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A list of classes and characters appearing in Board Game Online.


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Classes

     -cubus 
"Seduce your enemies and infect them with Sexually Transmitted Diseases!"

Demons whose most of their playstyle revolves around sex, such as infecting other players with Sexually Transmitted Diseases (to which the -cubus are immune) or making sexual rituals for their benefit.

Male players with this class are labeled Incubus, female players Succubus, and non-binary players Concubus.

     Alchemist 
"Brew potions and turn items into cash!"

Potion masters who, as their description says, are capable of creating random liquids, transform items into money or vice versa, in addition to being immune against harmful effects inflicted by liquids and potions. They are only available during Expert Mode.

  • Acquired Poison Immunity: Alchemists are immune against all kinds of poisons (such as drinking a slowing poison or being stung by a scorpion in the Deadly Pyramid). Apparently, all this time working with toxic substances has granted them a resistance.
  • Anti-Debuff: Apart from their poison immunity, Alchemists don't lose speed if they accidentaly drink an aphrodisiac.
  • Alchemy Is Magic: Not only they are capable of transmuting items into gold (or rupees) like a classical alchemist, they can also do the opposite and transform gold into items. Oh, and they can concoct pretty much the entire repertory of drinks available in the game with a few, handful exceptions (though which drinks are available to create are always random)
  • Cooldown Manipulation: Alchemists can apply this to their Concoct skill if they have a Broken Glass, which also increases the amount of drinks they can create from four to six.
  • Immune to Drugs: Alchemists don't suffer the harmful effects of drinking Vodka i.e. moving 10 spaces backwards.
  • Luck-Based Mission: While not at the same extent of the Quantum Physicist, Alchemists' skillset tends to rely a lot on luck. The amount of money they gain from transmuting items can be from 4 to 7 rupees, the item they gain from transmuting money is completely random, and they can only choose from four (six with Cooldown Manipulation) different random drinks every time they use the Concoct skill.
  • Man on Fire: Averted if the Alchemist drinks a Volatile Oil, being the only class immune to dying and getting set on fire by doing it. They still skip a turn unless Fire Immunity is present though.
  • Poisonous Person: If they have upgraded their Concoct skill, Alchemists can inflict Nauseating Poison in a 10 space radius every time they use this skill, which disables spell casting and drinking/eating for 3 turns on affected players.

     Assassin 
"Sprint, kill, and sprint some more!"

Killers who have it easier when trying to murder someone close to them, as they are capable of reliably jumping at nearby players and become immune to being incapacitated which may ruin their attempt to assassinate. In addition, they gain certain benefits when killing players.

  • Anti-Debuff: The Evasion skills allows Assassins to become immune against skipping turns, incapacitation or disarmation for 2 turns.
  • Badass Longcoat: Their skill's artwork depicts them as if wearing a hooded purple longcoat.
  • Close-Range Combatant: The most reliable way to avoid an Assassin's skills is being as far as you can from them, preferably 17 spaces or more, as they can only Sprint 10 spaces and the Assassinate skill only has a 6 space radius.
  • Cooldown Manipulation: If an Assassin kills someone, their cooldowns related to the class (Assassinate, Sprint and Evasion) decrease by 1. If they upgrade this perk, killing someone also decreases other skill cooldowns apart from the aforementioned three.
  • Deadly Lunge: Their Assassination skill, where they jump at a nearby player to either incapacitate (if they are not) or kill them (if they are incapacitated already)
  • Flash Step: Sprint, where the Assassin advances up to 10 spaces (with the cooldown escalating depending on how many spaces the player chooses) in the blink of an eye. Upgrading this allows the Assassin to use it even on cooldown if they are on the same space of a dead player.
  • Professional Killer: Their main motif.
  • Status Buff: Scoring a kill will increase the Assassin's speed either by 2 (non-melee kills) or 3 (same space-kills) for 2 turns.

     Barbarian 
"Leap on top of your enemies and ROAR them away!"

Brutish barbarians who specialize in maintaining players away from them via large jumps or fearsome roars. They can even remove effects that would prevent them from advancing, and benefit if they end up skipping the turn anyway.

  • Anti-Debuff: With the Break Free skill, Barbarians can remove the skip a turn, incapacitation, rooted and, if upgraded, disarmed effect from themselves. Very useful if you really need to play your turn, move or use items.
  • Cooldown Manipulation: If Barbarians skip a turn, their skill's cooldowns decrease by an extra turn.
  • In a Single Bound: The Leap skill, which allows them to jump between 1 and 10 spaces depending on the player's choice. Unlike Assassins' Sprint, Leap has an static cooldown of 6 turns.
    • Goomba Stomp: If they have upgraded the Leap skill, landing on a player with it results in the victim becoming incapacitated.
  • Screaming Warrior: The Roar skill, which forces every player to run exactly 14 spaces away from the Barbarian. If the skill is upgraded, players in front of the Barbarian no longer run but skip a turn instead.

     Bard 
"Pacify your enemies, charm shopkeepers, and change the course of destiny."

The first of three new classes introduced with BGO's Kickstarter campaign.

     Druid(ess) 
"Switch between 4 animal forms and human form!"

People of the nature capable of Shapeshifting into different animals with varied benefits and skills. They are also capable of inflicting Cooldown Manipulation on themselves if enough turns have passed, and if lucky enough, may unlock a new form. They are only available during Expert Mode while also being a donator class.

  • Cooldown Manipulation: With Nature's Swiftness, Druids generate 1 point of Concentration every turn. If they have 10 points, they may be able to reset their skills' cooldowns if they want.
  • Druid: The classical, nature-loving, Shapeshifting druid.
  • Voluntary Shapeshifting: Their entire gimmick revolves around changing between animal and human forms when they need it, each one having a different ability for the Druid to exploit. These are:
    • Bears Are Bad News: Druids become immune to melee attacks and can maul players in a 2 space radius, incapacitating them.
    • Clever Crows: In this form, Druids can soar between 4 and 6 spaces forwards. In addition, they obtain the Floating buff, which protects them from harm in case of falling greats heights, becoming Rooted or slipping with a Banana Peel.
    • The Fair Folk: Only obtainable by upgrading the skill, Druids put a Living item on cooldown and obtain a random Magic Crystal.
    • Savage Wolves: Allows the Druid to run up to 7 spaces towards a player and scare them 3 spaces away while also granting 1 speed.
    • Snakes Are Sinister: Druids slither towards a player 4 or less spaces away and bites them, which inflicts the victim with slowing poison. This also makes the Druid immune to poison themselves.
    • Token Human: In their human form, Druids are able to cast a a bunch of entangling roots which prevents affected players in a 5 space radius from moving.

     Enchanter/Enchantress 
"Enchant your items and cast a lot of spells!"

Magicians capable of adding upgrades and perks to their items, making them more durable or stronger. They also have it easier when casting spells, since they can create Magic Crystals from other items or use said crystals directly. And don't think you can slow them down with spells either, you'll just make them stronger. They are a donator class.

  • Attack Backfire: Trying to disrupt an Enchanter with dark spells often makes them stronger, as it grants them a sizable speed boost which may outweigh the dark spell's negative effect.
  • Hoist by His Own Petard: Enchanters' Magic Affinity, their passive ability which grants a speed boost when a spell is used on them, can backfire both on the enemy and the Enchanter. While it understandably tends to backfire on the attacker as it makes the Enchanter advance faster, the speed boost can become a nuisance for the Enchanter if they are inflicted with Inverted Dice and/or Cursed Wounds. The former makes the player advance backwards rather than forward, while the latter kills them if they move too many spaces in the span of 3 turns.
    • Enchanters' Arcane Relocation also works like this if used on the enemy, as it moves the afflicted player 2 spaces back plus their speed. Go ahead and punish a player with 10 or more speed by using Arcane Relocation on them.
  • Item Amplifier: The Enchanter's main quirk. With the appropriately named Enchant skill, Enchanters can add perks and upgrades to their items which often results in those becoming more useful. These are:
    • Delicious: Only applicable to food, Delicious makes said food move you 3 extra spaces forward when consumed. It also makes food count as two consumed items for the Hungry Games subevent (where you need to eat at least seven food items to win).
    • Ethereal: Items with this perk can (and only) be used while dead. Upgrading Enchant nullifies the "only" aspect of this improvement though.
    • Fireproof. Exactly What It Says on the Tin. Item's can't be burned by any source, being player's attacks or random events in the game.
    • Frostproof: Same thing with Fireproof, but prevents the freezing of items instead.
    • Soulbound: Items cannot be stolen by other players.
    • Sparkling: Items increase their value and can be sold for more money at the Pawn Shop.
  • Teleportation: Arcane Relocation. With this skill, Enchanters can relocate enemies, allies and themselves alike, with the number of spaces moved being 2 plus speed/half of their speed (for other players and the Enchanter, respectively). Upgrading the ability allows the Enchanter to move themselves 4 spaces plus their complete speed, making it a better teleportation tool.
  • The Power of Creation: With Condense Magic, Enchanters can take any item they like and transform it into a Magic Crystal. Alternatively, they can transform said crystals in magic scrolls corresponding on the crystal's random pool of spells.

     Illusionist 
"Trick your enemies until they die!"

Masters of Illusion specialized in playing tricks at other players, as their entire skillset revolves around being deceiving with their position, their inventory or the enemy's own inventory. If they are lucky enough, they may evade melee weapons by teleporting one space in front of their attacker. They are only available during Expert Mode while also being a donator class.

  • Booby Trap: Their Deadly Illusion skill works like this, placing a deadly decoy on an enemy's inventory that kills the victim when used.
  • Disappearing Box: Invoked by the Grand Disappearance skill, where the Illusionist teleports between 10 and 30 spaces back, then returns to their previous space on their next turn (or by using the skill again). Very useful if you want to disrupt a player on the back or cause mayhem among a group by placing a TNT. Upgrading this skill also allows the Illusionist to teleport forwards.
  • Hoist by His Own Petard: Experienced players are capable of using an Illusionist's Deadly Illusions as beneficial tools or weapons against them. Special mention goes to the Blessing of Vengeance and Life Link spells. The former kills whoever killed the porter of the Blessing, while the latter kills the player whose life was linked to the victim.
  • Hyper Space Arsenal: As detailed below, let's just say that their hats are very spacious.
  • Luck-Based Mission: Hallucination's chance of triggering when attacked with a melee weapon is a fifty-fifty.
  • Master of Illusion: Well, obviously.
  • Pull a Rabbit out of My Hat: With Magic Hat, Illusionists can place up to 3 (non-upgraded) or 5 (upgraded) items inside their hats, which works as a separate inventory and prevents items from being stolen or destroyed.
  • Stage Magician: Their main motif, with the typical tricks such as disappearing and pulling things out of their hats.
  • Teleportation: with Grand Disappearance, Illusionists can teleport between 10 and 30 spaces backwards (and, if upgraded, forward) for a turn, then return to their previous space the next one.
    • Hallucination, their passive skill, also works like this, teleporting the Illusionist one space forward 50% of the time when they are attacked by a melee weapon, evading the attack completely.
  • Useless Useful Stealth: While Deadly Illusion can be great against distracted or novice players, those with more experience on the game tend to be able to spot it far easier: there's not that many possible forms they can take, they are always placed at the bottom of the inventory, and they don't trigger item highlighting when a significant event where said item can be used appears. They won't even make related Item Recipes appear accessible. If recognized, they serve as an item buffer and can be used when instant suicides would be beneficial.

     Lawyer 
"Object to actions of your enemies and sue the heck out of them!"

Lawyers whose abilities are designed to deter players from taking actions, as they can punish them if they use valuable items, kill someone or even if they decide to play their turn. Oh, and they are such good liars that failing a Trivia question won't give them disadvantages. They are a donator class.

  • Amoral Attorney: Invoked by Natural Liar, their passive skill. Apparently they are such experts at deceiving that they can trick the game and demand not to get a penalty if they fail a Trivia or "Oh Really?" question.
  • Bail Equals Freedom: With the Sue skill, Lawyers can make player pay them 10 (or 25 if upgraded) rupees and skip a turn if they kill someone under the skill's effect. If they don't have enough money, well...
  • Breaking the Fourth Wall: With the Objection! skill, Lawyers literally jump at another player's turn and forcibly end it. It's the closest a class can break the fourth wall with one of its skills.
  • Death Row: The Sue skill. Normally, it makes players skip a turn and pay the Lawyer 10/25 rupees if they kill someone. However, in case the murderer player doesn't has enough money to pay for the kill, they are executed.
  • Extra Turn: If Lawyers upgrade the Objection! skill, using it on them resets their turn, effectively giving them an extra one.
  • Shout-Out: An image of Phoenix Wright shouting its Catchphrase appear every time the Lawyer uses the Objection! skill.
  • Video Game Stealing: The Confiscate skill, which, well, confiscates the last item used by the selected player if it's still on their inventory. Useful for getting hold of powerful objects or at least making players think twice before using them.

     Merchant 
"Trade your items, visit shops and get rich!"

Travelers who specialize in obtaining powerful items with their abilities, either via reliably going to a shop of their choice or purchasing them with a discount. They can also exchange one of their random items with another players' and passively obtain a rupee every turn.

     Necromancer 
"Raise an army of the dead by draining souls!"

Dark magicians whose abilities consist in summoning and commanding undead minions with varied perks to aid it in the long game, which can be done by draining the soul of other players before they die. Being masters of Death, dying won't be enough to completely stop a Necromancer as they can still use their abilities while dead. They are only available during Expert Mode.

     Paladin 
"Smack your enemies with your Holy Hammer!"

Holy warriors whose most of their moveset relies on the hammer item, as they can enchant the weapon to make it more powerful, throw it at long distances to incapacitate players, or automatically smack anyone landing on their space. They can also heal diseases and curses from themselves or other players, which grants them an Empowered Dice (i.e. an extra dice roll).

     Priest(ess) 
"Revive the dead, protect the living and remove magic!"

Another take on a holy class, Priests specialize in good, not harmful magic which, while not dangerous for their enemies, is enough to support themselves. They can resurrect other players or bless themselves with Auto-Resurrection, Dispel Magic and pray to generate light spells for free. They also have a random chance of reviving earlier than any other class.

     Quantum Physicist 
"Constantly create random items and avoid death like no other!"

Scientist who embody the Luck-Based Mission aspect of the game, as their entire skillset depends on luck and chances. They can either gran themselves a random positive effect, transform an item in their inventory or other players' inventories in a new, random one, or become completely immune to death at the cost of randomly dying when the effect ends. Even their location manages to be unpredictable, as they move a handful of spaces either backwards or forwards at the end of their turn.

     Ranger 
"Track down your enemies with the help of your animal companions!"

The second class to be added as part of BGO's Kickstarter campaign.

     Saboteur 
"Sabotage your enemies and hinder them until they ragequit!"

True to their name, Saboteurs' main fort is harassing, disabling and generally being a nuisance to other players from anywhere on the board. They can Knockback, set players on fire or freeze their items, inflict Interface Screw, disable inventories and tinker with their objects to create mechanical weapons. They can also passively shift spaces with another player if they are close enough.

     Sorcerer/Sorceress 
"Freeze your enemies, steal their items and blow them to pieces!"

Wizards who, instead of being limited by cooldowns, can use their skills as much as they please, but only if they have they right amount of Mana (which they generate over time). These include stealing an item from another player, freezing them in place so they can't move, using Flash Step to teleport forward, or throwing a fire blast which kills and sets everyone around on fire.

     Time Twister 
"Change variables and bend space to make your enemies fight each other!"

Reality Warpers capable of manipulating time and space — literally, as most of their skillset allows them to control other players' spaces from anywhere on the board. They can make speed worthless when rolling the dice, bend a space to put players wherever they want, or lock variables such as rupees, spaces or speed to return them to their previous value before the lock was applied. Killing a Time Twister is often a bad idea, as their passive inflicts Cooldown Manipulation when they revive. They are a donator class.

     Warlock 
"Collect skulls, command demons and unleash chaos upon your enemies!"

Similarly to the Necromancer, the Warlock specializes in summoning minions with different perks via resources obtained by killing players — in this case, demons and skulls, respectively (although it should be noted that Warlocks can use their abilities without skulls at the cost of inflicting damage on themselves). Other abilities include setting players and themselves on fire in a radius and harvesting powers from skulls or Magic Crystals to benefit themselves via infusions with various uses such as Cooldown Manipulation. They are a donator class.

     Wordsmith 

The third class introduced in BGO's Kickstarter campaign.

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