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Ninja Male
"A nimble warrior who prefers hit-and-run tactics to an open fight. Their attacks with double weapons can be vicious.."

OverviewEdit

Female Ninja
Possibly the strongest generic melee class. 1-handed katana are usually strong, so the ability to attack with 2 weapons at once is powerful. They move fast, scale elevation with ease due to increased climbing ability, and have powerful Ninjutsu for ranged damage and debuffing. The damage spells are like weaker versions of the summon spells, requiring only some components to cast and no MP requirement, but can require a little raising of the Magic stat to use successfully. Their 'Steelstance' ability reduces damage by 50%, and can be worth a skill slot, to increase their survivability on the frontline as a Ninja's base defences are mediocre.

Can be Used by: Humans only

How to Unlock: Ninja Class marks are obtained by:

  1. Defeating "Gousin" in the battle of Golborza Plain (Lawful) as he drops 3x Ninja Marks.
  2. The Shops from Chapter 3 (Law) and late in Chapter 2 (Neutral/Chaos) update with Ninja weapons and Class Marks

Notable Characters:

  • None

Equipment

Basic Ability:

Move Move Type Jump (up/down) Base RT Melee Attack (empty) Ranged (empty)
5 Agile 3/4 22 Punch Throwing Dagger

Core Stats:

Attribute Base Rating Level-Up Growth Level 50 Rating
HP 288
MP 0
STR +116
VIT +114
DEX +125
AGI +118
AVD +125
INT +119
MND +112
RES +117
ATK 8
DEF 6

SkillsEdit

Skill Lvl SP Cost TP Cost Notes/Use
Concentration 3 120 30 Makes next Ninjutsu hit with 100% accuracy
Steelstance 16 400 50 Halves all physical damage taken until next turn
Evanescence 25 560 100 ALL Incapacitates Ninja unit to deal strong damage to all enemy units in a 2-tile radius

AbilitiesEdit

Skill Lvl Cost Notes/Use
Trajectory 1 50 Highlights path of ranged attacks.
Parry 12 240 Second chance to block melee attacks
Deflect 12 240 Second chance to block ranged attacks
Overpower 20 400 Ignores a target's Parry and Deflect
Counterattack I-II 6/15 120/330 Counters physical attacks at 25/50% Normal damage
Knockback I-II 5/14 90/310 25/50% chance to knock attacked target back one space
Strengthen I-IV 6/17/28/39 120/370/560/740 Increases ATK stat by 10/20/30/40%
Fortify I-IV 6/17/28/39 120/370/560/740 Increases DEF stat by 10/20/30/40%
Spellcraft I-III 7/20/32 120/370/560 Increases MAG stat by 10/20/30%
Resistance I-II 10/22 200/440 Increases RES stat by 10/20%
Truestrike I-IV 2/14/26/38 90/370/580/770 Increases melee accuracy by 10/20/30/40%
Trueflight I-IV 3/15/27/39 120/390/600/790 Increases ranged accuracy by 10/20/30/40%
Spellstrike I-IV 5/16/27/38 90/350/550/720 Increases magic accuracy by 10/20/30/40%
Dodge I-IV 3/15/27/39 120/390/600/790 Increases melee avoidance by 10/20/30/40%
Sidestep I-IV 4/16/28/40 150/400/610/800 Increases ranged avoidance by 10/20/30/40%
Spell Ward I-IV 6/18/30/42 150/400/610/800 Increases magic avoidance by 10/20/30/40%
Constitution I-III 8/19/33 200/420/610 Increases HP stat by 10/20/30%
Field Alchemy I-IV 3/8/16/24 50/220/370/500 Allows use of more powerful/effective items.
Swiftfoot I-II 20/40 460/790 Increases Move by 1/2
Jump I-II 23/43 500/820 Increases Jump by 1/2
Wade I-II 11/21 220/420 Allows movement through water at cost of 2/1 Move while in water.
Double Attack 3 120 Can equip and use 2 1-handed weapons simultaneously

TransferableEdit

Skill Notes/Use
Reflect Damage I-II Reflects 10/20% of damage taken by physical attacks back
Reflect Magic I-II Reflects 10/20% of damage taken by magic attacks back
Treasure Hunt I-II Improves quality of found hidden items
Max TP I-IV Increases max TP by 25/50/75/100
Tactician I-II Increases TP accumulation by 20/40%

[1]

ReferencesEdit

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