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Video Game / Ragnarok Battle Offline

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* Sara was here.
* She knows where you live.
* For goodness sake, GET OUT OF THERE!

- Quote displayed on English-Patched loadup.

Ragnarok Battle Offline is a freeware Beat 'em Up, made by doujin developer French-Bread and first released in Korea and Japan on 17th December, 2004.

Designed as a homage and a spoof of the MMORPG Ragnarok Online, it is notable in that it is amongst one of the few fan-made Spin-Off games that have been given an official release by the developers of the original game. It embodies all the fun of Ragnarok Online without the "online" part.

Given its origins, the story can be best summed up as No Plot? No Problem!. You take control of one of 14 different adventurers (seven classes - Swordsman, Archer, Acolyte, Magician, Merchant, Thief and Novice - with a male and a female variant of each class) and you go and...beat up monsters.

However, that really shouldn't matter. Because it's fun!

Due to the age of the game and its freeware nature, the original website was allowed to expire, but there are still a few working downloads left. There's also a wiki here, which you will need, as the game doesn't exactly come with instructions.


Tropes that apply to it:

  • Ass Kicks You: The male Merchant can do a hip press.
  • Attack Its Weak Point: Plenty of monsters are invulnerable except for that one spot. Most notably, the Scorpions.
  • Badass Bookworm: The Mage, and to an extent Acolytes, most likely will invest most of their points into Intelligence. But they will be doing as much physical ass-kicking as much as magic casting.
  • Badass in a Nice Suit: Jakk of Stage 4, Geffen Dungeon, wears a tuxedo, top hat and uses a cane to fight you.
  • Beating A Dead Player: Enemies will continually to attack the player while the game over screen is there. In an interesting version of this trope you use it to learn and understand the pattern of the enemy or boss that thrashed you. This is especially useful on the Stage 8 or Arena Modes.
  • Boss Rush:
    • Stage 8 features this. Hope you memorized all bosses' patterns!
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    • Arena Mode is Up to Eleven, as there you are very likely to fight mid-bosses and bosses altogether and sometimes even FIVE bosses at same time. Needless to say, some Arenas are insanely difficult to beat alone.
  • Breath Weapon: The most dangerous attacks from enemies are made of this since they give you absolutely no time to react, recover or get the hell out of the way, and since they don't knock you back you'll simply get stunlocked to death. Osiris has a particularly deadly one, enhanced by the his slowdown debuffs that make sure you won't run away before he's finished chewing up your health.
  • Bullfight Boss:
    • A very unusual version of it in the very first level: You fight a horde of Porings chasing Richard, the Knight who presumably Provoked them on purpose. Richard himself can ram the player while mounted on his Peco Peco and is immune to damage (you do Scratch Damage to him after you finish the "fight") so you must kill all the Porings that bother him.
    • There's several minor examples among the rest of the bosses, plenty of which have at least one charging attack, especially if the boss has a shield.
  • Blank White Eyes: Practically every playable character's default expression.
  • Brutal Bonus Level: The Ex Scenarios. If you think you mastered a certain class only by playing the first eight levels of the game, EX-Stages will gladly teach you otherwise. Every single one of them has much, much more powerful enemies and every single boss has one least one attack that is virtually One-Hit Kill.
  • Calling Your Attacks: In the form of textboxes.
  • Clipped-Wing Angel:
    • Subverted with Maya, the boss of Ant Hell. After destroying her exoskeleton, that is, most of her insectoid body, the human half will rip itself out and Turn Red. Despise pretty much becoming a Token Mini-Moe in comparison to her previous gargantuan mantis queen form, her attacks will do far more damage. One of them, at that point, can combo you to death.
    • Stage 7 boss, Baphomet. He gets a LOT easier once he enters in the second stage of the fight, however that doesn't mean his attacks hurts any less.
  • Cluster F-Bomb: Antonio launches one after Stormy Knight is defeated.
  • Combat Medic: The Acolytes, focusing more on the "combat".
  • Confusion Fu: Part of the Novice's fighting style is made of this.
  • Conservation of Ninjutsu: Played for Laughs in Stage 3, Orc Village, where after raiding it to save a kidnapped little girl you leave a house. A lone orc outside will run in panic from you (and your partners).
  • Cute Bruiser: The female Acolyte, if you can unlock her Moon Lariat move. It's the single most damaging move in the game, bar none.
  • Cute Monster Girl: Several, even those who were on the verge of Nightmare Fuel (like Sohee) become this, but Moonlight Flower takes the cake. The Possessed Kafra counts as well.
  • Cutscene: A lot of them scattered through the Stages They can be a bit annoying after repeating the same level since you can't skip them.
  • Dance Battler: The Pharaoh, who spends the entirety of the boss fight dancing and weaving his dance moves into spells after getting knocked off his throne. He even brings a dancing posse along.
  • Degraded Boss: Several enemies. The game can be a bit cruel since there are enemies that count as Boss in Mook Clothing.
  • Death from Above:
    • Deviace can spit a pillar upward which will then fall, causing heavy damage.
    • One of the Doppelganger's move is jump and slam his sword on the ground. Taking a blow from this stuns your character.
    • Orc Lord has a body drop attack which hurts quite a bit.
  • Difficult, but Awesome:
    • Every class has access to a Guard mechanic which will deny every blockable damage to zero if activated at the right time.
    • Archers are fairly mobile and have access to some of the most devastating skills of the game, but what they truly lack is something to grant them full invincibility. Combined with the fact they are also pretty squishy and easy to kill it takes a either quick reflexes or skill to survive in later levels with them.
    • The Merchant class. Sluggish, but powerful. They have Discount, which if used properly will not only deny all damage but gives you money as well.
    • Novice is made purely of this. Using either gender effectively is incredibly difficult, but both have devastating potential.
  • Difficulty Spike: It pokes you near the end of the normal game in the 7th Stage. It downright impales you in the very first Stage EX-1. The difficulty jump between the 8th and EX-1 will scare people who think that unceasingly throwing attacks will make you win the game. And let's not mention the spike between EX-1 and EX-2, where there's an irritating barrel-dodging section which is known to kill everyone at least once, and where you'll confront Drake and his infamous Waterball spell.
  • Doppelgänger Attack: The boss of Stage 8 uses this.
  • Dual Boss:
    • You fight a pair of Golems midway through Stage 2.
    • Munak and Bongun in the Payon Dungeon in Stage 3.
    • The Dragons at the entrance of Mt. Mjolnir in Stage 7.
  • Dynamic Difficulty: Enemies gets noticeably more tougher if you play on Co-op Mode. Even moreso if one character is overleveled compared to the partners.
  • The Dog Was the Mastermind: The final boss of the game turns out to be a Kafra possessed by an unknown entity.
  • Evil Counterpart: The Doppelganger is this to the Male Swordman. They have the same moves, but Doppelganger's are always stronger or have an additional effect.
  • Expansion Pack: This game has had three of these released, called Extra Scenarios.
    • The first one contains the Prontera Culverts and the Sunken Ship.
    • The second one contains the Lutie Toy Factory, the Pyramid, and the Sphinx.
    • The third one contains the Amatsu Tatami Maze.
  • Exposed to the Elements: Everyone can traverse deserts and polar regions with the same clothing.
  • Eyes Always Shut: The male Archer and the female Acolyte. The latter has "normal" eyes in her art, though.
  • Flechette Storm: Shinobi enemies from Stage EX-6 does this with shurikens.
  • Flunky Boss: It'd be easier to count all the bosses that don't throw a few minions your way every now and then. Some even have constant streams of mooks charging you, and to make it worse some will bring in the level's Demonic Spiders to assist them.
  • Foe-Tossing Charge: This is the best strategy if you are playing solo.
  • Fragile Speedster: Thieves with their lightning-fast movement and combos, but one strong hit will tear apart half of their health and combos and almost always mean instant death.
  • Full-Contact Magic:
    • Magicians can hit pretty hard even without their spells. Bonus to the male Magician's flashy flying kick.
    • Some builds are especially made to keep melee and spell combat in accordance.
  • Funny Background Event:
    • Courtesy of Richard the Knight, Merlin the Mage, and countless bots, all of who keep screwing up their Level Grinding in one way or another.
    • Several levels have NPCs doing various stuffs like resting, endlessly beating a monster or running around.
    • The second phase of Samurai Specter (Incantation Samurai) will have its little "host" running around the arena confused to what's happening.
  • Glass Cannon:
    • Magicians, after getting some of their Magikarp Power going. They do positively ridiculous damage, upwards of 10k in about five seconds, but they didn't get any less squishy in the meantime.
    • Archers are a bit less squishy than Magicians, and have similar levels of damage, with the extra boon even their normal attacks usually hit for a thousand an arrow or so. They can easily slaughter things by just shooting a couple arrows, but they have no way to mitigate or recover from damage, no particular dodging skills, and their HP isn't anything to write home about. All that's certain is something's going to die quick.
  • Good Old Fisticuffs: Many characters can also punch, kick and poke enemies aside of their weapon attacks.
  • Guide Dang It!: Several, and some of them are pretty irritating.
    • The game never mentions that you need a certain amount of status to unlock new moves. The game gives absolutely no hint of how to do that, and that you even have them in first place. There is also no hint of how to perform skills and new moves. And it doesn't tell you if the skill is passive or not.
    • New players using Magicians in general will suffer a lot if they don't know how to build one properly.
    • In general, many skills which are nigh-useless in the online version become highly useful in this game. No sane Swordsman will max Magnum Break, for example, but here it can wipe a screen of enemies in one blow. Similarly, Thunderstorm is highly underpowered in the online version, but it's a fullscreen attack here.
  • Healing Shiv: Hilariously done with the female Acolyte, who slaps the Heal into the character.
  • Hero Killer: At the end of Stage 7 the player will notice that something appears to have ravaged the place prior to their arrival.
  • Hyperactive Metabolism: With food and potions all around.
  • Improbable Weapon User:
    • Aside from using the standard fantasy fare of weaponry - swords, clubs, axes, bows, hammers - you can throw your cargo cart at the enemy or ram them with it.
    • The female Merchant can use a humongous bag of money to squash enemies.
    • Chepet of Stage EX-3 uses a giant matchstick to fight you. In the same stage the Christmas Jakk uses a candy cane.
  • Instant Armor: Magicians' Safety Wall. The number of attacks it can take is restricted by skill level.
  • Kid Samurai: The first phase of Incantation Samurai.
  • Launcher Move: Every character has this. It is highly recommended that you learn how to pull and use them properly before the bigger waves of enemies come into play.
  • Leeroy Jenkins: Two NPCs, Richard the Peco Knight and Merlin the Magician, are fond of this. Both are beaten humorously in certain Stages of the game.
  • Lethal Joke Item: Lethal Joke Skills, rather. Many skills which are considered superfluous, underpowered or useless in the base game become absolutely powerful here. Most notable is the Mage's Thunderstorm. In the base game, it's kept at lvl 1 as it gets supplanted Lord of Vermillion and have very limited application as Wind element. Here, it's the best Herd-Hitting Attack there is, capable of wiping an entire screen of enemies.
  • Let's You and Him Fight: In Stage 8 a Kafra storekeeper in the original game of all things.
  • Light 'em Up: Acolytes, after investing in the right skills, can throw balls of Holy Light at their enemies. Even better, they can smash them in mid-flight with a certain attack, sending them speeding at enemies in a now-piercing attack that's pretty much the way an acolyte can match other classes' damage output.
  • Lightning Bruiser: Swordman. Fast and quick, has strong skills and can endure decent amounts of punishment.
  • Magikarp Power:
    • Magicians are the epitome of this trope. They start out with either hard to aim skills or skills which consume too much MP and have sluggish and awkward melee moves. But as soon they start upgrading their spells wiping the entire screen comes easily.
      • On top of that Thunderstorm starts as a pitiful low damage, high cost SP skill which takes forever to cast leaving the Magician wide-open to be interrupted and juggled to death. However at higher levels it destroys nearly any kind of enemy, and entire screens for that matter. It even bypass certain gimmicks like enemies that tends to crumble after getting hit once (i.e: Skeletons).
    • Thieves are this to some extent until they get Double Attack.
    • Acolytes tend to have barely passable damages at best until the Male gets Holy Light and the Female her Lariat attack.
    • The basic attack deals low damage, but the damage slowly increases as you keep hitting enemies without stopping the chain. Keep it long enough, and that female Acolyte's finger poke can eventually deal hundreds of damage per poke.
  • Marathon Level: The 6th and 7th Stages are glaring examples, you might take fifteen minutes on the 6th and over twenty at the 7th with a character at right level if it is suited for solo play. Or else it could take even longer.
  • Mighty Glacier: Merchants. Moves like a truck being started up, hits like a train.
  • Mugging the Monster:
    • Thieves can literally do this.
    • Merchants actually grab the monster to mug money from them.
  • One-Hit Polykill: Several attacks that you and the enemy, mostly bosses and sub-bosses, can inflict on each other.
  • Palette Swap: With a few enemies. It is averted on Co-op since you can't choose the same gender of the same class.
  • Pintsized Powerhouse: Deviace, the Stage 5 boss. It's smaller than even you are, looks kinda cute in an ugly way, and begins the fight by trying to slap you with its ridiculously tiny fins. Easy to underestimate until you take an entire Greek pillar to the face.
  • Purely Aesthetic Gender: Averted. In general, males have more HP and females have more SP. There are also minor variations and requirements for various special moves but the gender differences are glaring when it comes down to gameplay.
  • Rain of Arrows: The Archers' Arrow Shower. Horizontal or vertical, it'll toss out about twenty arrows in a second, for some nasty damage on anything caught in the storm.
  • Rapid-Fire Fisticuffs: A properly-statted male Acolyte can pull them off, makes for a pretty nice infinite combo and is absolute murder on anything that flies.
  • Religious Bruiser: The Acolytes are quite physical in terms of offense, aside from their ball of light, and have both decent offense and a ton of HP to work with. The female one carries a large club, and the male one will just pummel the hell out of monsters with bare fists.
  • Right Behind Me: How the Doppelganger battle starts.
  • Schmuck Bait: Go ahead, pick the Stage EX-1 with your fresh new character and see what happens.
  • Shy Blue-Haired Girl: Averted with the female Magician, who is the opposite of this trope. Her Stripperific outfit doesn't help either.
  • Shout-Out: Because the game is a Spin-Off from Ragnarok Online it refers as much as possible to it.
    • If you stay sit, pressing down, your character will recover HP and SP faster.
    • Drake can use Waterball, since where you fight him there's water on the floor.
    • Most bosses are Flunky Bosses, because they spam enemies just like their online counterparts.
    • If you happen to have a Merchant with Increase Weight Limit skill partying with an Archer, you'll be able to carry more arrows.
  • Sinister Scythe: Baphomet carries one and it isn't just for show.
  • Savvy Guy, Energetic Girl:
    • The male and female Archers.
    • Both Acolytes, too.
  • Sorting Algorithm of Evil: Averted, and how. The levels and difficulty of the monsters that you fight in the online version have absolutely no relation to their RBO counterparts.
  • Stone Wall: Acolytes have good HP and plenty of support abilities, but their attacks deal very poor damage, and the one that does reach anything resembling a large amount of damage requires both careful stat and skill assignment and timing skills. Though subverted with the female Acolyte, who can gain an absurdly high damage lariat move and Male Acolyte has access to a fairly powerful Holy Ball (however it must be reflected to become truly strong).
  • Sword Beam: Averted with both Swordman, played straight with the Doppelganger.
  • Synchronization: One can play with multiple characters by configuring two or three controls at same time. Playing like this is exceptionally hard since every character has different pace and commands, but it's possible.
  • There's No Kill Like Overkill:
    • Two Magicians with any maxed spell, especially if it's Thunderstorm.
    • Enemies, especially bosses, can do it back at you too.
  • Turns Red:
    • Maya. After breaking her exoskeleton she gains even more aggressive attacks that also hurts much more.
    • Most bosses from Stage 5 and forward change their attack pattern when damaged enough.
    • Stormy Knight's second phase is an almost literal example.
  • Unlockable Content:
    • The Novice is unlocked by clearing the game with every other class.
    • The final part of the Arena mode is unlocked by clearing all of the unlocked ones with two characters (as of the second expansion).
  • Victory Pose: Many of them, if not all, consist of the character celebrate and then sit resting.
  • Warm-Up Boss: Eclipse, the boss of Stage 1. It hits hard and spams other Lunatics into the fight. Two of the most important things you should watch out for against most of bosses onward.
  • We Cannot Go On Without You!: A weird variation, if playing in Co-op and one loses the last life the partner will also die. This can get irritating if your partner screws up with That One Boss. Especially in Stage 6 or 7.
  • Wrestler in All of Us:
    • The female Acolyte's strong lariat rush.
    • The female Merchant dropkicks her enemies.


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