new character classes
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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 andweapons 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 aboutspecific weapons that ninjas have at
thier disposal.
Togatana: ThrowingWeapon 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 numberof elemental magical attacks.
Ninja's then must chose primarially between either strength with Togatana and Taijutsu or intelligence with Ninpou
skills. How you specialize though your other stat points or traverse these skill trees is up to you.
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.
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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 HeavenlyMaiden 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 daggersequippable by Thiefs. Ninja's are unable to equip Assassin Dagger, Counter Dagger, and Curse Dagger.
Ninja Job Change Quest
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.
1. The Ninja guild is located in the city of Amatsu. To get to Amatsu, an NPC near the wall north of themerchant guild at 8 o' clock direction in Alberta will take you there for free (location is 30, 64).2. Enter the Ninja guild building located in the center of Amatsu (147, 136).3. Inside the building, you won't see anyone. You'll have to move past the hidden wall at the back of the main
room.
4. Inside the real guild room, talk to the guild master Couger Kai, and tell him you wish to join. He's a littlewierd, but he'll ask you to deliver notice to his enemy who is hiding out in the highest point in Einbroch.
5. Make your way to the Einbroch Tower. The cheapest way to get to Einbroch would be to go back to albertavia 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.
6. At the top of the Einbroch Tower, you'll find a young man. Talk to him, and he will ask that you bring 5Cyfar and 1 Pracon.
7. 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.8. 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.
9. Once you have the items he asked for, you'll be class changed to Ninja.Ninja Throwing Weapons and Catalyst Stones
Ninja's have a variety of consumable items to cast some of thier skills. The are three kinds, Shuriken, Kunai, and
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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.
Kunai
Icicle Kunai: 30 Attack, Water element, 2 weight. Make 10 with 8 Raincloud Shuriken and 2 IceStones.
Black Earth Kunai: 30 Attack, Earth element, 2 weight. Make 10 with 2 Pointed Leaf Shuriken and 2Shadow Orbs.
High Wind Kunai: 30 Attack, Wind element, 2 weight. Make 10 with 4 Flash Shuriken and 2 WindStones. 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 ShadowOrbs.
Ninpou Catalysts
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.
Ninja Weapons
The following is a comprehensive list of all the new ninja specific weapons, thier stats, and how they are obtained.
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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: DaggerAttack: 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: 24Usable Class: Ninja
Dropped by Karakasa at 0.05% chance.
Obtained by a short item exchange quest. Bring 25 Steel, 10 Aquamarine, and48,000z and he will give you a Murasame[1].
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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.
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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: 42Usable 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].
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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: 185Weight: 230
Weapon Level: 4
Required Level: 55Usable 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 Experience Chart
Because ninjas only have a single job, thier job experience chart is different than normal classes. From level 1 to 35,
the experience required is half that of second class characters. From 36 to 50, the rate jumps to one half that ofsecond class characters plus that of first class characters. From 51 to 70, the experience required follows a custom
formula.
You can reference the following chart for required and total job experience for each level.
L
vl
Ex
p
Tot
al
L
vlExp
Tota
l
L
vlExp Total
L
vlExp Total
L
vlExp Total
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1 - - 166,38
5
24,76
731
87,10
0
534,69
346
916,68
9
5,401,3
5561
3,695,
474
40,351,
137
2 72 72 177,17
2
31,93
932
93,33
8
628,03
147
1,130,
023
7,448,0
6762
4,012,
251
44,363,
388
3 92 164 18 8,002 39,941 33 99,792 727,823 48 1,188,623 8,636,690 63 4,181,112 48,544,500
4 142 306 1910,3
21
50,26
234
119,3
08
847,13
149
1,377,
408
10,014,
09864
4,302,
211
52,846,
711
5 174 480 2013,7
17
63,97
935
143,1
83
990,31
450
1,551,
289
11,565,
38765
4,496,
584
57,343,
295
6 301 781 2117,5
54
81,53
336
231,0
68
1,221,
38251
1,746,
582
13,311,
96966
4,578,
951
61,922,
246
7 4431,22
422
19,2
88
100,8
2137
257,3
77
1,478,
75952
1,845,
236
15,157,
20567
4,869,
523
66,791,
769
8 5481,77
223
21,1
03
121,9
2438
274,3
63
1,753,
12253
1,954,
741
17,111,
94668
5,022,
114
71,813,
883
9 7992,57
124
26,3
54
148,2
7839
314,2
46
2,067,
36854
2,124,
555
19,236,
50169
5,123,
654
76,937,
537
101,2
70
3,84
125
33,4
85
181,7
6340
371,1
05
2,438,
47355
2,345,
698
21,582,
19970
5,395,
117
82,332,
654
111,8
38
5,67
926
41,3
44
223,1
0741
431,0
38
2,869,
51156
2,548,
763
24,130,
962
122,1
45
7,82
4
2744,7
72
267,8
79
42476,3
09
3,345,
820
572,759,
555
26,890,
517
132,4
73
10,2
9728
48,3
44
316,2
2343
588,5
48
3,934,
36858
3,021,
488
29,912,
005
143,3
39
13,6
3629
58,9
10
375,1
3344
665,2
56
4,599,
62459
3,254,
111
33,166,
116
154,7
46
18,3
8230
72,4
60
447,5
9345
801,7
31
5,401,
35560
3,489,
547
36,655,
663
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
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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 2 132 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
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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 6 364 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
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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: NoneAdjustable 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 increasesthe damage of Throw Shuriken.
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Level 1 2 3 4 5 6 7 8 9 10
Bonus Attack +3 +6 +9 +12 +15 +18 +21 +24 +27 +30
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.
Level 1 2 3 4 5 6 7 8 9 10
Bonus Attack +3 +6 +9 +12 +15 +18 +21 +24 +27 +30
SP Cost 2
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 cellsaway. 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
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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. ThrowKunai has no cast time, but a one second delay.
Level 1 2 3 4 5
Damage 300%
SP Cost 30 25 20 15 10
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 Lv5Adjustable 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.
Level 1 2 3 4 5
Damage 300% 450% 600% 750% 900%
SP Cost 20 25 30 35 40
Zeny Nage: Throw Coins
Skill Type: Active / Ranged Single Target Special Attack
Weapon Restriction: NoneMax 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
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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 casttime, and a 5 second after-cast delay (reducable by bragi/strings).
Level 1 2 3 4 5 6 7 8 9 10
DamageMinimum 500 1000 1500 2000 2500 3000 3500 4000 4500 5000
Maximum 1000 2000 3000 4000 5000 6000 7000 8000 9000 10000
Zeny
Cost
Minimum 500z 1000z 1500z 2000z 2500z 3000z 3500z 4000z 4500z 5000z
Maximum 1000z 2000z 3000z 4000z 5000z 6000z 7000z 8000z 9000z 10000z
Aftercast Delay 5 seconds
SP Cost 50
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 withhigher 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.
Level 1 2 3 4 5
Damage 110% 120% 130% 140% 150%
Range 1 Cells 2 Cells 3 Cells
SP Cost 15
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Kagetobi: Shadow Leap
Skill Type: Active / Movement Skill
Weapon Restriction: None
Max Level: 5
Prerequisites: Flip Tatami Lv1Adjustable 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 occupiedby 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.
Level 1 2 3 4 5
Range (Cells) 7 9 11 13 15
Aftercast Delay 1 second
SP Cost 10
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 hidingstate 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.
Level 1 2 3 4 5 6 7 8 9 10
Damage 110% 120% 130% 140% 150% 160% 170% 180% 190% 200%
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Hide
Durration30s 60s 90s 120s 150s 180s 210s 240s 270s 300s
SP Cost 10 12 14 16 18 20 22 24 26 28
Aftercast
Delay1.5 seconds
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 skillleaps 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 theopponent. 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 onadjascent targets (no teleportation occurs). There is no cast time, and no
aftercast delay.
Level 1 2 3 4 5
Damage 100% 200% 300% 400% 500%
Critical +30% +35% +40% +45% +50%
SP Cost 14 16 18 20 22
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
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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 thedirection 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 fromequipping 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 ofSoul 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.
Level 1 2 3 4 5
Durration [s] 10s 20s 30s 40s 50s
Hits Blocked 1 2 3
SP Cost 12 15 18 21 24
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 asthe Aura is not visible to the naked eye, though that player will see a status
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icon. Ninja Aura has a reducable cast time, and no aftercast delay.
Level 1 2 3 4 5
Bonus STR +1 +2 +3 +4 +5
Bonus INT +1 +2 +3 +4 +5
Durration 30s 45s 60s 75s 90s
Cast Time 5s 4s 3s 2s 1s
Aftercast Delay 0s
HP Cost 5%
SP Cost 20 30 40 50 60
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 AuraLv1
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 amaximum 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.
Level 1 2 3 4 5 6 7 8 9 10
Durration
[s]60s 80s 100s 120s 140s 160s 180s 200s 220s 240s
Hits Blocked 1 2 3 4 5
SP Cost 30 32 34 36 38 40 42 44 46 48
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Cast Time
[s]4s 3.5s 3s 2.5s 2s 1.5s 1s
Aftercast
Delay [s]1s
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.
Level 1 2 3 4 5 6 7 8 9 10HP Efficiency 8% 16% 24% 32% 40% 48% 56% 64% 72% 80%
SP Cost 55 60 65 70 75 80 85 90 95 100
Ninja Ninpou Skills
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Ninpou Shuuren: Ninja Mastery
Skill Type: Passive / Recovery
Weapon Restriction: None
Max Level: 10
Prerequisites: NoneAdjustable 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.
Level 1 2 3 4 5 6 7 8 9 10
Basic SP
Recovery3 6 9 12 15 18 21 24 27 30
Additional
Recovery
(% of
Max SP)
0.2% 0.4% 0.6% 0.8% 1.0% 1.2% 1.4% 1.6% 1.8% 2.0%
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.
Level 1 2 3 4 5 6 7 8 9 10
Magic Attack
(per hit)90%
Number of Hits 1 2 3 4 5 6 7 8 9 10
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Cast Time 0.7s 1.4s 2.1s 2.8s 3.5s 4.2s 4.9s 5.6s 6.3s 7.0s
Aftercast Delay 0s
SP Cost 18 20 22 24 26 28 30 32 34 36
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 aroundyou, 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.
Level 1 2 3 4 5 6 7 8 9 10
Magic Attack
(per hit)50%
Durration 20s
Number of Hits
(per cell)5 6 7 8 9
Cast Time 6.0s 5.5s 5.0s 4.5s 4.0s 3.5s 3.0s 2.5s 2.0s 1.5s
Aftercast Delay 1s
SP Cost 25
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
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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.
Level 1 2 3 4 5
Damage 300% 450% 600% 750% 900%
Cast Time 3s
Aftercast Delay 3s
SP Cost 20 25 30 35 40
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 isreported as dealing 100% matk. This skill deals strong hits, and consideringthat 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.
Level 1 2 3 4 5 6 7 8 9 10
Magic Attack
(per hit)70 100
Number of Hits 3 4 5 6 7 8 9 10 11 12Cast Time 0.7s 1.4s 2.1s 2.8s 3.5s 4.2s 4.9s 5.6s 6.3s 7.0s
Aftercast Delay 0s
SP Cost 15 18 21 24 27 30 33 36 39 42
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Suiton: Watery Evasion
Skill Type: Active / Area of Effect Support Skill
Weapon Restriction: None
Max Level: 10
Prerequisites: Ninja Mastery Lv1, Freezing Spear Lv5Adjustable 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 WateryEvasion 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 agireduction 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.
Level 1 2 3 4 5 6 7 8 9 10
Area of Effect 3x3 5x5 7x7 9x9
Durration 15s 20s 25s 30s 35s 40s 45s 50s 55s 60s
AGI Reduction 0 -3 -5 -8
Movement Speed
Reduction-50%
Cast Time 3000s
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Aftercast Delay 3000s
SP Cost 15 18 21 24 27 30 33 36 39 42
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.
Level 1 2 3 4 5
Damage 150% 200% 250% 300% 350%
Base Freeze Chance 20% 30% 40% 50% 60%
Base Freeze Durration ? ? ? ? ?
Cast Time 2s 2.5s 3.0s 3.5s 4.0s
Aftercast Delay ?
SP Cost 40 45 50 55 60
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 timeincreases with higher level, as well as a set aftercast delay of 1s. As one of the
basic Ninpou skills, there is no catalyst requirement.
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Level 1 2 3 4 5 6 7 8 9 10
Magic Attack (per hit) 100%
Number of Hits 1 2 3 4 5 6
Cast Time 1s 2s 3s 4s 5s 6sAftercast Delay 1s
SP Cost 12 14 16 18 20 22 24 26 28 30
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 Lv5Adjustable Level: Yes
Range: Around Self
Attribute: Wind
Description: Huge bolts of lightning crash down, causing wind damage to allthose 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 consumedwhen casting this skill.
Level 1 2 3 4 5
Magic Attack 200% 240% 280% 320%360
%
Number of Hits 1
Range (Around Caster) 5x5 7x7 9x9
Cast Time 4s
Aftercast Delay 0s
SP Cost 16 20 24 28 32
Sakufuu: First Wind
Skill Type: Active / Targeted Area of Effect Magic Attack
Weapon Restriction: None
Max Level: 5
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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 ofeffect (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.
Level 1 2 3 4 5
Magic Attack 200% 300% 400% 500%600%
Number of Hits 1
Targeting Range (From
Caster)9
Damage Range (Damage
Path)5 6 7 8 9
Cast Time 4s
Aftercast Delay 0s
SP Cost 24 28 32 36 40
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