New Character Classes: Ninja
The Ninja is a new expanded class available for players to chose from beginning with episode 10.4: Hugel. Ninja's specialize in a variety of ranged shuriken and kunai attacks, stealth and melee strikes, and ninpo magic skills.Ninja change class directly from Novice once you hit Job 10. Unlike most classes in RO, they do not have an advanced form. To make up for this, Ninjas have a different job experience requirement, and reach max job level at Job 70. While this one class role may seem restrictive, the different types of skills and weapons you can specialize in will make you different from those ninjas around you.
Ninja Details
Ninja has three main skill trees. Players may chose to specialize in one of these, or branch across several of them to make a unique build that suits them.
The following is information about specific weapons that ninjas have at thier disposal.
- Togatana: Throwing Weapon technique. Those specializing in togatana will combine the use of Daggers with throwing weapons such as Shurikens and Kunais, and can wield and throw the massive two handed Huuma Shuriken.
- Taijutsu: Martial Arts technique. Those specializing in taijutsu will use stealth and various skills to suprise the enemy with sudden, leathal attacks and evade incoming damage.
- Ninpou: Ninja Magic technique. These skills use the various Ninja techniques to produce a varied number of elemental magical attacks.
Ninja's have different attack speed based on the weapon you have equipped. Unarmed, ninja's have a base attack speed of 160 (0.8s between attacks). With daggers, they have a base attack speed of 150 (1s between attacks). With Huuma Shuriken is 125 (1.5s between attacks). Huuma Shurikens are two handed weapons, and are required for the Huuma Shuriken Throwing skill. Ninja's cannot use berserk potions.
Ninja's HP/SP modifiers grow unusually, with thier lower levels increasing slowly and the modifier growing as they level. At max level Ninja's can expect to have roughly the same HP as that of a Bard/Dancer. Their sp modifier is roughly the same as Monks and Crusaders. At level 99 a Ninja with no stats would have 4080 HP and 522 SP. Ninja's have a base weight limit of 2600, and increased by 30 times thier base strength (same wight capacity as that of acolyte class characters).
Ninjas, like all other expanded jobs, cannot be adopted or rebirth. There is no restrictions on marrage though.
Equipment Restrictions
Ninjas like other classes are restricted in the type of gears which they can equip. The following is a comprehensive list of different gears that you can use. Of course, be careful that you meet the minimum level requirements as well of equipment you wish to use.
- Headgear: Ninja's can equip all headgear that Thief's can with the following exceptions: Assassin mask, Coif, gemmed sallet, majestic goat, and spikey band. The following gears should be equipable but durring testing, could not be confirmed: lord circlet, incubus horn, model training hat, mine hat, jester hat, angel helm.
- Armor: Can use any armor wearable by thief type characters, with the exception of wooden mail.
- Shield: Ninja's can use Guards, Arm Guard and Advanced Arm Guard.
- Shoes: Ninja's have been confirmed as being able to use sandals, shoes, shackles, crystal pumps. Ninja's should also be able to equip High Heels and Slepnir, but those could not be confirmed in testing.
- Garment: Ninja's can use Hood, Muffler, Ragmuffin Manteau, and Ancient Cape. Pauldron or Heavenly Maiden Robe could not be confirmed in testing, but likely only Heavenly Maiden Robe is usable.
- Weapons: In addition to Ninja specific daggers and Huuma Shuriken, Ninja's can equip all normal daggers equippable by Thiefs. Ninja's are unable to equip Assassin Dagger, Counter Dagger, and Curse Dagger.
In order to become a Ninja, you must be a novice at job level 10. A short quest is required before you will be able to change jobs.
- The Ninja guild is located in the city of Amatsu. To get to Amatsu, an NPC near the wall north of the merchant guild at 8 o' clock direction in Alberta will take you there for free (location is 30, 64).
- Enter the Ninja guild building located in the center of Amatsu (147, 136).
- Inside the building, you won't see anyone. You'll have to move past the hidden wall at the back of the main room.
- Inside the real guild room, talk to the guild master Couger Kai, and tell him you wish to join. He's a little wierd, but he'll ask you to deliver notice to his enemy who is hiding out in the highest point in Einbroch.
- Make your way to the Einbroch Tower. The cheapest way to get to Einbroch would be to go back to alberta via boat (free), take the boat to izlude (500z), board the airship to Juno (1200z), in Juno switch from international to domestic flight (if you do it right, free), and then get off at einbroch. In einbroch, near the center tower there will be several NPC's that will allow you to go to the top of the tower for 10 zeny.
- At the top of the Einbroch Tower, you'll find a young man. Talk to him, and he will ask that you bring 5 Cyfar and 1 Pracon.
- When you give him the items, he will reveal himself as the person you were supposed to give the letter to. He'll give you a reply, and warp you to Amatsu. At this point return to Couger Kai in the ninja guild.
- Kai will ask you bring him him 5 Cyfar and 1 Pracon now. You simply need to have these items on you, he will not take them from you.
- Once you have the items he asked for, you'll be class changed to Ninja.
Ninja's have a variety of consumable items to cast some of thier skills. The are three kinds, Shuriken, Kunai, and Catalyst Stones.
Shurikens are used when casting the skill Throw Shuriken. Kunais are much the same and used for the skill Throw Kunai. Both Shurikens and Kunais are equipped by the ninja in the same way as arrows are equipped on a hunter. Shurikens are purchased from an NPC in the Ninja guild and are discountable, and Kunais need to be created using simple store bought items (with max discount they're about 38-40 zeny).
Catalyst Stones are an important part of Ninpou magic skills. These items are required to cast the stronger magic skills. These items all available from a ninja guild npc, and are also discountable.
The following is a list of different types of throwing weapons and catalysts.
Shuriken
- Shuriken: 10 Attack, Neutral element, 0.5 weight, costs 4z each.
- Nimbus Shuriken: 30 Attack, Neutral element, 0.5 weight, minimum level 20, costs 10z each.
- Flash Shuriken: 45 Attack, Neutral element, 0.5 weight, minimum level 40, costs 20z each.
- Sharp Leaf Shuriken: 70 Attack, Neutral element, 0.5 weight, minimum level 60, costs 40z each.
- Thorn Needle Shuriken: 100 Attack, Neutral element, 0.5 weight, minimum level 80, costs 100z each.
- Icicle Kunai: 30 Attack, Water element, 2 weight. Make 10 with 8 Raincloud Shuriken and 2 Ice Stones.
- Black Earth Kunai: 30 Attack, Earth element, 2 weight. Make 10 with 2 Pointed Leaf Shuriken and 2 Shadow Orbs.
- High Wind Kunai: 30 Attack, Wind element, 2 weight. Make 10 with 4 Flash Shuriken and 2 Wind Stones.
- Heat Wave Kunai: 30 Attack, Fire element, 2 weight. Make 10 with 1 Piercing Thorn Shuriken and 1 Flame Stones.
- Fell Poison Kunai: 30 Attack, Poison element, 2 weight. Make 10 with 20 Shuriken and 1 Shadow Orbs.
- Flame Stone: Used to cast Crimson Fire Formation and Dragon Fire Formation. Costs 150z.
- Ice Stone: Used to cast Water Escape Technique and Falling Ice Pillar. Costs 150z.
- Wind Stone: Used to cast Lightning Crash and North Wind. Costs 150z.
- Shadow Orb: Used to cast Mirror Image. Costs 200z.
The following is a comprehensive list of all the new ninja specific weapons, thier stats, and how they are obtained.
| Ashura[2] A legendary dagger that is rumored to be given to humans by an ancient God. Has influence on its user with its destructive power. MATK +10%. Type: Dagger Attack: 50 Weight: 60 Weapon Level: 1 Required Level: 12 Usable Class: Ninja Obtained when you job change to ninja. |
| Ashura[3] A legendary dagger that is rumored to be given to humans by an ancient God. Has influence on its user with its destructive power. MATK+10%. Type: Dagger Attack: 50 Weight: 60 Weapon Level: 1 Required Level: 12 Usable Class: Ninja Dropped by Baby Desert Wolf at 0.05% chance. Obtained by a short item exchange quest. Bring 25 Steel, 5 Worn-out Magic Scroll, and 32,000z and he will give you an Ashura[3]. |
| Murasame[1] A famous sword rumored to be so sharp that it can divide oceans, or cut through the air and make it bleed water. CRIT + 10% versus demi-human enemies. Water Element Type: Dagger Attack: 95 Weight: 70 Weapon Level: 2 Required Level: 24 Usable Class: Ninja Dropped by Karakasa at 0.05% chance. Obtained by a short item exchange quest. Bring 25 Steel, 10 Aquamarine, and 48,000z and he will give you a Murasame[1]. |
| Murasame[2] A famous sword rumored to be so sharp that it can divide oceans, or cut through the air and make it bleed water. CRIT + 10% versus demi-human enemies. Water Element Type: Dagger Attack: 95 Weight: 70 Weapon Level: 2 Required Level: 24 Usable Class: Ninja Dropped by Shinobi at 0.05% chance. |
| Jitte[0] A mace with a hook at the top which is very effective to take away its enemy's weapon. It may possess low damage but it is very practical in battle. Small chance to break the opponents weapon when attacking. Type: Dagger Attack: 70 Weight: 40 Weapon Level: 2 Required Level: 35 Usable Class: Ninja Obtained by a short item exchange quest. Bring 30 Steel, 1 Broken Sword Handle, and 20,000z and he will give you a Jitte[0]. |
| Jitte[1] A mace with a hook at the top which is very effective to take away its enemy's weapon. It may possess low damage but it is very practical in battle. Small chance to break the opponents weapon when attacking. Type: Dagger Attack: 70 Weight: 40 Weapon Level: 2 Required Level: 35 Usable Class: Ninja Dropped by Kapha at 0.05% chance. |
| Hakujin[0] A dagger with a shining white blade that is made out of bone. It is suitable to stab rather than to slash. Chance to autocast heal level 1 on yourself when attacking. Type: Dagger Attack: 120 Weight: 80 Weapon Level: 3 Required Level: 42 Usable Class: Ninja Dropped by Miyabi Doll at 0.05% chance. Obtained by a short item exchange quest. Bring 500 Skel-Bone, 5 Pearl, 10 Level 3 Heal Scrolls, and 120,000z and he will give you a Hakujin[0]. |
| Hakujin[1] A dagger with a shining white blade that is made out of bone. It is suitable to stab rather than to slash. Chance to autocast heal level 1 on yourself when attacking. Type: Dagger Attack: 120 Weight: 80 Weapon Level: 3 Required Level: 42 Usable Class: Ninja Dropped by Wanderer at 0.05% chance. |
| Khukri[0] A dagger whose hilt was made with a black dragon scale. The black dragon scale is rumored to possess a power of the darkness. Chance to curse the enemy when attacking. Dark Element Type: Dagger Attack: 150 Weight: 60 Weapon Level: 3 Required Level: 65 Usable Class: Ninja Dropped by Petite (Sky) at 0.05% chance. Obtained by a short item exchange quest. Bring 400 Dragon Scales, 30 Dragon Skin, 5 Oridecon, and 200,000z and he will give you a Khukri[0]. |
| Kamaitachi[0] A legendary weapon with an extremely sharp blade. Crit + 3, Attack Speed + 3%. Wind Element Type: Dagger Attack: 125 Weight: 90 Weapon Level: 4 Required Level: 70 Usable Class: Ninja Dropped by The Paper at 0.05% chance. |
| Huuma Wing Shuriken[0] A famous Huuma Ninja weapon that is shaped like a wing. AGI - 1, DEX - 2. Two-Handed. Wind Element. Type: Huuma Shuriken Attack: 150 Weight: 300 Weapon Level: 4 Required Level: 65 Usable Class: Ninja Dropped by Assult Turtle at 0.05% chance. Obtained by a short item exchange quest. Bring 50 Steel, 20 Harpy Feathers, 5 Oridecon, and 90,000z and he will give you a Huuma Wing Shuriken. |
| Huuma Giant Wheel Shuriken[3] A heavy giant shuriken that is shaped like a bladed wheel. Has a small chance to cause bleeding when attacking. Two-Handed. Type: Huuma Shuriken Attack: 50 Weight: 250 Weapon Level: 4 Required Level: 42 Usable Class: Ninja Dropped by Tengu at 0.05% chance. Obtained by a short item exchange quest. Bring 30 Steel, 100 Tassles, 2 Oridecon, and 40,000z and he will give you a Huuma Giant Wheel Shuriken[3]. |
| Huuma Giant Wheel Shuriken[4] A heavy giant shuriken that is shaped like a bladed wheel. Has a small chance to cause bleeding when attacking. Two-Handed. Type: Huuma Shuriken Attack: 50 Weight: 250 Weapon Level: 4 Required Level: 42 Usable Class: Ninja Dropped by Tengu at 0.05% chance. Obtained by a short item exchange quest. Bring a Huuma Giant Wheel Shuriken[3], 20 Cracked Diamonds, 3 Oridecon, and 40,000z and he will give you a Huuma Giant Wheel Shuriken[4]. |
| Huuma Blaze Shuriken[0] A Huuma shuriken of Fire property that gives off sparks like a spectacular firework when used. DEX - 2. Chance to autocast Fireball level 5 when attacking in melee. Two-Handed. Fire Element. Type: Huuma Shuriken Attack: 185 Weight: 230 Weapon Level: 4 Required Level: 55 Usable Class: Ninja Dropped by Samurai Spectre at 75% chance. Obtained by a short item exchange quest. Bring a 50 Flame Stone, 50 Steel, 100 Burning Heart, 100 Live Coal, and 78,000z and he will give you a Huuma Blaze Shuriken. |
Ninja Job Bonus
1 | 0 | 1 | 0 | 0 | 0 | 0 |
2 | 0 | 2 | 0 | 0 | 0 | 0 |
3 | 0 | 2 | 0 | 0 | 0 | 0 |
4 | 0 | 2 | 0 | 0 | 0 | 0 |
5 | 0 | 2 | 0 | 0 | 0 | 0 |
6 | 0 | 2 | 0 | 0 | 0 | 0 |
7 | 0 | 2 | 0 | 0 | 0 | 0 |
8 | 0 | 2 | 0 | 0 | 0 | 0 |
9 | 0 | 2 | 0 | 0 | 0 | 0 |
10 | 0 | 2 | 0 | 0 | 0 | 0 |
11 | 0 | 2 | 0 | 0 | 1 | 0 |
12 | 0 | 3 | 0 | 0 | 1 | 0 |
13 | 0 | 3 | 0 | 0 | 1 | 0 |
14 | 0 | 3 | 0 | 0 | 1 | 0 |
15 | 0 | 3 | 0 | 0 | 1 | 0 |
16 | 0 | 3 | 0 | 0 | 1 | 0 |
17 | 0 | 3 | 0 | 0 | 1 | 0 |
18 | 0 | 3 | 0 | 0 | 1 | 0 |
19 | 0 | 3 | 0 | 0 | 1 | 0 |
20 | 0 | 3 | 0 | 1 | 1 | 0 |
21 | 0 | 4 | 0 | 1 | 1 | 0 |
22 | 0 | 4 | 0 | 1 | 2 | 0 |
23 | 0 | 4 | 0 | 1 | 2 | 0 |
24 | 0 | 4 | 0 | 1 | 2 | 0 |
25 | 0 | 4 | 0 | 1 | 2 | 0 |
25 | 0 | 4 | 0 | 1 | 2 | 0 |
26 | 0 | 4 | 0 | 1 | 2 | 0 |
27 | 0 | 4 | 0 | 1 | 2 | 0 |
28 | 0 | 4 | 0 | 1 | 2 | 0 |
29 | 0 | 4 | 0 | 2 | 2 | 0 |
30 | 0 | 4 | 0 | 2 | 2 | 1 |
31 | 0 | 5 | 0 | 2 | 2 | 1 |
32 | 0 | 5 | 0 | 2 | 3 | 1 |
33 | 0 | 5 | 0 | 2 | 3 | 1 |
34 | 0 | 5 | 0 | 2 | 3 | 1 |
35 | 0 | 5 | 0 | 2 | 3 | 1 |
36 | 0 | 5 | 0 | 2 | 3 | 1 |
37 | 0 | 5 | 0 | 2 | 3 | 1 |
38 | 0 | 5 | 0 | 2 | 3 | 1 |
39 | 0 | 5 | 0 | 2 | 3 | 1 |
40 | 0 | 5 | 0 | 2 | 3 | 2 |
41 | 0 | 6 | 0 | 2 | 3 | 2 |
42 | 0 | 6 | 0 | 3 | 3 | 2 |
43 | 0 | 6 | 0 | 3 | 4 | 2 |
44 | 0 | 6 | 0 | 3 | 4 | 2 |
45 | 0 | 6 | 0 | 3 | 4 | 2 |
46 | 0 | 6 | 0 | 3 | 4 | 2 |
47 | 0 | 6 | 0 | 3 | 4 | 2 |
48 | 0 | 6 | 0 | 3 | 4 | 2 |
49 | 0 | 6 | 0 | 3 | 4 | 2 |
50 | 0 | 6 | 0 | 4 | 4 | 2 |
51 | 0 | 7 | 0 | 4 | 4 | 2 |
52 | 0 | 7 | 0 | 4 | 4 | 3 |
53 | 0 | 7 | 0 | 4 | 5 | 3 |
54 | 0 | 7 | 0 | 4 | 5 | 3 |
55 | 0 | 7 | 0 | 4 | 5 | 3 |
56 | 0 | 7 | 0 | 4 | 5 | 3 |
57 | 0 | 7 | 0 | 4 | 5 | 3 |
58 | 0 | 7 | 0 | 4 | 5 | 3 |
59 | 1 | 7 | 0 | 4 | 5 | 3 |
60 | 1 | 7 | 1 | 4 | 5 | 3 |
61 | 1 | 8 | 1 | 4 | 5 | 3 |
62 | 1 | 8 | 1 | 5 | 5 | 3 |
63 | 1 | 8 | 1 | 5 | 6 | 3 |
64 | 1 | 8 | 1 | 5 | 6 | 4 |
65 | 1 | 8 | 1 | 5 | 6 | 4 |
66 | 1 | 8 | 1 | 5 | 6 | 4 |
67 | 1 | 8 | 1 | 5 | 6 | 4 |
68 | 1 | 8 | 1 | 5 | 6 | 4 |
69 | 1 | 8 | 1 | 5 | 6 | 4 |
70 | 1 | 8 | 1 | 5 | 6 | 4 |
Ninja Skill Tree
Ninja Togatana Skills
Touteki Shuuren: Dagger Throwing Practice |
Skill Type: Passive / Mastery Weapon Restriction: None Max Level: 10 Prerequisites: None Adjustable Level: N/A Range: N/A Description: Dagger Throwing Practice increases your skill with Shuriken throwing. Each level boosts the damage from Throw Shuriken by a specific ammount. This bonus damage completely bypasses all defence and hits the target even in cases where you normally would miss. This skill only increases the damage of Throw Shuriken.
|
Shuriken Nage: Throw Shuriken |
Skill Type: Active / Ranged Single Target Melee Attack Weapon Restriction: Shuriken (Equipped as Arrow) Max Level: 10 Prerequisites: Dagger Throwing Practice Lv1 Adjustable Level: No Range: 9 Cells Description: Throws an equipped shuriken to strike a target from up to 9 cells away. Shurikens do the same damage as your base weapon attack as well as bonus attack from this skill and Dagger Throwing Practice. Bonus attack from higher levels of Throw Shuriken and Dagger Throwing Practice are mastery style bonus and bypass defence and hit even in cases where you normally would miss. Shurikens are not modified by % increase cards, but the damage can be boosted by using cards and equipment which boost your attack such as andre cards and icepick. Ghost Element targets will take reduced or no damage from Shurikens, even if the element of your weapon normally modifies its damage. Throw Shuriken can be cast as fast as your attack speed, and has no cast time or delay.
|
Kunai Nage: Throw Kunai |
Skill Type: Active / Ranged Single Target Melee Attack Weapon Restriction: Kunai (Equipped as Arrow) Max Level: 5 Prerequisites: Dagger Throwing Practice Lv1, Throw Shuriken Lv5 Adjustable Level: No Range: 9 Cells Description: Throws an equipped kunai to strike a target from up to 9 cells away. All levels of Throw Kunai hit three times for a total of 300% attack, with higher levels of the skill simply decreasing the SP cost. Kunai's deal a base damage of about 60 per hit which acts as a mastery bonus and bypasses defence, and strikes the target even if you would normally miss. Dagger Throwing Practice does not affect this skill. Kunai's are not modified by % increase cards, but the damage can be boosted by using cards and equipment which boost your attack such as andre cards and icepick. The element of the kunai you are throwing adjusts the damage delt to the target, but ghost element targets will still take reduced or no damage from the skill. Throw Kunai has no cast time, but a one second delay.
|
Huuma Shuriken Nage: Throw Huuma Shuriken |
Skill Type: Active / Ranged Single Target Splash Damage Melee Attack Weapon Restriction: Huuma Shuriken Max Level: 5 Prerequisites: Dagger Throwing Practice Lv5, Throw Shuriken Lv5, Throw Kunai Lv5 Adjustable Level: Yes Range: 9 Cells Description: Throws your equipped Huuma Shuriken to strike a target from up to 9 cells away. Huuma Shuriken deals splash damage in a 3x3 area, with the damage split across the targets hit. Higher levels of Throw Huuma Shuriken increases the damage as well as SP cost, with all levels sharing the interuptable 3 second cast time and 1 second aftercast delay. This skill is not affected by Dagger Throwing Practice, but the damage is boosted by any cards which boost your attack power or offensive damage by a percent. It is actually possible to change your weapon mid cast to use the effects of an alternate weapon.
|
Zeny Nage: Throw Coins |
Skill Type: Active / Ranged Single Target Special Attack Weapon Restriction: None Max Level: 5 Prerequisites: Dagger Throwing Practice Lv10, Throw Shuriken Lv5, Throw Kunai Lv5, Throw Huuma Shuriken Lv5 Adjustable Level: Yes Range: 9 Cells Description: Strikes the opponent at long range with gold coins. Throw Coins completely bypasses defence of the target, reduced only by % reduction cards on players. The skill deals the same base damage equal to the zeny consumed, but additional reductions such as war of emperium ranged damage reduction, cranial shield, immune garment, etc will not actually reduce the consumed zeny. When used against boss monsters or players the damage is reduced by 1/2. Throw Coins has no cast time, and a 5 second after-cast delay (reducable by bragi/strings).
|
Ninja Taijutsu Skills
Tatamigaeshi: Flip Tatami |
Skill Type: Active / Short Range Area Attack and Defensive Skill Weapon Restriction: None Max Level: 5 Prerequisites: N/A Adjustable Level: Yes Range: N/A Description: Throws back Tatami mats in 4 directions, kocking nearby targets back and blocking ranged attacks for a short period of time. The mats are flipped back in 4 directions from you with the area affected increased with higher levels of the skill, and only a person in line with these take damage. When hit by the skill, the enemies are thrown back 5 cells. After casting, the caster becomes immune to ranged attacks for 3 seconds. This appears to function like pneuma (only 1 tile though), centered on the caster. If the caster moves from where he cast, he loses the benefit of the ranged reduction. Tatamigaeshi can be cast on Magnetic Earth and will damage players as normal, but the ninja will not recieve the reduction in ranged damage. The damage caused by the skill is based on your attack and increased by damage cards as normal. There is no cast time, and an aftercast delay of 3 seconds.
|
Kagetobi: Shadow Leap |
Skill Type: Active / Movement Skill Weapon Restriction: None Max Level: 5 Prerequisites: Flip Tatami Lv1 Adjustable Level: No Range: 7-15 Description: Leaps from the shadows to a designated target. To activate Shadow Leap you must already be hidden. You can hide your character through the use of Haze Slasher or the effects of the Smokie Card. The distance you can jump is increased by the skill level, with the ability to jump up to 15 cells (circular radius from you) when maxed. When you move to your destination you will bypass any traps and skill effects in the way. The destination cell can be any valid cell within line of sight (so no jumping over walls). This means that you can traverse through cells that you cannot walk through but you can fire past. If you try to target an invalid cell you will get a skill failed message, but if you chose a valid cell which is currently occupied by an NPC or player, you will say "Shadow Leap!!" but you will not leave hiding or move. When used in WoE Shadow Leap will simply cause you to leave hiding.
|
Kasumigiri: Haze Slasher |
Skill Type: Active / Short Ranged Melee Attack Weapon Restriction: None Max Level: 10 Prerequisites: Flip Tatami Lv1, Shadow Leap Lv1 Adjustable Level: Yes Range: 1 Description: Strikes the opponent with a fast hit which makes you invisible in the process. If your hit strikes, your character becomes hidden. This hiding is the same as the Thief skill Hiding, consuming the same SP and has the same durration. This hiding state is required to cast the skills Shadow Leap and Shadow Slash. If you miss the target, you will not be put into hiding. The damage is increased by all damage increasing cards and items.
|
Kagegiri: Shadow Slash |
Skill Type: Active / Short Ranged Melee Attack Weapon Restriction: None Max Level: 5 Prerequisites: Flip Tatami Lv1, Shadow Leap Lv1, Haze Slasher Lv5 Adjustable Level: Yes Range: 7-15 Description: A combination of Shadow Leap and Haze Slasher, this skill leaps from the shadows to deal massive damage. Shadow Slash is considered a short range attack despite the maximum distance you can cast it from, with a max range equal to range of the highest level of Shadow Leap you have currently learned. When used, you teleport to your target and strike the opponent. The skill has an increased chance to cause a critical hit, though when you strike the opponent you will not see the crit box but it will still bypass defence of the target (like focused arrow strike). This critical chance is increased by your base crit rate. As with most melee attacks your attack power can be increased by damage increasing cards, equipment and element. Like Shadow Leap, Shadow Slash is restricted in WoE, and can only be cast on adjascent targets (no teleportation occurs). There is no cast time, and no aftercast delay.
|
Utsusemi: Ciceda Skin Shed |
Skill Type: Active / Defensive Self-Support Skill Weapon Restriction: None Max Level: 5 Prerequisites: Flip Tatami Lv1, Shadow Leap Lv1 Adjustable Level: Yes Range: N/A Description: Ciceda Skin Shed is an advanced Ninja technique that allows one to dissapear instantly from thier location to avoid damage. When you're struck in Skin Shedding mode, your character jumps back 7 cells from the direction he was hit. If you are in mid cast, this jump will not actually interupt your casting. Ciceda Skin Shed has unusual rules for what type of rules for what type of attacks it can block. In practice, all skills which recieve bonus damage from equipping cards which increase damage by a % (such as hydra cards), can be avoided. This means by default magic cannot be avoided. Other skills that do not recieve bonus from % increasing cards cannot be dodged, but there are some notable exceptions. Some skills which use custom formulas for damage are handled on a case by case basis. Acid Bomb and the physical portion of Soul Destroyer are avoidable for example. The elemental attacks used by monsters are also unavoidable. Hits you would have naturally dodged with regular flee, perfect dodge, kyrie elison and safety wall will all take priority over ciceda shell and not consume any of its charges. If Ciceda Skin Shed is used in combination with Mirror Image Technique, both skills will trigger when hit. The Ciceda Skin Shed is not visible to the eye, but the caster gets an icon showing that it is currently active. Repeated casting simply renews the skill durration and number of hits. In War of Emperium, this skill will activate as normal but there will be no jump back. If you are hidden and hit by a blockable skill, you will jump back and still remain hidden. There is no cast time, and an aftercast delay of 1.5s.
|
Nen: Ninja Aura |
Skill Type: Active / Self-Support Skill Weapon Restriction: None Max Level: 5 Prerequisites: Ninja Mastery Lv5 Adjustable Level: Yes Range: N/A Description: Gathers your spiritual energy, enfusing you will power. Ninja Aura boosts your Strength and Intelligence stats, but costs a portion of your HP to cast. Ninja Aura is required to cast the two ultimate ninja skills, Mirror Image and Killing Strike, and casting them will remove Ninja Aura state. There is no visual effect to indicate that a Ninja has Ninja Aura activated as the Aura is not visible to the naked eye, though that player will see a status icon. Ninja Aura has a reducable cast time, and no aftercast delay.
|
Kagebunshin: Mirror Image |
Skill Type: Active / Ultimate Defensive Self-Support Skill Weapon Restriction: None Max Level: 10 Prerequisites: Flip Tatami Lv1, Shadow Leap Lv5, Haze Slasher Lv5, Shadow Slash Lv3, Ciceda Skin Shed Lv4, Ninja Mastery Lv5, Ninja Aura Lv1 Adjustable Level: Yes Range: N/A Description: Mirror Image is one of the ultimate ninja techniques and uses multiple illusions to make its caster invulnerable to both melee and ranged physical damage. When used, Mirror Image will completely block hits up to a maximum of 5 times. This skill functions very much like an advanced version of Ciceda Skin Shed. In practice, Mirror Image lasts far longer than Ciceda Skin and blocks more hits and doesn't have the knockback effect which may be troublesome for melee classes. However, both skills block the same type of hits. When cast, the player will turn bluish color and Ninja Aura will be released. A status icon will also represent that the skill is active. If you have Ciceda Skin Shed and Mirror Image both active at once, both will activate when hit. Mirror Image can be removed with Dispell. There is a cast time and aftercast delay associated with the skill, with higher levels lowering the cast time.
|
Issen: Killing Strike |
Skill Type: Active / Ultimate Long Ranged Physical Attack Weapon Restriction: None Max Level: 10 Prerequisites: Dagger Throwing Practice Lv7, Flip Tatami Lv1, Shadow Leap Lv5, Haze Slasher Lv5, Shadow Slash Lv5, Ninja Aura Lv1, Ninja Mastery Lv5 Adjustable Level: Yes Range: 5 Description: Killing Strike is the second 'ultimate' technique and represents the ultimate sacrifice for a Ninja, where they use all thier power to strike a single target. Killing Strike uses all your remaining HP, and requires you to be in Ninja Aura state to cast. Ninja Aura is removed durring casting. The damage from Killing Strike is based on your Strength stat, and how much HP you have remaining when you cast. The Strength portion of the formula does not change with higher levels of the skill, but increased levels of Killing Strike increase the efficiency of the HP portion. Strength boosts the damage by 40 points per strength, and the HP portion deals anywhere from 8% of your HP in damage up to 80%. Killing Strike always hits its target, unless that target manages to block the skill using Pneuma or similar skill. Hence, Killing Strike is considered a range attack, and can actually be cast up to 5 cells away. The damage caused by the skill completely negates your attack power and the attack power of the weapon you have equipped. Cards which boost your damage by a percent however, including The Sign, will affect how much you hit for. The damage of the skill can be reduced by the armor defence on the target. Killing Strike is always considered neutral element. There is absolutely no cast time and no delay.
|
Ninja Ninpou Skills
Ninpou Shuuren: Ninja Mastery |
Skill Type: Passive / Recovery Weapon Restriction: None Max Level: 10 Prerequisites: None Adjustable Level: N/A Range: N/A Description: Ninpou is the spiritual power of the Ninja. By mastering this power the Ninja can increase the rate at which it gathers energy. Using Ninja Mastery then allows a Ninja to clear thier mind in order to gather thier spiritual energy faster. Ninja Mastery is basically the same as Increased SP Recovery for priests and mages. The skill gives you a boost in SP recovery every 10 seconds since the last time you moved. Higher levels increase the amount of SP you get every 10 seconds. In addition to the base recovery rate of the skill, additional SP recovery is gained based on your max SP.
|
Kouenka: Flaming Petals |
Skill Type: Active / Ranged Single Target Magical Attack Weapon Restriction: None Max Level: 10 Prerequisites: Ninja Mastery Lv1 Adjustable Level: Yes Range: 9 Cells Attribute: Fire Description: Throws a burning fiery flower petal at the opponent to deal fire element damage to a target. The skill does up to 10 hits based on the skill level, each hit dealing 90% matk. The cast time increases with higher level, but there is no after cast delay. As one of the basic Ninpou skills, there is no catalyst requirement.
|
Kaenjin: Blaze Shield |
Skill Type: Active / Self-Centered Area of Effect Magic Attack Weapon Restriction: None Max Level: 10 Prerequisites: Ninja Mastery Lv1, Flaming Petals Lv5 Adjustable Level: No Range: Around Self Attribute: Fire Description: Creates a burning tempest around the caster, preventing others from entering. The fire formation creates burning cells in a 5x5 area around you, which deal damage and push back if someone attempts to enter. Each cell can take a certain number of hits before it dissapates. A ninja can only have a single fire formation active at once. If you recast it, the old one will dissapear and the new one will cast successfully. Fire Formation is cancelled by magnetic earth. One Flame Stone is consumed when casting this skill.
|
Ryuenjin: Exploding Dragon |
Skill Type: Active / Ranged Single Target Area-of-Effect Magical Attack Weapon Restriction: None Max Level: 10 Prerequisites: Ninja Mastery Lv10, Flaming Petals Lv5, Blaze Shield Lv7 Adjustable Level: Yes Range: 9 Cells Attribute: Fire Description: Calls up a fire dragon from the ground to deal a magical fire blast to all targets in range. The dragon fire deals three hits for a total of 900% at max level in splash damage to all enemies in a 5x5 area around the target instantly when cast. One Flame Stone is consumed when casting this skill.
|
Hyousensou: Freezing Spear |
Skill Type: Active / Ranged Single Target Magical Attack Weapon Restriction: None Max Level: 10 Prerequisites: Ninja Mastery Lv1 Adjustable Level: Yes Range: 9 Cells Attribute: Water Description: Huge spears of ice fire up from the ground into the target, dealing multiple water element hits. There is a cast time associated with the skill (similar to Flaming Petals), and no aftercast delay. While the skill is listed as supposed to deal 70% magic attack per hit, the skill in practice is reported as dealing 100% matk. This skill deals strong hits, and considering that level 1 does 3 hits (300% magic attack with 0.7s cast time and no delay), its a good skill to pick up a level in even if you don't want to invest in the water skilltree. As one of the basic Ninpou skills, there is no catalyst requirement.
|
Suiton: Watery Evasion |
Skill Type: Active / Area of Effect Support Skill Weapon Restriction: None Max Level: 10 Prerequisites: Ninja Mastery Lv1, Freezing Spear Lv5 Adjustable Level: Yes Range: Around Self Attribute: Water Description: Watery Evasion generates a huge area of swirling water to slow and trap those who attempt to pass through it. This skill drops the movement speed and agi of all enemies who move through it. In PVP and WoE settings, this skill affects everyone, allies or enemies, but does not affect any Ninja class characters. Agi and movement speed is removed as soon as they leave the water field. While the speed and agi of characters is reduced, Watery Evasion does not additionally remove speed increasing skills, such as increase agility, two hand quicken, and andrenalin rush. The reduction in AGI and Speed last for a short durration after they leave out of the affected area. Watery Evasion cannot be cast on cells with Magnetic Earth. Blaze Shield will not be castable on Watery Evasion, and Watery Evasion will remove any Blaze Shield cells. Waterball and Aqua Benedict can be cast on Watery Evasion cells, though any cells used for these skills will be removed after casting. The skill description for Watery Evasion states that it increases the damage of Freezing Spear by 20%. Unfortunately, in tests this has shown to not be the case. Currently on jRo a bug was reported with Watery Evasion that caused the agi reduction to be permenantly applied to homunculus. Once agi has been reduced, it cannot be restored. If a homunculus runs into this more than once, its possible for thier AGI and FLEE to be reduced below 0. The only way to repair this is to have a Game Master roll back your character. Please be aware of this bug and be considerate to those homunculus users until its confirmed to be fixed. One Ice Stone is consumed when casting this skill.
|
Hyouchuuotoshi: Snow Flake Draft |
Skill Type: Active / Area of Effect Attack Magic Weapon Restriction: None Max Level: 5 Prerequisites: Ninja Mastery Lv10, Freezing Spear Lv5, Watery Evasion Lv7 Adjustable Level: Yes Range: Around Self Attribute: Water Description: Calls a huge frozen meteor to crash down on top of the Ninja, Damaging those in range and freezing them to the ground. Snow Flake Draft strikes all enemies in a 7x7 area around the caster. This skill is considered a ground skill, and cannot be used on Magnetic Earth. The chance to freeze is reduced by magic defence and luck. Targets already frozen will not be hit or unfrozen by repeated casts. One Ice Stone is consumed when casting this skill.
|
Fuujin: Wind Blade |
Skill Type: Active / Ranged Single Target Magical Attack Weapon Restriction: None Max Level: 10 Prerequisites: Ninja Mastery Lv1 Adjustable Level: Yes Range: 9 Cells Attribute: Wind Description: Shoots blades of wind to cut across the opponent. The skill does up to 6 hits based on the skill level, each hit dealing 100% matk. The cast time increases with higher level, as well as a set aftercast delay of 1s. As one of the basic Ninpou skills, there is no catalyst requirement.
|
Raigekisai: Lightning Jolt |
Skill Type: Active / Self-Centered Area of Effect Magic Attack Weapon Restriction: None Max Level: 5 Prerequisites: Ninja Mastery Lv1, Wind Blade Lv5 Adjustable Level: Yes Range: Around Self Attribute: Wind Description: Huge bolts of lightning crash down, causing wind damage to all those in range. Lightning Jolt does one single hit (broken into several small hits for the visual effect only), and covers a wide 9x9 area at max level. The catalyst cost and low magic attack can be considered a downside, but there is only a short cast time and absolutely no aftercast delay. Lightning Jolt cannot be cast on magnetic earth. One Wind Stone is consumed when casting this skill.
|
Sakufuu: First Wind |
Skill Type: Active / Targeted Area of Effect Magic Attack Weapon Restriction: None Max Level: 5 Prerequisites: Ninja Mastery Lv10, Wind Blade Lv5, Lightning Jolt Lv5 Adjustable Level: Yes Range: 9 Cells Attribute: Wind Description: Summons the morning winds to blow past the target, with sharp blades of wind cutting through everything in its path. The wind cuts down a path towards the targeted enemy, and deals damage to all those in the area of effect (targeting is similar to the sniper skill 'focused arrow strike'). The length of this 'path' varies based on the skill level, with a width of 3 cells. If the targeted opponent moves outside of the range of the damage path, its possible that he may take no damage from First Wind. Enemies just outside of the path can still get hit but for very minimal damage. First Wind has a short cast time, and no aftercast delay. This skill can be cast on Magnetic Earth. One Wind Stone is consumed when casting this skill.
|