Ninja MP Progression (a Ninja cannot have more than 4 MP of a given spell level)
  1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50
L1 - - - - - - - - - - - - - - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 -
L2 - - - - - - - - - - - - - - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 -
L3 - - - - - - - - - - - - - - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 -
L4 - - - - - - - - - - - - - - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 - +1 -
Weapons: Usable by Ninja – 38 shown
Rare weapons can only be found as treasure, not purchased; enchanted items cast spells when used in combat; legendary weapons can be earned via sidequest; ultimate weapons are uniquely powerful treasures
Name
The base damage dealt by the weapon; this is added to half of the wielder's strength score, and each hit deals between one and two times this total in damage, reduced by the target's defense
Damage
This value is added to the wielder's base accuracy to determine the overall accuracy of the weapon's attacks; the base chance to hit is approximately 84% plus half of this value, modified by the target's evasion; a character gains an extra hit for every 32 points of accuracy they have
Hit Rate
The chance of each attack with this weapon being a critical hit (unless the attack misses); critical hits add double the character's attack rating to their normal damage (this extra damage ignores defense)
Crit
When used against a monster weak against one of its elements, the weapon gets a +4 bonus to attack and is 20% more likely to hit
Element
When used against a monster of a family it is effective against, the weapon gets a +4 bonus to attack and is 20% more likely to hit
Effective Against
Price
The amount of gil received when selling this weapon in a shop
Value
If used as an item in combat, some weapons can cast a particular magic spell free of cost
Spell
Equipped By
Nunchaku 12 +0 1.0% - - 10 gil 5 gil - Mo, Ni, Ma
Knife 5 +10 1.5% - - 5 gil 2 gil - Wa, Th, RM, BM, Kn, Ni, RW, BW
Staff 6 +0 2.0% - - 5 gil 2 gil - Wa, Mo, RM, WM, BM, Kn, Ni, Ma, RW, WW, BW
Rapier 9 +5 2.5% - - 10 gil 5 gil - Wa, Th, RM, Kn, Ni, RW
Hammer 9 +0 3.0% - - 10 gil 5 gil - Wa, WM, Kn, Ni, WW
Broadsword 15 +10 3.5% - - 550 gil 275 gil - Wa, RM, Kn, Ni, RW
Battle Axe 16 +5 4.0% - - 550 gil 275 gil - Wa, Kn, Ni
Scimitar 10 +10 4.5% - - 200 gil 100 gil - Wa, Th, RM, Kn, Ni, RW
Iron Nunchaku 16 +0 5.0% - - 200 gil 100 gil - Mo, Ni, Ma
Dagger 7 +10 5.5% - - 175 gil 87 gil - Wa, Th, RM, BM, Kn, Ni, RW, BW
Crosier 14 +0 6.0% - - 200 gil 100 gil - Wa, Mo, Kn, Ni, Ma
Saber 13 +5 6.5% - - 450 gil 225 gil - Wa, Th, RM, Kn, Ni, RW
Long Sword 20 +10 7.0% - - 1,500 gil 750 gil - Wa, RM, Kn, Ni, RW
Great Axe 22 +5 7.5% - - - 1,000 gil - Wa, Kn, Ni
Falchion 15 +10 8.0% - - 450 gil 225 gil - Wa, Th, RM, Kn, Ni, RW
Mythril Knife 10 +15 8.5% - - 800 gil 400 gil - Wa, Th, RM, BM, Kn, Ni, RW, BW
Mythril Sword 23 +15 9.0% - - 4,000 gil 2,000 gil - Wa, RM, Kn, Ni, RW
Mythril Hammer 12 +5 9.5% - - 2,500 gil 1,250 gil - Wa, WM, Kn, Ni, WW
Mythril Axe 25 +10 10.0% - - 4,500 gil 2,250 gil - Wa, Kn, Ni
Flame Sword 26 +20 10.4% Fire Regenerating, Undead - 5,000 gil - Wa, RM, Kn, Ni, RW
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Armor: Usable by Ninja – 31 shown
Rare armors can only be found as treasure, not purchased; enchanted armors casts spells when used in combat; ultimate armors are uniquely powerful treasures
Name
Type
Each physical hit you take will have its damage reduced by this amount; the defense value of multiple pieces of armor is cumulative
Defense
All types of armor (except most shields) incur a penalty to the wearer's evasion rate; each two points of evasion lost result in a 1% smaller chance to evade attacks; multiple penalties are cumulative
Evasion
Any elemental resistances this armor provides; resistance to an element drops the base hit chance for spells and special attacks of that element to 0, and those attacks cause half damage
Resistance
Price
The amount of gil received when selling this armor in a shop
Value
If used as an item in combat, some pieces of armor can cast a particular magic spell free of cost
Spell
Equipped By
Shirt Armor 1 −2 - 10 gil 5 gil - All classes
Leather Armor Armor 4 −8 - 50 gil 25 gil - Kn, Ma, Mo, Ni, RM, RW, Th, Wa
Chain Mail Armor 15 −15 - 80 gil 40 gil - Kn, Ni, RM, RW, Wa
Steel Plate Armor 24 −23 - 800 gil 400 gil - Kn, Ni, Wa
Mythril Mail Armor 18 −8 - 7,500 gil 3,750 gil - Kn, Ni, RM, RW, Wa
Flame Mail Armor 34 −10 Ice - 15,000 gil - Kn, Ni, Wa
Ice Armor Armor 34 −10 Fire - 15,000 gil - Kn, Ni, Wa
Copper Armlet Armor 4 −1 - 1,000 gil 500 gil - All classes
Silver Armlet Armor 15 −1 - 5,000 gil 2,500 gil - All classes
Ruby Armlet Armor 24 −1 - 50,000 gil 25,000 gil - All classes
DiamondArmlet Armor 34 −1 - - 32,500 gil - All classes
Leather Shield Shield 2 - - 15 gil 7 gil - Kn, Ni, Wa
Iron Shield Shield 4 - - 100 gil 50 gil - Kn, Ni, Wa
Mythril Shield Shield 8 - - 2,500 gil 1,250 gil - Kn, Ni, Wa
Flame Shield Shield 12 - Ice - 5,000 gil - Kn, Ni, Wa
Ice Shield Shield 12 - Fire - 5,000 gil - Kn, Ni, Wa
Buckler Shield 2 - - 2,500 gil 1,250 gil - Kn, Ni, RM, RW, Th, Wa
Protect Cloak Shield 8 −2 - - 10,000 gil - BM, BW, Kn, Ni, RM, RW, Th, Wa, WM, WW
Leather Cap Helm 1 −1 - 80 gil 40 gil - All classes
Helmet Helm 3 −3 - 100 gil 50 gil - Kn, Ni, Wa
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Spells: Usable by Ninja – 16 shown
Exclusive spells can only be learned and cast by a single class; advanced spells can only be learned and cast by advanced classes; ultimate spells are available only from the hidden shop in Lufenia
Name
Type Level Price
Healing spells and damaging spells that are not resisted have a hit point effect between one and two times this number, or half that when resisted (damage can be further modified by elemental weaknesses or resistances)
Power
A modifier to the likelihood of the spell being resisted; there is a base chance to hit of approximately 74% plus half this value, modified by the target's magic defense
Accuracy
Target
The status ailment cured of inflicted by the spell if it is not resisted
Status
The elemental nature of the spell; weakness to the element makes the spell approximately 20% more likely to hit and adds a 50% bonus to any damage dealt, while resistance halves damage and nearly guarantees that the spell will be resisted (for a net of 1/4 normal damage)
Element
Learned By
Bolt1 Black 1 100 gil 20 +96 One foe - Lightning BM, BW, Ni, RM, RW
Fire1 Black 1 100 gil 20 +96 One foe - Fire BM, BW, Ni, RM, RW
Focus1 Black 1 100 gil - +115 One foe - - BM, BW, Ni, RM, RW
Sleep1 Black 1 100 gil - +96 All foes Sleep Status BM, BW, Ni, RM, RW
Fog Black 2 400 gil - +96 All foes Darkness Status BM, BW, Ni, RM, RW
Ice1 Black 2 400 gil 40 +96 One foe - Ice BM, BW, Ni, RM, RW
Slow1 Black 2 400 gil - +115 All foes - Status BM, BW, Ni, RM, RW
Steel Black 2 400 gil - - One ally - - BM, BW, Ni, RM, RW
Bind Black 3 1,500 gil - +115 One foe Paralysis Status BM, BW, Ni, RM, RW
Bolt2 Black 3 1,500 gil 60 +96 All foes - Lightning BM, BW, Ni, RM, RW
Fire2 Black 3 1,500 gil 60 +96 All foes - Fire BM, BW, Ni, RM, RW
Focus2 Black 3 1,500 gil - +115 All foes - - BM, BW, Ni, RM, RW
Haste Black 4 4,000 gil - - One ally - - BM, BW, Ni, RM, RW
Ice2 Black 4 4,000 gil 80 +96 All foes - Ice BM, BW, Ni, RM, RW
Muddle Black 4 4,000 gil - +115 All foes Confusion Status BM, BW, Ni, RM, RW
Sleep2 Black 4 4,000 gil - +115 One foe Sleep - BM, BW, Ni, RM, RW