Knight
The Knight class is the primary second job for the Swordman class. Being a hack and slash type of character, Knights are granted access to a new mastery that will open a new type of weapon to wield aside from the Swordmans swords. They are also allowed to acquire powerful AoE skills like the famed Bowling Bash and the spear exclusive skill, Brandish Spear.
Crusaders are a fine blend of physical strength and faith-driven magic prowess, making them a versatile class. They are capable of melee combat with a spear or a sword and shield, of playing a supportive role in parties with beneficial magic skills, and of sacrificing their health to wield powerful holy magic. Knowing this, they can be built more like a mage than a warrior, or a classic favorite is to play the crusader like a tank. What makes this class so popular is the versatility, its natural aim towards fighting the undead, and its centralization around having high VIT and defense.
Wizards are powerful offensive magic users. They rely on dangerous magic strikes as well as devastating Area of Effect spells to wreak havoc.
Sages are a PvP-oriented class with the role of caster/anti-Mage. They do not have the offensive abilities of a Wizard, but are a slightly buffed version of Mage with their Free Casting. Sages shine in their defensive abilities, with many builds centered around Magnetic Earth. Dispell is also a popular and sought-after spell which is useful for removing buffs from the enemy. Many of their skills can only realistically be used in PvP, making PvM quite difficult, particularly for VIT/DEX builds that have difficulty solo levelling. Battle sages are a for fun build which can become a powerful leveling build only if matched with a Soul Linker
Hunters are skillful at indirect combat. Their increased ASPD with bows helps makes them superior to Archers in ranged combat. They are also able to lay mines and traps on the ground to hinder or catch mobs. These traps will cause various status effects (Sandman inflicts the status sleep, for example) or cause elemental damage (i.e. Blast Mine, Land Mine) to a target.
Additionally, they have a powerful subcharacter, the Falcon. Falcons are highly effective at dealing consistent damage, as their damage ignores DEF. Falcons give Hunters the ability to deal damage to multiple monster at once, by gathering enemies together and employing the Falcon with the skill Blitz Beat. If Blitz Beat is not cast manually, however, the damage of Blitz Beat done to each target is divided by the number of targets it hits at that instance, thus making "auto-Blitz" an inefficient method of mobbing. Falcons also have the ability to reveal concealed enemies and destroy enemy traps.
Hunters were once considered overpowered in Ragnarok Online pre-Amatsu patch, while players were still getting the hang of 2-2 classes, since they were capable of MVPing and seemingly only needed two stats: AGI and DEX to be successful at MVP, PvP, and PvM aspects of the game. However, Hunters have their own weaknesses, namely the lack of VIT and STR, except in certain specialized builds.
After a life of plucking their bows, many Archers feel the itch to strum strings of a different kind. The Bards of Ragnarok Online are the right choice for the idealists among Archers who wish to change the world with their poetry.
The voice of a Bard is laden with magical harmonies, singing hymns that invoke the ancient Gods of Asgard to instill fear in the hearts of his enemies and inspire his comrades to victory with songs of eternal youth and glorious charges. Where their female counterparts, the Dancers, are more bent on disruption, Bards specialize in support, which make them central in all defensive strategies during the War of Emperium.
Supporting with a Bard or Dancer requires a different approach than other classes. Music-based buffs are mostly percentual values, as opposed to the absolute values of Priest buffs, and require careful strategy and positioning, but playing as an Archer should already provide some experience in this respect. Despite their supportive role, one should not forget that Bards are also capable of dealing good quantities of damage, one of their main advantages over Hunters is their immense SP pool which allows them to continually use Double Strafe instead of normal attacks, ensuring a very nice damage output.
In general, there are 2 types of skills for both Dancers and a Bards; skills which can be sung or danced without a partner of the opposite gender and those where the player needs another Bard or Dancer respectively.
As a Bard, only Instruments, Daggers, and Bows are available for weapons, whereas Dancers can use Whips instead of Instruments.
When armed with an Instrument:
Bow skills (Double Strafe, Arrow Shower, Arrow Repel) cannot be used
Performance Skills, as well as Amp and Encore are available
Instrument skills (Melody Strike) can be used
Unbarring Octave and Pang Voice are usable regardless of weapons.
Easily the most powerful of all the 2nd classes, the Blacksmiths sport damage equal to that of the trans 2nd classes(except their own trans class of course). Their only weakness lies in the fact that they only have 1 multitarget AoE spell (Cart Revolution) that has knockback and limited range, making it hard to target with. As a single target killer though, it is no doubt that this class shines bright as the leading killer. A Battle Blacksmiths main skills revolve around the theme of self-buffing to increase damage. The main offensive skills are Mammonite and Cart Revolution, which both can be learned as a Merchant. The only drawback to these self buffs is that the skill Power Thrust has the chance of breaking party members weapons (bows are the most susceptible to this), and thus it is recommended that the blacksmith always carry Steel, Iron, and Rough Oridecon with them at all times to repair party members weapons.
Blacksmiths also have the ability to forge weapons. They can master the power to imbue weapons with elements of Fire, Earth, Wind and Water and also have the ability to increase the weapon damage further.
The Alchemist is a class which optimizes Potion Creation and Homunculus, as well as various other potion-related skills. They are a class which work for the benefit of their friends and strike terror into the hearts of their foes (armor).
Assassins (and their transcended Assassin Cross) are able to equip a weapon in each hand and the exclusive users of Katar weapons. Assassins have a variety of damage dealing and poisoning skills. The Assassin are the only class who can walk slightly faster than any other class ingame as long as they leveled the proper skill (Thiefs Improve Dodge). The Katar wielding Assassins also receive double the normal amount of critical hit rate. Therefore, whatever amount of critical rate Assassins have, it would always be doubled.
Rogues are a versatile class, only really lacking in PvM skills but excelling in PvP and WoE. With their strip skills, Rogues can render most classes useless in a PvP environment. With Gank, a Rogue can obtain double the loot another class could gather in the same amount of time. Rogues can wield bows, daggers, or swords and can copy a variety of player skills to help them level, although a Rogue cannot use Intimidate to its full potential like its transcendent counterpart can. On a different note, Rogues can be excellent at soloing things in a PvM environment. Their high dodge, fast attacks, and stealthy nature make them a force to be reckoned with in a dungeon.
Once Acolytes have undergone rigorous spiritual training and have served the Church and the community as a whole, they have the opportunity to be promoted within the ranks of the Church. If the Monk is said to train their body to fight evil and the Undead physically, the Priest does so with magic. As their spiritual journey brings them closer to God, they gain advanced skills in healing as well as new ways to assist their allies and harm their foes. They are able to resurrect fallen comrades, protect them from harm, and bless their weapons. They can create spaces of safe haven where the Undead cannot penetrate and can decimate hordes of Undead with ease.
Most Priests find themselves in company more often than not, typically giving up their offensive abilities in order to further support those they travel with. Even though Priests are typically not on the front lines of battle, they need to be constantly aware of their surroundings and their companions. A Priest that fails to pay attention can cause problems for themselves and their friends. Priests must be able to focus on the situation at hand and also be able to multitask with little difficulty in order to assure their party stays alive.
It is said that the faith of the acolyte is not only for the mind, but the path one walks must also be for the body.
It takes more than just the mind, but it also takes confidence, and the time and effort, along with self discipline to be able to change jobs.
For the faith, one must be good until they achieve a disciplined body. Until then, it will take much time and effort. Others have come to fear and respect those who are called Monks.
With combo and separate attacks, the mysterious power of one must not only be physically strong, but also have great strength and tough blow/hits.
Now Rune Migards King, Tristan the 3rds proclamation to the large Catholic churchs archbishop, in following the bidding of all meanings of faith, wants them to set forth on a war against evil.
Monks are a versatile class that can deal damage in several ways unique to themselves. They are most known for the powerful Guillotine Fist skill, which has uses in MVP, PVP and WoE scenarios. Most builds are damage-dealers, focusing on maximizing damage via skills such as Occult Impaction and their Combo abilities. Specialized Monk builds can be very efficient for both MVP and WoE purposes.
Ninjas are an expanded class that cannot be rebirthed or adopted. Because of this, Ninjas are granted 69 skill points to distribute. They do however have follow up jobs: The Kagerou (male) and the Oboro (female) which take their roles as ninjas much farther and make them much more powerful. Kagerou and Oboro are able to wield a weapon in each hand (dual-wield).
The ninja class is fun and offers three types of roles to play: a magic ninja, a throwing ninja (now nerfed to be the weakest of the builds), and a melee ninja. Ninjas excel in the art of evasion with skills like Cicada Skin Shed and Mirror Image which prevent almost all non-magical damage from harming them. Their magic tree offers several fun spells that are unlike that of any other class (although nowhere near as powerful as the Wizard class spells).
This class is not recommended for new players, as it is expensive to play. The magic and throwing ninjas require materials to cast all of their spells, thus attention should be paid to choosing profitable targets.
Gunslingers are flashy and confident New Age warriors that rely on a wide array of guns and powerful skills to deal as much damage as possible in a short amount of time to their enemies. Gunslingers are always looking for a chance to show off their talent.
Bored with only target practice in smoggy Einbroch, Gunslingers have decided to take up adventuring, like so many from the Rune-Midgarts Kingdom, in order to live a life of excitement and fame.
Unlike traditional classes, Gunslingers are allowed 70 job levels. This can allow for a range of very unique (hybrid and specialized) skill sets in the Gunslinger tree.
TaeKwon Master is a class for characters who have chosen TaeKwon Kid as their first profession and wish to continue in the ways of the TaeKwon. One of the most notable benefits that a TaeKwon Master has over a TaeKwon Kid is the ability to wield books to help deal more damage physically. TaeKwon Master is an unusual class in that the majority of their skills are bound to the celestial bodies of the Sun (Solar), Moon (Lunar) and Stars (Stellar), and are very restricted in their use. These skills have three different restrictions in which they can be used, and are as follows:
Certain skills can only be used on a day of their respective celestial body
Some skills can only be used on maps that are designated as a place of a celestial body
Other skills can only be used against enemies that are aligned as an enemy of a celestial body
The first restriction is unlike the latter two in that a TaeKwon master cannot change what day is representative of a celestial body; these days are already set. The setting for these celestial days is told in the mantra as follows:
The Sun shines brightest on even days. The Moon shines brightest on odd days. And the Stars shine without fail on every 5th day.
The second and third restriction can be set personally for each individual TaeKwon Master via their respective skills: Solar, Lunar and Stellar Perception and Solar, Lunar and Stellar Opposition.
However, there are also skills that are also bound by more than one restriction.
TaeKwon Masters are also known as Star Gladiators in other localizations of Ragnarok Online, which reflects the way how the skills of this class works.
If a TaeKwon Master ever finds the TaeKwon Master skill tree too confusing, a TaeKwon Master can always invest more skill points into the TaeKwon Kid skills, or observe the skills that are not restricted by the celestial bodies.
- Knight
- Crusader
- Wizard
- Sage
- Hunter
- Bard
- Blacksmith
- Alchemist
- Assassin
- Rogue
- Priest
- Monk
- Ninja
- Gunslinger
- Star Gladiator