Ragnarok Online/Characters

Ragnarok Online has many classes and characters. Please, share some of your love and Wiki Magic here.

Novice
"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
 * Faking the Dead: One of a Novice's skills, can't be used after attaining a job.
 * Gainaxing: Female Novices while wearing BREASTPLATES, Ragnarok Wisdom speculates that their breastplates are made of jellopy, a jelly-like substance found in Porings
 * You Have Researched Breathing: /sit

Super Novice


Super Novices are a special kind of class which exploits nearly every first class skill. Super Novices also sport highly effective armor and shields which reduce elemental attacks. Super Novices are the most versatile among all classes have "true freedom" in build and skills.

The downside to this freedom of skills is very low HP and SP. Super Novices lose the use of the Play Dead skill and also lose exp upon death with 1 HP remaining, just like a regular first class. Super Novices only can equip anything a normal Novice would be able to, including specialized Novice only equipment.

Super Novices also have a Job Level of 99. Recently, they 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).

Additionally, Super Novices have their own unique cart, should they choose to get one.

Aside from the tropes gotten from being all the first classes in one,


 * An Adventurer Is You
 * Easter Egg: Made into a class...
 * Fighter, Mage, Thief
 * Fridge Brilliance: why they have a nearly useless High Wizard skill? And WHY High Wizard? Remember the description of Hypnotist Staff? That’s why.
 * also Arguably a Brick Joke
 * Jack of All Trades
 * Lethal Joke Character: The instant-cast Super Novice used to be, before renewal.
 * 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).
 * Ruined FOREVER: the general consensus for Expanded Super Novice.

Swordsman/woman
"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.

Swordsmen change from Novices who have gained 10 Job levels. 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 Knight or Crusader class.


 * An Adventurer Is You: usually tanking.
 * Fighter, Mage, Thief
 * Good Thing You Can Heal: HP Recovery skill
 * Heroes Prefer Swords: One-handed is best for ASPD, plus one can equip shields; Two-handed brings more damage. Some take another road...
 * Knife Nut: Higher ASPD, 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 that is.
 * Luckily, My Shield Will Protect Me

Mage/Magician
"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.


 * Black Mage
 * Black Magic: not sure about the "ghost element" thing (soul strike, napalm beat, etc.)...
 * Fighter, Mage, Thief
 * Fire, Ice, Lightning: Although Lightning is sometimes refered to as wind
 * Kill It with Ice
 * Kill It with Fire
 * Luckily, My Shield Will Protect Me: A low-level Guard, and a very big magic book.
 * Shock and Awe: often taken in partner with water elements for obvious reasons...

Thief
"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 equipments 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: usually DPS
 * Fighter, Mage, Thief
 * Heroes Prefer Swords: they could but most thieves don't...
 * Knife Nut: 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 droplist. This item is "extra" and doesn't affect the actual drops. Of course, many droplists contain bodyparts 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, Stone Fling, and throwing some sand (Sand Attack).

Archer
"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 its 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.


 * Improbable Aiming Skills
 * Multishot: Double Strafe and Arrow Shower
 * The Archer: Duh...
 * Trick Arrow: Various elemental arrows, Drill arrows, IMMATERIAL ARROWS, and etc.

Merchant
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.


 * AnEnterpreneurIsYou: Both in-game and in a meta sense.
 * An Axe to Grind: A Merchant's main weapon.
 * Bag of Holding: Your pushcart is a variant.
 * Discount Card: and Overcharge Card, too. Useful for selling Vendor Trash and buying consumables.
 * We Sell Everything: You can use your Vending skill to sell anything, even Vendor Trash if you so desire.

Acolyte
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.


 * Church Militant: People wanting to be Monks gave this flavor to their Acolytes.
 * 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.
 * White Mage: to Mage's Black Mage.

Taekwon Kid

 * Combo: the Taekwon Rankers
 * Does Not Like Shoes
 * Elemental Powers: via Mild Wind
 * Extremity Extremist: Obviously.

Ninja

 * Cast from Hit Points: Killing Stroke
 * Elemental Powers
 * Fire, Ice, Lightning: with some water and lightning mixed in.
 * Dishing Out Dirt: after becomes Kagerou/Oboro
 * Highly-Visible Ninja
 * Lethal Joke Character: oh so much. Especially the Killing Stroke and Ninpou builds.
 * Money Sink: Zeninage/Throw Zeny
 * Throwing Your Weapon Always Works: with Shurikens, Kunais, or Fuuma Shurikens.

Gunslinger

 * Badass Coat
 * The Gunslinger: duh
 * Guns Akimbo
 * Impropable Weapon User: there’s a build that centers on Coin skills.
 * Magikarp Power: they have the most painful Job Change Quest for newbies, expensive ammos, and just downright weak compared to other Expanded classes. But after you pick that Grenade Launcher and a pair of guns...
 * Money Sink: Flip Coin
 * More Dakka

Knight > Lord Knight > Rune Knight

 * 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 gave them very high power boost at the cost of all of your other abilities (even the ones to speak) and regeneration. Of course, you the player activate it with a push of a button.
 * 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.
 * Heroes Prefer Swords: Swordsmen and Knights are one of the very basic classes in RO, 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.
 * Katanas Are Just Better: Subverted. There are good katanas in the upper-tier (Level 4) two-handed swords, but they are by no means the best.
 * Blade on a Stick: Also a formidable possibility.
 * Lightning Bruiser: Their attack speed can be boosted very high, particularly with the Twohand Quicken skill... but!
 * Mighty Glacier/Stone Wall Knights exists too, particularly those geared more for tanking.
 * Magic Knight: Rune Knights are knights wielding powerful Black Magic.

Defender (kRO) / Crusader (iRO) > Paladin > Royal Guard

 * All Your Powers Combined: 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.
 * Blade on a Stick: One-handed spears combined with shields are usually the Crusaders' equipment loadout of choice.
 * Magic Knight: Defender-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 its 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 the second best tanks in RO, second only to defensively-built full-support Priests.

Wizard > High Wizard > Warlock

 * All Your Powers Combined: Warlock's Tetra Vortex
 * Person of Mass Destruction: To monsters, at the very least.
 * Pretty in Mink: female Wizard and High Wizard.

Sage > Professor (kRO) / Scholar (iRO)> Sorcerer

 * Cast from Hit Points
 * Detached Sleeves
 * Status Buff Dispell: with properly-named Dispell
 * Summon Magic: Sorcerer has four summons based on primary elements. Though only one can be summoned a time.
 * Playing with Fire: Agni
 * Making a Splash: Aqua
 * Dishing Out Dirt: Terra
 * Blow You Away: Ventus
 * Throw A Book At Them: usually preferred by Battle Sages.

Assassin > Assassin Cross > Guillotine Cross

 * Absolute Cleavage: female Assassin Cross.
 * Critical Hit: one of the most popular builds for them.
 * Dual Wield: of Katars, swords, axes and knives; and the only class that able to do so naturally, until Kagerou/Oboro comes.
 * Everything Is Better With Spinning: Rolling Cutter
 * For Massive Damage: Enchant Deadly Poison
 * Scarf of Asskicking: Assassin Cross has a tattered red scarf.

Rogue > Stalker > Shadow Chaser

 * The Archer: Rogue builds centered around bows tend to be like this.
 * 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
 * Magic Knight: From Stalker onward, you can have the option of making a powerful magical and physical attack build.
 * Pretty in Mink: females have it since Rogue, but males starting to have one from Stalker onwards.

Hunter > Sniper > Ranger

 * The Archer
 * The Beast Master: Hunter and Sniper get falcons, while Rangers get big wolves called Wargs.
 * Pretty in Mink: both gender of Sniper.
 * Rain of Arrows: Arrow Storm
 * Bare Your Midriff: female Hunter and both gender of Sniper and Ranger
 * Trap Master: Hunter and Sniper have a large variety of traps that either explode on contract, immobilize, cause sleep or blindness. The Ranger have more traps that changes the attribute of the enemys and set the area on fire.

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

 * The Archer
 * Incredibly Lame Pun: the basis of Frost Joke/Unbarring Octave.
 * Instrument of Murder
 * Musical Assassin
 * Nice Hat: the Clown and Minstrel artworks support this
 * Rain of Arrows: Arrow Vulcan and Severe Rainstorm

Dancer > Gypsy > Wanderer

 * The Archer
 * Magic Dance
 * Stripperiffic: Naturally
 * Rain of Arrows: Arrow Vulcan and Severe Rainstorm
 * Whip It Good

Blacksmith > Whitesmith (kRO) / Mastersmith (iRO) > Mechanic

 * An Axe to Grind/Drop the Hammer
 * The Blacksmith: well duh
 * Humongous Mecha: the Madogears.
 * Stripperiffic
 * Walking Shirtless Scene: the males in each progression.
 * Wrench Wench: female Mechanic

Alchemist > Creator (kRO) / Biochemist (iRO) > Geneticist

 * Absolute Cleavage: female Biochemist
 * An Axe to Grind
 * Impropable Weapon User: one of their exclusive weapons is bags. Also, they can throw Acid Bottles. And Geneticist has an entire skill tree focused on modifying their carts into bazookas.
 * Living Armor: those shoulder-pads of Geneticist, in fact, are living.
 * Molotov Cocktail
 * Non-Human Sidekick: the Homunculi and Homunculi S.
 * Pretty in Mink: female Alchemist

Priest > High Priest > Arch Bishop

 * Beehive Barrier: Kyrie Eleison
 * Dual Wield: accidentally done if you used 1-hand Books and a book-shaped Shield. Of course, as the book-shields are Shields….
 * Green Thumb: Epiclesis, which summons a life tree.
 * Healing Hands
 * Holy Hand Grenade: naturally. Arcbishop gets more options.
 * The Medic
 * Miss/Mister Fanservice: both genders have a nice share for this. Females show off their legs (and cleavage, in case of Arcbishop), whereas males get a low-cut coat that show off their chest.
 * Turn Undead

Monk > Champion > Shura (kRO, iRO) / Gladiator (idRO)

 * Bare-Fisted Monk: though nowadays most of them prefer maces.
 * Church Militant
 * Combo
 * Does Not Like Shoes
 * Game Breaker: Ashura Strike/Guillotine Fist. The name should tell you why.
 * Limit Break / Desperation Attack: Gate of Hell
 * Walking Shirtless Scene: Shura. Both genders. Though females still cover their breasts with wrappers.

Kwansung (kRO) / Taekwon Master (iRO)

 * Combo
 * Does Not Like Shoes
 * Interface Screw: Solar Lunar Stellar Demon
 * Super Mode: Solar Lunar Stellar Union
 * Power Floats
 * Throw the Book At Them: oddly enough. Though the official site describes that they only use the energy inside the books.

Soul Linker

 * Bag of Spilling: they lose the kicks skills upon becoming one
 * Critical Hit: Esma
 * Knife Nut
 * Lethal Joke Character: Pv M-wise. Outside that, they’re still formidable buffers.
 * Magikarp Power: in order to maximize your magical power for Soul Linker, you must sacrifice some points from Strength. And since they’ll 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.

Kagerou (male) / Oboro (female)

 * Dual Wield
 * Funny Aneurysm Moment:
 * Ninja players are often comparing Killing Stroke to Guillotine Fist. Guess which class is facing Kagerou and Oboro in their promotional video?
 * not few people joke that Ninja’s second class would be Samurai. When their final design was revealed, people commented that they looked like Samurai.
 * Highly-Visible Ninja
 * Katanas Are Just Better: they wield one in the official art.
 * Knife Nut
 * Lunacy: some of their skills are named after moon cycles.
 * Money Sink: Muchanage

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 Mobs Based Off The Player Classes Are Cheating Bastards/Bitchs: A few cast player skills at way higher levels than the player cast-able max. For example, Kathyrne Keyron casts a level 26 Jupitel Thunder when players can only cast up to level 10 max one; the MVP version of Egnigem Cenia can throw a spiral pierce/clashing spiral (a skill that's exclusive to the Lord Knight Class for players) despite being based of off the base swordman/woman class.
 * Demonic Spiders: Lord help you if you meet either Eremes or Cecil. The 4th floor examples are Chen, Flamel, and Gertie.
 * Draco in Leather Pants
 * Early-Bird Cameo: in two variations
 * Some of them had been appeared earlier as NPC. 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).
 * Ensemble Darkhorse: By far the most popular high-level monsters in the fandom with tons of fanarts and fanfics dedicated to them.
 * Estrogen Brigade Bait: especially Eremes and Flamel.
 * 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
 * Fan-Preferred Couple:
 * from 2nd floor
 * Egnigem / Laurell, Wickebine / Erende, and Armeyer / Kavach for straight couples. Erende / Egnigem is quite popular too.
 * Egnigem / Wickebine and Laurell / Kavach for Ho Yay couples. Erende / Laurell also has a quite significant support due to their matching cards’ artwork.
 * from 3rd floor
 * for straight couples, only Howard / Cecil that the most of fandom agreed. The other four are often mix-and-matched, with Eremes / Margaretha and Seyren / Margaretha often competing with each other. Seyren / Kathryne is also gained popularity recently.
 * for Ho Yay couples….two words: EREMES / HOWARD. Seyren / Howard is not unheard of, same as Seyren / Eremes. For the girls, Margaretha / Cecil is the most popular one, with Cecil / Kathryne close behind.
 * Stupid shippers, Kathryne/Lollipops is OTP!
 * from 4th floor
 * Chen / Celia, Alphoccio / Trentini (naturally), and Flamel / Gertie are the default ones. Randel / Celia and Randel / Gertie (also naturally) are often seen just because poor Randel is ignored by majority of fandom. Alternatively, Alphoccio / Gertie and Flamel / Celia for those who like BDSM. Chen / Trentini is just because all official arts released so far always paired them together.
 * two words again: FLAMEL / CHEN. Alternatives would be Randel / Flamel and Alphoccio / Flamel. Gertie / Trentini often have a relationship akin of Haruhi and Mikuru.
 * EVERYONE/EVERYONE IS OTP!
 * Seyren / Egnigem / Randel: other than being Swordsman-derived, they have lots of potential just because they’re closely tied to Megginjard’s Seal Quest.
 * Also, Egnigem / Doppelganger. They even appear together on one of the floors in the Endless Tower.
 * It Is Dehumanizing: If the Cursed Spirits Quest is anything to go by, this is what really happened on them. Which leads to…
 * Killed Off for Real
 * Memetic Molester: Howard and Gertie (naturally)
 * 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
 * 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.
 * Ragtag Bunch of Misfits
 * 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 classes ghosts.
 * Spell My Name with an "S": Some players still torn between their in-game names and the names in the cards.
 * They Changed It, Now It Sucks:
 * Eremes and Seyren got their race changed from Demi-Human to Demon. Cue crying Assassins who grind in the labs by spamming Grimtooth.
 * Howard’s element was changed from Earth to Water. Wizards who rely on Storm Gust need to think twice now.
 * Renewal pushed everyone to insanely high levels (around 120-150 for normals, and ‘’’160’’’ for MV Ps) with low amounts of EXP per kill. Although 2nd floor’s changes are acceptable, the 3rd floor’s changes received major backlash. Never mind that most people who complained about it were people who were spoiled by other dungeons’ easiness.
 * Token Mini-Moe: Armeyer for 2nd floor, Kathryne for 3rd, and Celia for 4th.