's stupid to argue against a rule of nature regarding who owns anything, don't you think?" ''

Thieves deny the idea of ownership, preferring to live freely and follow providence. That disregard for others' property has always made them criminals, but in recent times Thieves have also been recognized as a profession unto themselves given the sort of skills in which they have expertise. As adventurers, Thieves are flexible--they gather information, disrupt foes, and use sleight-of-hand in combat. Thieves can either be benevolent or murderous--which kind you'll be is up to you.

Compared to ''RO'', Thieves actually ''get'' skills intended for unlocking things this time around (back in ''RO's'' [[http://web.archive.org/web/20030215200053/http://enweb.ragnarok.co.kr/ early years]] this was a planned ability for Thieves). They don't have the beloved Double Attack anymore, but they ''do'' have a ton of attacks all designed for weakening their prey in different ways, so they're not a one-trick DPS pony. They've also received a skill or two from ''RO's'' Assassins and Rogues.

!!!Tropes associated with Thieves:

* ArmorPiercingAttack: Trickery is an Assassination Stance-only attack that uses 1 LP to bypass an enemy's defense rating.
* AntiArmor: Thieves have several flavors of this at their disposal--
** Carving (or Strip Armor) spends 1 LP to nullify a target's defense stat.
** Break Armor (or Armor Smash) spends 1 LP to temporarily take a chunk out of their armor rating.
* AntiMagic: Syrinx Strike (or Tearing Wound) uses 1 LP to apply a pretty practical way of silencing a spellcaster--getting them in the neck.
* BreakableWeapons: Break Weapon (or Weapon Smash) uses 1 LP to take a huge chunk out of the enemy's melee physical attack power.
* ChargedAttack: Fatal Blow expends the entire LP gauge to land a blow with dramatically boosted damage and critical hit damage. The more LP used, the more punishing the blow.
* DamageOverTime: Thieves have a few skills designed to cause this--
** If an enemy is already bleeding out from a status effect, a Thief can make it ''worse'' by using Tearing Wounds (or Hemorrhage) to turn it into an "excessive bleeding" status effect.
** If an enemy is intoxicated from a status effect, a Thief can use Worsen Addiction (or Intoxicating Decline) to poison it instead.
* GroinAttack: Pinpoint Blow (or Manhood Breaker) lets a Thief spend 1 LP to attack a sensitive part of their target (to put it nicely) for a CriticalHit. This was originally a Clown skill that counted as a stun attack.
* HerdHittingAttack: Storm Slash (or Stormy Cut) is one of the few AreaOfEffect attacks a Thief has.
* HyperAwareness: Thieves have several skills that temporarily boost themselves into having this--
** Celerity (or Shadow Step) uses 1 LP to boost a Thief's ability to dodge physical melee and ranged attacks, if they aren't immobilized.
** Keen Blow (or Fatal Contract) boosts the accuracy of all their melee physical attacks and skills, as well as the damage they do.
** Shadow Fencing (or Sharp Attack) boosts the chance of landing a CriticalHit.
* InstantSedation: Put to Sleep (or Domino Stab) is an attack that has a chance of causing this. It can only be used from behind a target.
* ManaDrain: Intelligent Evasion (or Intelligent Avoidance) lets a Thief absorb SP from the enemy while attacking them in the Assassination Stance.
* MasterOfUnlocking: Thieves can become one, if they max out their Unlock (or Lock Pick) skill. Useful for getting at those pesky locked treasure chests fulla loot.
* PoisonedWeapons: Apply Poison (or Venom Coat) is a bit misleading. Rather than a deadly poison, venom or toxin, a Thief coats their weapon with a drug that causes an intoxicated status effect. It also costs 1 LP and boosts all physical damage output temporarily.
* SprintShoes: Sprint (or Rapid Run) lets Thieves run faster for a while, though it can't be used if they've been immobilized. With a full ten points it doubles their speed and recharges every three minutes.
* StealthExpert: Thieves can become this if they make use of a few skills available to them--
** Stealth (or Disguise) works much like Hiding did in ''RO'', rendering a Thief invisible to enemies.
** Darkness of the Tent (or Sneak) decreases the range at which enemies will detect a Thief on the move.
* StanceSystem: Thieves have an Assassination Stance in which they hold their swords in a reverse grip. Many of their skills can't be used in this stance, but they become more agile and get access to a few skills that are ''very'' debilitating to the enemy.
* TapOnTheHead: Knockout Strike (or Knock Out) allows a Thief to smash an enemy on the head and make them faint, at the cost of 1 LP. They also have to be behind their target.
* TaughtByExperience: Like the other classes, Thieves have several passive "mastery" or "training" skills that boost their latent abilities--
** Short Sword Mastery boosts physical attack power and melee accuracy when using a short sword.
** Critical Strike (or Back Stab) increases the accuracy of attacks made behind a target.
* VideoGameStealing: Thieves have Steal, just as they did in ''RO''. It works much the same way, too, grabbing whatever loot would have been dropped upon defeating the opponent--and of course, it can't be used on other player characters.
* WeaponOfChoice: Short Swords.

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[[quoteright:330:http://static.tvtropes.org/pmwiki/pub/images/r2gotwenchanter-330px_1556.jpg]]

::'''Enchanter'''

-->''"You are not the same person that you were just a minute ago ..."''

Enchanters don't trust what they see with their eyes. That's because Enchanters believe that faith can alter one's surroundings, and they have the power to do just that. An Enchanter's powers to support others through faith can't be understood through mere knowledge. Life may be short, but that won't stop a desire to learn. To become an effective Enchanter, one needs to have patience, self-esteem, and mental strength that surpasses physical force.

Enchanters are the equivalent of both ''Ragnarok Online's'' Acolytes and Magicians, pulling double duty as both the main healer and the go-to class for heavy magical artillery. They share a number of spells with ''RO's'' Acolytes, Priests, and Magicians--but they aren't pushovers up close, either, and the they have a few melee skills that turn the concept of a SquishyWizard on its head.

!!!Tropes associated with Enchanters:

* AnIcePerson: They can be, if they use Frostbolt (or Ice Arrow). It uses 1 LP and can cause freezing status effects, slow down the target, or remove burning-related status effects.
* AntiMagic: Enchanters can cast several different kinds of spells to boost resistance to a specific element--Ignis Requiem (or Fire Resistance), Glacies Requiem (or Ice Resistance), and Liner Requiem (or Lightning Resistance).
* CastingAShadow: They can only use it while in the Trifencing Stance, but Enchanters can use Dark Attack (or Shadow Strike) to infuse dark energies into a sword swing. The Shadow-elemental damage done is based on an Enchanter's STR stat.
* ChargedAttack: Ruthless Stabbing (or Forceful Blow) is a Trifencing Stance attack that spends ''all'' LP gathered to do additional damage. The more LP used, the harder it hits.
* CoolSword: In the literal sense. An Enchanter in the Trifencing Stance can use Sword of Ice to turn their blade into an ice-elemental weapon that has a chance to freeze enemies, at the cost of 1 LP.
* DoppelgangerSpin: No spinning here, but Decoy (or Summon Puppet) allows an Enchanter to conjure a decoy that reflects half the damage dealt to it.
* {{Fireballs}}: Fireball (or Fire Bolt), an Enchanter's basic fire attack. It requires 1 LP to use, but can inflict burning status effects on the target (as well as negate freezing).
* HealingHands: Instant Treatment (or Heal) works just like Heal did for Acolytes in ''RO''--instant chunk of HP recovered.
* HyperAwareness: Detect Danger (or Prospect) increases an Enchanter's physical invasion based on their INT stat. Only works while using the Trifencing Stance.
* LifeDrain: Blood Drain (or Life Leech) does this--an Enchanter in the Trifencing Stance can slash the enemy and absorb the damage done to their own health.
* ManaDrain: Not directly, but Spiritual Membrane (or Energy Coat) converts some of the magical damage done to an Enchanter into SP.
* PlayingWithFire: Fire Breath (or Tempestas) is a step up from Fireball, hitting all targets in front of an Enchanter.
* ShockAndAwe: Enchanters have a couple of spells for this--
** Thunderbolt (or Summon Lightning), which uses 1 LP to zap enemies and possibly apply shocked or paralyzed status effects.
** Discharge (or Thunderstorm), which is an AreaOfEffect attack that can also cause shock effects.
* SpamAttack: Enchanters can use Memorization to temporarily reduce the time it takes for them to cast spells.
** Light Blow (or Sinister Strike) also qualifies, a Trifencing Stance attack with a very short {{Cooldown}} time (but requiring 1 LP to use).
* StanceSystem: Enchanters unsheathe the sword hidden in their swordsticks to assume a Trifencing Stance (or Swordstick Stance). They can't use most of their magic attack skills in this stance, but they can still buff or debuff enemies, as well as gain access to some moves that can only be done with swordstick's blade.
* StatusBuff: Enchanters have a few of these at their disposal--
** Angelus (or Armor Blessing) temporarily increases a target's physical defenses.
** Impostito Manus (or Weapon Blessing) temporarily increases a target's physical attack power.
* [[StatusBuffDispel Status Effect Dispel]]: Enchanters have two different skills for this, Recovery and Cleanse Spirit (or Soul Purification). The former deals with "spirit" effects, and the latter with "ghost" effects.
* TaughtByExperience: Like the other classes, Enchanters have several passive "mastery" or "training" skills that boost their latent abilities--
** Swordstick Mastery boosts physical attack and magic accuracy when using a swordstick.
** Mental Training increases maximum SP and the power of their magical attacks.
** Strengthen Spirit (or Mental Power) increases the amount of SP gained from SP recovery skills and items.
** Amplify Resistance (or Meditation) boosts an Enchanter's resistance to most kinds of elemental attacks.
* WeaponOfChoice: Sword Sticks. Thought that was just a weaksauce arcane staff? Surprise!

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::'''Clown'''

-->''"A kingdom without a clown will soon be destroyed."''

People might be tempted to think that smiling Clowns are laughing as much as the audience is laughing at them. Instead, behind their pleasant faces, they bear many years of trials and hardship. When they're adventuring, Clowns do their best to relieve the fatigue, pain, and worries of their suffering comrades. They're far from helpless on their own, though, because Clowns can coat their opponents with fatal poisons, and that makes them indispensable in battle. Don't forget that in the end, the clown is ''always'' "smiling."

The Clowns of ''The Gate of the World'' are a weird bunch. They aren't like clowns you'd find at your local circus, and they have a few skills that sound like they should have been used by Enchanters instead. They actually have more support skills than the Enchanters do, but their style of support is very different. Their palette of support skills encourages Clowns to put themselves in the center of their party, near as many of their comrades as possible, but not being directly on the front lines. Whether they're fighting directly or supporting allies, though, their other specialty is in large amount of status ailment-causing skills they possess.

!!!Tropes associated with Clowns:

* CastFromHitPoints: Curse works this way.
* BadDreams: A Clown can spend 1 LP to use Nightmare on a target under a sleeping status effect. The target will wake up in a panic with a major chunk taken out of their attack and defense power.
* BloodyMurder: Using Curse (or Imprecation), Clowns in the Supportive Stance wound themselves and fling the blood into the face of their enemy to stop their HP and SP regeneration.
* BladeSpam: Zone of Control (or Battle Shout) consumes multiple LP points to attack multiple times in rapid secession.
* {{Combos}}: Notable here because Clowns have a way to dramatically boost the rate at which they get Letalis Points--Fatal Luck, which adds additional LP according to the Clown's LUK stat.
* FightingClown: They definitely aren't a helpless support class. In addition, given all the cowboy attire available to Clowns, they seem to be closer to a fighting [[http://en.wikipedia.org/wiki/Rodeo_clown rodeo clown]] than a fighting whiteface or auguste clown.
* TheGadfly: Clowns can use Revile to damage their SP reserves and shut off both HP and SP recovery, but it also has a chance to anger or upset the target as a status effect.
* HealingHands: Play Doctor (or Self Heal) allows a Clown to spend 1 LP to heal a small amount. (Despite the common unofficial name, it works on allies.)
** Prayer is a Supportive Stance skill that continually heals nearby party members but drains SP while doing so. It also leaves the Clown more vulnerable as their defense is lowered while praying.
* LoudOfWar: Noise Pollution involves a Clown spending 1 LP to strike the enemy hard enough to make their ears ring from the resulting clang. It reduces the target's accuracy in all forms.
* ManaBurn: Mental Blow (or Mental Shock) is an attack with a chance to damage the target's SP reserves.
* ManaDrain: Spiritual Power Absorption (or SP Leech) allows a Clown to do this to targets as a DamageOverTime-like effect.
* ManaShield: Reflecting Mirror worked like this; any incoming attacks would damage SP instead of HP.
* MonsterClown: Let's be clear--inducing nightmares is one of their skills. '''''And they use poison.'''''
* SprintShoes: Sparta lets a Clown dramatically boost their target's movement speed temporarily, but while doing so the target can't recover HP or SP.
* StanceSystem: Clowns can use Supportive Stance, which raises their maximum SP. Most of their buffing skills can only be used in this stance.
* StatusBuff: Clowns have some of these they can do while in Supportive Stace--
** Retiropico (or Healing Wave) boosts the healing rate of all nearby party members.
** [[http://en.wiktionary.org/wiki/imperito Imperito]] (or Fighting Spirit) boosts physical attack power and defense for all nearby party members.
** [[http://en.wiktionary.org/wiki/supplico Supplico]] (or Mental Wave) boosts the SP recovery rate of all nearby party members.
* [[StatusBuffDispel Status Effect Dispel]]: Peacetime (or Relaxation) allows a Clown to remove debuffs and protect them from being cursed for a short amount of time.
* SuperNotDrowningSkills: Sure, Clowns have an OxygenMeter like everyone else, but at the cost of 1 LP they can use Fresh Air to increase their target's breath capacity.
* TaughtByExperience: Like the other classes, Thieves have several passive "mastery" or "training" skills that boost their latent abilities--
** Short Sword Mastery boosts physical attack power and melee accuracy when using a short sword.
** Comedic Fencing (or Fortune) boosts physical attack power and accuracy overall.
** Joyful Tread (or Quick Step) boosts all manner of evasion.
* WeaponOfChoice: Short Swords.
* WhyAmITicking: Venom Explosion (or Venom Splasher) will convert a target affected by a poisoned status into an AreaOfEffect poison bomb.

[[/folder]]
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[[folder: '''Non-Player Characters''']]

::'''Averro Reinhold'''

A Norman tavern keeper in Hodemimes, the first village players encounter after leaving the Adventurer's Training Ground.

!!!Tropes associated with Averro Reinhold:

* {{Leitmotif}}: The guy ''actually has a song'' [[http://www.youtube.com/watch?v=5miymiyhOuc devoted to him]] in the soundtrack.

[[/folder]]
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