The Novice is where everybody starts. Novices do not incur any EXP penalty upon death, and regain 50% HP when respawning. You may also choose which starting Stats to have. Once Job Level 10, Novices can change into one of the 6 main first classes or one of the 4 expanded classes.
Super Novices are a special kind of class which exploits nearly every first class skill. Super Novices also sport highly effective armor and shields which reduce elemental attacks. Super Novices are the most versatile among all classes have "true freedom" in build and skills.The downside to this freedom of skills is very low HP and SP. Super Novices lose the use of the Play Dead skill and also lose exp upon death with 1 HP remaining, just like a regular first class. Super Novices only can equip anything a normal Novice would be able to, including specialized Novice only equipment.Super Novices also have a Job Level of 99. Recently, they can reach Base 150 and Job 50 with skills from Second classes (especially from the 2-1 line) and one from High Wizard (Stave Crasher).Additionally, Super Novices have their own unique cart, should they choose to get one.Aside from the tropes gotten from being all the first classes in one,
Magikarp Power: Getting to this class is painful, but after getting there you'll be powerful (though, as noted above, less powerful than you'd expect).
First Job Classes:
"Defend the right..."
From soldiers to weapon masters, the Swordsmen and Swordswomen of Rune-Midgard are true warriors in all regards. They hone their skills with swords and spears, and may even wield other weapons such as maces and axes. They can swing their weapons with great force or great finesse, depending on the situation faced. They also train their bodies to quickly recover from wounds and endure all sorts of attacks. Tough and sturdy, those of the Swordsman class are the first to charge into the heat of battle and the last to fall.Swordsmen change from Novices who have gained 10 Job levels. The tank class of Ragnarok Online, they have the highest base HP of all classes. They are also able to equip most melee weapons, although they have an inclination to use swords and daggers. A Swordsman is capable of leveling solo, but he or she can also work well in groups and parties. Upon reaching at least Job Level 40, the Swordsman can change into either the Knight or Crusader class.
The Berserker: If a Swordsman has done the quest for the Auto Berserk skill and has less than 25% of their health, this skill automatically activates to give them a strength buff and defence debuff. It isn't as terrifyingly effective as a Lord Knight with Berserk/Frenzy, but it still counts.
An arcane magic-wielder with the ability to cast variety of devastating magical spells at will, the Mages have unlocked the secrets of arcane lore to master what is commanding every elements in Rune-Midgard. Having access to a variety of offensive spells, the Mages can unleash a deadly arsenal of magical attacks upon unwary opponents. Mages however could not bear to use heavy armors hence making them vulnerable when attacked up close.Mages rely on their skills as their main source of damage, and such attacks are magically based and only take into account the target's Magical Defense, and not their Physical Defense. Furthermore, all of a Mage's spells are elemental, thus meaning the accurate use of the correct spell against the correct monsters is highly important.
Shock and Awe: Often in partner with water elements for obvious reasons.
Squishy Wizard: In general most Wizard builds designed for efficiency are these since most of the stat points tend to be distributed towards faster casting and higher magical power. Wizards built for the guild wars are only slightly less squishy.
"A benevolent picaroon..."
Waiting in the shadows, planning where they'll strike next, the mischievous Thieves are a force to reckon with. Swift and powerful, few can keep up with a Thief's attack speed and power, whether they're slashing their way in battle with a sharp dagger, or striking from afar with a bow. Striking them down isn't easy either, coupling their high flee with the ability to become invisible and poison their pursuers, Thieves have only magic to fear.A Thief just wouldn't be a Thief if they weren't able to steal from their enemies, which makes them in turn quite adept at item gathering and money making. If the player decides to play as a Thief, frantic battles and high degrees of fun are guaranteed. They're also a very good choice as first characters, since in the beginning they don't have to rely as heavily on equipments to be able to fight consistently.From job level 40 to 50, Thieves are given the choice to take the trial to join the mysterious order of the Assassins or continue plotting ever more daring crimes as a Rogue.
Knife Nut: While they can equip bows, their range is severely lacking compared to an Archer.
Video Game Stealing: Successful use of the Steal skill gives you one random item from the monster's droplist. This item is "extra" and doesn't affect the actual drops. Of course, many droplists contain bodyparts from their monsters...so yeah, you can "steal" the beak of a bird that's attacking you (with that beak), kill it...and get the beak again.
Archers are adept at long range combat, and use it almost exclusively. Gifted with high accuracy and excellent damage, archers are arguably one of the fastest first job classes to level up in Ragnarok. Their range gives them several advantages, which includes the ability to change the element of their weapon quickly by changing their arrow type. This makes Archers able to exploit elemental advantages easily, even more than Mages. Their accuracy and damage is increased by the same stat (DEX), allowing all attacks to connect and deal a lot of damage and also simplifying stat growth. Exploiting its attack range also enables archers to defeat stationary or slow-moving opponents that are stronger than they are, without being hit.At job level 40, an Archer can choose what he/she wanted to be: the swift and powerful damage-dealing Hunter; or the support-themed Bard/Dancer. This is also a unique case of class progression: all male Archers become Bards, while all female ones became Dancers.
Improbable Aiming Skills: Some situations would find you firing arrows at various distances with obstacles between you and the target. Your aim doesn't suffer for it.
Multishot: Double Strafe and Arrow Shower - two arrows and multiple arrows, respectively.
Trick Arrow: Various elemental arrows, even immaterial ones.
Zettai Ryouiki: The female Archer has a Rank A - midway up the thighs.
"Deal with a hope..."
Merchants are an aptly named class in the game. They (mostly) deal with the economy and are able to generate cash at an increased rate with their Overcharge and Discount skills; they can also employ Pushcarts as a kind of second inventory, and if they have this they can do Vending to sell valuable items to other players. In battle, they can hold their own thanks to their Mammonite skill. Most players will have one (or two) Merchants, if only for vending wares, discounting, and/or inventory expansion.At job level 40, a Merchant can choose between becoming a weapon-crafting and battle-oriented Blacksmith, or a consumable-crafting and support-oriented Alchemist.
The main support class for 1st Classes, Acolytes have a specialized skill set geared primarily for support. They are the only 1st Class that can Heal, and augment a multitude of stats with their support skills. Always in a high demand, they are vital to the survival of a particular adventuring group.At job level 40, they may choose to become a support-oriented Priest or the more martial Monk.
Church Militant: People wanting to be Monks gave this flavor to their Acolytes.
Bringing the art of taekwon-do to Ragnarok Online is the completely martial Taekwon Kid. A unique class themed around unarmed combat in the form of powerful physical kicks, this class brings in an additional gimmick in the form of the Taekwon Missions - tasks that allow players to climb ranks across the server and gain bonuses in doing so.At job level 40 they may choose to become the physically oriented Taekwon Master or the spiritually blessed Soul Linker.
Combo: Like the Monk classes, Taekwon Kids can use kicks in tandem with "stances", which are statuses that activate at either 15% or 20%. Using the kick corresponding to the stance gives an additional damage bonus and other statuses. Unlike the Monk, the trick is to use the right kick within seconds of the stance activating to reap the benefits of the kicks. Taekwon Rankers utilise this to their full advantage.
Mechanically Unusual Class: The Taekwon Kid has a mechanic where the majority of their special attacks are only usable at random, when a prompt comes up in battle while they are attacking. This gives the class a very frantic feel compared to the typical classes and allow them to dish out some large amounts of damage. It is the also the only class to have a skill dedicated to giving missions to complete in order to gain ranking on a server.
Should the aspiring novice seek out the ways of the ninja, Amatsu offers such individuals with the Ninja. A class built to strike at the right time, the Ninja utilises the largest number of throwing skills possible in the game along with magic-based elemental ninjutsu to deal damage.At job level 40, they can become either a Kagerou (male Ninja) or Oboro (female Ninja).
For players favouring a more long-ranged gung-ho approach to their Ninja and Taekwon counterparts, the Gunslinger can provide them with what they're looking for. With a set of impressive firearms ranging from Rifles to Shotguns to even Grenade Launchers, they're here to bring the thunder onto monsters and players alike.
Badass Longcoat: Both genders even. The coat appears to be lined with wool.
Magikarp Power: They have the most painful Job Change Quest for newbies, expensive ammunition and are just downright weak compared to other Expanded classes. But after you pick that Grenade Launcher and a pair of guns...
Money Sink: Coin Flip, although its cost (1z per use) is nothing compared to the Ninja and Whitesmith's Money Sink skills. That's not even mentioning the ammunition costs.
More Dakka: With a sufficient amount of points in the DEX stat and a Gatling Gun.
Many Swordsmen become Knights, protectors of the kingdom and upholders of honour. Along with their spears and Pecos, they've gone from wannabes to fearsome fighters. The Lord Knight is the result of a Knight with defensive capabilities to match their offensive mastery. Along with their armoured Pecos they make a regal spectacle - and have the strength and tanking abilities that puts them on par with Crusaders. Their next class, the Rune Knight, adds the magical power of Runestones to their already fearsome arsenal and spear-wielding.
Beehive Barrier: The Lord Knight's Parry. Appears as a hemisphere-shaped shield, and anything that hits it makes a satisfying clang.
Berserk Button: In a surprisingly meta and straightforward fashion. Lord Knights have this ability, which is simply termed Berserk; It gave them very high power boost at the cost of all of your other abilities (even the ones to speak) and regeneration. Of course, you the player activate it with a push of a button.
Breath Weapon: If you choose to take on a tanking path with your Rune Knight, you'll get to wield a powerful area-of-effect skill with your Ferus.
Chainmail Bikini: The female Rune Knight appears to be competing with the female Royal Guard, especially after the new look was patched in.
Heroes Prefer Swords: Swordsmen and Knights are one of the very basic classes in RO, and one of the easiest to play. Almost every player have/had one in their careers. Of course, they are armed with swords of all kinds.
Katanas Are Just Better: Subverted. There are good katanas in the upper-tier (Level 4) two-handed swords, but they are by no means the best.
Defender (kRO) / Crusader (iRO) > Paladin > Royal Guard
"One preparing for the holy war."
The Crusader's faith has paid off in the form of the much more offensively oriented Paladin, trained to bring down the light upon all sinners. They take it further with the Royal Guard, elite troops of a king and ready to show off their united and disciplined teamwork.
All Your Powers Combined: Royal Guard's Banding ability is essentially this, since it adds power and abilities of a few Royal Guards with the skill in close proximity.
Blade on a Stick: One-handed spears combined with shields are usually the Crusaders' equipment loadout of choice.
Stone Wall: They are one of the best tanks in RO, second only to defensively-built full-support Priests.
The Paladin: The entire progression is themed around this. What the fandom decides is an entirely different matter.
Wizard > High Wizard > Warlock
"The spirit of nature."
Pure damage dealers and built to spread around their destruction as much as possible, the Wizard is what the Magician aspires to be on the fighting scene. The High Wizard takes the Wizard to a whole new level in terms of power and additional spells. With the introduction of the Warlock, this class now deals out mass destruction without moving a finger, as well as the capability combine elements in a devastating attack.
Squishy Wizard: The extra stat points can be used to pump health a bit more as the class advances, but they still trade off health and defence for higher magic attack and faster casting speeds.
There Is No Kill Like Overkill: The Warlock's Comet spell range is 31x31. It covers more than your whole screen sight and is absolutely unnecessary in every scenario except War of Emperium 2.0.
Sage > Professor (kRO) / Scholar (iRO) > Sorcerer
"One who pursues eternity."
Sages are built primarily to counter Wizards, and their skills show it. The Scholar brings in support skills to make themselves self-sufficient in a fight as well as picking up a few more offensive spells in their studies. Finally, the Sorcerer ushers in the power of elemental spirit summons and brings in a load of offensive area skills for their creative usage.
Fast, silent, stealthy - the Assassin has set their sights to killing without leaving a trace of their presence behind, perhaps maybe leaving their victim to die slowly after a dose of poison. The Assassin Cross aims to strike and finish the job in one move, and have knowledge on advanced poisons to make their job easier. The Guillotine Cross puts the finishing touches by being the most brutal of the entire class progression, with poisons only they know and attacks that mercilessly cut down everything around them.
Combat Stilettos: Taken quite literally in the sense that the official art◊ shows the female Assassin Cross not only wears high heels, but also that her heels have blades protecting the back of her legs.
Cool Mask: The Assassin Mask and the Guillotine Cross-exclusive Silent Executer. They look like ninja masks in terms of appearance.
Very definitely the tricksters of the game, Rogues are designed to taunt and frustrate you with speed and strike at the first chance they get, including stripping you of your protective garments to weaken you down. The Stalker is designed to pursue you unnoticed until it's too late, and the Shadow Chaser tops it off by inflicting annoying debuffs and dance around you in mischievous delight. Be wary of this versatile mischief-maker, they're out to make trouble as much as they can.
Jack-of-All-Trades: Some peculiar Rogue builds may elect to pursue both branches of weapon masteries at the expense of every other skills, making them dangerous physical attackers for both long and short range.
Knife Nut: Default weapon of choice unless they're capitalising on bow builds.
Magic Knight: From Stalker onward you have the option of making a powerful magical and physical attack build.
Power Copying: The Rogue's Intimidate and Shadow Chaser's Reproduce skills allow the character to learn the move last used on them, regardless of the move being from players or monsters. Stalkers gain the additional ability to permanently be able to use that move; the Shadow Chaser's Shadow Spell takes it all the way by providing a list of previously learned skills to use.
Pretty in Mink: Females wear it since Rogue. Males are catching on past Stalker.
The Hunter takes the Archer one step further and utilises their knowledge of hunting by using traps on beast and human alike. The Sniper hones the Archer's archery skills to perform fast, powerful and painful attacks. Finally, the Rangers bring in their beast companions and introduce new traps that change the tide of the battlefield.
Bare Your Midriff: Female Hunters, Snipers and Rangers, as opposed to their base class.
The Beastmaster: Hunter and Sniper get falcons, while Rangers get big wolves called Wargs.
Beast of Battle: The Ranger can command their Warg to fight alongside them. Rangers can also use them as mounts.
Big Badass Bird of Prey: Falcon-associated builds have all three classes dealing damage with their falcons. For such small sprites they can be pretty painful.
Frilly Upgrade: Unusually averted. Their costumes are possibly the most sensible and practical of the third jobs.
Trap Master: Hunters and Snipers have a large variety of traps that either explode on contract, immobilize, cause sleep or blindness. The Ranger has more traps that change the attribute of the enemies and set the area on fire.
A class primarily built to support other players, the Bard brings buffs to the table with the power of music while retaining his archery skills. The Minstrel follows it up by being able to solo with archery and keep players' spirits up with new songs. The Maestro tops it off with the ability to rain arrows on their enemies without mercy while playing their music to tread on the enemy and keep their companions fighting.
Dub Name Change: Look at all the name changes! In general the fandom seems to adopt the international version's changes.
Incredibly Lame Pun: The basis of Frost Joke/Unbarring Octave. You tell a joke or pun so bad that it freezes enemies on the screen. Yup.
Let's Duet: Some of the more powerful skills are actually duet performances meant to be done alongside a Dancer-class within the same party. Without a partner, the skills simply fail. In this case, the Bard-class provides the music.
Magic Music: For both offensive and supportive purposes. Taken Up to Eleven with the Maestro's Saturday Night Fever, a skill that apparently causes players to disco so hard that they lose HP, SP, defence and flee in exchange for an incredible amount of attack.
Make Me Wanna Shout: The Pang Voice quest skill, which has a chance of confusing the target. It's described as "screaming out at a single target".
Musical Assassin: While most skills are support, a few songs like Dissonance deal damage directly.
Nice Hat: The Minstrel and Maestro's artwork display these, and you can get the hats in-game.
Rain of Arrows: The Minstrel's Arrow Vulcan and the Maestro's Severe Rainstorm, both very effective for seemingly harmless musicians.
Scarf of Asskicking: A very nice stripy scarf for the Maestro sprite. The official art shows that Maestros wear at least two scarves.
A female Archer can now utilise their great fitness in innocently dancing to music before striking out either with bow or whip. In addition, Bards can provide their music for their performances to enhance and support. The Gypsy is trained to lure her enemies to death with tarot cards that determine their fates. And the Wanderers puts a smile on everyone's faces be they on her side or her enemies, as she steps up her game and forces everyone to compete with her.
Let's Duet: Some of the more powerful skills are actually duet performances meant to be done alongside a Bard-class within the same party. Without a partner, the skills simply fail. In this case, the Dancer-class provides the show.
Magic Dance: Their dances are mostly support and give buffs to the party.
Rain of Arrows: The Gypsy's Arrow Vulcan and the Wanderer's Severe Rainstorm. They are just as powerful as their male counterparts with these skills.
Underboobs: The Gypsy seems to have this on her sprite.
Whip It Good: Several skills require a whip to use, such as the aforementioned Arrow Vulcan. It's not entirely clear how Gypsies whip their arrows at targets, but it's a given that it hurts either way.
Tired of only selling and buying, the Merchant takes up the challenge of forging weapons for other players to use and selling them to gain more profits as a Blacksmith. When the knowledge is not enough, the Mastersmith comes along to provide even more services with their knowledge of refining metals. Ever hungry for the knowledge on improving their abilities, they've now turned to engineering as Mechanics.
An Axe to Grind: Blacksmiths by default can (and usually do, since axes are more powerful than the other alternatives) wield one-handed and two-handed axes. An axe-wielding Mechanic has skills that passively enhance the damage dealt.
The Black Smith: Well, yes, there's that, but Blacksmiths can also choose to eschew the "smithing" part of their profession and go full combat. Blacksmiths built solely for combat are known as Battlesmiths. Some players take advantage of this by playing full battle build until they hit the max cap, and then resetting their stats to a Forging build to support their characters.
Crazy-Prepared: For those capitalising on Madogear and Turret skills as well as Forgers, the amount of ingredients and catalysts to have at hand in order to use the skills is ridiculous. But when you have them, you're essentially prepared to whip out your tools for the Madogears and Turrets in a blink of an eye.
Drop the Hammer: If it's not axes being wielded, it's this. Hammers may count as maces, but the skill Hammer Fall is pretty much dropping the hammer in action and it is no less painful.
Gadgeteer Genius: To put it simply, Mechanics can build entire automatic turrets with a portable furnace, a hammer, and a few pieces of iron and/or steel. One additional ingredient optional. At maxed level building one takes one second.
Humongous Mecha: The Madogears, which the character can wear and stomp around. The Mechanic has an entire skill tree dedicated to Madogears.
Money Sink: Maximise Power Thrust lets the Whitesmith increase their damage up to 200% at the cost of up to 5000 zeny. In addition,
Stripperiffic: Applies to both genders. Males show off their impressive pectorals (and gradually their abs too), and the females are all wearing skimpy halter tops.
Noting how the potion trade is just as viable as exceptional weaponry, the Alchemist strives to create potions and in the process discovers how to trap animals and plants in bottles for future use. The Biochemist goes on to cement themselves within the War of Emperium with their terrifying acid concoctions. Driven with the urge to build proper fighting roles for themselves despite their lack of conventional weaponry, the Geneticist brings in a world of pain with a twist of creativity using their heavy carts and horrific plants to use against their opponents.
Difficult but Awesome: Nearly all their skills require some sort of catalyst, and making those catalysts often require hours upon hours of farming. But once you do get enough materials for them, they have the potential to deal massive damage.
The Priest is basically what happens when the Acolyte puts their White Magic to fighting the forces of the undead as well as helping people with their immense healing power. The High Priest enhances the Priest's abilities with more strength and energy. The Arch Bishop then upgrades all the abilities to pack a holy punch as well as protect their teammates without breaking a sweat.
Those opting for a more martial route with their Acolyte have the option of playing a Monk, a highly physical class that can deal out blows within seconds. The Champion adds even more painful, bone-crushing blows to their arsenal. The Sura brings the rain with incredibly powerful punches, ranged attacks and their new mastery of the Gentle Touch to either heal or hurt.
Barehanded Blade Block: While Blade Stop can be used with any weapon class, a Monk with no equipment using this against an opponent wielding a blade essentially plays this straight. It's described to "catch" an attacker.
Church Militant: It's unclear whether they follow the same religion as the Priests, but they are obviously meant to be religious fighters either way.
Combo: Certain skills cannot be used without a skill preceding beforehand. Once that skill is used, any player can gleefully unleash a chain of skills with ease onto the target.
One-Hit Kill: For a time Asura Strike/Guillotine Fist was a popular skill with Monk players in PvP and the War of Emperium because of this. It got to the point where defeating a GF Monk without using the same class or skill was a mighty achievement.
Sarashi: Female Sura have them wrapped around their chests.
Walking Shirtless Scene: If the official art is anything to go by, male Sura appear to have shrugged off their gi around their waists solely to show off their chests.
Kwansung (kRO) / Taekwon Master (iRO) / Star Gladiator
To become one with the universe, the Taekwon Kid has opted to study the power of the celestial bodies and literally wield it with their fists - and feet - along with advancing their knowledge of taekwondo. By utilising the knowledge from books as energy to fuel this power, the Taekwon Master performs greater achievements in both physical and spiritual aspects.
Interface Screw: Solar, Lunar and Stellar Shadow. 30% additional ASPD for the cost of darkening all but the space around your character on your screen. Mind you, it is a big bonus...
Mechanically Unusual Class: The Taekwon Master can assign the Sun, Moon or Stars to a place or target. Once that occurs, only the corresponding offensive or supportive skill can only be used in that area or on that target. In addition, the Taekwon Master gains additional EXP on Sun, Moon or Star-aligned days as well as additional bonuses cast at the corresponding time and place. Confused? The good thing is that it's not necessary to utilise all the SLS skills if it gets too much.
Super Mode: Solar, Lunar and Stellar Union. Movement speed increases, and all your attacks never miss as well as ignore defence.
Power at a Price: But every attack you make drains your health. Attacking a player below 20% health kills you outright.
Power Floats: When in this mode, Taekwon Masters float. They also glide around the map to move, and this state can last even if you log out and log back in. When fighting, however, they temporarily drop back down to the ground.
Throw the Book at Them: Oddly enough for a martial-arts inspired class. Though the official site describes that they only use the energy inside the books.
The Soul Linker is what happens when the Taekwon Kid gives up their martial prowess for a spiritual revelation. They come armed with powerful buffs, debuffs and magical attacks, aided by ancestral spirits. Even better, they can bestow the power of these ancestral spirits upon others to grant them their strengths.
Bag of Spilling: They lose the Taekwon Kid kicks skills upon becoming a Soul Linker.
Knife Nut: It's entirely possible for a Soul Linker to wield either daggers or staves, but very often they use daggers.
Magikarp Power: In order to maximize your magical power for Soul Linker you must sacrifice some strength. And since they lose the kick skills, you must not take them during your time as Taekwon Kid. Combined with “no weapons for you”, leveling will be difficult at best, but once you build your Soul Linker right they're nearly unstoppable.
Kagerou (male)/Oboro (female)
The Ninjas have now split into gender-specific clans and become far more offensively oriented than ever before. Where the Ninja used to gain the upper hand with ranged attacks, the Kagerou/Oboro now close in for the kill. They are not afraid to get down and dirty, and they're certainly not afraid to do as much damage as possible.
Dual Wield: The second class to do so after Assassins.
Knife Nut: There's that and Kunai, and there's also the Huuma Shuriken - giant four-bladed throwing weapons.
Lunacy: The Oboro's exclusive skills seem to be related to the moon.
Money Sink: Muchanage/Rapid Throw. In exactly the same way a Merchant chucks zeny using Mammonite.
Lighthalzen Somatology Biolaboratoy ghosts
The monsters who inhabit the Lighthalzen Somatology Biolaboratory. They’re basically stronger versions of First and Transcendent classes with ghostly figures. They're so popular that they deserve their own entries. They are:
Ambiguously Gay: The most popular interpretation for Howard and Flamel (who are incidentally based off the Merchant class.
The Computer Is a Cheating Bastard: A few of the Ghosts cast player skills at way higher levels than the player max. For example, Kathyrne Keyron casts a level 26 Jupitel Thunder when players can only cast up to level 10. The MVP version of Egnigem Cenia can use Spiral Pierce/Clashing Spiral (a skill that's exclusive to the Lord Knight class for players) despite being based off the base swordsman class.
Some of them have appeared earlier as NPCs. The most recognizable one is Seyren, who appeared during Megginjard’s Seal Quest. Wickebine, whose elder sister (who goes by the same in-game name) is one of clients involved in the Blacksmith Job Change Quest.
Most of their hairstyles are the ones used for their respective classes’ official sprites. Averted by 4th floor inhabitants except Gertie; they either use either Third classes ones (Celia, Flamel, Chen), unrelated Second classes ones (Alphoccio, Randel), or even a completely new one (Trentini).
Elemental Powers: One for each class group, until Howard’s element got changed, bringing in a previously unrepresented element. Played with by 4th floor inhabitants, which are more based on their respective classes’ characteristics.
Fire – Egnigem, Seyren, Flamel
Water – Howard (from Noghalt update onwards), Chen
Wind – Kavach, Cecil, Alphoccio, Trentini
Earth – Armeyer, Howard (until Noghalt update)
Holy – Erende, Margaretha, Randel
Poison – Wickebine, Eremes, Gertie
Ghost – Laurell, Kathryne, Celia
"It" Is Dehumanizing: If the Cursed Spirits Quest is anything to go by, this is what really happened on them. Which leads to…