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4%%Need some clarification on skills. Please don't uncomment them out unless they're no longer [=ZCEs=].
5%%Also commenting out tropes with lists of skills. Please write out how the trope applies to them, or else they're [=ZCEs=].
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9
10''VideoGame/RagnarokOnline'' has many classes and characters.
11----
12[[foldercontrol]]
13
14!Novice
15
16[[folder:Novice]]
17[[quoteright:280:https://static.tvtropes.org/pmwiki/pub/images/RONOVICE_9152.png]]
18-->''"I want to fight tougher monsters!"''
19
20The Novice is where everybody starts. Novices do not incur any EXP penalty upon death, and regain 50% HP when respawning. You may also choose which starting Stats to have. Once Job Level 10, Novices can change into one of the 6 main first classes or one of the 4 expanded classes.
21----
22
23* ArtisticLicenseAnatomy: The chest area of female Novices bounce while wearing ''breastplates''. [[http://adultimum.net/rw Ragnarok Wisdom]] speculates that their breastplates are made of jellopy, a jelly-like substance found in Porings.
24* FeaturelessProtagonist: Possibly helped by the sprites' featureless faces, this was to be expected. It's common in the fandom to give their characters their own features later.
25* FakingTheDead: Play Dead, a quest skill specific only to their class that is meant to help Novices survive any powerful mobs they happen to come across. Once they job change, even if it's to Super Novice, it's greyed out for good. In the mobile reboot, characters keep the skill upon promotion and useful for quick recovery and losing enemy aggro though bosses can't be fooled by it.
26* StarterEquipment: This class has access to a set of basic Novice gear that helps them get started in the game, from the Tattered Novice Ninja Suit, to the Novice Main Gauche. Once the Novice promotes, though, all that starting gear is unavailable to wear.
27* YouHaveResearchedBreathing: The /sit command. You only learn how to sit down around base level 3. It's not entirely clear why you didn't know how to sit down before then.
28
29[[/folder]]
30
31[[folder:Super Novice & Hyper Novice]]
32[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/supernovicefull.png]]
33[[caption-width-right:350:Super Novice]]
34[[caption-width-right:245:[[labelnote:Hyper Novice]]https://static.tvtropes.org/pmwiki/pub/images/ro_hypernovice.jpg[[/labelnote]]]]
35
36Super Novices are a special kind of class which exploits nearly every first class skill. As a result, they are the most versatile among all classes, having "true freedom" in build and skills. The downside to this freedom of skills is their very low HP and SP. Super Novices also lose the luxuries of being a regular Novice, namely, the use of the Play Dead skill and are subject to the [=EXP=] penalty upon death with 1 HP upon revival, just like a regular first class. Super Novices only can equip anything a normal Novice would be able to, including specialized Novice only equipment. Such equipment includes highly effective armor and shields which reduce elemental attacks. Additionally, Super Novices have their own unique cart, should they choose to get one.
37
38Super Novices can reach Base 150 and Job 50 with skills from Second classes (especially from the 2-1 line) and one from High Wizard (Stave Crasher).
39
40Being an "all-in-one" class, the following tropes are unique to the Super Novice.
41----
42* AnAdventurerIsYou: The Jack-of-all-Trades. The Super Novice is unique in RO in that you're not restricted to just one skillset and can basically be any desired playstyle.
43* AwesomeButImpractical: A Super Novice has a fairly diverse skillset, but even if you were to specialize in one skill tree, you still won't be as good as the job dedicated to said skill tree. Thus, the Super Novice is usually relegated to something players play for amusement.
44* FighterMageThief: Or a combination of two or three, if you so desire.
45* JackOfAllTrades: Given that you have ''all'' the skills available to you, it would be very easy to make a Super Novice into one of these. Want a magic-casting, sword-using, stealth-based character who can also open shops? With some finagling of skill points, you can achieve it. Granted the character won't be as powerful as their second class counterparts, but that's the price paid for versatility.
46* LethalJokeCharacter: Most players don't see the Super Novice as anything more than a joke at worst and an interesting but weak class at best. The instant-cast Super Novice build, only applicable before Renewal, plays with that perception. They were capable of unleashing the pain of the Mages' arsenal instantly due to their high cast times aided by investing in Archer dexterity-buffing skills as well as being self-sufficient in healing. Still not as good as the second class counterparts, but a notch up from just a plain Novice perception.
47* MagikarpPower: Getting to this class is ''painful'', but after getting there you'll be powerful (though, as noted above, less powerful than you'd expect).
48[[/folder]]
49
50
51!First Job Classes:
52
53[[folder:Swordsman/woman]]
54[[quoteright:206:https://static.tvtropes.org/pmwiki/pub/images/swordsman_1126.png]]
55-->''"Defend the right..."''
56
57From soldiers to weapon masters, the Swordsmen and Swordswomen of Rune-Midgard are true warriors in all regards. They hone their skills with swords and spears, and may even wield other weapons such as maces and axes. They can swing their weapons with great force or great finesse, depending on the situation faced. They also train their bodies to quickly recover from wounds and endure all sorts of attacks. Tough and sturdy, those of the Swordsman class are the first to charge into the heat of battle and the last to fall.
58
59The tank class of Ragnarok Online, they have the highest base HP of all classes. They are also able to equip most melee weapons, although they have an inclination to use swords and daggers. A Swordsman is capable of leveling solo, but he or she can also work well in groups and parties. Upon reaching at least Job Level 40, the Swordsman can change into either the offense-oriented Knight or the defense-oriented Crusader.
60----
61* AnAdventurerIsYou: Usually as The Tank, though The Blademaster role is just as popular. The Swordsman has equally good aptitude for defense and strength, making them ideal for leading the charge.
62* TheBerserker: If a Swordsman has done the quest for the Auto Berserk skill and has less than 25% of their health, this skill automatically activates to give them a strength buff and defense debuff. It isn't as terrifyingly effective as a Lord Knight with Berserk/Frenzy, but it still counts.
63* FighterMageThief: The Fighter in the trinity, obviously. Physical in-your-face combat.
64* GoodThingYouCanHeal: The HP Recovery skill, which lets the Swordsman regenerate health at a much faster rate than any character.
65* HeroesPreferSwords: The Swordsman has access to many weapons, but given that they have passive enhancements for using One-Handed and Two-Handed Swords, one would naturally assume that the Swordsman is better geared with said swords. One-handed is best for attack speed and allows for shields. Two-handed brings more damage. [[TakeAThirdOption Some take another road, such as...]]
66** Knives: Higher attack speed, some defense, yet does less damage on medium and large monsters. Usually temporary.
67* LuckilyMyShieldWillProtectMe: Should you choose the one-hand sword and shield option, the shield helps with the defense.
68[[/folder]]
69
70[[folder:Mage/Magician]]
71[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/mage_2184.png]]
72-->''"The force of nature..."''
73
74An arcane magic-wielder with the ability to cast variety of devastating magical spells at will, the Mages have unlocked the secrets of arcane lore to master what is commanding every elements in Rune-Midgard. Having access to a variety of offensive spells, the Mages can unleash a deadly arsenal of magical attacks upon unwary opponents. Mages however could not bear to use heavy armors hence making them vulnerable when attacked up close.
75
76Mages rely on their skills as their main source of damage, and such attacks are magically based and only take into account the target's Magical Defense, and not their Physical Defense. Furthermore, all of a Mage's spells are elemental, thus meaning the accurate use of the correct spell against the correct monsters is highly important. At Job level 40 they can promote into the offensively-oriented Wizard, or the support-oriented Sage.
77----
78* AnAdventurerIsYou: The Nuker, thanks to having a myriad of [=AoE=] spells to basically wipe screens of monsters.
79* BlackMage: Going by definition. Mages utilize multiple elements - Fire, Water (in the form of ice spells), Wind and Earth - and base spells start out as Bolts (except for Earth, which comes in the form of stone armour).
80* FighterMageThief: The Mage of the trinity, obviously. Ranged magic combat with a propensity of having low defense.
81* FireIceLightning: 'Lightning' here is actually the Wind element, but the overall look of the spells remains Lightning in nature.
82* KillItWithIce: Skills like Frost Nova and Ice Bolt make this a reality. They have the special status of turning a mob's element into Water when frozen, which is then compounded with Lightning to deal a ton of damage. Does not work on Water-element mobs for obvious reasons.
83* KillItWithFire: Similarly, skills like Fire Ball and Fire Wall. While having no special property, Fire is one of the more damaging elements in a Mage's arsenal as well as being the one element most low-level mobs are weak to, and therefore just as popular as the Water-Wind combo.
84* LinearWarriorsQuadraticWizards: Aspiring Novices will have to contend with low damage and survivability while having to melee monsters. But once they become Mage, they will start to dish out huge damage while exploiting the ElementalRockPaperScissors, allowing them to hunt monsters ''way'' above their level. Subverted in the late-game however, where many enemies are of the Shadow or Holy elements which are '''incredibly''' resistant against elemental magics; Lvl 4 Holy monsters are outright ''immune'' to elemental spells.
85* LuckilyMyShieldWillProtectMe: A low-level Guard, or a very big magic book. Usually recommended when solo levelling.
86* ShockAndAwe: As mentioned above, the Water element is weak to Wind. Hence it is common for Ice-specialized Mages to invest in Wind skills as well.
87* SoulPower: Soul Strike has you summoning ghosts to hit enemies with Ghost element magic. Its prerequisite, Napalm Break, is described as 'throwing psychokinetic energy', which leaves to the imagination as to where these ghosts come from.
88* SquishyWizard: Most Wizard builds designed for efficiency are these since most of the stat points tend to be distributed towards faster casting and higher magical power. Wizards built for the guild wars are only slightly less squishy.
89[[/folder]]
90
91[[folder:Thief]]
92[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/Thief_8227.png]]
93-->''"A benevolent picaroon..."''
94
95Waiting in the shadows, planning where they'll strike next, the mischievous Thieves are a force to reckon with. Swift and powerful, few can keep up with a Thief's attack speed and power, whether they're slashing their way in battle with a sharp dagger, or striking from afar with a bow. Striking them down isn't easy either, coupling their high flee with the ability to become invisible and poison their pursuers, Thieves have only magic to fear.
96
97A Thief just wouldn't be a Thief if they weren't able to steal from their enemies, which makes them in turn quite adept at item gathering and money making. If the player decides to play as a Thief, frantic battles and high degrees of fun are guaranteed. They're also a very good choice as first characters, since in the beginning they don't have to rely as heavily on equipment to be able to fight consistently. From job level 40 to 50, Thieves are given the choice to take the trial to join the mysterious order of the Assassins or continue plotting ever more daring crimes as a Rogue.
98----
99* AnAdventurerIsYou: The Scrapper, given that they naturally have a higher attack speed while every other class has to actively invest in it.
100* CombatPragmatist: The class series as a whole are this, with the Assassin and Rogue class lines emphasizing different aspects of this trope.
101* FighterMageThief: Very much the Thief in the trinity, exactly as it says on the tin.
102* HeroesPreferSwords: They ''could'', but most thieves don't. A sword gives higher damage for attack speed, which a Thief player would consider not necessarily optimum.
103* VideoGameStealing: Successful use of the Steal skill gives you one random item from the monster's drop list. This item is "extra" and doesn't affect the actual drops. Of course, many drop lists contain body parts from their monsters...so yeah, you can "steal" the beak of a bird that's attacking you (with that beak), kill it...and get the beak again.
104* YouHaveResearchedBreathing: Quest skills Find Stone (picking up a stone), Stone Fling (throwing stones), and Sand Attack (throwing sand). Like /sit, it's not clear why you specifically need to seek out people to teach you those skills - and why other classes can't do it.
105[[/folder]]
106
107[[folder:Archer]]
108[[quoteright:247:https://static.tvtropes.org/pmwiki/pub/images/normal_archer_1671.jpg]]
109-->''"Penetrate the evil..."''
110
111Archers are adept at long range combat, and use it almost exclusively. Gifted with high accuracy and excellent damage, archers are arguably one of the fastest first job classes to level up in Ragnarok. Their range gives them several advantages, which includes the ability to change the element of their weapon quickly by changing their arrow type. This makes Archers able to exploit elemental advantages easily, even more than Mages. Their accuracy and damage is increased by the same stat (DEX), allowing all attacks to connect and deal a lot of damage and also simplifying stat growth. Exploiting their incredibly long attack range also enables Archers to defeat stationary or slow-moving opponents that are stronger than they are, without being hit.
112
113At job level 40, an Archer can choose what he/she wanted to be: the swift and powerful damage-dealing Hunter; or the support-themed Bard/Dancer. This is also a unique case of class progression: all male Archers become Bards, while all female ones became Dancers.
114----
115* AnAdventurerIsYou: [[ExactlyWhatItSaysOnTheTin The Archer]], obviously. A classic example of one, specializing in quick, ranged damage.
116* ImprobableAimingSkills: Some situations would find you firing arrows at various distances with obstacles between you and the target. Your aim doesn't suffer for it.
117* {{Multishot}}: Double Strafe and Arrow Shower - two arrows and multiple arrows, respectively.
118* MoneySink: Arrows might be really cheap, but considering how fast you can use a lot of them (due to your sole method of attacking involves using arrows), the cost for arrows can quickly adds up, so this is ''not'' a class recommended for new players who don't have much money yet.
119* TrickArrow: Various elemental arrows, even immaterial ones. Generally useful only if you're going to be dealing with a mob that is weak to that element. There are also arrows that can inflict statuses, like stun, freezing or blind.
120[[/folder]]
121
122[[folder:Merchant]]
123[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/tropes_merchant_8140.jpg]]
124-->''"Deal with a hope..."''
125
126Merchants are an aptly named class in the game. They (mostly) deal with the economy and are able to generate cash at an increased rate with their ''Overcharge'' and ''Discount'' skills; they can also employ ''Pushcarts'' as a kind of second inventory, and if they have this they can do ''Vending'' to sell valuable items to other players. In battle, they can hold their own thanks to their ''Mammonite'' skill. Most players will have one (or two) Merchants, if only for vending wares, discounting, and/or inventory expansion.
127
128At job level 40, a Merchant can choose between becoming a weapon-crafting and battle-oriented Blacksmith, or a consumable-crafting and support-oriented Alchemist.
129----
130* AnAdventurerIsYou: More like "An Entrepreneur is You". They have a lot of skills that facilitate trade, but in combat, they have power equating to a Blademaster for self-defense.
131* AnimalMotifs: Piglets. Even their PowerUpMount is a Savage, the in-game's version of wild boar.
132* BagOfHolding: Your pushcart is a variant. It can hold up to 8000 in ''weight'', meaning that you can basically have 8000 items that only have a weight value of 1 if you so desire. This is a ''lot'' and you will normally find most Merchant players will immediately invest in this regardless of being combat built or not.
133* CastFromMoney: Mammonite, the aforementioned money-hurling skill. The skill can inflict up to 600% damage for 1000 zeny, and can be adjusted to better fit your current funding.
134* CommonCharacterClasses: Merchants start out as Warrior by default with a touch of Support. The Blacksmith line balances the Warrior and Support role while the Alchemist line leans a lot more towards Support with a touch of Nuker.
135* DifficultButAwesome[=/=]MagikarpPower: As a whole class series, the Merchants are this compared to other basic classes along side the Acolytes. To elaborate, Merchants start out basically as an inferior version of the Swordsman class and their only offensive skills are ''Mammonite'' and ''Cart Revolution'', but this is mitigated through their derived classes.
136* DiscountCard: and Overcharge too. Discount skill reduces vendor prices, and Overcharge skill increases the prices you sell at to said vendors.
137* ImprovisedWeapon: They're traders, not fighters. They hurl money to defend themselves. And ram their carts into monsters.
138* IntrepidMerchant: This is the best way to describe the Merchant class in the game. Any Merchant player will travel far to various towns, selling and buying, and go and fight monsters for that elusive item. They have skills to generate cash, they have carts to help with the extra load and they can set up player shops straight from these carts selling ''anything''. It doesn't get more straightforward than that.
139* WeSellEverything: You can use your ''Vending'' skill to sell anything.
140[[/folder]]
141
142[[folder:Acolyte]]
143[[quoteright:200:https://static.tvtropes.org/pmwiki/pub/images/acolytes_small_116.jpg]]
144-->''"As divine grace..."''
145
146The main support class for 1st Classes, Acolytes have a specialized skill set geared primarily for support. They are the only 1st Class that can ''Heal'', and augment a multitude of stats with their support skills. Always in a high demand, they are vital to the survival of a particular adventuring group.
147
148At job level 40, they may choose to become a support-oriented Priest or the more martial Monk.
149----
150* AnAdventurerIsYou: The Healer Classic. Healing is their main forte in the game, though they also dabble into being The Buffer with spells like Angelus or Blessing.
151* ChurchMilitant: People wanting to be Monks gave this flavor to their Acolytes.
152* HammerOfTheHoly: They prefer to wield maces in battle, which carries over to their promoted classes.
153* LightEmUp: Holy Light, which is Holy-element, and one of the only direct-attacking spells they have before promoting.
154* MagikarpPower: It's more obvious when levelling to be a support Priest. You're restricted to using maybe two skills at best and a few easy maps, and if you can't find a party (thankfully parties ''will'' want you) expect yourself to take a long time. Then when you hit Priest, the world suddenly opens up and you can probably become a fairly fearsome tanking support with few shades of your former self and everyone wants you in their party.
155* ReviveKillsZombie: The more minor variant, as Heal harms undead-type monsters. It is also the main way for a [[TheMedic full-support Acolyte]] to LevelGrind.
156* StatusBuff: Alongside their powerful heals, they also have a selection of buffs that make them welcome additions to parties. Angelus buffs defense and HP, Blessing buffs Strength Dexterity and Intelligence, among other supportive spells.
157* WhiteMage: To the Mage's BlackMage, in addition to buffing skills.
158
159[[/folder]]
160
161!!Expanded Classes
162
163[[folder:Taekwon Kid]]
164[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/taekwon_img.jpg]]
165
166Bringing the art of taekwon-do to Ragnarok Online is the completely martial Taekwon Kid. A unique class themed around unarmed combat in the form of powerful physical kicks, this class brings in an additional gimmick in the form of the Taekwon Missions - tasks that allow players to climb ranks across the server and gain bonuses in doing so.
167
168At job level 40 they may choose to become the physically oriented Taekwon Master or the spiritually blessed Soul Linker.
169----
170* {{Combo}}: Like the Monk classes, Taekwon Kids can use kicks in tandem with "stances", which are statuses that activate at either 15% or 20% chance. Using the kick corresponding to the stance gives an additional damage bonus and other statuses. Unlike the Monk, the trick is to use the right kick within seconds of the stance activating to reap the benefits of the kicks. Taekwon Rankers utilise this to their full advantage.
171* DungeonBypass: Of a sort. The Leap skill as interpreted by the game is actually a targeted teleport to the spot two to ten cells ahead of you, whatever may be between you and that cell be damned. Because of this, it can be used to jump clean over walls in dungeon maps even if there should logically be a ceiling.
172* ElementalPowers: Mild Wind lets Taekwon Kids, and their upgrade classes, change the element of their attacks. This is a simple but potent skill, as a Taekwon can change their attack's element into any element that matters[[note]]Poison and Undead are not included, but any target that is weak to either of them will universally also be weaker to something else as well[[/note]] at the touch of a button, and if you're playing ElementalRockPaperScissors this is a game changer.
173* ExtremityExtremist: With their legs and feet, compared to the Monk's fists. All of their animations are kicks.
174* MechanicallyUnusualClass: The Taekwon Kid has a mechanic where the majority of their special attacks are only usable at random, when a prompt comes up in battle while they are attacking. This gives the class a very frantic feel compared to the typical classes, but allow them to dish out some large amounts of damage. It is also the only class to have a skill dedicated to giving missions to complete in order to gain ranking on a server.
175[[/folder]]
176
177[[folder:Ninja]]
178[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/ninjaclass.jpg]]
179
180Should the aspiring novice seek out the ways of the ninja, Amatsu offers such individuals with the Ninja. A class built to strike at the right time, the Ninja utilises the largest number of throwing skills possible in the game along with magic-based elemental ninjutsu to deal damage.
181
182At job level 40, they can become either a Kagerou (male Ninja) or Oboro (female Ninja).
183----
184* CastFromHitPoints: Killing Stroke. It's powerful, but it takes their HP down to '''1%'''. Use with care, Ninjas.
185* ElementalPowers: Magic-build Ninjas are considered an alternate Wizard since their ability set is all based on the elemental attacks they have.
186** FireIceLightning: Ninjas have sets of three abilities within each element.
187** DishingOutDirt: After they become Kagerou/Oboro, they gain access to Earth skills.
188* HighlyVisibleNinja: The colours may be desaturated, but it's hard to deny that they're still wearing rather obvious primary colours.
189* ImprobableWeaponUser: Ninjas can ''flip tatami mats'' to deal damage and cause knockback. Oddly this is not a physical weapon they can carry, it just exists as a skill as if Ninjas carry a tatami around with them 24/7.
190* LethalJokeCharacter: Like most of the extended classes, Ninja is normally considered to be somewhat gimmicky - that is, until you find out their Killing Stroke skill does a ton of damage when combined with Rapid Throw in [[PlayerVersusPlayer PvP]].
191* MoneySink: Rapid Throw, which uses up to 100,000 zeny to inflict around the same amount of damage (1 damage per zeny). Also in a gameplay perspective the entire class, because the ammunition costs for throwing weapons and the orbs for magic skills can ramp up a fair amount, so it's no wonder why this class is not advised for new players, who won't have much money yet. And then Kagerou and Oboro brings the elemental paper seals into the mix......
192* ThrowingYourSwordAlwaysWorks: A Ninja can hurl Shurikens, Kunai, or Huuma Shurikens. Throwing builds were quite useful pre-Renewal and will always use Huuma Shurikens.
193[[/folder]]
194
195[[folder:Gunslinger]]
196[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/gunslinger.jpg]]
197
198For players favouring a more long-ranged gung-ho approach to their Ninja and Taekwon counterparts, the Gunslinger can provide them with what they're looking for. With a set of impressive firearms ranging from Rifles to Shotguns to even Grenade Launchers, they're here to bring the thunder onto monsters and players alike.
199
200They can eventually change their job into the Rebellion.
201----
202* BadassLongcoat: The male Gunslinger has a really nice longcoat, and the sprite's animations fashion a stylish 'cool' flavour to the class. It's definitely meant to invoke the image.
203* {{BFG}}: The Gatling Gun appears to be longer than the sprite's height, and the sprite wraps its arms around the gun to support it while firing. In the official art the gun is definitely taller than the character.
204* TheGunslinger: This class is no doubt based on this trope. Depending on your playstyle you can pull off Vaporizer and Trick Shot with various skills and the Gatling Gun weapon, or Shotgun and Pistol with the right skills, and with the corresponding poses and animations. The Coin skills add even more flourish, with your character casually flipping them into the air. If shooting with style is your thing, this is it.
205* GunsAkimbo: The Gunslinger comes with dual-wielding pistols like they were born to do it. The sprite either concentrates on one target with both guns, or shoots in different directions without looking.
206* ImprobableWeaponUser: Aside from guns, Gunslingers can ''somehow'' also use money - by converting it into gold coins - to attack. A Coin build is entirely viable, though not optimal.
207* MagikarpPower: They have the most painful Job Change Quest for newbies, require expensive ammunition and are just downright weak compared to other Expanded classes. Pick up a Grenade Launcher and a pair of guns, however... And later on, once they become a Rebel, they become just as powerful as the more advanced classes.
208* MoneySink: Coin Flip, although its cost (1z per use) is nothing compared to the Ninja and Whitesmith's MoneySink skills. However, just like Ninja class, the ammunition cost alone is a bigger offender of the trope, and the sole reason why this class is not recommended for new players. In fact, it's even more important to be aware of this with Gunslinger class, because Gunslingers are like Archers in that they absolutely depends on having their ammunition to actually hurt their enemies.
209* MoreDakka: With a sufficient amount of points in the DEX stat, a Gunslinger with a Gatling Gun has increased attack speed and appears to be essentially pouring lead into whatever they've got their sights on.
210* NoShirtLongJacket: The male Gunslinger appears to have his chest bare under his coat in the official art.
211[[/folder]]
212
213!!Doram Exclusive Class
214
215[[folder:Summoner]]
216[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/doram_summoner.jpg]]
217
218Summoners possess the fortitude to tame the sea, the land, and the essences of life itself.
219----
220* BadassAdorable: They are Doram, the CatFolk with incredible powers.
221* ElementalPowers:
222** TheBeastmaster: Life and Sea skills are animal-based skills, with Life being land animals and Sea being, well, aquatic ones.
223** GreenThumb: Land skills are plant-based skills.
224* CripplingOverspecialization: The huge and demanding skill tree of Summoner, and the tiny amount of skill points available to them, force them to focus on only one specific build out of three that are available to them, each with their own pros and cons. (Notably, it's possible to take skills from another build with leftover points, but it won't be enough to fully max the skill tree, so the trope still applies.)
225** The '''Life''' build: A physical build. Hits hard, but the attack skills are neutral element, requiring outside help to further increase damage through elemental advantage. Has more attack skills than buff/debuff skills.
226** The '''Land''' build: A magic build. Can hit just as hard, and has elemental magic attack, so on its own, this build potentially has higher damage than physical build, but that particular attack skill is forced elemental, meaning trouble against monsters that resist those elements. Has more buff/debuff skills than attack skills.
227** The '''Sea''' build: A full support build. Lacking any attack skills, having literally none, but is potentially the best healer in the game with the "heal 90% HP" skill, and capable of tanking any damage by creating a barrier that becomes stronger the higher their Max HP is. Has great durability due to the skills, but can't do much besides doing support role.
228* ImprobableWeaponUser: Strangely enough, [[https://ragnarok.fandom.com/wiki/File:Character_Summoner.jpg official artwork]] depict the male one carrying a hammer, but in reality, the only kind of weapon Summoners can equip, is a ''fake/plastic model of foxtail plant''.
229* PintsizedPowerhouse: Summoners, due to their race, are naturally smaller than the human characters, but they can reach max level and damage as high as a Job 3 class, despite being a Job 1 class in addition to their tiny size. This continues when they become Spirit Handler, which reach the max level and damage potential of a Job 4 class and has AP just like them, despite being technically only a Job 2 as well as keeping their small stature.
230* TheRedMage: Their Sea skills are entirely supportive skills, while Land and Life skills feature offensive skills.
231[[/folder]]
232
233!Advanced Job Classes
234
235[[folder:Swordsman-derived]]
236!!Knight > Lord Knight > Rune Knight > Dragon Knight
237[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/ro_knight.jpg]]
238[[caption-width-right:250:Knight]]
239[[caption-width-right:250:[[labelnote:Lord Knight]]https://static.tvtropes.org/pmwiki/pub/images/ro_lordknight.jpg[[/labelnote]]]]
240[[caption-width-right:250:[[labelnote:Rune Knight]]https://static.tvtropes.org/pmwiki/pub/images/ro_runeknight.jpg[[/labelnote]]]]
241[[caption-width-right:250:[[labelnote:Dragon Knight]]https://static.tvtropes.org/pmwiki/pub/images/ro_dragonknight.jpg[[/labelnote]]]]
242
243-->''"A spirit of chivalry."''
244
245Many Swordsmen become Knights, protectors of the kingdom and upholders of honour. Along with their swords, spears, and Pecos, they've gone from wannabes to fearsome fighters that can wield two-handed swords and spears with equal ease. The Lord Knight is the result of a Knight with defensive capabilities to match their offensive mastery. Along with their armored Pecos they make a regal spectacle - and have the strength and tanking abilities that puts them on par with Crusaders. Their next class, the Rune Knight, adds the magical power of Runestones to their already fearsome sword and spear arsenals.
246----
247* BattleAura: Knights glow yellow when they're under the effects of ''Two-Hand Quicken''.
248* BeehiveBarrier: The Lord Knight's Parry. Appears as a hemisphere-shaped shield, and anything that hits it makes a satisfying clang.
249* TheBerserker, for Knight builds capitalizing the...
250* BerserkButton: In a surprisingly meta and straightforward fashion. Lord Knights have this ability, which is simply termed ''Berserk''. It gives them a very high power boost at the cost of all of your other abilities (and you can't even ''chat'') and regeneration. Of course, you the player activate it [[IncrediblyLamePun with a push of a button]]. A well-built Berserk Lord Knight is a sheer powerhouse, if you don't mind being left with 100 health or being extremely weak in defence later on.
251* BetaOutfit: The Rune Knight's [[https://www.novaragnarok.com/wiki/images/3/31/DressRK2.png initial appearance]] steered away from the heavily armored look. Eventually, [[https://www.novaragnarok.com/wiki/images/3/3e/DressRK1.png another version]] of the Rune Knight sprite was created, continuing on the trend of the Knight class-line wearing impressive armor.
252* BreathWeapon: If you choose to take on a tanking path with your Rune Knight, you'll get to wield a powerful area-of-effect skill with your [[DragonRider Ferus]]. This is because your dragon's breath attack is entirely dependent on your health.
253* ChainmailBikini: Looking at the class progression, it seems the female Knight has joined the female Crusader in losing a game of strip poker. She's gone from being fully covered to maybe about 1/5th of it - shoulders, forearms, calves, half the breasts and hips. [[http://i41.tinypic.com/ftlkdl.png This has not gone unnoticed by the players]], with someone even making reference to [[http://adultimum.net/rw/img/comic/141.jpg Ragnarok Wisdom's comic on magical power being inversely related to covered up surface area]]. Thankfully for her, she regained a lot of armor as Dragon Knight.
254* DragonRider: Rune Knights get an armored Ferus as a mount. It looks like a large bipedal lizard akin to a dinosaur, but is categorized as a dragon. Dragon Knights upgrades their mount into an armored Acidus, which is a flying dragon.
255* HeroesPreferSwords: Knights remain one of the very basic classes in RO from their Swordsman roots, and one of the easiest to play. Almost every player have/had one in their careers. Of course, they are armed with swords of all kinds, preferably Two-Handed Swords.
256** KatanasAreJustBetter: Subverted. There are good katanas in the upper-tier (Level 4) two-handed swords, but they are not necessarily the best.
257* LightningBruiser: Their attack speed can be boosted very high with a combination of the ''Two-Hand Quicken'' skill, speed-boosting potions and a huge investment in the Agility stat. Since they may be too fragile to be a tank, they serve as the DPS.
258* MegatonPunch: Their ''Bowling Bash'' makes them punch twice, inflicting damage with each punch and knocking enemies back in an area.
259* MightyGlacier: Knights that use spears tend be much slower in attacking, but they make up for this by having a huge amount of health and defence. These are usually the tanks.
260* MagicKnight: Rune Knights are knights wielding some form of WhiteMagic, if the skill Enchant Blade is anything to go by. They also craft Runes to use in battle for boosts.
261* SpellBlade: Enchant Blade adds your own Magic Attack power into your own or an ally's physical attack.
262
263!!Defender (kRO) / Crusader (iRO) > Paladin > Royal Guard > Imperial Guard
264[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/ro_crusader.jpg]]
265[[caption-width-right:250:Defender / Crusader]]
266[[caption-width-right:250:[[labelnote:Paladin]]https://static.tvtropes.org/pmwiki/pub/images/ro_paladin.jpg[[/labelnote]]]]
267[[caption-width-right:250:[[labelnote:Royal Guard]]https://static.tvtropes.org/pmwiki/pub/images/ro_royalguard.jpg[[/labelnote]]]]
268[[caption-width-right:250:[[labelnote:Imperial Guard]]https://static.tvtropes.org/pmwiki/pub/images/ro_imperialguard.jpg[[/labelnote]]]]
269-->''"One preparing for the holy war."''
270
271A Swordsman can opt to learn [[HolyHandGrenade Holy Magic]] and become a Crusader, a formidable defensive fighter. Later on, the Crusader's faith has paid off in the form of the much more offensively oriented Paladin, trained to bring down the light upon all sinners. They take it further with the Royal Guard, elite troops of a king and ready to show off their united and disciplined teamwork.
272----
273* AllYourPowersCombined: The Royal Guard's Banding ability is essentially this, since it adds power and abilities of a few Royal Guards with the skill in close proximity.
274* BattleAura: Just like their counterparts, the class line glows yellow while under the effects of ''Spear Quicken''.
275* BattleBallgown: The jRO redesign of female Royal Guard [[https://vignette.wikia.nocookie.net/ragnarok8812/images/0/08/Character_RoyalGuard2.jpg/revision/latest?cb=20160722205551 wears an armored dress]].
276* CastFromHitPoints: The Paladin's Martyr's Reckoning sacrifices health to deal a ton of damage.
277* ChainmailBikini: The female Royal Guard appears to be losing a game of strip poker throughout the class progression. However, it's averted with Imperial Guard, as she regained a full body armor.
278* ChurchMilitant: If the description for the Paladin on the [=iRO=] wiki is anything to go by.
279--> ''Do you believe in the gods? Witness the Paladin's might and see the power of the divine for yourself! Non-believers are sure to convert and sinners will repent! The Paladin is a shining symbol of piety and devotion who uses his fighting ability in the service of the gods and his fellow man. His skills can punish the wicked or inspire the faithful.''
280* CrossAttack: Crusaders' Holy Cross and Grand Cross, Paladins' Gloria Domini, Royal Guards' Overbrand.
281* GiantFlyer: Royal Guards can ride Gryphons.
282* MagicKnight: Crusader-type players are essentially heavily armored knights who wield WhiteMagic.
283* MightyGlacier: The skills of Crusader-types seemed to be geared more to this end, but if they so choose they can be...
284** LightningBruiser: Spear-based Royal Guard builds can be this with the Spear Quicken skill.
285* ShieldBash: Plus its sister trope ThrowingYourShieldAlwaysWorks. There are even builds capitalizing on this ability.
286* StoneWall: They are one of the best tanks in RO, second only to defensively-built full-support Priests.
287* ThePaladin: The entire progression is themed around the class using the power of faith, at least until the Royal Guard. What the fandom decides is an entirely different matter.
288[[/folder]]
289
290[[folder:Mage-derived]]
291!!Wizard > High Wizard > Warlock > Archmage
292[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/ro_wizard.jpg]]
293[[caption-width-right:250:Wizard]]
294[[caption-width-right:250:[[labelnote:High Wizard]]https://static.tvtropes.org/pmwiki/pub/images/ro_highwizard.jpg[[/labelnote]]]]
295[[caption-width-right:250:[[labelnote:Warlock]]https://static.tvtropes.org/pmwiki/pub/images/ro_warlock.jpg[[/labelnote]]]]
296[[caption-width-right:250:[[labelnote:Archmage]]https://static.tvtropes.org/pmwiki/pub/images/ro_archmage.jpg[[/labelnote]]]]
297-->''"The spirit of nature."''
298
299Pure damage dealers and built to spread around their destruction as much as possible, the Wizard is what the Magician aspires to be on the fighting scene. The High Wizard takes the Wizard to a whole new level in terms of power and additional spells. With the introduction of the Warlock, this class now deals out mass destruction without moving a finger, as well as the capability combine elements in a devastating attack.
300----
301* AllYourPowersCombined: The Warlock's Tetra Vortex will use four elemental orbs the Warlock previously summoned in backwards order. It is entirely possible to have the attack inflict Wind-Water-Fire-Earth in one go.
302* AreaOfEffect: The area of effect increases with the class progression. Mages start off with 5x5. Wizards up it by going 7x7, with their flashiest skill at 9x9. While the range is unclear depending on the server, the Warlock's ultimate spells will cover ''at least'' nearly 2/3rds of your entire screen.
303* TheArchmage: It's pretty self-explanatory (especially for their Job 4, which is literally called Arch Mage).
304* BlackMagic: Arch Mage gains a purely Shadow element magic skill called Mystery Illusion, and an Undead element magic skill called Deadly Projection.
305* CastingAShadow: Warlock's Hell Inferno. It deals a weak Fire property damage at first, and then a strong Shadow property damage.
306* LeotardOfPower: The uniform of the female Wizard basically is this.
307* MiniDressOfPower: The outfit of the female High Wizard.
308* PersonOfMassDestruction: The class was already meant to deal damage like no other, but Warlocks have now taken the crown with their giant area spells and equally powerful enhancements to boot.
309* PimpedOutCape: The High Wizards and Warlocks in alternate outfits wear capes with fur and a MysticalHighCollar.
310* PrettyInMink: The female Wizard and High Wizard [[http://img.playragnarok.com/downloads/wallpapers/wallpaper_76_1280.jpg wear fur lined capes]]. So does [[https://vignette.wikia.nocookie.net/ragnarok8812/images/a/af/Character_Warlock2.jpg/revision/latest?cb=20160914032329 the jRO redesign of both genders of Warlock]].
311* SquishyWizard: The extra stat points can be used to pump health a bit more as the class advances, but they still trade off health and defence for higher magic attack and faster casting speeds.
312* SymbolMotifClothing: EyeMotifs are present throughout class progression.
313* SoulPower: Improved from the Magician class, the class line has a few notable Ghost-property spells, particularly Napalm Vulcan and Soul Expansion. Arch Mage gains a powerful Ghost-property attack called Soul Vulcan Strike.
314* SuperMode: Intense Telekinesis triples the potency of all Ghost-property magic and halves their casting time and SP cost for a minute.
315* ThereIsNoKillLikeOverkill: The Warlock's Comet spell is not only extremely powerful, its range is also ''huge''. It covers nearly all of your screen and is absolutely unnecessary in every scenario except War of Emperium 2.0.
316
317!!Sage > Professor (kRO) / Scholar (iRO) > Sorcerer > Elemental Master
318[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/ro_sage.jpg]]
319[[caption-width-right:250:Sage]]
320[[caption-width-right:250:[[labelnote:Professor / Scholar]]https://static.tvtropes.org/pmwiki/pub/images/ro_professor.jpg[[/labelnote]]]]
321[[caption-width-right:250:[[labelnote:Sorcerer]]https://static.tvtropes.org/pmwiki/pub/images/ro_sorcerer.jpg[[/labelnote]]]]
322[[caption-width-right:250:[[labelnote:Elemental Master]]https://static.tvtropes.org/pmwiki/pub/images/ro_elementalmaster.jpg[[/labelnote]]]]
323-->''"One who pursues eternity."''
324
325Sages are built primarily to counter Wizards, and their skills show it. The Scholar brings in support skills to make themselves self-sufficient in a fight as well as picking up a few more offensive spells in their studies. Finally, the Sorcerer ushers in the power of elemental spirit summons and brings in a load of offensive area skills for their creative usage.
326----
327* AntiGravityClothing: The female Sages [[http://img.playragnarok.com/downloads/wallpapers/wallpaper_26_1280.jpg wear a gold ring that hovers above their shoulders]].
328* AntiMagic: Their skills make them good at this. ''[[EnergyAbsorption Magic Rod]]'' makes them immune to single target cast by absorbing the enemy's SP and receiving no damage, and ''Land Protector'' prevents AreaOfEffect spells from working. These and other spells actually make them a good counter to other magic classes.
329* CastFromHitPoints
330** The Scholar's Indulge restores some SP in exchange for health.
331** The Sorcerer's Spirit Cure allows the caster to give up some HP/SP to restore their summoned spirit's HP/SP.
332* {{Counterspell}}: ''Spell Breaker'', a Sage skill, cancels an enemy's incoming spell and receives the SP consumed by the enemy instead.
333* HunterOfHisOwnKind: An advanced Mage job that makes a damn good MageKiller, armed with {{Counterspell}}, EnergyAbsorption, StatusBuffDispel, and PowerNullifier.
334* KungFuWizard: Battle Sage is a thing, with low to mediocre magical damage but good physical combat performance. It helps that their signature skills have effects that scale with skill level and don't need high Intelligence stat to be effective.
335* MagikarpPower: A Sage's damage output isn't exactly bad, but most of your damage comes from the Mage spells, since Sages learn very few new offensive spells. But once you become a Sorcerer, your damage potential ''skyrockets,'' thanks to gaining several powerful damaging spells on par with the Wizard, while still retaining the potent utility of the Sage.
336* NonElemental: Psychic Wave is a Neutral-element spell, although it can change its element based on which spirit is summoned.
337* PoisonousPerson: Sorcerer can start learning Poison-element spell, such as Killing Cloud and Poison Burst.
338* PrettyInMink: Those scarves around the Scholars' necks are foxes. Complete with head.
339* StatusBuffDispel: With properly-named Dispell.
340* SummonMagic: The Sorcerer has four summons based on primary elements, with the summoned spirit influencing the element of Psychic Wave. Only one can be summoned a time.
341** PlayingWithFire: Agni, a fire spirit.
342** MakingASplash: Aqua, who deals water damage.
343** DishingOutDirt: Terra, hitting with earth.
344** BlowYouAway: Ventus, with wind powers.
345* SupportPartyMember: Sages are the supportive counterpart of the Wizard, having plenty of spells that can benefit their party in unique ways.
346* ThrowTheBookAtThem: Usually preferred by [[KungFuWizard Battle Sages]].
347* TookALevelInBadass: While Sages are capable of good damage, they pale in comparison to Wizards. That is, until they become Sorcerers, gaining a lot of powerful [=AoE=] skills and ramping their damage potential on par with the Warlocks.
348[[/folder]]
349
350[[folder:Thief-derived]]
351!!Assassin > Assassin Cross > Guillotine Cross > Shadow Cross
352[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/ro_assassin.jpg]]
353[[caption-width-right:250:Assassin]]
354[[caption-width-right:250:[[labelnote:Assassin Cross]]https://static.tvtropes.org/pmwiki/pub/images/ro_assassincross.jpg[[/labelnote]]]]
355[[caption-width-right:250:[[labelnote:Guillotine Cross]]https://static.tvtropes.org/pmwiki/pub/images/ro_guillotinecross.jpg[[/labelnote]]]]
356[[caption-width-right:250:[[labelnote:Shadow Cross]]https://static.tvtropes.org/pmwiki/pub/images/ro_shadowcross.jpg[[/labelnote]]]]
357-->''"The shadow of death."''
358
359Fast, silent, stealthy - the Assassin has set their sights to killing without leaving a trace of their presence behind, perhaps maybe leaving their victim to die slowly after a dose of poison. The Assassin Cross aims to strike and finish the job in one move, and have knowledge on advanced poisons to make their job easier. The Guillotine Cross puts the finishing touches by being the most brutal of the entire class progression, with poisons only they know and attacks that mercilessly cut down everything around them.
360----
361* BladeBelowTheShoulder: The katar is their signature weapon.
362* BladeSpam: Sonic Blow (lands 8 hits) and Cross Impact (lands 7 hits, but stronger).
363* CombatStilettos: Taken quite literally in the sense that the [[http://images3.wikia.nocookie.net/__cb20130311080430/ragnarok8812/images/0/0c/Character_AssassinCross.jpg official art]] shows the female Assassin Cross not only wears high heels, but also that her heels have blades protecting the back of her legs.
364* CoolMask: The Assassin Mask and the Guillotine Cross-exclusive Silent Executer. They look like ninja masks in terms of appearance.
365* CriticalHit: One of the [[CriticalHitClass most popular builds]] for them, specially since katars get double the Crit chance.
366* DualWield: Of katars, swords, axes and knives. The only class that able to do so naturally until Kagerou/Oboro.
367* FragileSpeedster: A usual way to play them is to dump a fair amount of STR, AGI and LUK and go to town with their improved Flee and Crit chance.
368* GlassCannon: They can dish out tons of damage very quickly and can dodge attacks effectively, but they can't take a hit.
369* MasterPoisoner: Starting with Assassin Cross, the class line can craft Poison Bottles.
370* NavelDeepNeckline: The outfit for the female Assassin Cross has a plunging neckline that reaches her navel.
371* PoisonedWeapons: The class line as a whole specializes in this.
372* ScarfOfAsskicking: Assassins, Assassin Crosses and Guillotine Crosses in alternate outfits have tattered red scarves.
373* SpinAttack: Rolling Cutter makes them spin in place, damaging nearby enemies and adding a "spin count" that goes up to 10. After that, Cross Ripper Slayer (which can only be used after spinning) will deal increased damage according to the spin count achieved, and Impact Crater increases its number of hits according to the spin count achieved.
374* SwordBeam: Soul Destroyer and Meteor Assault. The former is a single target ranged skill that visually depicts an Assassin Cross unleashing a purple, crescent-shaped shockwave from his/her weapons to hit an opponent from a distance while the latter is basically its weaker but AreaOfEffect-type version which can [[StatusInflictionAttack deal multiple status effects]] by chance. However, both of these skills can be used without any equipped weapon/s.
375
376!!Rogue > Stalker > Shadow Chaser > Abyss Chaser
377[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/ro_rogue.jpg]]
378[[caption-width-right:250:Rogue]]
379[[caption-width-right:250:[[labelnote:Stalker]]https://static.tvtropes.org/pmwiki/pub/images/ro_stalker.jpg[[/labelnote]]]]
380[[caption-width-right:250:[[labelnote:Shadow Chaser]]https://static.tvtropes.org/pmwiki/pub/images/ro_shadowchaser.jpg[[/labelnote]]]]
381[[caption-width-right:250:[[labelnote:Abyss Chaser]]https://static.tvtropes.org/pmwiki/pub/images/ro_abysschaser.jpg[[/labelnote]]]]
382-->''"The night's fallen angel."''
383
384Very definitely the tricksters of the game, Rogues are designed to taunt and frustrate you with speed and strike at the first chance they get, including stripping you of your protective garments to weaken you down. The Stalker is designed to pursue you unnoticed until it's too late, and the Shadow Chaser tops it off by inflicting annoying debuffs and dance around you in mischievous delight. Be wary of this versatile mischief-maker, they're out to make trouble as much as they can.
385----
386* AwesomeButImpractical: The Rogue job branch in general is not a good idea if you're mostly a PvE player, as the majority of their skills are irrelevant, if not completely useless against monsters. You're ''much'' better off playing the Assassin branch.
387* BackStab: One of their skills. Deals massive damage and have perfect accuracy, but can only be performed from behind. Goes into AwesomeButImpractical due to its sensitivity to positioning and facing, but if you have another Rogue partner in a flanking position....
388* CripplingOverspecialization: The Rogue branch's skills are absolutely ''amazing'' in [=PvP=] and War of Emperium, which makes them a fantastic job to play in those modes. Unfortunately, this leaves them with very little reliable options for PvE, not really making them a good choice if you're primarily a PvE player.
389* DifficultButAwesome: For all their tricks, Rogues are ''extremely'' difficult to use properly in PvE. But if you can manage to put together a workable build, they can be almost as useful as they are in [[PlayerVersusPlayer PvP]].
390* JackOfAllTrades: Some peculiar Rogue builds may elect to pursue ''both'' branches of weapon masteries at the expense of every other skills, making them dangerous physical attackers for both long and short range.
391* MagicKnight: From Stalker onward you have the option of making a powerful magical and physical attack build.
392* {{Multishot}}: Rogues get the Archers' Double Strafe.
393* PowerCopying: The Rogue's Intimidate and Shadow Chaser's Reproduce skills allow the character to learn the move last used on them, regardless of the move being from players or monsters. Stalkers gain the additional ability to permanently be able to use that move; the Shadow Chaser's Shadow Spell takes it all the way by providing a list of previously learned skills to use. Most dangerously, they can copy the highly overpowered MVP version of certain skills. If you think getting hit 25 times by lvl 5 Waterball is bad, try being [[ThereIsNoKillLikeOverkill hit 100 times by lvl 10 Waterball.]]
394* PrettyInMink: Females wear it since Rogue. Males are catching on past Stalker.
395* WalkingShirtlessScene: All of the males.
396* {{Zipperiffic}}: The jRO redesign of both genders of Shadow Chaser [[http://vignette2.wikia.nocookie.net/ragnarok8812/images/b/bd/Character_ShadowChaser2.jpg/revision/latest?cb=20170127062652 spotted many zippers around their outfits]].
397[[/folder]]
398
399[[folder:Archer-derived]]
400!!Hunter > Sniper > Ranger > Windhawk
401[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/ro_hunter.jpg]]
402[[caption-width-right:250:Hunter]]
403[[caption-width-right:250:[[labelnote:Sniper]]https://static.tvtropes.org/pmwiki/pub/images/ro_sniper.jpg[[/labelnote]]]]
404[[caption-width-right:250:[[labelnote:Ranger]]https://static.tvtropes.org/pmwiki/pub/images/ro_ranger.jpg[[/labelnote]]]]
405[[caption-width-right:250:[[labelnote:Windhawk]]https://static.tvtropes.org/pmwiki/pub/images/ro_windhawk.jpg[[/labelnote]]]]
406-->''"A guardian of nature.''"
407
408The Hunter takes the Archer one step further and utilises their knowledge of hunting by using traps on beast and human alike. The Sniper hones the Archer's archery skills to perform fast, powerful and painful attacks. Finally, the Rangers bring in their beast companions and introduce new traps that change the tide of the battlefield.
409----
410* TheBeastmaster: Hunter and Sniper get falcons, Rangers get big wolves called Wargs, and Windhawks can simultaneously use both in battle.
411* BeastOfBattle:
412** The Ranger can command their Warg to fight alongside them. Rangers can also use them as mounts.
413** Falcon-associated builds have all three classes dealing damage with their falcons. For such small sprites they can be pretty painful.
414* BoringButPractical: The majority of their damage output comes from their basic attacks, but it's generally all they need to be incredibly efficient at their role.
415* FrillyUpgrade: Averted. Their uniforms are possibly the most sensible and practical of the third jobs.
416* GlassCannon: They have insane damage potential with only their basic attacks, but mostly mediocre durability.
417* ModestyShorts: The female Hunter sports these under her skirt, compared to the female Archer.
418* PrettyInMink: Snipers. Both of them.
419* RainOfArrows: The Ranger's ''Arrow Storm'', which is basically an extremely improved version of the Archer's ''Arrow Shower''. The Windhawk's ''Gale Storm'' is a more powerful version.
420* SuperMode: Unlimit doubles the Ranger's raw damage output for a minute.
421* TrapMaster: Hunters and Snipers have a large variety of traps that either explode on contract, immobilize, cause sleep or blindness. The Ranger has more traps that change the attribute of the enemies and set the area on fire.
422
423!!Bard > Clown (kRO) / Minstrel (iRO) > Minstrel (kRO) / Maestro (iRO) / Joker (idRO) > Troubadour
424[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/ro_bard.jpg]]
425[[caption-width-right:250:Bard]]
426[[caption-width-right:250:[[labelnote:Clown / Minstrel]]https://static.tvtropes.org/pmwiki/pub/images/ro_clown.jpg[[/labelnote]]]]
427[[caption-width-right:250:[[labelnote:Minstrel / Maestro]]https://static.tvtropes.org/pmwiki/pub/images/ro_minstrel.jpg[[/labelnote]]]]
428[[caption-width-right:250:[[labelnote:Troubadour]]https://static.tvtropes.org/pmwiki/pub/images/ro_troubadour.jpg[[/labelnote]]]]
429-->''"The wind's musical poet."''
430
431A class primarily built to support other players, the Bard brings buffs to the table with the power of music while retaining his archery skills. The Minstrel follows it up by being able to solo with archery and keep players' spirits up with new songs. The Maestro tops it off with the ability to rain arrows on their enemies without mercy while playing their music to tread on the enemy and keep their companions fighting.
432----
433* DubNameChange: ''Look'' at all the name changes! In general the fandom seems to adopt the international version's changes.
434* IncrediblyLamePun: The literal basis of Frost Joke[=/=]Unbarring Octave. You tell a joke or pun so bad that it freezes enemies on the screen. Yup.
435* InstrumentOfMurder: Physical damage and shooting arrows, in the case of Arrow Vulcan.
436* LetsDuet: Some of the more powerful skills are actually duet performances meant to be done alongside a Dancer-class within the same party. Without a partner, the skills simply fail. In this case, the Bard-class provides the music.
437* MagicMusic: For both offensive and supportive purposes. The Maestro's Saturday Night Fever is a skill that apparently causes players to disco so hard that they lose HP, SP, defence and flee in exchange for an incredible amount of attack.
438* MakeMeWannaShout: The Pang Voice quest skill, which has a chance of confusing the target. It's described as "screaming out at a single target".
439* MusicalAssassin: While most skills are support, a few songs like Dissonance deal damage directly.
440* RainOfArrows: The Minstrel's Arrow Vulcan and the Maestro's Severe Rainstorm, both very effective for seemingly harmless musicians.
441* ScarfOfAsskicking: A very nice stripy scarf for the Maestro sprite. The official art shows that Maestros wear at least ''two'' scarves.
442* ShoutOut: One of the Maestro's Chorus skills is called [[Film/DancesWithWolves Dances With Wargs]].
443
444!!Dancer > Gypsy > Wanderer > Trouvere
445[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/ro_dancer.jpg]]
446[[caption-width-right:250:Dancer]]
447[[caption-width-right:250:[[labelnote:Gypsy]]https://static.tvtropes.org/pmwiki/pub/images/ro_gypsy.jpg[[/labelnote]]]]
448[[caption-width-right:250:[[labelnote:Wanderer]]https://static.tvtropes.org/pmwiki/pub/images/ro_wanderer.jpg[[/labelnote]]]]
449[[caption-width-right:250:[[labelnote:Trouvere]]https://static.tvtropes.org/pmwiki/pub/images/ro_trouvere.jpg[[/labelnote]]]]
450-->''"The passionate primadonna."''
451
452A female Archer that can now utilize their great fitness in innocently dancing to music before striking out either with bow or whip. In addition, Bards can provide their music for their performances to enhance and support. The Gypsy is trained to lure her enemies to death with tarot cards that determine their fates. And the Wanderers puts a smile on everyone's faces be they on her side or her enemies, as she steps up her game and forces everyone to compete with her.
453----
454* FluffyFashionFeathers: The Wanderer is depicted with these.
455* ImprobableUseOfAWeapon: Several skills require a whip to use, such as the aforementioned Arrow Vulcan. It's not entirely clear how Gypsies whip their arrows at targets, but it's a given that it hurts either way.
456* LetsDuet: Some of the more powerful skills are actually duet performances meant to be done alongside a Bard-class within the same party. Without a partner, the skills simply fail. In this case, the Dancer-class provides the show.
457* MagicDance: Their dances are mostly support and give buffs to the party.
458* {{Stripperiffic}}: Naturally. The [=jRO=] redesign however, gives the Wanderer a more modest outfit, consisting of a ruffled dress.
459* RainOfArrows: The Gypsy's Arrow Vulcan and the Wanderer's Severe Rainstorm. They are just as powerful as their male counterparts with these skills.
460* {{Underboobs}}: The Gypsy seems to have this on her sprite.
461[[/folder]]
462
463[[folder:Merchant-derived]]
464!!Blacksmith > Whitesmith (kRO) / Mastersmith (iRO) > Mechanic > Meister
465[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/ro_blacksmith.jpg]]
466[[caption-width-right:250:Blacksmith]]
467[[caption-width-right:250:[[labelnote:Whitesmith / Mastersmith]]https://static.tvtropes.org/pmwiki/pub/images/ro_whitesmith.jpg[[/labelnote]]]]
468[[caption-width-right:250:[[labelnote:Mechanic]]https://static.tvtropes.org/pmwiki/pub/images/ro_mechanic.jpg[[/labelnote]]]]
469[[caption-width-right:250:[[labelnote:Meister]]https://static.tvtropes.org/pmwiki/pub/images/ro_meister.jpg[[/labelnote]]]]
470-->''"The power of craftsmanship!"''
471
472Should the Merchant decide to focus on direct combat, he or she can take up the challenge of focusing on axe and mace weaponry as well as forging weapons for other players to use and selling them to gain more profits as a Blacksmith. When the basic knowledge of metals and combat prowess are not enough, the Mastersmith comes along to provide even more services with their knowledge of [[EquipmentUpgrade upgrading weapons]] and using their carts as [[ImprovisedWeapon Improvised Weapons]]. Ever hungry for the knowledge on improving their abilities, they've now turned to mastering their Axe weapons and engineering as Mechanics.
473----
474* AnimalMotifs: Bears, and this is more evident as Mechanics.
475* ArmCannon: One of the Mechanic's Madogear skills. Mechanics can use different kinds of cannonballs to give this skill varying properties and the [[AlwaysAccurateAttack skill never misses]].
476* BattleAura: Blacksmiths and Mastersmiths [[note]]and potentially other party members too in the case of ''Power Thrust''[[/note]] glow red when they're under the effects of ''Power Thrust'' and ''Maximized Power Thrust''.
477* TheBlacksmith: Well, yes the whole class line in general specializes in this yet...
478* BoringButPractical: Blacksmiths can also choose to forsake the "smithing" part of their profession and go full combat, relying on [[StatusBuff Status Buffs]] to ramp up their physical attack, attack speed, and just whack the enemy with an axe or mace. Blacksmiths built solely for combat are known as ''Battlesmiths''. Some players take advantage of this by playing full battle build until they hit the max cap, and then resetting their stats to a Forging build to support their characters. See also {{Foil}} below.
479* CastFromHitPoints: The Mechanic's ''Axe Tornado'' has a small HP cost when activated.
480* CastFromMoney: Carrying over from the Merchant class, ''Maximize Power Thrust'' lets the Mastersmith increase their damage up to 200% at the cost of up to ''5000 zeny''.
481* DifficultButAwesome: For those capitalizing on Madogear and Turret skills as well as Weapon Forgers, the amount of ingredients and catalysts to have at hand in order to use the skills is ridiculous. ''But'' when you have them, you're essentially prepared to whip out your tools for [[ItemCrafting Weapon Crafting]] and for deploying your Madogears and Turrets in a blink of an eye.
482* ElementalCrafting: Only the Blacksmith line can forge a weapon imbued with an element.
483* EquipmentUpgrade: The Mastersmith's ''Upgrade Weapon'' skill allows them to upgrade weapons with a higher success rate than {{NPC}}s.
484* {{Foil}}: To the Alchemist line. The Blacksmith line focuses on direct combat via [[StatusBuff Status Buffs]], use their pushcarts as [[ImprovisedWeapon Improvised Weapons]], and they don't have to be ''entirely dedicated'' to ItemCrafting to be an effective class, making them BoringButPractical, unlike the Alchemist line.
485* GadgeteerGenius: To put it simply, Mechanics can build entire automatic turrets with a portable furnace, a hammer, and a few pieces of iron and/or steel. One additional ingredient optional. At maxed level building one takes ''one second''.
486* HumongousMecha: The Madogears, which the character can wear and stomp around. The Mechanic has an entire skill tree dedicated to Madogears.
487* ImprobableWeaponUser[=/=]ImprovisedWeapon: The Mastersmith ''literally'' whacks the opponent with the pushcart and then ''ramming'' them when using ''High Speed Cart Ram''.
488* {{Magitek}}: Implied by the Madogears, since their alternate name is ''Magic Gears''.
489* NoSell: Mechanics that are using Madogears are immune to have their move speed increased or reduced by skills (except by ''Acceleration'') and is unaffected by the Rogue's ''Strip/Divest'' skills. Additionally, the ''Neutral Barrier'' skills allows Madogear Mechs to erect a barrier that temporarily nullifies range physical attacks.
490* OverclockingAttack: ''Power Thrust'' and ''Maximum Power Thrust'' has a 0.1% chance of damaging a non-Axe or non-Mace weapon with every attack the wielder makes while under its effects. ''Maximize Power'' allows the Blacksmith to deal maximum damage with the wielded weapon, but at the cost of disabling SP regeneration and draining a small amount SP per second.
491* PileBunker: Available both as a Mechanic-exclusive mace-class weapon, which is the ''strongest mace-class weapon'' in the game and as a Madogear skill, which inflicts damage and acts as a StatusBuffDispel.
492* PlayingWithFire: The Mechanic's ''Lava Flow'' causes lava to erupt from the ground as an AreaOfEffect, dealing fixed damage and inflicting Stun and Burning status.
493* PrecisionGuidedBoomerang: The Mechanic's ''Axe Boomerang'' lets them throw an axe at a target, knocking the target back and dealing even more damage the heavier the axe is.
494* RammingAlwaysWorks: The Mastersmith's ''High Speed Cart Ram'' is an improved version of the Merchant's ''Cart Revolution'', with an added chance of a stun at a cost of up to 1,500 zeny.
495* RobotMaster: The Mechanic class can build Fixed Automatic Weapon turrets, but Meisters can go a step further and build and command an army of Automatic Battle Robots.
496* RocketPunch: The Mechanic's ''Knuckle Boost'' skill.
497* SelfDestructMechanism: The aptly-named ''Self Destruction'' skill. This skill turns the Madogear itself into a bomb, at the cost of the user's current SP and the loss of the Madogear.
498* SprintShoes: Their ''Cart Boost'' skill, shared with the Geneticist. Additionally, Mechanics have ''Acceleration'' as a Madogear skill, which is an improved version.
499* StatusBuff[=/=]SupportPartyMember: The Blacksmith and Mastersmith has a lot of weapon-buffing skills (''Power Thrust'', ''Adrenaline Rush'', and ''Weapon Perfection''), but they're mostly exclusive to axes and maces.
500* {{Stripperiffic}}: Applies to both genders. Males show off their impressive pectorals (and gradually their abs too), and the females are all wearing skimpy halter tops and short shorts (in the case of the female Mechanic, an unzipped jumpsuit).
501** Subverted in the [[https://vignette.wikia.nocookie.net/ragnarok8812/images/4/4f/Character_Mechanic2.jpg/revision/latest?cb=20160722204930 jRO redesign of the class]], where both genders fully wear their jumpsuits.
502* TornadoMove: The Mechanic's ''Axe Tornado'' whips us a dust storm with just a swing of an axe, with bonus damage if the axe being wielded or imbued with the [[BlowYouAway wind element]].
503* WalkingShirtlessScene: The males seem to be gradually losing their shirts in the progression.
504* WrenchWench: The female Mechanic definitely counts. The only wrench in the game is a mace-type weapon that's also Acolyte class-only weapon for whatever reason, ''but'' a monkey wrench is listed as the required tool to dismantle the turret.
505* WreckedWeapon: The Mastersmith's ''Shattering Strike'' has a chance of shattering the opponent's Weapon or Armor in PlayerVersusPlayer or outright decreases a monster's defense and magic defense.
506
507!!Alchemist > Creator (kRO) / Biochemist (iRO) > Geneticist > Biolo(gist)
508[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/ro_alchemist.jpg]]
509[[caption-width-right:250:Alchemist]]
510[[caption-width-right:250:[[labelnote:Creator / Biochemist]]https://static.tvtropes.org/pmwiki/pub/images/ro_creator.jpg[[/labelnote]]]]
511[[caption-width-right:250:[[labelnote:Geneticist]]https://static.tvtropes.org/pmwiki/pub/images/ro_genetic.jpg[[/labelnote]]]]
512[[caption-width-right:250:[[labelnote:Biologist]]https://static.tvtropes.org/pmwiki/pub/images/ro_biolo.jpg[[/labelnote]]]]
513-->''"One who invaded God's territory."''
514
515Noting how the potion trade is just as viable as exceptional weaponry, the Alchemist strives to create potions and in the process discovers how to trap animals and plants in bottles for future use. The Biochemist goes on to cement themselves within the War of Emperium with their terrifying acid concoctions. Driven with the urge to build proper fighting roles for themselves despite their lack of conventional weaponry, the Geneticist brings in a world of pain with a twist of creativity using their heavy carts and horrific plants to use against their opponents.
516----
517* AnimalMotifs: Crows and Ravens, which their capes allude to wings.
518* BadassCape: Throughout class progression.
519* DifficultButAwesome: Nearly all their skills require some sort of catalyst, and making those catalysts often require hours upon hours of farming. But once you ''do'' get enough materials for them, their damage potential and versatility is ''huge.''
520* {{Foil}}: To the Blacksmith line. The Alchemist line focuses on ItemCrafting, modifies their pushcarts to the point that it can fire cannons, and they need their items as RequiredSecondaryPowers to use their skills, which opens up more utility compared to the Blacksmith line in the expense of being DifficultButAwesome.
521* HealingPotion[=/=]ManaPotion: In addition to being able to create these, Alchemists can also hurl them at allies to heal them. [[FridgeLogic No one's explained about the glass adding more to the injuries]], but it's most likely accepted that the damage is negligible, or that in-universe, the target caught the thrown potions and drink them.
522* GreenThumb: There is an entire skill tree dedicated to nothing but summoning plants to do your dirty work for you.
523* HeroesPreferSwords: The Alchemist line is more focused towards swords than axes.
524* ImprobableWeaponUser: One of their exclusive weapons is bags. They can throw Acid Bottles and Fire Bombs. And the Geneticist has an entire skill tree focused on modifying their carts into bazookas.
525* MiniDressOfPower: The females throughout class progression basically wear a furred cape with a strapless dress that ends halfway down the thigh.
526* MolotovCocktail: The Alchemist skill Demonstration[=/=]Bomb. The Geneticist's Demonic Fire causes an area to go up in flames.
527* MoneySink: A lot of Alchemist line' skills requires different kinds of potions to use, which aren't cheap to make or buy. And then there's all the cost for your Homunculi's food...
528* NavelDeepNeckline: The female Biochemist has a slit in the middle of her shirt that goes down to her navel.
529* NonHumanSidekick: The Homunculi and Homunculi S.
530* PrettyInMink: The female Alchemist has that lovely furry cape...
531* SprintShoes: Their ''Cart Boost'' skill, shared with the Whitesmith, though the Geneticist's version is better thanks to also providing a great attack boost.
532* TornadoMove: The Geneticist's ''Cart Tornado'' whips us a dust storm with just a spin of their pushcart, with bonus damage based on the pushcart's weight.
533[[/folder]]
534
535[[folder:Acolyte-derived]]
536!!Priest > High Priest > Arch Bishop > Cardinal
537[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/ro_priest.jpg]]
538[[caption-width-right:250:Priest]]
539[[caption-width-right:250:[[labelnote:High Priest]]https://static.tvtropes.org/pmwiki/pub/images/ro_highpriest.jpg[[/labelnote]]]]
540[[caption-width-right:250:[[labelnote:Arch Bishop]]https://static.tvtropes.org/pmwiki/pub/images/ro_archbishop.jpg[[/labelnote]]]]
541[[caption-width-right:250:[[labelnote:Cardinal]]https://static.tvtropes.org/pmwiki/pub/images/ro_cardinal.jpg[[/labelnote]]]]
542-->''"I believe in God."''
543
544The Priest is basically what happens when the Acolyte puts their WhiteMagic to fighting the forces of the undead as well as helping people with their immense healing power. The High Priest enhances the Priest's abilities with more strength and energy. The Arch Bishop then upgrades all the abilities to pack a holy punch as well as protect their teammates without breaking a sweat.
545----
546* AchillesHeel: Enemies that resist Holy damage are the bane of Full DPS Arch Bishops, leaving them with no other source of damage.
547* BeehiveBarrier: The skill Kyrie Eleison.
548* CleavageWindow: The female Arch Bishop.
549* CombatMedic: The Arch Bishop gains new damaging spells which, combined with their array of powerful buffs, can really bring the pain if built right. Adoramus in particular is a very powerful damaging Holy spell that slows the enemy down, and its damage output can '''triple''' if you put together the Judgement equip set.
550* DualWield: Accidentally done if you use 1-hand Book as weapon and a book Shield.
551* ElegantGothicLolita: The jRO redesign of female Arch Bishop [[http://vignette3.wikia.nocookie.net/ragnarok8812/images/a/a1/Character_Archbishop2.jpg/revision/latest?cb=20160722204009 wears a lolita-like dress]].
552* ChurchMilitant: When they decide to go full battle build as oppose to support build.
553* GreenThumb: Epiclesis, which summons a life tree.
554* HealingHands: What the sprite animation looks like it's doing when a healing spell is used.
555* HolyHandGrenade: Naturally. The Arch Bishop gets more options.
556* JackOfAllTrades: Due to the pre-Renewal party exp distribution system, minimal parties were common. Such parties consisted of a DPS who dealt damage and a priest who did... well, everything else: healing, buffing, tanking, ķiting, scouting for the mobs, even additional damage when needed. While being a priest in a two-person party was more demanding, skilled priests who pulled that off were valued highly.
557* LatinIsMagic: Almost the entire lineup of skills that belongs to Priest line of class (including the higher class such as Arch Bishop), are named in Latin.
558* TheMedic: The entire class, but Full Support priests are specifically built to be this.
559* SexyPriest: ''Both'' genders get equal share, what with the males' bared chests and the females' shapely legs in stockings, going all the way to the Cardinal job.
560* SoloClass: In the years before third, fourth, or even expanded classes existed, there was a particular set of player created builds called ''Battle Priests'' (so named because of their offense focused setup) that took advantage of the Priest's higher than average mace damage (when combined with buff spells) and self sufficient healing to solo almost every part of the old game content except MVP monsters. New content and an evolving {{Metagame}} has made the design obsolete, but some aspects of its concept still endure, and noted by the developers, as shown by High Priest class having Mana Recharge's unlock requirement being lv10 Mace Mastery (Mana Recharge itself is a skill that helps Battle Priest build, due to their build making them have less SP than full support build), and Archbishop class having Duple Light, one skill that's basically a tribute to this build.
561* StoneWall: Defensively-built Full Support priests are the champion tankers in this game, even overshadowing the Crusader line.
562* TurnUndead: One of their skills, even.
563
564!!Monk > Champion > S(h)ura (kRO, iRO) / Gladiator (idRO) > Inquisitor
565[[quoteright:250:https://static.tvtropes.org/pmwiki/pub/images/ro_monk.jpg]]
566[[caption-width-right:250:Monk]]
567[[caption-width-right:250:[[labelnote:Champion]]https://static.tvtropes.org/pmwiki/pub/images/ro_champion.jpg[[/labelnote]]]]
568[[caption-width-right:250:[[labelnote:S(h)ura]]https://static.tvtropes.org/pmwiki/pub/images/ro_sura.jpg[[/labelnote]]]]
569[[caption-width-right:250:[[labelnote:Inquisitor]]https://static.tvtropes.org/pmwiki/pub/images/ro_inquisitor.jpg[[/labelnote]]]]
570-->''"We teach sermon through our fists."''
571
572Those opting for a more martial route with their Acolyte have the option of playing a Monk, a highly physical class that can deal out blows within seconds. The Champion adds even more painful, bone-crushing blows to their arsenal. The Sura brings the rain with incredibly powerful punches, ranged attacks and their new mastery of the Gentle Touch to either heal or hurt.
573----
574* AllMonksKnowKungFu: They're ostensibly Western-influenced Monks yet fight with martial arts like Eastern monks would.
575* BadassLongcoat: The Inquisitor, their fourth job.
576* BareFistedMonk: Knuckles are the primary weapon of choice for Monks, though higher-leveled Monks generally prefer maces thanks to their higher attack.
577* BarehandedBladeBlock: While Blade Stop can be used with any weapon class, a Monk with no equipment using this against an opponent wielding a blade essentially plays this straight. It's described to "catch" an attacker.
578* ChurchMilitant: It's unclear whether they follow the same religion as the Priests, but they are obviously meant to be religious fighters either way.
579* {{Combo}}: Certain skills cannot be used without a skill preceding beforehand. Once that skill is used, any player can gleefully unleash a chain of skills with ease onto the target.
580* DesperationAttack: The Sura's Gate of Hell is a highly damaging attack that increases in potency the lower their health is.
581* ExtremityExtremist: Hands and arms, as opposed to the Taekwon's legs and feet.
582* OneHitKill: For a time Asura Strike/Guillotine Fist was a popular skill with Monk players in [=PvP=] and the War of Emperium because of this. It got to the point where defeating a GF Monk without using the same class or skill was a mighty achievement.
583* PimpedOutDress: The female Inquisitor wears a fancy dress that doesn't dissuade her from beating the crap out of monsters with her fists.
584* {{Sarashi}}: Female Sura have them wrapped around their chests.
585* SpinAttack: Sky Net Blow, described to be a spinning punch.
586* StanceSystem: Sura's Gentle Touch stance skills: Energy Gain for chance to gain spirit sphere while dealing or receiving physical damage, Convert for [[GlassCannon convert physical and magic defense to attack and speed]], and Revitalize for increasing movement and attack speed, VIT, max HP, and physical defense while improving natural and skill HP recovery.
587* {{Stripperific}}: Both genders of the Sura wear fairly revealing outfits, with both of them being topless and wearing tattered clothes. Averted with the Inquisitors, who are fully clothed.
588* WalkingShirtlessScene: If the official art is anything to go by, male Sura appear to have shrugged off their ''gi'' around their waists solely to show off their chests. The [=jRO=] redesign has them put their gis back on.
589[[/folder]]
590
591[[folder:Taekwon Kid-derived]]
592!!Kwansung (kRO) / Taekwon Master (iRO) / Star Gladiator > Seongje (kRO) / Star Emperor > Cheonje (kRO) / Sky Emperor
593[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/ro_stargladiator.jpg]]
594[[caption-width-right:220:Star Gladiator / Taekwon Master]]
595[[caption-width-right:220:[[labelnote:Star Emperor]]https://static.tvtropes.org/pmwiki/pub/images/ro_staremperor.jpg[[/labelnote]]]]
596[[caption-width-right:220:[[labelnote:Sky Emperor]]https://static.tvtropes.org/pmwiki/pub/images/ro_skyemperor.jpg[[/labelnote]]]]
597
598To become one with the universe, the Taekwon Kid has opted to study the power of the celestial bodies and literally wield it with their fists - and feet - along with advancing their knowledge of taekwondo. By utilising the knowledge from books as energy to fuel this power, the Taekwon Master performs greater achievements in both physical and spiritual aspects.
599----
600* InterfaceScrew: Solar, Lunar and Stellar Shadow. 30% additional ASPD for the cost of darkening all but the space around your character on your screen. Mind you, it is a ''big'' bonus...
601* MechanicallyUnusualClass: The Taekwon Master can assign the Sun, Moon or Stars to a place or target. Once that occurs, only the corresponding offensive or supportive skill can only be used in that area or on that target. In addition, the Taekwon Master gains additional EXP on Sun, Moon or Star-aligned days as well as additional bonuses cast at the corresponding time and place. Confused? The good thing is that it's not necessary to utilise all the SLS skills if it gets too much. Thankfully, the Star Emperor gains skills that make utilizing the SLS skills ''much'' easier.
602* SuperMode: Solar, Lunar and Stellar Union, only usable when the Star Gladiator is soul-linked. Your movement speed increases, and all your attacks never miss as well as ignore defence.
603** PowerAtAPrice: But every attack you make drains your health. Attacking a player below 20% health kills you outright.
604** PowerFloats: When in this mode, Taekwon Masters float. They also glide around the map to move, and this state can last even if you log out and log back in. When fighting, however, they temporarily drop back down to the ground.
605* ThrowTheBookAtThem: Oddly enough for a martial-arts inspired class. Though the official site describes that they only use the energy gained from the books, and they still mostly kick their enemies.
606
607!!Soul Linker > Soul Reaper > Soul Ascetic
608[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/ro_soullinker.jpg]]
609[[caption-width-right:220:Soul Linker]]
610[[caption-width-right:220:[[labelnote:Soul Reaper]]https://static.tvtropes.org/pmwiki/pub/images/ro_soulreaper.jpg[[/labelnote]]]]
611[[caption-width-right:220:[[labelnote:Soul Ascetic]]https://static.tvtropes.org/pmwiki/pub/images/ro_soulascetic.jpg[[/labelnote]]]]
612
613The Soul Linker is what happens when the Taekwon Kid gives up their martial prowess for a spiritual revelation. They come armed with powerful buffs, debuffs and magical attacks, aided by ancestral spirits. Even better, they can bestow the power of these ancestral spirits upon others to grant them their strengths.
614----
615* BagOfSpilling: They lose the Taekwon Kid kick skills upon becoming a Soul Linker.
616* CriticalHit: The Full Support build for this class does not level up the skill Esma, so going Physical route for leveling is sometimes chosen, as Soul Linker is the only class in the game that can make full use[[note]]While Mages (and everything in their jobclass line) are also able to equip the dagger, they are better off using their huge arsenal of powerful magic skills, unlike support-based Soul Linkers who have no magic skills to work with[[/note]] of the weapon Dagger of Counter, allowing them to [[CriticalHitClass dish out strong elemental Critical damage with a blindingly fast attack speed.]]
617* ElementalPowers: Esma's element depends on what element the Soul Linker enchants their own attack with Mild Wind (Fire, Water, Wind, Earth, Ghost, Shadow, and Holy), letting them be a versatile attacker when needed. In addition, Mild Wind also works on physical attacks, meaning those running Support/Physical build also have their own elemental attacks.
618* LethalJokeCharacter: [=PvM=]-wise. Outside that, they’re still formidable buffers.
619* MagikarpPower: In order to maximize your magical power for Soul Linker you must not put points into STR, going full INT like mages. And since Soul Linker lose access to the kick skills, you must not take them during your time as Taekwon Kid. Combined with “no weapons for you”, leveling will be difficult at best, but once you build your Soul Linker right they're nearly unstoppable. And once they become a Soul Reaper, their magic damage potential is even higher.
620* SupportPartyMember: Soul Linkers offer [[StatusBuff fantastic support]] with their Spirit skills for nearly every class (except Ninja, Gunslinger, and Summoner), either by boosting the power of their skills, or even allowing them to use special skills only available through Soul Linking[[note]]The act of using a Spirit skill on an applicable target[[/note]]. As Soul Reapers, they gain four new Spirit skills that can be used on any class, including classes that don't have their own corresponding Spirit skill, and as Soul Ascetic, they can use the power of talismans to give further buffs to any of their allies.
621* TheFourGods: Soul Ascetic has skills based on them, and an ultimate skill that combines all four's powers into one.
622[[/folder]]
623
624[[folder:Ninja-derived]]
625!!Kagerou (male) / Oboro (female) > Shinkiro (male) / Shiranui (female)
626[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/ro_kagerou.jpg]]
627[[caption-width-right:220:Kagerou]]
628[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/ro_oboro.jpg]]
629[[caption-width-right:220:Oboro]]
630[[caption-width-right:220:[[labelnote:Shinkiro]]https://static.tvtropes.org/pmwiki/pub/images/ro_shinkiro.jpg[[/labelnote]]]]
631[[caption-width-right:220:[[labelnote:Shiranui]]https://static.tvtropes.org/pmwiki/pub/images/ro_shiranui.jpg[[/labelnote]]]]
632
633The Ninjas have now split into gender-specific clans and become far more offensively oriented than ever before. Where the Ninja used to gain the upper hand with ranged attacks, the Kagerou/Oboro now close in for the kill. They are not afraid to get down and dirty, and they're certainly not afraid to do as much damage as possible.
634----
635* CastingAShadow: Shinkiro/Shiranui features a lot of skills that involve bringing the shadows, mostly physical attacks, but there is also one magic attack that's Shadow element.
636* DualWield: The second class to do so after Assassins.
637* HighlyVisibleNinja: Even moreso than the original base class.
638* KatanasAreJustBetter: They wield them in the [[http://leona.ivyro.net/image/a-2.jpg official]] [[http://leona.ivyro.net/image/a-1.jpg art]].
639* {{Lunacy}}: The Oboro's exclusive skills seem to be related to the moon.
640* MoneySink: Muchanage/Rapid Throw. In exactly the same way a Merchant chucks zeny using Mammonite. There are also the elemental paper seals they need for a few of their skills, those seals cannot be obtained for free, you must buy them from [=NPC=].
641[[/folder]]
642
643[[folder:Gunslinger-derived]]
644!!Rebel(lion) > Night Watch
645[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/ro_rebellion.jpg]]
646[[caption-width-right:220:Rebel(lion)]]
647[[caption-width-right:220:[[labelnote:Night Watch]]https://static.tvtropes.org/pmwiki/pub/images/ro_nightwatch.jpg[[/labelnote]]]]
648
649Gunslingers who raised their skills in handling guns and becomes mercenaries, compete against the service from the machine guardians of Rekenber Corporation, and calls themselves as a Rebel. Having discovered Rekenber's questionably devious plans, they now gather in the city of Einbech, secretly working to bring Rekenber down once and for all.
650----
651* GunsAreWorthless: Arguably averted after they become one. As they have a lot of improvement skills.
652* MultiRangedMaster: They have more skills option than Gunslingers do before.
653* NamedAfterSomebodyFamous: Or rather, named after some''thing'' famous, in this case, a '''movie'''. Rebellion, the Korean and Japan name of this class, is named after {{Film/Equilibrium}}, which is titled as "Rebellion" in the movie's Korean and Japan release.
654* QuickDraw: One of their skills is titled Quick Draw Shot. It procs after Chain Action and deals extra damage if the enemy has a Crimson Marker active.
655* StickyBomb: Howling Mine. Attach it via Grenade Launcher to a target that when activated with Flicker, blows up in an [=AoE=] around the target.
656* TrickBullet: They can equip new type of bullets: [[FireIceLightning fire/ice/lightning]]/[[DishingOutDirt earth]] elemental varieties, and armor-piercing.
657[[/folder]]
658
659[[folder:Summoner-derived]]
660!!Spirit Handler
661[[quoteright:220:https://static.tvtropes.org/pmwiki/pub/images/ro_spirithandler.jpg]]
662Spirit Handlers are Summoners that surpass the powers of the sea, the land, and the essences of life itself to tap into the spirit realm, enabling them to commune with spirits of mystical creatures, which allow them to fight with the power of those mystical creatures.
663----
664* AbsurdlySharpClaws: The physical build of Spirit Handler has Chulho Sonic Claw as its most powerful attack.
665* CripplingOverspecialization: Much like its previous class, Spirit Handler has a demanding skilltree that forces the player to choose only one out of three playstyle, with only a small amount of points left for anything else.
666* ImprobableWeaponUser: For some reason the official artwork of Spirit Handlers shows them wielding more sensible weapons like a hammer and a branch wand, when in-game, various kinds of foxtail plants is (still) all they can equip.
667* MightyRoar: Howling of Chulho is a powerful roar that damage enemies in an area around the Spirit Handler, and gives them a status effect similar to a shock. Also basically turns the Spirit Handler into the embodiment of CuteButCacophonic.
668[[/folder]]
669
670!Lighthalzen Somatology Biolaboratoy ghosts
671
672The monsters who inhabit the Lighthalzen Somatology Biolaboratory. They’re basically stronger versions of First and Transcendent classes with ghostly figures. They're [[EnsembleDarkhorse so popular]] that they deserve their own entries. They are:
673* 2nd floor – Egnigem Cenia, Laurell Weinder, Kavach Icarus, Armeyer Dinze, Wickebine Tres, Erende Ebecee
674* 3rd floor – Seyren Windsor, Kathyrne Keyron, Cecil Damon, Howard Alt-Eisen, Eremes Guile, Margaretha Sorin
675* 4th floor – Randel Lorentz, Celia Alde, Alphoccio Bazil, Trentini, Flamel Emul, Gertie Wie, Chen Ryu
676
677Tropes associated with them:
678* AlmostFamousName: Kathryne[=/=]Katrinn sounds similar to [[spoiler:[[Anime/RagnarokTheAnimation the real name of a certain Mage with a Blinker.]]]]
679* AmbiguouslyGay: The most popular interpretation for Howard and Flamel (who are both incidentally based off the Merchant class.)
680* TheComputerIsACheatingBastard: A few of the Ghosts cast player skills at way higher levels than the player max. For example, Kathyrne Keyron casts a level 26 Jupitel Thunder when players can only cast up to level 10. The MVP version of Egnigem Cenia can use Spiral Pierce/Clashing Spiral (a skill that's exclusive to the Lord Knight class for players) despite being based off the base swordsman class.
681* EarlyBirdCameo: In two variations.
682** Some of them have appeared earlier as {{NPC}}s. The most recognizable one is Seyren, who appeared during Megginjard’s Seal Quest. Wickebine, whose elder sister (who goes by the same in-game name) is one of clients involved in the Blacksmith Job Change Quest.
683** Most of their hairstyles are the ones used for their respective classes’ official sprites. Averted by 4th floor inhabitants except Gertie; they either use either Third classes ones (Celia, Flamel, Chen), unrelated Second classes ones (Alphoccio, Randel), or even a completely new one (Trentini).
684* ElementalPowers: One for each class group, until Howard’s element got changed, bringing in a previously unrepresented element. [[PlayingWithTropes Played with]] by 4th floor inhabitants, which are more based on their respective classes’ characteristics.
685** Fire – Egnigem, Seyren, Flamel
686** Water – Howard (from Noghalt update onwards), Chen
687** Wind – Kavach, Cecil, Alphoccio, Trentini
688** Earth – Armeyer, Howard (until Noghalt update)
689** Holy – Erende, Margaretha, Randel
690** Poison – Wickebine, Eremes, Gertie
691** Ghost – Laurell, Kathryne, Celia
692* FateWorseThanDeath: Terra Gloria gives us more insight of their situation, based on what has been (so far) translated. [[spoiler: With the apparition of Seyren as both a NPC and a key character, is revealed that while his original body died, his mind did not, and thus was stuck as a spirit due to being experimented to become a Bio-Weapon. By the time you get the mini-epilogue, it seems that he has lost every bit of humanity he had left. Geez, poor guy.]]
693* IdenticallyNamedGroup: In-universe examples include:
694** Wickebine Tres and Wickebine the {{Catgirl}}. It’s confirmed that they’re siblings, but still.
695** Margaretha Sorin, meet Kafra Sorin.
696** Flamel Emul and Nicholas Flamel (from the Alchemist Job Change Quest).
697** Egnigem Cenia and Egnigem from Megginjard’s Seal Quest. It’s unknown whether they’re related or not.
698* ItIsDehumanizing: If the Cursed Spirits Quest is anything to go by, this is what really happened on them. Which leads to…[[spoiler:KilledOffForReal]].
699** Edda Biolab quest shows [[spoiler:their last moments before they are trapped to death while being used as experiments]].
700* MrFanservice: especially Eremes and Flamel.
701* PunnyName: Flamel. He is an alchemist and his element is [[PlayingWithFire fire]].
702%%* RagtagBunchOfMisfits
703* RedEyesTakeWarning: Everyone has this, though it may vary in both official and fan works. The ones that consistently drawn with them are the First Jobs ghosts.
704* SpellMyNameWithAnS: Some players still torn between their in-game names and the names in the cards.
705* TokenMiniMoe: Armeyer for 2nd floor, Kathryne for 3rd, and Celia for 4th.

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