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Ragnarok Online has many classes and characters.


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Novice

    Novice 
https://static.tvtropes.org/pmwiki/pub/images/RONOVICE_9152.png
"I want to fight tougher monsters!"

The Novice is where everybody starts. Novices do not incur any EXP penalty upon death, and regain 50% HP when respawning. You may also choose which starting Stats to have. Once Job Level 10, Novices can change into one of the 6 main first classes or one of the 4 expanded classes.


  • Featureless Protagonist: 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.
  • Faking the Dead: 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.
  • Gainaxing: The chest area of female Novices bounce while wearing breastplates. Ragnarok Wisdom speculates that their breastplates are made of jellopy, a jelly-like substance found in Porings.
  • Starter Equipment: 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.
  • You Have Researched Breathing: 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.

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    Super Novice 
https://static.tvtropes.org/pmwiki/pub/images/245px-RO_SuNo_1_534.jpg

Super 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.

Super 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).

Being an "all-in-one" class, the following tropes are unique to the Super Novice.


  • An Adventurer Is You: 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.
  • Awesome, but Impractical: 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.
  • Fighter, Mage, Thief: Or a combination of two or three, if you so desire.
  • Jack-of-All-Trades: 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.
  • Lethal Joke Character: 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.
  • Magikarp Power: Getting to this class is painful, but after getting there you'll be powerful (though, as noted above, less powerful than you'd expect).

First Job Classes:

    Swordsman/woman 
https://static.tvtropes.org/pmwiki/pub/images/swordsman_1126.png
"Defend the right..."

From soldiers to weapon masters, the Swordsmen and Swordswomen of Rune-Midgard are true warriors in all regards. They hone their skills with swords and spears, and may even wield other weapons such as maces and axes. They can swing their weapons with great force or great finesse, depending on the situation faced. They also train their bodies to quickly recover from wounds and endure all sorts of attacks. Tough and sturdy, those of the Swordsman class are the first to charge into the heat of battle and the last to fall.

The tank class of Ragnarok Online, they have the highest base HP of all classes. They are also able to equip most melee weapons, although they have an inclination to use swords and daggers. A Swordsman is capable of leveling solo, but he or she can also work well in groups and parties. Upon reaching at least Job Level 40, the Swordsman can change into either the offense-oriented Knight or the defense-oriented Crusader.


  • An Adventurer Is You: Usually as The Tank, though The Blademaster role is just as popular.
  • The Berserker: If a Swordsman has done the quest for the Auto Berserk skill and has less than 25% of their health, this skill automatically activates to give them a strength buff and defense debuff. It isn't as terrifyingly effective as a Lord Knight with Berserk/Frenzy, but it still counts.
  • Fighter, Mage, Thief: The Fighter in the trinity, obviously. Physical in-your-face combat.
  • Good Thing You Can Heal: The HP Recovery skill, which lets the Swordsman regenerate health at a much faster rate than any character.
  • Heroes Prefer Swords: 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. Some take another road, such as...
    • Knife Nut: Higher attack speed, some defense, yet does less damage on medium and large monsters. Usually temporary.
    • An Axe to Grind: Not used often as they have very low ASPD (Attack Speed) and, by extension, damage output.
    • Blade on a Stick: If you really, really need that extra 2-square reach. Also an uncommon choice for a swordsman, but it is usually recommended for people wanting to level faster - by poking immobile mobs called Greatest General that were of a fairly high level and would squish a swordsman if they could move.
  • Luckily, My Shield Will Protect Me: Should you choose the one-hand sword and shield option, the shield helps with the defense.

    Mage/Magician 
https://static.tvtropes.org/pmwiki/pub/images/mage_2184.png
"The force of nature..."

An arcane magic-wielder with the ability to cast variety of devastating magical spells at will, the Mages have unlocked the secrets of arcane lore to master what is commanding every elements in Rune-Midgard. Having access to a variety of offensive spells, the Mages can unleash a deadly arsenal of magical attacks upon unwary opponents. Mages however could not bear to use heavy armors hence making them vulnerable when attacked up close.

Mages rely on their skills as their main source of damage, and such attacks are magically based and only take into account the target's Magical Defense, and not their Physical Defense. Furthermore, all of a Mage's spells are elemental, thus meaning the accurate use of the correct spell against the correct monsters is highly important. At Job level 40 they can promote into the offensively-oriented Wizard, or the support-oriented Sage.


  • An Adventurer Is You: The Nuker, thanks to having a myriad of Ao E spells to basically wipe screens of monsters.
  • Black Mage: 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).
  • Fighter, Mage, Thief: The Mage of the trinity, obviously. Ranged magic combat with a propensity of having low defense.
  • Fire, Ice, Lightning: 'Lightning' here is actually the Wind element, but the overall look of the spells remains Lightning in nature.
  • Kill It with Ice: 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.
  • Kill It with Fire: 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.
  • Linear Warriors, Quadratic Wizards: 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 Elemental Rock–Paper–Scissors, 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.
  • Luckily, My Shield Will Protect Me: A low-level Guard, or a very big magic book. Usually recommended when solo levelling.
  • Shock and Awe: 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.
  • Soul Power: 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.
  • Squishy Wizard: 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.

    Thief 
https://static.tvtropes.org/pmwiki/pub/images/Thief_8227.png
"A benevolent picaroon..."

Waiting in the shadows, planning where they'll strike next, the mischievous Thieves are a force to reckon with. Swift and powerful, few can keep up with a Thief's attack speed and power, whether they're slashing their way in battle with a sharp dagger, or striking from afar with a bow. Striking them down isn't easy either, coupling their high flee with the ability to become invisible and poison their pursuers, Thieves have only magic to fear.

A Thief just wouldn't be a Thief if they weren't able to steal from their enemies, which makes them in turn quite adept at item gathering and money making. If the player decides to play as a Thief, frantic battles and high degrees of fun are guaranteed. They're also a very good choice as first characters, since in the beginning they don't have to rely as heavily on 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.


  • An Adventurer Is You: The Scrapper, given that they naturally have a higher attack speed while every other class has to actively invest in it.
  • Combat Pragmatist: The class series as a whole are this, with the Assassin and Rogue class lines emphasizing different aspects of this trope.
  • Fighter, Mage, Thief: Very much the Thief in the trinity, exactly as it says on the tin.
  • Heroes Prefer Swords: They could, but most thieves don't. A sword gives higher damage for attack speed, which a Thief player would consider not necessarily optimum.
  • Knife Nut: Daggers are a Thief's staple weapon, especially because of their faster attack speed. While they can equip bows, their range is severely lacking compared to an Archer.
  • Video Game Stealing: Successful use of the Steal skill gives you one random item from the monster's 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.
  • You Have Researched Breathing: 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.
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    Archer 
https://static.tvtropes.org/pmwiki/pub/images/normal_archer_1671.jpg
"Penetrate the evil..."

Archers are adept at long range combat, and use it almost exclusively. Gifted with high accuracy and excellent damage, archers are arguably one of the fastest first job classes to level up in Ragnarok. Their range gives them several advantages, which includes the ability to change the element of their weapon quickly by changing their arrow type. This makes Archers able to exploit elemental advantages easily, even more than Mages. Their accuracy and damage is increased by the same stat (DEX), allowing all attacks to connect and deal a lot of damage and also simplifying stat growth. Exploiting their incredibly long attack range also enables Archers to defeat stationary or slow-moving opponents that are stronger than they are, without being hit.

At job level 40, an Archer can choose what he/she wanted to be: the swift and powerful damage-dealing Hunter; or the support-themed Bard/Dancer. This is also a unique case of class progression: all male Archers become Bards, while all female ones became Dancers.


  • An Adventurer Is You: The Archer, obviously. A classic example of one, specializing in quick, ranged damage.
  • Archer Archetype: It's in the job name.
  • Dangerously Short Skirt: The female Archer's skirt is both short and open-ended.
  • Improbable Aiming Skills: Some situations would find you firing arrows at various distances with obstacles between you and the target. Your aim doesn't suffer for it.
  • Multishot: Double Strafe and Arrow Shower - two arrows and multiple arrows, respectively.
  • Money Sink: 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.
  • Trick Arrow: 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.

    Merchant 
https://static.tvtropes.org/pmwiki/pub/images/tropes_merchant_8140.jpg
"Deal with a hope..."

Merchants are an aptly named class in the game. They (mostly) deal with the economy and are able to generate cash at an increased rate with their Overcharge and Discount skills; they can also employ Pushcarts as a kind of second inventory, and if they have this they can do Vending to sell valuable items to other players. In battle, they can hold their own thanks to their Mammonite skill. Most players will have one (or two) Merchants, if only for vending wares, discounting, and/or inventory expansion.

At job level 40, a Merchant can choose between becoming a weapon-crafting and battle-oriented Blacksmith, or a consumable-crafting and support-oriented Alchemist.


  • An Adventurer Is You: More like "An Entrepreneur is You". They have a lot of skills that facilitate trade.
  • An Axe to Grind: A Merchant's main weapon. Because of the lower stats they have, axes give the best damage they can do. Not that other weapons are out of their reach as well, but the axe is the depicted weapon of the Merchant.
  • Animal Motifs: Piglets. Even their Power Up Mount is a Savage, the in-game's version of wild boar.
  • Bag of Holding: 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.
  • Common Character Classes: 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.
  • Difficult, but Awesome/Magikarp Power: 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.
  • Discount Card: and Overcharge too. Discount skill reduces vendor prices, and Overcharge skill increases the prices you sell at to said vendors.
  • Improvised Weapon: They're traders, not fighters. They hurl money to defend themselves. And ram their carts into monsters.
  • Intrepid Merchant: 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.
  • Money Sink: Mammonite, the aforementioned money-hurling skill. 600% damage for up to 1000 zeny.
  • We Sell Everything: You can use your Vending skill to sell anything, even Vendor Trash if you so desire.

    Acolyte 
https://static.tvtropes.org/pmwiki/pub/images/acolytes_small_116.jpg
"As divine grace..."

The main support class for 1st Classes, Acolytes have a specialized skill set geared primarily for support. They are the only 1st Class that can Heal, and augment a multitude of stats with their support skills. Always in a high demand, they are vital to the survival of a particular adventuring group.

At job level 40, they may choose to become a support-oriented Priest or the more martial Monk.


  • An Adventurer Is You: 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.
  • Church Militant: People wanting to be Monks gave this flavor to their Acolytes.
  • Light 'em Up: Holy Light, which is Holy-element, and one of the only direct-attacking spells they have before promoting.
  • Magikarp Power: 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.
  • Revive Kills Zombie: The more minor variant, as Heal harms undead-type monsters. It is also the main way for a full-support Acolyte to Level Grind.
  • Status Buff: 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.
  • White Mage: To the Mage's Black Mage, in addition to buffing skills.

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Expanded Classes

    Taekwon Kid 
https://static.tvtropes.org/pmwiki/pub/images/taekwon_img.jpg

Bringing the art of taekwon-do to Ragnarok Online is the completely martial Taekwon Kid. A unique class themed around unarmed combat in the form of powerful physical kicks, this class brings in an additional gimmick in the form of the Taekwon Missions - tasks that allow players to climb ranks across the server and gain bonuses in doing so.

At job level 40 they may choose to become the physically oriented Taekwon Master or the spiritually blessed Soul Linker.


  • Combo: Like the Monk classes, Taekwon Kids can use kicks in tandem with "stances", which are statuses that activate at either 15% or 20% 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.
  • Does Not Like Shoes: Always barefooted, with bandages, regardless of what shoes you've equipped them with. Ironically the female Taekwon Kid wears shoes in her official artwork.
  • Elemental Powers: 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 almostnote  any element in the game at the touch of a button, and if you're playing Elemental Rock–Paper–Scissors this is a game changer.
  • Extremity Extremist: With their legs and feet, compared to the Monk's fists. All of their animations are kicks.
  • Mechanically Unusual Class: The Taekwon Kid has a mechanic where the majority of their special attacks are only usable at random, when a prompt comes up in battle while they are attacking. This gives the class a very frantic feel compared to the typical classes, 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.

    Ninja 
https://static.tvtropes.org/pmwiki/pub/images/ninjaclass.jpg

Should the aspiring novice seek out the ways of the ninja, Amatsu offers such individuals with the Ninja. A class built to strike at the right time, the Ninja utilises the largest number of throwing skills possible in the game along with magic-based elemental ninjutsu to deal damage.

At job level 40, they can become either a Kagerou (male Ninja) or Oboro (female Ninja).


  • Cast from Hit Points: Killing Stroke. It's powerful, but it takes their HP down to 1%. Use with care, Ninjas.
  • Elemental Powers: Magic-build Ninjas are considered an alternate Wizard since their ability set is all based on the elemental attacks they have.
  • Highly Visible Ninja: The colours may be desaturated, but it's hard to deny that they're still wearing rather obvious primary colours.
  • Improbable Weapon User: 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.
  • Lethal Joke Character: 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 PvP.
  • Money Sink: 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......
  • Throwing Your Sword Always Works: A Ninja can hurl Shurikens, Kunai, or Huuma Shurikens. Throwing builds were quite useful pre-Renewal and will always use Huuma Shurikens.

    Gunslinger 
https://static.tvtropes.org/pmwiki/pub/images/gunslinger.jpg

For players favouring a more long-ranged gung-ho approach to their Ninja and Taekwon counterparts, the Gunslinger can provide them with what they're looking for. With a set of impressive firearms ranging from Rifles to Shotguns to even Grenade Launchers, they're here to bring the thunder onto monsters and players alike.

They can eventually change their job into the Rebellion.


  • Badass Longcoat: 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.
  • 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.
  • The Gunslinger: 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.
  • Guns Akimbo: 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.
  • Improbable Weapon User: 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.
  • Magikarp Power: 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.
  • Money Sink: Coin Flip, although its cost (1z per use) is nothing compared to the Ninja and Whitesmith's Money Sink 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.
  • More Dakka: 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.
  • No Shirt, Long Jacket: The male Gunslinger appears to have his chest bare under his coat in the official art.

Doram Exclusive Class

    Summoner 
https://static.tvtropes.org/pmwiki/pub/images/doram_summoner.jpg

Summoners possess the fortitude to tame the sea, the land, and the essences of life itself.


  • Badass Adorable: They are Doram, the Cat Folk with incredible powers.
  • Elemental Powers:
    • The Beastmaster: Life and Sea skills are animal-based skills, with Life being land animals and Sea being, well, aquatic ones.
    • Green Thumb: Land skills are plant-based skills.
  • Crippling Overspecialization: The huge and demanding skill tree of Summoner, and the tiny amount of skill points available to them, force them to pick only one specific build out of three that are available to them, each with their own pros and cons.
    • 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.
    • 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.
    • 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. Has great durability due to the skills, but can't do much besides tanking.
  • Improbable Weapon User: Strangely enough, 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.
  • The Red Mage: Their Sea skills are entirely supportive skills, while Land and Life skills feature offensive skills.

Advanced Job Classes

    Swordsman-derived 

Knight > Lord Knight > Rune Knight > Dragon Knight (currently kRO only)

https://static.tvtropes.org/pmwiki/pub/images/ro_knight.jpg
Knight
Lord Knight 
Rune Knight 
Dragon Knight 

"A spirit of chivalry."

Many 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.


  • Battle Aura: Knights glow yellow when they're under the effects of Two-Hand Quicken.
  • Beehive Barrier: The Lord Knight's Parry. Appears as a hemisphere-shaped shield, and anything that hits it makes a satisfying clang.
  • The Berserker, for Knight builds capitalizing the...
  • Berserk Button: 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 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.
  • Beta Outfit: The Rune Knight's initial appearance steered away from the heavily armored look. Eventually, another version of the Rune Knight sprite was created, continuing on the trend of the Knight class-line wearing impressive armor.
  • Breath Weapon: If you choose to take on a tanking path with your Rune Knight, you'll get to wield a powerful area-of-effect skill with your Ferus. This is because your dragon's breath attack is entirely dependent on your health.
  • Chainmail Bikini: 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. This has not gone unnoticed by the players, with someone even making reference to 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.
  • Dragon Rider: Rune Knights get an armoured Ferus as a mount. It looks like a large bipedal lizard akin to a dinosaur.
  • Heroes Prefer Swords: 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.
  • Lightning Bruiser: 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.
  • Megaton Punch: Their Bowling Bash makes them punch twice, inflicting damage with each punch and knocking enemies back in an area.
  • Mighty Glacier: 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.
  • Magic Knight: Rune Knights are knights wielding powerful White Magic, if the skill Enchant Blade is anything to go by. They also craft Runes to use in battle for boosts.
  • Spell Blade: Enchant Blade adds your own Magic Attack power into your own or an ally's physical attack.

Defender (kRO) / Crusader (iRO) > Paladin > Royal Guard > Imperial Guard (currently kRO only)

https://static.tvtropes.org/pmwiki/pub/images/ro_crusader.jpg
Defender / Crusader
Paladin 
Royal Guard 
Imperial Guard 
"One preparing for the holy war."

A Swordsman can opt to learn 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.


  • All Your Powers Combined: 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.
  • Battle Aura: Just like their counterparts, the class line glows yellow while under the effects of Spear Quicken.
  • Battle Ballgown: The jRO redesign of female Royal Guard wears an armored dress.
  • Bare Your Midriff: The female Paladin loses the armour around her midsection earlier than the Knight does.
  • Blade on a Stick: One-handed spears combined with shields are usually the Crusaders' equipment loadout of choice.
  • Cast from Hit Points: The Paladin's Martyr's Reckoning sacrifices health to deal a ton of damage.
  • Chainmail Bikini: The female Royal Guard appears to be losing a game of strip poker throughout the class progression. However, it's subverted with Imperial Guard, as she regained a full body armor.
  • Church Militant: If the description for the Paladin on the iRO wiki is anything to go by.
    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.
  • Giant Flyer: Royal Guards can ride Gryphons.
  • Magic Knight: Crusader-type players are essentially heavily armored knights who wield White Magic.
  • Mighty Glacier: The skills of Crusader-types seemed to be geared more to this end, but if they so choose they can be...
    • Lightning Bruiser: Spear-based Royal Guard builds can be this with the Spear Quicken skill.
  • Shield Bash: Plus its sister trope Throwing Your Shield Always Works. There are even builds capitalizing on this ability.
  • Stone Wall: They are one of the best tanks in RO, second only to defensively-built full-support Priests.
  • The Paladin: The entire progression is themed around the class using the power of faith, at least until the Royal Guard. What the fandom decides is an entirely different matter.

    Mage-derived 

Wizard > High Wizard > Warlock > Archmage (currently kRO only)

https://static.tvtropes.org/pmwiki/pub/images/ro_wizard.jpg
Wizard
High Wizard 
Warlock 
Archmage 
"The spirit of nature."

Pure damage dealers and built to spread around their destruction as much as possible, the Wizard is what the Magician aspires to be on the fighting scene. The High Wizard takes the Wizard to a whole new level in terms of power and additional spells. With the introduction of the Warlock, this class now deals out mass destruction without moving a finger, as well as the capability combine elements in a devastating attack.


  • All Your Powers Combined: 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-Earth-Fire in one go.
  • Area of Effect: 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.
  • The Archmage: It's pretty self-explanatory.
  • Bare Your Midriff: The female Warlock has now gained this look.
  • Casting a Shadow: Warlock's Hell Inferno. It deals damage a weak Fire property attack at first, and then a strong Shadow property attack.
  • Leotard of Power: The uniform of the female Wizard basically is this.
  • Mini Dress Of Power: The outfit of the female High Wizard.
  • Person of Mass Destruction: 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.
  • Pimped-Out Cape: The High Wizards and Warlocks in alternate outfits wear capes with fur and a Mystical High Collar.
  • Pretty in Mink: The female Wizard and High Wizard wear fur lined capes. So does the jRO redesign of both genders of Warlock.
  • Squishy Wizard: The extra stat points can be used to pump health a bit more as the class advances, but they still trade off health and defence for higher magic attack and faster casting speeds.
  • Symbol Motif Clothing: Eye Motifs are present throughout class progression.
  • Soul Power: Improved from the Magician class, the class line has a few notable Ghost-property spells, particularly Napalm Vulcan and Soul Expansion.
  • Super Mode: Intense Telekinesis triples the potency of all Ghost-element magic and halves their casting time and SP cost for a minute.
  • There Is No Kill Like Overkill: The Warlock's Comet spell range is huge. It covers nearly all of your screen and is absolutely unnecessary in every scenario except War of Emperium 2.0.

Sage > Professor (kRO) / Scholar (iRO) > Sorcerer > Elemental Master (currently kRO only)

https://static.tvtropes.org/pmwiki/pub/images/ro_sage.jpg
Sage
Professor / Scholar 
Sorcerer 
Elemental Master 
"One who pursues eternity."

Sages are built primarily to counter Wizards, and their skills show it. The Scholar brings in support skills to make themselves self-sufficient in a fight as well as picking up a few more offensive spells in their studies. Finally, the Sorcerer ushers in the power of elemental spirit summons and brings in a load of offensive area skills for their creative usage.


  • Anti-Gravity Clothing: The female Sages wear a gold ring that hovers above their shoulders.
  • Anti-Magic: Their skills make them good at this. Magic Rod makes them immune to single target cast by absorbing the enemy's SP and receiving no damage, and Land Protector prevents Area of Effect spells from working. These and other spells actually make them a good counter to other magic classes.
  • Cast from Hit Points
    • The Scholar's Indulge restores some SP in exchange for health.
    • The Sorcerer's Spirit Cure allows the caster to give up some HP/SP to restore their summoned spirit's HP/SP.
  • Counterspell: Spell Breaker, a Sage skill, cancels an enemy's incoming spell and receives the SP consumed by the enemy instead.
  • Magikarp Power: 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.
  • Non-Elemental: Psychic Wave is a Neutral-element spell that changes its element based on which spirit is summoned.
  • Poisonous Person: Sorcerer can start learning Poison-element spell, such as Killing Cloud and Poison Burst.
  • Pretty in Mink: Those scarves around the Scholars' necks are foxes. Complete with head.
  • Status-Buff Dispel: With properly-named Dispell.
  • Summon Magic: 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.
  • Support Party Member: Sages are the supportive counterpart of the Wizard, having plenty of spells that can benefit their party in unique ways.
  • Throw the Book at Them: Usually preferred by Battle Sages.
  • Took a Level in Badass: 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.

    Thief-derived 

Assassin > Assassin Cross > Guillotine Cross > Shadow Cross (currently kRO only)

https://static.tvtropes.org/pmwiki/pub/images/ro_assassin.jpg
Assassin
Assassin Cross 
Guillotine Cross 
Shadow Cross 
"The shadow of death."

Fast, silent, stealthy - the Assassin has set their sights to killing without leaving a trace of their presence behind, perhaps maybe leaving their victim to die slowly after a dose of poison. The Assassin Cross aims to strike and finish the job in one move, and have knowledge on advanced poisons to make their job easier. The Guillotine Cross puts the finishing touches by being the most brutal of the entire class progression, with poisons only they know and attacks that mercilessly cut down everything around them.


  • Absolute Cleavage: The female Assassin Cross.
  • Blade Below the Shoulder: The katar is their signature weapon.
  • Blade Spam: Sonic Blow (lands 8 hits) and Cross Impact (lands 7 hits, but stronger).
  • Combat Stilettos: Taken quite literally in the sense that the official art shows the female Assassin Cross not only wears high heels, but also that her heels have blades protecting the back of her legs.
  • Cool Mask: The Assassin Mask and the Guillotine Cross-exclusive Silent Executer. They look like ninja masks in terms of appearance.
  • Critical Hit: One of the most popular builds for them, specially since katars get double the Crit chance.
  • Dual Wield: Of katars, swords, axes and knives. The only class that able to do so naturally until Kagerou/Oboro.
  • Fragile Speedster: 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.
  • Glass Cannon: They can dish out tons of damage very quickly and can dodge attacks effectively, but they can't take a hit.
  • Master Poisoner: Starting with Assassin Cross, the class line can craft Poison Bottles.
  • Poisoned Weapons: The class line as a whole specializes in this.
  • Scarf of Asskicking: Assassins, Assassin Crosses and Guillotine Crosses in alternate outfits have tattered red scarves.
  • Spin Attack: 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.
  • Sword Beam: 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 Area of Effect-type version which can deal multiple Standard Status Effects by chance. However, both of these skills can be used without any equipped weapon/s.

Rogue > Stalker > Shadow Chaser > Abyss Chaser (currently kRO only)

https://static.tvtropes.org/pmwiki/pub/images/ro_rogue.jpg
Rogue
Stalker 
Shadow Chaser 
Abyss Chaser 
"The night's fallen angel."

Very definitely the tricksters of the game, Rogues are designed to taunt and frustrate you with speed and strike at the first chance they get, including stripping you of your protective garments to weaken you down. The Stalker is designed to pursue you unnoticed until it's too late, and the Shadow Chaser tops it off by inflicting annoying debuffs and dance around you in mischievous delight. Be wary of this versatile mischief-maker, they're out to make trouble as much as they can.


  • Awesome, but Impractical: 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.
  • Back Stab: One of their skills. Deals massive damage and have perfect accuracy, but can only be performed from behind. Goes into Awesome, but Impractical due to its sensitivity to positioning and facing, but if you have another Rogue partner in a flanking position....
  • Crippling Overspecialization: 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.
  • Difficult, but Awesome: 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 PvP.
  • Jack-of-All-Trades: Some peculiar Rogue builds may elect to pursue both branches of weapon masteries at the expense of every other skills, making them dangerous physical attackers for both long and short range.
  • Knife Nut: Default weapon of choice unless they're capitalizing on bow builds.
  • Magic Knight: From Stalker onward you have the option of making a powerful magical and physical attack build.
  • Multishot: Rogues get the Archers' Double Strafe.
  • Power Copying: The Rogue's Intimidate and Shadow Chaser's Reproduce skills allow the character to learn the move last used on them, regardless of the move being from players or monsters. Stalkers gain the additional ability to permanently be able to use that move; the Shadow Chaser's Shadow Spell takes it all the way by providing a list of previously learned skills to use. 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 hit 100 times by lvl 10 Waterball.
  • Pretty in Mink: Females wear it since Rogue. Males are catching on past Stalker.
  • Walking Shirtless Scene: All of the males.
  • Zipperiffic: The jRO redesign of both genders of Shadow Chaser spotted many zippers around their outfits.

    Archer-derived 

Hunter > Sniper > Ranger > Windhawk (currently kRO only)

https://static.tvtropes.org/pmwiki/pub/images/ro_hunter.jpg
Hunter
Sniper 
Ranger 
Windhawk 
"A guardian of nature."

The Hunter takes the Archer one step further and utilises their knowledge of hunting by using traps on beast and human alike. The Sniper hones the Archer's archery skills to perform fast, powerful and painful attacks. Finally, the Rangers bring in their beast companions and introduce new traps that change the tide of the battlefield.


  • Bare Your Midriff: Female Hunters, Snipers and Rangers, as opposed to their base class.
  • The Beastmaster: Hunter and Sniper get falcons, Rangers get big wolves called Wargs, and Windhawks can simultaneously use both in battle.
  • Beast of Battle:
    • The Ranger can command their Warg to fight alongside them. Rangers can also use them as mounts.
    • Falcon-associated builds have all three classes dealing damage with their falcons. For such small sprites they can be pretty painful.
  • Boring, but Practical: 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.
  • Frilly Upgrade: Averted. Their costumes are possibly the most sensible and practical of the third jobs.
  • Glass Cannon: They have insane damage potential with only their basic attacks, but mostly mediocre durability.
  • Modesty Shorts: The female Hunter sports these under her skirt, compared to the female Archer.
  • Pretty in Mink: Snipers. Both of them.
  • Rain of Arrows: The Ranger's Arrow Storm, which is basically an extremely improved version of the Archer's Arrow Shower.
  • Super Mode: Unlimit doubles the Ranger's raw damage output for a minute.
  • Trap Master: Hunters and Snipers have a large variety of traps that either explode on contract, immobilize, cause sleep or blindness. The Ranger has more traps that change the attribute of the enemies and set the area on fire.
  • Who Wears Short Shorts?: The female Hunter, Sniper, Ranger, and Windhawk throughout their class progression.

Bard > Clown (kRO) / Minstrel (iRO) > Minstrel (kRO) / Maestro (iRO) / Joker (idRO) > Troubadour (currently kRO only)

https://static.tvtropes.org/pmwiki/pub/images/ro_bard.jpg
Bard
Clown / Minstrel 
Minstrel / Maestro 
Troubadour 
"The wind's musical poet."

A class primarily built to support other players, the Bard brings buffs to the table with the power of music while retaining his archery skills. The Minstrel follows it up by being able to solo with archery and keep players' spirits up with new songs. The Maestro tops it off with the ability to rain arrows on their enemies without mercy while playing their music to tread on the enemy and keep their companions fighting.


  • Dub Name Change: Look at all the name changes! In general the fandom seems to adopt the international version's changes.
  • Incredibly Lame Pun: The literal basis of Frost Joke/Unbarring Octave. You tell a joke or pun so bad that it freezes enemies on the screen. Yup.
  • Instrument of Murder: Physical damage and shooting arrows, in the case of Arrow Vulcan.
  • Let's Duet: Some of the more powerful skills are actually duet performances meant to be done alongside a Dancer-class within the same party. Without a partner, the skills simply fail. In this case, the Bard-class provides the music.
  • Magic Music: For both offensive and supportive purposes. Taken Up to Eleven with the Maestro's Saturday Night Fever, a skill that apparently causes players to disco so hard that they lose HP, SP, defence and flee in exchange for an incredible amount of attack.
  • Make Me Wanna Shout: The Pang Voice quest skill, which has a chance of confusing the target. It's described as "screaming out at a single target".
  • Musical Assassin: While most skills are support, a few songs like Dissonance deal damage directly.
  • Nice Hat: The Minstrel and Maestro's artwork display these, and you can get the hats in-game.
  • Rain of Arrows: The Minstrel's Arrow Vulcan and the Maestro's Severe Rainstorm, both very effective for seemingly harmless musicians.
  • Scarf of Asskicking: A very nice stripy scarf for the Maestro sprite. The official art shows that Maestros wear at least two scarves.
  • Shout-Out: One of the Maestro's Chorus skills is called Dances With Wargs.

Dancer > Gypsy > Wanderer > Trouvere (currently kRO only)

https://static.tvtropes.org/pmwiki/pub/images/ro_dancer.jpg
Dancer
Gypsy 
Wanderer 
Trouvere 
"The passionate primadonna."

A 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.


  • Belly Dancer: Her outfit as a Dancer and Gypsy.
  • Fluffy Fashion Feathers: The Wanderer is depicted with these.
  • Let's Duet: Some of the more powerful skills are actually duet performances meant to be done alongside a Bard-class within the same party. Without a partner, the skills simply fail. In this case, the Dancer-class provides the show.
  • Magic Dance: Their dances are mostly support and give buffs to the party.
  • Stripperiffic: Naturally. The jRO redesign however, gives the Wanderer a more modest outfit, consisting of a ruffled dress.
  • Rain of Arrows: The Gypsy's Arrow Vulcan and the Wanderer's Severe Rainstorm. They are just as powerful as their male counterparts with these skills.
  • Underboobs: The Gypsy seems to have this on her sprite.
  • Whip It Good: Several skills require a whip to use, such as the aforementioned Arrow Vulcan. It's not entirely clear how Gypsies whip their arrows at targets, but it's a given that it hurts either way.

    Merchant-derived 

Blacksmith > Whitesmith (kRO) / Mastersmith (iRO) > Mechanic > Meister (currently kRO only)

https://static.tvtropes.org/pmwiki/pub/images/ro_blacksmith.jpg
Blacksmith
Whitesmith / Mastersmith 
Mechanic 
Meister 
"The power of craftsmanship!"

Should 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 upgrading weapons and using their carts as Improvised Weapons. Ever hungry for the knowledge on improving their abilities, they've now turned to mastering their Axe weapons and engineering as Mechanics.


  • Animal Motifs: Bears, and this is more evident as Mechanics.
  • Absolute Cleavage: The females throughout class progression.
  • An Axe to Grind: Blacksmiths by default can (and usually do, since axes are more powerful than the other alternatives) wield one-handed and two-handed axes. The class line as whole has skills that enhances Axe weapons and their damage.
  • Arm Cannon: One of the Mechanic's Madogear skills.
  • Battle Aura: Blacksmiths and Mastersmiths note  glow red when they're under the effects of Power Thrust and Maximized Power Thrust.
  • Bare Your Midriff: The females throughout the progression. Male Mechanics take it Up to Eleven, see Walking Shirtless Scene below.
  • The Blacksmith: Well, yes the whole class line in general specializes in this yet...
  • Boring, but Practical: Blacksmiths can also choose to forsake the "smithing" part of their profession and go full combat, relying on 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.
  • Cast from Hit Points: The Mechanic's Axe Tornado has a small HP cost when activated.
  • Cast from Money: 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.
  • Difficult, but Awesome: 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 Weapon Crafting and for deploying your Madogears and Turrets in a blink of an eye.
  • Drop the Hammer: If it's not axes being wielded, it's this since mace-class weapons also benefit from most bonuses that axe-weapons have. Hammers may count as axes in this game, but the skill Hammer Fall is pretty much dropping the hammer in action and it is no less painful.
  • Elemental Crafting/Elemental Weapon: Only the Blacksmith line has the capability to forge a weapon imbued with an element.
  • Equipment Upgrade: The Mastersmith's Upgrade Weapon skill allows them to upgrade weapons with a higher success rate than NPCs.
  • Foil: To the Alchemist line. The Blacksmith line focuses on direct combat via Status Buffs, use their pushcarts as Improvised Weapons, and they don't have to be entirely dedicated to Item Crafting to be an effective class, making them Boring, but Practical, unlike the Alchemist line.
  • Gainaxing: The chest area for females throughout the class progression tend to jiggle quite a lot in their idle battle animation.
  • Gadgeteer Genius: To put it simply, Mechanics can build entire automatic turrets with a portable furnace, a hammer, and a few pieces of iron and/or steel. One additional ingredient optional. At maxed level building one takes one second.
  • Humongous Mecha: The Madogears, which the character can wear and stomp around. The Mechanic has an entire skill tree dedicated to Madogears.
  • Improbable Weapon User/Improvised Weapon: The Mastersmith literally whacks the opponent with the pushcart and then ramming them when using High Speed Cart Ram.
  • Overclocking Attack: 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.
  • Pile Bunker: 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 Status-Buff Dispel.
  • Playing with Fire: The Mechanic's Lava Flow causes lava to erupt from the ground as an Area of Effect, dealing fixed damage and inflicting Stun and Burning status.
  • Precision-Guided Boomerang: 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.
  • Ramming Always Works: 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.
  • Rocket Punch: The Mechanic's Knuckle Boost skill.
  • Sprint Shoes: Their Cart Boost skill, shared with the Geneticist.
  • Status Buff/Support Party Member: 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.
  • 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).
  • Tornado Move: 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 wind element.
  • Walking Shirtless Scene: The males seem to be gradually losing their shirts in the progression.
  • Wrench Wench: 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.
  • Who Wears Short Shorts?: The females throughout class progression.
  • Wrecked Weapon: The Mastersmith's Shattering Strike has a chance of shattering the opponent's Weapon or Armor in Player Versus Player or outright decreases a monster's defense and magic defense.

Alchemist > Creator (kRO) / Biochemist (iRO) > Geneticist > Biologist (currently kRO only)

https://static.tvtropes.org/pmwiki/pub/images/ro_alchemist.jpg
Alchemist
Creator / Biochemist 
Geneticist 
Biologist 
"One who invaded God's territory."

Noting how the potion trade is just as viable as exceptional weaponry, the Alchemist strives to create potions and in the process discovers how to trap animals and plants in bottles for future use. The Biochemist goes on to cement themselves within the War of Emperium with their terrifying acid concoctions. Driven with the urge to build proper fighting roles for themselves despite their lack of conventional weaponry, the Geneticist brings in a world of pain with a twist of creativity using their heavy carts and horrific plants to use against their opponents.


  • Animal Motifs: Crows and Ravens, which their capes allude to wings.
  • Absolute Cleavage: The female Biochemist.
  • An Axe to Grind: Like the Blacksmith, the Alchemist line can use these, but it's heavily Downplayed compared to the Blacksmith.
  • Badass Cape: Throughout class progression.
  • Difficult, but Awesome: Nearly all their skills require some sort of catalyst, and making those catalysts often require hours upon hours of farming. But once you do get enough materials for them, their damage potential and versatility is huge.
  • Foil: To the Blacksmith line. The Alchemist line focuses on Item Crafting, modifies their pushcarts to the point that it can fire cannons, and they need their items as Required Secondary Powers to use their skills, which opens up more utility compared to the Blacksmith line in the expense of being Difficult, but Awesome.
  • Healing Potion/Mana Potion: In addition to being able to create these, Alchemists can also hurl them at allies to heal them. 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.
  • Green Thumb: There is an entire skill tree dedicated to nothing but summoning plants to do your dirty work for you.
  • Heroes Prefer Swords: The Alchemist line is more focused towards swords than axes.
  • Improbable Weapon User: One of their exclusive weapons is bags. They can throw Acid Bottles and firebombs. And the Geneticist has an entire skill tree focused on modifying their carts into bazookas.
  • Mini Dress Of Power: The females throughout class progression basically wear a furred cape with a strapless dress that ends halfway down the thigh.
  • Molotov Cocktail: The Alchemist skill Demonstration/Bomb. Gets taken Up to Eleven with the Geneticist's Demonic Fire, which causes an area to go up in flames.
  • Non-Human Sidekick: The Homunculi and Homunculi S.
  • Pretty in Mink: The female Alchemist has that lovely furry cape...
  • Sprint Shoes: Their Cart Boost skill, shared with the Whitesmith, though the Geneticist's version is better thanks to also providing a great attack boost.
  • Tornado Move: 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.

    Acolyte-derived 

Priest > High Priest > Arch Bishop > Cardinal (currently kRO only)

https://static.tvtropes.org/pmwiki/pub/images/ro_priest.jpg
Priest
High Priest 
Arch Bishop 
Cardinal 
"I believe in God."

The Priest is basically what happens when the Acolyte puts their White Magic to fighting the forces of the undead as well as helping people with their immense healing power. The High Priest enhances the Priest's abilities with more strength and energy. The Arch Bishop then upgrades all the abilities to pack a holy punch as well as protect their teammates without breaking a sweat.


  • Achilles' Heel: Enemies that resist Holy damage are the bane of Full DPS Arch Bishops, leaving them with no other source of damage.
  • Beehive Barrier: The skill Kyrie Eleison.
  • Cleavage Window: The female Arch Bishop.
  • Combat Medic: 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 spell that slows the enemy down, and its damage output can triple if you put together the Judgment set.
  • Dual Wield: Accidentally done if you use 1-hand Book as weapon and a book Shield.
  • Elegant Gothic Lolita: The jRO redesign of female Arch Bishop wears a lolita-like dress.
  • Church Militant: When they decide to go full battle build as oppose to support build.
  • Giant Waist Ribbon: The female high priests have a large, white ribbon on their outfits.
  • Green Thumb: Epiclesis, which summons a life tree.
  • Healing Hands: What the sprite animation looks like it's doing when a healing spell is used.
  • Holy Hand Grenade: Naturally. The Arch Bishop gets more options.
  • Jack-of-All-Trades: 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.
  • The Medic: The entire class, but Full Support priests are specifically built to be this.
  • Sexy Priest: Both genders get equal share, what with the males' bared chests and the females' shapely legs with stockings, going all the way to the Cardinal job.
  • Solo Class: 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.
  • Stone Wall: Defensively-built Full Support priests are the champion tankers in this game, even overshadowing the Crusader line.
  • Turn Undead: One of their skills, even.

Monk > Champion > S(h)ura (kRO, iRO) / Gladiator (idRO) > Inquisitor (currently kRO only)

https://static.tvtropes.org/pmwiki/pub/images/ro_monk.jpg
Monk
Champion 
S(h)ura 
Inquisitor 
"We teach sermon through our fists."

Those opting for a more martial route with their Acolyte have the option of playing a Monk, a highly physical class that can deal out blows within seconds. The Champion adds even more painful, bone-crushing blows to their arsenal. The Sura brings the rain with incredibly powerful punches, ranged attacks and their new mastery of the Gentle Touch to either heal or hurt.


  • Badass Longcoat: The Inquisitor, their fourth job.
  • Bare-Fisted Monk: Knuckles are the primary weapon of choice for Monks, though higher-leveled Monks generally prefer maces thanks to their higher attack.
  • Barehanded Blade Block: While Blade Stop can be used with any weapon class, a Monk with no equipment using this against an opponent wielding a blade essentially plays this straight. It's described to "catch" an attacker.
  • Boobs of Steel: As one of physically the strongest class, Female Monk have large chests among all female classes. Female Champion takes further with better skills and huge breasts.
  • Church Militant: It's unclear whether they follow the same religion as the Priests, but they are obviously meant to be religious fighters either way.
  • Combo: Certain skills cannot be used without a skill preceding beforehand. Once that skill is used, any player can gleefully unleash a chain of skills with ease onto the target.
  • Desperation Attack: The Sura's Gate of Hell is a highly damaging attack that increases in potency the lower their health is.
  • Does Not Like Shoes: The Sura.
  • Extremity Extremist: Hands and arms, as opposed to the Taekwon's legs and feet.
  • Gainaxing: Female Monk's chest bounces off as they walk around and in their idle battle stance. Female Champion have enormous breasts that jiggles alot.
  • One-Hit Kill: For a time Asura Strike/Guillotine Fist was a popular skill with Monk players in PvP and the War of Emperium because of this. It got to the point where defeating a GF Monk without using the same class or skill was a mighty achievement.
  • Pimped-Out Dress: The female Inquisitor wears a fancy dress that doesn't dissuade her from beating the crap out of monsters with her fists.
  • Sarashi: Female Sura have them wrapped around their chests.
  • Spin Attack: Sky Net Blow, described to be a spinning punch.
  • Stance System: Sura's Gentle Touch stance skills: Energy Gain for chance to gain spirit sphere while dealing or recieving physical damage, Convert for 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.
  • 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.
  • Walking Shirtless Scene: If the official art is anything to go by, male Sura appear to have shrugged off their gi around their waists solely to show off their chests. The jRO redesign has them put their gis back on.

    Taekwon Kid-derived 

Kwansung (kRO) / Taekwon Master (iRO) / Star Gladiator > Seongje (kRO) / Star Emperor

https://static.tvtropes.org/pmwiki/pub/images/ro_stargladiator.jpg
Star Gladiator / Taekwon Master
Star Emperor 

To become one with the universe, the Taekwon Kid has opted to study the power of the celestial bodies and literally wield it with their fists - and feet - along with advancing their knowledge of taekwondo. By utilising the knowledge from books as energy to fuel this power, the Taekwon Master performs greater achievements in both physical and spiritual aspects.


  • Interface Screw: Solar, Lunar and Stellar Shadow. 30% additional ASPD for the cost of darkening all but the space around your character on your screen. Mind you, it is a big bonus...
  • Mechanically Unusual Class: The Taekwon Master can assign the Sun, Moon or Stars to a place or target. Once that occurs, only the corresponding offensive or supportive skill can only be used in that area or on that target. In addition, the Taekwon Master gains additional EXP on Sun, Moon or Star-aligned days as well as additional bonuses cast at the corresponding time and place. Confused? The good thing is that it's not necessary to utilise all the SLS skills if it gets too much. Thankfully, the Star Emperor gains skills that make utilizing the SLS skills much easier.
  • Super Mode: 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.
    • Power at a Price: But every attack you make drains your health. Attacking a player below 20% health kills you outright.
    • Power Floats: When in this mode, Taekwon Masters float. They also glide around the map to move, and this state can last even if you log out and log back in. When fighting, however, they temporarily drop back down to the ground.
  • Throw the Book at Them: Oddly enough for a martial-arts inspired class. Though the official site describes that they only use the energy gained from the books, and they still mostly kick their enemies.

Soul Linker > Soul Reaper

https://static.tvtropes.org/pmwiki/pub/images/ro_soullinker.jpg
Soul Linker
Soul Reaper 

The Soul Linker is what happens when the Taekwon Kid gives up their martial prowess for a spiritual revelation. They come armed with powerful buffs, debuffs and magical attacks, aided by ancestral spirits. Even better, they can bestow the power of these ancestral spirits upon others to grant them their strengths.


  • Bag of Spilling: They lose the Taekwon Kid kicks skills upon becoming a Soul Linker.
  • Critical Hit: The most popular Physical build for them, Soul Linker is the only class in the game that can unleash the full potential of the weapon Dagger of Counter, allowing them to dish out strong elemental Critical damage with a blindingly fast attack speed.
  • Elemental Powers: 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.
  • Knife Nut: It's entirely possible for a Soul Linker to wield either daggers or staves, but very often they use daggers, especially the Physical build, due to being able to equip Dagger of Counter, while PvP Linkers/Reapers bring Combat Knife instead. (PvM Esma build however, strictly uses staves.)
  • Lethal Joke Character: PvM-wise. Outside that, they’re still formidable buffers.
  • Magikarp Power: In order to maximize your magical power for Soul Linker you must sacrifice some strength. And since they lose the kick skills, you must not take them during your time as Taekwon Kid. Combined with “no weapons for you”, leveling will be difficult at best, but once you build your Soul Linker right they're nearly unstoppable. And once they become a Soul Reaper, their damage potential is even higher.
  • Support Party Member: Soul Linkers offer fantastic support with their Spirit skills for nearly every class, either by boosting the power of their skills, or even allowing them to use special skills only available through soul linking.

    Ninja-derived 

Kagerou (male) / Oboro (female)

https://static.tvtropes.org/pmwiki/pub/images/ro_kagerou.jpg
Kagerou
https://static.tvtropes.org/pmwiki/pub/images/ro_oboro.jpg
Oboro

The Ninjas have now split into gender-specific clans and become far more offensively oriented than ever before. Where the Ninja used to gain the upper hand with ranged attacks, the Kagerou/Oboro now close in for the kill. They are not afraid to get down and dirty, and they're certainly not afraid to do as much damage as possible.


  • Dual Wield: The second class to do so after Assassins.
  • Highly Visible Ninja: Even moreso than the original base class.
  • Katanas Are Just Better: They wield them in the official art.
  • Knife Nut: There's that and Kunai, and there's also the Huuma Shuriken - giant four-bladed throwing weapons.
  • Lunacy: The Oboro's exclusive skills seem to be related to the moon.
  • Money Sink: Muchanage/Rapid Throw. In exactly the same way a Merchant chucks zeny using Mammonite. 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.

    Gunslinger-derived 

Rebel(lion)

https://static.tvtropes.org/pmwiki/pub/images/ro_rebellion.jpg

Gunslingers 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.


  • Guns Are Worthless: Arguably averted after they become one. As they have a lot of improvement skills.
  • Multi-Ranged Master: They have more skills option than Gunslingers do before.
  • Named After Somebody Famous: Or rather, named after a famous movie. Rebellion, the Korean and Japan name of this class, is named after Equilibrium, which is titled as "Rebellion" in the movie's Korean and Japan release.
  • Quick Draw: 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.
  • Sticky Bomb: Howling Mine. Attach it via Grenade Launcher to a target that when activated with Flicker, blows up in an AoE around the target.
  • Trick Bullet: They can equip new type of bullets: fire/ice/lightning/earth elemental varieties, and armor-piercing.

Lighthalzen Somatology Biolaboratoy ghosts

The monsters who inhabit the Lighthalzen Somatology Biolaboratory. They’re basically stronger versions of First and Transcendent classes with ghostly figures. They're so popular that they deserve their own entries. They are:

  • 2nd floor – Egnigem Cenia, Laurell Weinder, Kavach Icarus, Armeyer Dinze, Wickebine Tres, Erende Ebecee
  • 3rd floor – Seyren Windsor, Kathyrne Keyron, Cecil Damon, Howard Alt-Eisen, Eremes Guile, Margaretha Sorin
  • 4th floor – Randel Lorentz, Celia Alde, Alphoccio Bazil, Trentini, Flamel Emul, Gertie Wie, Chen Ryu

Tropes associated with them:

  • Ambiguously Gay: The most popular interpretation for Howard and Flamel (who are incidentally based off the Merchant class.)
  • The Computer Is a Cheating Bastard: A few of the Ghosts cast player skills at way higher levels than the player max. For example, Kathyrne Keyron casts a level 26 Jupitel Thunder when players can only cast up to level 10. The MVP version of Egnigem Cenia can use Spiral Pierce/Clashing Spiral (a skill that's exclusive to the Lord Knight class for players) despite being based off the base swordsman class.
  • Early-Bird Cameo: In two variations.
    • Some of them have appeared earlier as NPCs. The most recognizable one is Seyren, who appeared during Megginjard’s Seal Quest. Wickebine, whose elder sister (who goes by the same in-game name) is one of clients involved in the Blacksmith Job Change Quest.
    • Most of their hairstyles are the ones used for their respective classes’ official sprites. Averted by 4th floor inhabitants except Gertie; they either use either Third classes ones (Celia, Flamel, Chen), unrelated Second classes ones (Alphoccio, Randel), or even a completely new one (Trentini).
  • Elemental Powers: One for each class group, until Howard’s element got changed, bringing in a previously unrepresented element. Played with by 4th floor inhabitants, which are more based on their respective classes’ characteristics.
    • Fire – Egnigem, Seyren, Flamel
    • Water – Howard (from Noghalt update onwards), Chen
    • Wind – Kavach, Cecil, Alphoccio, Trentini
    • Earth – Armeyer, Howard (until Noghalt update)
    • Holy – Erende, Margaretha, Randel
    • Poison – Wickebine, Eremes, Gertie
    • Ghost – Laurell, Kathryne, Celia
  • Fate Worse than Death: Terra Gloria gives us more insight of their situation, based on what has been (so far) translated. 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.
  • "It" Is Dehumanizing: If the Cursed Spirits Quest is anything to go by, this is what really happened on them. Which leads to…
  • Mr. Fanservice: especially Eremes and Flamel.
  • Name's the Same: In-universe examples:
    • Wickebine Tres and Wickebine the Catgirl. It’s confirmed that they’re siblings, but still.
    • Margaretha Sorin, meet Kafra Sorin.
    • Flamel Emul and Nicholas Flamel (from the Alchemist Job Change Quest).
    • Kathryne/Katrinn sounds similar to a certain Mage with a Blinker.
    • Egnigem Cenia and Egnigem from Megginjard’s Seal Quest. It’s unknown whether they’re related or not.
    • No, Chen isn’t a half-human half-cat youkai.
  • Punny Name: Flamel. He is an alchemist and his element is fire.
  • Red Eyes, Take Warning: 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.
  • Spell My Name with an "S": Some players still torn between their in-game names and the names in the cards.
  • Token Mini-Moe: Armeyer for 2nd floor, Kathryne for 3rd, and Celia for 4th.

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