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They hide in shadows and use the art of ninpo, the advanced practice of which can create duplicates.
In-Game Description, Etrian Odyssey III
Shinobis

The Ninja (Shinobi in Japan) is a versatile agility-based class from Etrian Odyssey III: The Drowned City. Experts in guerilla warfare, Ninjas use persistent asymmetric tactics to harass and undermine their foes, and prefer evasion and distraction over direct confrontation. This is reflected in their stats: very low HP and VIT, but high AGI, TEC, and LUC. They evade attacks better than everyone else, are good at inflicting status ailments, and will nearly always strike first and hit accurately. They can equip Katanas, but have attack skills only for their main weapon, Knife, and can only wear Clothing armor.

Profile[]

Characters of the Ninja class specialize in fighting from the shadows to outlast and outmaneuver their enemies, but struggle at head-to-head combat. They can take on a variety of roles depending on what special abilities they choose, be that enemy disruption, ally support, evasion, or attack, all augmented by general competence and outstanding agility.

  • Strengths: Very high speed and evasion, great TP discounts. Bunshin essentially adds an extra party member to the fold.
  • Weaknesses: Low damage per turn, and inherently risky due to shaky foundations. Bad rolls can easily ruin battles.

Stat Progression[]

Does not include any stat bonuses from skills, equipment, Books, or Retirement.

Main article: Ninja/Stats#EO3
Level HP TP STR TEC VIT AGI LUC
1 28 24 7 9 4 10 8
35 147 99 27 32 16 40 29
70 270 176 48 56 28 70 50
99 346 224 61 71 36 89 63

Skill Tree[]

Skills are listed in the same order used in the game and do not necessarily unlock one after another. See the "Requires" column to see how to unlock a skill. If that cell has dashes in it, no other skill is needed to unlock it. Skills are normally maxed at level 10, but there are some exceptions where the level cap is 5 or even 1, shown in the "Extra" column.

Ninja skills in the original Etrian Odyssey III remain mostly untranslated. The HD version gives most of them their Nexus renames, which will be listed in brackets.

  • Class Skills are passive benefits unique to the primary class.
  • Mastery Skills (exception) apparently Ninja have no Mastery Skills. Probably since everyone can already use Knives.
  • Passive Skills automatically grant bonuses or effects whenever conditions are met.
  • Knife Skills require an equipped Knife to use.
  • Ninjutsu Skills represent ninja tricks, the one example is an attack.
  • Counter Skills, after use, activate their effects after being struck by an enemy attack.
  • Special Skills encompass any ability not covered by another category.
  • Support Skills change the properties of allies or enemies in battle, but normally don't damage or heal.
  • Escape Skills assist the party in escaping from battle.
Skill Description Type Requires Extra
Keburi No Sue
(Mystic Calm)
Ninja skill that reduces TP used. No attack penalty from back row. Class ----- Minimum skill cost 1TP
Knife Mastery Prerequisite for knife skills that raises knife damage dealt. Passive -----
Senpuku
(Concealment)
Increases the ninja's evasion. Passive -----
Karuwaza
(Reflexes)
Recover TP after successfully evading attacks. Passive Sarutobi Lv3
Kumogakure Lv3
Kubikiri
(Beheading)
Normal attacks may be fatal blows. Passive Suikyou Lv3
Makibishi Lv5
Nikudan
(Revenge Bomb)
Once per battle, launch a fire attack upon being KO'ed. Passive Otori Lv3
Bunshin Lv1
Works for clones but not decoys.
Kagenui
(Shadow Bind)
Slash attack causing leg bind by stitching their shadow. Knife Knife Mastery Lv1
Izuna Slash attack to one enemy. May cause petrification. Knife Mastery Lv3
Kagenui Lv3
Takanoha
(Hawk Strike)
Slash damage to random enemies several times over. Knife Mastery Lv5 Lv3, 6, and 9 increase number of hits
Tagen Battou
(Drawing Slice)
Team up with your shadow for random slashes. Shadow will fade. Knife Mastery Lv10
Nikudan Lv3
Lv3 and 7 increase max hits. Damage doubles for each additional clone.
Fukubari
(Ninpo: Daggers)
Piercing attack that may inflict sleep on three enemies. Ninjutsu ----- Max 1 hit per enemy
Suikyou
(Ninpo: Mirror)
May spread a status ailment from one enemy to all other enemies. Special Fukubari Lv1
Makibishi
(Ninpo: Caltrops)
Counters attacks to the target row with a slash that may poison. Counter Fukubari Lv3
Kagerou
(Ninpo: Mirage)
Create a shadow of yourself in an empty slot to draw attacks. Special ----- Max Lv5
Otori Makes monsters target one ally for three turns. Support Kagerou Lv1
Bunshin
(Ninpo: Double)
Use half your HP and TP to create a copy of yourself in the party. Special Kagerou Lv3 Max Lv1
Sarutobi
(Ninpo: Flight)
High probability to nullify enemy physical attacks for this turn. Support Senpuku Lv1 Max Lv5
Kumogakure
(Ninpo: Smoke)
Sacrifice HP for a significant evasion boost for three turns. Support Senpuku Lv5
Tonsou Jutsu Run from battle to the last used staircase or Submagnetic Pole. Escape -----

Skill Breakdown[]

A Ninja without any evasion skills is greatly vulnerable to dying and should generally stay in the back row, where their class skill Keburi No Sue (smokescreen) grants them a unique advantage. It removes the melee range penalty, and subtracts a maximum of 9 TP from all their skill costs, but note that since costs can't be brought below 1, it gets less valuable at high level. It still makes a Ninja great at spamming support skills. They can use empty party spaces to make illusionary Kagerou shadows that distract enemy attention; any attacks sent their way are essentially wasted. Bunshin, probably the Ninja's most iconic skill, forms a duplicate of the Ninja in an empty party space at the cost of dividing the Ninja's current HP and TP between the clones. This results in doubled action rates and a far better diversion than Kagerou. The new clone gets its own use of Nikudan, even if the original expended its use (same with Endure and Ascetic Rewards). Ninja can disable enemies with Fukubari blowgun darts and spread ailments throughout the enemy group with Suikyou, or totally incapacitate one with Izuna. Even simple regular attacks become deadly with Kubikiri.

Dodging an attack avoids all its damage and effects, and almost every attack in the game can be dodged. Maxing out Senpuku and Kumogakure adds 110% to the chance they already have to dodge through a stat comparison, and Karuwaza makes all of them restore up to 20 TP each. Such extreme evasion completely flips the script on defense: if a Ninja doesn't get hit, it doesn't actually matter how much HP and VIT they have. Even when a rare hit gets through, it still doesn't matter how much damage it does if it would have killed the Ninja anyway. A Ninja can face down even the strongest enemies alone or nullify major quantities of damage for the team. Don't forget that Leg Bind and several status ailments will render Ninja unable to dodge anything. In practice, Ninjas don't need quite that much evasion, and can supplement themselves with Wind Tactic. The TP recovery is very nice, and together with Keburi No Sue ensures they always have some TP as long as they're trying to defend themselves.

Katanas give Ninja better autoattack damage than Knives, but Knives make Ninja more versatile offensively. They can bind legs with Kagenui and deal decent damage with Takanoha. Tagen Battou will deal the most damage a Ninja can possibly deliver, but it requires a specific skill choice and playstyle to be most effective. For every active Bunshin clone (not Kagerou shadow!), Tagen Battou's damage will double, so that every ally you take out of your party increases your ability to one-shot the enemy team: a 6-man Tagen Battou will sexdecuple (16 times) that of just 2-man (one clone). This strong attack is only practical with high-level evasion skills, since using Bunshin and Kumogakure so many times can leave clones with just 1 HP.

Subclassing[]

Subclass for Ninja[]

Since Keburi No Sue makes every subclass's skills more spammable and flexible, there is almost no "wrong" subclass to give a Ninja. That said, there are a few that compliment a Ninja's abilities particularly well.

  • Gladiator: This is the best subclass for Tagen Battou, making it both more effective and efficient. Once you have your clones, pop Charge on the one using Tagen Battou to double the damage again. Preceding with Berserker Vow and Wolf Howl adds more devastation, but going too far leads to overkill. A quicker plan starts with Bunshin on turn 1, Charge and one more Bunshin on turn 2, and execution on turn 3.
  • Monk: As Ninjas have above-average TEC, they make reasonable backup healers. While they don't have the raw healing power of a Monk main, a Ninja/Monk's class skill greatly discounts healing, and their high AGI lets them aid their party before enemies can kill them. A Bunshin'd Ninja can aid the party with two half-cost Line Heals at once, and even mass-cure the party with two 1TP line-range Refreshes and Unbinds. However, their poor Strength makes fist skills a poor choice.
  • Hoplite: Not only do you get access to shields to improve survivability, but a Ninja/Hoplite can use Bunshin to guard both the front and back with Line Shield or throw up two different Anti-Element skills. The Ninja's low base HP also makes Overwatch block a wider variety of attacks. The difference between the inverse Hoplite/Ninja is that the Ninja cannot take hits especially in the front row, but their own Class Skill and higher TP lets them spam the defensive skills more frequently than the Hoplite.
  • Zodiac: Combo Keburi no Sue with Dark Ether to allow a row to use their skills for free. The original skill costs 10TP at best without discounts, and Keburi will drop it to 1TP, letting you fire your most expensive skills almost indefinitely. You can also use the Ninja's own TEC stat as a source of elemental damage for the Stars, assassinating enemies with elemental weaknesses at a low cost when petrification or instakills are not reliable.
  • Prince/ss: The Ninja's high Agility and their Class Skill allow them to deploy cheap buffs to the party frequently at the start of the turn, and their decent TEC makes their Protect Order equally as strong as a Prince/ss main. With Bunshin, you can buff your entire party in one go!
  • Buccaneer: Ninja/Buccaneers will typically eschew the whole Knife skill tree to make better use of Rapiers than Buccaneers can. Their class skill permits them to use Rapiers even from the back line and provides a hefty skill discount, and their better LUC and TEC lets them nail head binds and blinds with Hanging and Lights Out respectively. Their low STR reduces the raw damage of those skills, but their very high AGI lets them put out deadlier Pincushion. Swashbuckling also synergizes with Kubikiri for better odds at landing an instakill. That said, specializing for Swashbuckling or Pincushion is a costly undertaking and will only see fruition in the late- to postgame.
  • Farmer: A Ninja/Farmer is almost a better gatherer than a Farmer at its base, thanks to the TP discounts from their class skill. A level 1 Double Crop (but no higher) with maxed Class Skill is incredibly efficient because it restores 1 harvest attempt for just 1TP, letting you gather until your pack is full as long as the Ninja has TP to spare. Unlike Farmer mains, the Ninja main stat spread still makes them a reasonably good combatant in case of gathering ambushes.

Ninja as Subclass[]

The main reason you take a Ninja subclass is for Bunshin's ability to let you field two copies of a class. You run a risk by halving their HP and TP, but careful management of your healing and protection buys you a lot of "free turns" in this game. Senpuku is also a good passive to aid in survivability.

  • Hoplite: Hoplite/Ninjas use Bunshin to double up on their defenses. Ready two Line Shields to guard the entire party at once, or throw up two different Anti-(element) shields if you don't want to guess which element to block. Between Otori or Provoke, both skills are equally effective at drawing aggro, so it's a matter of player preference or skill point availability.
  • Prince/ss: With two copies of your buffers in the field you can set up buffs on your entire party in a single movement. With a maxed Royalty Lineage and a cheap enough buff spell you can easily recoup the TP you lost in splitting up.
  • Gladiator: A Gladiator/Ninja has a damage-boosting Class Skill and a higher Strength stat to dole out more damage with a Charged Tagen Battou than the inverse.
  • Wildling: While Bunshin is generally incompatible with animal summons, Otori can force enemies to target your summoned Tiger to improve odds of landing counter-attack damage.
  • Buccaneer: With a maxed Swashbuckling you have higher odds of proccing an instant kill off Kubikiri, and Senpuku will aid your evasion to offset your low durability.

External Links[]

Profile[]

The Ninjas of Armoroad join the cast with almost all of their previous skills intact, albeit with several alterations. Their evasion is constrained into focused windows of time, especially during their new Force Boost they can use from the start of the game. They are better at inflicting status ailments, and have new skills linking that to evasion. Ninpo: Double makes a return, but a lot more expensive and undesirable for any character that wants to use Force skills.

  • Strengths: Quick and elusive, inflicts widespread ailments, recovers TP, and has reduced TP costs.
  • Weaknesses: Inherently risky, overcoming bad rolls requires forethought and teamwork, and in worst cases a restart.
  • Force Boost - Diversion Gambit: For 3 turns, greatly raises draw rate and evasion.
  • Force Break - Toxic Mist: High chance of inflicting a strong poison to all enemies.

Stat Progression[]

Main article: Ninja/Stats#EON
Level HP TP STR INT VIT WIS AGI LUC
1 45 51 13 16 11 13 19 20
30 87 84 29 35 24 29 41 43
70 175 153 63 75 51 61 89 91
99 261 220 96 113 78 93 134 137
130 377 311 140 165 114 136 196 200

Skills[]

Skill Description Type Requires Extra
Diversion Gambit Raises user's draw/evasion rate for 3 turns. Force Boost --
Toxic Mist
May poison all enemies. Force Break
NOVICE
Ninpo: Daggers
Ranged stab attack to 3 enemies. May put to sleep. Attack None Lv5 and 10 increase number of attacks.
Ninpo: Caltrops
Ranged cut counterattack to an enemy who physically hits ally line. May poison. Ninpo: Daggers Lv3
Shadow Bind
Melee cut attack to 1 enemy. May bind legs. Knife None Lv4 and 8 increase leg bind rate.
Bone Crusher
Melee bash to 1 enemy. Lowers physical DEF for 3 turns. Shadow Bind Lv3 Lv4 and 8 increase debuff strength.
Reflexes Restores TP after successfully evading an attack. Passive None
Concealment Increases the user's evasion. Stat Up Reflexes Lv2
Ninpo: Mirage
Creates a decoy in an empty slot to take enemy attacks. Support None
Chop Increases material yield from chopping in the labyrinth. Gather None
Proficiency Raises user's physical/elemental ATK. At Lv4, you can attack from the back line without reduced damage. Passive None
VETERAN
Ninpo: Mirror
May spread a status ailment from one enemy to all other enemies. Support Ninpo: Caltrops Lv2
Izuna
Melee cut to 1 enemy. May petrify. Knife Bone Crusher Lv2 Lv4 and 8 increase petrify rate.
Hawk Strike
2-3 melee cuts to random enemies. Izuna Lv3 Lv4 and 8 increase number of hits.
Revenge Bomb
Once per battle, if user is KO'd, hits the enemy with a ranged fire attack. Passive None
Ninpo: Double
Spends HP and TP to create a functional copy of user in an open slot. Support Revenge Bomb Lv2 Disables Force Boost and Force break while Double is active.
Beheading
Normal attacks may instakill. Passive Concealment Lv3
Ninpo: Flight
High probability to evade enemy physical attacks this turn. Support None
Auto-Mirage May use Ninpo: Mirage at the start of battle. Passive Ninpo: Mirage Lv2 Does not trigger if another Auto-Mirage is used.
Status ATK Up Increases bind/ailment success rate. Stat Up None
MASTER
Ninpo: Panic
May cause all enemies to panic. Support Ninpo: Mirror Lv2
Return Malice When user evades an attack, success rate of status ailments rises next turn. Passive Ninpo: Panic Lv2
Dominance
Melee cut attack to one target with 100% hit rate. If target has an ailment, Force Gauge rises. Knife Hawk Strike Lv2
Drawing Slice
Team up with your Double for 2-3 cuts at random. Double then disappears. Knife Dominance Lv2
Ninpo: Double Lv2
Doubles in strength per Double used. Lv4 and 8 increase maximum attacks.
Ninpo: Smoke
Sacrifice HP for a significant evasion boost for 3 turns. Buff Ninpo: Flight Lv2 Lv5 and 10 increase HP cost.
Mystic Calm Reduces TP used. Passive None Cannot reduce cost below 1.

Skill Breakdown[]

Etrian Mystery Dungeon provided appropriate translations from the Romaji for most Ninja skill names, and Nexus continues the trend (except Izuna, which doesn't actually translate to anything). While they may all sound familiar, there are several sweeping changes underneath that discourage exploitive gameplay and pull Ninja closer to its core fantasy. Their consistent evasion from skills is slashed by almost half across the board, so they can no longer enjoy guaranteed evasion at all times. It has been focused into limited windows of time during their new Force Boost, Diversion Gambit, and Ninpo: Flight (now counts as evasion like it already should have rather than negating attacks). They get a much improved LUC stat, helping their stat-based evasion and ailment infliction, and new skills Return Malice, Dominance, and Diversion Gambit that link the two together. Along with an expansion to their repertoire, Ninpo: Panic, and a fix to Ninpo: Caltrops, Ninjas are much better at inflicting ailments overall. The TP-saving passives, now Reflexes, Mystic Calm, and Proficiency, have reduced maximum potency but take fewer skill points to master (they didn't need that much anyway), and Ninja's unique ability to ignore melee penalties is still only available as a main class. Ninpo: Double got hammered with restrictions: it costs more skill points to master, costs more HP/TP overall and even more at low level, and cannot be used in conjunction with Force Boosts and Breaks (if you could, you'd duplicate the user's Force; that'd be really busted). For a Ninja, that trades out Diversion Gambit's evasion and aggro boost. Rather than making a copy and dividing HP/TP in half between the two, now a high percentage of current HP/TP is removed and the copy receives a duplication of the remainder. Its one improvement is it now costs zero base TP, so it is always available even after much spamming. It's a deliberate effort to refocus its identity as the elusive maneuver it was always meant to be rather than a free sixth man, and to make it less appealing to other classes. It also nerfs Drawing Slice.

The skill tree takes advantage of the novice/veteran/master arrangement to allow some flexibility over how much and what kind of evasion to get. An undoubled Ninja can pop Diversion Gambit even at the start of the game to recover some TP, and not bother dodging at any other time. They could instead avoid dodging in the first place, keeping Ninpo: Double active and just using Ninpo: Flight in emergencies. They can focus on passive turn-by-turn evasion so they can devote actions to other things. Swapping places in battle is a free action in this game, so a Ninja can jump in from the back at any time to dodge something, then jump back just as quickly. New skills introduce an evasion and ailment infliction cycle: start Diversion Gambit to attract dodges, get increased ailment success rate from Return Malice and recover some TP, and spend that TP on Dominance to quickly get Diversion Gambit ready again.

Since most things a Ninja does involve random chance, risk management is a pivotal part of the class. This involves raising the odds for yourself whenever possible, not doing things that are too risky or have insufficient benefits, and creating fallbacks for when things go sideways (and they eventually will, when the game is tuned just right). Making these things happen requires knowledge and patience. Ninpo: Mirage and Ninpo: Double are such fallbacks, but keeping up with healing is important, too. Unfortunately, Ninjas don't have much of Nexus's primary healing stat, WIS, so even if they get healing abilities from a subclass, they're better off relying on a main healer. Previously this was not that big of a deal because they had decent TEC, and you could raise the odds to the point of guaranteeing success in almost every case anyway.

Subclassing[]

Subclass for Ninja[]

  • Protector skills go hand-in-hand with the Ninja's high innate evasion, replicating the Ninja/Hoplite class combo of EO3. Line Shield in particular covers a row for one turn, and most of these attacks going there will miss. A Ninja and their clone using Line Shield will easily cover the entire party, letting them focus entirely on offense without worry. The other Guard skills of the Protector don't scale off any stats, letting a Ninja use them safely - in particular, both the Ninja and their clone using a simultaneous Front Guard and Rear Guard protects the entire party at once.
  • Survivalists provide Ninja with their brand of evasion skills, further adding to Ninja's own impressive evasion. Chain Dance together with Concealment and Diversion Gambit adds up to >100% evasion, and while cloned combines with Trickery and Ninpo: Smoke for a substitute Diversion Gambit. Access to Bow skills open up more offensive options, though they already deal ranged damage. Field skills like Risk Perception and Nature's Blessing are also good midgame investments for better exploration and harvests.
  • Ronin's Drawing Stance, Speed Up, and Full Proficiency offer Ninja more passive evasion than any other subclass, allowing the Ninja to go on the offensive with impunity.
  • Gunner skills bring the binding Snipes to the table, and the Ninja's high Agility and Luck make it very easy for them to cripple enemies before they act. Between snipes and the Ninja's own skills they can access anything that isn't blind, paralysis, or curse. Medic Bullet also supports by providing simultaneous healing and ailment curing to one ally.
  • Zodiac skills are oddly fitting with the Ninja, due to their high Intelligence growth and better Magic Attack stat. This subclass gives the Ninja access to elemental damage when they can't deliver any more ailments, and any TP consumption concerns are easily petered out by the Ninja's innate discounts with Mystic Calm.
  • Landsknechts offer good passives like Proficiency and Initiative to make the most of the Ninja's high Agility that let them strike before their enemies move. Phys DEF Up and Status DEF Up can make the Ninja more resilient. Single Devotion gets maximum benefit as a lot of the Ninja's own attacks are single-element. A great subclass for Ninjas focused on raw damage, especially those built around Drawing Slice.
  • Nightseekers draw similar parallels to the Ninja, offering outstanding synergy. Between their Throw skills and the Ninja's own, a Ninja/Nightseeker can access every non-Stun ailment in the game. Blade Flurry also works excellently in conjunction with Beheading, letting the Ninja get more opportunities to proc the instant kill. Shadow Cloak offers a good fallback protection especially with a Ninja setting up clones. Between Knife skills, though, stick to Hawk Strike over Swift Edge, as a Lv4 Swift Edge will only barely outdamage a Lv8 Hawk Strike when all 9 hits connect.

Ninja as Subclass[]

Common sought-after skills from the Ninja's moveset include Mystic Calm for TP savings, Proficiency for an attack boost, and Status ATK Up for ailment-based classes. Higher HP/TP percentage costs and losing access to Force Boosts make Ninpo: Double much less attractive than it once was, but it is worthwhile for characters that synergize with themselves or don't need their Force Boost.

  • Protectors can use a Ninja subclass for Ninpo: Double to gain access to two shield skills at once, leading to interesting combinations like Front and Rear Guard at the same time, or each Protector raising a Line Guard to defend the whole party at once. Unlike the Ninja/Protector setup, this trades evasion and Double cost for better overall defenses. Be mindful that you cannot use Painless in an emergency if the clone is still alive.
  • Survivalists find great use in the Ninja's evasion-boosting passives. Reflexes, Concealment, and Ninpo: Smoke are must-haves for dodge-tanking Survivalists, especially to set up for a powerful Hazy Arrow. Status ATK Up can also compensate for their average Luck stat.
  • Sovereigns use the Ninja subclass for Ninpo: Double. The ability to have both clones support both lines at once easily substitutes the loss of access to Force Boost. Both the Sovereign and their clone, with their HP and TP regenerating passives, can also regain the HP and TP lost in making the clone.
  • Nightseekers take the Ninja's skills to increase their ailment infliction rate. Beheading works nicely with their own Blade Flurry to let them instantly kill without requiring investment in Shadow Cloak. Ninpo: Panic and Izuna give access to panic and petrify respectively for perfect ailment coverage, and Ninpo: Mirror works as a retroactive parallel to Spread Throw in getting ailments all around the enemy ranks. While ailments hold, Dominance will regain Force to trigger the Force Boost again. Concealment and other sources of evasion help preserve Shadow Cloak. Nightseeker/Ninja exchanges the Ninja's ailment infliction accuracy to further specialize in dealing massive damage to anything with an ailment.
  • Harbingers take Ninja for a stacking Status ATK Up, and Ninpo: Double lets two Harbingers work together to debuff and Ephemeral Reap an enemy to kingdom come, or alternate with ailment-inducing Reaps. The HP and TP cost of Ninpo: Double is easily fixed with the Harbinger's own Black Wave and Soul Absorb skills.

Profile[]

Equipment when registered: Kodachi, Tweed.

Availability: Complete the mission Fiend in the second dungeon given by Magan to defeat the Stone Hulk at B7F of the Emerald Copse, the second dungeon.

Stat Progression[]

Main article: Ninja/Stats#EMD
Level HP TP STR TEC VIT AGI LUC EXP to next level Total EXP
1 45 50 7 6 7 8 3 130 0
30 276 195 137 93 30 138 32 26,000 291,200
50 302 221 160 114 40 161 52 26,000 811,200
70 322 241 180 134 50 181 72 26,000 1,331,200
99 351 270 209 163 65 210 101 - 2,085,200

Skills[]

Skill Description Type Prerequisites Lv Max Extra
Mist Cutter A cut attack targeting all enemies in the room that may instantly kill them. Blast Skill Report the quest The heat of the ninja 1 Cost 3 Blast Gauge
NOVICE (LV1)
Proficiency Greater chance of dodging attacks and inflicting ailments as HP decreases. Passive None 1
Concealment Increases dodge rate. Passive None 5
Ninpo: Daggers Cut attack with a 5-space range. May put the target to Sleep. Active / Head Skill None 5 TP Cost 7 - 13
Shadow Bind Melee cut attack that has a chance of binding the target's legs for 5 turns. Active / Arms Skill None 5 TP Cost 5 - 9. Leg bind last 6 turns after Lv4.
Ninpo: Divert Draw enemy attention to a specified ally, focusing their attacks on that target for 5 turns. Active / Arms Skill None 3 TP Cost 8 - 5.
Dendrology May find extra materials when gathering at a chopping point. Passive None 10
VETERAN (LV10)
Expertise Greater chance of dodging attacks and inflicting ailments as HP decreases. Passive Proficiency Lv1 1
Ninpo: Smoke Increase your dodge rate for 3 turns at the cost of 30% of your HP. Active / Legs Skill / Can Act After Using Concealment Lv3 8 TP Cost 11 - 17.
Ninpo: Caltrops Chance of countering attacks for 3 turns with a Poison effect. Active / Arms Skill / Can Act After Using Ninpo: Daggers Lv3 8 TP Cost 9 - 15.
Hawk Strike Advance 4 spaces, cutting all enemies in your path. Active / Legs Skill / Katana Skill Shadown Bind Lv3 8 TP Cost 9 - 15.
Ninpo: Decoy For 3 turns, when attacked by an adjacent enemy, dodge by sneaking behind them before making your own attack. Active / Legs Skill / Can Act After Using None 5 TP Cost 10 - 14. Last 4 turns after Lv3. Last 6 turns at lvl 5.
Water Beetle Gain the ability to walk on water while in this zone. Active / Legs Skill / Can Act After Using None 3 TP Cost 13 - 9.
Ninpo: Flight May nullify enemies' physical attacks for 3 turns. Active / Legs Skill / Can Act After Using Ninpo: Smoke Lv3 8 TP Cost 12 - 18.
Ninpo: Mirror Spreads the ailment an adjacent enemy is suffering to all enemies in the room. Active / Head Skill Ninpo: Caltrops Lv3 3 TP Cost 10 - 12.
MASTER (LV20)
Enlightenment Greater chance of dodging attacks and inflicting ailments as HP decreases. Passive Expertise Lv1 1
Acrobatics May recover some TP whenever you dodge an attack Passive Ninpo: Flight Lv3 8
Beheading May instantly kill the enemy when using a normal attack. Passive / Katana Skill Ninpo: Mirror Lv3 5
Drawing Slice Deal random cut attacks throughout the whole room. Active / Arms Skill Hawk Strike Lv3 8 TP Cost 13 - 19. Increase number of hits at Lv3/Lv5/Lv7
Headstart Move up to 5 spaces instantly Active / Legs Skill Ninpo: Decoy Lv3 3 TP Cost 5 - 11. Move up to 5/7/10 spaces.
Body Swap Launch a bolt with a 10-space range, switching places with whomever it hits. Active / Head Skill Headstart Lv3 3 TP Cost 15 - 9.

Gallery[]

External Links[]

Gallery[]

Trivia[]

  • In the original Drowned City, Ninja uniquely had all of their skill names retaining Japanese Romaji language. Some Shogun skills also had this trait.
  • The brown-haired female Ninja greatly resembles one of the Ronin.


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