First tier

Ninja

First tier Base level 1 to 99 Ninja line

The Ninja seeks to fill the role of the proverbial "jack of all trades." Even at the first job level they possess a wide variety of skills, from melee and gap closers, to ranged and spacing, to single target and AoE magic.

While capable of wielding any dagger, Ninjas have access to a set of specialized daggers that improve both their physical and magical attack simultaneously. At the same time they gain access to a unique suite of offhand weapons: Shurikens, Kunai, and Huuma Shurikens. These grant skills to the equipping Ninja allowing them to fight from afar.

As will quickly become apparent to any fledgling Ninja, the key to maximizing a Ninja's potential is to tap into that versatility. Having access to Melee, Ranged, and Magical skills may seem conflicting at first, but with each set of skills scaling with the primary attribute of the others and providing buffs to them, experienced Ninjas will know just how to weave between the three fighting styles to optimize their performance, ensuring there is no gap in their assault.

Unlike the other First Jobs, Ninjas do not job change at level 50. Instead, they continue honing their skills until Base Level 99, at which point they transition into their final job.

Artwork for this class is on the way.

Where it sits

Skill list

Skills

Skill names and effects are kept in English because that is how they appear in game.

  • Dagger Mastery

    Mastery. Increases the damage, Hit Rate, and Double Attack rate of Daggers.

  • Flashing Steel

    Strikes the target with a blow faster than the eye can follow. Deals moderate physical damage that scales heavily with Dex and Int. This skill ignores Flee, and grants the First Art status on hit. If Second or Third Art are active, it gains an additional 30 Crit. If both, it is guaranteed to Crit, Second Art ends, and Echoing Shadow has its cooldown refreshed.

  • Soaring Steel

    Dashes through a distant target, dealing three successive blows that inflict physical damage that scales heavily with Dex and Int. Grants the First Art status on hit. If Second or Third Art are active, it gains an additional 30 Crit. If both, it is guaranteed to Crit, Third Art ends, and Advanced Ninja Arts have their cooldowns refreshed.

  • Throwing Mastery

    Training in the art of throwing weapons, such as shurikens, kunai, and Huuma shurikens. Each point in this mastery increases the level of the Throwing skill unlocked by equipped throwing weapons.

  • Departing Shadow

    Throws the equipped offhand weapon at a distant target, while the user immediately backslides to safety, granting the Second Art status.. Damage is based on the user's Dex, and scales heavily with Str and Int. If First or Third Art are active, this skill has a 50% chance to Slow the target. If both, the chance is 100%, First Art ends, and Soaring Steel has its cooldown refreshed.

  • Echoing Shadow

    Copies the Throwing skill of the currently equipped Throwing Weapon. The copied skill is cast at this skill's level, rather than the known level of the skill being copied, and ignores the original skill's cooldown.

  • Throw Shuriken

    Unlocked only by equipping a Shuriken in the offhand. Deals quick ranged damage to a target based on the user's Dex, scaling with Str and Int and granting the Second Art status. If First or Third Art are active, this skill repeats two more times after being cast. If both, it repeats two more times, for a total of five hits, Third Art ends, and Basic Ninja Arts have their cooldowns refreshed. This skill shares a cooldown with Throw Kunai and Throw Huuma Shuriken.

  • Throw Kunai

    Unlocked only by equipping a Kunai in the offhand. Deals substantial ranged damage to a target based on the user's Dex, scaling heavily with Str and Int and granting the Second Art status. If First or Third Art are active, it has a 50% chance to inflict the status associated with the equipped Kunai. If both, the chance is 100%, Third Art ends, and Basic Ninja Arts have their cooldowns refreshed. This skill shares a cooldown with Throw Shuriken and Throw Huuma Shuriken.

  • Throw Huuma Shuriken

    Unlocked only by equipping a Huuma Shuriken in the offhand. Deals heavy ranged damage to a target based on the user's Dex, scaling heavily with Str and Int, and granting the Second Art status. If First or Third Art are active, it splashes in a 3x3 area. If both, it splashes in a 7x7 area, Third Art ends, and Basic Ninja Arts have their cooldowns refreshed. This skill shares a cooldown with Throw Shuriken and Throw Kunai.

  • Magical Attunement

    Training in attuning oneself to the magical forces of the world. Reduces the SP cost of all skills, increases SP regen, and improves the effectiveness of SP potions. Flaming Petals/Freezing Spear/Wind Blade/Stone Lance: The four Basic Ninja Arts. Deals a modest amount of magical damage of the appropriate element to a target. The amount of damage dealt is based on the learned level of Magical Attunement, rather than the level of the skill itself, and scales heavily with Str and Dex. Grants the Third Art status on hit. If First or Second Art are active, these skills have their Fixed Cast Time removed. If both, the entire cast time is removed, First Art ends, and Flashing Steel has its cooldown refreshed. All four Basic Ninja Arts share a cooldown.

  • Advanced Ninjutsu Mastery

    Increases the effectiveness of Advanced Ninja Arts. Blazing Dragon/Winter's Grasp/Thunderous Surge/Seismic Collapse: Advanced Ninja Arts. Deals significant magical damage of the appropriate element to enemies around the user. The amount of damage dealt is based on the level of Advanced Ninjutsu Mastery, rather than the learned level of the skill itself, and scales heavily with Str and Dex. Grants the Third Art status on hit. If First or Second Art are active, these skills have their Fixed Cast Time removed. If both, the entire cast time is removed, Second Art ends, and Departing Shadow has its cooldown refreshed. All four Advanced Ninja Arts share a cooldown.

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