Ninjitsu
Ninjitsu
Ninjitsu is the discipline of the Ninja — the art of stealth, espionage, and assassination woven together with shape-shifting transformation magic. It arrived with the Samurai Empire expansion and the Tokuno Islands as a parallel skill to Bushido, but where the Samurai stands and parries, the Ninja vanishes, leaps, transforms, and strikes from the dark. The skill counts toward the Special Moves combined-skill threshold and grants access to three Skill Masteries: Intuition, Shadow, and White Tiger Form.
Acquiring the discipline
A character begins Ninjitsu by buying a Book of Ninjitsu — sold by Tokuno Islands scribe NPCs and dropped from Elite Ninja NPCs. The book is a spellbook-class item required in inventory to invoke any of the eight Ninjitsu abilities. Without it, the skill cannot be used.
Murderers (red flagged characters) face the same training restriction as Bushido: a freshly-red character cannot raise Ninjitsu past zero from base. The standard workaround is to cast Animal Form (which works at 0 skill) and stay transformed as a Rat or Rabbit until the skill climbs to 50, at which point regular skill gain resumes.
The eight abilities
Ninjitsu grants eight abilities through the Book of Ninjitsu, with mana costs and skill thresholds that scale from beginner-accessible (Animal Form at 0) to terminal (Death Strike at 85).
| Ability | Mana | Min Skill | Function |
|---|---|---|---|
| Animal Form | 10 | 0 – 99 | Transforms the Ninja into one of twelve animal shapes (sixteen with Talisman of the Fey), each with a unique passive bonus — stealth, regen, speed, poison, fire breath. The Ninja cannot use special attacks or other spells while transformed, except Mirror Image and Shadow Jump. |
| Mirror Image | 10 | 20 | Creates an illusion of the Ninja that absorbs one attack before vanishing. Up to four mirror images can be active simultaneously, making it difficult for an opponent to identify the real target. |
| Focus Attack | 10 | 30 | Grants a damage bonus on the next swing and amplifies the magical properties of the weapon used — making slayer effects, hit-spell-effect properties, and hit-leech triggers all more effective on that single swing. |
| Backstab | 30 | 40 | A stealth-only special: the Ninja must be hidden when initiating. Damage bonus equal to the Ninjitsu skill — at GM, a +100 damage modifier on the next swing. The opening move of any assassin engagement. |
| Shadow Jump | 15 | 50 | While in Stealth mode, the Ninja teleports a considerable distance, remaining hidden if the Stealth skill check passes on landing. Cannot be used inside a player house. |
| Surprise Attack | 20 | 60 | A stealth-only special that inflicts a defense penalty on the target for several seconds — every melee or ranged attack the target receives during the window has elevated hit chance. |
| Ki Attack | 25 | 80 | A movement-charged strike: the Ninja initiates the ability and then closes distance to the target. The damage bonus scales with the distance traveled. Tactically pairs with Shadow Jump for a long-range opener. |
| Death Strike | 30 | 85 | A delayed-damage curse. Five seconds after the strike, the target suffers damage based on the number of steps taken since the attack and the average of the Ninja's Hiding and Stealth skills. Ranged weapons deal half the normal Death Strike damage. The signature kite-counter move — opponents who flee take more damage than those who stand and fight. |
Animal Form
Animal Form is the most distinctive Ninjitsu ability — a 10-mana shape-shift into one of sixteen creatures, each with a unique passive bonus active for the duration. The form persists until the Ninja chooses a new form, takes certain disrupting actions, or is dispelled. While transformed, the Ninja cannot cast spells or use most special attacks; only Mirror Image and Shadow Jump remain available.
Standard forms (twelve)
| Animal | Min Skill | Bonus |
|---|---|---|
| Rabbit | 0 | +20 to Stealth skill |
| Rat | 0 | +20 to Stealth skill |
| Cat | 40 | Increased regeneration rate (scales with Ninjitsu skill) |
| Dog | 40 | Increased regeneration rate (scales with Ninjitsu skill) |
| Giant Serpent | 50 | Inflicts low-level poison on any non-ranged hit |
| Bullfrog | 50 | Inflicts poison on enemies who damage the Ninja at short range |
| Ostard | 70 | Increased movement speed |
| Llama | 70 | Increased movement speed |
| Wolf | 85 | Increased speed; bonus hit chance and bonus maximum HP |
| Bake-Kitsune | 85 | Increased speed; bonus hit chance and bonus maximum HP |
| Unicorn | 99 | Increased speed; immunity to low-level poisons |
| Ki-Rin | 99 | Increased speed; rapid stamina regeneration |
Talisman of the Fey forms (four additional)
Originally introduced as the 8th Anniversary gift, later available through Heritage Tokens. The talismans unlock four additional Animal Form options:
| Animal | Min Skill | Bonus |
|---|---|---|
| Squirrel | 20 | Transformation only — no special bonus |
| Ferret | 40 | +10 to Stealing skill |
| Cu Sidhe | 60 | Auto-self-heals using bandages from inventory |
| Reptalon | 90 | Grants fire-breath ranged attacks |
The Cu Sidhe form is particularly notable for solo content — a self-bandaging Ninja can sustain through encounters without needing free hands for healing.
Training path
Ninjitsu trains fastest with a properties suit built around mana economy: 40% Lower Mana Cost and as much Mana Regeneration as the build can carry. Animal Form does not interrupt active Meditation, so a Ninja can activate Meditation, stay still, and cast Animal Form on top — doubling natural regen during training sessions.
| Skill range | Method |
|---|---|
| 0 – 40 | NPC trainer at the Ninja Dojo in New Haven (cap 40). For murderers: cast Animal Form → Rat or Rabbit and remain transformed until 50. |
| 40 – 50 | Complete the new-player quest The Art of Stealth in New Haven. |
| 50 – 60 | Summon Mirror Images, then attack the images so they vanish (gains both Ninjitsu and skill-from-defense). |
| 60 – 70 | Use Focus Attack on a target — pet on Trammel (no guild), or summoned Mirror Image on Felucca. Shadow Jump from 55 – 70 also works (but not inside a player house). |
| 70 – 85 | Use Shadow Jump in the open world. |
| 85 – 90 | Use Death Strike on a sparring target. |
| 90 – 120 | Cycle the Shadow Mastery on and off rapidly — the cheapest mana-per-gain at the upper end. |
A documented dead band exists in the 57.5 – 60 range when training with Mirror Image alone — the gain rate slows or stalls. Switching to Focus Attack on the same mirror summons typically restarts gains.
Mastery synergy
Ninjitsu carries three Masteries — abilities unlocked by binding a Mastery primer to the discipline. Each transforms the Ninja's combat profile in a different direction:
- Intuition — passive: increases the chance that the next attack against a hidden target is a critical, and shortens the cooldown between Stealth-state Backstab and the next swing. Best for assassin-build Ninjas who lead every fight from concealment.
- Shadow — channeled toggle: the Ninja remains in a heightened-stealth state with reduced detection chance, and Animal Form bonuses are enhanced. The standard Mastery for the upper-end skill grind (the cycle-on-cycle-off pattern is what carries 90 – 120 training).
- White Tiger Form — a unique additional Animal Form unlocked only through this Mastery. Substantial movement-speed and damage bonuses, with a small mana drain. Mutually exclusive with the standard sixteen forms.
Combat profile
A complete Ninja template typically carries Hiding, Stealth, Ninjitsu, plus a primary weapon skill (Fencing for kryss/dagger, or Tactics + Anatomy for general DPS) and a defensive layer (Healing, Magery, or Bushido for the parry stack). The combat loop:
- Hide → Stealth → Approach the target.
- Backstab out of stealth for the +Ninjitsu damage bonus on the opening swing.
- Surprise Attack to lower the target's defense.
- Death Strike, then break engagement — moving the target away amplifies the curse.
- Shadow Jump out of melee range, re-hide, repeat.
For PvE, Animal Form (Wolf or Bake-Kitsune) plus Focus Attack on slayer-property weapons gives an outsized DPS spike at low mana cost. For PvP, the kit's signature value is movement: Shadow Jump opens long gaps, Death Strike punishes runners, Mirror Image absorbs the burst that would otherwise kill the Ninja outright.
Strategy notes
- Mana economy is the bottleneck. Backstab and Death Strike are 30 mana each; without LMC and MR support, the Ninja runs dry mid-fight.
- Hiding is mandatory. Three of the eight abilities (Backstab, Shadow Jump, Surprise Attack) require Stealth mode at activation. A Ninja without high Hiding cannot use the kit's power moves.
- Animal Form locks out spells. Druidic / shape-shifted Ninjas cannot cast Magery, Necromancy, etc. Plan transitions: drop Animal Form before any non-Ninjitsu spell.
- Death Strike rewards motion. Players who stand still after being struck take minimal damage; those who flee take the maximum. Position the strike before the target is in a position to retreat.
- Mirror Image scales. Four mirrors plus the Ninja is five potential targets — in PvP this often delays the opening volley by a full second as the opponent picks the wrong one.
- The Cu Sidhe is the solo Ninja's safety net. With bandages stocked, the form will self-heal indefinitely, turning the Ninja into a sustained skirmisher rather than a burst assassin.
See also
Ninja, Tokuno Islands, Book of Ninjitsu, Hiding, Stealth, Special Moves, Skill Masteries, Animal Form, Mirror Image, Backstab, Shadow Jump, Death Strike, Surprise Attack, Ki Attack, Focus Attack, Talisman of the Fey, Bushido, Magery, Necromancy.