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Artifact: iL109 • iL119/+2/+3 Relic: iL109 • iL119/+2/+3 Empyrean: iL109 • iL119/+2/+3
|Ultimate Weapons • Ultimate Weapon Augments • Escutcheons|
|Abjurations iL119 • Superior Equipment • JSE Necks • Divergence Weapon Augments||Guides • Crafting • Trusts • Job Points • Apex Monsters|
|Ninjutsu is the Ninja's means of casting magic. Unlike typical MP-consuming spells, Ninjutsu exchanges Ninja Tools for the spell effects at the end of casting. This is powerful because removes any MP limitations, but limiting because it really hurts the old gil-holster and tends to clog one's inventory.
Ninjutsu skill affects the spell interruption rate, potency, and magic accuracy of ninjutsu spells.
Also interesting to note is that ninjutsu spells will not cause mobs that aggro magic to detect and attack the caster. This is probably due to the fact that ninjutsu is not MP-based, and relies on the consumption of ninjutsu tools.
There are primarily three types of Ninjutsu: buffs, debuffs, and elemental-based damage "nukes." Ninja's elemental-based damage also lowers resistance to the opposing element, so they are also debuffs in their own way. For example: casting Raiton, which is thunder based, will weaken a mob to Earth. This also increases the chances that earth-based spells will not be resisted, whether the spell is cast by a Ninja (such as Hojo or Doton) or a Black Magic spell (such as Stone or Rasp.)
Skill caps by job
|Buff Ninjutsu, specifically the Utsusemis and Migawari, is arguably the most powerful and useful of the Ninjutsus.
Utsusemi and Migawari are both very powerful forms of damage negation. Utsusemi allows the user to avoid taking damage from physical attacks and single-target magic spells as long as they can keep the Copy Image active, and Migawari negates the next severely damaging attack that you take. Though Migawari has few common uses, it is invaluable in some situations and allows skilled Ninja to solo monsters that could normally kill an alliance.
Ninjutsu also provides access to alternate forms of Sneak and Invisible, which are always useful for getting around, though for many years it did not provide access to Sneak.
|In Experience Points parties or when solo, debuff Ninjutsu is very helpful at crippling your enemy and improving your survivability. Some of the Ninjutsu, specifically the Kurayami line, is also fairly good for Volatile Enmity gain when tanking.
Unlike Enfeebling Magic, which depend on dStat, Ninjutsu debuffs all have a static potency as long as they land. The higher tier spell always has greater potency and casts faster. Therefore, it's best to simply stack as much magical accuracy and Ninjutsu Skill as possible when trying to land them, and to always use the highest tier spell available to you.
|There are three tiers of elemental Ninjutsu currently in the game, Ichi (1), Ni (2), and San (3). The first two types are available at level 15 and 40, respectively, but the "San" line is only available at level 75.
Although many Ninja tend to opt not to use them, these spells have some potential strategic importance in the mid levels of a Ninja's career, where the Ni-based line of Ninjustu can play an important role as an effective way for Ninja to do damage. Melee output may be somewhat lacking prior to acquiring Blade: Jin depending upon the target monster, so turning to magic damage does sometimes make sense. Some Ninjas will "spin the wheel", a euphemism for casting, in order, ninjutsu spells in a never-ending cycle until the target is dead. To the left, you can see this "elemental wheel." Starting from the top and moving clockwise: Fire (Ka|火), Water (Sui|水), Thunder (Rai|雷), Earth (Do|土), Wind (Hu|風), Ice (Hyo|氷).
After obtaining Blade: Jin, typically Ninjas rely on their melee damage to hold hate. At this point most elemental ninjutsu casting is limited to using the elemental damage-dealing spells Raiton (lowers resistance) and Huton (lowers resistance) that weaken the target for a follow-up cast of certain valuable debuffs: Hojo (based slow) and Jubaku (based paralyze).
Still, there is something to be said for having a potential source of magic damage on physically resistant enemies, and the developers have been attempting to encourage Ninjas to use these spells more by giving them a skill-dependent bonus.
Magic Damage Equation
Damage Dealt = [V + mDMG + (ΔINT × M)] × Staff × Affinity × SDT × Resist × MB × MBB × Day & Weather × MAB/MDB × MDT × Misc. Multipliers
Damage Dealt is calculated via the above formula. After each multiplication step, the product is floored to the next lowest integer before continuing to the next multiplier. Terms 5~14 have a base of 1.0 and can be increased or decreased by the relevant stats.
Job Abilities and Merits
Ninja has two level 40 "Stances," Innin and Yonin, which each affect Ninjutsu differently.
- Innin increases Ninjutsu damage from behind the monster (decays from +30% to a +10% damage bonus over its 5 minute duration, can be reused every 3 minutes for an average of +24% damage)
- Yonin provides Ninja Tool Expertise which is thought to decay similarly from +30% to +10%.
Another job ability that boosts Ninjutsu damage is Futae, which consumes two tools to do 1.5x damage.
Merit Point Augments
Group 1 Ninjutsu potency merits increase Magic Affinity for the appropriate element by 2 "MAB" and the length of the elemental resistance down by 2 seconds per merit.
Group 2 Merits can increase magic attack by 4 and accuracy by 5, to a maximum of +20 Magic Attack Bonus and/or +25 Magic Accuracy per spell.
Merits in Ninja Tool Expertise allow for casting of ninjutsu without expending the associated tool at a rate of 5% per merit level.
Magic Attack Bonus
- Ninjutsu magic bonuses on equipment fall into one of four categories:
- Ninjutsu magic skill bonuses: Directly adds to the player's ninjutsu skill (see table below)
- Ninjutsu damage enhancement: Increases damage delt by elemental ninjutsu spells similar to (and stacking with) Magic Attack Bonus, available from the following equipment:
- Yagentoshiro (Damage+10%)
- Koga Hatsuburi (MAB+5), Koga Hatsuburi +1 (MAB+5), Koga Hatsuburi +2 (MAB+10)
- Mochizuki Hatsuburi (MAB+12), Mochizuki Hatsuburi +1 (MAB+15)
- Iga Tekko +1 (MAB+5), Iga Tekko +2 (MAB+10), Hattori Tekko (MAB+12), Hattori Tekko +1 (MAB+14), Hattori Tekko +2 (MAB+16), Hattori Tekko +3 (MAB+18)
- Ninjutsu recast delay reduction: Reduces recast time of all spells classified as ninjutsu by the amount listed, stacks (additively) with other forms of recast time reduction such as Haste and Fast Cast.
- Mujin Mantle reduces the recast delay of all Ninjutsu by 1 second.
- Shigi reduces the recast delay of all Ninjutsu by 3 second.
- Ninja Tool Expertise: Occasionally allows for casting of a ninjutsu spell without expending the associated tool (see Ninja Tool Expertise for a list of equipment with this bonus).
|Mochizuki Kyahan +1||99||Feet||NIN||19|
|Koga Kyahan +2||90||Feet||NIN||15|
|Hachiya Hatsuburi +1||99||Head||NIN||13|
|Koga Kyahan +1||75||Feet||NIN||12|
|Ninjutsu Torque||65||Neck||All jobs||7|
|Henic Torque||99||Neck||All jobs||10|
|Astute Cape||75||Back||All jobs||5|
|Cimmerian Sash||93||Waist||All jobs||5|
|Ninja Hatsuburi +1||74||Head||NIN||5|
|Stealth Earring||70||Earrings||All jobs||5|
|Ninjutsu Earring||35||Earrings||All jobs||3|
|Antica Ring||72||Rings||All jobs||2|
Pages in category "Ninjutsu"
The following 37 pages are in this category, out of 37 total.
- Aisha: Ichi
- Dokumori: Ichi
- Doton: Ichi
- Doton: Ni
- Doton: San
- Gekka: Ichi
- Hojo: Ichi
- Hojo: Ni
- Huton: Ichi
- Huton: Ni
- Huton: San
- Hyoton: Ichi
- Hyoton: Ni
- Hyoton: San
- Jubaku: Ichi
- Kakka: Ichi
- Katon: Ichi
- Katon: Ni
- Katon: San
- Kurayami: Ichi
- Kurayami: Ni
- Migawari: Ichi
- Monomi: Ichi
- Myoshu: Ichi
- Raiton: Ichi
- Raiton: Ni
- Raiton: San
- Suiton: Ichi
- Suiton: Ni
- Suiton: San
- Tonko: Ichi
- Tonko: Ni
- Utsusemi: Ichi
- Utsusemi: Ni
- Utsusemi: San
- Yain: Ichi
- Yurin: Ichi