Class Information

Ninja

Silent footwork, hidden tools and shadow disciplines from fieldcraft to legend.

A woman and a man of the Ninja class

What It Feels Like

Ninjas are strongly SP-biased, but no longer one-note attackers. Rolls, kicks and throws sit beside silent movement, caltrops, blinding powder and grappling control, while kuji and kawarimi give the class a deliberate mystical summit.

Choose Ninja if you want stamina-led combat built around timing and control rather than standing toe-to-toe. You will spoil footing and vision, move quietly, bind targets, and eventually turn faith and shadow into genuine escape arts.

Focus

  • SP physical skills
  • stealth and fieldcraft
  • projectile and polearm mastery
  • kuji wards and shadow substitution

Good Race Matches

  • ElfDexterous, graceful and dangerous with the right training.
  • HumanFlexible enough to carry both faith and physical skill.
  • KenderNimble and mischievous if you like a sharper edge.
  • SatyrAgile, theatrical and slightly alarming.

Core Skill Shape

Trainable class skills from the live mudlib. Start is the class starting level; Max is the long-term class cap.

SkillStartMax
Polearm6100
Melee4100
Projectile4100
Stealth3100
Defence2100
Attack290
Bargaining190
Craft585
Equine585
Blunt380
Faith280
Blade180
Dual wield175
Stealing160
Magic defence350
Healing150
Knife150
Locks240
Two-handed130
Murder120

Skills, Spells and Songs

Core class commands parsed from the live class command files. SP physical abilities spend stamina; MP magical/healing abilities spend magic.

AbilityLvlTypeUse
Meditate 1 MP healing The Ninja skill of meditation, brings peace, inner calm, heals the body and prepares the spirit.
Roll 1 SP physical Use Ninja footwork to roll out of danger and spoil an opponent's attacks.
Shinobiashi 1 SP physical Use shinobi-ashi, the quiet-foot method of placing the toes first and settling the body without sound. It sharpens your stealth while making an opponent's attacks less certain for a short time.
Kick 3 SP physical The deft kick of a Ninja can be devastating, combing the graceful art of combat with power and strength. Does damage to the opponent's limb.
Makibishi 3 SP physical Scatter makibishi caltrops beneath an opponent's feet. The points cause modest damage and briefly spoil the victim's agility.
Star 4 SP physical Shurikens are a Ninja's best friend - sting your enemys with your faith and dexterity!
Confuse 5 SP physical The Ninja excels at deception and confusion in Combat, moving faster often than the eye can track, and leading to disorientation and poor defense.
Metsubushi 5 SP physical Snap metsubushi blinding powder into an opponent's eyes, briefly stopping them and disrupting both attack and defence.
Prepare 6 MP healing The Ninja faith of Preparation, brings both wisdom and agility to the faithful Ninja assisting them in hand-to-hand Combat.
Sweep 6 SP physical The Ninjas deft opening attack, dropping to the ground and sweeping the legs of an opponent from beneath them.
Kaginawa 7 SP physical Cast a kaginawa grappling hook around an opponent, then wrench the cord hard enough to hurt and briefly bind them off balance.
Roundhouse 7 SP physical Leap into a heavy spinning kick, using physical skill to land a dramatic Ninja strike.
Kuji 8 MP magical Form the nine kuji signs of self-protection, gathering faith, wisdom and resistance to hostile magic for a time.
Throw 8 SP physical The Ninja expertise in martial arts can enable, against the right opponent, a fantastic throw of any enemy be them large or small, doing damage and disorientation.
Split 9 MP magical Ninja's can employ their faith and stealth to embrace dark shadow magic - and employ dark shadows to fight on their behalf!
Kawarimi 10 MP magical Prepare the legendary kawarimi substitution art. For a short time your shadow holds a false body; the next damaging blow destroys the decoy instead of harming you.