Hey everyone. Today marks a special day for us all because after sitting in front of the computer for days
doing lots of researching I can happly say well now have a lot more information on the Kagerou and Oboro jobs
and their skills. Its been over a year since their official release and since the beginning of January of 2013
ive been working on this list of information by gathering official info on the jobs.
The information below is extremely accurate but not entirely. Things like targets, number of hits, element,
ranges, AoE sizes, required SP, fixed cast, variable cast, cooldowns, and aftercasts are 100% accurate.
The rest of the other details are accurate as well unless noted that a confirm is needed. Do note that
some formula's will have Unknown Value (#) or UV# in them which means their's something in that spot
that affects the damage/effect but is currently unknown and requires testing to confirm. Other details
like unknown formula's will also appear in this list but this kind of detail is rare.
I hope player's who have access to these jobs in a server (mostly kRO) will take the time to test and
confirm the formula's. Im really interested in seeing these remaining gaps in the data get filled.
If you have any questions feel free to ask. ill try to provide any additional data if I can.
Cross Slash (Cross Cut)
KO_JYUMONJIKIRI
Target: Enemy
Damage Formula Type: Weapon / Percentage
Number of Hits: 2 Sub Hits
Element: Equipped Weapon
Max Level: 5
Range: 2 + Skill LV
Required SP: 8 + 2 * Skill LV
Fixed Cast: 0 Seconds
Variable Cast: 0 Seconds
Cooldown: 5 Seconds
Aftercast: 0.5 Seconds
Debuff Duration: 3 Seconds
Damage Formula In %: 150 * Skill Level Used * Caster's Base Level / 120
If target is in Cross Wound status, bonus damage is given....
Bonus Damage Formula In %: Caster's Base Level * Skill Level Used
Note: Their might be a success formula for the cross wound status but requires a confirm.
Cross Cut status lasts for 3 second and I have no idea if the status ends or resets to 3 seconds when hit
again with the Cross Cut skill. Skill may require caster to duel weld daggers to use but needs confirm.
Spirit Breaker (Soul Cut) (Soul Cutter)
KO_SETSUDAN
Target: Enemy
Damage Formula Type: Weapon / Percentage
Number of Hits: 1
Element: Equipped Weapon
Max Level: 5
Range: 2
Required SP: 8 + 4 * Skill LV
Fixed Cast: 0 Seconds
Variable Cast: 0 Seconds
Cooldown: 3 Seconds
Aftercast: 0 Seconds
Duration: N/A
Damage Formula: 100 * Skill Level Used * Caster's Base Level / 100
If target is in Soul Link status, bonus damage is given....
Bonus Damage Formula In %: 200 * Soul Link Level
Note: Formula as picked out appears to be accurate, but im kinda disapointed at the data.
When not looking at the damage increase from base level / whatever number for this and cross cut,
the max possiable damage is the same. Both of them come out to 1500%. So if I use this skill on a
player with a level 5 soul link ill deal the same damage as cross cut on a cross wounded enemy.
I do know it removes a soul link on sucessful hit as the description says. No need to say more.
Exploding Kunai
KO_BAKURETSU
Target: Ground
AoE Size: 3x3 Splash
Damage Formula Type: Weapon / Percentage
Number of Hits: 1
Element: Forced Neutral
Max Level: 5
Range: 6 + Skill LV
Required SP: 4 + Skill LV
Fixed Cast: 0 Seconds
Variable Cast: 0.6 + 0.4 * Skill LV Seconds
Cooldown: 3 Seconds
Aftercast: 1 Seconds
Duration: N/A
Damage Formula In %: (Skill Level Used * (Unknown Value (1) + Unknown Value (2) / 4)) *
Throwing Trainning Level Learned * Caster's Base Level / 120 + 10 * Caster's Job Level
Suspected Damage Formula In %: (Skill Level Used * (DEX + AGI / 4)) *
Throwing Training Level Learned * Caster's Base Level / 120 + 10 * Caster's Job Level
Note: I currently dont know what affects unknown values 1 and 2. Its likely AGI and DEX. Thats my guess.
Skill requires 1 explosive kunai in the inventory. Doesent have to be equipt. Skill does splash damage even
tho its a ground placed AoE. It deals 1 hit and MIGHT be forced neutral which makes sense since it consumes 1
explosive kunai and isnt affected by the currently equipted kunai. The formula sounds powerful and needs a
confirm. Is it affected by only base ATK or your entire ATK?
Spray Kunai
KO_HAPPOKUNAI
Target: Self
AoE Size: Levels 1 - 4: 9x9. Level 5: 11x11. Splash Type
Damage Formula Type: Weapon / Fixed
Number of Hits: 1
Element: Equipped Kunai
Max Level: 5
Range: N/A
Required SP: 10 + 2 * Skill LV
Fixed Cast: 0 Seconds
Variable Cast: 0 Seconds
Cooldown: 0 Seconds
Aftercast: 0.5 Seconds
Duration: N/A
Extra Info: Deals Ranged Damage
Damage Formula In +: (3 * (UV1 + UV2)) * (Skill Level Used + 5) / 5
Suspected Damage Formula In +: (3 * (Equiptted Kunai ATK + Caster's ATK)) * (Skill Level Used + 5) / 5
Note: Damage is dealed in 1 hit and equiptted kunai affects the element of the damage. Requires a kunai to be equipt and have
at least 8 kunai's of the one thats equipt. Does not ignore DEF even tho damage is not in a form of percentage.
Unknown Value 2 maybe be related to the Throw Kunai skill but may be the caster's ATK instead. Need a confirm here.
Unknown Value 1 might be the equipted kunai's ATK since the small formula shown on the kRO site upon job release said kunai ATK * a value.
Damage is very likely ranged. you gotta think about how your throwing kunai's at enemys all around you which isnt really a melee attack.
This skill in general appears to be a upgraded version of the throw kunai skill.
Over Throw
KO_MUCHANAGE
Target: Ground
AoE Size: Levels 1 - 9: 3x3. Level 10: 5x5
Damage Formula Type: Fixed
Number of Hits: 10 Sub Hits
Element: Forced Neutral
Max Level: 10
Range: 11
Required SP: 50
Fixed Cast: 0 Seconds
Variable Cast: 1 Seconds
Cooldown: 10 Seconds
Aftercast: 0 Seconds
Duration: N/A
Damage Formula In +: 50000 + Random Between 0 ~ (10000 * Skill Level Used)
Damage is halved if caster does not know the Throwing Training skill. Damage is reduced by half on boss monsters.
Note: Their may be more to this skill then were aware of. I cant really explain what im finding but ill post
more about it when I figure it out. Nothing more to stay at this time.
Launch Huuma Shuriken
KO_HUUMARANKA
Target: Ground
AoE Size: 7x7 Splash
Damage Formula Type: Weapon / Percentage
Number of Hits: 5 Sub Hits
Element: Equipped Weapon
Max Level: 5
Range: 8 + Skill LV
Required SP: 20 + 4 * Skill LV
Fixed Cast: 0 Seconds
Variable Cast: 0.8 + 0.2 * Skill LV Seconds
Cooldown: 3 Seconds
Aftercast: 1 Seconds
Duration: N/A
Damage Formula In %: Unknown Value (1) + Unknown Value (2) + 150 * Skill Level Used + 100 * Throw Huuma Shuriken (Skill ID 525)
Suspected Damage Formula In %: Caster's AGI + Caster's DEX + 150 * Skill Level Used + 100 * Throw Huuma Shuriken (Skill ID 525)
Note: Skill description says the damage is increased with AGI and DEX. So I assume unknown values 1 and 2 are the AGI and DEX parts.
Damage is splash. Requires a Huuma Shuriken to be equipt. Damage is divided between 5 hits. Takes the element of the weapon.
Nothing else to say here.
Makibishi
KO_MAKIBISHI
Target: Self
AoE Size: Random Spots In 3x3. Regular AoE.
Damage Formula Type: Fixed
Number of Hits: 1
Element: Forced Neutral
Max Level: 5
Range: N/A
Required SP: 6 + 3 * Skill LV
Fixed Cast: 0 Seconds
Variable Cast: 0 Seconds
Cooldown: 10 Seconds
Aftercast: 0 Seconds
AoE Duration: 10 + 2 * Skill LV Seconds. Needs Confirm
Damage Formula In +: ????
Unknown Formula 1: 1000 * (Skill Level Used / 2 + 2)
Unknown Formula 2: 20 * Skill Level Used
Unknown Formula 3: 100 * Skill Level Used
Note: Deals 1 hit. Neutral element damage. Nothing else known. Unknown formula's provided.
Testing needed to confirm damage and other suspected effects. Its said stepping on them
stuns the player. Formula 1 may be the stun duration. Formula 2 may be damage. Formula 3
im not sure. Might be stun chance.
Clear Meditation
KO_MEIKYOUSISUI
Target: Self
Max Level: 5
Range: N/A
Required SP: 100
Fixed Cast: 0 Seconds
Variable Cast: 3 Seconds
Cooldown: 10 Seconds
Aftercast: 0 Seconds
Duration: 10 Seconds
MaxHP Heal %: 2 * Skill LV
MaxSP Heal %: 1 * Skill LV
Effect Apply: Every 1 Second
Note: Heals every second. Cant find the chance of cancel out when attacked. Anything else
about this skill I should be aware of?
Illusion - After Image
KO_ZANZOU
Target: Self
Max Level: 5
Range: N/A
Required SP: 36 + 4 * Skill LV
Fixed Cast: 0 Seconds
Variable Cast: 0 Seconds
Cooldown: 33 - 3 * Skill LV Seconds
Aftercast: 1 Seconds
Duration: 30 - 3 * Skill LV Seconds
Clone MaxHP Formula: 3000 + 3000 * Skill Level Used + Caster's MaxSP
Note: Can only have 1 clone at a time. I didnt find anything else of importance.
Info says the clone is supposed to have all the same stats, defense, etc as the caster.
Need confirm on what all it copys from the caster.
Illusion - Shock
KO_KYOUGAKU
Target: Enemy
Max Level: 5
Range: 5
Required SP: 36 + 4 * SKill LV
Fixed Cast: 0 Seconds
Variable Cast: 3.5 - 0.5 * SKill LV Seconds
Cooldown: 10 Seconds
Aftercast: 1 Seconds
Duration: 10 + 2 * Skill LV Seconds.
Status Inflect Success Chance: 45 + 5 * Skill Level Used - Unknown Value (1) / 10
If success chance is < 5, success chance = 5.
Stats Reduction: Random Between 2 * Skill LV ~ 3 * Skill LV
Status Duration Reduction In milliseconds: Duration - 1000 * Unknown Value (1) / 20
Note: Success chance can not be reduced below 5%. Unknown Value 1 is likely a enemy stat thats used to calculate the
success chance reduction. I think the stat is likely the enemy's INT since the website for the official RuRO server
says for the illusion skills Killing Curse and Attraction that the enemy's INT reduces success chance. So its very likely
the same stat for Shock as well. It also appears that the enemy can reduce the duration of the status.
Same exact unknown value is used for the duration reduction as well which is likely also the enemy's INT.
Stat reduction is a random value between the min of 2 * Skill Level and max of 3 * Skill Level.
The random generated value between the min and max reduces all stats by the exact same amounts.
Illusion - Killing Curse
KO_JYUSATSU
Target: Enemy
Max Level: 5
Range: 5
Required SP: 36 + 4 * Skill LV
Fixed Cast: 0 Seconds
Variable Cast: 3.5 - 0.5 * Skill LV Seconds
Cooldown: 10 Seconds
Aftercast: 1 Seconds
Duration: 6 + 2 * Skill LV Seconds
Curse Success Chance In %100.0 Scale: 10 * (5 * Skill Level Used - Enemy's INT / 2 + 45 + 5 * Skill Level Used)
If the caster's base level is equal to or higher then the target's base level, theirs a chance to inflect Coma on the target.
Coma Success Chance In %100.0 Scale: Skill Level Used
Cleaner / Accurate Formula's
Curse Success Chance: (45 + 10 * Skill Level Used) - Enemy's INT / 2
If success chance is < 5, success chance = 5.
Coma Success Chance: 0.1 * Skill Level Used
HP Reduction In %: 5 * Skill Level Used. Need confirm on how its reduced.
Note: Success chance for curse can't be reduced below 5%. I need info on how the HP reduction works.
Does it reduce the enemy's current HP by a percent, reduce their HP by a MaxHP percent, or reduce the enemy's MaxHP for the duration?
Can't be casted on monsters according to a balance update.
Fire Seal - Scorching Fire (Fire Charm - Scorching Fire)
Water Seal - Snow Storm (Water Charm - Snow Storm)
Wind Seal - Turbulent Wind (Wind Charm - Turbulent Wind)
Earth Seal - Steel (Earth Seal - Charm)
KO_KAHU_ENTEN
KO_HYOUHU_HUBUKI
KO_KAZEHU_SEIRAN
KO_DOHU_KOUKAI
Target: Self
Max Level: 1
Range: N/A
Required SP: 20
Fixed Cast: 0 Seconds
Variable Cast: 2 Seconds
Cooldown: 0 Seconds
Aftercast: 0 Seconds
Duration: 300 Seconds
The Kagerou/Oboro spheres are called charms according to a source. Its also confirmed the database names for the items
required to summon charm spheres are named Charm_Fire, Charm_Ice, Charm_Wind, and Charm_Earth Each charm lasts for 5 minutes.
The same amount of time as a Monk's spirit sphere. A max of 10 charms can be summoned and having 10 charms of the same element
will endow your weapon with its element. Summoning a charm of a different element will destroy all your currently summoned charms.
The fire, water, and wind charms increase the damage done with Ninja magic skills according to the element of the skill used and the element
of the charms summoned. A tester on the RuRO server said it increases the entire overall ratio by 10% per charm which will double the damage
with 10 charms. The earth charms however increase equipment DEF and weapon ATK instead since ninja's get no earth magic and is said to also
be 10% per charm. Its said they do more then this like buff party members wearing the same element armor as the summoned charms somehow?
Need a confirm on that last effect.
Release Seals (Release Charms)
KO_KAIHOU
Target: Enemy
Damage Formula Type: Magic / Percentage
Number of Hits: 1
Element: Summoned Charms
Max Level: 1
Range: 11
Required SP: 10
Fixed Cast: 0 Seconds
Variable Cast: 0 Seconds
Cooldown: 0 Seconds
Aftercast: 0 Seconds
Duration: N/A
Damage Formula In %: 200 * Charm Number * Caster's Base Level / 100
Note: Element of the skill depends on the element of the charms summoned. Can only be casted if the caster has 1 or more charms summoned.
Damage is magic type. Honestly this skill feels kinda weak. But its a quickie magic attack skill with a selectable element. I guess thats good?
Spread Seals (Spread Charms) (Embed Charms)
KO_ZENKAI
Target: Ground
AoE Size: 5x5. Regular AoE
Max Level: 1
Range: 7
Required SP: 30
Fixed Cast: 0 Seconds
Variable Cast: 0 Seconds
Cooldown: 0 Seconds
Aftercast: 1 Seconds
AoE Duration: 6 * Number of Charms Seconds
Note: The charm element affects what AoE is placed on the ground. Im guessing the AoE attempts to apply a status on enemys in the AoE
every second since the animation repeats every second. Their are 4 different AoE's for this skill and which one is used depends on the
element of the charms the caster has summoned when the skill is used. I currently dont know if the number of charms used affects the
success chance of inflecting status's. Also dont see any clues to a fixed success chance.
Note 2: More info reviled the status's may be applied by a 100% chance. However, which status thats given depends on the element of
the charm's used to create the AoE and the status thats chosen by random from a set given for that AoE. If im correct, only 1 status
can be given at a time (from the way it appears to look) and having one of the status's from the set prevent's the AoE from giving
any other status's until the previous one ends. This does need a confirm however as its just a theory from me.
Illusion - Attraction
KO_GENWAKU
Target: Enemy
Max Level: 5
Range: 4 + Skill LV
Required SP: 36 + 4 * Skill LV
Fixed Cast: 0 Seconds
Variable Cast: 3.5 - 0.5 * Skill LV Seconds
Cooldown: 10 Seconds
Aftercast: 1 Seconds
Debuff Duration: Unknown
Success Chance To Switch Positions: 45 + 5 * Skill Level Used - Enemy's INT / 10
If success chance is < 5, success chance = 5.
Success Chance On Enemy's Confusion Status: 75%
Success Chance On Caster's Confusion Status: 25%
Note: Confusion is the chaos status for anyone confused on what im talking about.
Confusion's duration is likely the default duration it normally follows.
I guess this skill is like the homunculus's castling skill, except better in ways.
16th Night
KO_IZAYOI
Target: Self
Max Level: 5
Range: N/A
Required SP: 65 + 5 * Skill LV
Fixed Cast: 0 Seconds
Variable Cast: 0 Seconds
Cooldown: 60 Seconds
Aftercast: 0 Seconds
Duration: 15 + 15 * Skill LV Seconds
MATK Increase In +: Unknown
Note: A tester on RuRO said its 5 * Skill Level, but thats pretty low. He even said the developers said
its not a bug. I think its bullshit. Also I know it removed fixed cast times and halves variable casts,
but does it affect just Ninja skills or does it affect all skills? Need a confirm. Hopeing to get a
confirm from more then 1 server and hopefully directly from a kRO tester.
Shadow Hold
KG_KAGEHUMI
Target: Self
AoE Size: 3x3 + 2x2 * Skill LV
Max Level: 5
Range: N/A
Required SP: 20 + 5 * Skill LV
Fixed Cast: 0 Seconds
Variable Cast: 0 Seconds
Cooldown: 0 Seconds
Aftercast: 0 Seconds
Debuff Duration: 4 + Skill LV Seconds
Information on kRO website on Kagerou/Oboro release says a number of status's that the enemy has to be in for the
debuff from the skill to work. But I know something like harmonize shouldn't trigger a effect. Anything not related
to hiding, cloaking, or stealth shouldn't trigger the debuff. I dont know if its possiable to reduce the duration
of the debuff. Does it go away if hit once?
Shadow Void
KG_KYOMU
Target: Enemy
Max Level: 5
Range: 1
Required SP: 50
Fixed Cast: 0 Seconds
Variable Cast: 0 Seconds
Cooldown: 20 Seconds
Aftercast: 1 Seconds
Duration: 5 + 5 * Skill LV Seconds
Note: Their appears to be a success chance to cast the skill. The success is 5 * Skill Level Used.
Skill requires 1 of Shadow_Orb to use it. Need to know if that success is the success of using the
skill or success of giving the status. Might be wrong on this.
Shadow Warrior
KG_KAGEMUSYA
Target: Anyone
Max Level: 5
Range: 1
Required SP: 55 + 5 * Skill LV
Fixed Cast: 0 Seconds
Variable Cast: 0 Seconds
Cooldown: 20 Seconds
Aftercast: 1 Seconds
Duration: 30 + 30 * Skill LV Seconds
Note: Its said it gives double attacking success chance lik the thief's double attack skill. This leads me
to believe that the double attacking will only work with daggers. However a tester from the RuRO server said
it works for all weapons except bear hands. Need a confirm from other servers. Hope to get one from a kRO tester.
It drains SP every second. I think 1 SP per second. Skill requires 1 of Shadow_Orb to use it.
Distorted Crescent Moon
OB_ZANGETSU
Target: Anyone
Max Level: 5
Range: 7
Required SP: 50 + 10 * Skill LV
Fixed Cast: 2 Seconds
Variable Cast: 0.5 + 0.5 * Skill LV Seconds
Cooldown: 30 Seconds
Aftercast: 1 Seconds
Duration: 45 + 15 * Skill LV Seconds
If Current HP Is Even, Increase ATK By +: Unknown Value (1) / 3 + 20 * Unknown Value (2)
If Current HP Is Odd, Decrease MATK By +: Unknown Value (1) / 3 + 30 * Unknown Value (2)
If Current SP Is Even, Increase ATK By +: Unknown Value (1) / 3 + 20 * Unknown Value (2)
If Current SP Is Odd, Decrease MATK By +: Unknown Value (1) / 3 + 30 * Unknown Value (2)
Note: Unknown Value (2) is very likely the skill level used. I dont know what Unknown Value (1) could be. Both the ATK and
MATK adjustments use it. So it cant be HP or SP related. Cant be stats ether since stats could make this OP if the target
has a lot of a certain stat. Plus a random stat would be out of place. It might be the target's base level since a quick
number crunch of max level 150 / 3 = 50 which is a perfect boost amount. Need a confirm on this.
Hazy Moonlight Illusion
Hazy Moonlight Illusion Transition Attack
OB_OBOROGENSOU
OB_OBOROGENSOU_TRANSITION_ATK
Target: Anyone
Max Level: 5
Range: 7
Required SP: 50 + 5 * Skill LV
Fixed Cast: 0 Seconds
Variable Cast: 1 Seconds
Cooldown: 15 Seconds
Aftercast: 1 Seconds
Duration: 5 + 5 * Skill LV Seconds
Status Success Chance: 5 * Skill Level Used - Unknown Value (1) / 2 + 25 + 5 * Skill Level Used
If success chance is < 5, success chance = 5.
Cleaner Success Chance Foruma: (25 + 10 * Skill Level Used) - Unknown Value (1) / 2
Below is the conditions and results according to the RuRO website....
If you have this much of your MaxHP / If your current HP is a odd number, reduce it by / If your current HP is a even number, increase it by
Between 1% - 15% / (Skill Level + 4)% / (Skill Level + 20)%
Between 16% - 30% / (Skill Level + 8)% / (Skill Level + 16)%
Between 31% - 50% / (Skill Level + 12)% / (Skill Level + 12)%
Between 51% - 75% / (Skill Level + 16)% / (Skill Level + 8)%
Between 76% - 100% / (Skill Level + 20)% / (Skill Level + 4)%
If you have this much of your MaxSP / If your current SP is a odd number, reduce it by / If your current SP is a even number, increase it by
Between 1% - 15% / (Skill Level + 3)% / (Skill Level + 15)%
Between 16% - 30% / (Skill Level + 6)% / (Skill Level + 12)%
Between 31% - 50% / (Skill Level + 9)% / (Skill Level + 9)%
Between 51% - 75% / (Skill Level + 12)% / (Skill Level + 6)%
Between 76% - 100% / (Skill Level + 15)% / (Skill Level + 3)%
Note: Cant be used on monsters. The AoE triggered through the TRANSITION_ATK is thought to be a auto ground placed AoE that
deal a quick 1 hit damage (AoE mechanic is like a Star Gladiator's Warmph) and vanishes. The AoE size is 7x7 according to the
RuRO website. This skill uses a complex formula that appears to change the success chance of reflecting attacks constantly
while the status is active. Appears to work like this for OB_ZANGETSU as well for its ATK/MATK increase/decrease.
Their a success chance of giving the status to someone which appears to be the exact same formula as used by most of
the Illusion skills. Unknown Value (1) is very likely the Enemy's INT since the formula looks exactly the same as the
Illusion formula's. Need a confirm on the success chances.
Ominous Crimson Moonlight
OB_AKAITSUKI
Target: Enemy
Max Level: 5
Range: 7
Required SP: 10 + 10 * Skill Lv
Fixed Cast: 2 Seconds
Variable Cast: 0.5 + 0.5 * Skill LV Seconds
Cooldown: 30 Seconds
Aftercast: 1 Seconds
Duration: 5 + 5 * Skill LV Seconds
Unknown Formula: UV1 / 2 = Result 1. If (UV2 - Result 1) < 1, UV2 - 1.
Note: The unknown formula is likely a damage formula similar to how healing skills on undead targets work which deals damage
equal to half of the healing amount. So UV1 is likely the healing amount and UV2 might be targets current HP.
Extra Information
Kagerou / Oboro Stat Bonuses Per Job Level
1 - 10 DEX,0,INT,0,AGI,VIT,0,STR,LUK,0,
11 - 20 DEX,STR,AGI,0,INT,LUK,VIT,0,STR,DEX,
21 - 30 AGI,0,LUK,VIT,INT,0,DEX,0,AGI,0,
31 - 40 STR,INT,0,DEX,INT,0,VIT,DEX,STR,0,
41 - 50 AGI,INT,STR,0,DEX,LUK,AGI,STR,0,DEX
Kagerou / Oboro Database Item Names
//Armguards
2171,Fox_Armguard
2172,Wolf_Armguard
2173,Crescent_Armguard
// Makibishi
6493,Makibishi
// Charms
6512,Charm_Fire
6513,Charm_Ice
6514,Charm_Wind
6515,Charm_Earth
// Daggers
13075,Kurenai
13076,Raksasa_Dagger
13077,Kagekiri
13078,Mikatsuki
// Shurikens / Kunais
13291,Starfish
13292,Dried_Squid
13293,Flying_Fish
13294,Explosive_Kunai
// Huuma Shurikens
13311,Huuma_Shadow
13312,Huuma_Job_Test <-- Its a weapon, but used for the job quest only.
13313,Huuma_Swirling_Petal
13314,Huuma_Fluttering_Snow
13315,Huuma_Thunderstorm
13316,Upg_Huuma_Shuriken
// Armors
15053,Special_Ninja_Suit
15054,Ninja_Scale_Armor
15055,Tenebris_Latitantes
15056,Special_Ninja_Suit_ <-- One slot version
doing lots of researching I can happly say well now have a lot more information on the Kagerou and Oboro jobs
and their skills. Its been over a year since their official release and since the beginning of January of 2013
ive been working on this list of information by gathering official info on the jobs.
The information below is extremely accurate but not entirely. Things like targets, number of hits, element,
ranges, AoE sizes, required SP, fixed cast, variable cast, cooldowns, and aftercasts are 100% accurate.
The rest of the other details are accurate as well unless noted that a confirm is needed. Do note that
some formula's will have Unknown Value (#) or UV# in them which means their's something in that spot
that affects the damage/effect but is currently unknown and requires testing to confirm. Other details
like unknown formula's will also appear in this list but this kind of detail is rare.
I hope player's who have access to these jobs in a server (mostly kRO) will take the time to test and
confirm the formula's. Im really interested in seeing these remaining gaps in the data get filled.
If you have any questions feel free to ask. ill try to provide any additional data if I can.
Cross Slash (Cross Cut)
KO_JYUMONJIKIRI
Target: Enemy
Damage Formula Type: Weapon / Percentage
Number of Hits: 2 Sub Hits
Element: Equipped Weapon
Max Level: 5
Range: 2 + Skill LV
Required SP: 8 + 2 * Skill LV
Fixed Cast: 0 Seconds
Variable Cast: 0 Seconds
Cooldown: 5 Seconds
Aftercast: 0.5 Seconds
Debuff Duration: 3 Seconds
Damage Formula In %: 150 * Skill Level Used * Caster's Base Level / 120
If target is in Cross Wound status, bonus damage is given....
Bonus Damage Formula In %: Caster's Base Level * Skill Level Used
Note: Their might be a success formula for the cross wound status but requires a confirm.
Cross Cut status lasts for 3 second and I have no idea if the status ends or resets to 3 seconds when hit
again with the Cross Cut skill. Skill may require caster to duel weld daggers to use but needs confirm.
Spirit Breaker (Soul Cut) (Soul Cutter)
KO_SETSUDAN
Target: Enemy
Damage Formula Type: Weapon / Percentage
Number of Hits: 1
Element: Equipped Weapon
Max Level: 5
Range: 2
Required SP: 8 + 4 * Skill LV
Fixed Cast: 0 Seconds
Variable Cast: 0 Seconds
Cooldown: 3 Seconds
Aftercast: 0 Seconds
Duration: N/A
Damage Formula: 100 * Skill Level Used * Caster's Base Level / 100
If target is in Soul Link status, bonus damage is given....
Bonus Damage Formula In %: 200 * Soul Link Level
Note: Formula as picked out appears to be accurate, but im kinda disapointed at the data.
When not looking at the damage increase from base level / whatever number for this and cross cut,
the max possiable damage is the same. Both of them come out to 1500%. So if I use this skill on a
player with a level 5 soul link ill deal the same damage as cross cut on a cross wounded enemy.
I do know it removes a soul link on sucessful hit as the description says. No need to say more.
Exploding Kunai
KO_BAKURETSU
Target: Ground
AoE Size: 3x3 Splash
Damage Formula Type: Weapon / Percentage
Number of Hits: 1
Element: Forced Neutral
Max Level: 5
Range: 6 + Skill LV
Required SP: 4 + Skill LV
Fixed Cast: 0 Seconds
Variable Cast: 0.6 + 0.4 * Skill LV Seconds
Cooldown: 3 Seconds
Aftercast: 1 Seconds
Duration: N/A
Damage Formula In %: (Skill Level Used * (Unknown Value (1) + Unknown Value (2) / 4)) *
Throwing Trainning Level Learned * Caster's Base Level / 120 + 10 * Caster's Job Level
Suspected Damage Formula In %: (Skill Level Used * (DEX + AGI / 4)) *
Throwing Training Level Learned * Caster's Base Level / 120 + 10 * Caster's Job Level
Note: I currently dont know what affects unknown values 1 and 2. Its likely AGI and DEX. Thats my guess.
Skill requires 1 explosive kunai in the inventory. Doesent have to be equipt. Skill does splash damage even
tho its a ground placed AoE. It deals 1 hit and MIGHT be forced neutral which makes sense since it consumes 1
explosive kunai and isnt affected by the currently equipted kunai. The formula sounds powerful and needs a
confirm. Is it affected by only base ATK or your entire ATK?
Spray Kunai
KO_HAPPOKUNAI
Target: Self
AoE Size: Levels 1 - 4: 9x9. Level 5: 11x11. Splash Type
Damage Formula Type: Weapon / Fixed
Number of Hits: 1
Element: Equipped Kunai
Max Level: 5
Range: N/A
Required SP: 10 + 2 * Skill LV
Fixed Cast: 0 Seconds
Variable Cast: 0 Seconds
Cooldown: 0 Seconds
Aftercast: 0.5 Seconds
Duration: N/A
Extra Info: Deals Ranged Damage
Damage Formula In +: (3 * (UV1 + UV2)) * (Skill Level Used + 5) / 5
Suspected Damage Formula In +: (3 * (Equiptted Kunai ATK + Caster's ATK)) * (Skill Level Used + 5) / 5
Note: Damage is dealed in 1 hit and equiptted kunai affects the element of the damage. Requires a kunai to be equipt and have
at least 8 kunai's of the one thats equipt. Does not ignore DEF even tho damage is not in a form of percentage.
Unknown Value 2 maybe be related to the Throw Kunai skill but may be the caster's ATK instead. Need a confirm here.
Unknown Value 1 might be the equipted kunai's ATK since the small formula shown on the kRO site upon job release said kunai ATK * a value.
Damage is very likely ranged. you gotta think about how your throwing kunai's at enemys all around you which isnt really a melee attack.
This skill in general appears to be a upgraded version of the throw kunai skill.
Over Throw
KO_MUCHANAGE
Target: Ground
AoE Size: Levels 1 - 9: 3x3. Level 10: 5x5
Damage Formula Type: Fixed
Number of Hits: 10 Sub Hits
Element: Forced Neutral
Max Level: 10
Range: 11
Required SP: 50
Fixed Cast: 0 Seconds
Variable Cast: 1 Seconds
Cooldown: 10 Seconds
Aftercast: 0 Seconds
Duration: N/A
Damage Formula In +: 50000 + Random Between 0 ~ (10000 * Skill Level Used)
Damage is halved if caster does not know the Throwing Training skill. Damage is reduced by half on boss monsters.
Note: Their may be more to this skill then were aware of. I cant really explain what im finding but ill post
more about it when I figure it out. Nothing more to stay at this time.
Launch Huuma Shuriken
KO_HUUMARANKA
Target: Ground
AoE Size: 7x7 Splash
Damage Formula Type: Weapon / Percentage
Number of Hits: 5 Sub Hits
Element: Equipped Weapon
Max Level: 5
Range: 8 + Skill LV
Required SP: 20 + 4 * Skill LV
Fixed Cast: 0 Seconds
Variable Cast: 0.8 + 0.2 * Skill LV Seconds
Cooldown: 3 Seconds
Aftercast: 1 Seconds
Duration: N/A
Damage Formula In %: Unknown Value (1) + Unknown Value (2) + 150 * Skill Level Used + 100 * Throw Huuma Shuriken (Skill ID 525)
Suspected Damage Formula In %: Caster's AGI + Caster's DEX + 150 * Skill Level Used + 100 * Throw Huuma Shuriken (Skill ID 525)
Note: Skill description says the damage is increased with AGI and DEX. So I assume unknown values 1 and 2 are the AGI and DEX parts.
Damage is splash. Requires a Huuma Shuriken to be equipt. Damage is divided between 5 hits. Takes the element of the weapon.
Nothing else to say here.
Makibishi
KO_MAKIBISHI
Target: Self
AoE Size: Random Spots In 3x3. Regular AoE.
Damage Formula Type: Fixed
Number of Hits: 1
Element: Forced Neutral
Max Level: 5
Range: N/A
Required SP: 6 + 3 * Skill LV
Fixed Cast: 0 Seconds
Variable Cast: 0 Seconds
Cooldown: 10 Seconds
Aftercast: 0 Seconds
AoE Duration: 10 + 2 * Skill LV Seconds. Needs Confirm
Damage Formula In +: ????
Unknown Formula 1: 1000 * (Skill Level Used / 2 + 2)
Unknown Formula 2: 20 * Skill Level Used
Unknown Formula 3: 100 * Skill Level Used
Note: Deals 1 hit. Neutral element damage. Nothing else known. Unknown formula's provided.
Testing needed to confirm damage and other suspected effects. Its said stepping on them
stuns the player. Formula 1 may be the stun duration. Formula 2 may be damage. Formula 3
im not sure. Might be stun chance.
Clear Meditation
KO_MEIKYOUSISUI
Target: Self
Max Level: 5
Range: N/A
Required SP: 100
Fixed Cast: 0 Seconds
Variable Cast: 3 Seconds
Cooldown: 10 Seconds
Aftercast: 0 Seconds
Duration: 10 Seconds
MaxHP Heal %: 2 * Skill LV
MaxSP Heal %: 1 * Skill LV
Effect Apply: Every 1 Second
Note: Heals every second. Cant find the chance of cancel out when attacked. Anything else
about this skill I should be aware of?
Illusion - After Image
KO_ZANZOU
Target: Self
Max Level: 5
Range: N/A
Required SP: 36 + 4 * Skill LV
Fixed Cast: 0 Seconds
Variable Cast: 0 Seconds
Cooldown: 33 - 3 * Skill LV Seconds
Aftercast: 1 Seconds
Duration: 30 - 3 * Skill LV Seconds
Clone MaxHP Formula: 3000 + 3000 * Skill Level Used + Caster's MaxSP
Note: Can only have 1 clone at a time. I didnt find anything else of importance.
Info says the clone is supposed to have all the same stats, defense, etc as the caster.
Need confirm on what all it copys from the caster.
Illusion - Shock
KO_KYOUGAKU
Target: Enemy
Max Level: 5
Range: 5
Required SP: 36 + 4 * SKill LV
Fixed Cast: 0 Seconds
Variable Cast: 3.5 - 0.5 * SKill LV Seconds
Cooldown: 10 Seconds
Aftercast: 1 Seconds
Duration: 10 + 2 * Skill LV Seconds.
Status Inflect Success Chance: 45 + 5 * Skill Level Used - Unknown Value (1) / 10
If success chance is < 5, success chance = 5.
Stats Reduction: Random Between 2 * Skill LV ~ 3 * Skill LV
Status Duration Reduction In milliseconds: Duration - 1000 * Unknown Value (1) / 20
Note: Success chance can not be reduced below 5%. Unknown Value 1 is likely a enemy stat thats used to calculate the
success chance reduction. I think the stat is likely the enemy's INT since the website for the official RuRO server
says for the illusion skills Killing Curse and Attraction that the enemy's INT reduces success chance. So its very likely
the same stat for Shock as well. It also appears that the enemy can reduce the duration of the status.
Same exact unknown value is used for the duration reduction as well which is likely also the enemy's INT.
Stat reduction is a random value between the min of 2 * Skill Level and max of 3 * Skill Level.
The random generated value between the min and max reduces all stats by the exact same amounts.
Illusion - Killing Curse
KO_JYUSATSU
Target: Enemy
Max Level: 5
Range: 5
Required SP: 36 + 4 * Skill LV
Fixed Cast: 0 Seconds
Variable Cast: 3.5 - 0.5 * Skill LV Seconds
Cooldown: 10 Seconds
Aftercast: 1 Seconds
Duration: 6 + 2 * Skill LV Seconds
Curse Success Chance In %100.0 Scale: 10 * (5 * Skill Level Used - Enemy's INT / 2 + 45 + 5 * Skill Level Used)
If the caster's base level is equal to or higher then the target's base level, theirs a chance to inflect Coma on the target.
Coma Success Chance In %100.0 Scale: Skill Level Used
Cleaner / Accurate Formula's
Curse Success Chance: (45 + 10 * Skill Level Used) - Enemy's INT / 2
If success chance is < 5, success chance = 5.
Coma Success Chance: 0.1 * Skill Level Used
HP Reduction In %: 5 * Skill Level Used. Need confirm on how its reduced.
Note: Success chance for curse can't be reduced below 5%. I need info on how the HP reduction works.
Does it reduce the enemy's current HP by a percent, reduce their HP by a MaxHP percent, or reduce the enemy's MaxHP for the duration?
Can't be casted on monsters according to a balance update.
Fire Seal - Scorching Fire (Fire Charm - Scorching Fire)
Water Seal - Snow Storm (Water Charm - Snow Storm)
Wind Seal - Turbulent Wind (Wind Charm - Turbulent Wind)
Earth Seal - Steel (Earth Seal - Charm)
KO_KAHU_ENTEN
KO_HYOUHU_HUBUKI
KO_KAZEHU_SEIRAN
KO_DOHU_KOUKAI
Target: Self
Max Level: 1
Range: N/A
Required SP: 20
Fixed Cast: 0 Seconds
Variable Cast: 2 Seconds
Cooldown: 0 Seconds
Aftercast: 0 Seconds
Duration: 300 Seconds
The Kagerou/Oboro spheres are called charms according to a source. Its also confirmed the database names for the items
required to summon charm spheres are named Charm_Fire, Charm_Ice, Charm_Wind, and Charm_Earth Each charm lasts for 5 minutes.
The same amount of time as a Monk's spirit sphere. A max of 10 charms can be summoned and having 10 charms of the same element
will endow your weapon with its element. Summoning a charm of a different element will destroy all your currently summoned charms.
The fire, water, and wind charms increase the damage done with Ninja magic skills according to the element of the skill used and the element
of the charms summoned. A tester on the RuRO server said it increases the entire overall ratio by 10% per charm which will double the damage
with 10 charms. The earth charms however increase equipment DEF and weapon ATK instead since ninja's get no earth magic and is said to also
be 10% per charm. Its said they do more then this like buff party members wearing the same element armor as the summoned charms somehow?
Need a confirm on that last effect.
Release Seals (Release Charms)
KO_KAIHOU
Target: Enemy
Damage Formula Type: Magic / Percentage
Number of Hits: 1
Element: Summoned Charms
Max Level: 1
Range: 11
Required SP: 10
Fixed Cast: 0 Seconds
Variable Cast: 0 Seconds
Cooldown: 0 Seconds
Aftercast: 0 Seconds
Duration: N/A
Damage Formula In %: 200 * Charm Number * Caster's Base Level / 100
Note: Element of the skill depends on the element of the charms summoned. Can only be casted if the caster has 1 or more charms summoned.
Damage is magic type. Honestly this skill feels kinda weak. But its a quickie magic attack skill with a selectable element. I guess thats good?
Spread Seals (Spread Charms) (Embed Charms)
KO_ZENKAI
Target: Ground
AoE Size: 5x5. Regular AoE
Max Level: 1
Range: 7
Required SP: 30
Fixed Cast: 0 Seconds
Variable Cast: 0 Seconds
Cooldown: 0 Seconds
Aftercast: 1 Seconds
AoE Duration: 6 * Number of Charms Seconds
Note: The charm element affects what AoE is placed on the ground. Im guessing the AoE attempts to apply a status on enemys in the AoE
every second since the animation repeats every second. Their are 4 different AoE's for this skill and which one is used depends on the
element of the charms the caster has summoned when the skill is used. I currently dont know if the number of charms used affects the
success chance of inflecting status's. Also dont see any clues to a fixed success chance.
Note 2: More info reviled the status's may be applied by a 100% chance. However, which status thats given depends on the element of
the charm's used to create the AoE and the status thats chosen by random from a set given for that AoE. If im correct, only 1 status
can be given at a time (from the way it appears to look) and having one of the status's from the set prevent's the AoE from giving
any other status's until the previous one ends. This does need a confirm however as its just a theory from me.
Illusion - Attraction
KO_GENWAKU
Target: Enemy
Max Level: 5
Range: 4 + Skill LV
Required SP: 36 + 4 * Skill LV
Fixed Cast: 0 Seconds
Variable Cast: 3.5 - 0.5 * Skill LV Seconds
Cooldown: 10 Seconds
Aftercast: 1 Seconds
Debuff Duration: Unknown
Success Chance To Switch Positions: 45 + 5 * Skill Level Used - Enemy's INT / 10
If success chance is < 5, success chance = 5.
Success Chance On Enemy's Confusion Status: 75%
Success Chance On Caster's Confusion Status: 25%
Note: Confusion is the chaos status for anyone confused on what im talking about.
Confusion's duration is likely the default duration it normally follows.
I guess this skill is like the homunculus's castling skill, except better in ways.
16th Night
KO_IZAYOI
Target: Self
Max Level: 5
Range: N/A
Required SP: 65 + 5 * Skill LV
Fixed Cast: 0 Seconds
Variable Cast: 0 Seconds
Cooldown: 60 Seconds
Aftercast: 0 Seconds
Duration: 15 + 15 * Skill LV Seconds
MATK Increase In +: Unknown
Note: A tester on RuRO said its 5 * Skill Level, but thats pretty low. He even said the developers said
its not a bug. I think its bullshit. Also I know it removed fixed cast times and halves variable casts,
but does it affect just Ninja skills or does it affect all skills? Need a confirm. Hopeing to get a
confirm from more then 1 server and hopefully directly from a kRO tester.
Shadow Hold
KG_KAGEHUMI
Target: Self
AoE Size: 3x3 + 2x2 * Skill LV
Max Level: 5
Range: N/A
Required SP: 20 + 5 * Skill LV
Fixed Cast: 0 Seconds
Variable Cast: 0 Seconds
Cooldown: 0 Seconds
Aftercast: 0 Seconds
Debuff Duration: 4 + Skill LV Seconds
Information on kRO website on Kagerou/Oboro release says a number of status's that the enemy has to be in for the
debuff from the skill to work. But I know something like harmonize shouldn't trigger a effect. Anything not related
to hiding, cloaking, or stealth shouldn't trigger the debuff. I dont know if its possiable to reduce the duration
of the debuff. Does it go away if hit once?
Shadow Void
KG_KYOMU
Target: Enemy
Max Level: 5
Range: 1
Required SP: 50
Fixed Cast: 0 Seconds
Variable Cast: 0 Seconds
Cooldown: 20 Seconds
Aftercast: 1 Seconds
Duration: 5 + 5 * Skill LV Seconds
Note: Their appears to be a success chance to cast the skill. The success is 5 * Skill Level Used.
Skill requires 1 of Shadow_Orb to use it. Need to know if that success is the success of using the
skill or success of giving the status. Might be wrong on this.
Shadow Warrior
KG_KAGEMUSYA
Target: Anyone
Max Level: 5
Range: 1
Required SP: 55 + 5 * Skill LV
Fixed Cast: 0 Seconds
Variable Cast: 0 Seconds
Cooldown: 20 Seconds
Aftercast: 1 Seconds
Duration: 30 + 30 * Skill LV Seconds
Note: Its said it gives double attacking success chance lik the thief's double attack skill. This leads me
to believe that the double attacking will only work with daggers. However a tester from the RuRO server said
it works for all weapons except bear hands. Need a confirm from other servers. Hope to get one from a kRO tester.
It drains SP every second. I think 1 SP per second. Skill requires 1 of Shadow_Orb to use it.
Distorted Crescent Moon
OB_ZANGETSU
Target: Anyone
Max Level: 5
Range: 7
Required SP: 50 + 10 * Skill LV
Fixed Cast: 2 Seconds
Variable Cast: 0.5 + 0.5 * Skill LV Seconds
Cooldown: 30 Seconds
Aftercast: 1 Seconds
Duration: 45 + 15 * Skill LV Seconds
If Current HP Is Even, Increase ATK By +: Unknown Value (1) / 3 + 20 * Unknown Value (2)
If Current HP Is Odd, Decrease MATK By +: Unknown Value (1) / 3 + 30 * Unknown Value (2)
If Current SP Is Even, Increase ATK By +: Unknown Value (1) / 3 + 20 * Unknown Value (2)
If Current SP Is Odd, Decrease MATK By +: Unknown Value (1) / 3 + 30 * Unknown Value (2)
Note: Unknown Value (2) is very likely the skill level used. I dont know what Unknown Value (1) could be. Both the ATK and
MATK adjustments use it. So it cant be HP or SP related. Cant be stats ether since stats could make this OP if the target
has a lot of a certain stat. Plus a random stat would be out of place. It might be the target's base level since a quick
number crunch of max level 150 / 3 = 50 which is a perfect boost amount. Need a confirm on this.
Hazy Moonlight Illusion
Hazy Moonlight Illusion Transition Attack
OB_OBOROGENSOU
OB_OBOROGENSOU_TRANSITION_ATK
Target: Anyone
Max Level: 5
Range: 7
Required SP: 50 + 5 * Skill LV
Fixed Cast: 0 Seconds
Variable Cast: 1 Seconds
Cooldown: 15 Seconds
Aftercast: 1 Seconds
Duration: 5 + 5 * Skill LV Seconds
Status Success Chance: 5 * Skill Level Used - Unknown Value (1) / 2 + 25 + 5 * Skill Level Used
If success chance is < 5, success chance = 5.
Cleaner Success Chance Foruma: (25 + 10 * Skill Level Used) - Unknown Value (1) / 2
Below is the conditions and results according to the RuRO website....
If you have this much of your MaxHP / If your current HP is a odd number, reduce it by / If your current HP is a even number, increase it by
Between 1% - 15% / (Skill Level + 4)% / (Skill Level + 20)%
Between 16% - 30% / (Skill Level + 8)% / (Skill Level + 16)%
Between 31% - 50% / (Skill Level + 12)% / (Skill Level + 12)%
Between 51% - 75% / (Skill Level + 16)% / (Skill Level + 8)%
Between 76% - 100% / (Skill Level + 20)% / (Skill Level + 4)%
If you have this much of your MaxSP / If your current SP is a odd number, reduce it by / If your current SP is a even number, increase it by
Between 1% - 15% / (Skill Level + 3)% / (Skill Level + 15)%
Between 16% - 30% / (Skill Level + 6)% / (Skill Level + 12)%
Between 31% - 50% / (Skill Level + 9)% / (Skill Level + 9)%
Between 51% - 75% / (Skill Level + 12)% / (Skill Level + 6)%
Between 76% - 100% / (Skill Level + 15)% / (Skill Level + 3)%
Note: Cant be used on monsters. The AoE triggered through the TRANSITION_ATK is thought to be a auto ground placed AoE that
deal a quick 1 hit damage (AoE mechanic is like a Star Gladiator's Warmph) and vanishes. The AoE size is 7x7 according to the
RuRO website. This skill uses a complex formula that appears to change the success chance of reflecting attacks constantly
while the status is active. Appears to work like this for OB_ZANGETSU as well for its ATK/MATK increase/decrease.
Their a success chance of giving the status to someone which appears to be the exact same formula as used by most of
the Illusion skills. Unknown Value (1) is very likely the Enemy's INT since the formula looks exactly the same as the
Illusion formula's. Need a confirm on the success chances.
Ominous Crimson Moonlight
OB_AKAITSUKI
Target: Enemy
Max Level: 5
Range: 7
Required SP: 10 + 10 * Skill Lv
Fixed Cast: 2 Seconds
Variable Cast: 0.5 + 0.5 * Skill LV Seconds
Cooldown: 30 Seconds
Aftercast: 1 Seconds
Duration: 5 + 5 * Skill LV Seconds
Unknown Formula: UV1 / 2 = Result 1. If (UV2 - Result 1) < 1, UV2 - 1.
Note: The unknown formula is likely a damage formula similar to how healing skills on undead targets work which deals damage
equal to half of the healing amount. So UV1 is likely the healing amount and UV2 might be targets current HP.
Extra Information
Kagerou / Oboro Stat Bonuses Per Job Level
1 - 10 DEX,0,INT,0,AGI,VIT,0,STR,LUK,0,
11 - 20 DEX,STR,AGI,0,INT,LUK,VIT,0,STR,DEX,
21 - 30 AGI,0,LUK,VIT,INT,0,DEX,0,AGI,0,
31 - 40 STR,INT,0,DEX,INT,0,VIT,DEX,STR,0,
41 - 50 AGI,INT,STR,0,DEX,LUK,AGI,STR,0,DEX
Kagerou / Oboro Database Item Names
//Armguards
2171,Fox_Armguard
2172,Wolf_Armguard
2173,Crescent_Armguard
// Makibishi
6493,Makibishi
// Charms
6512,Charm_Fire
6513,Charm_Ice
6514,Charm_Wind
6515,Charm_Earth
// Daggers
13075,Kurenai
13076,Raksasa_Dagger
13077,Kagekiri
13078,Mikatsuki
// Shurikens / Kunais
13291,Starfish
13292,Dried_Squid
13293,Flying_Fish
13294,Explosive_Kunai
// Huuma Shurikens
13311,Huuma_Shadow
13312,Huuma_Job_Test <-- Its a weapon, but used for the job quest only.
13313,Huuma_Swirling_Petal
13314,Huuma_Fluttering_Snow
13315,Huuma_Thunderstorm
13316,Upg_Huuma_Shuriken
// Armors
15053,Special_Ninja_Suit
15054,Ninja_Scale_Armor
15055,Tenebris_Latitantes
15056,Special_Ninja_Suit_ <-- One slot version