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Ninja

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The Ninja is an expanded class that fights with shuriken and huuma blades, vanishes into the shadows, and channels elemental ninpou magic through three distinct specializations:

  • Throwing: ranged and melee physical attacks driven by shuriken and huuma blades, capped by the Death Mark burst line.
  • Shadow and Support: mobility, evasion, and the Ninja Aura battle state.
  • Ninpou Magic: Fire, Water, and Wind spell lines connected by elemental haze passives that reward chaining elements in sequence.

The branches are a matter of priority, not a cage: skill points can be spent freely, so hybrid builds remain fully playable. The Ninja is an expanded class and has no transcendent (rebirth) tier.


Specialization branches

Throwing

The Throwing branch arms the Ninja with ranged shuriken fire and close-range huuma strikes, built on a passive STR and Hit foundation. The line culminates in the Death Mark burst sequence, which stores accumulated physical damage on a target and detonates it in a rapid melee combo.

Kenpou Training

Kenpou Training
JobNinja
TypePassive
Max level10

A passive mastery that raises STR at lower levels and Hit at higher levels, forming the foundation of every physical and throwing skill in the Ninja's kit. → Kenpou Training

Throw Shuriken

Throw Shuriken
JobNinja
TypeOffensive
TargetEnemy
ElementWeapon
Max level5
SP cost3 → 7
Range9 → 13 cells
CatalystShuriken ×1

A ranged single-target throw that consumes a shuriken and takes its element. The attack range increases with skill level, letting the Ninja stay farther from its target. → Throw Shuriken

Throw Huuma Shuriken

Throw Huuma Shuriken
JobNinja
TypeOffensive
TargetEnemy
ElementWeapon
Max level10
SP cost13 → 22
Range9 cells
Cast time0.5s
RequiresHuuma Shuriken equipped

Hurls the equipped Huuma Shuriken at a target, striking all enemies in a 5×5 splash around it. Requires a Huuma Shuriken to be equipped as a weapon. → Throw Huuma Shuriken

Huuma Shuriken - Grasp

Huuma Shuriken - Grasp
JobNinja
TypeOffensive
TargetGround
ElementWeapon
Max level10
SP cost18 → 36
Range9 cells
Cast time0.5s
Cooldown1s
CatalystShadow Orb ×1
RequiresHuuma Shuriken equipped

Plants a spinning copy of the Huuma Shuriken on the ground as a trap unit. Enemies that enter the zone take repeated weapon-element hits and may be inflicted with Bleeding. → Huuma Shuriken - Grasp

Throwing Expertise

Throwing Expertise
JobNinja
TypePassive
Max level5

A passive mastery that improves the Hit and damage output of all throwing skills. → Throwing Expertise

Shadow Slash

Shadow Slash
JobNinja
TypeOffensive
TargetEnemy
ElementWeapon
Max level10
SP cost8 → 12
Range9 cells

A melee leap-strike that closes the gap to the target in an instant. When used from Hiding, it strikes twice in rapid succession. → Shadow Slash

Tsugari

Tsugari
JobNinja
TypeOffensive
TargetEnemy
ElementWeapon
Max level5
SP cost12 → 20
Range1 cell
Cooldown0.7s

A two-hit melee strike that can land critical hits. Both blows hit a small area around the target, catching nearby enemies as well. → Tsugari

Death Mark

Death Mark
JobNinja
TypeActive
TargetEnemy
Max level10
SP cost40
Range9 cells
Cooldown10s
Duration5s
CatalystShadow Orb ×1

Brands a target with a shadow mark that stores the Ninja's incoming physical damage. When the mark expires or is detonated, all stored damage is released at once as a burst. → Death Mark

Shadow and Support

The Shadow and Support branch provides the Ninja's toolkit for repositioning, evasion, and amplifying its physical output. Shadow Jump enables instant teleportation into ambush position, while Cicada Skin Shedding and Mirror Image stack layers of physical evasion. Ninja Aura is the central buff state that elevates the entire branch.

Flip Tatami

Flip Tatami
JobNinja
TypeOffensive
TargetGround
Max level5
SP cost15
Cooldown3s
Duration3s

Flips a tatami mat to deliver a cross-shaped melee strike that knocks surrounding enemies back. While the mat is raised, it acts as a brief Pneuma effect, blocking incoming projectiles. → Flip Tatami

Shadow Jump

Shadow Jump
JobNinja
TypeActive
TargetGround
Max level5
SP cost15
Range7 → 11 cells
Cast time0.25s → 0.85s
Cooldown4s → 8s

Teleports the Ninja instantly to any targeted cell and automatically enters Hiding on arrival. An essential tool for closing the gap or vanishing from combat. → Shadow Jump

Ninja Aura

Ninja Aura
JobNinja
TypeActive
TargetSelf
Max level5
SP cost20 → 60
Cast time1s → 5s
Duration60s → 180s

A self-buff state that raises ATK and ASPD for its duration. It is a prerequisite for Mirror Image and empowers several other Ninja skills. → Ninja Aura

Cicada Skin Shedding

Cicada Skin Shedding
JobNinja
TypeActive
TargetSelf
Max level5
SP cost12 → 24
Duration20s → 60s

Grants a set of physical evasion charges for the duration. Each charge dodges one incoming physical hit and knocks the attacker back on proc. → Cicada Skin Shedding

Mirror Image

Mirror Image
JobNinja
TypeActive
TargetSelf
Max level5
SP cost22 → 30
Cast time1s → 1.8s
Duration60s → 180s
CatalystShadow Orb ×1
RequiresNinja Aura active

Adds additional physical evasion charges similar to Cicada Skin Shedding, but without the knockback on dodge. Requires Ninja Aura to be active when cast. → Mirror Image

Shadow Hiding

Shadow Hiding
JobNinja
TypeActive (Toggle)
TargetSelf
Max level1
SP cost10

A sustained toggle hide that keeps the Ninja concealed for as long as SP holds out. Unlocked through a special quest rather than the skill tree. → Shadow Hiding

Ninpou Magic

The Ninpou Magic branch covers three separate elemental spell lines (Fire, Water, and Wind) each with its own single-target and area skills, all built on the Ninpou Training passive. Three haze passives link the lines together, rewarding players who chain elements in sequence.

Ninpou Training

Ninpou Training
JobNinja
TypePassive
Max level10

A passive mastery that raises INT and improves SP recovery, forming the foundation of every ninpou spell. → Ninpou Training

Crimson Fire Petal

Crimson Fire Petal
JobNinja
TypeOffensive
TargetEnemy
ElementFire
Max level10
SP cost18 → 36
Range9 cells
Cast time0.6s → 6s

Launches a stream of Fire-element petals at a single target, hitting multiple times per cast. The hit count grows with skill level. → Crimson Fire Petal

Crimson Fire Formation

Crimson Fire Formation
JobNinja
TypeOffensive
TargetGround
ElementFire
Max level10
SP cost25
Cast time1.5s → 6s
Duration20s
CatalystFlame Stone ×1

Summons a Fire storm that erupts around the caster and persists for its duration, repeatedly striking enemies who remain inside. Enemies caught in the storm may be inflicted with Burning. → Crimson Fire Formation

Raging Fire Dragon

Raging Fire Dragon
JobNinja
TypeOffensive
TargetEnemy
ElementFire
Max level5
SP cost20 → 40
Range9 cells
Cast time1.4s → 3s
CatalystFlame Stone ×1

Unleashes a heavy Fire nuke that strikes the target and all nearby enemies in a wide area, hitting several times on impact. → Raging Fire Dragon

Combustion Gale

Combustion Gale
JobNinja
TypePassive
Max level5
Duration5s (buff window)

After landing a Wind skill, reduces the cast time of the Ninja's next Fire skills within the window. Part of the elemental haze chain. → Combustion Gale

Spear of Ice

Spear of Ice
JobNinja
TypeOffensive
TargetEnemy
ElementWater
Max level10
SP cost15 → 42
Range9 cells
Cast time0.6s → 6s

Drives multiple ice spears into a single target in quick succession. The number of spears grows with skill level. → Spear of Ice

Hidden Water

Hidden Water
JobNinja
TypeActive
TargetGround
ElementWater
Max level10
SP cost15 → 42
Range9 cells
Cast time3s
Duration15s → 60s
CatalystIce Stone ×1

Creates a water puddle on the ground that slows enemies who step into it and cloaks allies who pass through it. → Hidden Water

Ice Meteor

Ice Meteor
JobNinja
TypeOffensive
TargetGround
ElementWater
Max level5
SP cost15 → 55
Range9 cells
Cast time1s → 5s
CatalystIce Stone ×1

Calls down falling ice pillars onto a targeted area, striking repeatedly. Enemies hit may be inflicted with Freezing. → Ice Meteor

Thermal Haze

Thermal Haze
JobNinja
TypePassive
Max level5
Duration5s (buff window)

After landing a Fire skill, raises the damage of the Ninja's next Water skills within the window. Part of the elemental haze chain. → Thermal Haze

Wind Blade

Wind Blade
JobNinja
TypeOffensive
TargetEnemy
ElementWind
Max level5
SP cost14 → 30
Range9 cells
Cast time1.2s → 3.6s

Sends a flurry of wind blades cutting into a single target, striking multiple times in one cast. → Wind Blade

Lightning Strike of Destruction

Lightning Strike of Destruction
JobNinja
TypeOffensive
TargetGround
ElementWind
Max level10
SP cost12 → 48
Range9 cells
Cast time1s → 5.5s
CatalystWind Stone ×1

Strikes a targeted cell with a lightning discharge that spreads across the ground, damaging all enemies caught in the area. → Lightning Strike of Destruction

Kamaitachi

Kamaitachi
JobNinja
TypeOffensive
TargetEnemy
ElementWind
Max level5
SP cost24 → 40
Range7 → 9 cells
Cast time1.5s → 3.5s
CatalystWind Stone ×1

A cutting Wind attack that slashes in a line from the caster to the target, hitting all enemies along the path. → Kamaitachi

Hydro Gale

Hydro Gale
JobNinja
TypePassive
Max level5
Duration5s (buff window)

After landing a Water skill, raises the damage and reduces the cast time of the Ninja's next Wind skills within the window. Part of the elemental haze chain. → Hydro Gale

Other skills

Shinobi Forge

Shinobi Forge
JobNinja
TypeActive
TargetSelf
Max level1
SP cost10

A crafting skill that lets the Ninja produce shuriken and elemental stones or orbs. Unlocked through a special quest rather than the skill tree. → Shinobi Forge

Advancement

The Ninja is an expanded class and does not follow the standard transcendent (rebirth) path. It has no current advancement class. See Expanded Classes.

See also

Expanded Classes · Classes