Ninja
April 4, 2017
15:31
The good news: Amazing offensive abilities, fantastic speed, dual-wielding!
The bad news: More expensive to maintain than many other classes due to consumables & more weapons
Strength
+15
Agility
+14
Vitality
+3
Magic
-10
Hands
Daggers
Ninja Knives
Armor
Medium Headgear
Medium Armor
Light Accessories
Command
!Throw
Abilities
Level
AP
Ability
Innate
Equip Stats
Description
1
10
!Smoke
No
Escapes battle immediately when used.  Identical to the Thief's !Flee, it doesn't work when escapes normally can't happen but otherwise is failsafe.
2
30
!Image
No
Gives the user the Image status effect, guaranteeing evasion against the next two physical attacks to come the user's way.
3
50
First Attack
Yes
Increases the chance of getting a first-strike when random encounters.  Specifically, it increases from 1/8 to 1/4.  This does not stack if multiple party members have it active, which means under FJF rules, there's no reason to equip this.
4
150
!Throw
No
One of two hallmarks of the Ninja class, Throw allows you to sacrifice a piece of equipment (permanently!) to chuck it into an enemy for potentially huge damage.  See the Throwing section below for info.
5
450
Dual-Wield
Yes
The other Ninja hallmark.  Ninjas can use two one-handed weapons (only Bows and Harps count as two-handed in this game), allowing them to attack twice in one turn via the Fight command!
Success Strategy
Though they may not seem to have a particularly powerful equipment set, what with being a dagger class and all, Ninjas have access to a number of great weapons, including several Daggers only they can equip (Referred to here as Ninja Knives).  They also have the ability to use two of them at once!
And if that wasn't enough, Throw exists, along with the amazing !Image support ability to defend them.
Bonus round: If Dancing Dagger or !Dance triggers Sword Dance, all weapons wielded by the Ninja will hit for 4x damage(!)
Have fun.
About Throw
Throw permanently sacrifices a Throwable weapon in order to deal a powerful attack.  Not all classes of weapons can be thrown - for instance, Bows and Bells can't, but Daggers and Swords are fair game.  Be aware that you do literally 'use up' the weapon like a consumable - this can get expensive quickly, and you can throw equipment that's one-time-only if you're not careful!
There are also special items which are useless except for the Ninja's !Throw, which will be listed in their equipment section.
Thrown weapons have a special damage formula:
((200-225% of displayed Weapon Attack) - DEF) * Multiplier (Strength, Fast PLUS Agility, Fast)
This is noticeable for a couple reasons.  One, there are literally two multipliers added together - one for Strength, and one for Agility, which the Ninja has plenty of both in!  Second, the Weapon's attack power is doubled.  The end result should be significantly more than just twice the normal range of damage!
Notice also that it uses DISPLAYED Weapon Attack.  There are several weapons which normally do less than displayed - most notably, Excalipoor, which displays an attack of 100 but is an attack of 1 on normal use.  A Ninja can !Throw it for full damage!
Special Equipment
The Ninja has several pieces of special equipment - a subclass of Daggers which are usually referred to as Ninja Swords/Knives, and unique consumable items which are only useable with !Throw for special effects.
Note that Ninja Swords are capable of being used with Magic Sword, but not Double Grip, and can all be Thrown. In other respects they are similar to Daggers, such as damage formula.
Weapon
Attack Power
Where to find
Notes
Full Moon
35
Found: Act 1, Steamship
Found: Act 1, Karnak
Deals full damage regardless of rows
Cannot be used with Double Grip, Magic Sword, or Thrown
Kunai
29
Bought: Act 1, Karnak/Lix
Shuriken
50
Bought: Act 1, Lix
Bought: Act 2, Quelb
Bought: Act 3, Mirage
Throw Only (so effective 100 Attack Power)
Flame/Water/Thunder Scroll
Bought: Act 1, Lix
Bought: Act 2, Quelb
Bought: Act 3, Mirage
Throw Only
When thrown, damages all enemies
Acts as a cast spell (Magic Power 120), not a normal Throw attack
Ignores reflect, thankfully
Ninja magic is low, so these aren't too powerful
You can fix that by giving them any spellcaster's command, since it will significantly enhance Magic
Or have them be thrown by a mage when you don't want to use MP (Also enhancement on them via rods)
Kodachi
46
Bought: Act 2, Quelb
Soot
25
Found: Act 2, Forest of Moore
Drop: Act 2, Forest of Moore, Crystals
Steal/Drop: Interdimensional Rift, Library, Apanda
Throw Only (so effective 50 Attack Power)
What's even the deal with this?
Double Lance
61
Found: Act 2, Exdeath's Castle
Attacks twice
Pretty sure this can't be used with Double Grip, Magic Sword, or Thrown
If this is in your main hand, the side effects of weapons in the off-hand are disabled
This means Double Lance + Chicken Knife will never cause flee
SNES/GBA: The double-damage property does not function with Actions from other classes (eg !Jump)
iOS: Actions from other classes DO deal damage twice when using this weapon (eg !Jump)
Pinwheel
117
Found: Act 2, Exdeath's Castle
Bought: Act 3, Mirage
Found: Act 3, Istory Falls
Found: Interdimensional Rift, Void
Throw Only (so effective 234! Attack Power)
The most powerful replenishable Throw fodder.  Gets expensive fast though
Rising Sun
71
Found: Act 3, Solitary Island Temple
Deals full damage regardless of rows
Cannot be used with Double Grip, Magic Sword, or Thrown
Hardened Dagger
99
Found: Act 3, Legendary Weapon
Blocks Physical Attacks (25%)
Stacks with Elf Cape, but I don't believe it stacks with other weapons with the same block effect