MajorMUD - Ninja Class

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NINJAS EXP: 185%
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The origins of the ninja are basically unknown, save for the fact that
they come from a distant and exotic land. They seem to have an animosity
against mystics, so they probably originate from the same area. Ninjas
excel in the art of stealth and subterfuge. While they can fight fairly
well in hand to hand combat, they prefer to immobilize their opponent
before he would have time to react. After a deadly attack from the
shadows, they will usually finish off their victim with their mastery of
pressure point attacks. The ninjas of Silvermere have been rumoured to be ║ ║ in league with the thieves guild, and are usually hired by them to do the
bulk of their dirty work.
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HP/Level: 4-8 Magic: None Combat: Average Weapons: Any Armour: Ninja
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Abilities: Stealth, Dodge, Enhanced Crits, Traps, Lockpicking, Tracking.
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Titles
=-=-=-=-=-=-=-=-=-=-=-=-=
5-9 Menace
10-14 Cutthroat
15-19 Stalker
20-24 Killer
25-29 Nightstalker
30-34 Murderer
35-39 Manhunter
40-44 Nightblade
45-49 Assassin
50-54 Executioner
55-59 Revenant
60-64 Master Assassin
65-69 Shadow Master|Mistress
70-75 Death's Hand

Sneaking

Sneaking around and beating things up is what ninjas do best. Having stealth, picklocks and traps will make you a desired companion in any party. Stealth helps out a lot for getting places and retrieving gear (ninjas are fairly weak without a weapon) and of course it allows for backstabbing, which is very useful at lower levels. Anyway, elf is the champ with killer intellect, charm, and good agility. Granted, agility is the paramount stat for a ninja, but having adequate charm and intellect to back that is crucial. Elf has the best mix of these, with dark-elf as an acceptable alternative. However, dark-elves, the higher chart of the pair, do not max stats until level 62, while elves do at 56, they're more expensive. Of course, dark-elves do have a pointless accuracy bonus (may be useful in the future) and half a percent bonus on crits. Nekojins follow suit behind the elves with a trump agility but loser intellect and weaker charm, tracking isn't a bonus here. Halfings are a different style of ninja, the 150 agility will almost offset the lack of intellect or charm, but their loser strength will prevent you from wielding stronger weapons efficiently. Crit enough, however, and that won't matter.

  • Races: Dark-elf, Nekojin, Elf, Goblin, Halfling

Non-Sneaking

Right, sacrificing stealth can do two things. Your EXP chart will drop significantly no matter which race you choose. Half-elves and humans both retain tolerable mixes of agil/int/charm which are the backbone of a traditional ninja. Essentially then, you're putting off sneaking until level 27. The other route to go with a non-sneaker is to abandon both dodge and crits in favor of max damage and thick hit points. Half-ogre is the extreme in this case, and a player I respect quite a bit has an effective higher-end one running around. Yes, it's goofy, that much is obvious. Dwarf is a more conservative choice in the same manner, having extra MR is rather nice because wisdom is going to be a low stat for any ninja. I will mention kang also, which is a weaker dwarf except for the poison immunity and extra AC that will come in handy.[1]

  • Races: Human, Dwarf, Gnome, Half-elf, Half-Orc, Half-Ogre, Kang, and Gaunt One

Leveling

Stat Progression

Name: Knightmare OnRealmStreet Lives/CP: 8/0
Race: Dark-Elf Exp: 354256273 Perception: 86
Class: Ninja Level: 45 Stealth: 151
Hits: 428/428 Armour Class: 32/2 Thievery: 0
Traps: 177
Picklocks: 148
Strength: 90 Agility: 120 Tracking: 0
Intellect: 100 Health: 90 Martial Arts: 78
Willpower: 30 Charm: 90 MagicRes: 47

Stats that should be MAX at EXP cap are Agility, Charm, Health. Intellect doesn't have to be. Lots of people dump the CPs for the last 5 points of Intellect into wisdom so their Magic Resist (MR) isn't horrid. I always MAX Strength (ninjas are a combat class, you know) but that's not a necessity. In other words: You're basing everything off agility. Keep it 20 higher (at least) than the Charm/Int combo, and raise those two evenly by 10, always Charm first (it's a better stat than Intellect). Health and Strength are raise as needed stats, they both are dependent on your weapon selection, encumbrance issues, and how much un-dodgable damage is coming your way. Wisdom is much the same.

Sneaking
Stat Raise
To/By
Comments
Health 50 You should be dodging
prepare for low health
Strength 50 Ability to equip better weapons
Agility 80 This is your main stat
Charm 60 More dodge
Intellect 60 Intellect always follows Charm
Agility 90
Health 60
Charm 70
Intellect 70
Agility 100
Health 70
Charm 80
Intellect 80
Agility 110 See the pattern?
Health 80
Charm 90
Intellect 90
Agility MAX Halfing stop at 120 or 130
Strength 70 Higher end weapons
Charm 100
Intellect 100
Health MAX
Wisdom * Lv30-50 bring this to 50, or not
 

Stats that should be MAX at EXP cap are Agility, Charm, Strength, Health. Again the same principle concerning Intellect. In other words: build this character the same as a sneaker, in the early levels, but take advantage of the cheap CP boosts in Health and Strength. Once your dodge stats are MAX, then it's Health and Strength to the MAX. These stats are much more important now than in a sneaking ninja. Put points into Wisdom as needed again. You'll end up with something akin to a warrior, that crits more, maybe.

Non-Sneaking
Stat Raise
To/By
Comments
Agility 50 Anything less is a joke
Charm 50
Intellect 50 Again always follow Charm
Strength 70 Good times!
Health 70 Follow Strength evenly
Agility 60
Charm 60
Intellect 60
Agility 80
Health 80 HP for lack of dodge
Strength 80 Damage for lack of crits
Charm 70
Intellect 70
Agility MAX
Health 90
Strength 90
Charm MAX
Intellect MAX
Health MAX
Strength MAX
Wisdom 50 Only if needed
when needed

Equipment

Armour

Head

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Torso

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Back

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Neck

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Arms

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Hands

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Wrist

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Ears

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Finger

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Belt

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Leggings

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Feet

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Worn

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Weapons

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Class Restricted Items

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References

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