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Characters / Ragnarok II: The Gate of the World

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

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


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     Playable Races


A Tribe of Eternal Freedom and Endless Challenges

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

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

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

Tropes associated with the Normans:

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


A Race Living in a Free and Vivid Environment

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

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

Tropes associated with the Ellr:

  • Art Evolution: Apparently, Gravity planned to alter the appearance of the Ellr to something more human-like as well.
  • Half-Human Hybrid: Of Normans and Elves. Which leaves one wondering what the Elves would have looked like in The Gate of the World ...
  • Nature Lover: Their civilization in Alfheim is described as being nature friendly.
  • Token Mini-Moe: An entire race of them! As this picture shows, Ellr are tiny, doey-eyed, and have cutesy floppy ears. What better way to take advantage of Kawaisa?


The Lost People

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

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

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

Tropes associated with the Dimago:

  • Half-Breed Discrimination: They've been subjected to this. Rise of the Dimago provided more insight—the last time they were awake, the Dimago openly fought against the Giants for the sake of Midgard, but they were still shunned by the Normans.
  • Half-Human Hybrid: Of Normans and Giants.
  • Horned Humanoid: All concept artwork and media involving the Dimago shows them with some impressive sets of horns. As well as horn-like wings. Both are retractable.
  • Laser-Guided Amnesia: None of them remember what their life was like before their recent awakening.
  • Super Mode: The Dimago-Verein form, first mentioned in Rise of the Dimago.
  • Superpowered Alter Ego: If Rise of the Dimago is anything to go by, when Dimago get angry enough they can unite with their egos to transform into a more demonic-looking Dimago-Verein.

     Norman Classes


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

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

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

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

Tropes associated with Novices:

  • Always Accurate Attack: Gouge (or Power Strike) does a small fixed amount of damage, but it will always hit, ignore the opponent's defense, and add one Letalis Point.
  • Charged Attack: Practiced Strike (or Insight Strike) consumes the whole LP gauge, doing more damage depending on how much LP was used.
    • Maintain Tension (or just Tension) allows a Novice to hold on to stored LP longer by temporarily decreasing the rate at which LP gauge depletes outside of combat.
  • Faking the Dead: Feign Death (or Act Dead), which works just like Fake Dead did in RO—monsters stop attacking, and aggressive monsters won't try to pick a fight. The only difference is that faking dead now consumes the entire SP meter.
  • Gradual Regeneration: Vigorous Vitality (or Quick Recovery) boosts both the HP and SP regeneration rate of a Novice.
  • Spam Attack: Timely Hit (or Quick Blow) has the shortest downtime between uses (three seconds) and adds a point to the LP gauge each time it's used. It has a lot of attack power and increased accuracy.
  • Taught by Experience: Like the other classes, Novices have several passive "mastery" or "training" skills that boost their latent abilities—
    • Short Sword Mastery, which not only boosts the accuracy and damage output of physical melee attacks while wielding a short sword, but grants EXP each time a melee skill hits,
    • Hand-to-hand Training (or Martial Arts), which boosts the attack power and accuracy of barehanded attacks.
  • Weapon of Choice: Short Swords.
  • Wounded Gazelle Gambit: Appeal Sympathy (or Beg for Mercy) allows a Novice to decrease a monster's hatred toward them. It may even apply a "merciful" status effect.


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

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

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

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

Tropes associated with Recruits:

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


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

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

Compared to the Swordmen of RO, where the Point Build System allowed Swordmen to take on different roles based on their stats, The Gate of the World's Swordmen are definitely intended to play the role of a tank. They have a number of skills designed to get everything nearby focused on attacking them, and then keep that attention fixed on them for as long as it takes for the rest of the party to pound those monsters into paste.

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

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

Tropes associated with Swordmen:

  • Anti-Magic: Endure Pain (or Willpower) increases a Swordman's resistance to soul-elemental magic.
  • Attack Reflector: Vantan Attack (or Counter Attack) gives a Swordsman a latent chance to reflect melee attacks.
  • Blade Spam: Convert Attack—a skill that's a very fast sword swing, but does less damage (though higher points in this skill mitigates this) and requires 1 LP to use.
  • Charge Attack: Whole Body Strike (or Courageous Assault) expends all of a Swordman's LP to land a high-damage, high-accuracy blow. The more LP used, the more damage done.
  • Damage Over Time: Swordmen have only one skill designed to cause this—Induce Trauma (or Internal Injury), which is a blow that uses 1 LP to damage the target's organs and cause them to bleed out, decreasing their HP and SP recovery.
  • Determinator: It's not every day you see a class with a skill that keeps them in the fight even when they've reached 0 HP.
  • Flash Step: Charge (or Charge Attack) works like a slower version of this; at the cost of 1 LP, a Swordsman will rush up to a target and land a blow. It also has the ability to break immobilizing status effects.
  • Death-or-Glory Attack: Swordmen have a few at their disposal—
    • Berserker, which cannot be used in any stance. When activated, a Swordman gets a short period of time in which their attack speed and melee physical attack damage output is dramatically boosted, but are unable to use other skills and their defense drops by a third.
    • Truth, which can only be used while in the Defensive Stance. It only has a 25% chance to hit, but if it does, it will reduce the target's HP by half.
  • Gradual Regeneration: Wild Blood (or Strengthen Recovery) latently boosts HP recovery rate, as well as boost how much health is regained from healing items or spells.
  • Herd-Hitting Attack: This time around, Swordmen get several flavors of it—
    • Magnum Break, the old standby from RO, and Chaos' signature attack from Ragnarok. It also causes fire damage.
    • Ground Pound (or Ground Wallop) also works like this.
    • With Explosive Strike (or Splash Attack), Swordmen have a random chance of hitting additional surrounding enemies with every swing.
  • Luckily, My Shield Will Protect Me: As expected of a class that tanks and fights with a sword, Swordmen have some combat skills designed for shields. Swordmen also have two active guarding skills they can use—
    • High Guard (or Harden) is a toggle-based skill that greatly boosts a Swordman's ranged physical defense while active.
    • Counter Guard (or Shield Block) is another toggle-based skill that greatly increases the percentage of melee damage reflected, but also prevents movement and reduces the rate of HP restoration.
  • Normally, I Would Be Dead Now: Inspire Confidence (or Heroic Vision) lets a Swordman keep fighting after they hit 0 HP. This only lasts for a short time and applies an "intoxicated" status effect to the Swordman during this period.
  • Practical Taunt: Swordmen have several variants of this—
    • Light Blow (or Poking) can only be used with the Defensive Stance, but it builds LP and generates a lot of hate from the target that's taunted with it.
    • Draw Attention (or Mocking Blow) is a weak attack that has an Area of Effect taunt—making everything nearby focus on the Swordman.
  • Razor Wind: Using Single Stroke Cleave (or Severing Blow), Swordmen are able to do this to a line of enemies in front of them as a high-damage attack.
  • Shield Bash: The eponymous Shield Bash, which is a Defensive Stance skill that has a chance to stun enemies.
  • Shockwave Stomp: While in a Defensive Stance, Swordmen can use Ground Pound (or Ground Wallop) to stun enemies surrounding them.
  • Spell My Name with an "S": While the grammatically correct version of this class name in English would be swordsman, Gravity Corporation has been consistent about not using that second S in its English translations.
  • Stance System: Swordmen can toggle Defensive Stance to ready their shields and boost their defensive strength. This makes most of their sword-based skills unusable, but lets them use their shield-based skills.
  • Taught by Experience: Like the other classes, Recruits have several passive "mastery" or "training" skills that boost their latent abilities—
    • Long Sword mastery, which grants the ability to equip a Long Sword and increases both attack power and accuracy while using one.
    • Body of the Warrior (or Defense Mastery), which increases one's physical defense.
  • Weapon of Choice: Long Swords.


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

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

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

Oh, there is one other thing of note—Thieves actually get skills intended for unlocking things this time around (back in RO's early years this was a planned ability for Thieves).

Tropes associated with Thieves:

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


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

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

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

Despite the fact that Enchanters are most at home in the "back row" of a party, they aren't pushovers up close. Enchanters have a stance and a few melee combat skills that can work to the benefit of any Enchanter, regardless of whether they're built to be a Squishy Wizard or a Magic Knight.

Tropes associated with Enchanters:

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


"A kingdom without a clown will soon be destroyed."

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

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

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

Tropes associated with Clowns:

  • Cast from Hit Points: Curse works this way.
  • Bad Dreams: A Clown can spend 1 LP to use Nightmare on a target under a sleeping status effect. The target will wake up in a panic with a major chunk taken out of their attack and defense power.
  • Bloody Murder: Using Curse (or Imprecation), Clowns in the Supportive Stance wound themselves and fling the blood into the face of their enemy to stop their HP and SP regeneration.
  • Blade Spam: Zone of Control (or Battle Shout) consumes multiple LP points to attack multiple times in rapid secession.
  • Combos: Notable here because Clowns have a way to dramatically boost the rate at which they get Letalis Points—Fatal Luck, which adds additional LP according to the Clown's LUK stat.
  • Fighting Clown: They definitely aren't a helpless support class. In addition, given all the cowboy attire available to Clowns, they seem to be closer to a fighting rodeo clown than a fighting whiteface or auguste clown.
  • The Gadfly: Clowns can use Revile to damage their SP reserves and shut off both HP and SP recovery, but it also has a chance to anger or upset the target as a status effect.
  • Healing Hands: Play Doctor (or Self Heal) allows a Clown to spend 1 LP to heal a small amount. (Despite the common unofficial name, it works on allies.)
    • Prayer is a Supportive Stance skill that continually heals nearby party members but drains SP while doing so. It also leaves the Clown more vulnerable as their defense is lowered while praying.
  • Loud of War: Noise Pollution involves a Clown spending 1 LP to strike the enemy hard enough to make their ears ring from the resulting clang. It reduces the target's accuracy in all forms.
  • Mana Burn: Mental Blow (or Mental Shock) is an attack with a chance to damage the target's SP reserves.
  • Mana Drain: Spiritual Power Absorption (or SP Leech) allows a Clown to do this to targets as a Damage Over Time-like effect.
  • Mana Shield: Reflecting Mirror worked like this; any incoming attacks would damage SP instead of HP.
  • Monster Clown: Let's be clear—inducing nightmares is one of their skills. And they use poison.
  • Sprint Shoes: Sparta lets a Clown dramatically boost their target's movement speed temporarily, but while doing so the target can't recover HP or SP.
  • Stance System: Clowns can use Supportive Stance, which raises their maximum SP. Most of their buffing skills can only be used in this stance.
  • Status Buff: Clowns have some of these they can do while in Supportive Stace—
    • Retiropico (or Healing Wave) boosts the healing rate of all nearby party members.
    • Imperito (or Fighting Spirit) boosts physical attack power and defense for all nearby party members.
    • Supplico (or Mental Wave) boosts the SP recovery rate of all nearby party members.
  • Status Effect Dispel: Peacetime (or Relaxation) allows a Clown to remove debuffs and protect them from being cursed for a short amount of time.
  • Super Not-Drowning Skills: Sure, Clowns have an Oxygen Meter like everyone else, but at the cost of 1 LP they can use Fresh Air to increase their target's breath capacity.
  • Taught by Experience: Like the other classes, Thieves have several passive "mastery" or "training" skills that boost their latent abilities—
    • Short Sword Mastery boosts physical attack power and melee accuracy when using a short sword.
    • Comedic Fencing (or Fortune) boosts physical attack power and accuracy overall.
    • Joyful Tread (or Quick Step) boosts all manner of evasion.
  • Weapon of Choice: Short Swords.
  • Why Am I Ticking?: Venom Explosion (or Venom Splasher) will convert a target affected by a poisoned status into an Area of Effect poison bomb.

     Non-Player Characters 

Averro Reinhold

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

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