Difference between revisions of "Ninja"
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[[File: | [[File:Ninja concept art.png|250px|right]] {{MH2|Introduction}} {{Quotation|[https://na.finalfantasyxiv.com/jobguide/ninja FinalFantasyXIV.com Ninja]| Hailing from the war-torn lands of the Far East, the secret arts of the ninja were born of necessity, and have since given rise to a unique breed of highly-trained combatants. Able to manipulate the vital energies of the land, the air, and living beings, they manifest their power through the weaving of signs, unleashing a wide array of attacks against their foes. Master the arts of the ninja and learn to bend the tide of battle to your will.}} | ||
{{Ninja|big=y}} '''Ninja''' ('''NIN''') is a [[job]] unlockable at level 30 as an upgrade from the [[rogue]] [[class]] and is one of six [[melee DPS]] jobs. Like [[Blue Mage]], Ninja was added outside an [[expansion]] with [[patch 2.4]]. | |||
{{TOC limit|3}} | |||
== General information == | |||
=== Guild === | |||
The [[Rogues' Guild]] is in [[Limsa Lominsa Lower Decks]]. [[Rogue]]s must specialize into ninja once they reach level 30, and complete the quests {{questlink|main|Sylph-management}} and {{questlink|feature|Cloying Victory}}. The job trainer is [[Oboro]], who is normally located in the [[Dock Storehouse]] (21.2, 26.6), which can be accessed from [[Eastern La Noscea]]. | |||
=== Equipment === | |||
The ninja is a [[disciple of war]] and wears [[armor]] "of Scouting" (shared with {{VPR}} [[Viper]]) and [[accessories]] "of Aiming" (shared with {{VPR}} Viper and the {{Physical Ranged DPS|name=y}} role). They use [[dagger]]s for weapons. | |||
{| {{STDT|item align-left}} | |||
!style="width:150px;"|Weapon | |||
!style="width:150px;"|Armor | |||
!style="width:150px;"|Accessories | |||
|- | |||
|[[Rogue's Arm]]s | |||
|[[:Category:Ninja headwear|Head]]<br>[[:Category:Ninja chestwear|Body]]<br>[[:Category:Ninja handwear|Hands]]<br>[[:Category:Ninja legwear|Legs]]<br>[[:Category:Ninja footwear|Feet]] | |||
|[[:Category:Ninja bracelets|Bracelets]]<br>[[:Category:Ninja earrings|Earrings]]<br>[[:Category:Ninja necklace|Necklace]]<br>[[:Category:Ninja ring|Ring]] | |||
|} | |||
Similar to viper, the ninja is one of two melee DPS that use [[Dexterity]] as its main stat instead of [[Strength]]. | |||
== [[List of ninja quests|Quests]] == | |||
===Ninja Job Quests=== | |||
{{:List of ninja quests}} | |||
===Physical DPS Role Quests (Shadowbringers)=== | |||
{{#lsth:Physical DPS Quests}} | |||
===Melee DPS Role Quests (Endwalker)=== | |||
{{#lsth:Melee DPS Role Quests|Endwalker}} | |||
===Melee DPS Role Quests (Dawntrail)=== | |||
{{#lsth:Melee DPS Role Quests|Dawntrail}} | |||
== [[List of ninja actions|Actions]] == | |||
{{:List of ninja actions}} | |||
== [[List of ninja traits|Traits]] == | |||
{{:List of ninja traits}} | |||
== Combos== | |||
Performing actions in a certain order increases potency and applies combo bonuses. | |||
{{action icon|Spinning Edge}} → {{action icon|Gust Slash}} → {{action icon|Aeolian Edge}} = Standard filler combo. Increases [[Ninki Gauge]]. | |||
= | {{action icon|Spinning Edge}} → {{action icon|Gust Slash}} → {{action icon|Armor Crush}} = Slightly weaker than the standard combo, but grants 2 stacks of Kazematoi, increasing the potency of Aeolian Edge. Increases Ninki Gauge by the same amount as the standard combo. | ||
= | {{action icon|Death Blossom}} → {{action icon|Hakke Mujinsatsu}} = Standard AoE combo. Increases Ninki Gauge. | ||
== | == Job mechanics == | ||
{ | {{:Kazematoi and Ninki Gauge}} | ||
==Achievements== | |||
This job is associated with the following achievements: | |||
{| {{STDT| mech1 sortable align-left}} | |||
{{achievement table header}} | |||
{{achievement table row|Come on, Rogue IV}} | |||
{{achievement table row|Come on, Rogue V}} | |||
{{achievement table row|Come on, Rogue VI}} | |||
{{achievement table row|Come on, Rogue VII}} | |||
{{achievement table row|Come on, Rogue VIII}} | |||
{{achievement table row|Come on, Rogue IX}} | |||
| | {{achievement table row|Come on, Rogue X}} | ||
{| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
|} | |} | ||
== | ==Notable Ninja== | ||
*[[Oboro]] | |||
*[[Yugiri]] | |||
==Gallery== | |||
<gallery heights=200px mode=packed> | |||
File:Ninja1.jpg | |||
File:Ninja3.jpg | |||
File:Ninja4.jpg | |||
File:Ninja5.jpg | |||
File:Ninja A Realm Reborn.png|Ninja Artifact Armor in 2.0 A Realm Reborn. | |||
File:ninja heavensward.jpg|Ninja Artifact Armor in 3.0 Heavensward. | |||
File:Ninja6.jpg|Ninja Artifact Armor in 4.0 Stormblood | |||
File:Ninja7.png|Ninja Artifact Armor in 5.0 Shadowbringers | |||
File:Ninja8.jpg|Ninja Artifact Armor in 6.0 Endwalker. | |||
File:Ninja9.jpg|Ninja Artifact Armor in 7.0 Dawntrail. | |||
</gallery> | |||
==Lore== | ==Lore== | ||
Hailing from the war-torn lands of the Far East, the secret arts of the ninja were born of necessity, and have since given rise to a unique breed of highly-trained combatants. | Hailing from the war-torn lands of the Far East, the secret arts of the ninja were born of necessity, and have since given rise to a unique breed of highly-trained combatants. Able to manipulate the vital energies of the land, the air, and living beings, ninjas manifest their power through the weaving of signs, unleashing a wide array of attacks against their foes. | ||
===History=== | |||
In the eastern seas beyond the continent of Othard can be found the remote island nation of Hingashi—a word that literally means “east.” An age of strife perpetuated by factions both great and small has battered this isolated archipelago for years untold, giving rise to unique forms of warfare—as was the case with the mystical art of the shinobi. Due to the tumultuous nature of its inception, however, the roots of ninjutsu are difficult to trace to a single origin. Rather, it must be said that the raw techniques devised by the individual factions were adopted on the wider field of conflict, and honed through a process of bloody evolution. | |||
Many historians find it easier to focus upon the founding of the various ninja clans. In the mountainous regions where crops struggle to grow, people chose instead to nurture their martial skills. Children were raised into a warrior tradition, and entire families earned a living through their clandestine expertise. And when these shinobi eventually crossed the seas to Othard, the art of ninjutsu quickly found purchase upon its shores. The most famous account of this is the tale of Sasuke, a ninja who established his own clan on the continent before joining with the warlords of Doma to end a tyrant’s oppressive reign. | |||
===Equipment=== | |||
====Ninja Attire==== | |||
Woven in the clan village of the Doman outlands, this traditional shinobi garb is designed both for battle and infiltration. The cowl of the outfit covers the features of the face, thus protecting the identity of the ninja should circumstances require him to act in full view of the enemy. | |||
====Yoshimitsu==== | |||
These exquisite twin daggers take their name from the legendary Far Eastern bladesmith who forged them. As an artisan of the shortblade, Yoshimitsu was said to be a master without equal, and the works bearing his mark are treasured by the greatest houses and heroes as invaluable heirlooms. | |||
====Iga Attire==== | |||
This garb was crafted in the village of the Iga ninja, who were known for their strict adherence to the letter of a contract—even if said contract pit them against members of their own family should they be working for a rival master. The horns of the headpiece lend the shinobi a grim mien, further reflecting the Iga’s philosophy of uncompromising dedication, and, combined with the blade-like spikes protruding from forearm and knee, allow the shinobi to perform lethal attacks with her armor alone. | |||
====Yukimitsu==== | |||
Forged by Yukimitsu, a bladesmith of eld, this pair of masterfully crafted daggers has been cherished through the centuries by a succession of notable rulers and proud warriors. It is said that the last person to wield the weapons was the personal retainer of an infamous warlord, who, after receiving the daggers as a reward for loyal service, pledged to employ them in the defense of his liege until the end of days. That oath was swiftly fulfilled, however, when both warlord and retainer were slain in an ally's treacherous ambush some days later. Following this incident the yukimitsu vanished from history's records until, some few years ago, they resurfaced amongst the wares of a dealer in antiquities. | |||
===Tricks of the Trade=== | |||
*[[Chimatsuri]]: Drawing upon the aether suffusing a battlefield, this complex mudra conjures a multitude of moonlight blades in a circle around the ninja. The blades leap into the air upon completion of the technique, then streak forwards to impale the foe in a blinding and bloody barrage. | |||
*[[Fuma Shuriken]]: Pointed and deadly, the shuriken of the shinobi are forged from a metal whose smelting process is known only to the clan. A ninja uses this mudra to infuse such shuriken with aether, enveloping the throwing star in an immense, phantom aura—the impact of which is anything but illusory. | |||
*[[Katon]]: By joining earth with heaven, the ninja calls a great gout of flame to erupt from the ground and lick hungrily at the sky. Only shinobi who have mastered two-mudra techniques such as Katon may earn the rank of chunin, or “middle ninja.” | |||
*[[Dream Within a Dream]]: Using this technique, the shinobi assaults the enemy with three strikes in swift succession. Dream Within a Dream is rogue bladework at its best, combined with the rapid movement of a ninja’s Shukuchi. | |||
===Oboro Torioi=== | |||
*Race (Clan): [[Hyur]] ([[Far East]]ern) | |||
*Gender: Male | |||
*Age: 24 | |||
*Epithet: Oboro Moonrise | |||
Hailing from the ninja village in the Doman outlands, Oboro was a solemn youth whose natural aptitude and unyielding determination saw him earn the rank of jonin—or “high ninja”—at an unusually early age. But though dexterous and nimble, his quick fingers excelling in the eastern art of paper folding, Oboro’s reliance on others in the matters of everyday chores often leaves him appearing awkward and ill-at-ease. When the shadow of the Garlean Empire fell over Doma, he joined the ultimately futile effort to repel the invaders, inflicting grievous losses before eventually being forced to retreat. Upon learning that the betrayer, Karasu, had left with imperial forces for western shores, Oboro was the first to volunteer for a mission that would take him to the realm of Eorzea in search of the traitorous shinobi. | |||
===Karasu Redbeak=== | |||
*Race (Clan): Hyur (Far Eastern) | |||
*Gender: Male | |||
*Age: 24 | |||
*Epithet: Karasu Redbeak | |||
A shinobi of jonin rank who trained alongside Oboro in the art of ninjutsu. Flippant and dramatic where Oboro was stoic and serious, Karasu’s antics often drew the ire of his teachers, but none could emulate the ruthless poise he displayed during even the most demanding of duties. Following the fall of Doma, Karasu was banished from the village as a traitor to his clan. Subsequent events saw him join the master ninja, Gekkai, in a plan to establish a new organization of imperial shinobi until the deeds of his childhood friend allowed him to slip away from the alliance and into the shadows. Now free as the crow from whom he takes his name, the eccentric Karasu is believed to have remained in Eorzea, living out his whims upon a stage of his own choosing. | |||
===Mudra=== | |||
Known as “mudra,” the ritual hand gestures that allow a ninja to harness mystical energies can be considered the simplified components of more complicated incantations. By manipulating the aether present in heaven (ten), earth (chi), and man (jin), and further combining their effects in predetermined sequences, the shinobi is capable of manifesting an impressive array of arcane phenomena. | |||
===Rabbit Medium=== | |||
When classifying ninjutsu by the broader definitions of the arcane arts, one might describe the mudra of summoning as a fusion of both teleportation and summoning magicks: an aether-enhanced creature is bound into service, then forcibly transported from its domain to the shinobi’s location. While not all ninjas are capable of such techniques, any failed mudra can result in the conjuration of a curious rabbit-like manifestation from some unknown dimension. | |||
<ref>[[Encyclopaedia Eorzea: Volume I]], page 228-229</ref> | |||
===Ninja's Panoply=== | |||
====Kage-Kakushi Somen==== | |||
This traditional mask, passed down for generations in the Kagekakushi clan, lines brow, cheeks, and jaw with a sturdy rim of metal. Also of note is the breathable cloth concealing both mouth and nose, which makes it highly effective as a filter of noxious fumes. | |||
====Kage-Kakushi Chainmail==== | |||
Chainmail is the ninja’s preferred means of protecting his body from cuts and bites, all without compromising mobility. This particular type is forged from split wire links, tempered and then coated with lacquer to improve durability and prevent rusting. | |||
====Kage-Kakushi Kyahan==== | |||
Most shinobi wear knee-high kyahan to constrict their hakama and prevent the short trousers from catching on obstacles. The cloth soles are coated with resin to quiet the footsteps. | |||
====Form & Function==== | |||
Ninjas originally arose from clans of mountain-dwelling commonfolk. Thus, their garb traces back to the short cotton kimono and trouser-like hakama worn by farmers and hunters, who preferred clothing less restrictive and better suited to toiling outdoors than standard ankle-length robes. Early ninja armor amounted to nothing more than a simple breastplate worn beneath such work clothing. When shinobi took to the battlefield during the Age of Blood, they began to utilize the same chainmail that was popular amongst samurai. This period also saw the development of the trappings that characterize ninjas today: leg wraps to enable fleetness of foot, masks to conceal the visage, and kote to protect the hands. As the art of ninjutsu gradually spread its way across mainland Othard, shinobi began incorporating Doman armor into their battlegarb as well. | |||
<ref>Encyclopaedia Eorzea: Volume II, page 230</ref> | |||
==History== | |||
Introduced in [[patch 2.4]], this job is the first and only non-limited job to be added outside an initial [[expansion]]. | |||
== See also == | |||
* [[Ninja Macros]] | |||
==External links== | |||
* [https://na.finalfantasyxiv.com/jobguide/ninja FinalFantasyXIV.com Ninja] on the official website. | |||
* [https://www.thebalanceffxiv.com/jobs/melee/ninja Comprehensive Job Guide] provided by The Balance. | |||
==References== | |||
<references /> | |||
{{ | {{Job navbar}} | ||
[[Category: | [[Category:Patch 2.4 Features]] |
Latest revision as of 13:52, 24 October 2024
Introduction
“Hailing from the war-torn lands of the Far East, the secret arts of the ninja were born of necessity, and have since given rise to a unique breed of highly-trained combatants. Able to manipulate the vital energies of the land, the air, and living beings, they manifest their power through the weaving of signs, unleashing a wide array of attacks against their foes. Master the arts of the ninja and learn to bend the tide of battle to your will.
Ninja (NIN) is a job unlockable at level 30 as an upgrade from the rogue class and is one of six melee DPS jobs. Like Blue Mage, Ninja was added outside an expansion with patch 2.4.
General information
Guild
The Rogues' Guild is in Limsa Lominsa Lower Decks. Rogues must specialize into ninja once they reach level 30, and complete the quests Sylph-management and Cloying Victory. The job trainer is Oboro, who is normally located in the Dock Storehouse (21.2, 26.6), which can be accessed from Eastern La Noscea.
Equipment
The ninja is a disciple of war and wears armor "of Scouting" (shared with Viper) and accessories "of Aiming" (shared with Viper and the Physical Ranged DPS role). They use daggers for weapons.
Weapon | Armor | Accessories |
---|---|---|
Rogue's Arms | Head Body Hands Legs Feet |
Bracelets Earrings Necklace Ring |
Similar to viper, the ninja is one of two melee DPS that use Dexterity as its main stat instead of Strength.
Quests
Ninja Job Quests
Physical DPS Role Quests (Shadowbringers)
Quest | Type | Level | Quest Giver | Unlocks | Rewards |
---|---|---|---|---|---|
No Greater Sport | 70 | Lue-Reeq | |||
Vengeance in Defeat | 72 | Lue-Reeq | |||
Freedom from Privilege | 74 | Lue-Reeq | |||
The Hunter's Legacy | 76 | Lue-Reeq | |||
Fellowship Restored | 78 | Olvara | 1 Risotto al Nero | ||
Courage Born of Fear | 80 | Lue-Reeq | Speaker for the Brave Physical DPS Role Quests (Shadowbringers) |
1 Heavens' Eye Materia VII 1 Savage Aim Materia VII 1 Savage Might Materia VII |
Melee DPS Role Quests (Endwalker)
Melee DPS Role Quests (Dawntrail)
Quest | Type | Level | Quest Giver | Unlocks | Rewards |
---|---|---|---|---|---|
The Hunter and the Hunted | 90 | Shashepya | |||
A Sea of Blood | 92 | I'toca | |||
Who's Who | 94 | I'toca | |||
Cornered Prey | 96 | Kuiyki | |||
Impostor Syndrome | 98 | Kuiyki | 1 Fruit and Aloe Jelly | ||
A Hunter True | 100 | Kuiyki | Dreams Woven Anew Melee DPS Role Quests (Dawntrail) |
2 Savage Aim Materia XI 2 Savage Might Materia XI 2 Heavens' Eye Materia XI |
Actions
PvE actions
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description | |
---|---|---|---|---|---|---|---|---|---|
Spinning Edge | ROG | 1 | Weaponskill | Instant | 2.12s | 3y 0y |
Delivers an attack with a potency of 300. Additional Effect: Increases Ninki Gauge by 5 | ||
Shade Shift | ROG | 2 | Ability | Instant | 120s | 0y 0y |
Create shadows that nullify damage up to 20% of maximum HP. Duration: 20s | ||
Gust Slash | ROG | 4 | Weaponskill | Instant | 2.12s | 3y 0y |
Delivers an attack with a potency of 240. Combo Action: Spinning Edge Combo Potency: 400 Combo Bonus: Increases Ninki Gauge by 5. | ||
Hide | ROG | 10 | Ability | Instant | 20s | 0y 0y |
Blend in with your surroundings, making it impossible for most enemies to detect you, but reducing movement speed by 50%. Has no effect on enemies 10 levels higher than your own, or certain enemies with special sight. Additional Effect: Restores 2 charges to all mudra The effect of Doton ends upon execution of Hide. Cannot be executed in combat. Effect ends upon use of any action other than Sprint, or upon reuse of Hide. | ||
Throwing Dagger | ROG | 1 | 15 | Weaponskill | Instant | 2.12s | 20y 0y |
Delivers a ranged attack with a potency of 200. Additional Effect: Increases Ninki Gauge by 5. | |
Mug | ROG | 1 | 15 | Ability | Instant | 120s | 3y 0y |
Delivers an attack with a potency of 150. Additional Effect: Increases target's damage taken by 5% Duration: 20s Additional Effect: Increases the chance of additional items being dropped by target if Mug is dealt before, or as, the finishing blow. | |
Trick Attack | ROG | 18 | Ability | Instant | 60s | 3y 0y |
Delivers an attack with a potency of 300. 400 when executed from a target's rear. Additional Effect: Increases damage you deal target by 10% Duration: 15s Can only be executed while under the effect of Hidden. | ||
Aeolian Edge | ROG | 26 | Weaponskill | Instant | 2.12s | 3y 0y |
Delivers an attack with a potency of 200. 260 when executed from a target's rear. Combo Action: Gust Slash Combo Potency: 380 Rear Combo Potency: 440 Potencies are increased by 100 while under the effect of Kazematoi. Combo Bonus: Increases Ninki Gauge by 15. | ||
Ten | NIN | 1 | 30 | Ability | Instant | 20s | 0y 0y |
Make the ritual mudra hand gesture for "heaven". Duration: 6s Maximum Charges: 2 Triggers the cooldown of weaponskills, mudra, and Ninjutsu upon execution. Conversely, execution of weaponskills triggers the cooldown of this action. | |
Ninjutsu | NIN | 30 | Ability | Instant | 1.5s | 0y 0y |
Executes a specific ninjutsu action coinciding with the combination of mudra made immediately beforehand. If any other ability, spell, or weaponskill is used before the mudra are combined and the ninjutsu executed, the action will fail. Triggers the cooldown of weaponskills, mudra, and Ninjutsu upon execution. Conversely, execution of weaponskills triggers the cooldown of this action. Restores 2 charges to all mudra when Hide is executed while outside of combat. | ||
Chi | NIN | 1 | 35 | Ability | Instant | 20s | 0y 0y |
Make the ritual mudra hand gesture for "earth". Duration: 6s Maximum Charges: 2 Triggers the cooldown of weaponskills, mudra, and Ninjutsu upon execution. Conversely, execution of weaponskills triggers the cooldown of this action. | |
Death Blossom | ROG | 38 | Weaponskill | Instant | 2.12s | 0y 5y |
Delivers an attack with a potency of 100 to all nearby enemies. Additional Effect: Additional Effect: Increases Ninki Gauge by 5. | ||
Assassinate | NIN | 40 | Ability | Instant | 60s | 3y 0y |
Delivers an attack with a potency of 200. | ||
Shukuchi | NIN | 1 | 40 | Ability | Instant | 60s | 20y 0y |
Move quickly to the specified location. Maximum Charges: 2 Cannot use when bound. | |
Jin | NIN | 1 | 45 | Ability | Instant | 20s | 0y 0y |
Make the ritual mudra hand gesture for "man". Duration: 6s Maximum Charges: 2 Triggers the cooldown of weaponskills, mudra, and Ninjutsu upon execution. Conversely, execution of weaponskills triggers the cooldown of this action. | |
Kassatsu | NIN | 1 | 50 | Ability | Instant | 60s | 0y 0y |
Allows the execution of a single ninjutsu without consumption of mudra charges. Additional Effect: Increases damage for the next ninjutsu action by 30% Duration: 15s Recast timer of mudra is not affected by the execution of this action. | |
Hakke Mujinsatsu | NIN | 1 | 52 | Weaponskill | Instant | 2.12s | 0y 5y |
Delivers an attack with a potency of 100 to all nearby enemies. Combo Action: Death Blossom Combo Potency: 130 Combo Bonus: Increases Ninki Gauge by 5. | |
Armor Crush | NIN | 1 | 54 | Weaponskill | Instant | 2.12s | 3y 0y |
Delivers an attack with a potency of 220. 280 when executed from a target's flank. Combo Action: Gust Slash Combo Potency: 420 Flank Combo Potency: 480 Combo Bonus: Grants 2 stacks of Kazematoi Kazematoi Effect: Increases potency of Aeolian Edge by 100 Maximum Stacks: 5 Combo Bonus: Increases the Ninki Gauge by 15 | |
Dream Within a Dream | NIN | 1 | 56 | Ability | Instant | 60s | 3y 0y |
Delivers a threefold attack, each hit with a potency of 180. | |
Hellfrog Medium | NIN | 62 | Ability | Instant | 1s | 25y 6y |
Deals fire damage to target and all enemies nearby it with a potency of 160 to target and all enemies nearby it. Ninki Gauge Cost: 50 Shares a recast timer with Bhavacakra. | ||
Dokumori | NIN | 66 | Ability | Instant | 120s | 8y 8y |
Delivers a critical hit to all enemies in a cone before you with a potency of 300 for the first enemy, and 25% less for all remaining enemies. Additional Effect: Increases target's damage taken by 5% Duration: 20s Additional Effect: Increases the chance of additional items being dropped by target if Dokumori is dealt before, or as, the finishing blow Additional Effect: Increases Ninki Gauge by 40 Additional Effect: Grants Higi Duration: 30s | ||
Bhavacakra | NIN | 68 | Ability | Instant | 1s | 3y 0y |
Deals unaspected damage with a potency of 380. Meisui Bonus: Potency is increased to 530 when under the effect of Meisui. Ninki Gauge Cost: 50 Shares a recast timer with Hellfrog Medium. | ||
Ten Chi Jin | NIN | 1 | 70 | Ability | Instant | 120s | 0y 0y |
Temporarily converts each of the three mudra into a ninjutsu action. Executing one of these actions will convert the remaining mudra into different ninjutsu actions until all three have been executed or the Ten Chi Jin effect expires. Duration: 6s Additional Effect: Grants Tenri Jindo Ready Duration: 30s Only ninjutsu available while active. The same ninjutsu cannot be executed twice. Cannot be executed while under the effect of Kassatsu. | |
Meisui | NIN | 72 | Ability | Instant | 120s | 0y 0y |
Dispels Shadow Walker, increasing the Ninki Gauge by 50. Additional Effect: Grants Meisui Duration: 30s Additional Effect: Increases the potency of Zesho Meppo to 700 and Bhavacakra to 530 Can only be executed while in combat and under the effect of Shadow Walker. | ||
Bunshin | NIN | 80 | Ability | Instant | 90s | 0y 0y |
Grants 5 stacks of Bunshin, each stack allowing your shadow to attack enemies each time you execute a weaponskill. Shadow attack potency varies based on the attack executed, but is not affected by combo bonuses. Melee Attack Potency: 160 Ranged Attack Potency: 160 Area Attack Potency: 80 Ninki Gauge increases by 5 each time your shadow lands an attack. Duration: 30s Additional Effect: Grants Phantom Kamaitachi Ready Duration: 45s Ninki Gauge Cost: 50 | ||
Phantom Kamaitachi | NIN | 82 | Weaponskill | Instant | 2.12s | 20y 0y |
Your shadow deals wind damage to all enemies within 5 yalms with a potency of 600 for the first enemy, and 50% less for all remaining enemies. Additional Effect: Increases Ninki Gauge by 10 Can only be executed while under the effect of Phantom Kamaitachi Ready. | ||
Hollow Nozuchi | NIN | 86 | Weaponskill | Instant | 2.5s | 100y 5y |
All enemies standing in the corrupted earth of Doton take additional earth damage with a potency of 50. Requires Hakke Mujinsatsu to be executed as a combo action or upon executing Katon, Goka Mekkyaku, or Phantom Kamaitachi. Effect can only be triggered while Doton is active. ※This action cannot be assigned to a hotbar. | ||
Forked Raiju | NIN | 90 | Weaponskill | Instant | 2.12s | 20y 0y |
Rushes target and delivers a lightning attack with a potency of 700. Additional Effect: Increases Ninki Gauge by 5 Can only be executed while under the effect of Raiju Ready. Cannot be executed while bound. | ||
Fleeting Raiju | NIN | 90 | Weaponskill | Instant | 2.12s | 3y 0y |
Deals lightning damage with a potency of 700. Additional Effect: Increases Ninki Gauge by 5 Can only be executed while under the effect of Raiju Ready. | ||
Kunai's Bane | NIN | 92 | Ability | Instant | 60s | 3y 5y |
Deals damage to all nearby enemies with a potency of 600 for the first enemy, and 50% less for all remaining enemies. Additional Effect: Afflicts target with Kunai's Bane Kunai's Bane Effect: Increases damage you deal target by 10% Duration: 15s Can only be executed while Hidden. | ||
Deathfrog Medium | NIN | 96 | Ability | Instant | 1s | 25y 6y |
Deals fire damage with a potency of 300 to target and all enemies nearby it. Ninki Gauge Cost: 50 Can only be executed while under the effect of Higi. Shares a recast timer with Bhavacakra. ※This action cannot be assigned to a hotbar. ※Hellfrog Medium changes to Deathfrog Medium when requirements for execution are met. | ||
Zesho Meppo | NIN | 96 | Ability | Instant | 1s | 3y 0y |
Deals unaspected damage with a potency of 700. Meisui Bonus: Potency is increased to 850 Ninki Gauge Cost: 50 Can only be executed while under the effect of Higi. Shares a recast timer with Hellfrog Medium. ※This action cannot be assigned to a hotbar. ※Bhavacakra changes to Zesho Meppo when requirements for execution are met. | ||
Tenri Jindo | NIN | 100 | Ability | Instant | 1s | 20y 5y |
Deals unaspected damage to target and all enemies nearby it with a potency of 1,100 for the first enemy, and 50% less for all remaining enemies. Can only be executed while under the effect of Tenri Jindo Ready. ※This action cannot be assigned to a hotbar. ※Ten Chi Jin changes to Tenri Jindo when requirements for execution are met. |
Ninjutsu
Ninjutsu are abilities available upon executing a specific sequence of mudras. Failing to execute a valid mudra combination will result in Rabbit Medium. Despite being listed as abilities, all Ninjutsu will trigger a 1.5s global cooldown.
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description | |
---|---|---|---|---|---|---|---|---|---|
Fuma Shuriken | NIN | 30 | Ability | Instant | 1.5s | 25y 0y |
Delivers a ranged ninjutsu attack with a potency of 500. Mudra Combination: Any one of the Ten, Chi, or Jin mudra Triggers the cooldown of weaponskills, mudra, and Ninjutsu upon execution. ※This action cannot be assigned to a hotbar. ※Ninjutsu changes to Fuma Shuriken when requirements for execution are met. | ||
Katon | NIN | 35 | Ability | Instant | 1.5s | 20y 5y |
Delivers fire damage with a potency of 350 to target and all enemies nearby it. Mudra Combination: Chi-Ten, or Jin-Ten Triggers the cooldown of weaponskills, mudra, and Ninjutsu upon execution. ※This action cannot be assigned to a hotbar. ※Ninjutsu changes to Katon when requirements for execution are met. | ||
Raiton | NIN | 35 | Ability | Instant | 1.5s | 20y 0y |
Delivers lightning damage with a potency of 740. Additional Effect: Grants a stack of Raiju Ready Duration: 30s Maximum Stacks: 3 Mudra Combination: Ten-Chi, or Jin-Chi Triggers the cooldown of weaponskills, mudra, and Ninjutsu upon execution. ※This action cannot be assigned to a hotbar. ※Ninjutsu changes to Raiton when requirements for execution are met. | ||
Hyoton | NIN | 45 | Ability | Instant | 1.5s | 25y 0y |
Delivers ice damage with a potency of 350. Additional Effect: Bind Duration: 15s Mudra Combination: Ten-Jin, or Chi-Jin Cancels auto-attack upon execution. Triggers the cooldown of weaponskills, mudra, and Ninjutsu upon execution. ※This action cannot be assigned to a hotbar. ※Ninjutsu changes to Hyoton when requirements for execution are met. | ||
Huton | NIN | 45 | Ability | Instant | 1.5s | 20y 5y |
Deals wind damage with a potency of 240 to target and all enemies nearby it. Additional Effect: Grants Shadow Walker Shadow Walker Effect: Allows execution of actions which require the effect of Hidden, without being under that effect Duration: 20s Mudra Combination: Jin-Chi-Ten, or Chi-Jin-Ten Triggers the cooldown of weaponskills, mudra, and Ninjutsu upon execution. ※This action cannot be assigned to a hotbar. ※Ninjutsu changes to Huton when requirements for execution are met. | ||
Doton | NIN | 45 | Ability | Instant | 1.5s | 0y 5y |
Creates a patch of corrupted earth, dealing damage with a potency of 80 to any enemies who enter. Duration: 18s Additional Effect: Heavy +40% Mudra Combination: Ten-Jin-Chi, or Jin-Ten-Chi Triggers the cooldown of weaponskills, mudra, and Ninjutsu upon execution. ※This action cannot be assigned to a hotbar. ※Ninjutsu changes to Doton when requirements for execution are met. | ||
Suiton | NIN | 45 | Ability | Instant | 1.5s | 20y 0y |
Delivers water damage with a potency of 580. Additional Effect: Grants Shadow Walker Shadow Walker Effect: Allows execution of actions which require the effect of Hidden, without being under that effect. Duration: 20s Mudra Combination: Ten-Chi-Jin, or Chi-Ten-Jin Triggers the cooldown of weaponskills, mudra, and Ninjutsu upon execution. ※This action cannot be assigned to a hotbar. ※Ninjutsu changes to Suiton when requirements for execution are met. | ||
Goka Mekkyaku | NIN | 76 | Ability | Instant | 1.5s | 20y 5y |
Deals fire damage with a potency of 600 to target and all enemies nearby it. Mudra Combination: Chi-Ten, or Jin-Ten Can only be executed while under the effect of Kassatsu. Triggers the cooldown of weaponskills, mudra, and Ninjutsu upon execution. ※This action cannot be assigned to a hotbar. ※Ninjutsu changes to Goka Mekkyaku when requirements for execution are met. | ||
Hyosho Ranryu | NIN | 76 | Ability | Instant | 1.5s | 25y 0y |
Deals ice damage with a potency of 1,300. Mudra Combination: Chi-Jin, or Ten-Jin Can only be executed while under the effect of Kassatsu. Triggers the cooldown of weaponskills, mudra, and Ninjutsu upon execution. ※This action cannot be assigned to a hotbar. ※Ninjutsu changes to Hyosho Ranryu when requirements for execution are met. |
Ninjutsu activation
As stated above, Ninjutsu actions are activated by first using a sequence of one to three Mudras and then using Ninjutsu. For new Ninjas, memorizing the correct Mudra sequences is extremely important. Mudra combinations are broken down by the number of Mudras and the final Mudra used, with no duplicates allowed.
If you find it difficult to remember the correct Mudra sequences, you could try using a mnemonic device to assist you. For example, thinking of the Mudras Ten, Chi and Jin as blue, red and yellow, or as one, two and three could be useful. It is generally discouraged to use macros to activate your Ninjutsu abilities because Mudras can be cast every 0.5 seconds, while the macro wait command only works in increments of 1.0 seconds. Eventually, using Mudra combinations will be second nature.
Ninjutsu | Combo 1 | Combo 2 | Combo 3 | Description |
---|---|---|---|---|
Fuma Shuriken | Ten | Chi | Jin | Delivers a ranged ninjutsu attack with a potency of 500. |
Katon | Chi > Ten | Jin > Ten | Delivers fire damage with a potency of 350 to target and all enemies nearby it. | |
Raiton | Ten > Chi | Jin > Chi | Delivers lightning damage with a potency of 740. Grants a stack of Raiju Ready. | |
Hyoton | Chi > Jin | Ten > Jin | Delivers ice damage with a potency of 350. Additional Effect: Bind | |
Huton | Chi > Jin > Ten | Jin > Chi > Ten | Deals wind damage with a potency of 240 to target and all enemies nearby it. Additional Effect: Allows execution of actions which require the effect of Hidden, without being under that effect. | |
Doton | Ten > Jin > Chi | Jin > Ten > Chi | Creates a patch of corrupted earth, dealing damage with a potency of 80 to any enemies who enter. Additional Effect: Heavy | |
Suiton | Ten > Chi > Jin | Chi > Ten > Jin | Delivers water damage with a potency of 580. Additional Effect: Allows execution of actions which require the effect of Hidden, without being under that effect. | |
Goka Mekkyaku | Kassatsu active: Chi > Ten | Kassatsu active: Jin > Ten | Deals fire damage with a potency of 600 to target and all enemies nearby it. | |
Hyosho Ranryu | Kassatsu active: Chi > Jin | Kassatsu active: Ten > Jin | Deals ice damage with a potency of 1,300. |
Limit Breaks (PvE)
- See also: Limit Break
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description |
---|---|---|---|---|---|---|---|---|
Braver | Melee DPS | 1 | Limit Break Level 1 | 2s | Instant | 8y 0y |
Delivers an attack that deals 100% the damage of Braver. | |
Bladedance | Melee DPS | 1 | Limit Break Level 2 | 3s | Instant | 8y 0y |
Delivers an attack that deals 220% the damage of Braver. | |
Chimatsuri | ROG | 1 | Limit Break Level 3 | 4.5s | Instant | 8y 0y |
Delivers an attack that deals 350% the damage of Braver. |
Melee DPS role actions (PvE)
- See also: Role actions
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description |
---|---|---|---|---|---|---|---|---|
Second Wind | Melee DPS Physical Ranged DPS |
8 | Ability | Instant | 120s | 0y 0y |
Instantly restores own HP. Cure Potency: 800 | |
Leg Sweep | Melee DPS | 10 | Ability | Instant | 40s | 0y 0y |
Stuns target. Duration: 3s | |
Bloodbath | Melee DPS | 12 | Ability | Instant | 90s | 0y 0y |
Converts a portion of physical damage dealt into HP. Duration: 20s | |
Feint | Melee DPS | 22 | Ability | Instant | 90s | 10y 0y |
Lowers target's physical damage dealt by 10% and magic damage dealt by 5%. Duration: 15s | |
Arm's Length | Melee DPS Physical Ranged DPS Tank |
32 | Ability | Instant | 120s | 0y 0y |
Creates a barrier nullifying most knockback and draw-in effects. Duration: 6s Additional Effect: Slow +20% when barrier is struck Duration: 15s | |
True North | Melee DPS | 50 | Ability | Instant | 45s | 0y 0y |
Nullifies all action direction requirements. Duration: 10s Maximum Charges: 2 |
PvP Actions
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description | |
---|---|---|---|---|---|---|---|---|---|
Spinning Edge (PvP) | NIN | 30 | Weaponskill | Instant | 2s | 5y 0y |
Delivers an attack with a potency of 5,000. ※This action cannot be assigned to a hotbar. | ||
Gust Slash (PvP) | NIN | 30 | Weaponskill | Instant | 2s | 5y 0y |
Delivers an attack with a potency of 6,000. Combo Action: Spinning Edge ※This action cannot be assigned to a hotbar. | ||
Aeolian Edge (PvP) | NIN | 30 | Weaponskill | Instant | 2s | 5y 0y |
Delivers an attack with a potency of 7,000. Combo Action: Gust Slash ※This action cannot be assigned to a hotbar. | ||
Fuma Shuriken (PvP) | NIN | 30 | Weaponskill | Instant | 12s | 20y 0y |
Delivers a ranged attack with a potency of 8,000. Maximum Charges: 3 This weaponskill does not share a recast timer with any other actions. ※Action changes to Hyosho Ranryu while under the effect of Three Mudra. | ||
Dokumori (PvP) | NIN | 30 | Ability | Instant | 20s | 8y 8y |
Delivers an attack with a potency of 2,000 to all enemies in a cone before you. Additional Effect: Increases target's damage taken by 10% Duration: 10s Grants Zesho Meppo Ready Duration: 10s ※Action changes to Goka Mekkyaku while under the effect of Three Mudra. ※Aeolian Edge Combo changes to Zesho Meppo while under the effect of Zesho Meppo Ready. | ||
Three Mudra (PvP) | NIN | 30 | Ability | Instant | 16s | 0y 0y |
Grants Three Mudra, allowing for immediate execution of any ninjutsu action. However, the same ninjutsu action cannot be executed consecutively. Duration: 10s Maximum Charges: 2 ※Action changes to Meisui while under the effect of Three Mudra. ※All actions except Seiton Tenchu will change to their respective ninjutsu actions while under the effect of Three Mudra. | ||
Bunshin (PvP) | NIN | 30 | Ability | Instant | 30s | 0y 0y |
Grants 5 stacks of Bunshin, each stack allowing your shadow to attack enemies each time you execute a weaponskill. Bunshin Potency: 4,000 Potency is halved when executing Fuma Shuriken or Zesho Meppo. Duration: 20s Additional Effect: Creates a shadow that absorbs damage equivalent to a heal of 8,000 potency Duration: 10s ※Action changes to Huton while under the effect of Three Mudra. | ||
Shukuchi (PvP) | NIN | 30 | Ability | Instant | 20s | 20y 0y |
Move quickly to the specified location. Additional Effect: Grants Hidden. Hidden Effect: Blend in with your surroundings, making it impossible for enemies to see or target you. Duration: 4s Effect ends upon use of any action or upon taking damage from an enemy. Cannot be executed while bound. ※Action changes to Doton while under the effect of Three Mudra. ※Aeolian Edge Combo changes to Assassinate while under the effect of Hidden. | ||
Zesho Meppo (PvP) | NIN | 30 | Weaponskill | Instant | 2s | 5y 0y |
Delivers a fourfold attack, each hit with a potency of 2,000. Can only be executed while under the effect of Zesho Meppo Ready. ※This action cannot be assigned to a hotbar. | ||
Assassinate (PvP) | NIN | 30 | Weaponskill | Instant | 2s | 5y 0y |
Delivers an attack with a potency of 12,000. Ignores the effects of Guard when dealing damage. Can only be executed while under the effect of Hidden. ※This action cannot be assigned to a hotbar. | ||
Forked Raiju (PvP) | NIN | 30 | Weaponskill | Instant | 2s | 20y 0y |
Rushes target and delivers an attack with a potency of 6,000. Additional Effect: Stun Duration: 2s Additional Effect: Grants Fleeting Raiju Ready. Duration: 10s Can only be executed while under the effect of Three Mudra. Cannot be executed while bound. ※Aeolian Edge Combo changes to Fleeting Raiju while under the effect of Fleeting Raiju Ready. ※This action cannot be assigned to a hotbar. | ||
Fleeting Raiju (PvP) | NIN | 30 | Weaponskill | Instant | 2s | 20y 0y |
Rushes target and delivers an attack with a potency of 6,000. Additional Effect: Stun Duration: 2s Can only be executed under the effect of Fleeting Raiju Ready. Cannot be executed while bound. ※This action cannot be assigned to a hotbar. | ||
Hyosho Ranryu (PvP) | NIN | 30 | Spell | Instant | 2s | 20y 0y |
Deals unaspected damage with a potency of 16,000. Can only be executed while under the effect of Three Mudra. ※This action cannot be assigned to a hotbar. | ||
Goka Mekkyaku (PvP) | NIN | 30 | Spell | Instant | 2s | 20y 8y |
Deals unaspected damage with a potency of 4,000 to target and all enemies nearby it. Additional Effect: Damage over time. Potency: 4,000 Duration: 12s Can only be executed under the effect of Three Mudra. ※This action cannot be assigned to a hotbar. | ||
Meisui (PvP) | NIN | 30 | Spell | Instant | 2s | 30y 0y |
Restores own or target party member's HP. Cure Potency: 8,000 Additional Effect: Grants healing over time effect to target Cure Potency: 4,000 Duration: 12s Additional Effect: Nullifies one status affliction that can be removed by Purify Can only be executed while under the effect of Three Mudra. ※This action cannot be assigned to a hotbar. | ||
Huton (PvP) | NIN | 30 | Spell | Instant | 2s | 0y 0y |
Grants Huton, creating a barrier that absorbs damage equivalent to a heal of 16,000 potency. While barrier is active, reduces weaponskill recast time by 20%, and increases movement speed by 25%. Duration: 10s Movement speed returns to normal when barrier is completely absorbed. Can only be executed while under the effect of Three Mudra. ※This action cannot be assigned to a hotbar. | ||
Doton (PvP) | NIN | 30 | Spell | Instant | 2s | 0y 5y |
Creates a patch of corrupted earth under your feet, dealing damage with a potency of 3,000 to any enemies who enter. Duration: 10s Reduces damage taken by 20% while standing in the patch of salted earth Can only be executed while under the effect of Three Mudra. ※This action cannot be assigned to a hotbar. | ||
Hollow Nozuchi (PvP) | NIN | 30 | Ability | Instant | Instant | 100y 5y |
All enemies standing in the corrupted earth of Doton take additional earth damage with a potency of 3,000. Requires the execution of a weaponskill, Hyosho Ranryu, or Goka Mekkyaku. Additional Effect: Heavy +75%. Duration: 3s ※This action cannot be assigned to a hotbar. |
Limit Break (PvP)
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description |
---|---|---|---|---|---|---|---|---|
Seiton Tenchu (PvP) | NIN | 30 | Limit Break | Instant | 10s | 20y 0y |
Rushes target and delivers an attack with a potency of 12,000, incapacitating foes whose HP is below 50%. Additional Effect: Afflicts target with Death Link. Duration: 2s Defeating an enemy with this action, or one under the effect of Death Link, will grant Unsealed Seiton Tenchu, allowing a second execution of this action. Duration: 8s Effect duration is reduced by 1s each time it is applied to a target with a minimum duration of 4s. Effect cannot be applied to players riding machina or non-player combatants. Can only be executed when the limit gauge is full or while under the effect of Unsealed Seiton Tenchu. Gauge Charge Time: 90s Cannot be executed while bound. |
Common actions (PvP)
Action | Acquired | Level | Type | MP | Casting | Recast | Range Radius |
Description |
---|---|---|---|---|---|---|---|---|
Standard-issue Elixir (PvP) | ANY | 30 | Ability | 4.5s | 5s | 0y 0y |
Restores your HP and MP to maximum. Casting will be interrupted when damage is taken. | |
Recuperate (PvP) | ANY | 30 | Ability | 2,500 | Instant | 1s | 0y 0y |
Restores own HP. Cure Potency: 15,000 |
Purify (PvP) | ANY | 30 | Ability | Instant | 24s | 0y 0y |
Removes Stun, Heavy, Bind, Silence, Deep Freeze, and Miracle of Nature. Additional Effect: Grants Resilience Resilience Effect: Nullifies status afflictions that can be removed by Purify, as well as knockback and draw-in effects Duration: 3s Can be used even when under the effect of certain status afflictions. | |
Guard (PvP) | ANY | 30 | Ability | Instant | 30s | 0y 0y |
Reduces damage taken by 90% and grants immunity to Stun, Heavy, Bind, Silence, Half-asleep, Sleep, Deep Freeze, and knockback and draw-in effects. Duration: 5s Movement speed is reduced by 50% for the duration of this effect. Effect ends upon reuse, using another action, or when the effect duration expires. | |
Sprint (PvP) | ANY | 30 | Ability | Instant | 1.5s | 0y 0y |
Increases movement speed. Effect ends upon reuse or execution of another action. |
Traits
PvE traits
Trait | Acquired | Level | Effect | |
---|---|---|---|---|
All Fours | ROG | 14 | Reduces damage taken when falling. | |
Fleet of Foot | ROG | 20 | Increases movement speed. | |
Increase Attack Speed | NIN | 45 | Reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by 15%. | |
Adept Assassination | NIN | 1 | 56 | Upgrades Assassinate to Dream Within a Dream. |
Shukiho | NIN | 62 | Increases Ninki Gauge by 5 upon landing weaponskills or successfully completing combos. | |
Enhanced Shukuchi | NIN | 64 | Resets the recast timer for Shukuchi upon executing Katon, Raiton, or Hyoton on most targets. | |
Mug Mastery | NIN | 66 | Upgrades Mug to Dokumori. | |
Enhanced Shukuchi II | NIN | 74 | Allows the accumulation of charges for consecutive uses of Shukuchi. Maximum Charges: 2 | |
Melee Mastery | NIN | 74 | Increases the potency of Gust Slash to 120, Aeolian Edge to 140, and Armor Crush to 140. | |
Enhanced Kassatsu | NIN | 76 | Upgrades Katon and Hyoton to Goka Mekkyaku and Hyosho Ranryu while under the effect of Kassatsu. | |
Shukiho II | NIN | 78 | Increases Ninki Gauge by 10 upon successfully completing a combo with Aeolian Edge or Armor Crush. | |
Shukiho III | NIN | 84 | Increases Ninki Gauge by 15 upon successfully completing a combo with Aeolian Edge or Armor Crush. | |
Melee Mastery II | NIN | 84 | Increases the potency of Spinning Edge to 220, Gust Slash to 160, and Throwing Dagger to 200. | |
Enhanced Meisui | NIN | 88 | Increases the potency of Bhavacakra to 500 while under the effect of Meisui. Duration: 30s | |
Enhanced Raiton | NIN | 90 | Grants a stack of Raiju Ready upon executing Raiton. Maximum Stacks: 3 Duration: 15s Effect of Raiju Ready ends upon execution of any melee weaponskill. | |
Trick Attack Mastery | NIN | 92 | Upgrades Trick Attack to Kunai's Bane. | |
Enhanced Second Wind | Melee DPS Physical Ranged DPS |
94 | Increases the healing potency of Second Wind to 800. | |
Melee Mastery III | NIN | 94 | Increases the potency of Spinning Edge to 300, Gust Slash to 240, Aeolian Edge to 200, Fuma Shuriken to 500, Raiton to 740, Suiton to 580, Armor Crush to 220, Bhavacakra to 380, Bhavacakra while under the effect of Meisui to 530, Forked Raiju to 700, and Fleeting Raiju to 700. | |
Enhanced Dokumori | NIN | 96 | Grants Higi upon executing Dokumori. Duration: 30s | |
Enhanced Feint | Melee DPS | 98 | Extends the duration of Feint to 15 seconds. | |
Enhanced Ten Chi Jin | NIN | 100 | Grants Tenri Jindo Ready upon executing Ten Chi Jin. Duration: 30s Ten Chi Jin changes to Tenri Jindo while under the effect of Tenri Jindo Ready. |
Combos
Performing actions in a certain order increases potency and applies combo bonuses.
Spinning Edge → Gust Slash → Aeolian Edge = Standard filler combo. Increases Ninki Gauge.
Spinning Edge → Gust Slash → Armor Crush = Slightly weaker than the standard combo, but grants 2 stacks of Kazematoi, increasing the potency of Aeolian Edge. Increases Ninki Gauge by the same amount as the standard combo.
Death Blossom → Hakke Mujinsatsu = Standard AoE combo. Increases Ninki Gauge.
Job mechanics
Official Lodestone Job Guide (Always up-to-date)
Kazematoi and Ninki Gauge is Ninja's Job Gauge.
Kazematoi Gauge
Using the action Armor Crush (level 54) as part of a combo grants two stacks of Kazematoi, represented by this gauge. Up to five stacks can be stored, and are used to increase the potency of Aeolian Edge, which will consume one stack.
Simple Mode
Ninki Gauge
Upon learning the trait Shukiho, the Ninki Gauge will be displayed, indicating the amount of Ninki you have accumulated.
Ninki is accumulated by executing weaponskills and can be used to execute special ninjutsu such as Hellfrog Medium (level 62), Bhavacakra (level 68) and Bunshin (level 80).
Simple Mode
Ninki Gauge Actions Available
Achievements
This job is associated with the following achievements:
Name | Points | Task | Reward | Patch |
---|---|---|---|---|
Come on, Rogue IV | 5 | Achieve rogue level 40. | - | 2.4 |
Come on, Rogue V | 5 | Achieve rogue level 50. | - | 2.4 |
Come on, Rogue VI | 5 | Achieve rogue level 60. | - | 3.0 |
Come on, Rogue VII | 5 | Achieve rogue level 70. | - | 4.0 |
Come on, Rogue VIII | 5 | Achieve rogue level 80. | - | 5.0 |
Come on, Rogue IX | 5 | Achieve rogue level 90. | - | 6.0 |
Come on, Rogue X | 5 | Achieve rogue level 100. | - | 7.0 |
Notable Ninja
Gallery
Lore
Hailing from the war-torn lands of the Far East, the secret arts of the ninja were born of necessity, and have since given rise to a unique breed of highly-trained combatants. Able to manipulate the vital energies of the land, the air, and living beings, ninjas manifest their power through the weaving of signs, unleashing a wide array of attacks against their foes.
History
In the eastern seas beyond the continent of Othard can be found the remote island nation of Hingashi—a word that literally means “east.” An age of strife perpetuated by factions both great and small has battered this isolated archipelago for years untold, giving rise to unique forms of warfare—as was the case with the mystical art of the shinobi. Due to the tumultuous nature of its inception, however, the roots of ninjutsu are difficult to trace to a single origin. Rather, it must be said that the raw techniques devised by the individual factions were adopted on the wider field of conflict, and honed through a process of bloody evolution. Many historians find it easier to focus upon the founding of the various ninja clans. In the mountainous regions where crops struggle to grow, people chose instead to nurture their martial skills. Children were raised into a warrior tradition, and entire families earned a living through their clandestine expertise. And when these shinobi eventually crossed the seas to Othard, the art of ninjutsu quickly found purchase upon its shores. The most famous account of this is the tale of Sasuke, a ninja who established his own clan on the continent before joining with the warlords of Doma to end a tyrant’s oppressive reign.
Equipment
Ninja Attire
Woven in the clan village of the Doman outlands, this traditional shinobi garb is designed both for battle and infiltration. The cowl of the outfit covers the features of the face, thus protecting the identity of the ninja should circumstances require him to act in full view of the enemy.
Yoshimitsu
These exquisite twin daggers take their name from the legendary Far Eastern bladesmith who forged them. As an artisan of the shortblade, Yoshimitsu was said to be a master without equal, and the works bearing his mark are treasured by the greatest houses and heroes as invaluable heirlooms.
Iga Attire
This garb was crafted in the village of the Iga ninja, who were known for their strict adherence to the letter of a contract—even if said contract pit them against members of their own family should they be working for a rival master. The horns of the headpiece lend the shinobi a grim mien, further reflecting the Iga’s philosophy of uncompromising dedication, and, combined with the blade-like spikes protruding from forearm and knee, allow the shinobi to perform lethal attacks with her armor alone.
Yukimitsu
Forged by Yukimitsu, a bladesmith of eld, this pair of masterfully crafted daggers has been cherished through the centuries by a succession of notable rulers and proud warriors. It is said that the last person to wield the weapons was the personal retainer of an infamous warlord, who, after receiving the daggers as a reward for loyal service, pledged to employ them in the defense of his liege until the end of days. That oath was swiftly fulfilled, however, when both warlord and retainer were slain in an ally's treacherous ambush some days later. Following this incident the yukimitsu vanished from history's records until, some few years ago, they resurfaced amongst the wares of a dealer in antiquities.
Tricks of the Trade
- Chimatsuri: Drawing upon the aether suffusing a battlefield, this complex mudra conjures a multitude of moonlight blades in a circle around the ninja. The blades leap into the air upon completion of the technique, then streak forwards to impale the foe in a blinding and bloody barrage.
- Fuma Shuriken: Pointed and deadly, the shuriken of the shinobi are forged from a metal whose smelting process is known only to the clan. A ninja uses this mudra to infuse such shuriken with aether, enveloping the throwing star in an immense, phantom aura—the impact of which is anything but illusory.
- Katon: By joining earth with heaven, the ninja calls a great gout of flame to erupt from the ground and lick hungrily at the sky. Only shinobi who have mastered two-mudra techniques such as Katon may earn the rank of chunin, or “middle ninja.”
- Dream Within a Dream: Using this technique, the shinobi assaults the enemy with three strikes in swift succession. Dream Within a Dream is rogue bladework at its best, combined with the rapid movement of a ninja’s Shukuchi.
Oboro Torioi
- Race (Clan): Hyur (Far Eastern)
- Gender: Male
- Age: 24
- Epithet: Oboro Moonrise
Hailing from the ninja village in the Doman outlands, Oboro was a solemn youth whose natural aptitude and unyielding determination saw him earn the rank of jonin—or “high ninja”—at an unusually early age. But though dexterous and nimble, his quick fingers excelling in the eastern art of paper folding, Oboro’s reliance on others in the matters of everyday chores often leaves him appearing awkward and ill-at-ease. When the shadow of the Garlean Empire fell over Doma, he joined the ultimately futile effort to repel the invaders, inflicting grievous losses before eventually being forced to retreat. Upon learning that the betrayer, Karasu, had left with imperial forces for western shores, Oboro was the first to volunteer for a mission that would take him to the realm of Eorzea in search of the traitorous shinobi.
Karasu Redbeak
- Race (Clan): Hyur (Far Eastern)
- Gender: Male
- Age: 24
- Epithet: Karasu Redbeak
A shinobi of jonin rank who trained alongside Oboro in the art of ninjutsu. Flippant and dramatic where Oboro was stoic and serious, Karasu’s antics often drew the ire of his teachers, but none could emulate the ruthless poise he displayed during even the most demanding of duties. Following the fall of Doma, Karasu was banished from the village as a traitor to his clan. Subsequent events saw him join the master ninja, Gekkai, in a plan to establish a new organization of imperial shinobi until the deeds of his childhood friend allowed him to slip away from the alliance and into the shadows. Now free as the crow from whom he takes his name, the eccentric Karasu is believed to have remained in Eorzea, living out his whims upon a stage of his own choosing.
Mudra
Known as “mudra,” the ritual hand gestures that allow a ninja to harness mystical energies can be considered the simplified components of more complicated incantations. By manipulating the aether present in heaven (ten), earth (chi), and man (jin), and further combining their effects in predetermined sequences, the shinobi is capable of manifesting an impressive array of arcane phenomena.
Rabbit Medium
When classifying ninjutsu by the broader definitions of the arcane arts, one might describe the mudra of summoning as a fusion of both teleportation and summoning magicks: an aether-enhanced creature is bound into service, then forcibly transported from its domain to the shinobi’s location. While not all ninjas are capable of such techniques, any failed mudra can result in the conjuration of a curious rabbit-like manifestation from some unknown dimension. [1]
Ninja's Panoply
Kage-Kakushi Somen
This traditional mask, passed down for generations in the Kagekakushi clan, lines brow, cheeks, and jaw with a sturdy rim of metal. Also of note is the breathable cloth concealing both mouth and nose, which makes it highly effective as a filter of noxious fumes.
Kage-Kakushi Chainmail
Chainmail is the ninja’s preferred means of protecting his body from cuts and bites, all without compromising mobility. This particular type is forged from split wire links, tempered and then coated with lacquer to improve durability and prevent rusting.
Kage-Kakushi Kyahan
Most shinobi wear knee-high kyahan to constrict their hakama and prevent the short trousers from catching on obstacles. The cloth soles are coated with resin to quiet the footsteps.
Form & Function
Ninjas originally arose from clans of mountain-dwelling commonfolk. Thus, their garb traces back to the short cotton kimono and trouser-like hakama worn by farmers and hunters, who preferred clothing less restrictive and better suited to toiling outdoors than standard ankle-length robes. Early ninja armor amounted to nothing more than a simple breastplate worn beneath such work clothing. When shinobi took to the battlefield during the Age of Blood, they began to utilize the same chainmail that was popular amongst samurai. This period also saw the development of the trappings that characterize ninjas today: leg wraps to enable fleetness of foot, masks to conceal the visage, and kote to protect the hands. As the art of ninjutsu gradually spread its way across mainland Othard, shinobi began incorporating Doman armor into their battlegarb as well. [2]
History
Introduced in patch 2.4, this job is the first and only non-limited job to be added outside an initial expansion.
See also
External links
- FinalFantasyXIV.com Ninja on the official website.
- Comprehensive Job Guide provided by The Balance.
References
- ↑ Encyclopaedia Eorzea: Volume I, page 228-229
- ↑ Encyclopaedia Eorzea: Volume II, page 230