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* HavingABlast: He just ''loves'' making things '''explode''', and his skills can give Angel Buster a run for her money on it.
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GMS names


The first "true" Warrior job for the Resistance class since it follows the storyline of the original three. Sharing the steampunk style of their compatriots, they utilize Gauntlet Revolvers and Explosive Pills to dish out explosive amounts of damage at point blank range.

* BoxingBattler: Aside from their explosive weaponry, they almost exclusively use punches to attack. They can also duck and sway to increase their dodge rate, just like a real boxer.

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The first "true" Warrior job for the Resistance class since it follows the storyline of the original three. Sharing the steampunk style of their compatriots, they utilize Gauntlet Revolvers Arm Cannons and Explosive Pills Charges to dish out explosive amounts of damage at point blank range.

* BoxingBattler: Aside from their explosive weaponry, they almost exclusively use punches to attack. They can also duck Bob and sway Weave to increase their dodge rate, just like a real boxer.



* RapidFireFisticuffs: Hurricane Mixer works like this, punching so quickly in directions that it creates a localized cyclone around the Blaster, dragging unfortunate enemies into range to be pummeled.

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* RapidFireFisticuffs: Ballistic Hurricane Mixer works like this, punching so quickly in directions that it creates a localized cyclone around the Blaster, dragging unfortunate enemies into range to be pummeled.
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* MiniMecha: ''All'' of their skills, bar none, depend on the Mech that they receive when choosing this class, which is upgraded fairly often.
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* CastingAShadow Many of their skills have dark appearances, and Dark Genesis was an outright dark version of the Bishops ultimate skill before being altered into a large Reaper slash.

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* CastingAShadow CastingAShadow: Many of their skills have dark appearances, are dark elemental, and Dark Genesis was an outright dark version of the Bishops ultimate skill before being altered into a large Reaper slash.dark tesla coils.
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* {{Steampunk}}: There are some aspects of the core three Resistance classes and Edelstein that are steampunk. The Mechanic in general, the Battle Mage's goggles and the Wild Hunter's crossbow skills, for example.


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* {{Steampunk}}: There are some aspects of the core three Resistance classes and Edelstein that are steampunk. The Mechanic in general, the Battle Mage's goggles and the Wild Hunter's crossbow skills, for example.




* CastingAShadow Many of their skills have dark appearances, and Dark Genesis is an outright dark version of the Bishops ultimate skill, though ironically, none of their attacks actually carry the rare, Evan-only dark element. This overlaps with DarkIsNotEvil.

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* CastingAShadow Many of their skills have dark appearances, and Dark Genesis is was an outright dark version of the Bishops ultimate skill, though ironically, none of their attacks actually carry the rare, Evan-only dark element. This overlaps with DarkIsNotEvil.skill before being altered into a large Reaper slash.



* TheBeastmaster: Apart from their jaguar, they can also utilize mobs they have trapped, a black creature in a cage, and a silver hawk.
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consistency with Global translation, Masteria, as is known in KMS, is referred to as Tyrenum in GMS


* FantasticRacism: More neutral than usual iterations of this trope: It seems that people are more not sure what to make of him than outright hostile, and it's implied in some quest dialogue that the Resistance gives him a means to disguise himself- but he still does get a fair amount of sideways comments. And dealt with it ''much'' worse when his family was living in Masteria, this time from other demons for being half-human. Further exemplified by [[spoiler: Damien calling out on what happened to him and his race after Demon lost against the Black Mage: the humans in southern Leafre forced out the peaceful demons for supporting the Black Mage and sent them to Tyrenum where they were forced to work as slaves under stronger demons.]]

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* FantasticRacism: More neutral than usual iterations of this trope: It seems that people are more not sure what to make of him than outright hostile, and it's implied in some quest dialogue that the Resistance gives him a means to disguise himself- but he still does get a fair amount of sideways comments. And dealt with it ''much'' worse when his family was living in Masteria, Tynerum, this time from other demons for being half-human. Further exemplified by [[spoiler: Damien calling out on what happened to him and his race after Demon lost against the Black Mage: the humans in southern Leafre forced out the peaceful demons for supporting the Black Mage and sent them to Tyrenum where they were forced to work as slaves under stronger demons.]]

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* DropTheHammer: Heaven's Hammer strikes the ground with a massive hammer, reducing the health of all nearby non-boss enemies to 1, in addition, all skill animations when equipped with blunt weapons are hammer based.

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* DropTheHammer: Heaven's Hammer strikes the ground with a massive hammer, reducing the health of striking all nearby non-boss enemies and dealing extra damage to 1, bosses, in addition, all skill animations when equipped with blunt weapons are hammer based.



* LuckilyMyShieldWillProtectMe: They gain Shield Mastery, improving their defense and chance to block greatly when using a shield.

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* LuckilyMyShieldWillProtectMe: They gain Shield Mastery, improving their defense and chance to block greatly when using a shield. The bonuses from Shield Mastery also apply when equipped with a Rosary.



* CastFromHitpoints



* GlassCannon: Compared to the other two. At least until they get paralyze.

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* GlassCannon: Compared to the other two. At least until they get paralyze.Paralyze.



* CombatPragmatist: Storm Magic enables them to deal extra damage to [[StandardStatusEffects stunned, frozen, or blinded]] enemies and instantly ko low health enemies
* GlassCannon: Just as frail as the F/P types but freezing mean you get hit a lot less.

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* CombatPragmatist: Storm Magic enables them to deal extra damage to [[StandardStatusEffects stunned, frozen, or blinded]] enemies and instantly ko low health enemies
* GlassCannon: Just as frail as the their F/P types brethren but freezing mean means you get hit a lot less.



* InescapableNet: Net Toss: has a chance to restrain enemies it hits or slow down bosses.
* InstantAwesomeJustAddDragons: Dragon's Breath.

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* InescapableNet: Net Toss: has a chance to restrain restrains enemies it hits or slow down bosses.
* InstantAwesomeJustAddDragons: Dragon's Breath.Breath, a skill that knocks enemies away from you to create distance.



* ShockAndAwe: Explosive Bolt.

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* ShockAndAwe: Explosive Bolt.Bolt, although only in appearance, as it's elementally neutral.



* BlowYouAway: Gust Charm, a second job skill, which inexplicably uses two throwing stars to summon a wind charm that knocks enemies back, doing damage.

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* BlowYouAway: Gust Charm, a second job skill, which inexplicably uses two throwing stars to summon a wind charm that knocks enemies back, doing damage.back.



* FuumaShuriken: Dark Flare, which reflects damage, Death Star, which rains smaller shurikens surrounding the Night Lord, and Avenger, which [[OneHitPolykill goes through enemies]]. Avenger was arguably one of the most heavily used skills in this class, and its removal during Big Bang was heavily criticized.

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* FuumaShuriken: Dark Flare, which reflects damage, damage and Death Star, which rains smaller shurikens surrounding the Night Lord, and Avenger, Lord. Avenger was a former skill which [[OneHitPolykill goes through enemies]]. Avenger was arguably one of the most heavily used skills in this class, and its removal during Big Bang Renegades was heavily criticized.



* ChargeAttack: Can accumulate Killing Points with Shadower Instinct, which can be used to power up Assassinate.

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* ChargeAttack: Can accumulate Killing Points with a "Body Count" through Shadower Instinct, which can be used to power up Assassinate.



* OneHitKill: Their [[BoomHeadshot Brain Scrambler]] works like the Marksman's Snipe: Insta-killing normal enemies, while dealing heavy damage to bosses.
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fixing redirects


->"In terms of sheer power, almost no other class can compare to the Magician. Unlike many of the other classes in MapleStory, Magicians prefer to attack monsters and defend themselves using magic rather than weapons and armor. While they have the ability to attack with a staff or a wand to defend themselves, their physical frailty makes this a poor choice for most magicians. Depending on how they choose to advance their class, Magician characters may become damage dealing Wizards who use fire and poison, crowd-controlling Wizards that use ice and lightning, or even Clerics that can use their magical abilities to heal themselves and others!."

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->"In terms of sheer power, almost no other class can compare to the Magician. Unlike many of the other classes in MapleStory, ''VideoGame/MapleStory'', Magicians prefer to attack monsters and defend themselves using magic rather than weapons and armor. While they have the ability to attack with a staff or a wand to defend themselves, their physical frailty makes this a poor choice for most magicians. Depending on how they choose to advance their class, Magician characters may become damage dealing Wizards who use fire and poison, crowd-controlling Wizards that use ice and lightning, or even Clerics that can use their magical abilities to heal themselves and others!."



MapleStory's main magic using class. These masters of magic use large amounts of MP to attack their opponents from afar. At job advancement they can take on different roles, Clerics, who focus on healing and support, Ice/Lightning Wizards, who freeze large groups of enemies, or Fire/Poison Wizards, who specialize in damage over time.

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MapleStory's ''VideoGame/MapleStory''s main magic using class. These masters of magic use large amounts of MP to attack their opponents from afar. At job advancement they can take on different roles, Clerics, who focus on healing and support, Ice/Lightning Wizards, who freeze large groups of enemies, or Fire/Poison Wizards, who specialize in damage over time.



As the non-magical ranged class of MapleStory, Bowmen specialize in dealing long range damage by raining arrows down upon their foes. Bowmen are probably one of the least popular classes in MapleStory, but one of the more powerful, (and frequently more friendly) classes in the game, especially after the Jump! patch. After job advancement, they can continue on as a Hunter, who uses bows, or a Crossbow Man, who uses [[ExactlyWhatItSaysOnTheTin Crossbows]].

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As the non-magical ranged class of MapleStory, ''VideoGame/MapleStory'', Bowmen specialize in dealing long range damage by raining arrows down upon their foes. Bowmen are probably one of the least popular classes in MapleStory, ''[=MapleStory=]'', but one of the more powerful, (and frequently more friendly) classes in the game, especially after the Jump! patch. After job advancement, they can continue on as a Hunter, who uses bows, or a Crossbow Man, who uses [[ExactlyWhatItSaysOnTheTin Crossbows]].



Thieves are probably the most varied class in MapleStory, due to their separation at the very first job advancement. Those who advance to an Assassin will use Lucky Seven, while those hoping to become Bandits will put points into Double Stab. Assassins and Bandits vary right from the start, as opposed to Bowmen, who are pretty similar until the Fourth Job Advancement. From the start, Thieves are a powerful class that excels in defeating their adversaries quickly and quietly.

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Thieves are probably the most varied class in MapleStory, ''[=MapleStory=]'', due to their separation at the very first job advancement. Those who advance to an Assassin will use Lucky Seven, while those hoping to become Bandits will put points into Double Stab. Assassins and Bandits vary right from the start, as opposed to Bowmen, who are pretty similar until the Fourth Job Advancement. From the start, Thieves are a powerful class that excels in defeating their adversaries quickly and quietly.



->"The Pirate is one of the most interesting classes in MapleStory. Depending on how the player chooses to advance them, Pirates can become Brawlers, powerful melee fighters that do great damage to monsters when in close. They may also choose to become Gunslingers and become ranged attackers. The interesting aspect of both types of Pirates is that they have a wide variety of attacks and abilities. As a result, it takes some effort to play a pirate well, but you can never be bored while being one!"

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->"The Pirate is one of the most interesting classes in MapleStory.''[=MapleStory=]''. Depending on how the player chooses to advance them, Pirates can become Brawlers, powerful melee fighters that do great damage to monsters when in close. They may also choose to become Gunslingers and become ranged attackers. The interesting aspect of both types of Pirates is that they have a wide variety of attacks and abilities. As a result, it takes some effort to play a pirate well, but you can never be bored while being one!"



---> '''MapleStory entry on Blaze Wizards'''

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---> '''MapleStory '''''[=MapleStory=]'' entry on Blaze Wizards'''



---> '''MapleStory entry on Night Walkers'''

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---> '''MapleStory '''''[=MapleStory=]'' entry on Night Walkers'''



The last, but not least, of the Resistance classes released during the ''Big Bang'' update, Mechanics deal large amounts of damage by controlling a giant robot which preforms their attacks. Many Mechanics play for their love of the class, but a significant number who made the class upon release mostly played it for the attractive skills and even more attractive damage at that time; although this applies to any newly-released class in MapleStory, it was particularly obvious with Mechanics.

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The last, but not least, of the Resistance classes released during the ''Big Bang'' update, Mechanics deal large amounts of damage by controlling a giant robot which preforms their attacks. Many Mechanics play for their love of the class, but a significant number who made the class upon release mostly played it for the attractive skills and even more attractive damage at that time; although this applies to any newly-released class in MapleStory, ''[=MapleStory=]'', it was particularly obvious with Mechanics.



Doesn't it feel great to be different? Some servers in MapleStory have their own, unique characters. So far, none of them really fit in with the established class hierarchy, so they are listed here. Popular classes often find their way into other regional versions, although so far none of them have been brought to the original Korean version. At the moment, all region-exclusive character classes share the same level cap as other character classes.

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Doesn't it feel great to be different? Some servers in MapleStory ''[=MapleStory=]'' have their own, unique characters. So far, none of them really fit in with the established class hierarchy, so they are listed here. Popular classes often find their way into other regional versions, although so far none of them have been brought to the original Korean version. At the moment, all region-exclusive character classes share the same level cap as other character classes.

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* DoomedHometown: It was the southern region of Leafre. The Temple of Time, which was the Black Mage's final stronghold, is just a short dragon flight away. [[spoiler: In actual fact it was Arkanium who attached Demon's home out of jealousy and not the Black Mage himself.]]

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* DoomedHometown: It was the southern region of Leafre. The Temple of Time, which was the Black Mage's final stronghold, is just a short dragon flight away. [[spoiler: In actual fact it was Arkanium who attached attacked Demon's home out of jealousy and not the Black Mage himself.]]


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* FlatWhat: Says this to his underling Mastema, when he hears one of her slightly ludicrous plans to return to her normal demon form.
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* {{Badass}}: Implied that he Black Mage would not have been able to defeat the Transcendence of Time if it weren't for the Demon's power. The fact that he was one of Black Mage's strongest commander means he's would have likely been a raid boss had he stayed with him.

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* {{Badass}}: Implied that he the Black Mage would not have been able to defeat the Transcendence of Time if it weren't for the Demon's power. The fact that he was one of the Black Mage's strongest commander commanders means he's he would have likely been a raid boss had he stayed with him.



* DoomedHometown: It was the southern region of Leafre. The Temple of Time, which was the Black Mage's final stronghold, is just a short dragon flight away.
* DisappearedDad: We see surprisingly little of his demon father. The locket he keeps of his family only has a picture of his mother and brother, and they are the only ones he looks for in the ruins of his home.

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* DoomedHometown: It was the southern region of Leafre. The Temple of Time, which was the Black Mage's final stronghold, is just a short dragon flight away.
away. [[spoiler: In actual fact it was Arkanium who attached Demon's home out of jealousy and not the Black Mage himself.]]
* DisappearedDad: We see surprisingly little of his demon father. The locket he keeps of his family only has a picture of his mother and brother, and they are the only ones he looks for in the ruins of his home. [[spoiler: In the final act of Heroes of Maple Demon reveals to Damien that their father protested against the evil ambitions of their race and was locked up till he died by the other demons.]]



* FantasticRacism: More neutral than usual iterations of this trope: It seems that people are more not sure what to make of him than outright hostile, and it's implied in some quest dialogue that the Resistance gives him a means to disguise himself- but he still does get a fair amount of sideways comments. And dealt with it ''much'' worse when his family was living in Masteria, this time from other demons for being half-human.

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* FantasticRacism: More neutral than usual iterations of this trope: It seems that people are more not sure what to make of him than outright hostile, and it's implied in some quest dialogue that the Resistance gives him a means to disguise himself- but he still does get a fair amount of sideways comments. And dealt with it ''much'' worse when his family was living in Masteria, this time from other demons for being half-human. Further exemplified by [[spoiler: Damien calling out on what happened to him and his race after Demon lost against the Black Mage: the humans in southern Leafre forced out the peaceful demons for supporting the Black Mage and sent them to Tyrenum where they were forced to work as slaves under stronger demons.]]



* HeelFaceTurn: Betrayed his superior, the Black Mage, when his fellow commanders burned down all of Leafre and the southern region, including his home where his family resided.

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* HeelFaceTurn: Betrayed his superior, the Black Mage, when [[spoiler: his fellow commanders commander Arkanium]] burned down all of Leafre and the southern region, including his home where his family resided.



* ObliviousToLove: Seems utterly clueless to the fact that his servant Mastema has a crush on him, even after an [[InterruptedDeclarationOfLove]].

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* ObliviousToLove: Seems utterly clueless to the fact that his servant Mastema has a crush on him, even after an [[InterruptedDeclarationOfLove]].[[InterruptedDeclarationOfLove]] and much ShipTease in their dialogues.



* RedEyesTakeWarning: Though the female Demon Slayer has EyesOfGold... only for the official trailer.
* RoaringRampageOfRevenge: In the tutorial...and he doesn't seem to be done with it, either. When he hears the Black Mage may be making a return, he response was, "That's good news... That means I can still have my revenge!"

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* RedEyesTakeWarning: Though the female Demon Slayer has EyesOfGold... only for the official trailer.
* RoaringRampageOfRevenge: In the tutorial...and he doesn't seem to be done with it, either. When he hears the Black Mage may be making a return, he response was, "That's good news... That means I can still have my revenge!"revenge!" Doesn't seem like he'll be stopping anytime soon, after [[spoiler: Damien dies in Heroes of Maple thanks to the Black Mage's influence.]]
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* TanksALot: After third job advancement, he can convert his mecha to tank mode and deal death to enemies with more powerful ammunition, although it consumes Mana very fast.

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* TanksALot: TankGoodness: After third job advancement, he can convert his mecha to tank mode and deal death to enemies with more powerful ammunition, although it consumes Mana very fast.
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Doesn't it feel great to be different? Some servers in MapleStory have their own, unique characters. So far, none of them really fit in with the established class hierarchy, so they are listed here. Popular classes often find their way into other regional versions, although so far none of them have been brought to the original Korean version. At the moment, all region-exclusive character classes share the same level cap as non-Cygnus character classes.

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Doesn't it feel great to be different? Some servers in MapleStory have their own, unique characters. So far, none of them really fit in with the established class hierarchy, so they are listed here. Popular classes often find their way into other regional versions, although so far none of them have been brought to the original Korean version. At the moment, all region-exclusive character classes share the same level cap as non-Cygnus other character classes.
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* TanksALot: After third job advancement, he can convert his mecha to tank mode and deal death to enemies with more powerful ammunition, although it consumes Mana very fast.

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* PaperThinDisguise: Checky is an in-universe example. Because he effectively has ''no'' disguise, you wonder why he can still be the town mascot despite being a Resistance job instructor who has ventured deep into Verne Mine on high-risk operations at least twice (and got caught once).
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* PureEnergy: Could [[EnergyBeing become]] [[SuperMode it]] prior to [=RED=].

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* PureEnergy: Could [[EnergyBeing become]] [[SuperMode it]] prior to [=RED=]. The 5th job advancement looks to bring this back
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* PaperThinDisguise: It's pretty easy for them to fool the lesser members of the Black Wings; they can access the mine with simply a Black Wing hat. (Getting one isn't available until they're about Lvl 70.

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* NotQuiteFlight: They can use the battle suit to rocket through the air, but it consumes Mana quickly.



* PoweredArmor: They need to be in their Mech to use their attacks.

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* PoweredArmor: They need to be in their Mech to use their attacks.attacks, but they can equip it to themselves quickly.
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* UselessUsefulStealth: While Dark Sight is definitely helpful for navigating maps without getting hit by contact damage, it doesn't protect against actual attacks, which makes it useless against bosses. Even some normal enemies automatically attack you on sight, which is the norm in higher levels. On the other hand, Dual Blades can activate it automatically during attacks and gain a power boost upon leaving it, making it a zig-zagged trope.



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* UselessUsefulStealth: While Dark Sight is definitely helpful for navigating maps without getting hit by contact damage, it doesn't protect against actual attacks, which makes it useless against bosses. Even some normal enemies automatically attack you on sight, which is the norm in higher levels. On the other hand, Shadowers and Dual Blades can activate it automatically during attacks and gain a power boost upon leaving it, making it a zig-zagged trope.


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* BottomlessMagazines: They can use [[EnergyBow Soul Arrows]] to attack without consuming arrows. Archery Mastery removes the need to consume arrows.

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* BottomlessMagazines: They can use [[EnergyBow Soul Arrows]] to attack without consuming arrows. Archery Mastery removes the need to consume arrows.



* GlassCannon: Bowmen have ''serious'' survivability issues at higher levels.

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* GlassCannon: Bowmen have ''serious'' survivability issues at higher levels. Somewhat mitigated with their current skills



* OneHitKill: With the Snipe skill as Marksmen, which does around [[ThereIsNoKillLikeOverkill 50,000,000 damage]] to normal {{Mook}}s. Against bosses, it only does massive damage instead.

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!!Tropes Associated With All of Them
* BlackSheep: Each of them is wildly different from others of the same Job, each also being the only member of their Type.
* DreamTeam: Despite having little in common, they form a team in the 2016 [=MapleStory=] Detectives event.
* HiddenCharacter: Sort of. When available for character creation, it's only for a limited time.

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* DifficultButAwesome: Although meant for large boss attacks with easy tells, Royal Guard can also parry contact damage from standard mobs. As the range and power of the counter attack grows the more its used in quick succession, mastering the tricky art of spamming it on mobs can give you a spammable attack with the power and range to rival most classes' high cooldown full screen attacks!
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* FantasticRacism: Due to their absence in the Black Wings attack on Edelstein, they are ''loathed'' by the Resistance (They do explain why they couldn't show up, though.). It's relatively one-sided since Cygnus is a NiceGirl. It's gone by the time the Alliance is born.

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* FantasticRacism: Due to their absence in the Black Wings attack on Edelstein, they are ''loathed'' by the Resistance (They do explain why they couldn't show up, though.). It's relatively one-sided since Cygnus is a NiceGirl. It's NiceGirl, and it's gone by the time the Alliance is born.
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* FantasticRacism: Due to their absence in the Black Wings attack on Edelstein, they are ''loathed'' by the Resistance (They do explain why they couldn't show up, though.). It's relatively one-sided since Cygnus is a NiceGirl. It's gone by the time the Alliance is born.
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* FantasticRacism: Due to an incident involving the Black Wings taking over Edelstein, they ''really'' hate the Cygnus Knights and they ''will'' single you out if they find out you're one of them. The get over it by the time the Alliance is born, though.

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* FantasticRacism: Due to an incident involving which resulted in the Black Wings taking over Edelstein, they ''really'' hate the Cygnus Knights and they ''will'' single you out if they find out you're one of them. The They get over it by the time the Alliance is born, though.
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* FantasticRacism: Due to an incident involving the Black Wings taking over Edelstein, they ''really'' hate the Cygnus Knights and they ''will'' single you out if they find out you're one of them. The get over it by the time the Alliance is born, though.
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* DeathOfAThousandCuts: As of currently, she manages to be this even moreso than ''Mercedes'', due to having very low damage scalings to ger multihit skills. Unfortunately, this has the effect of branding her as one of the worst classes in terms of damage in the entire game, even lower than ''[[WhiteMage Bishops.]]'' Sure, you ''could'' make her an incredible damage dealer, but that requires an ''astronomical'' amount of money.

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* DeathOfAThousandCuts: As of currently, she manages to be this even moreso than ''Mercedes'', due to having very low damage scalings to ger her multihit skills. Unfortunately, this has the effect of branding her as one of the worst classes in terms of damage in the entire game, even lower than ''[[WhiteMage Bishops.]]'' Sure, you ''could'' make her an incredible damage dealer, but that requires an ''astronomical'' amount of money.



* JerkAss: Eka... [[spoiler: Or [[JerkAssWithAHeartOfGold is she?]]]]

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* JerkAss: {{Jerkass}}: Eka... [[spoiler: Or [[JerkAssWithAHeartOfGold [[JerkWithAHeartOfGold is she?]]]]
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* DeathOfAThousandCuts: As of currently, she manages to be this even moreso than ''Mercedes'', due to having very low damage scalings to ger multihit skills. Unfortunately, this has the effect of branding her as one of the worst classes in terms of damage in the entire game, even lower than ''[[WhiteMage Bishops.]]'' Sure, you ''could'' make her an incredible damage dealer, but that requires an ''astronomical'' amount of money.
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[[foldercontrol]]

[[folder: Adventurer Player Classes]]
The characters of the '''Adventurer'''[[note]]known as Explorer in GMS[[/note]] classes start the game as a Beginner. These were the first classes in the game, and are thus the most basic in terms of skills. Their overall role in the plot is just as simple. Adventurers basically wander the world looking for glory, running across dangerous monsters that the Black Wings are responsible for in some way.

After becoming one of the five Adventurer classes, the player character is expected to [[LevelGrinding level up]] [[PrestigeClass and advance]] to the second job of that class at Level 30, where they will permanently choose which weapon path to take. The player character advances to the third job at Level 60, and fourth job at Level 100.[[note]]The job advancement levels used to be 30, 70, and 120 and were lowered during the Tempest update.[[/note]] The maximum level of any Adventurer character is currently 250.

The ''RED'' update gives Explorers a plotline.
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!!Tropes Associated With All Explorers
* WhereItAllBegan: The Explorer plotline starts and concludes at Maple Island.
* ButThouMust: Even if you notice that "Olive" is acting strangely, you ''must'' give "her" the Nihal Jewel to advance the storyline.
* ChekhovsGun: The Maple Leaf used as a bookmark in the Explorer Book [[spoiler: becomes the Seal Stone of Maple Island]]
* DimensionalTraveller: Explorers begin in a mysterious black void that exists outside of Maple World. It is the fact that the Explorer comes from another dimension that allows them to enter the Door to the Present where the Black Mage is sealed.
* DoomedHometown: [[spoiler: When the Explorer inadvertently releases the Black Mage, he attacks Maple Island.]]
* FiveManBand: The RED Explorer plot puts the player into one of these. Their jobs will change based on the player's job so that they always consist of the 5 jobs.
* FunWithAcronyms: Including you, the main group of friends; '''S'''ugar, '''T'''ess, '''O'''live, '''R'''ondo and '''Y'''ou spell "STORY". Combine it with the acronym formed by the Legends classes and you get [[TitleDrop "MAPLESTORY"]]
* NiceJobBreakingItHero: [[spoiler: Upon discovering the seal on the Black Mage is weakening, the Explorer attempts to fix it, but he escapes instead.]]
* WhamEpisode: [[spoiler: The Black Mage finally explicitly breaks free of his seal in the Explorer plot.]]

!!Warriors
http://static.tvtropes.org/pmwiki/pub/images/maplestory-warrior_9070.png

->"Warriors are in many ways the physically toughest class. They will usually be found at the front of the party taking damage and bringing their powerful weapons to bear against monsters in one-on-one combat. Warriors are also able to use much of the weaponry in the game and depending upon which career path they choose to pursue, they'll be able to specialize and get really powerful with certain kinds of weapons."
---> '''- Acorn Story: Playing a Warrior'''

The bread and butter of melee characters, the Warrior deals up close damage while drawing the attention away from the other ranged classes. Warriors can take various paths at job advancement, becoming a Fighter, Page, or Spearman, changing their role in the party to some degree.

Note: Please only place tropes here that apply to the Warrior class as a whole. Tropes specific to certain job advancements can go under that advancement's section.
----
!!Tropes associated with all Warrior Classes:
* BraidsBeadsAndBuckskins: Their first and second job advancements come from a Native American desert tribe.
%%* DeathMountain: Their job advancement city.
%%* DoubleJump: War Leap
* HeroesPreferSwords: Or at least most do until job advancement. This is due to the damage formulas for swords being more balanced than other weapons.
* ImmuneToFlinching: Their shared Power Stance skill is what gives this technique its universal in-game term "Stance".
%%* MightyGlacier: They're basically the exact opposite of [[SquishyWizard Magicians]].
* StatusBuffDispel: Can remove [[StatusBuff enemy buffs]] and temporarily prevent them from casting new ones through [[AntiMagic Magic Crash]]


!!Fighters/Crusaders/Heroes
->"Fighters are a very balanced class, capable of doing good damage in the first 2 jobs and then players will see more dramatic improvement as a 3rd job Crusader with Combo Attack finishing moves Coma and Panic and then by fourth job as a Hero, players see a decent boost in damage when using Advanced Combo Attack."
---> '''- Basil Market entry about Fighters'''

Tropes associated with Fighters, Crusaders, and Heroes:
* AnAxeToGrind / HeroesPreferSwords
* AwesomeButImpractical: Spending combo orbs on special combo moves is usually considered impractical compared to simply keeping the combo orbs for their stat buffs and using basic moves instead.
* BoringButPractical: Compared to other classes, their attack patterns are very basic.
* ChargedAttack: Their signature passive, Combo Attack, features the collect style, collecting orbs to increase damage or to expend them later on specific attacks.
* CombatPragmatist: Chance Attack is a passive that increases damage done to stunned, blinded, and frozen enemies
* CounterAttack: Rage reflects damage taken back to monsters
* HealingFactor: Self-Recovery
* MakeMeWannaShout: Shout
* SuperToughness: Though it doesn't have the defensive buffs of a Paladin or the extra HP and draining of a Dark Knight, it's still a warrior and has high HP coupled with high physical defense.
* TemporaryBlindness: Panic can inflict this


!!Pages/White Knights/Paladins
->"Pages have traditionally been one of the least popular classes due to their relatively lackluster skills in 3rd job. However, as a fourth job Paladin, players can use the Heaven's Hammer skill which does an epic 199,999 damage. Few jobs can attack with this amount of force, but the amount of patience required to attain this level of skill is great and most people are not able to stick it out. Being a less popular job has its advantages. Blunt Weapon Pages benefit from some of the lowest weapon and scroll prices, making it a very cost-effective path to take."
---> '''- Basil Market entry about Pages'''

Tropes associated with Pages, White Knights, and Paladins:
* AwesomeButImpractical:
** Gets hit with this hard in end-game content, where having massive defense means nothing to bosses that all do health percentage based damage.
** They are ostensibly meant to use all four elemental attacks in a cycle, as evidenced by them continuing to get attack buffs in later advancements, but it's generally considered easier to just alternate between lightning and holy for the sake of building the Elemental Charge buff.
* ArtisticLicensePhysics: A Paladin can use Heaven's Hammer even if he has no surface to slam it against (such as swimming in Aqua Road or Soaring in the Dragon Rider scenario). Justified, maybe, as it's [[PureEnergy not a real hammer]], but it does look strange.
* CarryABigStick / HeroesPreferSwords: Stands out from other classes as the choice of blunt weapon or sword will trigger different passive buffs.
* ChargedAttack: Their Signature Passive, Elemental Charge, Increases their damage and defense when they use charge skills of different elements in quick succession. If Blast is used when fully charged they gain a strong offense buff
* DropTheHammer: Heaven's Hammer strikes the ground with a massive hammer, reducing the health of all nearby non-boss enemies to 1, in addition, all skill animations when equipped with blunt weapons are hammer based.
* ElementalPowers: Gains skills to attack with FireIceLightning [[PlayingWithFire as]] [[AnIcePerson Pages]] and [[ShockAndAwe White Knights]], and Paladins get the ability to attack with [[LightTheWay Holy]], and they benefit from using all elements, as quickly switching between elemental attacks gives them a buff that increases their damage, as well as inflicting a debuff on enemies that make them take more damage from the next element.
* HealThyself: HP Recovery allows them recover a certain percentage of their health. The amount healed decreases if used in quick succession.
* IShallTauntYou: can threaten enemies to make them attack with less strength.
* LuckilyMyShieldWillProtectMe: They gain Shield Mastery, improving their defense and chance to block greatly when using a shield.
* MagicKnight: They mix in elemental attacks alongside their standard blows as of the RED update.
* MagikarpPower: As it says in the description, most players don't have the patience to stick it out for a Paladin and Heaven's Hammer.
* NecessaryDrawback: Parashock Guard reduces the Paladin's guard chance and defense but increases damage of the paladin and guard chance of party members while reducing the damage party members take.
* StoneWall: Tied for the highest defense out of all characters and has very good magical defenses too. CherryTapping seems to be the only way to kill a Paladin.
* ThePaladin


!!Spearmen/Berserker/Dark Knight
!!!Berserkers were formerly [[InstantAwesomeJustAddDragons Dragon Knights]].
->"Spearmen are essential during Boss runs for their Hyper Body skill which increases Max HP and MP by 60% for all party members. Without this skill many jobs would die in a single hit. Even in later jobs Dark Knights are able to do great damage with skills such as Spear Crusher and Berserk. Spearmen start out as a great job and get their main attacks early on, but by fourth job many players become disappointed by the fact that their skills are mainly buffs and not new attacks."
---> '''- Basil Market entry about Spearmen'''
----
!!Tropes associated with Spearmen, Berserkers, and Dark Knights:
* TheBerserker
* BlackKnight: Well, ''Dark'' Knight...
* BladeOnAStick
* CastingAShadow: Their attacks are all dark themed
* CastFromHitpoints
* CounterAttack: Revenge of the Evil Eye allows your Evil Eye to counterattack any enemy that hits you.
* DarkIsNotEvil
* DeathFromAbove: Gungnir's Descent drops a legendary spear on an enemy
* DevourTheDragon: Sacrifice consumes the Evil Eye to temporarily boost damage and remove the cooldown of Gungnir's Descent
* {{Familiar}}: Their Signature Passive, [[FacelessEye Evil Eye]]
* ImpaledWithExtremePrejudice: Dark Impale repeatedly stabs multiple monsters in quick succession.
* InjuredVulnerability: A variant of, Final Pact also provides them with bonus speed and damage if their health is above a certain threshold.
* LifeDrain: Lord of Darkness passively provides this
* LivingOnBorrowedTime: Post-RED patch, their 4th job skill [[ComebackMechanic Final Pact]] can allow them do this, and even give them a full resurrection if they can attack enough in time.
* NonIndicativeName: Spearman can also use polearms.
* SpinAttack: [=LaMancha=] Spear
----


!!Magicians
http://static.tvtropes.org/pmwiki/pub/images/maplestory-magician_7800.png

->"In terms of sheer power, almost no other class can compare to the Magician. Unlike many of the other classes in MapleStory, Magicians prefer to attack monsters and defend themselves using magic rather than weapons and armor. While they have the ability to attack with a staff or a wand to defend themselves, their physical frailty makes this a poor choice for most magicians. Depending on how they choose to advance their class, Magician characters may become damage dealing Wizards who use fire and poison, crowd-controlling Wizards that use ice and lightning, or even Clerics that can use their magical abilities to heal themselves and others!."
---> '''- Acorn Story: Playing a Magician'''

MapleStory's main magic using class. These masters of magic use large amounts of MP to attack their opponents from afar. At job advancement they can take on different roles, Clerics, who focus on healing and support, Ice/Lightning Wizards, who freeze large groups of enemies, or Fire/Poison Wizards, who specialize in damage over time.

Note: Please only place tropes here that apply to the Magician class as a whole. Tropes specific to certain job advancements can go under that advancement's section.
----
!!Tropes associated with all Magician Classes:
* ElementalPowers
* {{Familiar}}: F/P mages get Ifrit, I/L mages get Elquines, and Bishops get Bahamut.
* TheLostWoods: Their job advancement city.
* ManaDrain: MP Eater is pretty much the only way to slowly save on MP potions.
* ManaShield: Probably their common & most important skill. Forgetting to use it will be the most common reason why magic classes die, usually in one or two hits. ''With'' the shield on, and while chugging potions, they become [[SuperToughness nearly impossible to kill]]. They're even harder to kill when a Magician combines their [[ManaShield Magic Guard]] with a familiar that restores MP (such as Jr. Boogie 1).
* SquishyWizard: Subverted. At first they appear as this, but their Magic Guard skill allows them to absorb astoundingly large amount of damage. Played straight however, if they don't use Magic Guard...
* TeleportSpam: Their method of transportation. Becomes BoringButPractical.


!!Fire/Poison Wizards/Mage/Arch Mage
->"The Wizard (Fire/Poison)'s abilities revolve around the ability to inflict massive damage via fire spells or do damage over time using poison. As might be expected, the Wizard (Fire/Poison) is one of the most powerful damage dealers in the game, though this is balanced out by their physical fragility. Fire magic is also not as effective against fire-based creatures. If the ability to just destroy through massive damage appeals to you, you'll love being a Wizard (Fire/Poison).'''
---> '''- Acorn Story, playing a Magician'''
----
!!Tropes associated with Fire/Poison Wizards, Mages, and Arch Mages:
* ColonyDrop: Their ultimate skill, Meteor Shower.
* CombatPragmatist: Burning Magic enables them to deal extra damage to and have their DamageOverTime effects last longer on [[StandardStatusEffects stunned, frozen, paralyzed, or blinded]] enemies
* DamageOverTime: Dedicated specialist. Their Signature Passive, Elemental Drain, increases their total damage based on how many DamageOverTime effects are laid out.
* GlassCannon: Compared to the other two. At least until they get paralyze.
* GradualGrinder
* ManaBurn: Can inflict extra damage this way.
* MysticalPlague: Plague may be pushing it, but monsters can be infected with summoned [[TheVirus Viral Slime]] which deals damage over time, clings to other monsters and spreads.
* PlayingWithFire / PoisonousPerson
* SetTheWorldOnFire: Through Ignite, all fire attacks will leave flames at a target location, which will continue to do damage to enemies caught within them
* StuffBlowingUp: Poison Breath, Explosion, and Myst Eruption.
* StandardStatusEffects: Paralyze and Poison.
* TechnicolorFire: Meggido Flame is a strong blue flame


!!Ice/Lightning Wizards/Mage/Arch Mage
->"Like his fire-based counterpart, the Wizard (Ice/Lightning) wields ice-based spells that do great damage to enemies, though not as much as a Wizard (Fire/Poison). The tradeoff for doing less damage is the ability to use spells which can stun and freeze creatures and can attack large groups of monsters. Ice magic does more damage to creatures made of fire but does less damage against ice-based enemies. "
---> '''- Acorn Story, playing a Magician'''
----
!!Tropes associated with Ice/Lightning Wizards, Mages, and Arch Mages:
* ArmorPiercingAttack: Stacking Freeze on enemies allows Ice/Lightning Mages to ignore their defense
* ChainLightning
* CombatPragmatist: Storm Magic enables them to deal extra damage to [[StandardStatusEffects stunned, frozen, or blinded]] enemies and instantly ko low health enemies
* GlassCannon: Just as frail as the F/P types but freezing mean you get hit a lot less.
* HarmlessFreezing: the freezing itself does not kill. It does, though, make an enemy vulnerable to further attacks. Their Signature passive, Freezing Clutch, increases the max [[CriticalHit critical damage]] they do to a target based on how many freeze stacks they have. [[InvokedTrope Invoked]] with Freezing Breath, where you freeze ''yourself'' while attacking, becoming temporarily invulnerable.
* AnIcePerson / ShockAndAwe
* PersonalRaincloud: Thunder Storm is a weaponized version.
* WeatherManipulation: Their ultimate skill, Blizzard.
* YouWillNotEvadeMe: Can pull monsters with Glacier Chain.


!!Clerics/Priests/Bishops
->"Clerics set themselves apart as the only class that can heal and are thus highly desirable for Boss runs. They are very important in training parties as well thanks to their 3rd job Priest skill Holy Symbol which gives a 150% EXP boost to all party members. Clerics and Priests are very useful in parties but may find it difficult in the first 3 jobs to train on their own."
---> '''- Basil Market entry about Clerics'''
----
!!Tropes associated with Clerics, Priests, and Bishops:
* BarrierWarrior: Emphasized in RED with several new shielding skills.
* BeamSpam / HolyHandGrenade: Their ultimate skill, Genesis, bombards the area around the caster with ''many'' pillars of light.
* CriticalHitClass: Bishops have the highest ''base'' chance of getting a CriticalHit among all Adventurer classes, at 75%. A Bishop can deliver a critical hit every time if they are wearing equipment and using skills that make up the remaining 25%.
* DamageIncreasingDebuff: Big Bang (even Heal!) have this as a side effect.
* HealingHands: Apart from buff skills that increase the offensive and defensive thresholds of party members, Bishops have Heal and Resurrection, both skills being ExactlyWhatItSaysOnTheTin, which makes them essential in big fights.
* InstantAwesomeJustAddDragons: Summoning their dragon familiar, Bahamut.
* ThePowerOfFriendship: They get stronger if there are more members in the party that they [[StatusBuff buffed]] through their class passive, Blessed Ensemble.
* ReviveKillsZombie: Although the second job skill, Heal, is not the most effective way to do so, it can be used as a weapon against monsters weak to holy damage, such as ghosts and the undead.
* WhiteMage: The Bishop is primarily a support class and the only reason why they are a welcome addition to any party is because of their buffs, not because they can destroy enemies easily. However, their high CriticalHit rate and offensive fourth job skills mean that they are not slouches in combat either.
----


!!Bowmen
http://static.tvtropes.org/pmwiki/pub/images/maplestory-bowman_6903.png

->"Bowmen are what are called "range fighters" or a "DPS" class. "DPS" stands for "damage per second" and refers to the fact that Bowmen attack from long-range using weaponry that causes a great deal of damage. The trade-off Bowmen make for being able to deal great damage is that they need to be mobile and flexible. That's because they're not armored like Warriors and can't take as much damage before they die. Bowmen use bows and crossbows and can also use light swords axes,and blunt weapons."
---> '''- Acorn Story: Playing a Bowman'''

As the non-magical ranged class of MapleStory, Bowmen specialize in dealing long range damage by raining arrows down upon their foes. Bowmen are probably one of the least popular classes in MapleStory, but one of the more powerful, (and frequently more friendly) classes in the game, especially after the Jump! patch. After job advancement, they can continue on as a Hunter, who uses bows, or a Crossbow Man, who uses [[ExactlyWhatItSaysOnTheTin Crossbows]].

It's worth noting that while they are referred to as Bowmen by various guides, the official site, and several NPC's, the first job advancement is actually know as an Archer. Bowman and Crossbowman refers to what weapon they use, dictating further job advancements.

Note: Please only place tropes here that apply to the Bowman class as a whole. Tropes specific to certain job advancements can go under that advancement's section.
----
!!Tropes associated with all Bowmen Classes:
* AnnoyingArrows: Bowmen damage is absolutely piddling in early stages and without optimal equipment and buffs they will still deal less damage per hit compared to the average Warrior. However, the ''number'' of hits they can dish out per second is only rivaled by the Thieves and Corsairs amongst Explorers in the case of the Bowmaster and Marksmen avert this trope entirely with high damage piercing shots.
* TheBerserker: They can invoke this even further by reducing their defense (Bowmaster) or avoidability (Marksman) to increase damage.
* BottomlessMagazines: They can use [[EnergyBow Soul Arrows]] to attack without consuming arrows. Archery Mastery removes the need to consume arrows.
* DoubleJump: Not as useful as the Thieves' version, given that it propels them upwards more than it does forwards and Bowmen's movement speeds are permanently boosted by passive skills.
* ElementalPowers
* GlassCannon: Bowmen have ''serious'' survivability issues at higher levels.
* GrapplinghookPistol: Arrow, in this case. Pulls you to the farthest enemy within range.
* GreenHillZone: The area for the first job advancement.
* NobleBirdOfPrey: The Phoenix for Bow Masters and Frostprey for Marksmen.


!!Hunters/Rangers/Bow Master
->"The path of the Hunter is the path of elegant violence. You are fast and agile, able to dodge monsters as though you rode the wind. This is important as you cannot take much punishment. You are also able to quickly launch your missiles at enemies for tremendous damage, even using Hunter tricks to damage many foes at a time. Let your friends worry about other things -- your job is to kill, and you're very good at your job."
---> '''- Acorn Story: Playing a Bowman'''
!!Tropes associated with Hunters, Rangers, and Bow Masters:
* ArmorPiercingAttack: Attacks have a chance to ignore 50% of the enemy's defense.
* BlowYouAway: Gritty Gust
* KillItWithFire: Flame Surge and Phoenix in the 3rd job advancement.
* MoreDakka: Hurricane and Arrow Blaster, Covering Fire to a lesser extent
* PlayerGuidedMissile: Arrow Blaster can be moved as its shoots.
* StuffBlowingUp: Can attach bombs to arrows.
* TrickArrow: Quiver Cartridge, their signature passive, allows them to switch between [[LifeDrain Blood Arrows]], [[DamageOverTime Poison Arrows]], or [[MoreDakka Magic Arrows]]
* TheTurretMaster: You can set Arrow Blaster in one spot and attack normally.


!!Crossbowmen/Sniper/Marksmen
->"Unlike the Hunter, the Crossbowman is as subtle as a sledgehammer. Your job is to drop the hurt on monsters and equipped with your powerful crossbow, you're more than capable of doing so. Your weakness is that you're not as fast or as agile as the Hunter, but when you can dish out this much punishment, that seems like a good tradeoff."
---> '''- Acorn Story: Playing a Bowman'''
----
!!Tropes associated with Crossbowmen, Snipers, and Marksmen:
* ArmorPiercingAttack: Besides having passive defense ignore, they can increase this by attacking from afar.
* BarrierWarrior: A minor version: they can turn their damage into a protective barrier thanks to Aggressive Resistance.
* BoringButPractical: Their late game strategy when it comes to bossing is spamming [[AttackItsWeakPoint Snipe]] until the boss dies, it's not as flashy as other classes but still gets the job done.
* ColdSniper: [[IncrediblyLamePun Puns]] aside, their playstyle encourages this, especially with their specialized skill, Rangefinder, which does more damage the further an enemy is.
* AnIcePerson: Their NobleBirdOfPrey, Frostprey
* InescapableNet: Net Toss: has a chance to restrain enemies it hits or slow down bosses.
* InstantAwesomeJustAddDragons: Dragon's Breath.
* MagnetismManipulation: Arrow Illusion creates an illusion of an arrow on the ground which draws in enemies and allows the Marksman to [[CounterAttack reflect damage when hit]]
* OneHitKill: With the Snipe skill as Marksmen, which does around [[ThereIsNoKillLikeOverkill 50,000,000 damage]] to normal {{Mook}}s. Against bosses, it only does massive damage instead.
* OneHitPolyKill: Piercing Shot, their best mobbing skill, gets stronger when it attacks more enemies. High Speed Shot takes this UpToEleven
* ShockAndAwe: Explosive Bolt.
----


!!Thieves
http://static.tvtropes.org/pmwiki/pub/images/maplestory-thief_2321.png

->"Good Thief players understand their class very well and are comfortable moving around a lot. It's not an easy class to play, but when played well, Thieves are tremendous fun and a great asset to an adventuring party. Many Thieves wouldn't play any other class."
---> '''- Acorn Story: Playing a Thief'''

Thieves are probably the most varied class in MapleStory, due to their separation at the very first job advancement. Those who advance to an Assassin will use Lucky Seven, while those hoping to become Bandits will put points into Double Stab. Assassins and Bandits vary right from the start, as opposed to Bowmen, who are pretty similar until the Fourth Job Advancement. From the start, Thieves are a powerful class that excels in defeating their adversaries quickly and quietly.

Like Bowmen/Archers. Their first job is referred to as a Rogue. Most people call them thieves for convenience, or [[RougeAnglesOfSatin to avoid confusion]].

Note: Please only place tropes here that apply to the Thief class as a whole. Tropes specific to certain job advancements can go under that advancement's section.
----
!!Tropes associated with all Thief Classes:
* DamageOverTime: Venom and Toxic Venom are passives that make attacks inflict poison by chance.
* DifficultButAwesome: Their damage output is fantastic, but you need to get used to their limited attacking range and inability to take many hits first.
* DoppelgangerAttack: Shadow Partner.
* DoubleJump: Despite being {{Fragile Speedster}}s, most thieves do not have a very high movement speed or jump, so this First Job skill more than makes up for that by propelling them forwards at a good speed as well as upwards by a significant height.
* FragileSpeedster: Highest avoidability out of all Adventurer classes, but has substandard HP and defenses. Subverted by Bandits with their Meso Guard skill.
%%* {{Ninja}}
%%* OutlawTown: Kerning City looks like a LighterAndSofter version as a whole.
* PlayingWithFire/RainOfArrows: Showdown, a fourth job skill. Summons {{Assist Character}}s that fire a rain of fiery arrows hitting every monster on the screen.
* PowerCreep: Once a defining characteristic of thieves, Double Jump is slowly becoming a standard now, with most new job releases since the ''Legends'' update came with a DoubleJump skill in their first job, and the ''RED'' update giving an equivalent skill to most of the other Adventurer classes. Though Thieves do get a Triple Jump to make up for it.
* UselessUsefulStealth: While Dark Sight is definitely helpful for navigating maps without getting hit by contact damage, it doesn't protect against actual attacks, which makes it useless against bosses. Even some normal enemies automatically attack you on sight, which is the norm in higher levels. On the other hand, Dual Blades can activate it automatically during attacks and gain a power boost upon leaving it, making it a zig-zagged trope.



!!Assassins/Hermits/Dark Lords
->"The path of the assassin is one marked by constant practice to master accuracy. Unlike the bandit, assassins strike from afar with throwing stars and knives. They're very agile, very fast and can attack while they're in the air. They're extremely fragile though, so it's important to be aware of skills that help you escape if you find yourself in close up combat. '''
---> '''- Acorn Story: playing a Thief'''
----
!!Tropes associated with Assassins, Hermits, and Night Lords:
* AbnormalAmmo: You can throw oranges, paper planes, wooden tops and icicles. This is not including Cash Shop items or Event items.
* BlowYouAway: Gust Charm, a second job skill, which inexplicably uses two throwing stars to summon a wind charm that knocks enemies back, doing damage.
* BottomlessMagazines: Can consume a small amount of stars to temporarily have unlimited stars with [[EnergyWeapon Shadow Stars]].
* DoppelgangerAttack: While all thieves get Shadow Clone, Night Lords get Shade Splitter, which sends out shadow clones to rain stars down.
* FuumaShuriken: Dark Flare, which reflects damage, Death Star, which rains smaller shurikens surrounding the Night Lord, and Avenger, which [[OneHitPolykill goes through enemies]]. Avenger was arguably one of the most heavily used skills in this class, and its removal during Big Bang was heavily criticized.
* HavingABlast: Another second job skill, Shuriken Burst, throws an exploding knife that damages everything around it on impact.
* IShallTauntYou: Their Showdown skill "taunts" enemies, which makes them give more EXP and increases their item drop rate.
* MoreDakka: Assassin's Mark, their signature passive, marks a target. The next attack that hits the target sends out more throwing stars to attack nearby enemies
* PistolWhipping: Enemies are punched with the claw when they are too close, as opposed to throwing stars at point-blank range. This only applies to basic attacks, however, although it also applied to skills before Big Bang. The punch was also significantly weaker before Big Bang, often doing only 1 HP damage.


!!Bandits/Chief Bandits/Shadowers
->"The path of the bandit is dangerous but rewarding. Rather than striking from afar, the bandit gets up close and personal by using a dagger. Their attacks don't do much damage, but they're so quick, the bandit can often hit a target multiple times before they're even aware of what's going on. As they rise in levels, their new skills work to increase this advantage, focusing on helping the bandit to strike from the shadows ForMassiveDamage."
---> '''- Acorn Story: Playing a Thief'''
----
!!Tropes associated with Bandits, Chief Bandits, and Shadowers:
* BackStab: Assassinate works like this in spirit: if it's used while in Dark Sight, it will deal extra damage.
* ChargeAttack: Can accumulate Killing Points with Shadower Instinct, which can be used to power up Assassinate.
* CriticalHitClass: Their signature passive, Critical Growth, increases their critical hit rate between every interval and attack, resetting after attacking when capped at 100%
* DeathOfAThousandCuts / SpamAttack
* GlassCannon: As of ''Reboot'', they deal significantly greater damage than before, but also have much weaker defenses.
* InNameOnly: The Khanjar thief "shields" are actually daggers.
* KnifeNut
* LuckilyMyShieldWillProtectMe: Although their Shield Mastery isn't as potent as a Paladin's.
* ManaShield: Except it uses money.
* SmokeOut:Smoke Screen can be used as a barrier, pretty much, but it can also be used rebuff or heal.
* StuffBlowingUp: Bandits can turn money into bombs. [[RuleOfCool Don't ask how that works]].
* VideoGameStealing


!!Dual Blades
http://static.tvtropes.org/pmwiki/pub/images/bebb16e486a18b5d93b509c514598293.png

->"There is a secret war raging in the heart of Kerning City. Lady Syl, Dark Lord’s former flame and the daughter of his great mentor, wages a silent war against the Dark Lord and his Thieves from an unknown location simply known as the ‘Secret Garden.’ Dual Blades have fast, slashing, stabbing, and assassination skills, similar to the traditional Thief class. They also have unique skills such as Mirror Image and Final Cut!"
---> '''- Acorn Story: Playing a Thief'''

Wondering why they get their picture up here unlike the other Job Advancements? Well, Dual Blades are a [[SpecialSnowflakeSyndrome special]] Adventurer class that has their own little backstory, a more diverse set of skills, more power, all the individual things that made the first Thief classes good, and were generally considered to be a GameBreaker prior to their nerfs.
----
!!Tropes associated with Dual Blades, Blade Recruits, Blade Acolytes, Blade Specialists, Blade Lords, and Blade Masters:
* BribingYourWayToVictory: To realize the full potential of a Dual Blade, real money must be shelled out to pay for Skill Books. Thankfully, the ''RED'' Update allows one to simply buy the Skill Books using ingame currency.
* CastFromHitPoints: Final Cut
* ChainPain: Chains of Hell
* {{Combos}}: Many of their skills can be linked with one another
* DeathOfAThousandCuts / SpamAttack: Like their bandit brethren.
* DualWielding: The Dual Blade's primary weapon is a dagger. The secondary weapon is a katara, which is [[CallARabbitASmeerp also a dagger but not considered as one in the game]].
* LifeDrain: A passive of theirs
* TemporaryBlindness: Invoked with [[TrickBomb Flashbang]]
----


!!Pirates
http://static.tvtropes.org/pmwiki/pub/images/maplestory-corsair_7023.png

->"The Pirate is one of the most interesting classes in MapleStory. Depending on how the player chooses to advance them, Pirates can become Brawlers, powerful melee fighters that do great damage to monsters when in close. They may also choose to become Gunslingers and become ranged attackers. The interesting aspect of both types of Pirates is that they have a wide variety of attacks and abilities. As a result, it takes some effort to play a pirate well, but you can never be bored while being one!"
---> '''- Acorn Story: Playing a Pirate'''

Meet the Thief Mk. II. Pirates were released several years after the original four adventurer classes, and as such, many players made a Pirate when they first came out, this holds true whenever a new class is released and has become for Nexon a sort of a BandwagonTechnique, getting new players to play whenever a new class comes out. Like Thieves, when Pirates reach the job advancement, they can take on a ranged or melee role in the party, wielding guns (ranged) or knuckles (melee).

Note: Please only place tropes here that apply to the Pirate class as a whole. Tropes specific to certain job advancements can go under that advancement's section.
----
!!Tropes associated with all Pirate Classes:
* DoubleJump: Octopush for Buccaneers and Corsairs, Monkey Push for Cannoneers
* TheGambler: They gain the Roll of the Dice skill, which gives them a random buff depending on which number they roll (unless it's 1...) Taken UpToEleven in the 4th job where you can roll TWO dice for more buffs.
* GuysSmashGirlsShoot: The original official artworks and [[http://www.youtube.com/watch?v=JSbvaSLSzac release trailer]] for the Pirate class depict a male Brawler and female Gunslinger. All subsequent official art for the Pirate class (as well as trailers for game updates) shows either the female Gunslinger or the Pirate Job Instructor, Kyrin, holding guns.
* HyperspaceArsenal: Pirates start out with more Equip, Use and Etc. space than other Adventurer classes thanks to their Master of Organization passive skill.
* {{Irony}}: While Thunder Breakers [[MakingASplash use water in their attacks]], regular adventurer pirates do not use water yet swim better than they do.
* OlympicSwimmer: Pirates can move faster underwater than other Adventurer classes thanks to their Master of Swimming passive skill.
* ThePiratesWhoDontDoAnything: As a class, they are just Adventurers. This is lampshaded by Kyrin, during the first job advancement, who claims that serving the greater good is more profitable than pillaging.
* SubmarinePirates: Their "city" is a massive submarine called the Nautilus.


!!Brawlers/Marauder/Buccaneer
!!! Also known as Brawlers/Buccaneers/Vipers
->"From very early on Brawlers have high damage which is anchored by the fact that they're a melee class so they are limited to hitting up close, similar to Warriors. However, as they progress, Marauders in 3rd job and Buccaneers in 4th job get more range with attacks such as Shockwave, Energy Orb and Snatch. This job is able to do incredibly high damage with cool looking skills such as Energy Blast, Dragon Strike, and Fist Enrage amongst others.'''
---> '''- Basilmarket entry on Brawlers'''
----
!!Tropes associated with Brawlers, Marauders, and Buccaneers:
* ArmorPiercingAttack: Has a chance to ''completely'' ignore the monsters' defense.
* BareFistedMonk
* BattleAura: When fully charged.
* ChargedAttack: Energy Charge changes increases the damage and/or range of of some of their attacks after being fully charged.
* HealingFactor
* InstantAwesomeJustAddDragons: Dragon Strike.
* NoHoldsBarredBeatdown: Can easily stun enemies, and they have passives which increase damage against stunned enemies. Even bosses!
* PureEnergy: Could [[EnergyBeing become]] [[SuperMode it]] prior to [=RED=].
* TimeMaster: Their Time Leap skill resets the cool down for all [[TheDevTeamThinksOfEverything non-Time Leap]] skills, for the entire party.
* WaveMotionGun: Buccaneers/Vipers get a skill like this in the Justice update.


!!Gunslingers/Outlaw/Corsair
->"The gun based Gunslinger (nickname: slinger) and Outlaw classes are the least popular out of all the classes due to the relatively weak damage in comparison to other classes during the first 2-3 jobs. But with patience and perseverance, the fourth job Corsair has some of the coolest looking and hardest hitting skills in the game by being able to ride a Battleship and shoot Torpedos and Cannons.."
---> '''- Basilmarket entry on Gunslingers'''
----
!!Tropes associated with Gunslingers, Outlaws, and Corsairs:
* AssistCharacter: Eventually learns skills that summon things such as fish, [[CombatTentacles octopi]] and parrots to help. Their specialized skill, Scurvy Summons, summons members of the Nautilus Crew for help.
* DamageIncreasingDebuff: Parrotargetting.
* EverythingsSquishierWithCephalopods: Several skills use octopi.
* FantasticNuke: Ugly Bomb, one of their attack Hyper Skills. Creates the signature mushroom cloud upon exploding and does immense damage to 15 enemies within range. The mushroom cloud is also visible in the background of the skill icon. Like the N2 Mine from ''Franchise/NeonGenesisEvangelion'', however, there's no lingering DamageOverTime after the blast.
* GlassCannon: They can dish out INSANE amounts of damage at high levels. Their ability to take damage, however, is rather lacking.
* TheGunslinger
* MachoMasochism: Jolly Roger, a fourth job skill, lets them do more damage and resist some status ailments, but reduces avoidability.
--> As a pirate who does not fear death, you shouldn’t bother with dodging attacks as often.
* MoreDakka: [[ExactlyWhatItSaysOnTheTin Rapid Fire]].
* NotQuiteFlight: Wings let you [[RecoilBoost jump]] up high then glide, allowing you to quickly descend over great distances.
* NukeEm: Ugly Bomb
* OneHitKill: Their [[BoomHeadshot Brain Scrambler]] works like the Marksman's Snipe: Insta-killing normal enemies, while dealing heavy damage to bosses.
* RecoilBoost: Recoil Shot. Acted as a pseudo-DoubleJump until all pirates got a proper one.
* RocketJump: A variation with bullets rather than explosives in the aforementioned Wings example.


!!Cannon Shooters/Cannoneer
http://static.tvtropes.org/pmwiki/pub/images/5ad83a3f81caac85b010aec597f09852.png

->"Cannoneers are a ranged pirate class that brings two main skills to parties. First, their cannon is a surprisingly versatile weapon that can do massive damage to single targets or less damage to multiple targets. The Cannoneer also has a number of excellent knockback skills that allow it to do a certain amount of crowd control. The best reason to bring a Cannoneer along though, is their “Monkey Magic” skills with provide an incredible buff that applies to an entire party."
---> '''Acorn Story: Playing a Cannoneer'''

The Cannoneer[[note]]Cannon Shooter in some regions[[/note]] is a Pirate class released during the ''Legends'' update and has a unique (but short) backstory, similar to the Demon and the Legends. The Cannoneer was originally a Beginner travelling to Maple World to undergo the same process as other Adventurers. En route, however, the ship the Cannoneer was travelling on was attacked by a Jr. Balrog and he was knocked out and sent flying into the water. When the Cannoneer wakes up, he finds himself on an island with a monkey screaming in his face. With some helpful head-nodding and shaking from the monkey, the Cannoneer deduces that the monkey saved his life and brought him here. Thanking the monkey and leaving it on the beach, the Cannoneer travels inland and meets a man named Cutter. As it turns out, Cutter is the Pirates' weapons designer. He became stranded on the same island after he wrecked his ship while test-firing a secret weapon he intended to deliver to the Pirate Job Instructor, Kyrin. With the Cannoneer's help, Cutter manages to retrieve the materials he needs to use his weapon as a mass driver to shoot the both of them back to civilization.

When the Cannoneer wakes up in the medical ward of the Nautilus, Cutter explains that the monkey they met on the beach stowed away on their cannon ride and followed them aboard. Cutter thinks that the monkey is attached to the Cannoneer and suggests that they explore Maple World as a team. He also gives the Cannoneer his original weapon, reworked to a portable size, and recommends that they join the Pirates as a unique Adventurer class, which the Cannoneer accepts.

In a similar vein to Evan, the Cannoneer has a monkey following him everywhere and helps him attack enemies. The Cannoneer uses a hand cannon, a {{BFG}} that can deliver massive damage against single targets or moderate damage to a group of targets. Additional skills include party buffs as well as mobility skills such as a RocketJump, mitigating the class' slowness and lack of mobility to some extent.
----
!!Tropes associated with Cannon Shooters:
* AbnormalAmmo: Your cannon is apparently compatible with drills, punching gloves, and lasers among other things...
* {{BFG}}: Biggest in the game with his only rival being Xenon's 4th Job skill Mecha Purge.
* CounterAttack: Has a chance to block & [[PistolWhip smack]] enemies with the cannon.
* DamageOverTime: Monkey Furious shoots a large cannon ball from a cannon, also inflicting a DamageIncreasingDebuff that only boosts your own damage.
* EverythingsBetterWithMonkeys
* EverythingsBetterWithRainbows: Rolling Cannon Rainbow as a room clearing Hyper Skill.
* HollywoodMagnetism: Anchors Aweigh (Away), a fourth job skill, sets up an anchor that pulls enemies towards it, within a certain range, using [[ShockAndAwe electricity]].
* HyperDestructiveBouncingBall: After their revamp, the Cannoneer's new skill Monkey Fury works like this, despite the fact that you're still shooting ''cannonballs!''
%%* MightyGlacier: Very slow compared to other classes, except when they are underwater, where they become {{Olympic Swimmer}}s.
* MightyGlacier: ''Terrible'' horizontal movement compared to the other Pirate classes (Corsair has Wings, Buccaneer has his movement speed buffs from Energy Charge and Rush, Angelic Buster has a triple jump, and Xenon has outright flight) and has a slower attack rate than almost every class in the game. But they land big numbers and are much better at taking hits than the average Pirate.
* MusicalAssassin: Monkey Wave has the cannoneer smack a large drum to unleash a sound wave attack.
* RecoilBoost: Blast Back. Acted as a pseudo-DoubleJump until all pirates got a proper one.
* RocketJump: Cannon Jump, a third job skill, is this.
* ThisIsADrill: Cannon [[NonIndicativeName Spike]] makes you shoot a rocket-propelled drill. From your ''[[AbnormalAmmo cannon.]]''
* ThrowABarrelAtIt: Barrel Bomb, an exploding variant.

[[/folder]]


[[folder: Cygnus Knight Player Classes]]
!!Cygnus Knights
!!! Also known as the Knights of Cygnus

As a whole, the Cygnus Knights are [[ElementalPowers elemental]] versions of the five base Adventurer classes, each one using a specific element. They originally had a level cap of 120 as opposed to 250[[note]]or 200 before the Tempest update[[/note]] like the other classes, but from a purely statistical standpoint they overpowered other characters of the same level (Cygnus Knights received 6 AP per level up until 70 as opposed to 5 AP for other classes).
They are named after and follow the eponymous young Empress of Ereve, [[spoiler:perhaps [[HeelFaceTurn even against their better judgement]]]].

The Cygnus Knights are overhauled in the ''Cygnus Returns'' update, starting with the Thunder Breakers before moving on to the other classes. They can now reach the same level cap as the other classes and gain a fourth job, but lose their AP advantage as well as the ability to [[NewGamePlus create a Cygnus-enhanced level 50 Adventurer using a completed Cygnus Knight]].

* AltumVidetur: The Cygnus Knight's guardian spirits are all named in Latin based on their element with the sole exception of Thunder Breaker (whose spirit is simply called Lightning):
** Light: Sol means sun.
** Fire: Ignis means fire.
** Wind: Ventus means wind.
** Darkness: Umbra means [[PunnyName night]].
* ColorCodedElements: Especially after the revamp, giving almost all skills of a class the same color
** Light - Yellow (But Orange for Sun stance and Blue for moon stance)
** Fire - Red
** Wind - Green (With purple and pale blue for some skills)
** Lightning - Blue (Though Gale is red and Arc Charger is yellow)
** Dark - Purple
* BadassArmy: Regarded as the single most powerful fighting force in Maple World short of the Legends, they took over in one bad future where the Black Mage corrupted Cygnus and her knights. There's a reason all of the Chief Knights are boss level opponents.
* DivergentCharacterEvolution: The original Cygnus Knights were more or less Adventurer classes with elemental attacks and only a few of their own unique skills to them. The ''Cygnus Returns'' update revamps them into completely original classes.
* DoubleJump: All of them get this as a baseline skill. Unique from other classes, it can be used to double jump straight up in addition to forward.
* MyMasterRightOrWrong
* NewGamePlus: The original Cygnus Knight class allowed the player to create a level 50 Adventurer class imbued with buffs from the Empress once they reach the level cap of 120. This was removed in the Cygnus Returns update.
* FairyCompanion: Every Cygnus Knight gets a Guardian Fairy that's correspondent with their element. They used to be summons, but the revamps have downgraded them into buffs.
* TookALevelInBadass: As of the Cygnus Returns update, the Cygnus Knights are now being empowered by Cygnus's new powers. Thus, not only can they reach the level cap, but they can now match up to the rest of the classes.
----

!!Dawn Warrior
!!!Also known as Soul Master
http://static.tvtropes.org/pmwiki/pub/images/soul_master_9493.jpg

Dawn Warriors are, at the very core, Paladins. They have an even greater fixation on the light and the holy element. Most of their skills, like other Cygnus Knights, are carbon copies of Adventurer skills, but they have some unique skills, notably the summoning of the Spirit of Light, Soul Runner and, most famously, the [[GameBreaker game-breaking]] Soul Driver. They are considered to be one of the most powerful Cygnus Knights, and are one of the most popular, even after Soul Driver's Nerf.

In the ''Cygnus Returns'' update, they receive a major rework, using new buffs that allow them to attack with the power of the [[{{Lunacy}} moon]], the [[ThePowerOfTheSun sun]], or both, changing their attacks depending on which one they're using.
----
!!Tropes associated with Dawn Warriors:
* BladeSpam: Many of their later Moon Stance skills deal a great number of hits, with their Crescent Divide and Solar Pierce dealing ''twelve'' hits per use after a point in Master of the Sword!
* {{BFS}}
* DeathFromAbove: Sunset Splitter brings down a Dawn Warrior's sword down on the opponent after a jump or after using Speeding Sunset.
* DualityMotif: The sun and the moon, with each pair of stance skills doing the exact opposite of each other and to drive the point further, the combination of the two stances is represented with a ball that is half sun, half moon, instead of an eclipse as one might expect.
* FairyCompanion: Soul
* HeroesPreferSwords
* LightTheWay
* ThePowerOfTheSun / {{Lunacy}}: Post-revamp, their main buffs revolve around these tropes.
* StanceSystem: Luna stance reduces attack power, but increases critical rate and attacking speed. Sol stance increases attack power, but lowers attacking speed. Soluna Stance stacks both effects together and makes skills alternate between Sol and Luna versions.
* StormOfBlades: The Soul Driver skill. Replaced with Impaling Rays post-revamp.
* SwordBeam: Their Soul Blade skill creates one. Removed post-revamp.


!!Blaze Wizard
!!!Also known as Flame Wizard
http://static.tvtropes.org/pmwiki/pub/images/Flame_Wizard-1-_1364.png

->"As expected of any great Magicians, Blaze Wizards posses powerful magic. They can call on Ignis, the spirit of Fire, to fight with them. They can also merge with Ignis to release massive fire magic. Those who always strive to better themselves and are wary of self and enemy can become a Blaze Wizard."
---> '''MapleStory entry on Blaze Wizards'''

Blaze Wizards are essentially more focused Fire/Poison Wizards, and they borrow many of their skills from them. They have some serious advantages over their Adventurer brethren, at least until they reach the level cap. For one, they get a skill that can hit 6 monsters in second job, like Ice/Lightning Wizards, and they also get Magic Booster, which increases attacking speed, earlier on. They also get several new, powerful skills notably Fire Strike, Flame Gear, and Summon Fire Sprite.

In the Cygnus Returns update, they lose many of their similarities with their Fire/Poison brethren, focusing more on barraging foes with {{Fireballs}} and creating [[DeflectorShields barriers]] and [[InstantRunes pentacles]] to protect themselves and boost their Allies' offensive capabilities respectively
----
!!Tropes associated with Blaze Wizards:
* AltumVidetur: Ignis means "fire" in Latin
* BoringButPractical: Like a few other classes, Blaze Wizards revolve around using same skill in all four jobs as their primary attack, other skills being mostly situational.
* DamageOverTime: As one might expect from a user of fire magic, Blaze Wizards can burn enemies with their skills causing them to take extra damage over time, as well as explode on death.
* DoubleJump: In stark contrast to most other Mages' TeleportSpam
* FairyCompanion: Flame Elemental, which can be replaced with Fires of Creation in 4th job, taking the shape of either a Lion or a Fox.
* FantasticNuke: Towering Inferno, Cataclysm takes this UpToEleven
* FireBalls: Orbital Flame, a skill that shoots balls of fire that return to where they are cast and Blazing Extinction, a large, slow moving ball of flame that fires pillars of flame at nearby enemies.
* MakeMyMonsterGrow: Can invoke this through Cinder Maelstrom, blowing a single monster up in size to create a vortex of fire around it, sucking in nearby enemies.
* MoreDakka: Each job advancement allows a Blaze Wizard to have one more Orbital Flame on screen at a time, and Dragon Blaze, which assaults a single target with a rapid barrage of FireBalls.
* PlayingWithFire / KillItWithFire


!!Wind Archer
!!!Also known as Wind Breaker, [[{{Fartillery}} unfortunately]].
http://static.tvtropes.org/pmwiki/pub/images/wind_breaker_1592.jpg

Wind Archers are arguably the most unique class of the Cygnus Knights, even after taking [[RuleOfCool the]] [[ThreateningShark shark]]-[[ShamuFu throwers]] into consideration. They borrow a lot from Bowmasters (sans fire) but have many unique [[BlowYouAway wind-based]] skills such as Wind Piercing and Wind Shot, and can summon the Spirit of the Winds.

In the ''Cygnus Returns'' update, they are the second Cygnus Knights class to receive a major rework, losing their famous TransformationSequence and having their FairyCompanion downgraded to an AssistCharacter, but getting a BattleAura, ScarfOfAsskicking, NotQuiteFlight and ''[[UpToEleven even more]]'' [[MoreDakka dakka]] to compensate.
----
!!Tropes associated with Wind Archers:
* AltumVidetur: Ventus means "wind" in Latin.
* BattleAura: Albatross, a third job skill that was added to the revamped class, is this, first creating a temporary SphereOfPower around the player before dissipating into several green lines that circle the player and giving them a BadassCape. It also has the very nice effect of drastically increasing the player's attack, health and CriticalHit rate.
* BlowYouAway
* CallASmeerpARabbit: Does the [[http://orangemushroom.files.wordpress.com/2013/02/emerald-flower-effect.gif Emerald Flower]] look like an actual flower to you? Makes even less sense when upgraded to Emerald Dust in the 4th job advancement... while keeping its visual effect intact.
* FairyCompanion: Ventus is this to the original Wind Archer, but gets downgraded to an AssistCharacter in a first job skill post-revamp.
* ForMassiveDamage: Pinpoint Pierce, a third job skill, increases damage dealt to a single target it hits by up to 20%. [[MusicalAssassin Song of Heaven]], a fourth job skill, does extra damage if it hits only one enemy.
* GreenThumb: The rework has given them a nature theme in their powers.
* MoreDakka: The pre-revamp version of this class was based on the Bowmaster, so this is to be expected. Post-revamp takes this UpToEleven by adding a passive that gives a chance to fire an extra homing arrow with ''every'' attack. Combined with Song of Heaven's extreme fire rate and you have a class whose dakka can only be matched by Night Lords, Bow Masters, Wild Hunters, and Night Walkers.
* NotQuiteFlight: The revamped Wind Breaker gets Wind Walk, a first job skill that shunts the player forwards, ignoring all collision damage during the movement. It can be used indefinitely even when the player is in mid-air, allowing them to ride a tornado horizontally across maps as long as they have the MP to spare.
* RainOfArrows: The revamped Wind Archer gets Sentient Arrow, a third job skill, which is essentially this with PlayerGuidedMissile strapped to it.
* ScarfOfAsskicking: Fairy Spiral, a post-revamp second job skill, slams enemies away with a powerful gust of wind shaped like a massive scarf.
* TransformationSequence: The original Wind Archer had this as a skill. It was removed post-revamp.


!!Night Walker
http://static.tvtropes.org/pmwiki/pub/images/Night_Walker-1-_9309.png

->"Luck, a bit of dexterity, skill, and being quite cunning separates the Night Walkers from the rest. Though marked and assisted by the spirit of darkness, Umbra, Night Walkers put great importance in independence, which leads some to learn poison skills. Night Walkers serve justice in places where light does not reach, so those who are willing to serve in the shadows may become a Night Walker."
---> '''MapleStory entry on Night Walkers'''

Night Walkers are very similar to the Adventurers Night Lord Class, in that they both use throwing stars/knives, [[FuumaShuriken Avenger]], and have many of the same skills. [[RecurringElement Sound familiar]]? In addition to the class staples such as Lucky 7, not to be confused with ''Manga/LuckyStar'' or ''Anime/HappySeven'', and ''Triple Throw'', they also have access to several poison and dark skills, notably Vampire, Poison Bomb, Venom, and calling on the Sprite of Darkness.

After the Cygnus Returns update they develop a greater focus on [[StockNinjaWeaponry throwing star]] [[MoreDakka attacks]], [[AnimalMotifs Bat]] [[LifeDrain summons]], and [[CastingAShadow shadow play]]
----
!!Tropes associated with Night Walkers:
* AnimalMotifs: Bats
* BatScare: Dark Omen summons a whole flock of bats, increasing based on the amount of enemies around the Night Walker.
* BottomlessMagazines: Like Pirates, Archers, and the Thieves they have a skill that allows them to spend a few stars to give them unlimited ammo for a short duration.
* CastingAShadow[=/=] DarkIsNotEvil
* CripplingOverspecialization: The combination of their bats and their high speed star throwing makes them incredibly strong bossers that are hard to kill due to their ability to constantly drain HP from their foes. The trade-off is that their reliance on bats led them to have very little in the way of strong mobbing skills, forcing them to farm for quests one monster at a time.
* DamageOverTime: Through Adaptive Darkness
* DarkIsNotEvil: Their motif. Night Walkers are considered the Black Ops unit of the Cygnus Knights, taking assignments that would make other Knights queasy. Nevertheless, they're just as heroic as their Explorer counterparts.
* DoppelgangerAttack: Shadow Servant is comparable to Adventurer Thieves' Shadow Partner except the Shadow Servant mimics all actions of its master after a short delay rather than instantly. Taken UpToEleven with Shadow Illusion, adding two extra servants.
* DoubleJump: A triple jump like the other Thieves.
* EmergentGameplay: Because of how their Shadow Servant works, throwing stars while jumping at the same time causes stars to be thrown twice as fast as usual. This jump casting mechanic was eventually determined to be worth keeping as it gives them a unique bossing pattern, and patches simply balanced them around it instead of removing it.
* FairyCompanion: Umbra
* TheGambler: They have a luck and gambling motif going on.
* FragileSpeedster: Incredibly high attack speed and mobility but will drop like wet paper if they ever stop attacking and moving.
* FriendlyNeighborhoodVampire: They're not actually vampires, but they might as well be with all of their life-draining skills along with their heavy bat motif.
* ICanStillFight: When downed, Night Walkers can resurrect themselves once every thirty minutes, regaining health proportional to the number of bats that are flying around at the time of their defeat and briefly rendering them invulnerable.
* LifeDrain: Through Bat Affinity.
* MoreDakka: Post revamp, they one up Night Lords in terms of star throwing at every level, throwing 2 instead of 1 at first job and 5 instead of 4 at fourth job. And then they get a buffed version of Shadow Partner that gives ''three'' shadow clones, allowing them to quadruple the amount of stars they throw. And this still doesn't take into account the bats.
* {{Ninja}}: If their shuriken reliance didn't tip it off for you.
* ShadowPin: Shadow Stitch binds enemies around the Night Walker
* ThemeMusicPowerup: Their post revamp Hyper Skill, Dominion, temporarily changes the battlefield to a nightscape, [[https://www.youtube.com/watch?v=Or2OSeGbPV0 changing the background music in the process.]]

!!Thunder Breaker
!!!Also known as Striker
http://static.tvtropes.org/pmwiki/pub/images/striker_6669.jpg

All you really need to know about them is that they are the Cygnus Knights' equivalent of the Brawler class, and that they throw [[RuleOfCool Sharks.]] [[ShockAndAwe OF LIGHTNING.]] But they wouldn't like that. In contention for the title of "Most Unique Knight" along with Wind Archers, Thunder Breakers use the element of lightning along with powerful strikes from their Knuckles. They do gain the Brawlers' SuperMode and share some other skills with them, but for the most part, they have unique punch skills and [[ShamuFu can throw]] [[ThreateningShark LIGHTNING SHARKS]]. They also have some more lightning-based skills, but none are quite as iconic as the [[RunningGag LIGHTNING SHARKS]]. Did we mention they throw [[OverlyLongGag Sharks? OF LIGHTNING?]]

They are the first Cygnus Knights class to get a major rework in the ''Cygnus Returns'' update, using a new battle style that revolves around delivering massive damage through chaining attacks to each other in rapid succession.
----
!!Tropes associated with Thunder Breakers:
* AnchorsAway: One of a Thunder Breaker's fourth job skills is called Bolt Anchor[=/=]Thunderbolt, which [[ExactlyWhatItSaysOnTheTin as its name implies, allows you to smash an opponent with an electrically charged (albeit stylized) anchor]].
* BareFistedMonk: They use knuckle coverings, but otherwise fit the bil
* BlowYouAway: Gale (Whirlwind) and Typhoon (Advanced Whirlwind).
* {{Combos}}: Their biggest post-revamp feature is the ability to chain almost any skill into any other skill, creating powerful combos of attacks to obliterate enemies.
* ChargedAttack: Similar to Heroes, they can accumulate Lightning [[StealthPun Charges]], which lets them [[ArmorPiercingAttack ignore some defense]], or power-up Annihilate. The charges can also be spent on Gale or Typhoon to power up the rest of your attacks for a set period.
* DifficultButAwesome: Besides being fragile, you have to keep track of your MP (due to rapid skill usage), while continuously using flexible skill combinations to maximize their combo boost. Get hit a lot, or use too much MP [[note]]MP is a non-issue with a monster familiar, such as a Jr. Boogie 1[[/note]] and you will have to use a potion, which will interrupt your combo.
* FairyCompanion: Lightning.
* FlashStep: They gain a skill that lets them do this as part of an attack post-revamp.
* FragileSpeedster: Faster, yet not quite as durable as their explorer counterparts.
* MagikarpPower: Lightning Punch. Although it is easy to overlook as a weak first job skill, because of its fast animation and how Thunder Breakers work, it allows Thunder Breakers to do significantly more damage with Annihilate or Thunderbolt than trying to cycle between those two skills together.
* MakingASplash: The Revamp changes their skills from pure electricity to a combination of electricity and water.
* ShamuFu: Can throw [[ThreateningShark sharks]] made of [[RuleOfCool lightning]] at high levels. Gets taken UpToEleven in their rework, as they gain a lightning shark punch (1st job), kick (2nd job), uppercut (3rd job), charge attack (4th job), and the ability to summon a giant whale (Hyper Skill).
* SpamAttack: You have to interrupt and chain attacks together to maximize damage, something not normally available to other classes. As such, they have relatively high attacking speed.
* SuperMode: Lost their [[EnergyBeing transformation]] post-revamp but made up for it with a skill that charges them with electricity, [[RapidFireFisticuffs doubling the number of hits they deal with each skill attack]] [[DeathOfAThousandCuts (but for reduced damage on those extra hits)]].

[[/folder]]

[[folder: Chief Knight Player Classes]]
!!The Chief Knights Of Cygnus

[[BigGood Empress Cygnus]] is still a child, and she still needs her knights to protect her. Chief among those are the Chief Knights: Mihile, the Chief Knight of [[LightEmUp Light]], Oz, the Chief Knight of [[PlayingWithFire Fire]], Irena, the Chief Knight of [[BlowYouAway Wind]], Eckheart, the Chief Knight of [[CastingAShadow Darkness]], and Hawkeye, the Chief Knight of [[ShockAndAwe Lightning]]. These five knights will do anything in their power to protect their Empress, and along with her, the world she rules.

Chief Knights retain several benefits of the original Cygnus class, such as extra EXP until fourth job advancement and being able to make an [[NewGamePlus Ultimate Adventurer]] upon reaching their fourth job advancement. Their level cap, however, is the same as non-Cygnus classes.

Note: Please only place tropes here that apply to the Chief Knights as a whole. Tropes specific to certain jobs can go under that job's section.
----
!!Tropes associated with all the Chief Knights:
* FiveManBand: Possibly. They seems to fit one.
** Mihile: TheHero
** Eckheart: TheLancer
** Irena: TheSmartGuy
** Hawkeye: TheBigGuy
** Oz: TheChick


!!Mihile
http://static.tvtropes.org/pmwiki/pub/images/Mihile_5701.png

Mihile/Mikhail is the first Chief Knight class released based off the eponymous NPC. His special skill, when active, ignores knockback from enemy attacks for a time; this skill can be taught to other characters in the same account once Mihile reaches higher levels. Upon making the fourth job advancement, he gains the Echo of Hero skill and the player can create an [[NewGamePlus Ultimate Adventurer]] by completing one of his side-quests.

Mihile specialises in close-ranged, multi-hit attacks. He uses one-handed swords and is equipped with the Soul Shield, a special shield that increases in power when he acquires experience. Mihile's relatively lackluster base attack is offset by his above average mobility and heavily augmented by buff skills that also affect party members.

As the Chief Knight of Light, Mihile shares some similarities with the original Dawn Warrior, the other Cygnus Knight character class that employs the power of light, particularly in appearance.
----
!!Tropes associated with Mihile:
* DisappearedDad: When Mihile was still a baby, his father, Chromile, was forced [[spoiler:by his mom]] to save him; in doing so, [[spoiler:she died, and]] Chromile [[DespairEventHorizon lost his fighting spirit]], leaving Mihile with Limbert and [[UncertainDoom disappearing deep into Sleepywood alone]].
* FutureBadass: Grows up to be one of the Knight Captains of the Cygnus Knights.
* HardLight: Mihile's ranged attacks basically involve him [[HolyHandGrenade smashing monsters up with the power of light]], not his sword.
* LaserBlade / SwordBeam: Gets skills in his first, third and fourth job that allows him to hit multiple enemies with either a disc-shaped projectile or a ''gigantic'' blade-shaped beam of light.
* LuckilyMyShieldWillProtectMe: A later update has him gain a skill called Royal Guard, which when timed correctly allows him to block most attacks and gain a stackable damage boost in the process, encouraging players to have good timing and keen awareness to make up for his lack of moblity.
* MissingMum: Mihile's mother was killed when he was still a baby. [[spoiler:She forced Chromile to save Mihile instead of her, sacrificing herself in the process.]]
* SpellMyNameWithAnS: Mihile and Mikhail. The names are possibly based on the [[Literature/TheBible Archangel Michael]].
* StoneWall: Extremely high defenses and HP, offset by extremely low MP, below average base attack and above average mobility.
* StormOfBlades: Soul Driver and Four-Point Assault.

[[/folder]]

[[folder: Resistance Player Classes]]
!!The Resistance

The Resistance classes share many things with the adventurers but with a twist; something resembling a backstory. Resistance characters start out in the town of Edelstein, a town under control of the Black Wings, an organization affiliated with the Black Mage. From there they rescue a young girl from a strange science lab, and your character discovers a secret underground group who secretly combat the Black Wings under the cover of their everyday personas. [[OverlyLongGag In]] [[DepartmentOfRedundancyDepartment secret]].

Note: Please only place tropes here that apply to all Resistance characters as a whole. Tropes specific to certain jobs can go under that job's section.
----
!!Tropes associated with all Resistance classes:
* BadassCrew: A secretive, close-knit crew of freedom fighters who follow their own code and won't take orders from anyone if it doesn't help their cause. This is not even including the fact that several of members bail out characters from other stories and the inclusion of a former Black Mage Commander (meaning raid-boss level {{Badass}}) and Gelimer's ultimate android.
* DarkerAndEdgier: Their storyline compared to most of the other classes. It is the only storyline where [[spoiler: an ally, the girl you saved at the beginning of the game, is explicitly murdered]] on screen. There are also mentions of the use of hostages and poison gas by corrupt officials to control the populace while Black Wing grunts constantly prowl the streets much like Hitler's Gestapo (though most of them are incompetent).
* GameplayAndStoryIntegration: The Resistance members are the one to show the most zeal for the raid of Black Heaven and finally taking Gelimer down. Considering all of the shit they were put through directly or indirectly as a result of his experiments, this is rightly justified. [[spoiler: Any of the original three Resistance classes will also bring up Vita's death in anger upon confronting Gelimer personally.]]
* LaResistance: Well, what did you expect? [[Series/MontyPythonsFlyingCircus The Spanish Inquisition?]]
* {{Steampunk}}: There are some aspects of the core three Resistance classes and Edelstein that are steampunk. The Mechanic in general, the Battle Mage's goggles and the Wild Hunter's crossbow skills, for example.


!!Battle Mage
http://static.tvtropes.org/pmwiki/pub/images/f1faf350d31a94080396b804b04f965b.png

->"The Battle Mage is the Magician class of the Resistance. This class is very unique in the fact that while the rest of the magicians are ranged fighters, Battle Mages battle in close combat. Another unique ability is their Auras, which can improve you and your party member's attributes. Battle Mages uses Staffs as their main weapon of choice. Unfortunately, Battle Mages have no Magic Guard, but they have the highest base HP of all Magicians to compensate for it and the ability to use Teleport earlier."
---> '''Maple Wiki Page on Battle Mages'''

->Battle Mages have a few things in common with the regular mage. They both teleport, and they both use magic. The similarities end there though. Battle Mages are up-close-and-personal versions of the Magician class, more similar to a warrior than a Mage. They can deal up close hits through the use of Staff Blow, and can draw foes in with Dark Chain. They also have several auras that boost various stats of themselves and those around them, making them useful in a party.

Their revamp in the Black Heaven update brings their Grim Reaper summon into the core of their gameplay. After killing off enough normal monsters or hitting a boss enough times, their reaper will transform to deal a massive slash with its scythe, providing a large source of DPS and [=AoE=] for the Battle Mage.
----
!!Tropes associated with Battle Mages:
* BeehiveBarrier
* BoringButPractical: Their entire attack pattern is using the same 3 skills (two of which you get right off the bat) while being supplemented by buffs. Their other attacks are situational.
* CastingAShadow Many of their skills have dark appearances, and Dark Genesis is an outright dark version of the Bishops ultimate skill, though ironically, none of their attacks actually carry the rare, Evan-only dark element. This overlaps with DarkIsNotEvil.
* DanceBattler: Post-Revamp encourages them to [[TeleportSpam teleport]] between enemies in order to constantly leave and consume a mark to augment their damage output.
* DarkIsNotEvil: Most of their attacks are tinged a dark purple to imply their connection to dark forces. Nevertheless, thy're just as heroic as the other classes.
* DontFearTheReaper: Their Revamp gives them a rather cute Reaper by their side who transforms to attack with a massive scythe slash after a certain amount of souls are collected.
* FieryRedhead: Official art used to have a male example of these with scowling face ready to fight, but the current art shows a much more mellow looking girl.
* LifeDrain: Draining Aura. It also causes the attacks of your party members to drain hp for you.
* ShockAndAwe: While not actually electric-elemental, they have a skill in the third job that lets them unleash dark lightning on enemies by teleporting through them or hitting them with a skill active for extra damage. Post-Revamp, their Dark Genesis skill had its animation changed to strike enemies with dark Tesla coils.
* SimpleStaff: Battle Mages are restricted to using staves and only staves, if they want to attack anyway.
* SquishyWizard: Averted thanks to Draining Aura, Blue Aura, and Ordinary Conversion. And that's not even counting the three different ways they can become invincible.
* StanceSystem: Post Revamp makes Auras mutually exclusive, but has some of their previous effects made passive to compensate.
* WhenAllYouHaveIsAHammer: Along with the BoringButPractical entry, the majority of the Battle Mage's damage output is simply holding down the skill key for their damage swings. However, success involves use of this along with strategic teleporting and aura choice, but the core gameplay never really changes between job advancements.


!!Wild Hunter
http://static.tvtropes.org/pmwiki/pub/images/a73f466f4f78218fdac2f9081a9d4a33.png

->"“Resistance” classes comprise three groups of people from the town of Edelstein who have formed an underground resistance movement against the Black Wings, the evil minions of the Black Mage who have taken over the town. Resistance classes include the noble Battle Mages who use their magic to protect their friends and smash their foes, and the valiant Mechanics, ordinary citizens of Edelstein who ride powerful prototype robots loaded with experimental weaponry. Finally, the brave Wild Hunters use crossbows and an incredible riding jaguar in combat."
---> '''Acorn Story: Playing a Wild Hunter'''

->Wild Hunters are, essentially, Jaguar-riding versions of Crossbowmen. Their skills may be different, but at their core, they both use crossbows, and attack from a distance, though the Wild Hunter has some means of getting around that.

Because of their Jaguars, they are among the fastest classes in terms of ground movement speed while being a unique class in which meany of their skills can be used while moving. With their rework in the Black Heaven update, their playstyle is expanded between mounting their Jaguars to have their Artillery deal splash damage to multiple enemies, or they can dismount and fight alongside their jaguars to focus their assault on single targets. The Wild Hunter can set up turrets that provide ballistic fire and overwhelm enemies with a fusillade of missiles and arrows.
----
!!Tropes associated with Wild Hunters:
* TheBeastmaster: Apart from their jaguar, they can also utilize mobs they have trapped, a black creature in a cage, and a silver hawk.
* ChunkyUpdraft: The Sonic Roar skill raises rocks from the ground which then explode from the force of the Jaguar's roar.
* ImmuneToFlinching: Pre-revamp, only available on the rare Snow White and Onyx Jaguar mounts. Post revamp, available on all Jaguars, but only in mounted mode.
* MoreDakka: In case the Wild Arrow Blast rapid fire skill wasn't enough, the revamp will give Wild Hunters an additional set of guns strapped onto the side of the Jaguar that fires whenever the Wild Hunter uses their crossbow skills, arguably giving them the ''[[UpToEleven the most dakka in the game!]]''
* MountedCombat: They have the unique ability to attack while retaining full mobility thanks to their panther mounts.
* PantheraAwesome: They're huge, they have sabre teeth, and if the NPC Black Jack is any indication, they talk!
* PowerGivesYouWings: Feline Berserk gives Wild Hunters a sizable boost in power and also makes the Jaguar sprout a set of burning wings.
* StanceSystem: The revamp gives them two ways to fight, either on their Jaguar with extra mobility and firepower from the Jaguar's extra cannons enhancing mobbing capability, or off Jaguar with the Jaguar fighting as an independently controllable summon enhancing bossing capability.
* TheStraightAndArrowPath: Uses crossbows when magic and guns are commonplace.
* TheTurretMaster: Like their Mechanic friends they're able to deploy machines to help them in battle, in the Hunter's case a set of large, bullet spewing gears and turrets that launch salvos of [[ThisIsADrill rocket-powered drills]].
* ThisISADrill: Their Drill Salvo ability deploys a machine that shoots these.
* UnusuallyUninterestingSight: You can prance through the middle of town on your jaguar and no one will bat an eye. This is especially egregious in Edelstein, where the Black Wings have pretty much put a hit out on the girl who rides such a jaguar in the exact same style.


!!Mechanic
http://static.tvtropes.org/pmwiki/pub/images/bc5716aa4acbeb7bedf50c3a7aa60ddc.png

->"Mechanics are close range fighters that like to get in their enemies faces and pound them with merciless metal fists. When that fails, they also have an array of powerful homemade weapons to call on as backup. As Mechanics level up, their job advancement and growing skills focus on turning their Mech into an ever-growing metallic monstrosity able to take on all comers. They will also develop an array of subsidiary robotic soldiers they can summon to the battlefield that include medical droids that can heal them in combat, mini-recon drones to fight alongside, and even a mini-robot factory that pours out legions of self-destructing robots to annihilate enemies."
---> '''Acorn Story: Playing a Mechanic'''

The last, but not least, of the Resistance classes released during the ''Big Bang'' update, Mechanics deal large amounts of damage by controlling a giant robot which preforms their attacks. Many Mechanics play for their love of the class, but a significant number who made the class upon release mostly played it for the attractive skills and even more attractive damage at that time; although this applies to any newly-released class in MapleStory, it was particularly obvious with Mechanics.

The Black Heaven update revamped Mechanics by reducing the number of Mech Modes from 5 to 2 but increasing the efficiency of those 2 modes, Humanoid Mode for general hunting and Tank Mode for for Bossing. Homing Beacon, a new skill, allows them to constantly bombard missiles on enemies during their other attacks to allow for constant damage. The Mechanic can summon a large array of robots to heal allies, create fields of electricity to damage enemies, or to blast enemies with missiles.
----
!!Tropes associated with Mechanics:
* AssistCharacter: Compare Corsairs who summon crew members and animals to help them, Mechanics deploy many gadgets and robots to help them.
* AwesomeButImpractical: Their biggest flaw pre-revamp is that each transformation traded mobility for power in a game where mobility became more and more important for bossing.
* BunnyEarsLawyer: You learn the mechanic job from Checky, [[spoiler:an anthropomorphic bear disguised as]] a guy who is perpetually seen in a teddy bear costume.
* GatlingGood: The Gatling Gun skill. After making the second job advancement, it fires two more bullets per volley by its replacement, Heavy Gatling Gun.
%%* ImmuneToFlinching: While in their mech.
%%* MightyGlacier: Their Mech makes them slow but rather bulky. While they can move horizontally fairly quickly with their dashes they have a tough time in areas with lots of vertical platforms where they have to climb ladders or use their very slow rocket boosters.
* MoreDakka: This can first be accomplished after the second job advancement with [[MacrossMissileMassacre Homing Beacon]] as it can fire out homing missiles while using other skills, allowing to rapidly bombard enemies.
* PaperThinDisguise: Checky is an in-universe example. Because he effectively has ''no'' disguise, you wonder why he can still be the town mascot despite being a Resistance job instructor who has ventured deep into Verne Mine on high-risk operations at least twice (and got caught once).
* PoweredArmor: They need to be in their Mech to use their attacks.
* RocketJump: Well, technically they use a jet pack, but they do gain a skill that gives them amazing vertical mobility. It also causes damage to nearby enemies when they land.
* SpamAttack: Heavy Salvo Plus
* SelfDestructMechanism: All of the Mechanic's various devices explode when they expire for extra damage.
* StanceSystem: Humanoid mode gives the Mechanic multi targets moves for hunting while Tank mode gives the Mechanic stronger single target moves for Bossing.
* ThereIsNoKillLikeOverkill: Can deal amazing amounts of damage earlier than other jobs. Somewhat downplayed now since they've been nerfed to be more in line with other classes
* TheTurretMaster: Maplestory's king for this trope, deploying teleporters, electric traps, cannons, mini robot factories, and other nifty toys to help them out.
* UnusuallyUninterestingSight: Like the Wild Hunter, no one thinks twice about a kid piloting a large mech.

!!Blaster
The first "true" Warrior job for the Resistance class since it follows the storyline of the original three. Sharing the steampunk style of their compatriots, they utilize Gauntlet Revolvers and Explosive Pills to dish out explosive amounts of damage at point blank range.

* BoxingBattler: Aside from their explosive weaponry, they almost exclusively use punches to attack. They can also duck and sway to increase their dodge rate, just like a real boxer.
* ElementalPunch: Creates fiery explosions with every strike.
* GradualGrinder: Starts off slow, but by end game they gravitate towards long combos after getting all of their stacks and charges.
* ImpossiblyCoolWeapon: A wrist mounted PileBunker that's used like [[WebAnimation/{{RWBY}} Yang Xiao Long's Ember Celica]].
* PileBunker: The whole point of the class, driving in rounds at point blank range for massive damage. Ironically enough, the skill actually called Release Pile Bunker works more similarly to a [[NailEm nail gun]], creating an explosive shockwave on impact.
* RapidFireFisticuffs: Hurricane Mixer works like this, punching so quickly in directions that it creates a localized cyclone around the Blaster, dragging unfortunate enemies into range to be pummeled.
* RocketJump: Can blast themselves around by detonating rounds in front of them or below them for a horizontal or vertical boost.

!!Demon
The Demon is the Warrior class of the Resistance, although he shares more in common with the Legends than the Resistance with regards to his storyline. The Demon was once one of the [[BigBad Black Mage's]] most powerful commanders, until his fellow commanders destroyed his hometown and killed his family. He attempted to fight the Black Mage, seeking revenge, but the Black Mage was too strong for him, and cursed him, taking away his former power. He then joins up with the Resistance, seeking revenge on the Black Mage and training to recover his former strength.

Note: Please only place tropes here that apply to the Demon class as a whole. Tropes specific to branches can go under that branch's section.
----
!!Tropes associated with the Demon classes:
* {{Badass}}: Implied that he Black Mage would not have been able to defeat the Transcendence of Time if it weren't for the Demon's power. The fact that he was one of Black Mage's strongest commander means he's would have likely been a raid boss had he stayed with him.
* BadassBaritone: GMS gives him a raspy, deep voice.
* BadassLongcoat: Part of his starter attire.
* BlackKnight: Warrior class, was TheDragon for the Black Mage, dark themed attacks, violet skin, red eyes, black clothing...
* CastFromHitPoints: Seems to be a central game mechanic for this class. The Demon Slayer has some skills that drain some HP in addition to Demon Force, but the Demon Avenger takes this trope UpToEleven having HP as the primary stat, damage done based mainly on ''current'' HP, and having almost ''all'' his skills drain his HP.
* CastingAShadow: A merciless, somewhat sadistic individual who harnesses the powers of darkness with his attacks... [[DarkIsNotEvil but is really a kind person who cares for his family above all.]]
* CulturedBadass: Has a very proper way of speaking, and both the Slayer and Avenger outfits are rather elaborate and formal.
* DoomedHometown: It was the southern region of Leafre. The Temple of Time, which was the Black Mage's final stronghold, is just a short dragon flight away.
* DisappearedDad: We see surprisingly little of his demon father. The locket he keeps of his family only has a picture of his mother and brother, and they are the only ones he looks for in the ruins of his home.
* EvilIsHammy: Well he isn't ''completely'' evil, but his lines and voice come across as this during battle.
* EvilLaugh: Has a pretty intimidating one during certain attacks, justified given his past as a former Black Mage Commander.
* FantasticRacism: More neutral than usual iterations of this trope: It seems that people are more not sure what to make of him than outright hostile, and it's implied in some quest dialogue that the Resistance gives him a means to disguise himself- but he still does get a fair amount of sideways comments. And dealt with it ''much'' worse when his family was living in Masteria, this time from other demons for being half-human.
* HalfHumanHybrid: His father was a Demon, while his mother was a regular human.
* HornedHumanoid: Not officially, but a Demon-themed cash shop package featured horns, and equippable horns were released as promotional items for both the Demon Slayer and Demon Avenger.
* HeelFaceTurn: Betrayed his superior, the Black Mage, when his fellow commanders burned down all of Leafre and the southern region, including his home where his family resided.
* JerkWithAHeartOfGold: Mentally apologizes for riffling through Francis's diary for information, and genuinely cares about both his family and his underling, Mastema, to the extent of going on several [[FetchQuest Fetch Quests]] for her benefit. However, he also has a calculating side, and initially joins the Resistance with the impression that he can 'use' them to his advantage.
* LargeHam: Quite verbal when annoyed or in the midst of battle.
--> '''ARE YOU TESTING MY PATIENCE?!'''
--> '''I WILL HAVE MY REVENGE!'''
--> '''DIE!'''
* NotQuiteFlight / {{Flight}}: The Demon is often seen flying in game cutscenes and official trailers, be it soloing the Black Mage or facing down a four-headed monarch. In-game, however, you are much more likely to see Demons gliding across maps at very high speed rather than actually flying. It is also worth noting that while he gets a starter skill that indeed makes him fly slightly above the ground by flapping his wings, it comes with all the same limitations as most mounts (you can't use any skills) and is nowhere as useful as his gliding skill, which is ''also'' available at the start.
* ObliviousToLove: Seems utterly clueless to the fact that his servant Mastema has a crush on him, even after an [[InterruptedDeclarationOfLove]].
* OneGenderRace: Although not to the same extent as Mercedes. There is more official art of the male Demon than female one, and only the male Demon Slayer is seen in the Root Abyss animated trailer. Though notably, the Demon is the only class with two versions of their FMV opening animation for both genders.
* PowerTattoo: In the art, around his left eye. In-game, you can choose from a number of them or none at all.
* RedEyesTakeWarning: Though the female Demon Slayer has EyesOfGold... only for the official trailer.
* RoaringRampageOfRevenge: In the tutorial...and he doesn't seem to be done with it, either. When he hears the Black Mage may be making a return, he response was, "That's good news... That means I can still have my revenge!"
* TragicKeepsake: Had a locket with a picture of his family. He lost it when the Black Mage defeated him. [[spoiler:Damien gives it back to him in a later part of his storyline]].
* WingedHumanoid


!!Demon Slayer
http://static.tvtropes.org/pmwiki/pub/images/demonslayerofficial_8766.png

->"The Demon Slayer is primarily a melee combat character that’s extremely tough and unique. Unlike other characters, Demon Slayers don’t use Mana to fuel their skills, instead relying on “Demon Fury” which works quite differently from Mana. You will also be fighting with a built-in shield called the Demon Aegis, and unlike other Warrior-types, you cannot switch out your shield. The result is a tank class that can fight long and hard, use their unique skills to dish out a lot of punishment, and still protect their friends."
---> '''Acorn Story: Playing a Demon Slayer'''

The Demon Slayer is the original branch in the Demon character class and is, by canon, the branch the Demon was in his backstory, as well as the class he starts off as. The Demon Slayer shares several traits with previous classes, such as Aran's use of the basic attack button, and the same skill looking similar to the Battle Mage's Triple Blow skill.

The Demon Slayer was released during the ''Legends'' update.
----
!!Tropes associated with Demon Slayer:
* CarryABigStick: Uses maces and [[AnAxeToGrind one-handed axes]] exclusively.
* DidYouJustPunchOutCthulhu: Downplayed. He assisted the Black Mage in defeating Rhinne, the Transcendence of Time. Given how Arkarium emphasized this during the Demon's backstory, however, it is implied that the Black Mage would not have defeated her if not for the Demon's efforts.
* DropTheHammer: Although most high end blunt weapons are all hammers.
* LightningBruiser: The defense of a Paladin, the attacking speed of an Aran, unrivaled map mobility due to his NotQuiteFlight, virtually no reliance on potions due to a passive and active LifeDrain skill, and hits like a tank. His only apparent flaws are a shorter attacking range than most other classes, his HP loss from using certain skills, and that mana potions have absolutely no use.
* LongHairedPrettyBoy
* LuckilyMyShieldWillProtectMe: The Demon Slayer has his own, special shield, the Demon Aegis, that levels up with each job advancement. As of third job advancement, he gains a passive skill called "Possessed Aegis" that will cause the shield to automatically deflect attacks a certain percentage of the time.


!!Demon Avenger
http://static.tvtropes.org/pmwiki/pub/images/demon_avenger_7995.jpg

An alternate path of the Demon. Unlike his Slayer counterpart, the Demon Avenger does not have Demon Force, only HP. In fact, the Demon Avenger breaks the usual method of distributing AP by making HP his main stat. All his skills use HP, and his damage is determined by the current HP he has. The Demon Avenger also uses the Exceed system, where his main attack skills get more powerful with each use, but consume more HP if used too much. The Demon Avenger also uses a special weapon, the Desperado, and retains the flight abilities of his Slayer counterpart.

The Demon Avenger was released during the ''Unlimited'' update.
----
!!Tropes associated with Demon Avenger:
* AwesomeButImpractical: Has so much HP he can tank attacks meant to be one hit kills, but once he hits the HP cap, players will have a hard time increasing his damage potential past that.
* {{BFS}}: Desperados are large enough to be two-handed swords, but are used one-handed.
* CallARabbitASmeerp: Desperados. They are bladed weapons with pointed tips, but the game does ''not'' register them as swords. Case in point: they have their own set of 10%, 60% and 100% scrolls.
* CoolSword: Uses the Desperado rather than axes or blunt weapons.
* LifeDrain: Gets a passive skill in his first job that recovers a percentage of of his max HP.
* NewPowersAsThePlotDemands: The Demon doesn't seem to need to do anything special to become an Avenger, it simply happens shortly after making the choice.
* {{Overdrive}}: The Exceed system makes skills more powerful if you use them repeatedly, but in exchange, they begin to drain your HP faster.
* ShieldBash: Shield Charge does this and then throws in spikes growing out of the shield in the end for good measure.
* SticksToTheBack: The Desperado when Demon Avenger is not using it.
* ThrowingYourShieldAlwaysWorks: Nether Shield throws two magical shields that home in on enemies.
----


!!Xenon
http://static.tvtropes.org/pmwiki/pub/images/xenon_9389.jpg

A cyborg developed by the Black Wings' scientist, Gelimer, to be the ultimate weapon. Was ChildhoodFriends with with the Resistance leaders until he was kidnapped, memory-wiped, and turned into a cyborg. After a failed Resistance attack that leads to Claudine's capture and Xenon's encounter with her, Xenon realizes that his memories were wiped. He then frees Claudine, turns against Gelimer, and joins the Resistance in hopes of recovering his lost memories. Although he gains their trust, he is forced to leave them after learning that Beryl, a fellow cyborg loyal to Gelimer, can sense his presence and would find out about the existence of the Resistance if he stayed with them. He later joins an undercover organization associated with The Resistance, called [[MeaningfulName Veritas]], that helps him hide his presence by giving him signal jammers to plant across Maple World.

Gameplay-wise, Xenon counts as both a Thief and a Pirate when equipping armor, uses an [[LaserSword energy blade]], and averts the regular MinMaxing strategy of of dumping all of ones points into a single main stat by having three main stats. Xenon also uses the Surplus Supply system, where he can charge up energy to buff his stats or use special skills, and the Multi Mode Linker, where he can change his some of his skills into one of three modes, changing the range, power, and effect of the skill.

Xenon was released during the ''Unlimited'' update.
--
!!Tropes associated with Xenon:
* {{Adorkable}}: His struggle to interact with others makes him come off as this, as he ''really'' wants to regain his former friendships, but he's so out of practice that his attempts come off as weird or irritating.
* AltumVidetur: Veritas is Latin for truth. Given the fact that they help Xenon piece together his identity, his memories, and his place in the world, it's pretty fitting.
* {{BFG}}: Mecha Purge: Snipe: He has Roo-D pull out an enormous cannon (that's apparently a sniper rifle) which he uses to blast a single target for massive damage. This is not even taking into account that it's powered by a ''particle accelerator''.
* AwesomeButImpractical: The pinpoint salvo, which allows Xenon to spend one unit of energy to fire missiles at enemies, which he can even do while also in the middle of other attack skills, but those energy units also give Xenon damage buffs, so it is more effective to just keep the energy and disregard pinpoint salvo entirely.
* BladeSpam: Beam Dance has him swinging his blade around in all directions, slicing apart any foes that get close with lots and lots of hits.
* TheComicallySerious: On several occasions. In the lead-in quest to Gold Beach, Professor Dreamboat has to try ''really'' hard to explain to him what a vacation is and how someone is supposed to relax.
* CoolPet / RobotDog: Roo-D, though she's actually supposed to be a rabbit, and is more of a job instructor than a pet. In the 4th job, she can help you with the Purge Lob Masquerade skill.
* CringeComedy: Several quests centered around him interacting with the Resistance job instructors, who used to be childhood friends of his. Of particular note is the gift-giving quest, in which he gets advice from the members of Veritas (who don't know the Resistance instructors) and the results are simultaneously hilarious and painful. Though, most of the instructors are understanding that he's trying.
* {{Cyborg}}: The strongest one of the lot and superior to the previous model, Beryl, to the point that many of Gelimer's later robots are based on him.
* ElectronicEyes: The bright color of his irises and the lines leading inward certainly suggest this. In his character trailer, his pupil briefly fills with static when Gelimer tries to hijack him.
* {{Flight}}: Not just the Demon-style flight where he can just do cool jumps or glide, he can actually fly around the map and freely attack with missiles. However, this is only temporary.
* FutureSpandex: His starting outfit.
* {{Hammerspace}}: Has inventory space just like the other classes, but while many of the other classes are shown with pouches or bags, or could logically have pockets, Xenon has virtually nowhere to store all the potions, monster bits, etc. that he picks up.
* HairDecorations: Just like the founder of the Black Wings, the female Orchid Style Xenon also has two bunny-themed hair clips as part of her default hairstyle.
* HaveWeMetYet: Upon meeting Claudine again, Xenon begins to get very hazy recollections of his past.
* QuestForIdentity: His motivation for joining the Resistance.
* KillSat: His Hyper Skill, Orbital Cataclysm invokes this.
* LaserGuidedAmnesia: Realizing this has happened is what starts Xenon's HeelFaceTurn.
* LaserSword: The "whip" of his part is made of a light blue[=/=]yellow energy, most likely plasma.
* MinMaxing: [[AvertedTrope Averts]] this by having three main stats instead of just one like all the other classes. He gets a skill each job that enforces this by giving bonuses for having a certain amount in each stat and another for having all three stats at that amount.
* OlderThanTheyLook: He was a child at the same time as the Resistance instructors, who are all adults and in one case a medical doctor, so he has to be in his twenties at the least despite looking no older than his early-mid teens.
* PintsizedPowerhouse: Elex comments that he's very short, and in a later quest, an option is discussed for masking his pulse that would weigh several tons. Xenon expresses confidence he could carry it, but the plan is axed because the resulting device would be the size of a two-story building.
* SuperPersistentPredator: Early in his questline, fellow Xenoroid Beryl hunts him down through several towns by tracking his 'pulse', and his only option is to move to a different town before she arrives. Later, use of signal scrambling technology resolves this issue.
* SuperPrototype: [[spoiler: To legions of other Xenoroids during the final act of Black Heaven.]]
* SwissArmyWeapon: The Multi Mode Linker allows him to change some of his skills into one of three different modes. That wide area slash can turn into a downward shot. That massive sniper rifle can turn into a bomb raid.
* TronLines: His starting equipment.
* UnusualEars: During his release event, players could get a 'Xenon Cap' that was a pair of equippable cybernetic cat ears.
* UnusuallyUninterestingSight: Subverted. Xenon will remark several times that people are staring at him, to which his superior responds fairly indifferently.
-->'''Professor Dreamboat''': You're a walking lightshow, kid. Get used to it.
** Also, before you get to Verne Mine, a setting in which you could walk right past Gelimer, Xenon is given a 'disguise module' so that the Black Wings won't recognize him. It's more or less a HandWave, because his appearance doesn't change.
* UnwillingRoboticisation
* UsedToBeASweetKid: Was ''adorable'' as a kid. Since then, was changed so much (and had been gone so long) that none of his childhood friends recognized him at first.
* WhatIsThisThingYouCallLove: He emotionally ''shut down'' during the years he spent with Gelimer. While he starts feeling again early in his questline, he has a lot of issues understanding said feelings because he's horrendously out of practice.
* WhipSword: And because that wasn't enough, the whip section is a [[EnergyWeapon laser]].
* YoungerThanHeLooks: Doesn't look any older than the other characters (he is noted to be quite short) but it is likely that the roboticisation process stunted his growth, making him appear in his early to mid teens when he should be as old as the rest of the Resistance instructors.
[[/folder]]

[[folder: Region Exclusive Characters]]
!!Region Exclusive Characters

Doesn't it feel great to be different? Some servers in MapleStory have their own, unique characters. So far, none of them really fit in with the established class hierarchy, so they are listed here. Popular classes often find their way into other regional versions, although so far none of them have been brought to the original Korean version. At the moment, all region-exclusive character classes share the same level cap as non-Cygnus character classes.


!!Dragon Warrior/ZEN
http://static.tvtropes.org/pmwiki/pub/images/maplestory-zen_6481.png

The Dragon Warrior is a character class originally released in China and Taiwan's servers as a region-exclusive Pirate class, but it was also made available for creation in [=MapleSEA=] (as ZEN) for a short time. They are heavily inspired by martial arts, and use guns and knuckles as their weapons. They've received some of the same flak as Jett for being added as a supposed replacement for the rebalancing of the Pirate classes (as many of the skills are ''very'' similar to the revamped Pirate skills from KMS), but it is unknown at this point if that is true.
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!!Tropes associated with the Dragon Warrior:
* GunFu: A prime offender.


!!Jett
http://static.tvtropes.org/pmwiki/pub/images/Jett_GMS_6122.png

Jett is a job released in the North American Server as a region-exclusive Pirate class. She is a fugitive bounty hunter from space accused of killing the King of the Planet Cerberus and uses a gun as her primary weapon. Jett received some of the same flak as the Dragon Warrior for being added as a supposed replacement for the rebalancing of the Pirate classes (as many of the skills are ''very'' similar to the revamped Pirate skills from KMS); this was disproved after the revamped Pirate skills were added to GMS following her release.
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!!Tropes associated with Jett:
* AmuletOfConcentratedAwesome: Jett's Core. Losing most of it causes her to [[LevelDrain drop in power]]. She fully reassembles it upon reaching her fourth job.
* {{Cowboy}}: A [[RecycledINSPACE space cowboy]] at that.
* CriticalHitClass: Jett's base CriticalHit rate in her fourth job is 55%. This can be increased to 70% if there are 20 SP in the Collateral Damage passive skill, making her critical hit rate second only to Bishops.
* DoubleJump: Has a triple jump similar to Angelic Buster.
* FutureSpandex: The outfit she starts out with. It even has TronLines on it.
* GlassCannon: Like the Gunslinger, Jett has incredible offensive potential, but has issues taking damage.
* HumanAliens: Despite being from another planet, she looks like everyone else on Maple World. If not for Kyrin seeing her crash land, she'd probably have been able to pass herself off as a Mapler.
* MoreDakka: Starting with the standard-issue Double Shot in her first job, which is then supplemented by Triple Fire in her second job, then moving up to Rapid Fire in her fourth job.
* PhlebotinumHandlingRequirements: Jett's Core is a family heirloom whose immense powers can only be utilised by someone from her family line.
* SuspiciouslySimilarSubstitute: For Zen. Even Jett's recent revamp is mostly identical to a revamp Zen had earlier.
* OneGenderRace: Despite usually being referred to in official release information as female, both genders of the class are available for creation.
* OneHitKill: Brain Scrambler in Jett's fourth job lets her do this to normal mobs. Does [[ForMassiveDamage massive damage]] to bosses instead of insta-killing them, however.


!!Hayato
http://static.tvtropes.org/pmwiki/pub/images/hayato_569.jpg

Hayato was originally one of the two Sengoku character classes released exclusively in JMS, as a region-exclusive Warrior class, but was also added to GMS during the ''Mark of Honor'' update. Highly influenced by the Sengoku era, he wields a unique weapon to himself: [[KatanasAreJustBetter Katanas]]. His playstyle revolves mostly around chaining attacks quickly.
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!!Tropes associated with Hayato:
* AbsurdlySharpBlade: Standard for a Warrior class.
* AwesomeButImpractical: As flashy and powerful as Hayato's [[LimitBreak final skills]] are, they take a terribly long time to charge up and you're probably better off using the massive damage, attack speed, and critical hit bonus you get from holding the charge instead.
* BladeSpam: Sanrenzan and Blade Flash are powerful and rapid sequence attacks which as mentioned in the SpamAttack entry, encourages the palyer to ButtonMash whenever possible for maximum damage. Shinsoku also qualifies, having been reworked into a keydown skill like Xenon's Beam Dance. Hitokiri Hundred Strike takes this UpToEleven, unleashing sword strikes all over the screen and leaving most {{mooks}} dead on contact.
* {{Combos}}: Nearly every attack Hayato has can be comboed into another one. Since his moves are so mobile and he lacks a double jump, this was his primary means of fast travel. This is less prevalent with Hayato's new skills post-revamp, but many of his returning skills can still be chained together. One of his new skills also tries to reinforce this by chaining all eight skills together one after the other, but it's so awkward that it's generally preferred to use them manually.
* CriticalHitClass: Many of the Hayato's abilities can critically hit for several times, and one ability allows them to even heal off of any successful critical hits as a result. Issen or (Hitokiri Strike in GMS) is an instant kill attack against {{mooks}} that also raises his critical hit rate by upwards of ''45%!'' His new Quick Draw mode post-revamp also ramps up his critical hit by up to 50% with a full meter, meaning he can have 100% critical chance without a single additional item! [[ObviousRulePatch Of course, this is only useful for bossing since it reduces the number of targets any of his skills can hit to 1.]]
* DeathOfAThousandCuts / SpamAttack: The Sanrenzan attack, which grows stronger with each stage, encouraging players to mash the button whenever possible.
* DimensionalTraveler: Originally from ancient Japan, brought to Maple World due to Oda Nobunaga forming a cross-dimensional pact with the Black Mage.
* FlashStep: HOLY SHIT. Vorpal Blade, Dankuusen, Issen... Post-revamp he ''also'' has a double jump and a forward dash like Zero and Aran.
* GenderSwap: The new promotional art for the reworked Sengoku characters features a female Hayato and a male Kanna.
* IaijutsuPractitioner: Explicitly refers to his swordplay as Battoujutsu (the art of drawing a sword) and is present in his skills.
* ImplausibleFencingPowers: He somehow slashes multiple times in a cross shape with a katana and performs all kinds of flash steps ''without magic'', not to mention the fact that the sword is never seen leaving its sheath post 3rd Job.
* KatanasAreJustBetter: The only person in the game to use one.
* LimitBreak: His ultimate skills, Summer Rain and the new Hitokiri Hundred Strike, work this way post-revamp. You have to fill up a meter by killing monsters (5 Sword Energy per monster) until it reaches its max at 1000. Afterward the incredible flashy attack that follows is able to basically wipe out anything that is not considered a boss or a mini-boss around your level in a single hit.
* RazorWind: Almost every skill has this in some form.
* {{Samurai}}: Duh.
* StanceSystem: [[IaijutsuPractitioner Battojutsu Stance used to ramp up his damage at the cost of constantly draining mana]]. Post-revamp it now puts all of his mobbing skills into his standard form while the Battojutsu Stance (renamed Quick Draw) changes Sanrenzan into a powerful single-target Blade Flash for bossing.
* SingleStrokeBattle: The Hitokiri Strike is this.
* SuperMovePortraitAttack: Summer Rain.


!!Kanna
http://static.tvtropes.org/pmwiki/pub/images/kanna_2_4536.jpg

Kanna was originally one of the two Sengoku character classes released exclusively in JMS, as a region-exclusive Magician class, but was also added to GMS during the ''Mark of Honor'' update. Highly influenced by the Sengoku era, she wields a unique weapon to herself; a fan. She also uses her fox familiar to fight. Her playstyle revolves around summoning spirits and transforming her familiar.
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!!Tropes associated with Kanna:
* AnimalCompanion: A talking fox named Haku.
* BoringButPractical: Like Battle Mages, their primary attacking skill remains essentially the same for all 4 jobs.
* CoolPet: Her familiar and partner Haku, an adorable little fox that serves as a mount, a buffer (in human form), and the catalyst for many of her most powerful skills. He is a bit irritating and [[DeadpanSnarker snarky]] at times though.
* DarkIsNotEvil: Many of her skills of dark motifs and she summons youkai to fight for her, but she's ultimately very much a righteous person.
* DimensionalTraveler: Originally from ancient Japan, brought to Maple World due to Oda Nobunaga forming a cross-dimensional pact with the Black Mage.
* GenderSwap: The new promotional art for the reworked Sengoku characters features a female Hayato and a male Kanna.
* ImprobableWeaponUser: A fan. More justified than most since she primarily uses it as a medium for her spells rather than hitting people with it (but she can if you use the basic attack button)
* HistoricalInJoke: [[http://en.wikipedia.org/wiki/Oda_Nobunaga Oda Nobunaga]] is the BigBad for the Zipangu characters. Who knew?
* {{Onmyodo}}: Kanna's style of magic, referred as such by her in-game.
* SquishyWizard: Inevitable as a mage without Magic Guard. Although she does have a handful of defensive buffs to make up for it, they don't hold up under heavy pressure. She covers this by 3rd job, which gives her a skill that heals her for 5% of her Max Health whenever she kills a monster, meaning that as long as she keeps slaughtering monsters she'll be topped up the whole time.
* SummonMagic: Most of her skills are this, summoning youkai she's contracted with to attack her opponents and cause a variety of effects. Heck, one of her skills is called Kishin Shoukan (Demon Summoning).
* SuperMovePortraitAttack: Nine-Tailed Fury.
* {{Tsundere}}: Implied to have a crush on Naotsugu but its too obsessed with her rivalry with him to make due on it, reprimanding him harshly when they meet even though he holds her in high esteem.

!!Ayame
http://static.tvtropes.org/pmwiki/pub/images/ayamemaplestory_4390.png
Ayame is a Sengoku gunner, not a full class in her own right, but a "role playing class" that can be used in the Hieizan Temple dungeon. Because of this, she doesn't really have an actual job, but it's generally accepted the gun makes her a Pirate.
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!!Tropes associated with Ayame:
* BayonetYa: Her weapon is a rifle with a bayonet on the end, her basic attack pattern is to slash with it and follow up with a shot.
* GuestStarPartyMember
* KryptoniteIsEverywhere: The Party prequest for the Princess No expedition makes the party leader to be Ayame and makes you fight enemies tailor specifically designed to counter her abilities to prevent it from being soloable.
* SuperMovePortraitAttack: Iron Flower Gun - Mysterious Burst.
* ThereIsNoKillLikeOverkill: Since she is only usable in the theme dungeon, her super move deals an amazing 2000% damage per shot at a very high rate of fire.

!!Beast Tamer
http://static.tvtropes.org/pmwiki/pub/images/maplestorybeasttamer_2185.png

Chase is a girl with animal ears and a tail hailing from the Arboren region of Dawnveil. Having been raised on stories of the five Heroes of Maple World, Chase aspires to become a great hero herself with the help of the Critter Champs, four powerful talking animals who fight by her side: [[BearyFriendly Fort the Bear]], [[PantheraAwesome Lai the Snow Leopard]], [[NobleBirdOfPrey Eka the Hawk]] and [[CuteKitten Arby the Cat]].

Beast Tamer is available in JMS, CMS and GMS.
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!!Tropes associated with Beast Tamer:
* AlphaBitch: Eka does ''not'' like to be bossed around.
* AscendedFanboy: She grew up admiring the Maple heroes, and ends up joining the Maple Alliance when Evan invites her.
* AttentionDeficitOohShiny: At times.
* {{Cloudcuckoolander}}: Fort seems to be this.
* DoubleJump: As a shared beginner skill for Beast Tamer, but Hawk mode can enhance it into a triple jump among other things.
* Fartillery: Fort's Majestic Trumpets, with a bit of PlayingWithFire.
* JerkAss: Eka... [[spoiler: Or [[JerkAssWithAHeartOfGold is she?]]]]
* LoopholeAbuse: Some effects stay when changing modes, such as Purr Zone, allowing her to heal her party while attacking. Alternatively, switch to cat mode when the boss is almost dead for an increase in drop rate and EXP!
* MinMaxing: With not enough points for all animals, it's generally accepted that Fort and Arby have the best end-game applications.
* PointBuildSystem: With over 70 skills divided among the four animals, Beast Tamer is the closest thing Maple Story has to a build system, as even at the level cap, there are not enough skill points to master everything.
* RatedMForManly: Compared to the rest of the skills in the game, Lai's seem to be this. "Bro Attack" and "Macho Incarnate," anyone?
* TheRedMage: Her stance system allows her to serve a variety of roles, but only one at a time.
* StanceSystem: Emphasized with each of the four animals having their own and hotkey loadouts and passive skills that are only in effect when they are active.
** [[EverythingsWorseWithBears Bear mode]]: [[MightyGlacier Focuses on dealing heavy damage in close range.]]
** [[PantheraAwesome Leopard mode]]: [[GlassCannon Great damage while having decent mobility.]]
** [[NobleBirdOfPrey Hawk mode]]: [[FragileSpeedster Decent damage, great mobility with a bit of support.]]
** [[CuteKitten Cat mode]]: [[WhiteMage Focuses on supporting your party members by healing them and boosting their damage.]]
* SuperMovePortraitAttack: Each skill at the bottom of an animal's tree is one of these, as is the hyper attack.
* SkillTree: Enforcing the build analogy, Beast Tamer's skill page can be arranged in a tree view and certain point investments in an animal are required before you can move on to the next skill in the tree.

[[/folder]]

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