Lord Knight
Classes
Lord Knights are the Transcendent variants of Knights. The Lord Knights skills are a good balance of offense and defense. The Lord Knight is now a master of weapons with a special affinity for Two-handed Swords and Spears. A Lord Knight has formidable attack strength and can crush an opponents defense with ease. Being a Lord Knight, they gain vastly improved offensive capabilities and some defensive capabilities. They easily retain their status as the class with the highest HP Modifier and strongest physical AoE damage dealer.
Paladins are the Transcendent variant of the Crusader class. Aside from the HP/SP boost, the Paladins defensive capabilities have not seen significant changes. They do receive many new offensive abilities which inspiring many INT-built Crusaders to become battle-built Paladins. For those Paladins who wish to continue as an INT-type build, the Gospel skill allows them to play a supportive role in large party settings, and the 20 additional skills points allow them to learn a much wider variety of skills.
The Mage and the Wizard have been able to tap into mystical and elemental magic but the real power is now fully realized in the spells mastered by the High Wizard. Only a fool would dare challenge the awesome might of a High Wizards power head on! A High Wizard has much more power than a regular Wizard, and at a much earlier level as well. Unlike the Wizard, it has Amplify Magic Power, which will give 50% more MATK on the next offensive magic skill to be cast. This grants a High Wizard a lot more power early on, and has about equal the strength of a level 99 Wizard in their early 80s, maybe even a little earlier. With that skill, they can level in Magma Dungeon immediately with Priest without worry of having too little MATK.
Quenching their lifelong thirst for learning, Scholars have accumulated a greater body of knowledge than ever before! They have new, creative uses for their mystical skills to support allies and frustrate enemies. Although Scholars do not boast the sheer power of their counterpart, the High Wizard, their inventive applications of magic are their keys to victory. Scholars are the transcendent version of Sages. Through rebirth, Scholars gain class-defining SP manipulative skills such as Soul Change, Health Conversion, and Soul Burn. The two former skills enable Scholars to act as endless sources of SP, which makes them a favorable class for party play.
They specialize in precise and powerful ranged attacks. The Sniper is the master of the Bow. In a Snipers hands, the bow is a deadly instrument capable of dealing massive damage and carnage. They gained a new skill called Falcon Assault with the help of his lifelong friend, the falcon. When friendship strengthens, so does their power. They also have skills that amplify their bow mastery, as well as piercing arrow skills.
Despite the name, the Minstrel is a serious factor in any battle—not just because of his ability to keep spirits high but because of his astounding archery skills as well.Everybody loves the Gypsys dancing, especially her enemies. Its the last thing they see before they go to their graves with a smile on their lips and an arrow through their hearts. The Gypsy is so alluring that hundreds of acts of heroism (and foolishness) have been performed in her name. With more lithe and agile bodies granted by the gods, Gypsies are hard to resist especially when one begins her dance.
No longer content with forging standard weapons, the Whitesmiths once again seek a way to expand their skills. Their quest for fame and fortune has lead them to Juno, and through research of the ancient Juperos civilization they discover a bold new technology - a fusion of magic and machine. Armed with this new knowledge, those elite Whitesmiths become Mechanics.
Biochemists are a much stronger class than the Alchemists, provided there are sufficient funds and SP for the new skill Acid Demonstration (often abbreviated to "AB" or "AD" as it is known as Acid Demonstration on some other official servers.). While Alchemists were more of a melee class, Biochemists tend to level with skills other than Cart Revolution and Mammonite. Many invest a great amount of their stat ponts into INT and level with Acid Demonstration or magic attacks from weapons (i.e. Fire Bolt through the weapon Fireblend) and Homunculi instead.
The Assassin Cross utilizes stealth and confusion in order to land the perfect killing blow. With greater lethal arts and mastery of poison than the original Assassin, the Assassin Cross has a wider variety of brutal methods to overcome enemies. All without leaving the shadows...
A Stalker is the Transcendent variant of Rogues. Most melee classes try to avoid them like the plague in fear of getting fully divested and then clobbered by one of their many copied skills during WoE. Stalkers are geared more towards PvP and WoE, however most builds can do PvM just as well. Their main forte is the now improved intimidating capability. They can opt to keep any skill gained via Intimidate by simply casting Preserve. Most prefer to intimidate Bowling Bash, it works well with most of their builds. One of their other favored skills is Storm Gust being cast at its lowest level, which -usually executed after Strip Armor or Full Strip- will render most targets immobile in PvP environment.
High Priest is the transcended variant of Priest. Despite the many skills taught to them by the Priests of Prontera Church, they still need to learn a few more form the Gods themselves. Now ableto create areas where no violence may occur, they are able to Heal more, Bless more and Serve even more. Their skills are truly gifts from God.
A Champion is the Transcendent variant of Monk. Known for the one-hit skill, Asura Strike. Champions are even deadlier in close range combat due to their boosted SP count and STR. Champions get mostly new combo-skills as their transcendental skills. Combo skills are mostly used for PvM but still can wreck havoc in PvP if executed properly. The most loved boost is probably the new skill Dangerous Soul Collect and the increase in HP and SP since Asura Strike relies on the STR and SP count of the caster. With 69 skill points to allocate, Champions can now have the most commonly used (PvP wise) skills maxed. Although the new skills are disappointing for those who are PvP oriented, the 69 skill points to allocate makes up for it and makes them able to get all offensive spirit skills maxed and get Body Relocation at the same time.
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. 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. 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.
Soul Linkers give up the ways of the TaeKwon Do in order to develop and refine their spiritual powers. Calling upon the power of the ancestors, they can use various Spirit Link skills to enhance the ability of other players as well as use fancy looking offensive and defensive magic. Soul Linkers, despite their base being a melee class, are magic casters. Compared to Wizards and Sages, their spells are severly limited on what they can be used on, however, thanks to Warm Wind they can use powerful Holy, Ghost, and Shadow magic attacks, something that Wizards & Sages dont have. Depending on their skill build they must sacrifice something in one aspect or the other of the game, limiting them to only two choices out of PvM or PvP & WoE options. A similarity of Linkers compared to Sages is that both of them can go melee.
Ninjas have three types of attacks: magical attacks, throwing attacks , and "stealth" attacks. The main weapons are Daggers and Huuma Shurikens, large shurikens that can be throw using the skill Throw Huuma Shuriken. Ninjas can also endow themselves with several different abilities: Cicada Skin Shed and Illusionary Shadow prevents almost all non-magical damage from harming them. Reverse Tatami gives the same protection from ranged attacks as Pneuma for three seconds so long as he or she does not change position and also knocks surrounding monsters away. Soul is a self buff that adds +5 STR and +5 INT, as well as allowed Illusionary Shadow and Final Strike to be used.
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.
Summoners possess the fortitude to tame the sea, the land, and the essences of life itself.
- Lord Knight
- Paladdin
- High Wizard
- Professor
- Sniper
- Gyspy / Clown
- White Smith
- Creator
- Assasins Cross
- Stalker
- High Priest
- Champion
- Star Gladiator
- Soul Linker
- Ninja
- Gunslinger