Complete Ninja guide! [UPDATED April 20th 2023]
Jan 11, 2016 21:57:58 GMT
Niu, Shori>.<, and 21 more like this
Post by Dragsbro on Jan 11, 2016 21:57:58 GMT
PSA: If you're on mobile, you might want to request the Desktop version for spoilers to appear correctly!
Little introduction to Ninjas (and me!)
Ninjas are a special job in Iruna Online. Popular because of its early solo capability, many players used it, in many different ways over the years.
The class was designed to be versatile, with survival, magic and physical skills, able to use a variety of weapons such as Throwings, Claws, Rods or Bows.
That being said, over the course of time, we could mainly observe people focused in either type of these skills: magic, or melee.
Later on, a certain skill named Silent Killing united both worlds, by using magic and physical stats. However, this skill got nerfed into uselessness, and soon enough Ninjas went back to their Magic/Melee builds.
That being said, over the course of time, we could mainly observe people focused in either type of these skills: magic, or melee.
Later on, a certain skill named Silent Killing united both worlds, by using magic and physical stats. However, this skill got nerfed into uselessness, and soon enough Ninjas went back to their Magic/Melee builds.
Being a Magic Ninja at a time when only a few people knew ninja even had magic skills, i made this guide to tell everyone what this playstyle was all about, and it ended up being a rather abundant sort of database.
And then now a few years later, mainly thanks to new skills and balances, Magic and Melee ninjas are equally known and played! That's why i decided to turn what was previously my Magic ninja guide into a Complete Ninja guide, going over everything that i know of the job.
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INT>DEX>VIT>GR and/or BL.
If you have points left :
AGI for more evasion (=survival)
CRT to use Melee skills on weaker foes for a faster farm.
EXP/IGT/IGR for a smooth Lvling experience
A rather simple build giving both high HPs and CSPD as well as MATK.
Depending on your lvl and stat points, can also deal decent physical damages if you choose to put points in CRT instead. (You can go Hybrid magic-focused for more melee skills if this sounds fun to you, the build is somewhere below.)
Although, if you want to burst through the lvls and focus on grinding, you'd be more interested in using the EXP/IGR/IGT special stats, especially if you can afford a Stefly's Book later on.
---
INT>DEX for 450 CSPD>AGI>VIT for Struggler.
If you have points left :
GL for more MATK and evasion (=survival)
DEX for more CSPD and MATK
VIT for more HP/DEF/MDEF (=survival)
A build focused on both magic skills and survivability. The use of AGI can be associated with specific equipments too, such as Magic Amp, for a huge and relatively affordable MATK gain.
This build is much safer. high evasion is easily attainable as well as high HPs.
INT>CRT>STR
If you have points left :
DEX for more delay/ATK/MATK/CSPD/Hit rate
GR for more ATK and evasion (=survival and spam stability)
This build's purpose is to have a more powerful DoC, but it can also deal good damages with the other skills, thanks to Throwings' stats, so long as you have some equipments for this purpose .
Beware, for it is a glass cannon build: Even though you'll deal huge dmg with your explosion (thanks to Koka sanpou mainly), if you can't oneshot your foe, you'll have to kill it without much HPs or EVA.
Your main melee DPS being based on your clones number, you might want to avoid getting hit while using DoC, or switch to magic gears !
Nota Bene: potential 'best' SK build with Exile garb! (It's still rather bad but a bit less bad.)
Magic main type :
INT>DEX for 450 CSPD>VIT for Struggler>CRT.
If you have points left :
DEX for more ATK/MATK/Delay/Hit rate/
GR for more MATK and evasion (=survival)
BL for more MATK
STR for more ATK
VIT or AGI for more HP/DEF/MDEF or evasion (=survival and potential spam stability)
The use of VIT, additionally to Struggler's extra MATK, makes this build safer thanks to HP pool and Utsusemi. The other skills should naturally have decent dmg, so long as you have some equipments for that purpose.
This build is a bit weaker MATK-wise than a full fledged magic build, but allows you to use DoC (and SK) as well ! Very useful for weak bosses/mob farm.
It is also the current best SK build, for whatever a "best" SK is anyway.
If you want to be closest to "equally hybrid" as possible, you can stop DEX at a point you're happy with to continue on STR.
Ultra-tanky type:
INT>AGI>VIT>GR>CRT
This is more like a meme build, but if you want to try out the absolute best survival Ninja can offer, you might want to try this! You can also use Special throwings that way.
You might be able to build an efficient tank, and i mean not only tanky but also aggro-keeping Ninja, with Silent Killing having a decent aggro growth rate.
STR>CRT>DEX
If you have points left :
VIT for more HP/DEF/MDEF (=survival), as well as DMG with Sirius Edge
AGI for more evasion (=survival and spam stability)
GR for more ATK and evasion(=survival and spam stability)
This build can be used with Bows and Special claws. It is specialized in getting the highest DoC dmg output and spam it. This build gives great DoC dmg from the get-go to the end-game, compared to other builds like the Throwing melee one which is much more of a late bloomer.
The use of VIT not only gives you HPs but also one of the best DoC dmg output by using Sirius Edge II, a special claw raising your DMG further with your DEX, CRT, VIT and Lvl with its stats.
The use of AGI may preserve clones from dying or you from getting hit, which is a huge help in boss fights, since the loss of a clone means dealing 30 % less damage.
Bow users avid of firepower can go for GR/RD after they are done raising STR/DEX/CRT, but i would recommend going only for GR and put the rest of the stat points in AGI or VIT for an easier solo life.
---
AGI>CRT>STR
If you have points left :
GR for more ATK and evasion(=survival and spam stability)
RD for more ATK
DEX for more delay
VIT for more HP/DEF/MDEF (=survival)
This build can be used by Claws and Special bows. Special bow’s dmg output is rather low, but can be a beginner’s tight budget first gears. Special bow cannot use VIT, it would lower their already-low base ATK.
It is a straightforward build that allows autoatk as well as DoC spam. It can be combined with Mystique, an additional equipment that can rebuff Phantom Flame with a normal attack, for even more safety !
Putting DEX will shorten skill delays (can’t be reduced further than 3 seconds for DoC and Bunshin no Jutsu without equipments giving -X seconds of delay. You’ll need -2 seconds in total even if you are cap DEX.) Once/If that is reached, you can add some VIT if you’re not using a special bow.
Of course, this is a non-exhaustive list ! Those are simply the most efficient or common ones.
If you are a bit used to Iruna and want to try out unorthodox builds, that’s for the better ! Share your results in the comments!
Magic ninja builds:
Magic ninjas use a variety of magic skills, have a rather constant DPS and can inflict useful ailments on targets. With clones, HPs and evasion, this class is perfect for soloing your way through most of the game!
However, some skills require a long build up, and regular mob farms can be rather slow too.
However, some skills require a long build up, and regular mob farms can be rather slow too.
INT>DEX>VIT>GR and/or BL.
If you have points left :
AGI for more evasion (=survival)
CRT to use Melee skills on weaker foes for a faster farm.
EXP/IGT/IGR for a smooth Lvling experience
A rather simple build giving both high HPs and CSPD as well as MATK.
Depending on your lvl and stat points, can also deal decent physical damages if you choose to put points in CRT instead. (You can go Hybrid magic-focused for more melee skills if this sounds fun to you, the build is somewhere below.)
Although, if you want to burst through the lvls and focus on grinding, you'd be more interested in using the EXP/IGR/IGT special stats, especially if you can afford a Stefly's Book later on.
---
INT>DEX for 450 CSPD>AGI>VIT for Struggler.
If you have points left :
GL for more MATK and evasion (=survival)
DEX for more CSPD and MATK
VIT for more HP/DEF/MDEF (=survival)
A build focused on both magic skills and survivability. The use of AGI can be associated with specific equipments too, such as Magic Amp, for a huge and relatively affordable MATK gain.
This build is much safer. high evasion is easily attainable as well as high HPs.
Throwing ninja builds:
You could also call these Hybrid ninjas, as they can use the whole kit of the class no matter which type of skills their build is more focused on, thanks to Throwing weapon’s stats requirements.
Depending on which skills you’ll prefer to max out, the other ones obviously won’t be as strong, but enough stat points can shrink this gap dmg-wise.
Depending on which skills you’ll prefer to max out, the other ones obviously won’t be as strong, but enough stat points can shrink this gap dmg-wise.
I wouldn't recommend going for a build focusing on nothing, because it would simply be a weaker in-between version. And even weaker if you add survival stats.
I would also not recommend going for a SK-based Ninja as the developpers unjustifiedly nerfed that skill much beyond reason, but if you're just looking for a new way to play ninja then why not! DPS-wise tho, it can't really keep up with the other styles without support from other jobs.
Melee main type :I would also not recommend going for a SK-based Ninja as the developpers unjustifiedly nerfed that skill much beyond reason, but if you're just looking for a new way to play ninja then why not! DPS-wise tho, it can't really keep up with the other styles without support from other jobs.
INT>CRT>STR
If you have points left :
DEX for more delay/ATK/MATK/CSPD/Hit rate
GR for more ATK and evasion (=survival and spam stability)
This build's purpose is to have a more powerful DoC, but it can also deal good damages with the other skills, thanks to Throwings' stats, so long as you have some equipments for this purpose .
Beware, for it is a glass cannon build: Even though you'll deal huge dmg with your explosion (thanks to Koka sanpou mainly), if you can't oneshot your foe, you'll have to kill it without much HPs or EVA.
Your main melee DPS being based on your clones number, you might want to avoid getting hit while using DoC, or switch to magic gears !
Nota Bene: potential 'best' SK build with Exile garb! (It's still rather bad but a bit less bad.)
Magic main type :
INT>DEX for 450 CSPD>VIT for Struggler>CRT.
If you have points left :
DEX for more ATK/MATK/Delay/Hit rate/
GR for more MATK and evasion (=survival)
BL for more MATK
STR for more ATK
VIT or AGI for more HP/DEF/MDEF or evasion (=survival and potential spam stability)
The use of VIT, additionally to Struggler's extra MATK, makes this build safer thanks to HP pool and Utsusemi. The other skills should naturally have decent dmg, so long as you have some equipments for that purpose.
This build is a bit weaker MATK-wise than a full fledged magic build, but allows you to use DoC (and SK) as well ! Very useful for weak bosses/mob farm.
It is also the current best SK build, for whatever a "best" SK is anyway.
If you want to be closest to "equally hybrid" as possible, you can stop DEX at a point you're happy with to continue on STR.
Ultra-tanky type:
INT>AGI>VIT>GR>CRT
This is more like a meme build, but if you want to try out the absolute best survival Ninja can offer, you might want to try this! You can also use Special throwings that way.
You might be able to build an efficient tank, and i mean not only tanky but also aggro-keeping Ninja, with Silent Killing having a decent aggro growth rate.
Melee ninja builds:
Apart from the Melee-focused Throwing type, there are some other Melee ninjas that mainly use Dance of Clone, an attack whose dmg are based on clones number. The Phantom Flame buff adds a layer of depth into the gameplay ; slow and/or risky to rebuff, but strengthens DoC a lot for one use.
They have from decent to good solo capabilities, compared to the melee Throwing builds that are solely based on DMG.
They have from decent to good solo capabilities, compared to the melee Throwing builds that are solely based on DMG.
They can also auto-atk depending on their gear and builds. From glass cannon to full evasion builds, they have a variety of ways to be played !
STR>CRT>DEX
If you have points left :
VIT for more HP/DEF/MDEF (=survival), as well as DMG with Sirius Edge
AGI for more evasion (=survival and spam stability)
GR for more ATK and evasion(=survival and spam stability)
This build can be used with Bows and Special claws. It is specialized in getting the highest DoC dmg output and spam it. This build gives great DoC dmg from the get-go to the end-game, compared to other builds like the Throwing melee one which is much more of a late bloomer.
The use of VIT not only gives you HPs but also one of the best DoC dmg output by using Sirius Edge II, a special claw raising your DMG further with your DEX, CRT, VIT and Lvl with its stats.
The use of AGI may preserve clones from dying or you from getting hit, which is a huge help in boss fights, since the loss of a clone means dealing 30 % less damage.
Bow users avid of firepower can go for GR/RD after they are done raising STR/DEX/CRT, but i would recommend going only for GR and put the rest of the stat points in AGI or VIT for an easier solo life.
---
AGI>CRT>STR
If you have points left :
GR for more ATK and evasion(=survival and spam stability)
RD for more ATK
DEX for more delay
VIT for more HP/DEF/MDEF (=survival)
This build can be used by Claws and Special bows. Special bow’s dmg output is rather low, but can be a beginner’s tight budget first gears. Special bow cannot use VIT, it would lower their already-low base ATK.
It is a straightforward build that allows autoatk as well as DoC spam. It can be combined with Mystique, an additional equipment that can rebuff Phantom Flame with a normal attack, for even more safety !
Putting DEX will shorten skill delays (can’t be reduced further than 3 seconds for DoC and Bunshin no Jutsu without equipments giving -X seconds of delay. You’ll need -2 seconds in total even if you are cap DEX.) Once/If that is reached, you can add some VIT if you’re not using a special bow.
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To become ninja, you need to complete a quest from Suigetsu at Minaula castle, available from Lv100+, collecting:
-20 Black Feather (Crow Samurai)
-20 Small shells (Kappa)
-20 Fan Feather (Tengu)
-20 Broken Flame Blower (Fire Cat)
Once you've collected and delivered the items, you have to defeat Mio as the last part of the quest (report the quest to activate).
Class Requirement: None. (You just can't be Ninja already or Samurai. Become another special class first to do the quest again.)
Shuriken Mastery:
Knowledge of Shinobi. Melee and Magic ATK up for Throwing.
Level 1 - Ninja class change
Level 2 - Item at Drafbourg:Immigrant Ward from Matif, Level 220 required
More infos:
SLv1: ATK+50, MATK+100
SLv2: ATK+90, MATK+180 (※ +40 ATK, +80 MATK Compared to Lv1.)
Kyuseijutsu Yang:
Obtain the power of Yang. Enhance the effects of Tonjutsu and magic power. Triggers a "combo icon" on top-left on the screen, increasing power of the indicated Jutsu. Possibility of creating 3 clones with Bunshin no Jutsu while the buff is active.
Level 1 - Item at Minaula city from Suigetsu or ninja class change (MP1)
More infos:
Effects:
- Add "Yangton" effect for 10 minutes, and clones disappear.
- If you have learned Phantom Flame, Phantom Flame is renewed.
- If "Yinton" or "Yangton" is applied, it will be removed.
- Triggers Combo stock randomly during the effective time.
- Allows Jutsus to deal ailments.
- When using the skills designated by the Combo Stock, the damage of Katon no Jutsu, Suiton no Jutsu, Raiton no Jutsu and Doton no Jutsu increase*
- MaxMP + 500
- MATK + 20
*- Katon no Jutsu dmg × 3
- Raiton no Jutsu dmg × 2
Kyuseijutsu Yin:
Obtain the power of Yin. Enhance the effects and resistance of clones. Possibility of creating 3 clones with Bunshin no Jutsu while the buff is active.
Level 1 - Item at Minaula city from Suigetsu or ninja class change (MP1)
More infos:
Effects:
- Add "Yinton" effect for 10 minutes, and 3 clones.
- Activation rate of Swift Shadow increased
- If you have learned Phantom Flame, Phantom Flame is renewed.
- If "Yangton" or "Yinton"effect is applied, it will be removed.
- MaxHP + 1000
- Recover 1000 HP.
- Evasion +10%
- Allows Silent Killing to deal critical damages.
- Allows Explosion to proc (DoC+PF)
Ni Rengeki:
Attack twice with the weapon. Not available for weapons with Autoskill.
Level 1 - Ninja class change
Level 2 - Item at Minaula city from Sawa, Level 240 required
Bunshin no Jutsu:
Creates from one (buffless) to three (while in Yin or Yang buff) clones to protect yourself. You can’t go over 3 clones. Clones aren’t available when stunned or blinded. MP is required to keep clones while fighting.
Level 1 -Ninja class change (MP128)
More infos:
-Even at max DEX, need -2 seconds delay from equipments to reduce it at minimum (1 second)
-You can only create 2 clones when paralyzed.
-Each clone drains 1% of MaxMP per second during battle, more precisely when you are aggro. 3 clones = 3% per second.
Desperate Move:
Heals your HP, heal amount being based on your Lv. If your current HP is less than 10% of your MaxHP, you get an additional heal and 3 clones are created. Cancel MP drain from clones and gives a MP regen buff.
Level 1 - Ninja class change (MP24)
More infos:
-At 200(?) DEX, skill delay maxed (1 second)
-MP heal buff is FIXED at 1% MaxMP per second for 10 seconds.
-You can only create 2 clones when paralyzed.
Dance of Clones:
Physical attack skill. The damage and delay are based on your critical damages and your clones amount. Unavailable if stunned or blinded.
Level 1 - Quest at Minaula city from Suigetsu, Level 140 required (MP48)
Level 2 - Quest at Minaula city from Suishin, Level 280 required (MP72)
Quest:
For SLv1:
- [Slay] Ganei ×1
- [Slay] Ippon-datara ×25
- [Slay] Ittan-momen ×50
- [Slay] Fire cat ×75
For SLv2:
- [Slay] Gauchel ×1
- [Slay] Gigantes ×50
- [Slay] Jacbos ×50
- [Item] Werewolf fur ×5
More infos:
-Each clone deals damages and adds 1 second delay.
DMG Formula:
For SLv1:
3 clones - 11.4 × auto atk dmg
2 clones - 7.6 × auto atk dmg
1 clone - 3.8 × auto atk dmg
For Slv2:
3 clones - 12.3 × auto atk dmg
2 clones - 8.2 × auto atk dmg
1 clone - 4.1 × auto atk dmg
Katon no Jutsu:
Fire element magic attack. Has a chance to burn the enemy while Yangton is active, and a buff “reflect” appears for 30 seconds, reflecting some damages that you or your clone endure. Damages goes up with Phantom Flame, Yangton and Seikyoku Jutsu.
Level 1 - Ninja class change (MP32)
Level 2 - Quest at Minaula city from Suigetsu, Level 140 required (MP48)
Level 3 - Item at Lograth city from Levia, Level 240 required (64 MP)
Level 4 - Item at Minaula city from Sawa, Level 280 required (80 MP)
Quest:
For SLv2:
- [Slay] Gankaku ×1
- [Slay] Tengu ×50
- [Slay] Umibozu×50
- [Slay] Ghost Lantern ×50
More infos:
-Cast time is 1 second at minimum, delay is 1 second (450 CSPD?)
-Burn time is 15 seconds
-Damages are affected by MATK and Fire magic
DMG Formula:
*Those are maximum values, you'll usually get a little less due to RNG from the formula that randomly lowers (or not but it's rare) the multiplier.
Also not including the -enemy MDEF part because not only it is obvious but we also don't know most of the mobs MDEF etc, so yeah. This is true for most of the other skill formulas, though Domination is pretty accurate as is!
SLv1: MATK×1.5×(1+Fire magic%)+Fixed magic
SLv2: MATK×1.75×(1+Fire magic%)+Fixed magic
SLv3: MATK×2×(1+Fire magic%)+Fixed magic
SLv4: MATK×2.25×(1+Fire magic%)+Fixed magic
-Dmg×3 with correct combo stock. Dmg×3.5 with Phantom flame. Phantom flame then adds 1/7 of Katon's dmg.
Raiton no Jutsu:
Wind element magic attack. Has a chance to paralyze the enemy while Yangton is active. Damages goes up with Phantom Flame, Yangton and Seikyoku Jutsu.
Level 1 - Ninja class change (MP 64)
Level 2 - Quest at Minaula city from Suigetsu, Level 160 required (MP 96)
Level 3 - Item at Minaula city from Sawa, Level 260 required (MP 128)
Quest:
For SLv2:
- [Slay] Isurugi Statue ×1
- [Slay] Crow Samurai ×50
- [Item] Bushi Shoulders ×2
- [Item] Magic Pill ×15
More infos:
-Cast time is 1 second at minimum, delay is 1 second too (450 CSPD?)
-Paralyzis time is 15 seconds
-Damages are affected by MATK and Wind magic
DMG Formula:
SLv1:INT×4+ MATK×1.2×(1+Wind magic%)+Fixed magic
SLv2:INT×4+ MATK×1.5×(1+Wind magic%)+Fixed magic
SLv3:INT×4+ MATK×1.8×(1+Wind magic%)+Fixed magic
-Dmg×2 with correct combo stock. Dmg×2 with Phantom flame. Phantom flame then adds 3/7 of Raiton's dmg.
Suiton no jutsu:
Water element magic attack. Have a chance to freeze the enemy whileYangton is active. Damages goes up with Phantom Flame, Yangton and Seikyoku Jutsu.
Level 1 - Quest at Minaula city from Suishin, Level 340 required (MP 32)
Quest:
- [Item] Water beads ×10
- [Slay] Rabbit Knight ×50
- [Slay] Topnette ×50
- [Slay] Arcarp ×50.
More infos:
-Cast time is 1 second at minimum, delay is 1 second too (450 CSPD?)
-Damages are affected by MATK and Water magic
-Freeze time is 15 seconds
Doton no jutsu:
Earth element magic attack. Have a chance to make the enemy lethargic while Yangton is active. Damages goes up with Phantom Flame, Yangton and Seikyoku Jutsu.
Level 1 - Quest at Minaula city from Suishin, Level 340 required (MP 64)
Quest:
- [Item] Earth beads ×10
- [Slay] Tigrat ×50
- [Slay] Crystaur ×50
- [Slay] Cochley ×50
More infos:
-Cast time is 1 second at minimum, delay is 1 second too (450 CSPD?)
-Damages are affected by MATK and Earth magic
-Lethargy time is 15 seconds
Kinton no jutsu:
Light element magic attack. Have a chance to make the enemy dizzy. Consumes spina if you possess enough (1000). Dizzy cannot proc without it.
Level 1 - Quest at Minaula city from Suishin, Level 340 required (MP 64)
Quest:
- [Item] Proof of soldier ×10
- [Item] Shield fragment ×50
- [Slay] Pauk ×1
- [Slay] Raros ×10
More infos:
-Delay is 1 second too (450 CSPD?)
-Damages are affected by MATK and Light magic
-Dizzy time is 15 seconds
Seikyoku Jutsu:
Passive skill increasing Jutsus dmgs under certain conditions and collect star fragments up to 100. Needed to use Tenchi Bansho.
Level 1 - Quest at Minaula city from Suishin, Level 340 required (MP
Quest:
- [Slay] Blazing fox ×50
- [Slay] Cane fox ×50
- [Slay] Flametongue ×50
- [Slay] War rooster ×50
More infos:
-Seikyoku raises its power 5 by 5 (for each correct jutsu).
-On a wrong jutsu, Seikyoku drops +5-20 power, so most often 15, except when you're at 100 already, as you can't go over 100, so 100+0-20= 80.
-100 seikyoku does +100% dmg for Katon and Raiton (and probably other jutsus but i cant test since i dont have them), so we can assume that 1 seikyoku = +1% dmg for all jutsus.
Tenchi Bansho:
Release the star fragments gathered (100 max). The more fragments the more power. 10 combo stock required for use.
Level 1 - Quest at Minaula city from Suishin, Level 340 and Astrological Technique required. (MP 96)
Quest:
- [Item] Crystal of darkness ×1
- [Item] Spirit bead ×1
- [Item] Bead crystal ×1
More infos:
-10 Combo Stock is needed to use it
-Damages up to MATK and Magic.
DMG Formula:
Not complete yet, but a big part of it is:
(MATK×2×Shards)*Magic%+Fixed magic.
I do not know yet the part about mob's def but i know its magic pierce is weak.
Those are maximum values, you'll usually get a little less due to RNG from the formula that randomly lowers (or not but it's rare) the multiplier.
Earthshaker:
Light&Dark element magic attack. Damages go wildly up if the target is burnt and paralyzed. However it will cure the target from these ailments as long as those ailments came from your own skills. Total magic pierce when the combo works.
Level 1 - Ninja class change (MP 96)
Level 2 - Quest at Kakeula city from Ryuan, Level 200 required (MP 160)
Level 3 - Quest at Minaula city from Suishin, Level 260 required (MP 224)
Quest:
- [Item] Evasion pill ×10
- [Item] Cracked shield ×20
- [Slay] Lyaph × 50
- [Slay] Lont mantis × 25
For SLv3:
- [Slay] Irai ×1
- [Slay] Yongo ×50
- [Slay] Utka ×50
- [Item] Fertile soil ×30
More infos:
-Cast time is 1 second at minimum, delay is 1 second too. -2 seconds delay needed as well.
-Earthshaker may "spellburst" or "double spellburst". However, it's equal to half a spellburst and a normal one. It is likely due to its dual element, spellbursting either separately or both at once (according to my tests here)
-Damages affected by MATK, Light and Dark magic+%
DMG Formula:
SLv1: (MATK×1.2+INT×2)×(2+Light magic% +Dark magic%)+Fixed magic
SLv2: (MATK×1.4+INT×2)×(2+Light magic% +Dark magic%)+Fixed magic
SLv3: (MATK×1.6+INT×2)×(2+Light magic% +Dark magic%)+Fixed magic
I'm even less sure about that, but the dmg formula for burn+para+earthshaker looks like:
Slv1: (MATK×7.2+INT×8)×(2+Light magic% +Dark magic%)+Fixed magic
Slv2: (MATK×9+INT×8)×(2+Light magic% +Dark magic%)+Fixed magic
SLv3: (MATK×10.8)×(2+Light magic% +Dark magic%)+Fixed magic
Domination:
Neutral element magic attack. Only available after the use of Earthshaker. Deals damages and creates 3 clones, even if paralyzed. Damages slightly up with CRT as well. Cancel MP drain from clones and gives a MP regen buff.
Level 1 - Quest at Kakeula city from Ryuan, Level 220 requirement (MP 16)
Quest:
- [Slay] Sakimori no Ryu ×1
- [Slay] Shiki-oni ×30
- [Slay] Nozuchi ×60
More infos:
-1 CRT = +16 DMG. CRT450= +7 200 DMG.
-Cast time is 1 second at minimum, delay is 1 second too.
-Damages affected by MATK, neutral magic+% and CRT a little
-MP heal buff is FIXED at 1% MaxMP per second for 10 seconds.
DMG Formula:
Domination can only give 10 different DMG (dmg with a 1/2 digit difference excluded, those are probably due to rounded values.)
(MATK×12) × (1+Neutral magic%) = Y
Fixed magic + CRT×16 = Z
Y+Z= X
0.99×Y+Z = X1
0.98×Y+Z = X2
0.97×Y+Z = X3
0.96×Y+Z = X4
0.95×Y+Z = X5
0.94×Y+Z = X6
0.93×Y+Z = X7
0.92×Y+Z = X8
0.91×Y+Z = X9
X, X1, X2, X3, X4, X5, X6, X7, X8 and X9 are all the DMG you can get from Domination!
Utsusemi:
Passive skill giving a chance to survive with 1 HP after a deadly hit. Doesn’t work if damages taken are too big.
Level 1 - Quest at Kakeula city from Ryuan, Level 180 required
Quest:
- [Slay] Nurikabe ×20
- [Item] Vivid plumage ×20
- [Item] Insect claw ×20
- [Item] Dango ×20
Makibishi:
30 seconds buff that slows the enemy down and deals critical damages regularly. Doesn't slows bosses down.
Level 1 - Item dropped in Maze of Dendroa (F1 or F3) by Piconi, Level 240 and shuriken mastery Lv2 required. (MP 175)
More infos:
-Also has an AVD+10% effect.
-This only engages me, but i'm 90% sure there's more to it, like absolute evasion.
Swift shadow:
Passive skill that might prevent a clone from disappearing after a hit sometimes
Level 1 - Quest at Minaula city from Suishin, Level 280 required (MP 88)
Quest:
- [Item] Pale fur ×1
- [Item] Windsail fur ×15
- [Slay] Golden fly knight ×50
- [Slay] Silver fly knight ×50
Phantom flame:
Buff that increases DoC, SK, Katon, Raiton, Suiton and Doton no jutsu damages. Affects swift shadow as well in Yin mode.
Level 1 - Quest at Minaula city from Suishin, Level 320 required (MP 88)
Quest:
- [Slay] Merario ×1
- [Slay] Blaze colon ×50
- [Item] Unextinguishable spark ×5
- [Item] Flame of Revenge ×10
More infos:
-DoC dmg buff:
3 clones: adds 2.1 × DoC dmg.
2 clones: adds 1.5 × DoC dmg.
1 clone: adds 0.9 × DoC dmg.
-----
Katon no Jutsu dmg buff:
Katon dmg × 3.5. Phantom flame then adds 1/7 of Katon's (new) dmg.
-----
Raiton no Jutsu dmg buff:
Raiton dmg × 2. Phantom flame then adds 3/7 of Raiton's (new) dmg.
Silent Killing:
Attack using ATK and MATK for its dmg. Can only be critical with Yin effect. Consumes a clone when used.
Level 1 -Quest at Minaula city from Suishin, Level 300 required (MP 70)
Quest:
- [Slay] Cheltil ×1
- [Slay] Cherubim Xerubia ×50
- [Item] Broken fallen angel sword ×1
- [Item] Afterglow of Mandala ×5
More infos:
-Melee to element does not work anymore after nerf
-Gap between clones' different dmgs raised after nerf (3 clones 100% dmg , 2 clones 200% dmg, 1 clone 300% dmg)
DMG Formula:
((MATK-Enemy MDEF)×5.25+(ATK-Enemy DEF)×1.75+(Own Lv-Enemy Lv)×7)×(1.5+CRT/200+Crt dmg%)) × (4 - clone amount)
Nindo:
Passive skill raising base status of Ninja.
Level 1 - Quest at Minaula city from Suishin, Level 300 required
Quest:
- [Item] Poison spider jaws ×1
- [Item] Coating agent ×20
- [Slay] Almeja ×50
- [Slay] Eruka ×60.
More infos: (Japanese wiki says:)
STR+5, INT+3, AGI+6, CRT+4
To become ninja, you need to complete a quest from Suigetsu at Minaula castle, available from Lv100+, collecting:
-20 Black Feather (Crow Samurai)
-20 Small shells (Kappa)
-20 Fan Feather (Tengu)
-20 Broken Flame Blower (Fire Cat)
Once you've collected and delivered the items, you have to defeat Mio as the last part of the quest (report the quest to activate).
Class Requirement: None. (You just can't be Ninja already or Samurai. Become another special class first to do the quest again.)
Shuriken Mastery:
Knowledge of Shinobi. Melee and Magic ATK up for Throwing.
Level 1 - Ninja class change
Level 2 - Item at Drafbourg:Immigrant Ward from Matif, Level 220 required
More infos:
SLv1: ATK+50, MATK+100
SLv2: ATK+90, MATK+180 (※ +40 ATK, +80 MATK Compared to Lv1.)
Kyuseijutsu Yang:
Obtain the power of Yang. Enhance the effects of Tonjutsu and magic power. Triggers a "combo icon" on top-left on the screen, increasing power of the indicated Jutsu. Possibility of creating 3 clones with Bunshin no Jutsu while the buff is active.
Level 1 - Item at Minaula city from Suigetsu or ninja class change (MP1)
More infos:
Effects:
- Add "Yangton" effect for 10 minutes, and clones disappear.
- If you have learned Phantom Flame, Phantom Flame is renewed.
- If "Yinton" or "Yangton" is applied, it will be removed.
- Triggers Combo stock randomly during the effective time.
- Allows Jutsus to deal ailments.
- When using the skills designated by the Combo Stock, the damage of Katon no Jutsu, Suiton no Jutsu, Raiton no Jutsu and Doton no Jutsu increase*
- MaxMP + 500
- MATK + 20
*- Katon no Jutsu dmg × 3
- Raiton no Jutsu dmg × 2
Kyuseijutsu Yin:
Obtain the power of Yin. Enhance the effects and resistance of clones. Possibility of creating 3 clones with Bunshin no Jutsu while the buff is active.
Level 1 - Item at Minaula city from Suigetsu or ninja class change (MP1)
More infos:
Effects:
- Add "Yinton" effect for 10 minutes, and 3 clones.
- Activation rate of Swift Shadow increased
- If you have learned Phantom Flame, Phantom Flame is renewed.
- If "Yangton" or "Yinton"effect is applied, it will be removed.
- MaxHP + 1000
- Recover 1000 HP.
- Evasion +10%
- Allows Silent Killing to deal critical damages.
- Allows Explosion to proc (DoC+PF)
Ni Rengeki:
Attack twice with the weapon. Not available for weapons with Autoskill.
Level 1 - Ninja class change
Level 2 - Item at Minaula city from Sawa, Level 240 required
Bunshin no Jutsu:
Creates from one (buffless) to three (while in Yin or Yang buff) clones to protect yourself. You can’t go over 3 clones. Clones aren’t available when stunned or blinded. MP is required to keep clones while fighting.
Level 1 -Ninja class change (MP128)
More infos:
-Even at max DEX, need -2 seconds delay from equipments to reduce it at minimum (1 second)
-You can only create 2 clones when paralyzed.
-Each clone drains 1% of MaxMP per second during battle, more precisely when you are aggro. 3 clones = 3% per second.
Desperate Move:
Heals your HP, heal amount being based on your Lv. If your current HP is less than 10% of your MaxHP, you get an additional heal and 3 clones are created. Cancel MP drain from clones and gives a MP regen buff.
Level 1 - Ninja class change (MP24)
More infos:
-At 200(?) DEX, skill delay maxed (1 second)
-MP heal buff is FIXED at 1% MaxMP per second for 10 seconds.
-You can only create 2 clones when paralyzed.
Dance of Clones:
Physical attack skill. The damage and delay are based on your critical damages and your clones amount. Unavailable if stunned or blinded.
Level 1 - Quest at Minaula city from Suigetsu, Level 140 required (MP48)
Level 2 - Quest at Minaula city from Suishin, Level 280 required (MP72)
Quest:
For SLv1:
- [Slay] Ganei ×1
- [Slay] Ippon-datara ×25
- [Slay] Ittan-momen ×50
- [Slay] Fire cat ×75
For SLv2:
- [Slay] Gauchel ×1
- [Slay] Gigantes ×50
- [Slay] Jacbos ×50
- [Item] Werewolf fur ×5
More infos:
-Each clone deals damages and adds 1 second delay.
DMG Formula:
For SLv1:
3 clones - 11.4 × auto atk dmg
2 clones - 7.6 × auto atk dmg
1 clone - 3.8 × auto atk dmg
For Slv2:
3 clones - 12.3 × auto atk dmg
2 clones - 8.2 × auto atk dmg
1 clone - 4.1 × auto atk dmg
Katon no Jutsu:
Fire element magic attack. Has a chance to burn the enemy while Yangton is active, and a buff “reflect” appears for 30 seconds, reflecting some damages that you or your clone endure. Damages goes up with Phantom Flame, Yangton and Seikyoku Jutsu.
Level 1 - Ninja class change (MP32)
Level 2 - Quest at Minaula city from Suigetsu, Level 140 required (MP48)
Level 3 - Item at Lograth city from Levia, Level 240 required (64 MP)
Level 4 - Item at Minaula city from Sawa, Level 280 required (80 MP)
Quest:
For SLv2:
- [Slay] Gankaku ×1
- [Slay] Tengu ×50
- [Slay] Umibozu×50
- [Slay] Ghost Lantern ×50
More infos:
-Cast time is 1 second at minimum, delay is 1 second (450 CSPD?)
-Burn time is 15 seconds
-Damages are affected by MATK and Fire magic
DMG Formula:
*Those are maximum values, you'll usually get a little less due to RNG from the formula that randomly lowers (or not but it's rare) the multiplier.
Also not including the -enemy MDEF part because not only it is obvious but we also don't know most of the mobs MDEF etc, so yeah. This is true for most of the other skill formulas, though Domination is pretty accurate as is!
SLv1: MATK×1.5×(1+Fire magic%)+Fixed magic
SLv2: MATK×1.75×(1+Fire magic%)+Fixed magic
SLv3: MATK×2×(1+Fire magic%)+Fixed magic
SLv4: MATK×2.25×(1+Fire magic%)+Fixed magic
-Dmg×3 with correct combo stock. Dmg×3.5 with Phantom flame. Phantom flame then adds 1/7 of Katon's dmg.
Raiton no Jutsu:
Wind element magic attack. Has a chance to paralyze the enemy while Yangton is active. Damages goes up with Phantom Flame, Yangton and Seikyoku Jutsu.
Level 1 - Ninja class change (MP 64)
Level 2 - Quest at Minaula city from Suigetsu, Level 160 required (MP 96)
Level 3 - Item at Minaula city from Sawa, Level 260 required (MP 128)
Quest:
For SLv2:
- [Slay] Isurugi Statue ×1
- [Slay] Crow Samurai ×50
- [Item] Bushi Shoulders ×2
- [Item] Magic Pill ×15
More infos:
-Cast time is 1 second at minimum, delay is 1 second too (450 CSPD?)
-Paralyzis time is 15 seconds
-Damages are affected by MATK and Wind magic
DMG Formula:
SLv1:INT×4+ MATK×1.2×(1+Wind magic%)+Fixed magic
SLv2:INT×4+ MATK×1.5×(1+Wind magic%)+Fixed magic
SLv3:INT×4+ MATK×1.8×(1+Wind magic%)+Fixed magic
-Dmg×2 with correct combo stock. Dmg×2 with Phantom flame. Phantom flame then adds 3/7 of Raiton's dmg.
Suiton no jutsu:
Water element magic attack. Have a chance to freeze the enemy whileYangton is active. Damages goes up with Phantom Flame, Yangton and Seikyoku Jutsu.
Level 1 - Quest at Minaula city from Suishin, Level 340 required (MP 32)
Quest:
- [Item] Water beads ×10
- [Slay] Rabbit Knight ×50
- [Slay] Topnette ×50
- [Slay] Arcarp ×50.
More infos:
-Cast time is 1 second at minimum, delay is 1 second too (450 CSPD?)
-Damages are affected by MATK and Water magic
-Freeze time is 15 seconds
Doton no jutsu:
Earth element magic attack. Have a chance to make the enemy lethargic while Yangton is active. Damages goes up with Phantom Flame, Yangton and Seikyoku Jutsu.
Level 1 - Quest at Minaula city from Suishin, Level 340 required (MP 64)
Quest:
- [Item] Earth beads ×10
- [Slay] Tigrat ×50
- [Slay] Crystaur ×50
- [Slay] Cochley ×50
More infos:
-Cast time is 1 second at minimum, delay is 1 second too (450 CSPD?)
-Damages are affected by MATK and Earth magic
-Lethargy time is 15 seconds
Kinton no jutsu:
Light element magic attack. Have a chance to make the enemy dizzy. Consumes spina if you possess enough (1000). Dizzy cannot proc without it.
Level 1 - Quest at Minaula city from Suishin, Level 340 required (MP 64)
Quest:
- [Item] Proof of soldier ×10
- [Item] Shield fragment ×50
- [Slay] Pauk ×1
- [Slay] Raros ×10
More infos:
-Delay is 1 second too (450 CSPD?)
-Damages are affected by MATK and Light magic
-Dizzy time is 15 seconds
Seikyoku Jutsu:
Passive skill increasing Jutsus dmgs under certain conditions and collect star fragments up to 100. Needed to use Tenchi Bansho.
Level 1 - Quest at Minaula city from Suishin, Level 340 required (MP
Quest:
- [Slay] Blazing fox ×50
- [Slay] Cane fox ×50
- [Slay] Flametongue ×50
- [Slay] War rooster ×50
More infos:
-Seikyoku raises its power 5 by 5 (for each correct jutsu).
-On a wrong jutsu, Seikyoku drops +5-20 power, so most often 15, except when you're at 100 already, as you can't go over 100, so 100+0-20= 80.
-100 seikyoku does +100% dmg for Katon and Raiton (and probably other jutsus but i cant test since i dont have them), so we can assume that 1 seikyoku = +1% dmg for all jutsus.
Tenchi Bansho:
Release the star fragments gathered (100 max). The more fragments the more power. 10 combo stock required for use.
Level 1 - Quest at Minaula city from Suishin, Level 340 and Astrological Technique required. (MP 96)
Quest:
- [Item] Crystal of darkness ×1
- [Item] Spirit bead ×1
- [Item] Bead crystal ×1
More infos:
-10 Combo Stock is needed to use it
-Damages up to MATK and Magic.
DMG Formula:
Not complete yet, but a big part of it is:
(MATK×2×Shards)*Magic%+Fixed magic.
I do not know yet the part about mob's def but i know its magic pierce is weak.
Those are maximum values, you'll usually get a little less due to RNG from the formula that randomly lowers (or not but it's rare) the multiplier.
Earthshaker:
Light&Dark element magic attack. Damages go wildly up if the target is burnt and paralyzed. However it will cure the target from these ailments as long as those ailments came from your own skills. Total magic pierce when the combo works.
Level 1 - Ninja class change (MP 96)
Level 2 - Quest at Kakeula city from Ryuan, Level 200 required (MP 160)
Level 3 - Quest at Minaula city from Suishin, Level 260 required (MP 224)
Quest:
- [Item] Evasion pill ×10
- [Item] Cracked shield ×20
- [Slay] Lyaph × 50
- [Slay] Lont mantis × 25
For SLv3:
- [Slay] Irai ×1
- [Slay] Yongo ×50
- [Slay] Utka ×50
- [Item] Fertile soil ×30
More infos:
-Cast time is 1 second at minimum, delay is 1 second too. -2 seconds delay needed as well.
-Earthshaker may "spellburst" or "double spellburst". However, it's equal to half a spellburst and a normal one. It is likely due to its dual element, spellbursting either separately or both at once (according to my tests here)
-Damages affected by MATK, Light and Dark magic+%
DMG Formula:
SLv1: (MATK×1.2+INT×2)×(2+Light magic% +Dark magic%)+Fixed magic
SLv2: (MATK×1.4+INT×2)×(2+Light magic% +Dark magic%)+Fixed magic
SLv3: (MATK×1.6+INT×2)×(2+Light magic% +Dark magic%)+Fixed magic
I'm even less sure about that, but the dmg formula for burn+para+earthshaker looks like:
Slv1: (MATK×7.2+INT×8)×(2+Light magic% +Dark magic%)+Fixed magic
Slv2: (MATK×9+INT×8)×(2+Light magic% +Dark magic%)+Fixed magic
SLv3: (MATK×10.8)×(2+Light magic% +Dark magic%)+Fixed magic
Domination:
Neutral element magic attack. Only available after the use of Earthshaker. Deals damages and creates 3 clones, even if paralyzed. Damages slightly up with CRT as well. Cancel MP drain from clones and gives a MP regen buff.
Level 1 - Quest at Kakeula city from Ryuan, Level 220 requirement (MP 16)
Quest:
- [Slay] Sakimori no Ryu ×1
- [Slay] Shiki-oni ×30
- [Slay] Nozuchi ×60
More infos:
-1 CRT = +16 DMG. CRT450= +7 200 DMG.
-Cast time is 1 second at minimum, delay is 1 second too.
-Damages affected by MATK, neutral magic+% and CRT a little
-MP heal buff is FIXED at 1% MaxMP per second for 10 seconds.
DMG Formula:
Domination can only give 10 different DMG (dmg with a 1/2 digit difference excluded, those are probably due to rounded values.)
(MATK×12) × (1+Neutral magic%) = Y
Fixed magic + CRT×16 = Z
Y+Z= X
0.99×Y+Z = X1
0.98×Y+Z = X2
0.97×Y+Z = X3
0.96×Y+Z = X4
0.95×Y+Z = X5
0.94×Y+Z = X6
0.93×Y+Z = X7
0.92×Y+Z = X8
0.91×Y+Z = X9
X, X1, X2, X3, X4, X5, X6, X7, X8 and X9 are all the DMG you can get from Domination!
Utsusemi:
Passive skill giving a chance to survive with 1 HP after a deadly hit. Doesn’t work if damages taken are too big.
Level 1 - Quest at Kakeula city from Ryuan, Level 180 required
Quest:
- [Slay] Nurikabe ×20
- [Item] Vivid plumage ×20
- [Item] Insect claw ×20
- [Item] Dango ×20
Makibishi:
30 seconds buff that slows the enemy down and deals critical damages regularly. Doesn't slows bosses down.
Level 1 - Item dropped in Maze of Dendroa (F1 or F3) by Piconi, Level 240 and shuriken mastery Lv2 required. (MP 175)
More infos:
-Also has an AVD+10% effect.
-This only engages me, but i'm 90% sure there's more to it, like absolute evasion.
Swift shadow:
Passive skill that might prevent a clone from disappearing after a hit sometimes
Level 1 - Quest at Minaula city from Suishin, Level 280 required (MP 88)
Quest:
- [Item] Pale fur ×1
- [Item] Windsail fur ×15
- [Slay] Golden fly knight ×50
- [Slay] Silver fly knight ×50
Phantom flame:
Buff that increases DoC, SK, Katon, Raiton, Suiton and Doton no jutsu damages. Affects swift shadow as well in Yin mode.
Level 1 - Quest at Minaula city from Suishin, Level 320 required (MP 88)
Quest:
- [Slay] Merario ×1
- [Slay] Blaze colon ×50
- [Item] Unextinguishable spark ×5
- [Item] Flame of Revenge ×10
More infos:
-DoC dmg buff:
3 clones: adds 2.1 × DoC dmg.
2 clones: adds 1.5 × DoC dmg.
1 clone: adds 0.9 × DoC dmg.
-----
Katon no Jutsu dmg buff:
Katon dmg × 3.5. Phantom flame then adds 1/7 of Katon's (new) dmg.
-----
Raiton no Jutsu dmg buff:
Raiton dmg × 2. Phantom flame then adds 3/7 of Raiton's (new) dmg.
Silent Killing:
Attack using ATK and MATK for its dmg. Can only be critical with Yin effect. Consumes a clone when used.
Level 1 -Quest at Minaula city from Suishin, Level 300 required (MP 70)
Quest:
- [Slay] Cheltil ×1
- [Slay] Cherubim Xerubia ×50
- [Item] Broken fallen angel sword ×1
- [Item] Afterglow of Mandala ×5
More infos:
-Melee to element does not work anymore after nerf
-Gap between clones' different dmgs raised after nerf (3 clones 100% dmg , 2 clones 200% dmg, 1 clone 300% dmg)
DMG Formula:
((MATK-Enemy MDEF)×5.25+(ATK-Enemy DEF)×1.75+(Own Lv-Enemy Lv)×7)×(1.5+CRT/200+Crt dmg%)) × (4 - clone amount)
Nindo:
Passive skill raising base status of Ninja.
Level 1 - Quest at Minaula city from Suishin, Level 300 required
Quest:
- [Item] Poison spider jaws ×1
- [Item] Coating agent ×20
- [Slay] Almeja ×50
- [Slay] Eruka ×60.
More infos: (Japanese wiki says:)
STR+5, INT+3, AGI+6, CRT+4
{}
Ninjas have a variety of skills: Here are some tips & tricks on how you can use them: (more details about skills effects and/or formulas in the skills list!)...
FROM LV100+
Congratulations about the class change!
If you're going magic or hybrid ninja, use the Yang buff. You'll see Katon or Raiton's icon on the top left of your screen: that's the skill you'll have to use on enemies. Once you used it, it will switch to the other Jutsu (so Katon>Raiton or Raiton>Katon).
Ideally, once the enemy is both burnt and paralyzed, use Earthshaker! You might want to get a good stock of MP pots if you don't have a clone set, but don't worry, this issue will be over in 120 lvls.
Explanation:
In Yangton mode, you will see an icon, either of your Jutsus, below your name :
If you use the indicated skill, its power will greatly increase !
Since at that point you only have 2, using one makes the other the following, so Katon is always after Raiton and Raiton is always after Katon.
Now for some extra dmg and infos :
- Katon no jutsu has a chance of burning the enemy. It also gives you a buff “Reflection”, reflecting some damages if you or your clones get hit. It deals more damages on Earth element foes.
- Raiton no justsu has a chance to paralyze enemies and deals a bit more damages than Katon. It deals more damages on Water element foes.
- Earthshaker will deal high damages with a huge, maybe even total pierce through any MDEF (but not barriers!) if it's used while the enemy is burnt and paralyzed. If the “burnt” or “paralyzed” status came from your own skills, Earthshaker will cure it. Moreover, Earthshaker seems to be a Light&Dark element skill and it will deal smaller damages against both these elements.
Additionaly, there are Blazing Roar and Mystique that you can use to proc Phantom Flame, which will be a HUGE increase in dmg dealt, as this gives you a lv320 buff right off the bat.
That being said, don't forget that clones will fade away if you run out of MPs during a battle! Be sure to bring a lot of potions until lv220,or simply to use Desperate move if your gears allow it.
You might continue using this way of playing until either
1) You have enough CRT to make DoC effective as a source of DPS if you're more hybrid/physical type. You just have to make sure you have your clones, and spam DoC then.
2)You level up to 220 if you're more of a magical type
FROM LV140+:
At lv140, you get your first (and almost sole) physical-dmg dealing skill which is Dance of Clones. Depending on your weapon, you can have a variety of ways to use it; for example:
For Hybrid builds, you can throw a DoC and, if you're against a boss or a mob with a big HP pool, continue dealing damages with whichever skill suits the situation better: Kite (Hit & Run) with DoC, or magic skills against fast or though enemies.
For Melee builds, well, spamming as much as possible looks like the best option, making sure you at least have 2 or 3 clones before using the skill. You can learn the timing to use Bunshin no jutsu just before getting hit, so that the delay of your network registers the reclone right after your clone takes the hit, and use DoC right away.
Additionaly, there are Blazing Roar and Mystique that you can use to proc Phantom Flame, which will be a HUGE increase in dmg dealt, as this gives you a lv320 skill right off the bat.
FROM LV220+:
At Lv 220+, you can get Domination: it’s a neutral magic attack dealing great damages, only available after the use of Earthshaker. Moreover it will create 3 clones like Bunshin no justsu, even in paralyzed state and all that with a very low MP cost. And most importantly, it will give you an MP regen buff for 10 seconds, cancelling the MP drain from clones!
You can now do KATON>RAITON>EARTHSHAKER>DOMINATION.
Or simply EARTHSHAKER>DOMINATION, which is quite safe in terms of survivability, but the def pierce of Domination is way weaker than Earthshaker’s full combo one. DPS also may suffer.
FROM LV300+:
Silent Killing is... dead, after the last balance patch. DPS-wise, that is! It's still a fun skill to use if you're searching for an unusual ninja type, and is actually a good aggro skill. While i hardly can see it catching up with the other ninja skills at solo high level, from Lv300 to Lv320 it might actually be your best DPS skill as a Throwing Ninja, and even maybe up to 340 if you're a focused-on-MATK type, since only then magic skills truly shines.
It is an attack using MATK, Crit dmgs and ATK as its damage factors (in this order of importance). The fewer clones you have, the higher the damages.
How to play? You can:
-Rely on AVD and spam SK until all your clones got consumed, because SK consumes 1 clone per activation, bunshin again and SK again. Then repeat.
-Don't rely on it, and then make sure to try to hit like this (for a maximum DPS output): SK, get hit, SK, re-clone. Why? because the fewer clones you have, the higher the dmgs will be. If a safer way of fighting is required, don't hesitate to clone as much as needed!
I heavily advise you, before a boss battle, to enter in Yangton with 3 clones, and to start the battle by using Raiton to paralyze the boss! Once done you can go back to yin and start SK'ing right away!
You will need about -4 second delay if you put STR instead of DEX and -2 with 256 DEX+ (for bunshin).
FROM LV320+:
You just unlocked Phantom flame, congrats! But what are Phantom flame's effects? It increases Katon/Raiton no jutsu and DoC damages, as well as swift shadows's proc rate. So here are 2 possible updates on your gameplay:
1)You might want to go full Dance of Clones + PF (adds "Explosion" damages over DoC)
You can either simply use it once when first attacking, and if the enemy isn't dead yet, spam your regular DoC afterwards. Or, if you're confident about your evasion or if you're in a party with a Tank, you can rebuff. Spamming DoC gives a better overall DPS than re-using Phantom flame itself.
Although Phantom Flame is fixed at 3 seconds delay, you can get the rebuff time down to 2 seconds by using Yin buff twice in a row. But beware, if you do so, it means you'll be cloneless for a second! However this raises (very slightly) your DPS output compared to a simple DoC spam.
2) You went the full Magic ninja route: Continue to do what you were doing! Actually, you can use Katon and Raiton as your main source of DPS already and only use Earthshaker/domination to reclone and/or regain your MPs, thanks to Phantom Flame's dmg boost.
FROM LV340+:
You're still there? Well, maybe you're interested in your 4 new skills.
You'll have to build up Tenchi bansho as well as using strengthened Jutsus. How does it work? Well:
When you use the buff Yang, the little icon can now be either 4 of your Jutsus, and the order is totally random.
Thanks to your new passive skill Seikyoku Jutsu, when you use the corresponding skill, you'll see the "Combo Stock" icon appear, with a number on it:
Also, Seikyoku will appear in the middle of the screen under your HP bar:
The Combo Stock will go up 1 by 1 when you use the right skill, and Seikyoku raises 5 by 5. You can only use Tenchi Bansho with a minimum (and maximum) of 10 Combo Stocks.
Seikyoku, from 5 to 100, will greatly increase both Tenchi Bansho and your Jutsus damages. The use of a wrong jutsu (meaning, one of the 3 ohter jutsus that aren't shown near your name) will decrease Power by 15 in most of cases.
As you can see, building Tenchi Bansho up to its maximum power is rather long and won't be your main source of DPS.
Enjoy!!
History of a Ninja's gameplay:
Once upon a time... (2013+)
Ninja originally didn't have neither Yang or Yin mode. You could create 3 clones with bunshin at any time, and add 2 extra clones with desperate move (under the usual conditions), until a maximum of 9! Clones also did not drain MP and did not disappear under any circumstances except stun. They weren't related to buffs so even if you'd die with your clones, via poison or blind for example, they'd remain. Incidentally, neither Desperate move or Domination had a MP recover effect.
As DoC already had its skill delay depending on clones number, you could have a 9 seconds delay DoC. That is why autoatk builds were very common, using DoC whenever you could, and then let your char attack during the delay. Clones also weren't displayed in the top left corner of the screen, so you had to remember and/or keep count of it mentally or with the "A clone is gone! X clones left" indications in the chat.
Magic ninja on the other hand was almost known of no one, most likely due to the 9 clones+evasion build widely seen as exagerrately powerful for survival (and even DMG). Although, skills also have changed a lot from its perspective:
- Katon no jutsu had a high chance of burning the enemy for a great duration, about 2 minutes. Moreover its cast time was capped at 2 seconds minimum. Damages however were incomparable to current ones (6 digits would be inconceivable: No PF, no Yang, no Seikyoku and overall power vastly weaker), as casting it was basically just a necessity to get Earthshaker to work.
- Raiton no justsu dealt higher damages on burnt enemies, and had a way smaller chance to paralyze the enemy... I'd say not more than 75%, at high lvls. I'm pretty sure it could be easily lower than 50% with low DEX and Raiton Lv1. The paralysis time was also extremely short, which meant that if your net was less than very good, you'd need to cast Earthshaker IMMEDIATELY after Raiton for ES to have a chance to hit the target during the paralysis duration, without knowing if the paralysis even did proc.
Partying with a high wizard could lead to a full combo Earthshaker spam, which was actually rather impressive DPS-wise back then!
And then...(2016-2018)
Silent Killing's patch arrival brought not only an extremely powerful skill (for its time), but also some other good news!
Of course Phantom Flame was a godsent gift, for DoC ninjas who were kind of oversaturated at the time, and only using 1 skill to do dmgs. However as a drawback from the explosion dmg buff, and since PF's delay was reductible to 1 second, two thirds of your clones would disappear after use!
On the magic side, raiton's proc chance got highered, and its duration time actually increased past what we have today! Lv1 was 16 seconds, Lv2 was 17 seconds and Lv3 was 18 seconds.
As for SK... sigh...
Silent Killing's dmg gap between the different clones amount was way smaller, and it was a melee attack, so melee to element was effective.
Something fun also happened if you used SK with 4 clones and Phantom Flame: either 44 444 DMG or 444 444 DMG would get added randomly! (Or even 4444 DMG against some barriers! Yes, i tried to cheese Raton >.>)
The first rebalance happened in the Japanese version during that time, and Suiton/Doton/Raiton/Katon were initially designed in the same way Raiton and Earthshaker were: Each Jutsu would deal increased dmg to enemies applied with specific ailments (two ailments were needed for each Jutsu to deal its max damage if i remember correctly.) Seikyoku was a 10 minutes active buff eating up 40% of your MaxMP upon use.
Ninjas have a variety of skills: Here are some tips & tricks on how you can use them: (more details about skills effects and/or formulas in the skills list!)...
FROM LV100+
Congratulations about the class change!
If you're going magic or hybrid ninja, use the Yang buff. You'll see Katon or Raiton's icon on the top left of your screen: that's the skill you'll have to use on enemies. Once you used it, it will switch to the other Jutsu (so Katon>Raiton or Raiton>Katon).
Ideally, once the enemy is both burnt and paralyzed, use Earthshaker! You might want to get a good stock of MP pots if you don't have a clone set, but don't worry, this issue will be over in 120 lvls.
Explanation:
In Yangton mode, you will see an icon, either of your Jutsus, below your name :
If you use the indicated skill, its power will greatly increase !
Since at that point you only have 2, using one makes the other the following, so Katon is always after Raiton and Raiton is always after Katon.
Now for some extra dmg and infos :
- Katon no jutsu has a chance of burning the enemy. It also gives you a buff “Reflection”, reflecting some damages if you or your clones get hit. It deals more damages on Earth element foes.
- Raiton no justsu has a chance to paralyze enemies and deals a bit more damages than Katon. It deals more damages on Water element foes.
- Earthshaker will deal high damages with a huge, maybe even total pierce through any MDEF (but not barriers!) if it's used while the enemy is burnt and paralyzed. If the “burnt” or “paralyzed” status came from your own skills, Earthshaker will cure it. Moreover, Earthshaker seems to be a Light&Dark element skill and it will deal smaller damages against both these elements.
Additionaly, there are Blazing Roar and Mystique that you can use to proc Phantom Flame, which will be a HUGE increase in dmg dealt, as this gives you a lv320 buff right off the bat.
That being said, don't forget that clones will fade away if you run out of MPs during a battle! Be sure to bring a lot of potions until lv220,or simply to use Desperate move if your gears allow it.
You might continue using this way of playing until either
1) You have enough CRT to make DoC effective as a source of DPS if you're more hybrid/physical type. You just have to make sure you have your clones, and spam DoC then.
2)You level up to 220 if you're more of a magical type
FROM LV140+:
At lv140, you get your first (and almost sole) physical-dmg dealing skill which is Dance of Clones. Depending on your weapon, you can have a variety of ways to use it; for example:
For Hybrid builds, you can throw a DoC and, if you're against a boss or a mob with a big HP pool, continue dealing damages with whichever skill suits the situation better: Kite (Hit & Run) with DoC, or magic skills against fast or though enemies.
For Melee builds, well, spamming as much as possible looks like the best option, making sure you at least have 2 or 3 clones before using the skill. You can learn the timing to use Bunshin no jutsu just before getting hit, so that the delay of your network registers the reclone right after your clone takes the hit, and use DoC right away.
Additionaly, there are Blazing Roar and Mystique that you can use to proc Phantom Flame, which will be a HUGE increase in dmg dealt, as this gives you a lv320 skill right off the bat.
FROM LV220+:
At Lv 220+, you can get Domination: it’s a neutral magic attack dealing great damages, only available after the use of Earthshaker. Moreover it will create 3 clones like Bunshin no justsu, even in paralyzed state and all that with a very low MP cost. And most importantly, it will give you an MP regen buff for 10 seconds, cancelling the MP drain from clones!
You can now do KATON>RAITON>EARTHSHAKER>DOMINATION.
Or simply EARTHSHAKER>DOMINATION, which is quite safe in terms of survivability, but the def pierce of Domination is way weaker than Earthshaker’s full combo one. DPS also may suffer.
FROM LV300+:
Silent Killing is... dead, after the last balance patch. DPS-wise, that is! It's still a fun skill to use if you're searching for an unusual ninja type, and is actually a good aggro skill. While i hardly can see it catching up with the other ninja skills at solo high level, from Lv300 to Lv320 it might actually be your best DPS skill as a Throwing Ninja, and even maybe up to 340 if you're a focused-on-MATK type, since only then magic skills truly shines.
It is an attack using MATK, Crit dmgs and ATK as its damage factors (in this order of importance). The fewer clones you have, the higher the damages.
How to play? You can:
-Rely on AVD and spam SK until all your clones got consumed, because SK consumes 1 clone per activation, bunshin again and SK again. Then repeat.
-Don't rely on it, and then make sure to try to hit like this (for a maximum DPS output): SK, get hit, SK, re-clone. Why? because the fewer clones you have, the higher the dmgs will be. If a safer way of fighting is required, don't hesitate to clone as much as needed!
I heavily advise you, before a boss battle, to enter in Yangton with 3 clones, and to start the battle by using Raiton to paralyze the boss! Once done you can go back to yin and start SK'ing right away!
You will need about -4 second delay if you put STR instead of DEX and -2 with 256 DEX+ (for bunshin).
FROM LV320+:
You just unlocked Phantom flame, congrats! But what are Phantom flame's effects? It increases Katon/Raiton no jutsu and DoC damages, as well as swift shadows's proc rate. So here are 2 possible updates on your gameplay:
1)You might want to go full Dance of Clones + PF (adds "Explosion" damages over DoC)
You can either simply use it once when first attacking, and if the enemy isn't dead yet, spam your regular DoC afterwards. Or, if you're confident about your evasion or if you're in a party with a Tank, you can rebuff. Spamming DoC gives a better overall DPS than re-using Phantom flame itself.
Although Phantom Flame is fixed at 3 seconds delay, you can get the rebuff time down to 2 seconds by using Yin buff twice in a row. But beware, if you do so, it means you'll be cloneless for a second! However this raises (very slightly) your DPS output compared to a simple DoC spam.
2) You went the full Magic ninja route: Continue to do what you were doing! Actually, you can use Katon and Raiton as your main source of DPS already and only use Earthshaker/domination to reclone and/or regain your MPs, thanks to Phantom Flame's dmg boost.
FROM LV340+:
You're still there? Well, maybe you're interested in your 4 new skills.
You'll have to build up Tenchi bansho as well as using strengthened Jutsus. How does it work? Well:
When you use the buff Yang, the little icon can now be either 4 of your Jutsus, and the order is totally random.
Thanks to your new passive skill Seikyoku Jutsu, when you use the corresponding skill, you'll see the "Combo Stock" icon appear, with a number on it:
Also, Seikyoku will appear in the middle of the screen under your HP bar:
The Combo Stock will go up 1 by 1 when you use the right skill, and Seikyoku raises 5 by 5. You can only use Tenchi Bansho with a minimum (and maximum) of 10 Combo Stocks.
Seikyoku, from 5 to 100, will greatly increase both Tenchi Bansho and your Jutsus damages. The use of a wrong jutsu (meaning, one of the 3 ohter jutsus that aren't shown near your name) will decrease Power by 15 in most of cases.
As you can see, building Tenchi Bansho up to its maximum power is rather long and won't be your main source of DPS.
Enjoy!!
History of a Ninja's gameplay:
Once upon a time... (2013+)
Ninja originally didn't have neither Yang or Yin mode. You could create 3 clones with bunshin at any time, and add 2 extra clones with desperate move (under the usual conditions), until a maximum of 9! Clones also did not drain MP and did not disappear under any circumstances except stun. They weren't related to buffs so even if you'd die with your clones, via poison or blind for example, they'd remain. Incidentally, neither Desperate move or Domination had a MP recover effect.
As DoC already had its skill delay depending on clones number, you could have a 9 seconds delay DoC. That is why autoatk builds were very common, using DoC whenever you could, and then let your char attack during the delay. Clones also weren't displayed in the top left corner of the screen, so you had to remember and/or keep count of it mentally or with the "A clone is gone! X clones left" indications in the chat.
Magic ninja on the other hand was almost known of no one, most likely due to the 9 clones+evasion build widely seen as exagerrately powerful for survival (and even DMG). Although, skills also have changed a lot from its perspective:
- Katon no jutsu had a high chance of burning the enemy for a great duration, about 2 minutes. Moreover its cast time was capped at 2 seconds minimum. Damages however were incomparable to current ones (6 digits would be inconceivable: No PF, no Yang, no Seikyoku and overall power vastly weaker), as casting it was basically just a necessity to get Earthshaker to work.
- Raiton no justsu dealt higher damages on burnt enemies, and had a way smaller chance to paralyze the enemy... I'd say not more than 75%, at high lvls. I'm pretty sure it could be easily lower than 50% with low DEX and Raiton Lv1. The paralysis time was also extremely short, which meant that if your net was less than very good, you'd need to cast Earthshaker IMMEDIATELY after Raiton for ES to have a chance to hit the target during the paralysis duration, without knowing if the paralysis even did proc.
Partying with a high wizard could lead to a full combo Earthshaker spam, which was actually rather impressive DPS-wise back then!
And then...(2016-2018)
Silent Killing's patch arrival brought not only an extremely powerful skill (for its time), but also some other good news!
Of course Phantom Flame was a godsent gift, for DoC ninjas who were kind of oversaturated at the time, and only using 1 skill to do dmgs. However as a drawback from the explosion dmg buff, and since PF's delay was reductible to 1 second, two thirds of your clones would disappear after use!
On the magic side, raiton's proc chance got highered, and its duration time actually increased past what we have today! Lv1 was 16 seconds, Lv2 was 17 seconds and Lv3 was 18 seconds.
As for SK... sigh...
Silent Killing's dmg gap between the different clones amount was way smaller, and it was a melee attack, so melee to element was effective.
Something fun also happened if you used SK with 4 clones and Phantom Flame: either 44 444 DMG or 444 444 DMG would get added randomly! (Or even 4444 DMG against some barriers! Yes, i tried to cheese Raton >.>)
The first rebalance happened in the Japanese version during that time, and Suiton/Doton/Raiton/Katon were initially designed in the same way Raiton and Earthshaker were: Each Jutsu would deal increased dmg to enemies applied with specific ailments (two ailments were needed for each Jutsu to deal its max damage if i remember correctly.) Seikyoku was a 10 minutes active buff eating up 40% of your MaxMP upon use.
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MAGIC FOCUSED GEARS
Weapons:
Throwing (Hybrid, beginner and/or easy 2slots)
-Fuma shuriken IV (✓)(⭘): MATK+12%, cast time-15%, Fire&Wind Magic+10%, Skill delay -1,3 second, critical rate +30
-Uroboros II: ATK+11%, MP cost -22%, All stats +7 MATK+14%, Skill delay -1.3sec Melee+22% to Dark&Light, Counter on evasion +10%
-Sauro Astel L3→L5 (L5 stats)(✓): Universal Element MATK + 20% skill delay - 1.5 secs INT + 10 CRT + 10 ASPD + 50%. Triple attack chance (Hidden: Melee R +5% Magic R +5% , Crt dmg up by 3% of CRT.)
-Fake craft IV: Critical damage +17%, MATK+14% Item delay -1.5sec, VIT+10 MDEF+9% Twice attack chance
-Jade Luhi: Wind magic +20%, MaxHP&MP+10% MATK+15% ASPD-10%, MP cost -10% Critical rate +30
-Eventail III(⭘): Melee +30% to neutral, Casting Time -50%, Small counter chance up by AGI, Magic evasion +5%, Twice attack chance
Staff (Globally higher magic damages, not hybrid):
-Tellas rod II: MATK +16% All magic +14%, Magic pierce -10% Skill delay -1 sec, MP cost cut by Lv, MP heal at low HP
-Universe III(✓): MATK +18%, Hate rise +15%, Spell burst rate +10%, Cast defense +15%, Melee and Magic R +8%, Heal Reward +10% (hidden: MATK increase by Lv)
-Stroz rod III(✓): Fire&Water&Wind&Earth magic +18% MATK+18%, M. pierce +8%, MP cost +20% MP recovery chance by defense, Delay -0.5 second
-Butterfly Fan IV: MATK+16% VIT+20, Cast time -20% Hate rise -30%, MP cost -10% All magic +14%
-Fruru Revel II(✓): Magic Staff, Spell burst +8% Skill delay +1sec, Range+2 Autoskill+3%, MATK up by AGI Shortens attack interval at low probability rate by attack.
Armor:
-Struggler (re-up) (VIT builds only) (✓): Spellburst +10% Magic Pierce +19% INT +8 Magic R +15% MATK +5%. With sword, staff or throwing weapons: base MATK up by 0.06 × VIT × 100
-Bellow of Order: Melee and Magic R +12%, ATK up by STR, MATK up by INT, Skill delay -1 sec, Damage cut chance by defense
-Emido (re-up): MATK +16% Absolute evasion +10% Cast time -25% Autoskills +10% Spellburst +12% magic +1% Magic R -25% (Hidden: MaxMP+15%)
-Shushiwa armor (re-re-up) (⭘): MATK +10% DEX +11 INT +10, MP cost -17%, Skill delay -1.7 sec with Throwing. MATK up by 30% of Lv.
-Ultimi (re-re-up): ATK+14% MATK+18% Accuracy+100 Melee+900 Delay-1sec, Critical up Absolute evasion +10%
-Exelis (re-re-up): ATK +8% MATK +8% Evasion +15% Magic R +13%, Skill delay -1.8 second
-Hulam Nemes (re-reup): MATK +13% INT +8 DEX +10 Magic pierce +22% MaxHP +2500, Skill delay -1.7 sec Range cut +5% (Hidden: Magic up by Lv.×3)
-Yin Ninja garb (reup): Element magic +18%, Magic R -5%, MDEF+3%, DEX +30, Absolute evasion +13%, Hate rise -20%, Ailment R +30%
Additonal gear:
-Taenia beret (up)(✓)(⭘): MP cost -23%, Magic+1% to Boss, Skill delay -1.3sec, MATK+15%, Ailment R +20%, KO time +1sec, Dmg cut -10% during Stun
-Druj plume: MATK +9% Magic R +9% all magic +4% Absolute evasion +13% Auto MP recovery +20%
-Sage hat (re-up) (✓): MATK +11% Fire & Water & Wind & Earth magic +11% Autoskills +7% Skill delay -0.7 sec Range cut +17%
-Scroll case: MATK +8% Fire Magic +25% Water Magic +25% Wind Magic +25% Earth Magic +25% Cast Time +75% Autoskill -15%
-Spirit Plume: All magic power +4%, MP consumption -20%, skill delay-1 second, -100% physical resistance
-Snow Earmuffs: MATK +6% Heal recovery +15% delay -1 sec Magic R +5%, magic counterattack, MDEF goes up with Lv during Xmas
-Magic scroll (re-up): Critical damage +10% with Throwing, MATK+6%, Fire&Wind magic +8%, Chance of adding a clone by defense
-Foehn: MATK +4%, Fire & Wind magic +12%, Magic pierce +6%, Accuracy rate -30%, Water R -20%
-Mystique: Small ATK up by AGI. 30% chance to inflict Phantom Flame by attack if Ninja. This effect works even from lv100, it can be a huge increase on your DPS until you get to Lv320!!
Special equipment:
-Specia's Blessed Stone or whatever special equipment 1 or 2 slotted with Agira Jarma (or President Mezzaluna, Mezzaluna, Nuitram etc) (✓)
If you can afford a 1/2s statted special equipment, here are some:
-Magic Amp ((✓) for max AGI builds): MATK up based on AGI with Rods
-Argent Ring: INT & DEX+10, Skill delay -0.5 seconds
-Wise man's Ring: MaxMP +10%, Adds MaxMP +10%, MATK +5% if INT > 299
-Spell King's ring: If Lv300+, INT+10, MATK+8%, cast time-20%, Magic+300 (NO HIDDEN)
-Craft Guide Book:((✓) for no CRT builds): INT-CRT=Raw matk added, DEX-STR=ATK added. Stat added capped at your own Lv.
-Chaotic Hourglass (Low VIT builds): MaxHP-20%, Light&Dark R +5% MATK up as VIT is lower. MATK+2%
SK/HYBRID FOCUSED GEARS
Weapons:
-Sauro aster L5(✓): Universal Element MATK + 20% skill delay - 1.5 secs INT + 10 CRT + 10 ASPD + 50%. Triple attack chance (Hidden: Melee R +5% Magic R +5% , Crt dmg up by 3% of CRT.)
-Artemis IV: Dark element, Range +3 Critical damage +12% MATK +12% Cast Time -20% Twice attack chance, [Hidden: Melee Pierce up by 1% of DEX, ATK +5% Melee +500]
-Uroboros II: ATK+11%, MP cost -22%, All stats +7 MATK+14%, Skill delay -1.3sec Melee+22% to Dark&Light, Counter on evasion +10%
-Fake craft IV(⭘+): Critical damage +17%, MATK+14% Item delay -1.5sec, VIT+10 MDEF+9% Twice attack chance
-Luke Raider II: Special Throwing, Skill delay -1sec C. dmg +10%, H. rise +20%, MaxHP+13% Small A. evasion up by AGI
-Raiju Jiulong 200: Special Throwing, Thunder element ATK+19%, Paralysis+2%, MP cost -25% Hate rise +25% ATK up with higher MaxHP.
Armor:
-Struggler (re-up) (VIT builds only): Spellburst +10% Magic Pierce +19% INT +8 Magic R +15% MATK +5%. With sword, staff or throwing weapons: base MATK up by 0.06 × VIT × 100. Capped at 700 MATK.
-Ultimi (re-re-up): ATK+14% MATK+18% Accuracy+100 Melee+900 Delay-1sec, Critical up Absolute evasion +10%
-Dragon mail (re-re-up): ATK +11% MATK +13% Critical rate +20 Critical damage +12% Melee R +7% Magic R +7% Absolute Accuracy +20% Autoskill +8%. [Hidden: INT +12 CRT +10. Damage received nullification chance by defense.]
-Dunkelheit (re-reup): ATK+9% MATK+12%, Critical rate +20 Recoil+6%, Critical damage +9% Autoskill+3%, Reflect +6%
-Bellow of Order (up): Melee&Magic R +13%, ATK up by STR MATK up by INT, Skill delay -1.2sec Damage cut chance by defense
-Exelis (re-re-up): ATK +8% MATK +8% Evasion +15% Magic R +13%, Skill delay -1.8 sec
Additional gear:
-Reincarnation Shield(up):VIT+9 MATK+11% Autoskill+12% Critical damage +24%, Evasion-30% Critical damage down by STR
-Black cat hood (re-up)(⭘): STR +8 INT +8 DEX +6 CRT +11 Critical damage +10%. With Throwings, ATK +3% MATK +3% ASPD +10%
-Force helm (re-up): ATK +5% Critical damage +13% Hate rise +10% Melee R +10%, Magic R +10% CRT +10
-Separation arrow (up): MaxHP -10%, ATK +6%, Delay -0.6 sec, Critical Damage +12%.
-Fallen Angel Wing: MATK+20% MaxMP+20% Melee+10% to Light element Magic attack chance by attack
Special equipment:
-Specia's Blessed Stone / Whatever special equipment 1 or 2 slotted with Agira Jarma (✓)
If you can afford a 1/2s statted special equipment, here are some:
-Argent ring: INT+10 DEX+10, Skill delay -0.5 second
-Orichal bangle: ATK +100, MATK +160, Autoskill +1%
-Attack buckle: ATK +75 MATK +100
MELEE FOCUSED GEARS:
Weapons:
Throwing
-Koka sanpou (✓+): ATK+15%, MaxHP-20%, Critical Rate+10, Critical Damage+10%, Skill Delay-1sec, Dance of Clones power+20%
-Don greed: ATK +28%, MP Cost -18%, Twice attack chance. If [STR > 400] then further ATK +8%
-Sauro Aster L5: All elements, MATK+20% INT&CRT+10 Skill delay -1.5sec, ASPD+50% Triple attack chance (Melee and Magic R+5%, Crt dmg up by 3% of CRT hidden)
Elemental throwings
-Eventail III: Melee+30% to Neutral, Cast time -50% Magic eva +5%, Twice attack chance Small counter chance up by AGI
-Snow Throwing Axe II: Ice element, ATK+18%, Magic R+13% Freeze activation+10%, Fire R+8% Delay-1sec, Range+1
-Cutamuscle: Melee+25% to Earth, ATK+5%, Melee pierce+3%, Absolute evasion+10% Skill delay-1 sec, Magic evasion-5%, Melee pierce+5% if DEX>199.
-Nirin Higiri: Flame element, Autoskill+5% ATK+16% Absolute evasion +11% Magic attack chance Adds Melee&Magic pierce +12% if DEX>299.
-Tribe Axe II: Melee to Wind +30% ATK +12% Fire R -20% Evasion +14% Absolute Evasion +8%
-Mirror Throw TST: Thunder element, ATK+15% Small STR up by Lv Melee up by Lv
-Wicktrace III (⭘): Melee pierce +6%, Magic evasion +15% A. attack chance, Crt dmg +12% Critical rate +30, 4 Elements
-Uroboros II: ATK+11%, MP cost -22%, All stats +7 MATK+14%, Skill delay -1.3sec Melee+22% to Dark&Light Counter on evasion +10%
Special claw
-Sirius edge II(✓+): Magic R -50% MP cost -15%, Critical up by Lv&VIT, ATK up by DEX and CRT
-Blazing Roar: Fire element, ATK+9%, MaxHP+3000, Magic R-13%, Ailment R+20%, AGI+10, Delay-1 sec. 30% chance to inflict Phantom Flame by attack and STR+10 if Ninja
-Mephisto Claw: ATK+20% MaxHP-30% MaxMP+30% MP cost -5%,
-Purity Claw III: ATK&MATK+10% STR+15 Delay-1.2sec, Heal recovery +30% MaxHP+20% DEF up by STR
Bow
-Sauro Shooter L6: Skill delay -2sec, Critical up Melee+3% to Fire&Water&Wind&Earth, ATK+19%, M. eva +10%, AGI&CRT+10
-Symbios Bow III(⭘): ATK+20% Autoskill+13%, MP cost -25% Range+1, Auto MP recovery +25% Double attack chance
-Yggdrasil Bow: ATK+12%, MP cost -25% Heal recovery +35%, Damage cut if HP is 25% or less.
Elemental bows
-Ohirumeno Muchinokami: Melee+32% to Neutral INT+22 Range+3 Critical damage+17% Small MP recovery chance by attack (Hidden: Mp cost-15%)
-Strike Bow: Melee+28% to Neutral, Critical up DEX+15, Adds Critical damage +12% if CRT>399 Magic counter chance by defense
-Horus fin: Melee+15% to Water&Wind&Neutral MaxHP+12%, ATK+14%, Melee pierce+10% Adds ATK+6% if STR>299 Absolute evasion+7%
-Fleurprome: Melee+38% to Wind, Hate rise-25% Heal reward+25%, Melee pierce+8% AGI+10, Additional attack chance by attack
-River Stone Moss Bow: Gaia element, ATK+12% Melee&Magic R +12% KO time -1.5sec Evasion rate up chance by defense
-Mirror Bow TST: Thunder element, ATK+18% Small STR up by Lv Melee up by Lv
-Glassgone: Ice element, ATK+11%, MP cost -22% MaxMP+10%, Water R +10% Hate rise +15% Skill delay -1sec if INT>299.
-Purgatory Bow (easy 2-slots): Flame element, Critical damage +21% Burn time -2sec, Burn rate +2% Magic attack chance by attack
-Thelt Long Bow II: Dark element, ATK+17% Skill delay+1 sec, Item delay-1 sec, Critical damage+16%
-Fallen God's Bow: Dark element, MaxHP&MP-5%, ATK+16% Delay -0.5sec, Melee pierce +10% With Fallen God's Armor...
-White Savior: Ailment R +15%, KO time -1sec Additional attack chance by attack ATK+15%, Light element
-Alnilam IV: Light element, ATK+5% ASPD+30% Critical damage +17%
Claw
-Kodachi IV(⭘): Magic R -20%, Melee+9% to Neutral A. evasion +7%, Melee up by CRT, Range+2, Critical damage +19%
-Sauro Fang L5: ATK+18% MaxMP+35% VIT&AGI+10 ASPD+20% Range+2, Critical damage +17% Melee pierce +14%, Autoskill+6%
Elemental claws
-Snead Claw III: Magic R -20%, Melee+28% to Neutral Critical damage +18%, MaxMP+28% Additional attack chance
-Lyentia III: Melee to Neutral +20%, Magic R -10%, ATK +10%, Melee +1%, MaxMP +10%, Additional attack chance. [Critical damage +3%, Autoskill -6% Hidden?]
-Bilhawk: Magic R -20%, Melee+25% to Neutral ATK+12%, Mel. pierce +15%, Para.+2%, Paralysis duration +3sec if STR>255.
-Maniji III: ATK+11%, Hate rise -18%, All elements Small MP recovery chance by attack Melee up by Lv
-Averse III: Ice element, Additional attack chance by attack Magic R -10%, Evasion+20% ATK+10% AGI+6
-Cremation II: Flame element, Magic R -20%, ATK+21% Burn rate +2%, Melee R +10% Fire R +10% Additional attack chance by attack
-Zandt Snake: Earth element, Critical up, ATK+10% Absolute evasion+10%, Magic R -20% Dizzy chance+1%, Additional attack chance by attack
-Mirror Claw TAG: Thunder element, ATK+15% Autoskill+5% Absolute&Magic evasion +10% Small AGI up by Lv
-Evil Dog Glove: Dark element, Critical up Magic R -10%, ATK+20% Triple attack chance by attack
-Eclaire IV: Normal attck x1.5 chance, MaxHP+15% Magic R -15%, Light element Absolute evasion +9% Heal reward up, Range cut +25% Melee to Dark +30%. ( AGI +30 hidden?)
-Fanatia: Melee to Dark +20% ATK +25% ATK up by 0.5×DEX, Absolute Accuracy +20% Absolute Evasion -20% Magic Evasion -20% Magic R -20%
Special bow
-Gerifalte II (⭘): Special bow, Melee+25% to Neutral Melee up by Lv, Small ATK up by AGI, HP recovery using MP
-Stardust Bow: ATK+20% Critical damage +17% Absolute&Magic evasion +20%
-Inari Hamayumi II: Light element ATK+15%, Melee+6% to Boss Melee up based on DEX Absolute accuracy +10%
-Irogeos Bow: Special bow, ATK+12% AGI+10 Melee pierce +10%, Hate rise -10% Absolute evasion +5%
Armor:
-Ultimi (re-re-up): ATK+14% MATK+18% Accuracy+100 Melee+900 Delay-1sec, Critical up Absolute evasion +10%
-Dragon mail (re-re-up): ATK +11% MATK +13% Critical rate +20 Critical damage +12% Melee R +7% Magic R +7% Absolute Accuracy +20% Autoskill +8%. [Hidden: INT +12 CRT +10. Damage received nullification chance by defense.]
-Bellow of Order (up)(✓): Melee&Magic R +13%, ATK up by STR MATK up by INT, Skill delay -1.2sec Damage cut chance by defense
-Exelis (re-reup): ATK +8% MATK +8% Evasion +15% Magic R +13%, Skill delay -1.8 sec
-Ira (re-up)(✓): ATK+16% Autoskill+10%, Crt damage +7%, Melee R -25%, Crt rate +25% M. evasion +10%, Melee+1%
-Lava Mail (re-re-re-up): Melee pierce+18%, Melee +18% to Earth, Magic counter chance STR+12 VIT+12 ASPD+10%
Additional gear:
-Monty Beret (up)(builds with DEX only)(✓)(⭘): ATK+9%, Melee&Magic R +8%, A. accuracy +9%, Skill delay -1.2sec, ATK up by DEX, Item recovery +25%
-Breezy Scarf (builds with AGI only)(✓): ATK+8%, Melee&Magic R+5% Skill delay -1sec Critical up, ATK up by AGI
-Horned Helmet (re-re-up): VIT+15, ATK+10% Melee&Magic R+6% ATK up by 50% of CRT
-Force Helm (re-re-up): ATK +9% Critical damage +16% Hate Rise +15% Melee R +12% Magic R +12% CRT +15 If [CRT > 300] then Melee Pierce +10%
Elemental additionals(✓):
-Failwind (up): AGI+25, Melee+17% to Water&Wind Earth&Wind magic+17%, Autoskill+6% Wind R-20%, Magic evasion+6%
-Schmuck (re-up): ATK+15%, Reflect+10%, Critical rate+15% Critical damage +15% Melee+6%to Neutral
-Dark Headguard (re-up): ATK +12%, Critical damage +10% Accuracy +80, Melee+8% to light
-Lava Guard (re-up)(easy 2-slot): ATK +7% Autoskill +7% Adds ATK+7% with specific armors. Melee +7% to Earth
-Pratzen (re-up): ATK+12%, Melee pierce+10% Hate rise+20%, Skill delay-1 sec Melee+8% to dark-
-Mystique: Small ATK up by AGI. 30% chance to inflict Phantom Flame by attack if Ninja. This effect works even from lv100, it can be a huge increase on your DPS until you get to Lv320!!
Additional note: Lava guard or any decent ATK-based 2s additional can be good, with 2 element crysta in it!
Special equipment:
-Specia's Blessed Stone / Whatever special equipment 1 or 2 slotted with Ideaus/Starmuncher etc... (✓)
If you can afford a 1/2s statted special equipment, here are some:
-Wild ring (✓): Melee to all elements +10% Element Resistance -10% MaxHP&MP -10%
-Ring of Rush: DEX&Accuracy rate&Critical rate greatly decreases. Great ATK up by Lv
-Disaster Stone: MaxHP-20% Recoil+1% ATK up based on VIT.
-Killer Seed: Melee R -3%, Magic R -5% Small ATK up by CRT
-Warrior Bangle(⭘): ATK +50 MaxMP -10%
}
⚠ WARNING: This is a non-exhaustive list . ⚠
Stats shown are from last upgrade available in english version.
Equipments marked "(✓)" are the ones i'd advise regardless of price in each category, damage-wise.
Equipments marked "(⭘)" are the ones i'd advise for lower lvls/wallets in each category. Provide a lot of comfortable stats with a comfortable price, but not focused on pure DPS. NS and/or no up should be easy to get with little to no money.
An advice is an advice, please feel free not to care! Think outside the metabox owo
MAGIC FOCUSED GEARS
Weapons:
Throwing (Hybrid, beginner and/or easy 2slots)
-Fuma shuriken IV (✓)(⭘): MATK+12%, cast time-15%, Fire&Wind Magic+10%, Skill delay -1,3 second, critical rate +30
-Uroboros II: ATK+11%, MP cost -22%, All stats +7 MATK+14%, Skill delay -1.3sec Melee+22% to Dark&Light, Counter on evasion +10%
-Sauro Astel L3→L5 (L5 stats)(✓): Universal Element MATK + 20% skill delay - 1.5 secs INT + 10 CRT + 10 ASPD + 50%. Triple attack chance (Hidden: Melee R +5% Magic R +5% , Crt dmg up by 3% of CRT.)
-Fake craft IV: Critical damage +17%, MATK+14% Item delay -1.5sec, VIT+10 MDEF+9% Twice attack chance
-Jade Luhi: Wind magic +20%, MaxHP&MP+10% MATK+15% ASPD-10%, MP cost -10% Critical rate +30
-Eventail III(⭘): Melee +30% to neutral, Casting Time -50%, Small counter chance up by AGI, Magic evasion +5%, Twice attack chance
Staff (Globally higher magic damages, not hybrid):
-Tellas rod II: MATK +16% All magic +14%, Magic pierce -10% Skill delay -1 sec, MP cost cut by Lv, MP heal at low HP
-Universe III(✓): MATK +18%, Hate rise +15%, Spell burst rate +10%, Cast defense +15%, Melee and Magic R +8%, Heal Reward +10% (hidden: MATK increase by Lv)
-Stroz rod III(✓): Fire&Water&Wind&Earth magic +18% MATK+18%, M. pierce +8%, MP cost +20% MP recovery chance by defense, Delay -0.5 second
-Butterfly Fan IV: MATK+16% VIT+20, Cast time -20% Hate rise -30%, MP cost -10% All magic +14%
-Fruru Revel II(✓): Magic Staff, Spell burst +8% Skill delay +1sec, Range+2 Autoskill+3%, MATK up by AGI Shortens attack interval at low probability rate by attack.
Armor:
-Struggler (re-up) (VIT builds only) (✓): Spellburst +10% Magic Pierce +19% INT +8 Magic R +15% MATK +5%. With sword, staff or throwing weapons: base MATK up by 0.06 × VIT × 100
-Bellow of Order: Melee and Magic R +12%, ATK up by STR, MATK up by INT, Skill delay -1 sec, Damage cut chance by defense
-Emido (re-up): MATK +16% Absolute evasion +10% Cast time -25% Autoskills +10% Spellburst +12% magic +1% Magic R -25% (Hidden: MaxMP+15%)
-Shushiwa armor (re-re-up) (⭘): MATK +10% DEX +11 INT +10, MP cost -17%, Skill delay -1.7 sec with Throwing. MATK up by 30% of Lv.
-Ultimi (re-re-up): ATK+14% MATK+18% Accuracy+100 Melee+900 Delay-1sec, Critical up Absolute evasion +10%
-Exelis (re-re-up): ATK +8% MATK +8% Evasion +15% Magic R +13%, Skill delay -1.8 second
-Hulam Nemes (re-reup): MATK +13% INT +8 DEX +10 Magic pierce +22% MaxHP +2500, Skill delay -1.7 sec Range cut +5% (Hidden: Magic up by Lv.×3)
-Yin Ninja garb (reup): Element magic +18%, Magic R -5%, MDEF+3%, DEX +30, Absolute evasion +13%, Hate rise -20%, Ailment R +30%
Additonal gear:
-Taenia beret (up)(✓)(⭘): MP cost -23%, Magic+1% to Boss, Skill delay -1.3sec, MATK+15%, Ailment R +20%, KO time +1sec, Dmg cut -10% during Stun
-Druj plume: MATK +9% Magic R +9% all magic +4% Absolute evasion +13% Auto MP recovery +20%
-Sage hat (re-up) (✓): MATK +11% Fire & Water & Wind & Earth magic +11% Autoskills +7% Skill delay -0.7 sec Range cut +17%
-Scroll case: MATK +8% Fire Magic +25% Water Magic +25% Wind Magic +25% Earth Magic +25% Cast Time +75% Autoskill -15%
-Spirit Plume: All magic power +4%, MP consumption -20%, skill delay-1 second, -100% physical resistance
-Snow Earmuffs: MATK +6% Heal recovery +15% delay -1 sec Magic R +5%, magic counterattack, MDEF goes up with Lv during Xmas
-Magic scroll (re-up): Critical damage +10% with Throwing, MATK+6%, Fire&Wind magic +8%, Chance of adding a clone by defense
-Foehn: MATK +4%, Fire & Wind magic +12%, Magic pierce +6%, Accuracy rate -30%, Water R -20%
-Mystique: Small ATK up by AGI. 30% chance to inflict Phantom Flame by attack if Ninja. This effect works even from lv100, it can be a huge increase on your DPS until you get to Lv320!!
Special equipment:
-Specia's Blessed Stone or whatever special equipment 1 or 2 slotted with Agira Jarma (or President Mezzaluna, Mezzaluna, Nuitram etc) (✓)
If you can afford a 1/2s statted special equipment, here are some:
-Magic Amp ((✓) for max AGI builds): MATK up based on AGI with Rods
-Argent Ring: INT & DEX+10, Skill delay -0.5 seconds
-Wise man's Ring: MaxMP +10%, Adds MaxMP +10%, MATK +5% if INT > 299
-Spell King's ring: If Lv300+, INT+10, MATK+8%, cast time-20%, Magic+300 (NO HIDDEN)
-Craft Guide Book:((✓) for no CRT builds): INT-CRT=Raw matk added, DEX-STR=ATK added. Stat added capped at your own Lv.
-Chaotic Hourglass (Low VIT builds): MaxHP-20%, Light&Dark R +5% MATK up as VIT is lower. MATK+2%
SK/HYBRID FOCUSED GEARS
Weapons:
-Sauro aster L5(✓): Universal Element MATK + 20% skill delay - 1.5 secs INT + 10 CRT + 10 ASPD + 50%. Triple attack chance (Hidden: Melee R +5% Magic R +5% , Crt dmg up by 3% of CRT.)
-Artemis IV: Dark element, Range +3 Critical damage +12% MATK +12% Cast Time -20% Twice attack chance, [Hidden: Melee Pierce up by 1% of DEX, ATK +5% Melee +500]
-Uroboros II: ATK+11%, MP cost -22%, All stats +7 MATK+14%, Skill delay -1.3sec Melee+22% to Dark&Light, Counter on evasion +10%
-Fake craft IV(⭘+): Critical damage +17%, MATK+14% Item delay -1.5sec, VIT+10 MDEF+9% Twice attack chance
-Luke Raider II: Special Throwing, Skill delay -1sec C. dmg +10%, H. rise +20%, MaxHP+13% Small A. evasion up by AGI
-Raiju Jiulong 200: Special Throwing, Thunder element ATK+19%, Paralysis+2%, MP cost -25% Hate rise +25% ATK up with higher MaxHP.
Armor:
-Struggler (re-up) (VIT builds only): Spellburst +10% Magic Pierce +19% INT +8 Magic R +15% MATK +5%. With sword, staff or throwing weapons: base MATK up by 0.06 × VIT × 100. Capped at 700 MATK.
-Ultimi (re-re-up): ATK+14% MATK+18% Accuracy+100 Melee+900 Delay-1sec, Critical up Absolute evasion +10%
-Dragon mail (re-re-up): ATK +11% MATK +13% Critical rate +20 Critical damage +12% Melee R +7% Magic R +7% Absolute Accuracy +20% Autoskill +8%. [Hidden: INT +12 CRT +10. Damage received nullification chance by defense.]
-Dunkelheit (re-reup): ATK+9% MATK+12%, Critical rate +20 Recoil+6%, Critical damage +9% Autoskill+3%, Reflect +6%
-Bellow of Order (up): Melee&Magic R +13%, ATK up by STR MATK up by INT, Skill delay -1.2sec Damage cut chance by defense
-Exelis (re-re-up): ATK +8% MATK +8% Evasion +15% Magic R +13%, Skill delay -1.8 sec
Additional gear:
-Reincarnation Shield(up):VIT+9 MATK+11% Autoskill+12% Critical damage +24%, Evasion-30% Critical damage down by STR
-Black cat hood (re-up)(⭘): STR +8 INT +8 DEX +6 CRT +11 Critical damage +10%. With Throwings, ATK +3% MATK +3% ASPD +10%
-Force helm (re-up): ATK +5% Critical damage +13% Hate rise +10% Melee R +10%, Magic R +10% CRT +10
-Separation arrow (up): MaxHP -10%, ATK +6%, Delay -0.6 sec, Critical Damage +12%.
-Fallen Angel Wing: MATK+20% MaxMP+20% Melee+10% to Light element Magic attack chance by attack
Special equipment:
-Specia's Blessed Stone / Whatever special equipment 1 or 2 slotted with Agira Jarma (✓)
If you can afford a 1/2s statted special equipment, here are some:
-Argent ring: INT+10 DEX+10, Skill delay -0.5 second
-Orichal bangle: ATK +100, MATK +160, Autoskill +1%
-Attack buckle: ATK +75 MATK +100
MELEE FOCUSED GEARS:
Weapons:
Throwing
-Koka sanpou (✓+): ATK+15%, MaxHP-20%, Critical Rate+10, Critical Damage+10%, Skill Delay-1sec, Dance of Clones power+20%
-Don greed: ATK +28%, MP Cost -18%, Twice attack chance. If [STR > 400] then further ATK +8%
-Sauro Aster L5: All elements, MATK+20% INT&CRT+10 Skill delay -1.5sec, ASPD+50% Triple attack chance (Melee and Magic R+5%, Crt dmg up by 3% of CRT hidden)
Elemental throwings
-Eventail III: Melee+30% to Neutral, Cast time -50% Magic eva +5%, Twice attack chance Small counter chance up by AGI
-Snow Throwing Axe II: Ice element, ATK+18%, Magic R+13% Freeze activation+10%, Fire R+8% Delay-1sec, Range+1
-Cutamuscle: Melee+25% to Earth, ATK+5%, Melee pierce+3%, Absolute evasion+10% Skill delay-1 sec, Magic evasion-5%, Melee pierce+5% if DEX>199.
-Nirin Higiri: Flame element, Autoskill+5% ATK+16% Absolute evasion +11% Magic attack chance Adds Melee&Magic pierce +12% if DEX>299.
-Tribe Axe II: Melee to Wind +30% ATK +12% Fire R -20% Evasion +14% Absolute Evasion +8%
-Mirror Throw TST: Thunder element, ATK+15% Small STR up by Lv Melee up by Lv
-Wicktrace III (⭘): Melee pierce +6%, Magic evasion +15% A. attack chance, Crt dmg +12% Critical rate +30, 4 Elements
-Uroboros II: ATK+11%, MP cost -22%, All stats +7 MATK+14%, Skill delay -1.3sec Melee+22% to Dark&Light Counter on evasion +10%
Special claw
-Sirius edge II(✓+): Magic R -50% MP cost -15%, Critical up by Lv&VIT, ATK up by DEX and CRT
-Blazing Roar: Fire element, ATK+9%, MaxHP+3000, Magic R-13%, Ailment R+20%, AGI+10, Delay-1 sec. 30% chance to inflict Phantom Flame by attack and STR+10 if Ninja
-Mephisto Claw: ATK+20% MaxHP-30% MaxMP+30% MP cost -5%,
-Purity Claw III: ATK&MATK+10% STR+15 Delay-1.2sec, Heal recovery +30% MaxHP+20% DEF up by STR
Bow
-Sauro Shooter L6: Skill delay -2sec, Critical up Melee+3% to Fire&Water&Wind&Earth, ATK+19%, M. eva +10%, AGI&CRT+10
-Symbios Bow III(⭘): ATK+20% Autoskill+13%, MP cost -25% Range+1, Auto MP recovery +25% Double attack chance
-Yggdrasil Bow: ATK+12%, MP cost -25% Heal recovery +35%, Damage cut if HP is 25% or less.
Elemental bows
-Ohirumeno Muchinokami: Melee+32% to Neutral INT+22 Range+3 Critical damage+17% Small MP recovery chance by attack (Hidden: Mp cost-15%)
-Strike Bow: Melee+28% to Neutral, Critical up DEX+15, Adds Critical damage +12% if CRT>399 Magic counter chance by defense
-Horus fin: Melee+15% to Water&Wind&Neutral MaxHP+12%, ATK+14%, Melee pierce+10% Adds ATK+6% if STR>299 Absolute evasion+7%
-Fleurprome: Melee+38% to Wind, Hate rise-25% Heal reward+25%, Melee pierce+8% AGI+10, Additional attack chance by attack
-River Stone Moss Bow: Gaia element, ATK+12% Melee&Magic R +12% KO time -1.5sec Evasion rate up chance by defense
-Mirror Bow TST: Thunder element, ATK+18% Small STR up by Lv Melee up by Lv
-Glassgone: Ice element, ATK+11%, MP cost -22% MaxMP+10%, Water R +10% Hate rise +15% Skill delay -1sec if INT>299.
-Purgatory Bow (easy 2-slots): Flame element, Critical damage +21% Burn time -2sec, Burn rate +2% Magic attack chance by attack
-Thelt Long Bow II: Dark element, ATK+17% Skill delay+1 sec, Item delay-1 sec, Critical damage+16%
-Fallen God's Bow: Dark element, MaxHP&MP-5%, ATK+16% Delay -0.5sec, Melee pierce +10% With Fallen God's Armor...
-White Savior: Ailment R +15%, KO time -1sec Additional attack chance by attack ATK+15%, Light element
-Alnilam IV: Light element, ATK+5% ASPD+30% Critical damage +17%
Claw
-Kodachi IV(⭘): Magic R -20%, Melee+9% to Neutral A. evasion +7%, Melee up by CRT, Range+2, Critical damage +19%
-Sauro Fang L5: ATK+18% MaxMP+35% VIT&AGI+10 ASPD+20% Range+2, Critical damage +17% Melee pierce +14%, Autoskill+6%
Elemental claws
-Snead Claw III: Magic R -20%, Melee+28% to Neutral Critical damage +18%, MaxMP+28% Additional attack chance
-Lyentia III: Melee to Neutral +20%, Magic R -10%, ATK +10%, Melee +1%, MaxMP +10%, Additional attack chance. [Critical damage +3%, Autoskill -6% Hidden?]
-Bilhawk: Magic R -20%, Melee+25% to Neutral ATK+12%, Mel. pierce +15%, Para.+2%, Paralysis duration +3sec if STR>255.
-Maniji III: ATK+11%, Hate rise -18%, All elements Small MP recovery chance by attack Melee up by Lv
-Averse III: Ice element, Additional attack chance by attack Magic R -10%, Evasion+20% ATK+10% AGI+6
-Cremation II: Flame element, Magic R -20%, ATK+21% Burn rate +2%, Melee R +10% Fire R +10% Additional attack chance by attack
-Zandt Snake: Earth element, Critical up, ATK+10% Absolute evasion+10%, Magic R -20% Dizzy chance+1%, Additional attack chance by attack
-Mirror Claw TAG: Thunder element, ATK+15% Autoskill+5% Absolute&Magic evasion +10% Small AGI up by Lv
-Evil Dog Glove: Dark element, Critical up Magic R -10%, ATK+20% Triple attack chance by attack
-Eclaire IV: Normal attck x1.5 chance, MaxHP+15% Magic R -15%, Light element Absolute evasion +9% Heal reward up, Range cut +25% Melee to Dark +30%. ( AGI +30 hidden?)
-Fanatia: Melee to Dark +20% ATK +25% ATK up by 0.5×DEX, Absolute Accuracy +20% Absolute Evasion -20% Magic Evasion -20% Magic R -20%
Special bow
-Gerifalte II (⭘): Special bow, Melee+25% to Neutral Melee up by Lv, Small ATK up by AGI, HP recovery using MP
-Stardust Bow: ATK+20% Critical damage +17% Absolute&Magic evasion +20%
-Inari Hamayumi II: Light element ATK+15%, Melee+6% to Boss Melee up based on DEX Absolute accuracy +10%
-Irogeos Bow: Special bow, ATK+12% AGI+10 Melee pierce +10%, Hate rise -10% Absolute evasion +5%
Armor:
-Ultimi (re-re-up): ATK+14% MATK+18% Accuracy+100 Melee+900 Delay-1sec, Critical up Absolute evasion +10%
-Dragon mail (re-re-up): ATK +11% MATK +13% Critical rate +20 Critical damage +12% Melee R +7% Magic R +7% Absolute Accuracy +20% Autoskill +8%. [Hidden: INT +12 CRT +10. Damage received nullification chance by defense.]
-Bellow of Order (up)(✓): Melee&Magic R +13%, ATK up by STR MATK up by INT, Skill delay -1.2sec Damage cut chance by defense
-Exelis (re-reup): ATK +8% MATK +8% Evasion +15% Magic R +13%, Skill delay -1.8 sec
-Ira (re-up)(✓): ATK+16% Autoskill+10%, Crt damage +7%, Melee R -25%, Crt rate +25% M. evasion +10%, Melee+1%
-Lava Mail (re-re-re-up): Melee pierce+18%, Melee +18% to Earth, Magic counter chance STR+12 VIT+12 ASPD+10%
Additional gear:
-Monty Beret (up)(builds with DEX only)(✓)(⭘): ATK+9%, Melee&Magic R +8%, A. accuracy +9%, Skill delay -1.2sec, ATK up by DEX, Item recovery +25%
-Breezy Scarf (builds with AGI only)(✓): ATK+8%, Melee&Magic R+5% Skill delay -1sec Critical up, ATK up by AGI
-Horned Helmet (re-re-up): VIT+15, ATK+10% Melee&Magic R+6% ATK up by 50% of CRT
-Force Helm (re-re-up): ATK +9% Critical damage +16% Hate Rise +15% Melee R +12% Magic R +12% CRT +15 If [CRT > 300] then Melee Pierce +10%
Elemental additionals(✓):
-Failwind (up): AGI+25, Melee+17% to Water&Wind Earth&Wind magic+17%, Autoskill+6% Wind R-20%, Magic evasion+6%
-Schmuck (re-up): ATK+15%, Reflect+10%, Critical rate+15% Critical damage +15% Melee+6%to Neutral
-Dark Headguard (re-up): ATK +12%, Critical damage +10% Accuracy +80, Melee+8% to light
-Lava Guard (re-up)(easy 2-slot): ATK +7% Autoskill +7% Adds ATK+7% with specific armors. Melee +7% to Earth
-Pratzen (re-up): ATK+12%, Melee pierce+10% Hate rise+20%, Skill delay-1 sec Melee+8% to dark-
-Mystique: Small ATK up by AGI. 30% chance to inflict Phantom Flame by attack if Ninja. This effect works even from lv100, it can be a huge increase on your DPS until you get to Lv320!!
Additional note: Lava guard or any decent ATK-based 2s additional can be good, with 2 element crysta in it!
Special equipment:
-Specia's Blessed Stone / Whatever special equipment 1 or 2 slotted with Ideaus/Starmuncher etc... (✓)
If you can afford a 1/2s statted special equipment, here are some:
-Wild ring (✓): Melee to all elements +10% Element Resistance -10% MaxHP&MP -10%
-Ring of Rush: DEX&Accuracy rate&Critical rate greatly decreases. Great ATK up by Lv
-Disaster Stone: MaxHP-20% Recoil+1% ATK up based on VIT.
-Killer Seed: Melee R -3%, Magic R -5% Small ATK up by CRT
-Warrior Bangle(⭘): ATK +50 MaxMP -10%
{}
Crystas for Magic ninjas:
♢Sauro II (✓): In weapons, ATK+15% MATK+20%, MaxHP/MP+20%, EXP+5%, magic and physical pierce +5%
♢Dunkelis II: MATK +15%, Magic pierce +5% Adds MATK +5%, Magic up by Lv, Magic pierce +5% on Additional.
♢Mujie(✓): MATK+17%, Hate rise +20% Spell burst +10% on Additional
♢Nuitram(⭘): Earth & Fire & Wind & Water magic +10%, Adds Cast time -5% and ASPD -10% on Weapo
♢Ideaus: ATK&MATK+5% Adds ATK+10% if STR>249. Adds MATK+10% if INT>249.
♢Dunkelis: MATK+13% MP Recovery-20%
♢Wizard: MATK +8%, Magic Resistance +18%, Small Light & Dark magic & Magic R up by 1% of INT.
♢Fred(✓): MaxMP + 5% When equipped in armors, MATK + 25 MATK + 18%
♢Drag-o'-Lantern (full VIT builds)(✓): MATK up based on VIT Magic+1% to Boss
♢Moldus: DEX+1, MATK+7% in armors. Double effect if DEX>199
♢Mezzaluna: MATK+15% MaxMP-40%, adds MaxMP+40% in special eqps
♢Imseti: ATK+5 MATK-20%, Crit Dmg +10%, adds MATK+30% if CRT>199
♢Gerust: MATK+15% Skill delay+1 second, additional MATK+5% in weapons
♢Fiona: Magic Pierce+3% MaxMP+10%, adds MATK+14% and skill delay -0.3 seconds in weapon
♢Tarna: MATK+10% MaxHP+10%, additional MATK+5% and magic+400 in adds eqps
♢Ushilth: MATK+12% Spell Burst Rate+1% Skill delay-0.2 second, additional -0.3 seconds in adds eqps
♢Medona: MATK +6%, Skill Delay -0.1sec, Cast Time -15%, MaxHP&MP -8%, additional MATK +10% when equipped on armor.
♢Agira Jarma (✓): MATK +12% Cast defense +5%, adds MATK +8% and INT +5 if equipped on special
♢Hicolon (full AGI builds): MATK up by AGI on Special, Spell burst -3%
Crystas for SK Ninjas:
♢Imseti (⭘): ATK +5 MATK -20%, Critical damage +10%, Adds MATK +30% if CRT > 199.
♢Ideaus: ATK&MATK+5% Adds ATK+10% if STR>249. Adds MATK+10% if INT>249.
♢Agira Jarma (✓): MATK +12% Cast defense +5%, adds MATK +8% and INT +5 if equipped on special
♢Fred (✓): MaxMP + 5% When equipped in armors, MATK + 25 MATK + 18%
♢Dunkelis II (✓): MATK +15%, Magic pierce +5% Adds MATK +5%, Magic up by Lv, Magic pierce +5% on Additional.
♢Sauro II (✓): MaxHP +20%, MaxMP +20%, Exp +5% on Weapons, ATK +15%, MATK +20%, Melee pierce +5%, Magic pierce +5%
For both Sk and Magic ninjas, the extra skill "Spell boost", from either a crysta (craftable a Elban) or a pet skill, can give an extra great MATK boost at some costs for a limited time:
Spell boost buff effects: MATK+40%, Base MATK increase by Lv. MDEF-50%, AVD-25, MP cost+100%.
It lasts 15 seconds at 1 DEX, +1 second every 16 DEX (401 DEX=40 seconds).
For Melee Ninjas:
♢Sauro II (✓): In weapons, ATK+15% MATK+20%, MaxHP/MP+20%, EXP+5%, magic and physical pierce +5%
♢Aldi(✓): ATK+10%, Critical damage -3% Critical damage +15% on Armor.
♢Nigdu(✓ depending on your gears/Lv): ATK up based on Lv, KO time +3sec
♢Union Sam: When you equip 3 of this cyrsta, Melee&Magic+6% to Boss, ATK&MATK+33% Skill delay -3.3sec All stats +3
♢Starmuncher: ATK+5%, MaxHP+5%, Magic R+3%, Hate rise+20%, Adds ATK+10% and MaxHP+8% more on Special.
♢Ideaus(✓): ATK&MATK+5% Adds ATK+10% if STR>249. Adds MATK+10% if INT>249.
♢Suishin: Critical damage +15%, MaxHP-40%
♢Ganei: ATK+10% MaxHP-30%. Adds MaxHP+30% on Special.
♢Fiore Hinete: ASPD+20% ATK+13%, Melee pierce +5%
♢Mr. Oritius: ATK+15% MaxHP-3% Auto HP recovery -30%
♢Telon: Autoskill-5%, Skill delay +1.5sec ATK+14%. Adds Autoskill+10%, Skill delay -0.5sec on Special.
♢Oritius (⭘): ATK+9%, Auto HP recovery -20%
Elemental crystas(✓):
♢Celawinos: Melee+5% to Water Adds 10% more on Additional. Autoskill+1%
♢Captain Belzeem: Melee+5% to Fire Adds 10% more on Additional. Autoskill+1%
♢Pursuer: Melee+5% to Wind Adds 10% more on Additional. Autoskill+1%
♢Sakimori no Ryu: Melee+5% to Earth Adds 10% more on Additional. Autoskill+1%
♢Nero: Melee+5% to Light Adds 10% more on Additional. Autoskill+1%
♢Niapa: Melee+5% to Dark Adds 10% more on Additional. Autoskill+1%
♢Thothras: Melee+5% to Neutral Adds 10% more on Additional. Autoskill+1%
♢Ninigi: Fire magic +10%, Melee+10% to Dark ATK&MATK+3%, Magic counter chance *Consumes autoskill.
♢Agni: Melee+10% to Earth, ATK+3% Add ATK+5% on Additional.
♢Blue Rain: Melee+3% to Fire, Melee+1% to Boss Add Melee+12% to Fire, ATK+2% Melee R -5% on Weapon.
♢Flash of Day: Melee+15% to Dark Light magic +15% MaxHP+10%
♢Shadow of Wandering: Melee+15% to Light Dark magic +15% MaxMP+10%
Crystas for Magic ninjas:
♢Sauro II (✓): In weapons, ATK+15% MATK+20%, MaxHP/MP+20%, EXP+5%, magic and physical pierce +5%
♢Dunkelis II: MATK +15%, Magic pierce +5% Adds MATK +5%, Magic up by Lv, Magic pierce +5% on Additional.
♢Mujie(✓): MATK+17%, Hate rise +20% Spell burst +10% on Additional
♢Nuitram(⭘): Earth & Fire & Wind & Water magic +10%, Adds Cast time -5% and ASPD -10% on Weapo
♢Ideaus: ATK&MATK+5% Adds ATK+10% if STR>249. Adds MATK+10% if INT>249.
♢Dunkelis: MATK+13% MP Recovery-20%
♢Wizard: MATK +8%, Magic Resistance +18%, Small Light & Dark magic & Magic R up by 1% of INT.
♢Fred(✓): MaxMP + 5% When equipped in armors, MATK + 25 MATK + 18%
♢Drag-o'-Lantern (full VIT builds)(✓): MATK up based on VIT Magic+1% to Boss
♢Moldus: DEX+1, MATK+7% in armors. Double effect if DEX>199
♢Mezzaluna: MATK+15% MaxMP-40%, adds MaxMP+40% in special eqps
♢Imseti: ATK+5 MATK-20%, Crit Dmg +10%, adds MATK+30% if CRT>199
♢Gerust: MATK+15% Skill delay+1 second, additional MATK+5% in weapons
♢Fiona: Magic Pierce+3% MaxMP+10%, adds MATK+14% and skill delay -0.3 seconds in weapon
♢Tarna: MATK+10% MaxHP+10%, additional MATK+5% and magic+400 in adds eqps
♢Ushilth: MATK+12% Spell Burst Rate+1% Skill delay-0.2 second, additional -0.3 seconds in adds eqps
♢Medona: MATK +6%, Skill Delay -0.1sec, Cast Time -15%, MaxHP&MP -8%, additional MATK +10% when equipped on armor.
♢Agira Jarma (✓): MATK +12% Cast defense +5%, adds MATK +8% and INT +5 if equipped on special
♢Hicolon (full AGI builds): MATK up by AGI on Special, Spell burst -3%
Crystas for SK Ninjas:
♢Imseti (⭘): ATK +5 MATK -20%, Critical damage +10%, Adds MATK +30% if CRT > 199.
♢Ideaus: ATK&MATK+5% Adds ATK+10% if STR>249. Adds MATK+10% if INT>249.
♢Agira Jarma (✓): MATK +12% Cast defense +5%, adds MATK +8% and INT +5 if equipped on special
♢Fred (✓): MaxMP + 5% When equipped in armors, MATK + 25 MATK + 18%
♢Dunkelis II (✓): MATK +15%, Magic pierce +5% Adds MATK +5%, Magic up by Lv, Magic pierce +5% on Additional.
♢Sauro II (✓): MaxHP +20%, MaxMP +20%, Exp +5% on Weapons, ATK +15%, MATK +20%, Melee pierce +5%, Magic pierce +5%
For both Sk and Magic ninjas, the extra skill "Spell boost", from either a crysta (craftable a Elban) or a pet skill, can give an extra great MATK boost at some costs for a limited time:
Spell boost buff effects: MATK+40%, Base MATK increase by Lv. MDEF-50%, AVD-25, MP cost+100%.
It lasts 15 seconds at 1 DEX, +1 second every 16 DEX (401 DEX=40 seconds).
For Melee Ninjas:
♢Sauro II (✓): In weapons, ATK+15% MATK+20%, MaxHP/MP+20%, EXP+5%, magic and physical pierce +5%
♢Aldi(✓): ATK+10%, Critical damage -3% Critical damage +15% on Armor.
♢Nigdu(✓ depending on your gears/Lv): ATK up based on Lv, KO time +3sec
♢Union Sam: When you equip 3 of this cyrsta, Melee&Magic+6% to Boss, ATK&MATK+33% Skill delay -3.3sec All stats +3
♢Starmuncher: ATK+5%, MaxHP+5%, Magic R+3%, Hate rise+20%, Adds ATK+10% and MaxHP+8% more on Special.
♢Ideaus(✓): ATK&MATK+5% Adds ATK+10% if STR>249. Adds MATK+10% if INT>249.
♢Suishin: Critical damage +15%, MaxHP-40%
♢Ganei: ATK+10% MaxHP-30%. Adds MaxHP+30% on Special.
♢Fiore Hinete: ASPD+20% ATK+13%, Melee pierce +5%
♢Mr. Oritius: ATK+15% MaxHP-3% Auto HP recovery -30%
♢Telon: Autoskill-5%, Skill delay +1.5sec ATK+14%. Adds Autoskill+10%, Skill delay -0.5sec on Special.
♢Oritius (⭘): ATK+9%, Auto HP recovery -20%
Elemental crystas(✓):
♢Celawinos: Melee+5% to Water Adds 10% more on Additional. Autoskill+1%
♢Captain Belzeem: Melee+5% to Fire Adds 10% more on Additional. Autoskill+1%
♢Pursuer: Melee+5% to Wind Adds 10% more on Additional. Autoskill+1%
♢Sakimori no Ryu: Melee+5% to Earth Adds 10% more on Additional. Autoskill+1%
♢Nero: Melee+5% to Light Adds 10% more on Additional. Autoskill+1%
♢Niapa: Melee+5% to Dark Adds 10% more on Additional. Autoskill+1%
♢Thothras: Melee+5% to Neutral Adds 10% more on Additional. Autoskill+1%
♢Ninigi: Fire magic +10%, Melee+10% to Dark ATK&MATK+3%, Magic counter chance *Consumes autoskill.
♢Agni: Melee+10% to Earth, ATK+3% Add ATK+5% on Additional.
♢Blue Rain: Melee+3% to Fire, Melee+1% to Boss Add Melee+12% to Fire, ATK+2% Melee R -5% on Weapon.
♢Flash of Day: Melee+15% to Dark Light magic +15% MaxHP+10%
♢Shadow of Wandering: Melee+15% to Light Dark magic +15% MaxMP+10%
{}
Useful ★Abilities for Magic Ninjas:
★MP cost (Lv1= -2% MP cost [...] Lv5= -10% MP cost)
★Quick cool (Lv1=SD-0.6 seconds, ATK/MATK-5% [...] Lv5=SD-0.6 seconds , ATK/MATK-1%)
★Intelligence (Lv1=INT+1 [...] Lv5=INT+5)
★Spell burst (Lv1=Spellburst +1%, MP cost+1% [...] Lv5=Spellburst +5%, MP cost+5%)
★Magic (Lv1=MATK+10, MaxMP-1% [...] Lv5=MATK+30, MaxMP-5%)
★Evasion (Lv1=AVD+10 [...] Lv5=AVD+30, Absolute evasion+4%)
Useful ★Abilities for Hybrid Ninjas:
★MP cost (Lv1= -2% MP cost [...] Lv5= -10% MP cost)
★Quick cool (Lv1=SD-0.6 seconds, ATK/MATK-5% [...] Lv5=SD-0.6 seconds , ATK/MATK-1%)
★Intelligence (Lv1=INT+1 [...] Lv5=INT+5)
★Critical (Lv1=CRT+1 [...] Lv5=CRT+5)
★Fatality: Lv1=Crt dmg+1%, resist -5% [...] Lv5=Crt dmg+1%, resist -1%)
★Magic (Lv1=MATK+10, MaxMP-1% [...] Lv5=MATK+30, MaxMP-5%)
★Attack (Lv1=ATK+3, MaxHP-1% [...] Lv5=ATK+23, MaxHP-5%)
★Evasion (Lv1=AVD+10 [...] Lv5=AVD+30, Absolute evasion+4%)
Useful ★Abilities for Melee Ninjas:
★MP cost (Lv1= -2% MP cost [...] Lv5= -10% MP cost)
★Quick cool (Lv1=SD-0.6 seconds, ATK/MATK-5% [...] Lv5=SD-0.6 seconds , ATK/MATK-1%)
★Intelligence (Lv1=INT+1 [...] Lv5=INT+5)
★Critical (Lv1=CRT+1 [...] Lv5=CRT+5)
★Strength (Lv1=STR+1 [...] Lv5=STR+5)
★Melee pierce (Lv1 = Melee Pierce+1% [...] Lv5=Melee Pierce +5%)
★Attack (Lv1=ATK+3, MaxHP-1% [...] Lv5=ATK+23, MaxHP-5%)
★Evasion (Lv1=AVD+10 [...] Lv5=AVD+30, Absolute evasion+4%)
Useful ★Abilities for Magic Ninjas:
★MP cost (Lv1= -2% MP cost [...] Lv5= -10% MP cost)
★Quick cool (Lv1=SD-0.6 seconds, ATK/MATK-5% [...] Lv5=SD-0.6 seconds , ATK/MATK-1%)
★Intelligence (Lv1=INT+1 [...] Lv5=INT+5)
★Spell burst (Lv1=Spellburst +1%, MP cost+1% [...] Lv5=Spellburst +5%, MP cost+5%)
★Magic (Lv1=MATK+10, MaxMP-1% [...] Lv5=MATK+30, MaxMP-5%)
★Evasion (Lv1=AVD+10 [...] Lv5=AVD+30, Absolute evasion+4%)
Useful ★Abilities for Hybrid Ninjas:
★MP cost (Lv1= -2% MP cost [...] Lv5= -10% MP cost)
★Quick cool (Lv1=SD-0.6 seconds, ATK/MATK-5% [...] Lv5=SD-0.6 seconds , ATK/MATK-1%)
★Intelligence (Lv1=INT+1 [...] Lv5=INT+5)
★Critical (Lv1=CRT+1 [...] Lv5=CRT+5)
★Fatality: Lv1=Crt dmg+1%, resist -5% [...] Lv5=Crt dmg+1%, resist -1%)
★Magic (Lv1=MATK+10, MaxMP-1% [...] Lv5=MATK+30, MaxMP-5%)
★Attack (Lv1=ATK+3, MaxHP-1% [...] Lv5=ATK+23, MaxHP-5%)
★Evasion (Lv1=AVD+10 [...] Lv5=AVD+30, Absolute evasion+4%)
Useful ★Abilities for Melee Ninjas:
★MP cost (Lv1= -2% MP cost [...] Lv5= -10% MP cost)
★Quick cool (Lv1=SD-0.6 seconds, ATK/MATK-5% [...] Lv5=SD-0.6 seconds , ATK/MATK-1%)
★Intelligence (Lv1=INT+1 [...] Lv5=INT+5)
★Critical (Lv1=CRT+1 [...] Lv5=CRT+5)
★Strength (Lv1=STR+1 [...] Lv5=STR+5)
★Melee pierce (Lv1 = Melee Pierce+1% [...] Lv5=Melee Pierce +5%)
★Attack (Lv1=ATK+3, MaxHP-1% [...] Lv5=ATK+23, MaxHP-5%)
★Evasion (Lv1=AVD+10 [...] Lv5=AVD+30, Absolute evasion+4%)
{}
Disposition:
Hybrid : 3 cyan lines + 3 yellow lines + 2 green lines
Full MATK : 6 cyan lines + 2 green lines (for Magic/Physic/Absolute Evasion )
or
6 cyan lines + 2 blue lines (for MP, MP reco, MDEF)
Full ATK : 6 yellow lines + 2 green
If you so wish, you can also put more Green lines by giving up Cyan or Yellow lines: from 2 to 8, up to you to decide how much evasion you want to get from those.
AL crystas magic-focused (Note: SK can use whatever MATK+% in this list):
▲MP Cost-3/6%(⭘)
▲INT+1, 2, 3, DEX+1, 2, 3, Neutral resist+1%, MDEF+150, etc etc(⭘)
▲Lian (✓)(⭘): MATK+7%, Autoskill-5%, Skill delay-0.3 sec
▲Rita (✓): MP cost +40% Fire&Water&Wind&Earth magic +10%
▲Adventurer: ATK&MATK+4%, Autoskill+2% Absolute&Magic evasion +3% All damage cut +1%
▲Medona: MATK+8% Adds MATK+8% during Easter.
▲Cheltil: Skill delay -1 second, Item delay +0.5 second
▲Zazel: ATK+15, ATK+2%, MATK+20, MATK+2%
▲Parazaia: MATK+30, MATK+3%, Auto MP recovery+25%
▲Zolte: Melee +5% to Neutral, Neutral magic +5%
▲Ouvel (✓): MATK & ATK+6%, MaxHP & MaxMP-10%
▲Enina: Small ATK up by Lv, MATK up by Lv, Absolute evasion -10%, Magic evasion -10%
▲Enina II: Melee +10% to Light, Light magic +10%
▲Sauro II (✓): Melee +3% to all elements, All magics +3%, Delay -0.5 sec, Autoskill +2%
▲Jusal (✓): MATK+4%, Cast time-4%, Water Magic power +4%
▲Alan: MATK + 2% MDEF + 300 Spell burst activation rate + 3% Magic evasion - 5%
▲Sauro III (✓): Melee +3% to all elements, All magics +3%, Delay -0.5 sec, Autoskill +3%, ATK/MATK+30, Neutral resistance+5%
▲Sophis: INT + 16
▲Dunkelis: Magic + 3% spellburst + 5% Magic penetration + 20% MaxMP - 50%
▲Vida: ATK + 8% MATK + 8% Auto skill activation - 5% Physical and magic resistance - 20%
▲Union Sam: If sum of STR/VIT/CRT is 666 or more:
-MaxHP+3%
-ATK+3%
-Critical Damage+3%
-MeleeR+3%
-MagicR+3%
-Autoskill+3%
If sum of INT/DEX/AGI is 666 or more:
-MaxMP+3%
-MATK+3%
-Spell burst+3%
-Absolute Evasion+3%
-Magic Evasion+3%
-Heal Recovery+30%
AL crystas Melee-focused (Note: SK can use whatever Crt dmg+% in this list):
▲MP Cost-6%(⭘)
▲INT+1, 2, 3, DEX+1, 2, 3, etc(⭘)
▲Gatekeeper (✓): If a stat has more than 350 points into it, slight boost to this stat:
INT >350= MATK +2% MaxMP +5% INT +3
DEX >350= Item Delay -0.2s Skill Delay -0.2s Melee Pierce +2% Magic Pierce +2% DEX +3
CRT >350= Critical damage +3% Absolute Evasion +2% Magic Evasion +2% CRT +3
STR >350= STR+3 ATK+2%? Melee+300
VIT >350= VIT+3 MaxHP+5%
AGI >350= AGI+3 Evasion+5%
▲Zazel: ATK+15, ATK+2%, MATK+20, MATK+2%
▲Warrior of Light (✓): ATK +5% ATK +20 MaxHP +3% Magic R -25%
▲Sauro II (✓): Melee +3% to all elements, All magics +3%, Delay -0.5 sec, Autoskill +2%
▲Sauro III (✓): Melee +3% to all elements, All magics +3%, Delay -0.5 sec, Autoskill +3%, ATK/MATK+30, Neutral resistance+5%
▲Cheltil: Skill delay -1 second, Item delay +0.5 second
▲Oritius(✓): ATK+9%, Melee+2% to Boss Melee pierce +3%, MaxHP-15%
▲Mamonea: Critical damage +5%, Critical rate +10%, Magic R -10%
▲Adventurer: ATK&MATK+4%, Autoskill+2% Absolute&Magic evasion +3% All damage cut +1%
▲Ouvel (✓): MATK & ATK+6%, MaxHP & MaxMP-10%
▲Enina: Small ATK up by Lv, MATK up by Lv, Absolute evasion -10%, Magic evasion -10%
▲Arick: Critical Damage +6% Melee and Magic R -5% Magic evasion -12%
▲Bernhardt: Stun time -1 second, Critical damage +4%, Magic evasion +5%
▲Vida (✓): ATK + 8% MATK + 8% Auto skill activation - 5% Physical and magic resistance - 20%
▲Union Sam(✓): If sum of STR/VIT/CRT is 666 or more:
-MaxHP+3%
-ATK+3%
-Critical Damage+3%
-MeleeR+3%
-MagicR+3%
-Autoskill+3%
If sum of INT/DEX/AGI is 666 or more:
-MaxMP+3%
-MATK+3%
-Spell burst+3%
-Absolute Evasion+3%
-Magic Evasion+3%
-Heal Recovery+30%
Disposition:
Hybrid : 3 cyan lines + 3 yellow lines + 2 green lines
Full MATK : 6 cyan lines + 2 green lines (for Magic/Physic/Absolute Evasion )
or
6 cyan lines + 2 blue lines (for MP, MP reco, MDEF)
Full ATK : 6 yellow lines + 2 green
If you so wish, you can also put more Green lines by giving up Cyan or Yellow lines: from 2 to 8, up to you to decide how much evasion you want to get from those.
⚠ WARNING: This is a non-exhaustive list . ⚠
ALs marked "(✓)" are the ones i'd advise regardless of price, dmg-wise in each category
ALs marked "(⭘)" are the ones i'd advise for lower lvls/wallets in each category.
An advice is an advice, please feel free not to care! Think outside the metabox owo
AL crystas magic-focused (Note: SK can use whatever MATK+% in this list):
▲MP Cost-3/6%(⭘)
▲INT+1, 2, 3, DEX+1, 2, 3, Neutral resist+1%, MDEF+150, etc etc(⭘)
▲Lian (✓)(⭘): MATK+7%, Autoskill-5%, Skill delay-0.3 sec
▲Rita (✓): MP cost +40% Fire&Water&Wind&Earth magic +10%
▲Adventurer: ATK&MATK+4%, Autoskill+2% Absolute&Magic evasion +3% All damage cut +1%
▲Medona: MATK+8% Adds MATK+8% during Easter.
▲Cheltil: Skill delay -1 second, Item delay +0.5 second
▲Zazel: ATK+15, ATK+2%, MATK+20, MATK+2%
▲Parazaia: MATK+30, MATK+3%, Auto MP recovery+25%
▲Zolte: Melee +5% to Neutral, Neutral magic +5%
▲Ouvel (✓): MATK & ATK+6%, MaxHP & MaxMP-10%
▲Enina: Small ATK up by Lv, MATK up by Lv, Absolute evasion -10%, Magic evasion -10%
▲Enina II: Melee +10% to Light, Light magic +10%
▲Sauro II (✓): Melee +3% to all elements, All magics +3%, Delay -0.5 sec, Autoskill +2%
▲Jusal (✓): MATK+4%, Cast time-4%, Water Magic power +4%
▲Alan: MATK + 2% MDEF + 300 Spell burst activation rate + 3% Magic evasion - 5%
▲Sauro III (✓): Melee +3% to all elements, All magics +3%, Delay -0.5 sec, Autoskill +3%, ATK/MATK+30, Neutral resistance+5%
▲Sophis: INT + 16
▲Dunkelis: Magic + 3% spellburst + 5% Magic penetration + 20% MaxMP - 50%
▲Vida: ATK + 8% MATK + 8% Auto skill activation - 5% Physical and magic resistance - 20%
▲Union Sam: If sum of STR/VIT/CRT is 666 or more:
-MaxHP+3%
-ATK+3%
-Critical Damage+3%
-MeleeR+3%
-MagicR+3%
-Autoskill+3%
If sum of INT/DEX/AGI is 666 or more:
-MaxMP+3%
-MATK+3%
-Spell burst+3%
-Absolute Evasion+3%
-Magic Evasion+3%
-Heal Recovery+30%
AL crystas Melee-focused (Note: SK can use whatever Crt dmg+% in this list):
▲MP Cost-6%(⭘)
▲INT+1, 2, 3, DEX+1, 2, 3, etc(⭘)
▲Gatekeeper (✓): If a stat has more than 350 points into it, slight boost to this stat:
INT >350= MATK +2% MaxMP +5% INT +3
DEX >350= Item Delay -0.2s Skill Delay -0.2s Melee Pierce +2% Magic Pierce +2% DEX +3
CRT >350= Critical damage +3% Absolute Evasion +2% Magic Evasion +2% CRT +3
STR >350= STR+3 ATK+2%? Melee+300
VIT >350= VIT+3 MaxHP+5%
AGI >350= AGI+3 Evasion+5%
▲Zazel: ATK+15, ATK+2%, MATK+20, MATK+2%
▲Warrior of Light (✓): ATK +5% ATK +20 MaxHP +3% Magic R -25%
▲Sauro II (✓): Melee +3% to all elements, All magics +3%, Delay -0.5 sec, Autoskill +2%
▲Sauro III (✓): Melee +3% to all elements, All magics +3%, Delay -0.5 sec, Autoskill +3%, ATK/MATK+30, Neutral resistance+5%
▲Cheltil: Skill delay -1 second, Item delay +0.5 second
▲Oritius(✓): ATK+9%, Melee+2% to Boss Melee pierce +3%, MaxHP-15%
▲Mamonea: Critical damage +5%, Critical rate +10%, Magic R -10%
▲Adventurer: ATK&MATK+4%, Autoskill+2% Absolute&Magic evasion +3% All damage cut +1%
▲Ouvel (✓): MATK & ATK+6%, MaxHP & MaxMP-10%
▲Enina: Small ATK up by Lv, MATK up by Lv, Absolute evasion -10%, Magic evasion -10%
▲Arick: Critical Damage +6% Melee and Magic R -5% Magic evasion -12%
▲Bernhardt: Stun time -1 second, Critical damage +4%, Magic evasion +5%
▲Vida (✓): ATK + 8% MATK + 8% Auto skill activation - 5% Physical and magic resistance - 20%
▲Union Sam(✓): If sum of STR/VIT/CRT is 666 or more:
-MaxHP+3%
-ATK+3%
-Critical Damage+3%
-MeleeR+3%
-MagicR+3%
-Autoskill+3%
If sum of INT/DEX/AGI is 666 or more:
-MaxMP+3%
-MATK+3%
-Spell burst+3%
-Absolute Evasion+3%
-Magic Evasion+3%
-Heal Recovery+30%
{}
As a Magic or SK ninja, you might want to use this Relic Glass: It raises MATK, INT and Cast time.
For lower budgets, i recommend simply using the 2 free relics from MQs as well as old water/wind/dark fragments to put on the relic glass' coloured slots. Order of importance being blue (MATK), black (INT), then green (CSPD), unless you're using any equipment that ruins your CSPD, in which case green would be more important than black IMO (or even blue if your cast time is really really bad).
For Magic ninjas:
As for which relic crysta to use when you're able to afford/farm some: It all depends on your stats and gears.
However so far, usually, the most worth ones are simply □Magic+1% ones, □Rita, and maybe □Aufsea.
Named (bosses) relics can be pretty space-eating, so you might want to have enough space for it, if you are going to use those, although a glass full of □Magic+1% is very good too.
Here is a non-exhaustive list of some relics with interesting stats:
□Magic +1%
□Rita: Small MATK up by Lv. During White Day, small MATK up by VIT.
□Debby: MATK+2%, Rate cut +2%
□Aufsea: MaxHP+2% MATK+4% MaxMP-5%
□Trashiddoh: Paralysis time -1sec, MATK+2%
□Nejua: KO time -1sec Damage cut +5% during stun
□Eisen: MP cost -8%, Skill delay -0.3sec
□Blaiard: Magic pierce +1%, Cast defense +5%
For SK ninjas:
As for which relic crysta to use when you're able to afford/farm some: so far the most worth ones are simply MATK ones, as well as crit dmg% ones. Named relics are pretty decent but huge, so you might want to have enough space for it, if you are going to use those.
Here is a non-exhaustive list of relics with interesting stats:
□Rita: Small MATK up by Lv. During White Day, small MATK up by VIT.
□Debby: MATK+2%, Rate cut +2%
□Aufsea: MaxHP+2% MATK+4% MaxMP-5%
□Trashiddoh: Paralysis time -1sec, MATK+2%
□Nejua: KO time -1sec Damage cut +5% during stun
□Eisen: MP cost -8%, Skill delay -0.3sec
□Griffith: critical dmg+8%
□Rowell: Small crt dmg up by CRT. During white day event, small ATK up by AGI.
For DoC/Hybrid melee-focused ninjas:
First of all, you might want to use the other Relic Glass: It raises ATK, VIT and Attack speed.
For lower budgets, i recommend simply using the 2 free relics from MQs as well as as much Old fire/light/earth fragments to put on the relic glass' coloured slots. Order of importance being red (ATK), the rest being white (VIT), then yellow (ASPD), but those are actually negligible.
As for which relic crysta to use when you're able to afford/farm some:It all depends on your stats and gears.
However so far, usually, the most worth ones are simply □Melee+1% ones, with maybe □Griffith and □Horutes too.
Here is a non-exhaustive list of relics, that can offer valuable stats:
□Melee +1%
□Horutes: ATK+4% , Item delay -0.3 seconds
□Griffith: Critical damage +8%, Melee&Magic R -2%
□Oswald: ATK+2%, Absolute evasion +3%
□Nejua: KO time -1sec Damage cut +5% during stun
□Eisen: MP cost -8%, Skill delay -0.3sec
As a Magic or SK ninja, you might want to use this Relic Glass: It raises MATK, INT and Cast time.
For lower budgets, i recommend simply using the 2 free relics from MQs as well as old water/wind/dark fragments to put on the relic glass' coloured slots. Order of importance being blue (MATK), black (INT), then green (CSPD), unless you're using any equipment that ruins your CSPD, in which case green would be more important than black IMO (or even blue if your cast time is really really bad).
For Magic ninjas:
As for which relic crysta to use when you're able to afford/farm some: It all depends on your stats and gears.
However so far, usually, the most worth ones are simply □Magic+1% ones, □Rita, and maybe □Aufsea.
Named (bosses) relics can be pretty space-eating, so you might want to have enough space for it, if you are going to use those, although a glass full of □Magic+1% is very good too.
Here is a non-exhaustive list of some relics with interesting stats:
□Magic +1%
□Rita: Small MATK up by Lv. During White Day, small MATK up by VIT.
□Debby: MATK+2%, Rate cut +2%
□Aufsea: MaxHP+2% MATK+4% MaxMP-5%
□Trashiddoh: Paralysis time -1sec, MATK+2%
□Nejua: KO time -1sec Damage cut +5% during stun
□Eisen: MP cost -8%, Skill delay -0.3sec
□Blaiard: Magic pierce +1%, Cast defense +5%
For SK ninjas:
As for which relic crysta to use when you're able to afford/farm some: so far the most worth ones are simply MATK ones, as well as crit dmg% ones. Named relics are pretty decent but huge, so you might want to have enough space for it, if you are going to use those.
Here is a non-exhaustive list of relics with interesting stats:
□Rita: Small MATK up by Lv. During White Day, small MATK up by VIT.
□Debby: MATK+2%, Rate cut +2%
□Aufsea: MaxHP+2% MATK+4% MaxMP-5%
□Trashiddoh: Paralysis time -1sec, MATK+2%
□Nejua: KO time -1sec Damage cut +5% during stun
□Eisen: MP cost -8%, Skill delay -0.3sec
□Griffith: critical dmg+8%
□Rowell: Small crt dmg up by CRT. During white day event, small ATK up by AGI.
For DoC/Hybrid melee-focused ninjas:
First of all, you might want to use the other Relic Glass: It raises ATK, VIT and Attack speed.
For lower budgets, i recommend simply using the 2 free relics from MQs as well as as much Old fire/light/earth fragments to put on the relic glass' coloured slots. Order of importance being red (ATK), the rest being white (VIT), then yellow (ASPD), but those are actually negligible.
As for which relic crysta to use when you're able to afford/farm some:It all depends on your stats and gears.
However so far, usually, the most worth ones are simply □Melee+1% ones, with maybe □Griffith and □Horutes too.
Here is a non-exhaustive list of relics, that can offer valuable stats:
□Melee +1%
□Horutes: ATK+4% , Item delay -0.3 seconds
□Griffith: Critical damage +8%, Melee&Magic R -2%
□Oswald: ATK+2%, Absolute evasion +3%
□Nejua: KO time -1sec Damage cut +5% during stun
□Eisen: MP cost -8%, Skill delay -0.3sec
That's kinda it, hope you found what you needed! If not, you can always comment or DM and ask for further informations ^-^)/
Special thanks to:
♪Sumire for her input on melee builds
NightBreeze for the DoC formula
And finally my 2016 self who thought using spoilers with the BBCode was a cool idea. Dumbass.