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Title: Ninja FAQ / Guide Date: 2006-11-22   
Author: flamedust 
Ninja FAQ / Guide
Ninja FAQ / Guide
Originally written by Vinay Sarpeshkar

Contents

This guide is very long. Hence, I have marked each section with a three-digit code for easy referencing. Simply pick out the code corresponding to the section you want to jump to and use your browser's Find command to search for it.

+ Introduction (01x)     - Frequently Asked Questions (011) + Prep Work (02x)     - NIN Flag Quest (021)     - Norg Fame 101 (022)     - Ninjutsu Quests (023)     - Useful Vendors (024) + Job Abilities and Traits (03x)     - Job Abilities (031)     - Job Traits (032) + Ninjutsu (04x)     - Ninjutsu 101 (041)     - Tonko (042)     - Utsusemi (043)     - Elemental Ninjutsu (044)     - Kurayami (045)     - Hojo (046)     - Dokumori (047)     - Jubaku (048) + Party Roles (05x)     - Tanking (051)     - Debuffing (052)     - Damage Dealing (053)     - Pulling (054) + Subjobs (06x)     - NIN/WAR (061)     - NIN/THF (062)     - NIN/RNG (063)     - NIN/RDM (064)     - NIN/other (065) + Equipment (07x)     - Important Attributes (071)     - Weapon Proficiency (072)     - Ninja Tools (073)     - Food (074) + Credits Section(08x)     - Credits (081)     - Special Thanks (082)


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Introduction (01x)

The Ninja (hereafter referred to by its in-game abbreviation, NIN) is one of the most unique jobs in FFXI. A NIN can wield two one-handed weapons, and is skilled in the use of the katana -- in fact, only a NIN can use katana. A NIN is also exceptionally skilled at throwing weapons, and is the sole user of the extremely damaging [and expensive] shuriken. In addition to melee prowess, a NIN also possesses the ability to utilize various ninja tools to cast Ninjutsu spells. Ninjutsu can unleash myriad effects upon either the caster or a mob.

All of these traits combine to form one of the more interesting melee classes in FFXI. If you are interested in playing as a NIN, then this guide is for you. Please read it with an open and unbiased mind, abandoning all preconceptions of ninja at the onset, as I have tried my hardest to write it without bias.

(NOTE: This guide assumes basic familiarity with FFXI that you would be expected to have by level 30. If you do not understand something in this guide, it is likely that you are reading it prematurely.)

(NOTE 2: At the moment, this guide is geared towards providing intro-level information to new or low-level NIN's. If you think a section should be added to cover higher-level topics, post a reply and I'll consider it. ^^)

Frequently Asked Questions (011)

If you seek the answer to a specific question and don't feel like reading the entire guide right now, see if your question is covered in this section. If not, post a reply and I'll do my best to answer.

Q: How much Norg/Tenshodo fame do I need to get Utsusemi? OR How do I raise my Norg/Tenshodo fame?
A: Check the Norg Fame 101 (022) section for a full primer on fame, the Tenshodo, and how to raise your fame high enough to obtain all six Ninjutsu scroll quests.

Q: Where do I get Ninjutsu scrolls?
A: There are twelve Ichi-level Ninjutsu, six of which are obtained through Norg quests and six of which must be purchased from NPC vendors. Guides to the quests to obtain Tonko, Utsusemi, Kurayami, Hojo, Dokumori, and Jubaku can be found in the Ninjutsu Quests (023) section. For information on where to purchase Katon, Hyoton, Huton, Doton, Raiton, and Suiton, check the Useful Vendors (024) section.

Q: How does Utsusemi work?
A: Check out the Utsusemi (043) section for an explanation of how Utsusemi works and what types of attacks it absorbs.

Q: What do those weak elemental Ninjutsu spells (Katon, Hyoton, Huton, Doton, Raiton, Suiton) do?
A: For a detailed explanation of the elemental Ninjutsu, check the Elemental Ninjutsu (044) section.

Q: What subjob is best for a NIN? OR Can I sub THF/RNG/RDM instead of WAR?
A: The Subjobs (06x) section provides detailed information regarding NIN/WAR, NIN/THF, NIN/RNG, and NIN/RDM. In general, the best subs for NIN are WAR and RNG; THF and RDM do not provide appropriate abilities to enhance the natural strengths/abilities of NIN.

Q: Should I equip two katana or is it okay to use a sword?
A: This decision is largely based on your own personal preferences, but if you are not sure as to what the difference is between using a sword and katana, check the Weapon Proficiency (072) section.

Q: What food should a NIN eat?
A: Meat Mithkabobs are perfectly suitable NIN food, whether you are blink tanking or not. However, there are other options you may wish to consider for specialized purposes such as blink tanking or ranged damage dealing. Check the Food (074) section for information on kabob alternatives.

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Prep Work (02x)

They don't call NIN an "advanced job" for nothing. The path to unlocking NIN isn't exactly easy, and once you do unlock it, you still have work to do. Just like a WHM, BLM, BRD, or SMN, in order to learn your Ninjutsu, you must use the scroll corresponding to the spell you wish to learn. Unfortunately, unlike a WHM, BLM, or BRD, nearly all of your Ninjutsu are obtained through quests or from mobs.

This section will guide you through the "setup" process for becoming a NIN.

NIN Flag Quest (021)

Once you have at least one job of level 30 or higher, you can initiate the NIN flag quest. The quest begins in Port Bastok, in a house near the gate to North Gustaberg. I would cover exactly what you do, but there is already an excellent guide to the quest. You can find this guide here:

Ayame and Kaede

It is often difficult to find a group to take on the three leeches for this quest (and they are not solo-able unless you are around or above level 50). In my experience, your best bet is to go to Bastok Mines and look for high-level help there. Normally I wouldn't suggest getting high-level help (I like to feel like I've accomplished something, personally), but you are very unlikely to find others who are willing to take the risk of fighting the leeches as a group of level 30-35's.

Norg Fame 101 (022)

Norg is a small town located on Elshimo Island, hidden deep within the Sea Serpent Grotto. It is sort of a thieves' haven, and home to the Tenshodo, an illicit trading organization that operates in the alleys of Vana'diel. Norg is where you can start the SAM flag quest and finish the NIN flag quest. In addition, all Ninjutsu scroll quests start in Norg.

It is very important to understand fame before attempting to become a NIN. Here's a link to an excellent fame guide which should give you everything you need to know:

FFXI Fame Guide

Tenshodo fame is extremely important to a NIN for two reasons:

- You must have at least level 4 Tenshodo fame in order to obtain any of your Ninjutsu scroll quests.
- Norg vendors (whose prices are affected by your Tenshodo fame) sell many items you will want as a NIN, including ninja tools, shuriken, katana, and many pieces in the MNK/SAM/NIN armor line.

The catch is that Tenshodo fame is very difficult to increase. Additionally, Norg is rather inconvenient to access to check your fame (and to do quests within the town itself). Thus, you must find Tenshodo-fame-raising quests and a way to check your Norg fame outside of Norg.

Fortunately, this is possible. Two convenient repeatable quests will raise your Tenshodo fame --
Shady Business in Port Bastok and Mihgo's Amigo in Windurst Woods. It is generally agreed that, between these two quests, Shady Business yields a greater increase in Tenshodo fame -- but this is balanced by the fact that zinc ore (used in Shady Business) is more difficult to obtain (and more expensive) than Yagudo bead necklaces (used in Mihgo's Amigo).

The simplest method to raise your Tenshodo fame quickly (without spending a mint) is to repeat the Mihgo's Amigo quest approximately 50 times (a total of 200 Yagudo bead necklaces required). In order to do this, my recommendation is that you switch to a level 30+ job (you must have at least one in order to become a NIN). If your THF happens to be level 30 or higher, use it as your main. If your THF is at least level 15 (or even 5, for that matter), make sure to use it as your subjob. Gilfinder will make your trips much more profitable, and Treasure Hunter makes the necklaces drop twice as quickly. Empty your inventory except for a few things (weapon, possibly one or two pieces of equipment, and your linkpearl/sack/shell if you want) to give yourself as much room as possible for necklaces.

Set out from Windurst Waters: your destination is Giddeus (the entrance to which is located in the far west of West Sarutabaruta). Once in Giddeus, proceed to slay Yagudo at whatever pace you can manage. Do so until you've filled your inventory with necklaces, then return to Windurst Woods and turn them in to Nanaa Mihgo, four at a time. Your goal is approximately 200 necklaces, so you will need to make 4 to 10 trips (depending upon how much you empty your inventory and how many gobbie bag quests you've completed).

Side note: if you feel like increasing your profit from doing these "necklace runs," there are two repeatable Windurst quests you can start each time you're in Windurst, do when you reach Giddeus, and complete and repeat when you return to town. The quests are
A Crisis in the Making and Water Way to Go, both in Windurst Waters.

Once you've done your necklace runs (or at any point, if you'd like), you can check your Tenshodo fame by heading to the Neptune's Spire Inn in Lower Jeuno. Speak to Ghebi Damomohe (the lady just inside the front door). Ask to see her wares. One of the items she sells is rice balls. The price of rice balls is an excellent indicator of your Tenshodo fame. As you might notice if you look at the fame guide I linked above, level 4 Tenshodo fame is indicated by rice ball prices of approximately 156-160. If your rice ball prices fall in this range, you should be able to obtain all six Ninjutsu scroll quests in Norg.

If you have read somewhere that a different (lower) rice ball price is required, then you may feel free to do the extra work to lower your rice ball prices further. That fame guide is not the ultimate authority and neither am I. However, based on everything I've read, I can safely say that 155 or lower is, without exception, low enough to obtain all six Ninjutsu scroll quests.

Note that Ghebi Damomohe's shop is technically a guild store, therefore it's possible that, if someone purchased a ton of rice balls the day before you arrived to check your fame, the rice ball prices might be far different from the standard 150-170 range. However, the likelihood of this happening is very slim because almost nobody ever purchases rice balls from Ghebi Damomohe. If you do find that your rice ball prices are strangely high (e.g. over 170), then just wait for one or a couple game days and then check again.


Ninjutsu Quests (023)
As I mentioned in previous sections, almost all Ninjutsu are obtained through quests and mob drops. Most notably, six out of the twelve Ichi-level (first-level, in English) Ninjutsu scrolls can only be obtained by completing Norg quests. Because NIN only gets twelve spells (not counting the separate Ichi/Ni versions), it is extremely important to have all of them to maximize your usefulness. As such, you will want to complete all six of these quests as soon as you conceivably can. This section will guide you to complete these quests -- however, it will not address what any of the spells actually does. If you wish to know what the various Ninjutsu do, please see the section titled "Ninjutsu" (04x).

The first two quests,
It's Not Your Vault and The Sahagin's Stash, will get you the scrolls for Tonko: Ichi and Utsusemi: Ichi. I choose to lump these together because they both involve spelunking in the Sea Serpent Grotto, and because full, easy-to-follow instructions for both quests are conveniently provided (along with handy maps) on the following page:

Your Guide to Tonko: Ichi and Utsusemi: Ichi

The third and fourth quests,
Like a Shining Subligar and Like Shining Leggings, will get you the scrolls for Kurayami: Ichi and Dokumori: Ichi. These quests are exceptionally easy; all you need is ten rusty subligaria for "Like a Shining Subligar" and ten rusty leggings for "Like Shining Leggings." The rusty items can either be fished up (almost anywhere) or purchased off the AH for fairly cheap (200-600 apiece).

The fifth quest,
Stop Your Whining, will get you the scroll for Hojo: Ichi. This quest is sort of easy; the real difficulty is getting to the ??? target in Yhoator Jungle and back without dying (especially if you're only level 30).

The sixth quest,
Secret of the Damp Scroll, will get you the scroll for Jubaku: Ichi. This quest is easy if there is a damp scroll for sale on the AH (check Other > Misc.). If there isn't, you either wait for one to come up or fish for it in the Sea Serpent Grotto.

That does it for the Ninjutsu scroll quests. You're nearly half done preparing to be a NIN! ;-)

Useful Vendors (024)

Simply put, the Tenshodo is your source for just about everything you'll ever want to purchase from vendors. The following is a listing of the various Tenshodo vendors located in Port Bastok, Lower Jeuno, and Norg. All prices are approximated and can and will vary based on your Tenshodo fame. Additionally, since Tenshodo shops are classified as guild stores, they are subject to the same rules as guild stores -- only limited quantities of each item are available per game day, and item prices will vary depending on sales of the item (more sales => increased prices).

[li]Port Bastok (Warehouse 2) -- Hours: 01:00 - 23:00

Jabbar

Bamboo Stick ~10g
- Auction House: Materials > Woodworking
Tama-Hagane ~11000g
- Auction House: Materials > Smithing
Katon: Ichi ~1600g
- Lv.15 NIN
Huton: Ichi ~1600g
- Lv.15 NIN
Doton: Ichi ~1600g
- Lv.15 NIN
Suiton: Ichi ~1600g
- Lv.15 NIN
Absorb-VIT ~32000g
- Lv.35 DRK
Absorb-AGI ~36000g
- Lv.37 DRK
Absorb-INT ~33000g
- Lv.39 DRK
Absorb-MND ~14000g
- Lv.31 DRK
Absorb-CHR ~14000g
- Lv.33 DRK
Turmeric ~450g
- Auction House: Food > Ingredients
Coriander ~1100g
- Auction House: Food > Ingredients
Holy Basil ~550g
- Auction House: Food > Ingredients
Curry Powder ~700g
- Auction House: Food > Ingredients

Silver Owl

Kunai ~600g
- (Katana) DMG:4 Delay:190 Lv.1 NIN
Shinobi-Gatana ~3200g
- (Katana) DMG:11 Delay:227 Lv.13 NIN
Hien ~72000g
- (Katana) DMG:21 Delay:190 Lv.47 NIN
Tachi ~2100g
- (Great Katana) DMG:21 Delay:450 Lv.8 SAM
Kotetsu ~17000g
- (Great Katana) DMG:40 Delay:450 Lv.27 SAM
Kanesada ~13000g
- (Great Katana) DMG:36 Delay:420 Lv.26 SAM/NIN
Hachimaki ~600g
- [Head] DEF:4 Lv.8 MNK/SAM/NIN
Cotton Hachimaki ~3300g
- [Head] DEF:7 Lv.18 MNK/SAM/NIN
Nodowa ~20000g
- [Neck] DEF:4 Lv.49 MNK/SAM/NIN
Kenpogi ~850g
- [Body] DEF:8 Lv.8 MNK/SAM/NIN
Cotton Dogi ~5000g
- [Body] DEF:14 Lv.18 MNK/SAM/NIN
Tekko ~500g
- [Hands] DEF:2 Lv.8 MNK/SAM/NIN
Cotton Tekko ~2700g
- [Hands] DEF:5 Lv.18 MNK/SAM/NIN
Sitabaki ~700g
- [Legs] DEF:5 Lv.8 MNK/SAM/NIN
Cotton Sitabaki ~4000g
- [Legs] DEF:10 Lv.18 MNK/SAM/NIN
Kyahan ~450g
- [Feet] DEF:2 Lv.8 MNK/SAM/NIN
Cotton Kyahan ~2500g
- [Feet] DEF:4 Lv.18 MNK/SAM/NIN

[li]Lower Jeuno (Neptune's Spire) -- Hours: 01:00 - 23:00

Akamafula

Brass Baghnakhs ~3400g
- (Hand-to-Hand) DMG:+4 Delay:+60 Lv.11 WAR/MNK/RDM/THF/DRK/BST/NIN
Kunai ~600g
- (Katana) DMG:4 Delay:190 Lv.1 NIN
Wakizashi ~1700g
- (Katana) DMG:8 Delay:227 Lv.7 NIN
Shinobi-Gatana ~9200g
- (Katana) DMG:11 Delay:227 Lv.13 NIN
Hien ~29000g
- (Katana) DMG:21 Delay:190 Lv.47 NIN
Tachi ~2100g
- (Great Katana) DMG:21 Delay:450 Lv.8 SAM
Uchigatana ~3600g
- (Great Katana) DMG:24 Delay:420 Lv.12 SAM/NIN
Nodachi ~16000g
- (Great Katana) DMG:30 Delay:450 Lv.16 SAM
Okanehira ~14000g
- (Great Katana) DMG:38 Delay:450 Lv.23 SAM
Kanesada ~13000g
- (Great Katana) DMG:36 Delay:420 Lv.26 SAM/NIN
Dotanuki ~110000g
- (Great Katana) DMG:65 Delay:420 Additional effect: Impairs evasion Lv.55 SAM/NIN
Shuriken ~100g
- (Throwing) DMG:29 Delay:192 Lv.18 NIN
Manji Shuriken ~4000g
- (Throwing) DMG:63 Delay:192 Lv.48 NIN
Hachimaki ~600g
- [Head] DEF:4 Lv.8 MNK/SAM/NIN
Cotton Hachimaki ~3300g
- [Head] DEF:7 Lv.18 MNK/SAM/NIN
Soil Hachimaki ~9000g
- [Head] DEF:10 [ERT]+1 [LTN]+1 Lv.29 MNK/SAM/NIN
Nodowa ~20000g
- [Neck] DEF:4 Lv.49 MNK/SAM/NIN
Darksteel Nodowa ~45000g
- [Neck] DEF:6 Lv.63 SAM
Kenpogi ~850g
- [Body] DEF:8 Lv.8 MNK/SAM/NIN
Cotton Dogi ~5000g
- [Body] DEF:14 Lv.18 MNK/SAM/NIN
Soil Gi ~13000g
- [Body] DEF:20 [ERT]+1 [LTN]+1 Lv.29 MNK/SAM/NIN
Tekko ~500g
- [Hands] DEF:2 Lv.8 MNK/SAM/NIN
Cotton Tekko ~2800g
- [Hands] DEF:5 Lv.18 MNK/SAM/NIN
Soil Tekko ~7500g
- [Hands] DEF:7 [ERT]+1 [LTN]+1 Lv.29 MNK/SAM/NIN
Sitabaki ~700g
- [Legs] DEF:5 Lv.8 MNK/SAM/NIN
Cotton Sitabaki ~4000g
- [Legs] DEF:10 Lv.18 MNK/SAM/NIN
Soil Sitabaki ~11000g
- [Legs] DEF:14 [ERT]+1 [LTN]+1 Lv.29 MNK/SAM/NIN
Kyahan ~450g
- [Feet] DEF:2 Lv.8 MNK/SAM/NIN
Cotton Kyahan ~2600g
- [Feet] DEF:4 Lv.18 MNK/SAM/NIN
Soil Kyahan ~11000g
- [Feet] DEF:6 [ERT]+1 [LTN]+1 Lv.29 MNK/SAM/NIN
Heko Obi ~1000g
- [Waist] DEF:1 Lv.8 MNK/WHM/BLM/RDM/PLD/BRD/RNG/SMN

Amalasanda

Bamboo Stick ~100g
- Auction House: Materials > Woodworking
Silk Cloth ~35000g
- Auction House: Materials > Clothcraft
Black Pepper ~200g
- Auction House: Food > Ingredients
Koma ~200g
- Auction House: Materials > Woodworking
Tama-Hagane ~5300g
- Auction House: Materials > Smithing
Urushi ~55000g
- Auction House: Materials > Woodworking
Kodoku ~130g
- Ninja tool: Dokumori
Katon: Ichi ~1800g
- Lv.15 NIN
Huton: Ichi ~1800g
- Lv.15 NIN
Doton: Ichi ~1800g
- Lv.15 NIN
Suiton: Ichi ~1800g
- Lv.15 NIN
Sticky Rice ~300g
- Auction House: Food > Ingredients
Turmeric ~450g
- Auction House: Food > Ingredients
Coriander ~1100g
- Auction House: Food > Ingredients
Holy Basil ~550g
- Auction House: Food > Ingredients
Curry Powder ~750g
- Auction House: Food > Ingredients

[li]Norg -- Hours: 09:00 - 23:00

Chiyo

Absorb-VIT ~37000g
- Lv.35 DRK
Absorb-AGI ~38000g
- Lv.37 DRK
Absorb-INT ~37000g
- Lv.39 DRK
Absorb-MND ~16000g
- Lv.31 DRK
Absorb-CHR ~16000g
- Lv.33 DRK
Katon: Ichi ~1800g
- Lv.15 NIN
Hyoton: Ichi ~1800g
- Lv.15 NIN
Huton: Ichi ~1800g
- Lv.15 NIN
Doton: Ichi ~1800g
- Lv.15 NIN
Raiton: Ichi ~1800g
- Lv.15 NIN
Suiton: Ichi ~1800g
- Lv.15 NIN

Vuliaie

Bamboo Stick ~100g
- Auction House: Materials > Woodworking
Toad Oil ~2700g
- Auction House: Materials > Alchemy
Bast Parchment ~800g
- Auction House: Materials > Woodworking
Iron Sand ~450g
- Auction House: Materials > Smithing
Tama-Hagane ~4700g
- Auction House: Materials > Smithing
Urushi ~55000g
- Auction House: Materials > Woodworking
Uchitake ~30-70g
- Ninja tool: Katon
Tsurara ~30-70g
- Ninja tool: Hyoton
Kawahori-Ogi ~30-70g
- Ninja tool: Huton
Makibishi ~30-70g
- Ninja tool: Doton
Hiraishin ~30-70g
- Ninja tool: Raiton
Mizu-Deppo ~30-70g
- Ninja tool: Suiton
Gardenia Seed ~400g
- Auction House: Food > Ingredients
Turmeric ~500g
- Auction House: Food > Ingredients
Coriander ~1300g
- Auction House: Food > Ingredients
Holy Basil ~700g
- Auction House: Food > Ingredients
Curry Powder ~600g
- Auction House: Food > Ingredients

Jirokichi

Baghnakhs ~15000g
- (Hand-to-Hand) DMG:+6 Delay:+60 Lv.24 WAR/MNK/RDM/THF/DRK/BST/NIN
Claws ~22000g
- (Hand-to-Hand) DMG:+7 Delay:+66 Lv.30 WAR/MNK/DRK/BST/NIN
Patas ~77000g
- (Hand-to-Hand) DMG:+14 Delay:+96 Lv.48 WAR/MNK/BST/NIN
Bone Patas ~98000g
- (Hand-to-Hand) DMG:+16 Delay:+96 Lv.56 WAR/MNK/BST/NIN
Kunai ~550g
- (Katana) DMG:4 Delay:190 Lv.1 NIN
Wakizashi ~1400g
- (Katana) DMG:8 Delay:227 Lv.7 NIN
Shinobi-Gatana ~2800g
- (Katana) DMG:11 Delay:227 Lv.13 NIN
Suzume ~4300g
- (Katana) DMG:11 Delay:190 Lv.19 NIN
Tachi ~1900g
- (Great Katana) DMG:21 Delay:450 Lv.8 SAM
Uchigatana ~3200g
- (Great Katana) DMG:24 Delay:420 Lv.12 SAM/NIN
Nodachi ~4800g
- (Great Katana) DMG:30 Delay:450 Lv.16 SAM
Okanehira ~12000g
- (Great Katana) DMG:38 Delay:450 Lv.23 SAM
Kanesada ~12000g
- (Great Katana) DMG:36 Delay:420 Lv.26 SAM/NIN
Kotetsu ~15000g
- (Great Katana) DMG:40 Delay:450 Lv.27 SAM
Kiku-Ichimonji ~200000g
- (Great Katana) DMG:66 Delay:450 Lv.51 SAM
Kamayari ~190000g
- (Polearm) DMG:58 Delay:396 Lv.52 SAM
Pirate's Gun ~72000g
- (Marksmanship) DMG:20 Delay:600 [ERT]-3 [WTR]+6 Lv.27 THF/RNG/NIN
Shuriken ~75g
- (Throwing) DMG:29 Delay:192 Lv.18 NIN
Juji Shuriken ~400g
- (Throwing) DMG:41 Delay:192 Lv.28 NIN
Manji Shuriken ~4000g
- (Throwing) DMG:63 Delay:192 Lv.48 NIN
Bullet ~200g
- (Marksmanship) DMG:46 Delay:240 Lv.22 THF/RNG/NIN

Achika

Hachimaki ~600g
- [Head] DEF:4 Lv.8 MNK/SAM/NIN
Cotton Hachimaki ~3700g
- [Head] DEF:7 Lv.18 MNK/SAM/NIN
Soil Hachimaki ~10000g
- [Head] DEF:10 [ERT]+1 [LTN]+1 Lv.29 MNK/SAM/NIN
Nodowa ~29000g
- [Neck] DEF:4 Lv.49 MNK/SAM/NIN
Kenpogi ~950g
- [Body] DEF:8 Lv.8 MNK/SAM/NIN
Cotton Dogi ~5500g
- [Body] DEF:14 Lv.18 MNK/SAM/NIN
Soil Gi ~15000g
- [Body] DEF:20 [ERT]+1 [LTN]+1 Lv.29 MNK/SAM/NIN
Tekko ~500g
- [Hands] DEF:2 Lv.8 MNK/SAM/NIN
Cotton Tekko ~3000g
- [Hands] DEF:5 Lv.18 MNK/SAM/NIN
Soil Tekko ~8300g
- [Hands] DEF:7 [ERT]+1 [LTN]+1 Lv.29 MNK/SAM/NIN
Sitabaki ~750g
- [Legs] DEF:5 Lv.8 MNK/SAM/NIN
Cotton Sitabaki ~4500g
- [Legs] DEF:10 Lv.18 MNK/SAM/NIN
Soil Sitabaki ~12000g
- [Legs] DEF:14 [ERT]+1 [LTN]+1 Lv.29 MNK/SAM/NIN
Kyahan ~500g
- [Feet] DEF:2 Lv.8 MNK/SAM/NIN
Cotton Kyahan ~2900g
- [Feet] DEF:4 Lv.18 MNK/SAM/NIN
Soil Kyahan ~12000g
- [Feet] DEF:6 [ERT]+1 [LTN]+1 Lv.29 MNK/SAM/NIN

---------------------------


Job Abilities and Traits (03x)

Simply put, this section will list and describe the various job abilities and traits available to NIN. In addition to anything listed in this section, a NIN can cast Ninjutsu spells. However, the topic of Ninjutsu is complex enough that I felt it deserved its own section. Hence, you can find a full in-depth section on Ninjutsu immediately after this one.

Job Abilities (031)

The title of this section is fairly misleading, since it implies that NIN offers more than one job ability. In reality, NIN only ever gains one job ability of its own.

Lv1 - Mijin Gakure - Instant - Recast: 2 hours - Target: mob

The NIN two-hour is nice and simple: you blow up and hurt your target. Damage varies based on your HP. After blowing up, you die; however, by using Mijin Gakure, you do not lose any EXP. So basically, Mijin Gakure is a voluntary suicide with no EXP loss.

If you intend to use Mijin Gakure to deal damage, you must be able to foresee how a battle or situation will turn out. Using Mijin Gakure when you are low on HP will do little damage, so you must instead be able to decide on an appropriate time to use it while you still have high HP. I've never seen specific examples of how one would determine that the situation was appropriate to Mijin Gakure while at full HP.

More commonly (as far as I can tell), Mijin Gakure is used as an emergency self-sacrifice tactic. For example, a NIN might use it while pulling if he had accidentally pulled many mobs, or drawn aggro or links on the run back to camp. Or, a NIN might use it in combination with Utsusemi to draw a link or too-tough mob away from his party and safely self-destruct far away while the party runs to safety.

Another popular use for Mijin Gakure (assuming you are not planning on partying or doing anything that might require your two-hour anytime soon) is to quickly and easily death warp. Just find a mob, use Mijin Gakure on it, and bam, you're back at your home point.

Job Traits (032)

Lv5 - Stealth

Unfortunately, the exact effects of this job trait are unknown. The in-game description for Stealth says:

"Lowers chance of being detected by enemies."

This description exactly matches the description for the level 5 RNG trait, Alertness. It is not clear whether these traits are the same or different, nor whether they stack with one another.

Lv10 - Dual Wield I

Dual Wield gives you the ability to equip a sub-weapon (a second one-handed weapon) in your sub-weapon slot (where you'd normally equip a shield, or nothing), provided you have a main weapon equipped. You will strike with both weapons in a single attack (just like a MNK with hand-to-hand attacks), and the delay between attacks will be the sum of the individual delay stats on the two weapons you equip.

Lv10 - Resist Bind I

Increases your resistance to Bind spells and effects.

Lv15 - Subtle Blow I

Reduces the amount of TP gained by a mob when you successfully hit it.

Lv25 - Dual Wield II

Same as Dual Wield I, but the delay between your attacks is reduced to 85% of the sum of the individual delay stats on your two weapons.

Lv30 - Resist Bind II

Increases your resistance to Bind spells and effects more than Resist Bind I.

Lv45 - Dual Wield III

Same as Dual Wield I and II, but the delay between your attacks is reduced to 75% of the sum of the individual delay stats on your two weapons.

Lv50 - Resist Bind III

Increases your resistance to Bind spells and effects more than Resist Bind II.

Lv65 - Dual Wield IV

Same as Dual Wield I, II, and III, but the delay between your attacks is reduced to 70% of the sum of the individual delay stats on your two weapons.

Lv70 - Resist Bind IV

Increases your resistance to Bind spells and effects more than Resist Bind III.

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Ninjutsu (04x)

Ninjutsu 101 (041)

Before discussing the specific Ninjutsu, there are two important concepts to cover. First is how Ninjutsu are cast. Unlike normal spells, Ninjutsu do not consume MP. Instead, Ninjutsu utilize items called ninja tools. Ninja tools are all stackable up to 99, and can all be crafted using various craft skills (more information on how to obtain/craft ninja tools can be found in the Ninja Tools section (073)). The thing to note is that in order to cast a Ninjutsu spell, you must have at least one of the associated ninja tool. If you don't have any tools, you can't cast any spells. All ninja tools can be purchased on the AH (listed under Other > Ninja Tools).

Unfortunately, ninja tools are expensive (most Ninjutsu average 50-70 gil per cast). This is why so many people will tell you that NIN is the most expensive job in the game (RNG, if not the most expensive, is definitely a close second).

The second thing to note is that Ninjutsu are not labeled II, III, IV, etc. as they increase in level like WHM and BLM spells. Instead, there are two levels of Ninjutsu (at the current moment). First-level Ninjutsu are labeled "Ichi," while second-level Ninjutsu are labeled "Ni." There are several fundamental differences between Ichi- and Ni-level Ninjutsu. The most obvious difference is power. The Ni-level versions of Ninjutsu spells have much stronger effects than their respective Ichi-level counterparts.

Additionally, there are differences is casting time and recast delay. Specifically, all Ichi-level spells take about 4 seconds to cast and can be cast once every 30 seconds, while Ni-level spells take about 1.5 seconds to cast and can be cast once every 45 seconds. These differences impact many aspects of NIN play. For example, once you learn the Ni-level elemental Ninjutsu, you may be able to take advantage of the low casting time to perform two magic bursts on a single level 2 or 3 skillchain.

Another minor difference between Ichi-level and Ni-level Ninjutsu is that the effects of a Ni-level buff/debuff will always override those of an Ichi-level buff/debuff. In other words, if you cast Utsusemi: Ichi on yourself and then cast Utsusemi: Ni, the Ni effect will take precedence and the Ichi effect will disappear. If you cast Utsusemi: Ni and then cast Utsusemi: Ichi, the Ni effect will remain and the Ichi spell will do nothing.

Having explained these differences between Ichi- and Ni-level Ninjutsu here, I will not bother to mention them again, since they apply to all Ninjutsu.

Tonko (042)

Lv9 - Tonko: Ichi - Target: self
Lv34 - Tonko: Ni - Target: self

Uses the ninja tool "shinobi-tabi." Makes the NIN invisible for a period of time, just like the spell Invisible. However, unlike Invisible, Tonko's duration does not vary; Ichi grants invisibility for exactly 3 minutes, and Ni grants invisibility for exactly 5 minutes. Warning messages will appear when you have only 30, 20, and 10 seconds of invisibility remaining.

Utsusemi (043)

Lv12 - Utsusemi: Ichi - Target: self
Lv37 - Utsusemi: Ni - Target: self

Uses the ninja tool "shihei." This spell is one of the most widely used in a NIN's arsenal, and if you don't already know why, you will see once you reach the sections regarding NIN roles in partying and subjobs. Utsusemi creates several mirror images (shadows) of the NIN to absorb direct attacks against him. These shadows are sort of a "last line of defense," in that when a mob attacks you, the game first determines whether or not you evade the attack (based on your Evasion and AGI), then it determines whether or not you parry the attack (based on your Parrying skill and AGI); if you neither evade nor parry the attack, only then does one of your shadows absorb the attack and disappear.

Note that there are three main types of attacks:

1) Direct attacks/spells. This is any melee or ranged attack specifically directed at one player. It also includes any ability or spell used on one player. Examples are Foot Kick used by rabbit-type mobs and Sprout Smack used by sapling-type mobs, Fire, Blizzard, Banish, etc. Utsusemi will absorb these, and you will lose one shadow.

2) Area of effect abilities. Please note the difference between this and the next type. This category only includes physical abilities used to deal damage within an area around the mob. Examples are Bomb Toss used by Goblins and Aqua Ball used by pugil-type mobs. It also includes abilities used by a mob that do damage to targets only in its line of sight. Examples are the poison attacks used by crawler-type and fly-type mobs. Utsusemi will not absorb these, but you will not lose any shadows.

3) Area of effect spells. Please note the difference between this and the previous type. This category includes all spells ending in "-ga." Examples are Diaga, Blizzaga, Firaga, and Banishga. Utsusemi will not absorb these, and you will lose all of your shadows.

As long as you have at least one shadow remaining, any direct attacks/spells will be absorbed by Utsusemi. Unlike Blink, there no chance of a direct attack/spell penetrating Utsusemi.

Ichi grants three shadows, while Ni grants four.

Elemental Ninjutsu (044)

Lv15 - Katon: Ichi - Target: mob
Lv40 - Katon: Ni - Target: mob

Uses the ninja tool "uchitake." Deals fire damage to the mob, and lowers its resistance to water.

Lv15 - Hyoton: Ichi - Target: mob
Lv40 - Hyoton: Ni - Target: mob

Uses the ninja tool "tsurara." Deals ice damage to the mob, and lowers its resistance to fire.

Lv15 - Huton: Ichi - Target: mob
Lv40 - Huton: Ni - Target: mob

Uses the ninja tool "kawahori-ogi." Deals wind damage to the mob, and lowers its resistance to ice.

Lv15 - Doton: Ichi - Target: mob
Lv40 - Doton: Ni - Target: mob

Uses the ninja tool "makibishi." Deals earth damage to the mob, and lowers its resistance to wind.

Lv15 - Raiton: Ichi - Target: mob
Lv40 - Raiton: Ni - Target: mob

Uses the ninja tool "hiraishin." Deals thunder damage to the mob, and lowers its resistance to earth.

Lv15 - Suiton: Ichi - Target: mob
Lv40 - Suiton: Ni - Target: mob

Uses the ninja tool "mizu-deppo." Deals water damage to the mob, and lowers its resistance to thunder.

The elemental ninjutsu are a topic of interest, because even among experienced players they are sometimes overlooked. This can be partially attributed to the fact that it might not be very clear what effect exactly the debuffs have. As you can hopefully tell, the basic premise is that each spell does damage of a certain element to the mob, and also lowers the mob's resistance to the element that is strong against the element of the spell. In other words, you sort of infuse the mob with the spell's element, lowering their resistance to another element.

Using these spells does not increase damage done by the debuffed element per se. Instead, it lowers the chance of the mob resisting damage of the debuffed element. In other words, say you're fighting crabs with a BLM in your party. The BLM is casting Thunder, and it's being resisted (i.e. doing less than maximum damage) about 50% of the time. Now let's say you cast Suiton on the crab. Your spell likely won't do much damage, because crabs are based on water and are strong against it. However, with the crab's resistance to thunder reduced, the BLM now finds that his Thunder spells are resisted only about 25% of the time. In this way, the BLM's spells hit for higher damage on average, adding up to more damage in total.

Another use of elemental Ninjutsu is to perform magic bursts on skillchains. Simply cast the appropriate Ninjutsu (to match the element of the skillchain, e.g. Hyoton for Induration, Doton for Scission) once you see the skillchain effect appear on the screen, and your spell will hit for more damage than normal. You will still not compete with a BLM for damage, but it's fun to do if you have the coordination to do it.

Ichi-level elemental Ninjutsu do a very minimal amount of damage (on the order of 10-20 damage), while the Ni-level versions do significantly more (usually around 100, based on the mob's strengths/weaknesses). It is not known whether the strength of the elemental debuff differs from Ichi to Ni.

Kurayami (045)

Lv19 - Kurayami: Ichi - Target: mob
Lv44 - Kurayami: Ni - Target: mob

Uses the ninja tool "sairui-ran." Blinds the mob. Information found on this forum suggests that Ichi is about as strong as a Blind spell, while Ni is far stronger and more effective. Any further information that could be provided about the strength/effectiveness of this spell would be appreciated.

Hojo (046)

Lv23 - Hojo: Ichi - Target: mob
Lv48 - Hojo: Ni - Target: mob

Uses the ninja tool "kaginawa." Slows the mob. Information found on this forum suggests that Ichi is about as strong as a Slow spell, while Ni is far stronger and more effective. Any further information that could be provided about the strength/effectiveness of this spell would be appreciated.

Dokumori (047)

Lv27 - Dokumori: Ichi - Target: mob

Uses the ninja tool "kodoku." Poisons the mob. Any further information that could be provided about the strength/effectiveness of this spell would be appreciated.

Jubaku (048)

Lv30 - Jubaku: Ichi - Target: mob

Uses the ninja tool "jusatsu." Paralyzes the mob. Any further information that could be provided about the strength/effectiveness of this spell would be appreciated.

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Party Roles (05x)

The role a NIN should play in a party has been hotly debated, both on these forums and in FFXI. Despite my position in that debate, I have tried my best to leave my views at the door in writing this section.

Tanking (051)

By far the most prominent role of NIN in parties currently is tanking. A NIN tanks through a technique called "blink tanking." The basic jist of blink tanking is that the NIN utilizes the shadows provided by Utsusemi to absorb direct attacks against him. A blink tank can take advantage of his Ninjutsu debuffs, as well as NIN's high Evasion and Parrying skill (NIN has A- proficiency in both -- for an explanation of combat skill proficiency, see the Weapon Proficiency (072) section) to reduce the number of attacks that hit his shadows, thereby prolonging his Utsusemi casts and essentially preventing him from being hit.

Blink tanking is quite difficult and requires not only great concentration, but also cooperation from the entire party. Though a blink tank's hate decreases more slowly than other tanks (since he is not usually taking hits), a NIN has fewer tools than a WAR or PLD to gain hate in the first place. Thus, a blink tank must focus on maximizing his damage (see the Damage Dealing (053) and Important Attributes (071) sections), either melee or ranged, in order to gain hate.

Despite the difficulties of blink tanking, when executed properly, it is flat out impressive. A good blink tank will almost never take a direct melee hit, and if he's fighting the right mobs, this means the blink tank will take almost zero damage. Even when fighting mobs with AOE (area-of-effect) attacks, a blink tank reduces the amount of curing required in a party to almost nothing -- even a */WHM or two will suffice for healing in a party with a good blink tank.

Although a blink tank's party mates have to hold back a bit on damage to allow the NIN to keep hate, a good blink tank will allow the party to have an extra damage dealer to compensate, instead of a dedicated healer. Additionally, because a blink tank requires so little healing, downtime is reduced significantly, enabling the party to gain XP much more quickly than with other types of tanks.

Blink tanking is not appropriate in every situation. For example, MNK-type mobs are difficult to tank as a NIN because their double attacks will often tear through Utsusemi far more quickly than the NIN can handle. RNG-type mobs are also tough to tank because the messages for a missed ranged attack do not differentiate between a normal miss and a ranged attack absorbed by Utsusemi. Other mobs are difficult to tank as a NIN due to double attacks, "-ga" spells, or just high attack speed. However, by the same token, blink tanking is very useful in some situations where a PLD or WAR tank would have difficulty -- for example, mobs with extremely high damage single attacks, abilities, or spells.

Blink tanking is the subject of constant debate because of differing viewpoints regarding how a NIN should be played. Many players believe that blink tanking conflicts with the popular concept of a ninja, since blink tanking involves having the mob's attention constantly. Others believe, because NIN can blink tank, and because blink tanking is so much more useful to a party than anything else a NIN can do, that any NIN who doesn't blink tank is leeching XP.

Many also dislike blink tanking because it is very expensive. A stack of shihei (the tool used to cast Utsusemi) costs approximately 5k (on Seraph at least; your server economy may vary), and it is generally agreed upon that you will need 2 stacks of shihei per level (once you reach the 20's or so) on average. Additionally, before attaining level 37 (and Utsusemi: Ni), blink tanking properly is fairly tough because NIN has low defense and the three shadows from Utsusemi: Ichi will not often last you until your recast timer runs out.

Regardless, it is your choice whether to blink tank or not. However, it is important to understand that all other roles performed by a NIN in a party can be performed while tanking. If you choose not to tank, it's simply a personal decision. Please also be aware that most parties to invite you after about level 20 will expect you to have Utsusemi and to tank. If you don't tank, it is your responsibility to mention that to anyone who invites you before you join their party. Otherwise, you will be unintentionally misrepresenting yourself.

Jahava has written an excellent guide to blink tanking and the use of Utsusemi while doing so. You can find it here:

Guide to Blink Tanking and Utsusemi

A NIN who intends to blink tank is essentially required to sub WAR.

Debuffing (052)

Debuffing is one of the less prominent roles of a NIN, but it is still useful and important. Using the tools in his arsenal, a NIN can blind, slow, poison, and paralyze the mob, and lower its resistance to a particular element, increasing the BLM's average damage per cast (and therefore total damage). If you are not tanking, then these debuffs will assist your party greatly.

If you are tanking, then these debuffs are even more important. Kurayami, Hojo, and Jubaku are invaluable tools while blink tanking, because they reduce the number of attacks a mob can unleash between Utsusemi casts, thereby making your job far easier. Poison and elemental debuffs will still function the same. Whether you are tanking or not, you should never neglect your debuffs as a NIN.

Ninjutsu debuffs are not affected by any attributes, only by your Ninjutsu magic skill, therefore subjob choice does not affect your effectiveness in this role.

Damage Dealing (053)

A NIN deals damage primarily in two ways (usually used in unison). The first is melee attacks. Utilizing two weapons, a NIN can inflict fairly good damage, especially once he obtains Dual Wield II and up. A NIN also gains access to some fairly nice melee-enhancing gear as he levels. However, a NIN is not nearly as effective a melee damage dealer as most other melee classes. Katana damage is on the level of a strong dagger, and NIN lacks skill in other weapons to use them effectively.

The second method of NIN damage-dealing is ranged attacks. NIN is especially proficient in the use of throwing weapons, and it is the only class that can use shuriken. Shuriken are just about the most powerful weapon in the game, in terms of damage over time. No weapon comes close to replicating the damage-to-delay ratio of a shuriken of comparable level. The tradeoff, of course, is that shuriken are ridiculously expensive and difficult to find. Still, with appropriate ranged-enhancing gear and sufficiently deep pockets, a NIN can fling shuriken with reckless abandon and cause massive damage.

NIN is also capable of using other ranged weapons, including a wide variety of bows and arrows and several different guns. Again, guns are mostly for those with deep pockets, but bows and arrows for NIN are fairly affordable (relative to shihei costs, at least).

An alternate (well, more like secondary) method of dealing damage as a NIN at level 40 or higher is to utilize the Ni-level elemental Ninjutsu. A double magic burst on one skillchain can do as much as 200 (or more) damage.

Because blink tanks primarily keep hate by dealing damage, all blink tanks should be sure not to ignore the damage dealing aspect of being a NIN.

Subjob choice is of great importance to a damage dealing NIN. Please read the following section on Subjobs (06x) and carefully consider which job you will sub if you do not intend to blink tank.

Pulling (054)

Thanks to ranged weapons, Tonko, and Utsusemi, a NIN makes an excellent puller. This can even be done while tanking, since blink tanks do not need to rest for MP. In fact, pulling while tanking is more convenient for the NIN, since it enables him to be in full control of starting the battle and properly getting hate as soon as the mob reaches camp.

Because NIN essentially comes packaged with all the ingredients necessary to be a fine puller (and because pulling is a job-independent skill), subjob choice will not affect your performance in this role.

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Subjobs (06x)

Each subjob choice covered in this section will include a list of the attribute boosts provided by that job when subbed with NIN at levels 75 (main job max), 37 (subjob max), and 18 (subjob's subjob max), followed by a list of important abilities/skills/spells the subjob provides and the levels at which it does so.

The four most popular (hereafter "primary") NIN subjob choices (WAR, THF, RNG, RDM) will be covered in individual sections. All other subjobs will be covered together in the fifth section.

Please note that while there is more than one subjob choice for NIN, you are far more likely to get party invites if you sub WAR and blink tank. The subjob you choose and the role you play in parties is entirely up to you, but you may find that subbing anything other than WAR will reduce your party invites significantly. Consider this carefully before making any decisions about how to play your NIN.

NIN/WAR (061)

NIN18/WAR9: HP +40, STR +4, DEX +3, VIT +2, AGI +3, INT +2, MND +2, CHR +2
NIN37/WAR18: HP +80, STR +6, DEX +5, VIT +4, AGI +5, INT +3, MND +3, CHR +4
NIN75/WAR37: HP +166, STR +11, DEX +9, VIT +7, AGI +9, INT +5, MND +5, CHR +6

Provides: Provoke (10), Berserk (30), Double Attack (50), Attack Bonus (60), War Cry (70)

Majority opinion holds that WAR is the most effective subjob choice for a NIN. The reasons for this viewpoint are many. Primarily, using WAR enables a NIN to blink tank. Without a WAR sub and the all-important Provoke ability, blink tanking would be impossible due to the inability to gain and keep hate.

Other than blink tanking, subbing WAR has numerous benefits. Subbing WAR gives you the highest STR bonus of the primary subjobs and Berserk at 30, increasing your damage potential significantly. Double Attack (learned at 50) also helps. If you are tanking, these abilities are invaluable, as they will make keeping hate much easier; if you are not tanking, then you will appreciate these abilities just as much for the increased ability to do damage and be an effective party member.

NIN/WAR enables a NIN to play all four possible roles (tank, damage dealer, debuffer, and puller) in a party. In addition, even if you don't intend to tank, subbing WAR greatly enhances your damage dealing potential. For this reason, WAR is considered by many to be the "best" sub for NIN.

NIN/THF (062)

NIN18/THF9: HP +31, STR +2, DEX +4, VIT +2, AGI +3, INT +3, MND +1, CHR +1
NIN37/THF18: HP +62, STR +4, DEX +6, VIT +4, AGI +5, INT +5, MND +2, CHR +2
NIN75/THF37: HP +128, STR +7, DEX +11, VIT +7, AGI +10, INT +9, MND +4, CHR +4

Provides: Evasion Bonus (20), Sneak Attack (30), Trick Attack (60), Evasion Bonus II (60)

Although it is, from all indications, the second most widely-used subjob for NIN, THF does not complement NIN very well at all. First and foremost, subbing THF takes away Provoke, thereby preventing the possibility of blink tanking. Thus, a NIN/THF is left to set himself apart by dealing damage.

At the same time, NIN/THF is a deficient damage dealer. Although THF provides the highest DEX bonus and the second-highest AGI bonus of the primary subjobs, it also provides a distant-second STR bonus. Additionally, subbing THF provides few significant tools to aid a party. The most useful subbed traits, the evasion bonuses at 20 and 60, don't come in very handy because a NIN/THF cannot blink tank. Once a NIN/THF reaches level 30, he can land a glorified critical hit using Sneak Attack once a minute. At level 60, he can do a weak Fuidama (Sneak Attack + Trick Attack) onto another party member; but at that point, most parties would be much more likely to take a DRK/THF than a NIN/THF, since the DRK will do far more damage, even with his Fuidama.

Subbing THF does not provide any significant benefits to damage dealing and it prohibits blink tanking, therefore it is highly recommended to avoid this subjob choice. The obvious exception to this would be if you were farming.

NIN/RNG (063)

NIN18/RNG9: HP +26, STR +2, DEX +2, VIT +2, AGI +4, INT +2, MND +2, CHR +2
NIN37/RNG18: HP +53, STR +4, DEX +4, VIT +4, AGI +6, INT +4, MND +4, CHR +4
NIN75/RNG37: HP +110, STR +6, DEX +7, VIT +7, AGI +11, INT +6, MND +7, CHR +6

Provides: Sharpshot (1), Accuracy Bonus (20), Rapid Shot (30), Barrage (60), Accuracy Bonus II (60)

Like THF, subbing RNG prevents a NIN from blink tanking. At the same time, RNG offers several extremely useful traits and abilities to greatly increase a NIN's destructive power. Most of these enhancements come in the area of ranged attacks.

A NIN doesn't really become interested in ranged weapons until level 18, when he can first equip shuriken, although until that point a NIN has many choices in bows with ranged accuracy bonuses. At level 20, shuriken become far more cost-effective with the accuracy bonus trait (which enhances the accuracy of physical attacks, both melee and ranged). At 30, a NIN/RNG gains Rapid Shot, which occasionally reduces the already-low throwing time of his shuriken. Combined with Sharpshot and the second accuracy bonus at level 60, a NIN/RNG can very effectively use shuriken to deal massive damage. Additionally, a NIN/RNG using a gun or bow could use Barrage at 60.

Thanks to the great benefits it provides to ranged attacks, RNG can make a suitable subjob. In terms of pure damage-dealing potential, RNG makes the best subjob if properly outfitted. If you are looking to avoid blink tanking, wish to maximize your damage potential, and have a lot of money to spend on shuriken, then NIN/RNG is for you. NIN/RNG is also quite suitable for soloing.

NIN/RDM (064)

NIN18/RDM9: HP +31, STR +2, DEX +2, VIT +2, AGI +2, INT +3, MND +3, CHR +2
NIN37/RDM18: HP +62, STR +4, DEX +4, VIT +4, AGI +4, INT +5, MND +5, CHR +4
NIN75/RDM37: HP +128, STR +7, DEX +7, VIT +6, AGI +6, INT +9, MND +9, CHR +7

Provides: Fast Cast (30), Enthunder (32), Enstone (36), Magic Attack Bonus (40), Enaero (40), Enblizzard (44), Enfire (48), Enwater (54), Clear Mind (62)

In theory, subbing RDM for NIN is a clever idea; utilize RDM En-spells in combination with Ninjutsu debuffs and Dual Wield, taking advantage of the mob's weaknesses in order to deal damage. In practice, the subjob only barely complements the main job.

The primary problems with subbing RDM are that the MP pool given is miniscule (even for a level 75 Tarutaru NIN/RDM, only 175 base MP) and that white and black magic will all be half-leveled, since NIN has no proficiency in magic other than Ninjutsu. Because a NIN/RDM will have such low skill in magic, his enfeebles and En-spells will almost always be resisted. Even using elemental Ninjutsu in combination with En-spells, the En-spell damage will be halved, since it is directly based on your enhancing magic skill.

Other than half-powered En-spells, subbing RDM does provide Fast Cast at 30 to mitigate the long delay on those Ninjutsu, and a magic attack bonus at 40 to go with the Ni-level elemental Ninjutsu (allowing for those to do some respectable damage). At the same time, the small (and therefore quick-to-deplete) MP pool simply introduces an inconvenience in the form of having to rest, and the sub's bottom of the barrel physical attribute bonuses (in STR, DEX, and AGI) become a hindrance to melee or ranged damage-dealing.

With half-level magic, weakened physical damage, and a pitiful MP pool, NIN/RDM proves to look better on paper than in action. If using En-spells in combination with Ninjutsu debuffs and Dual Wield to deal damage seems enticing to you, you're better off trying that as a RDM/NIN.

NIN/other (065)

Briefly, the other possible subjobs (in alphabetical order):

NIN/BRD - Only one song effect can be active at a time, and it will be a half-effectiveness song of at most half your level. Provides no significant enhancements to your damage-dealing capability.

NIN/BST - Half-level pets will increase your damage by negligible amounts. Not even worth considering.

NIN/BLM - As with RDM, your half-level nukes would often be resisted, and combined with NIN's naturally low INT, they would hit for low damage. Possibly useful in solo situations.

NIN/DRK - Although the magic aspect of this combination would not be very useful, the high STR bonus (same as WAR) and attack bonus traits at 20 and 60 would be useful in solo situations where ranged weapons were not a concern.

NIN/DRG - With no wyvern, there is almost no reason to sub DRG. It provides similar attribute bonuses to RNG (with a small loss of AGI in exchange for STR), but only one accuracy bonus at 60.

NIN/MNK - About the only benefit offered by this combination before level 50 is Boost at 10. At 50, a NIN/MNK would get Focus, but by that time it's hardly useful. The attribute boosts don't make up for the uselessness of this combination.

NIN/PLD - Infinitesimal MP pool, less-than-half-level spells, and a few defense bonuses are all that this subjob offers. Please, for the love of god, don't do it.

NIN/SAM - Although Store TP (20) and Meditate (60) can be useful for increasing your participation in skillchains, this combination doesn't offer much else in the way of damage dealing.

NIN/SMN - Like other mage subjobs, SMN will provide a low MP pool and half-level avatars. At best, you could use it to Carbuncle-pull once every few fights. You would still be dealing crap for damage, though.

NIN/WHM - Possibly useful for soloing. Aside from that, NIN/WHM would simply suffer from the same problems as NIN/BLM and NIN/SMN.

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Equipment (07x)

Properly equipping your NIN is essential. Like any job, NIN needs the appropriate stats boosted in order to meet its maximum party potential. Your equipment selection will likely differ largely if you are blink tanking versus just damage dealing. The following guide is an excellent resource for equipping your NIN as a blink tank:

Ninja Equipment

Important Attributes (071)

Before choosing your equipment, you will want to prioritize the attributes you wish to boost. There are three goals you will wish to consider in coming up with a priority ordering:

- Melee damage dealing
- Ranged damage dealing
- Blink tanking

If your aim is to enhance your melee damage dealing, I recommend checking out the following link for a very in-depth explanation of how STR and Attack are used to calculate damage (including some nice graphs, just in case you aren't very good at math ^^):

Does ATK cap out? (look a few posts down for the ones by Mithrael)

To basically sum up the important parts of that thread: first, each point of STR you add increases your damage by 1 (up to a certain cap, but you'd need a ton of +STR to reach the cap on an XP mob); second, as long as the mob checks "high defense," increasing Attack will have little effect, but once the mob checks with no defense message or "low defense," each point of Attack you add will have continually increasing benefits. Thus, increasing both STR and Attack is essential to maximizing your damage.

Also, take note that for every 2 points of STR you add, your Attack and Ranged Attack increase by 1 point each -- but not vice versa. Increasing DEX is also known to increase Accuracy, and increasing AGI is known to increase Ranged Accuracy and Evasion, but the specific nature of the relationships (i.e. the ratios) has never been conclusively identified. What has been confirmed by SE is that it is "more effective" to raise Accuracy directly than to do so by increasing DEX, and it is "more effective" to raise Evasion or Ranged Accuracy directly than to do so by increasing AGI.

Finally moving on. If you are interested in enhancing your melee damage dealing capabilities, you will be most interested in STR, Attack, DEX, and Accuracy. If you read the past few paragraphs, you should already know why STR and Attack are important. Accuracy is important because, obviously, you can't do damage if you don't hit your target. DEX is important because not only does it have a slight increasing effect on Accuracy, but because it also increases your critical hit rate. The order of importance for attributes for melee damage dealing goes something like this (naturally, you can modify this to suit your race or subjob choice):

Attack > STR > Accuracy > DEX > anything else

If you are interested in enhancing your ranged damage dealing, you will be most interested in STR, Ranged Attack, AGI, and Ranged Accuracy. STR and Ranged Attack perform identical functions for ranged attacks to STR and Attack for melee attacks. Ranged Accuracy is fairly self-explanatory, but it is actually far more important to a ranged NIN than Accuracy to a melee NIN because base Ranged Accuracy is extremely poor. AGI not only increases Ranged Accuracy a bit, but also increases your ranged critical hit rate. The order of importance for ranged damage dealing attributes goes something like this:

Ranged Accuracy > AGI > Ranged Attack > STR > anything else

Only two attributes are of direct importance to blink tanking: AGI and Evasion. The more Evasion you have, the more attacks you will dodge, enabling your shadows to last significantly longer. Increasing AGI has many benefits to a blink tank as well. In addition to having a slight effect on your Evasion, AGI also increases the rate at which you parry attacks. With high enough AGI and Evasion combined with Ninjutsu debuffs, you can make one Utsusemi last quite a while. The order of importance for blink tanking goes something like this:

Evasion > AGI > anything else

If you are blink tanking, it is highly recommended that you equip yourself with focuses on both blink tanking and either melee damage dealing or ranged damage dealing. The reason why you should split your focus like this is that generating hate is extremely important as a tank (obviously), and also extremely difficult for a NIN (being a lower caliber damage dealer than most other non-tank jobs you'll party with). At the same time, if you try to equip yourself for blink tanking, melee damage, and ranged damage, you will most likely end up being mediocre in all three. Because blink tanking is expensive enough as it is, you will likely want to focus on melee, but it's entirely up to you whether you choose melee or ranged.

If you are not blink tanking, you should make every effort to equip yourself to be good at both melee and ranged damage dealing. A NIN can be a good damage dealer, but only if he fully exploits his potential. As a NIN/WAR, it is likely best to place melee damage at a higher priority than ranged damage; on the other hand, as a NIN/RNG, ranged damage (especially through the use of shuriken) should be your primary goal. Never skimp on using the best equipment you can, because without good gear you will not do enough damage to justify your party slot.

Weapon Proficiency (072)

Weapon proficiency is a "hidden" system within FFXI that determines how high your combat or magic skills will be capped at certain levels with certain jobs. Each job has proficiency levels in the various combat and magic skills. These levels are indicated by letters: A-B-C-D-E-F. Additionally, A, B, and C level skills are also sometimes distinguished with + or - marks; however, until level 61, A+, A, and A- are all the same, B+, B, and B- are all the same, and C+, C, and C- are all the same.

Combat skills are important in choosing weapons because they affect both your Accuracy and Attack. The direct relationship between combat skill and Accuracy is unknown; however, it is known that each combat skill level increases your Attack by 1. As was explained in the previous section (Important Attributes (071)), increasing Attack is quite important; hence, it is usually best to use your job's highest-ranked weapon. This is why you will almost never see a DRG wielding anything but a spear, or a THF (past level 33) wielding anything but a dagger.

NIN's highest melee weapon proficiency is in the katana (A-). Dagger is second (C+), followed by sword (C) and great katana (C-). NIN also possesses marginal skill in hand-to-hand (E) and club (E). Among ranged weapons, NIN are best in throwing (A-), with some skill in marksmanship (C) and archery (E).

It would seem like a no-brainer that a NIN should equip only katana, except for the fact that almost all katana offer inferior damage over time as compared to a sword. Additionally, the difference in the skill cap between katana and sword for a NIN is only 2 at level 2, and it only increases by 1 every 5 levels (so, at level 32, the cap difference is 8). For many levels, this difference is negligible. Thus, many lower-level NIN (and even some higher-level NIN) opt to equip a sword as their second weapon instead of a katana.

Equipping a sword in your off hand is not a terrible idea, but if you do so, keep in mind that the better damage-to-time ratio of the sword might well be offset by the reduced Accuracy and Attack caused by the difference in combat skill. Increasing the DMG rating on your weapon by 1, for example, can only increase your damage per hit by at most 3; if this damage increase comes at the expense of some Accuracy and a non-negligible loss of Attack (if the mob checks with no defense message or "low defense," then even 5 to 8 points of Attack can be significant), then you might actually be dealing less damage with the sword than with a katana.

All that said, some swords provide some very nice attribute boosts. It is recommended that, if you do choose to use a sword, you keep a katana in your main hand, preferably either one of the extremely low delay ones, or one of the enfeebling ones.

As for ranged weapons, thanks to the E rating in archery, it is almost completely infeasible to use a bow and arrows to cause significant amounts of damage after about level 12 (at which point the difference between your archery cap and a RNG's archery cap becomes 8 -- and it increases by another 1 every 2 levels). Guns and bullets can be used with success for quite a while longer, but throwing weapons (especially shuriken) are still your best option.

Ninja Tools (073)

The following is a listing of craft recipes for the various ninja tools used to cast Ninjutsu. Unless otherwise noted, each recipe yields 33 of the ninja tool, with possible HQ results of 66 or 99. All Ninjutsu tools stack to 99. All Ninjutsu tools may also be purchased on the Auction House under Other > Ninja Tools. Some Ninjutsu tools can be purchased from NPC vendors; see the Useful Vendors (024) section for more information.

- Shinobi-tabi (Tonko)
Clothcraft (34): Earth Crystal + Saruta Cotton + Grass Thread + Cotton Cloth x2

- Shihei (Utsusemi)
Woodworking (29): Wind Crystal + Black Ink + Bast Parchment x2

- Uchitake (Katon)
Woodworking (25): Earth Crystal + Toad Oil + Bamboo Stick + Grass Cloth

- Tsurara (Hyoton)
Alchemy (6): Ice Crystal + Rock Salt + Distilled Water x2 => Tsurara x10 (HQ: x20, x50, x99)

- Kawahori-ogi (Huton)
Woodworking (39): Earth Crystal + Animal Glue + Bamboo Stick + Bast Parchment

- Makibishi (Doton)
Smithing (23): Wind Crystal + Iron Scales

- Hiraishin (Raiton)
Goldsmithing (31): Fire Crystal + Copper Ingot + Silver Ingot

- Mizu-deppo (Suiton)
Woodworking (34) / Smithing (7): Earth Crystal + Chestnut Lumber + Bronze Sheet + Distilled Water

- Sairui-Ran (Kurayami)
Alchemy (28) / Cooking (11): Earth Crystal + Kazham Peppers + Bomb Ash + Bird Egg + Bast Parchment

- Kaginawa (Hojo)
Clothcraft (29) / Smithing (15): Earth Crystal + Bronze Ingot + Grass Thread + Manticore Hair

- Kodoku (Dokumori)
Alchemy (37): Dark Crystal + Elshimo Frog + Lugworm + Shell Bug

- Jusatsu (Jubaku)
Alchemy (38): Dark Crystal + Black Ink + Beastman Blood + Bast Parchment

Although extremely difficult to obtain, shuriken may also be crafted. The following recipes all yield 33 shuriken, with potential HQ results of 66 or 99, unless otherwise noted. Regular, Juji, and Manji shuriken all stack to 99; Fuma shuriken stack to 12. All shuriken may be purchased on the AH under Weapons > Ammo & Misc. > Ammunition. For information on where to purchase shuriken from NPC vendors, see the Useful Vendors section (024).

- Shuriken
Smithing (22): Wind Crystal + Steel Ingot + Cotton Thread
DMG:29 Delay:192 Lv.18 NIN


- Juji Shuriken
Smithing (44): Wind Crystal + Iron Sheet + Steel Ingot
DMG:41 Delay:192 Lv.28 NIN


- Manji Shuriken
Smithing (65): Wind Crystal + Darksteel Sheet + Tama-Hagane
DMG:63 Delay:192 Lv.48 NIN


- Fuma Shuriken
Smithing (85) / Goldsmithing (?): Wind Crystal + Gold Ingot + Mythril Sheet + Tama-Hagane + Mercury => Fuma Shuriken x3 (HQ: x6, x9, x12)
DMG:72 Delay:192 Lv.60 NIN


Food (074)

Food is a very important consideration to make in playing your job. With the appropriate food, you can more than double your damage or otherwise significantly improve your performance. What you choose to eat is up to you; in this section I will simply list the best foods for NIN and their effects.

By far the most commonly-consumed foods among NIN (blink tanks or not) are Meat Mithkabobs and their HQ counterpart, Meat Chiefkabobs. Kabobs are great no matter how you look at it. If you are blink tanking, then they will greatly increase your damage, thereby helping you keep hate; if you are not blink tanking, then they will simply increase your damage, both melee and ranged. Kabobs can be crafted or purchased at the AH under Food > Meals > Meat & Eggs.

Cooking (38): Fire Crystal + Kazham Peppers + Cockatrice Meat + Mhaura Garlic + Wild Onion => Meat Mithkabob x12 (HQ: Chiefkabob x6, x9, x12)
Meat Mithkabob - STR +5, AGI +2, VIT -1, INT -1, Atk. +21.9%, 30 min
Meat Chiefkabob - STR +5, AGI +2, VIT -1, INT +1, CHR +1, Atk. +22%, 1 hr


A good middle of the road choice for blink tanks is Navarin, or its HQ version, Tender Navarin. Navarin provides healthy boosts to STR, Attack, and Evasion, making it very useful. The tradeoff, of course, is that it is expensive (relative to Mithkabobs, at least), and it does not stack either. Still, if you have a lot of inventory space to spare, Navarin might just be for you. You can find Navarin on the AH under Food > Meals > Meat & Eggs.

Cooking (77): Fire Crystal + Olive Oil + Black Pepper + Popoto + Mithran Tomato + Wild Onion + Rock Salt + Distilled Water + Giant Sheep Meat => Navarin (HQ: Tender Navarin)
Navarin - HP +20, STR +3, AGI +1, INT -1, Atk. +10%, Evasion +5, 1 hr
Tender Navarin - HP +25, STR +4, AGI +2, Atk. +11.9%, Evasion +5, 1 hr 30 min


Another good choice for blink tanks is Herb Crawler Eggs. In exchange for losing the damage boost provided by Navarin, you get slightly higher AGI and Evasion boosts. Herb Crawler Eggs are also expensive and do not stack. Herb Crawler Eggs are sold on the AH under Food > Meals > Meat & Eggs.

Cooking (79): Fire Crystal + Olive Oil + San d'Orian Carrot + Ginger + Mhaura Garlic + Maple Sugar + Wild Onion + Distilled Water + Crawler Egg => Herb Crawler Eggs
Herb Crawler Eggs - HP +10, MP +10, AGI +3, VIT -1, Evasion +8, 1 hr

Alternately, if you are looking for a healthy AGI boost (for example, as a NIN/RNG), you may wish to consider the Windurst Salad, or its HQ version, Timbre Timbers Salad. Neither salad stacks, and the HQ version is fairly pricey, but they do offer higher AGI boosts than any of the other options. Both salads are sold on the AH under Food > Meals > Vegetables.

Cooking (36): Wind Crystal + Apple Vinegar + Kazham Pineapple + San d'Orian Carrot + Pamama + Mithran Tomato + Yagudo Cherry + La Theine Cabbage + Rolanberry => Windurst Salad (HQ: Timbre Timbers Salad)
Windurst Salad - AGI +5, VIT -1, 1 hr
Timbre Timbers Salad - AGI +6, CHR +3, 1 hr 30 min


If you are interested in seeking alternative foods, check out these links:

+STR Foods (also +Attack)
+AGI Foods (also +Evasion)

---------------------------

Credits section (08x)


Credits (081)

(Work in Progress)
Vinay Sarpeshkar
DeadlyscorpionX
ImperialNinja
Jahava
Cyddsgurl


Special Thanks (082)

- Square Enix, for making such a great game.
- To Vinay Sarpeshkar for starting up this guide and for handing it over to me! ^^
- All the Master Ninjas and up and coming ninjas on this forum.
- To all the supporters of this Forum.
- To my lovely fiance for making me stay and follow through with my Ninja carreer.


Thank You



---------------------------

Hopefully you've enjoyed reading this guide, or at least found it informative. If you have any content suggestions or corrections to provide, please post them. My goal is to have this thread become a NIN forum sticky, covering all of the oft-asked questions in order to reduce some of the first page clutter here.
Tags: Ninja  FAQ  Guide  FFXI  Final Fantasy X  
 
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