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EP. 16.1 + ILLUSION EXPANSION
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Kagerou — Episode 16.1 Skill Reference

An advanced male ninja mixing charms, elemental ninjutsu, illusions, and weapon techniques.

Combat roleNinja / Hybrid Documented skills25 RulesetEpisode 16.1

Skills at a glance

Select a skill to jump to its Episode 16.1 effect, level table, requirements, and scaling notes.

Skill Effect Levels Type
Kagerou Skills
Shadow Hiding Enters Shadow Hiding for up to 200 seconds. The user can move while hidden. Detection skills and damage can reveal/end the state. 1 Supportive buff / utility
Right Hand Mastery Deals melee physical damage to the target. 5 Offensive
Left Hand Mastery Deals melee physical damage to the target. 5 Offensive
Cross Slash Deals long range physical damage to one enemy. 5 Offensive
Soul Cutter Deals physical damage to the target. Damage is determined by skill level, Base Level and ATK. The Soul Link bonus applies only when the target has a Soul Link. The hit removes Soul Link/S… 5 Offensive
Kunai Explosion Deals long range physical damage to all enemies in the affected area. 5 Offensive
Kunai Splash Deals melee physical damage to all enemies around the caster. 5 Offensive
Rapid Throw Deals special damage to enemies in the affected area. Consumes Zeny to deal special ranged Neutral damage. Damage is derived from the Zeny spent and Skill Level, ignores normal DEF and ra… 10 Offensive
Swirling Petal Deals long range physical damage to all enemies in the affected area. 5 Offensive
Makibishi Deals melee physical damage to the target. 5 Offensive
Pure Soul For 10 seconds, restores 2% maximum HP and 1% maximum SP each second and gives a chance to avoid physical and magical attacks. Movement/action restrictions follow the historical Pure Soul… 5 Recovery / defensive self-buff
Illusion - Shadow Creates an illusionary clone with HP based on the caster’s maximum HP and Skill Level. The clone draws attacks and disappears when its HP or duration ends. 5 Summoning / companion
Illusion - Shock Illusion debuff that reduces the target’s STR and INT and changes its apparent level/appearance. Success and reduction are checked against caster/target levels and stats. 5 Debuff / control
Illusion - Death Illusion debuff with a chance to reduce the target’s current HP and SP. Also has a small Coma chance. Success is checked against caster/target levels and resistance stats. 5 Protective support
Fire Charm Adds one Fire Charm for 300 seconds. Each charm: Blaze Shield +10% damage and Exploding Dragon +15%. At 10 charms, weapon property becomes Fire. 1 Protective support
Ice Charm Adds one Ice Charm for 300 seconds. Each charm: Freezing Spear +5% and Snow Flake Draft +25%. At 10 charms, weapon property becomes Water. 1 Supportive buff / utility
Wind Charm Adds one Wind Charm for 300 seconds. Each charm: Lightning Jolt +15% and First Wind +10%. At 10 charms, weapon property becomes Wind. 1 Supportive buff / utility
Earth Charm Adds one Earth Charm for 300 seconds. Each charm increases weapon ATK by 15%. At 10 charms, weapon property becomes Earth. 1 Supportive buff / utility
Release Ninja Spell Deals magic damage to the target. Consumes all stored charms. Magic ratio is determined by Base Level and MATK. 1 Offensive
Cast Ninja Spell Deals magic damage to the target. Consumes all stored charms to create a 10-second elemental ground field. Fire/Water/Wind/Earth fields apply their corresponding elemental status and fiel… 1 Offensive
Illusion - Bewitch Attempts to swap positions with the target and inflict Confusion for 30 seconds. Success uses a level/stat resistance check. Range increases from 5 to 9 cells. 5 Movement / utility
16th Night for a duration that increases with skill level: removes Fixed Cast Time from Ninja magic, halves Variable Cast Time, increases MATK, and changes Ninjutsu SP consumption according to the h… 5 Supportive buff / utility
Shadow Trampling Reveals hidden enemies in the area and prevents affected targets from using Hiding/Cloaking-type skills for the status duration. 5 Debuff / control
Empty Shadow Applies an illusion that can nullify magic and ranged physical attacks used by the target. Success is rolled per attack during the duration. 5 Supportive buff / utility
Shadow Warrior Grants Double Attack with a chance that improves with skill level and drains 1 SP per second. It does not provide the later +20% Ninja-skill damage bonus. 5 Supportive buff / utility

Detailed skill information

Each entry follows the supplied Episode 16.1-balanced reference. Cast, cost, target, status, prerequisite, calculated level values, and privacy-safe scaling details are shown.

Kagerou Skills

Shadow Hiding

Effect

Enters Shadow Hiding for up to 200 seconds. The user can move while hidden. Detection skills and damage can reveal/end the state.

  • Enters Shadow Hiding for up to 200 seconds. The user can move while hidden; detection skills and damage can reveal/end the state.
ScalingDamage increases with Skill Level. Duration increases with Skill Level.

Right Hand Mastery

Effect

Deals melee physical damage to the target.

  • Critical: No
  • Accuracy: Uses the normal HIT/FLEE check
  • Defense: Reduced by DEF

Level details

Lv. Normal Attack Damage Modifier
1 80%
2 90%
3 100%
4 110%
5 120%
ScalingDamage increases with Skill Level.

Left Hand Mastery

Effect

Deals melee physical damage to the target.

  • Critical: No
  • Accuracy: Uses the normal HIT/FLEE check
  • Defense: Reduced by DEF

Level details

Lv. Normal Attack Damage Modifier
1 60%
2 70%
3 80%
4 90%
5 100%
ScalingDamage increases with Skill Level.

Cross Slash

Effect

Deals long range physical damage to one enemy.

  • Critical: No
  • Accuracy: Uses the normal HIT/FLEE check
  • Defense: Reduced by DEF

Level details

Lv. First hit Base Damage (ATK) If Cross Wound is already active, adds Base Damage (ATK) Duration SP cost
1 150% ATK 1% ATK 3s 10 SP
2 300% ATK 2% ATK 3s 12 SP
3 450% ATK 3% ATK 3s 14 SP
4 600% ATK 4% ATK 3s 16 SP
5 750% ATK 5% ATK 3s 18 SP
ScalingDamage increases with Skill Level, Base Level, and ATK. It gains an additional bonus while the listed form, stance, or status is active.

Soul Cutter

Effect

Deals physical damage to the target. Damage is determined by skill level, Base Level and ATK. The Soul Link bonus applies only when the target has a Soul Link. The hit removes Soul Link/Soul buffs.

  • Critical: No
  • Accuracy: Uses the normal HIT/FLEE check
  • Defense: Reduced by DEF

Level details

Lv. Base Damage (ATK) SP cost
1 100% ATK 12 SP
2 200% ATK 16 SP
3 300% ATK 20 SP
4 400% ATK 24 SP
5 500% ATK 28 SP
ScalingDamage increases with Skill Level, Base Level, ATK, and related learned skills.

Kunai Explosion

Effect

Deals long range physical damage to all enemies in the affected area.

  • Critical: No
  • Accuracy: Ignores FLEE
  • Defense: Reduced by DEF

Level details

Lv. Duration SP cost
1 Impact window: 0.1s 5 SP
2 Impact window: 0.1s 6 SP
3 Impact window: 0.1s 7 SP
4 Impact window: 0.1s 8 SP
5 Impact window: 0.1s 9 SP
ScalingDamage increases with Skill Level, Base Level, Job Level, DEX, ATK, and related learned skills.

Kunai Splash

Effect

Deals melee physical damage to all enemies around the caster.

  • Critical: No
  • Accuracy: Ignores FLEE
  • Defense: Reduced by DEF

Level details

Lv. Area of Effect SP cost
1 9x9 12 SP
2 9x9 14 SP
3 9x9 16 SP
4 9x9 18 SP
5 11x11 20 SP
ScalingDamage increases with Skill Level and ATK.

Rapid Throw

Effect

Deals special damage to enemies in the affected area. Consumes Zeny to deal special ranged Neutral damage. Damage is derived from the Zeny spent and Skill Level, ignores normal DEF and ranged reductions such as Defender.

  • Critical: No
  • Accuracy: Ignores FLEE
  • Defense: Follows the skill-specific formula

Level details

Lv. Effect / values Area of Effect SP cost
1 Consumes Zeny to deal special ranged Neutral damage. Damage is derived from the Zeny spent and 1, ignores normal DEF and ranged reductions such as Defender; the exact result is randomized within the official Zeny-damage range. 3x3 50 SP
2 Consumes Zeny to deal special ranged Neutral damage. Damage is derived from the Zeny spent and 2, ignores normal DEF and ranged reductions such as Defender; the exact result is randomized within the official Zeny-damage range. 3x3 50 SP
3 Consumes Zeny to deal special ranged Neutral damage. Damage is derived from the Zeny spent and 3, ignores normal DEF and ranged reductions such as Defender; the exact result is randomized within the official Zeny-damage range. 3x3 50 SP
4 Consumes Zeny to deal special ranged Neutral damage. Damage is derived from the Zeny spent and 4, ignores normal DEF and ranged reductions such as Defender; the exact result is randomized within the official Zeny-damage range. 3x3 50 SP
5 Consumes Zeny to deal special ranged Neutral damage. Damage is derived from the Zeny spent and 5, ignores normal DEF and ranged reductions such as Defender; the exact result is randomized within the official Zeny-damage range. 3x3 50 SP
6 Consumes Zeny to deal special ranged Neutral damage. Damage is derived from the Zeny spent and 6, ignores normal DEF and ranged reductions such as Defender; the exact result is randomized within the official Zeny-damage range. 3x3 50 SP
7 Consumes Zeny to deal special ranged Neutral damage. Damage is derived from the Zeny spent and 7, ignores normal DEF and ranged reductions such as Defender; the exact result is randomized within the official Zeny-damage range. 3x3 50 SP
8 Consumes Zeny to deal special ranged Neutral damage. Damage is derived from the Zeny spent and 8, ignores normal DEF and ranged reductions such as Defender; the exact result is randomized within the official Zeny-damage range. 3x3 50 SP
9 Consumes Zeny to deal special ranged Neutral damage. Damage is derived from the Zeny spent and 9, ignores normal DEF and ranged reductions such as Defender; the exact result is randomized within the official Zeny-damage range. 3x3 50 SP
10 Consumes Zeny to deal special ranged Neutral damage. Damage is derived from the Zeny spent and 10, ignores normal DEF and ranged reductions such as Defender; the exact result is randomized within the official Zeny-damage range. 5x5 50 SP
ScalingDamage increases with Skill Level and related learned skills.

Swirling Petal

Effect

Deals long range physical damage to all enemies in the affected area.

  • Critical: No
  • Accuracy: Uses the normal HIT/FLEE check
  • Defense: Reduced by DEF

Level details

Lv. Base Damage (ATK) Duration SP cost
1 150% ATK Impact window: 0.1s 24 SP
2 300% ATK Impact window: 0.1s 28 SP
3 450% ATK Impact window: 0.1s 32 SP
4 600% ATK Impact window: 0.1s 36 SP
5 750% ATK Impact window: 0.1s 40 SP
ScalingDamage increases with Skill Level, Base Level, AGI, DEX, ATK, and related learned skills.

Makibishi

Effect

Deals melee physical damage to the target.

  • Critical: No
  • Accuracy: Ignores FLEE
  • Defense: Reduced by DEF

Level details

Lv. Each Makibishi hit deals Base Damage (ATK) Effect / values Duration SP cost
1 20% ATK Each Makibishi hit deals 20% ATK and has 10% chance to Stun. Places multiple caltrops based on level; targets can trigger them once. 12s; Stun duration: 2.5s 9 SP
2 40% ATK Each Makibishi hit deals 40% ATK and has 20% chance to Stun. Places multiple caltrops based on level; targets can trigger them once. 14s; Stun duration: 3s 12 SP
3 60% ATK Each Makibishi hit deals 60% ATK and has 30% chance to Stun. Places multiple caltrops based on level; targets can trigger them once. 16s; Stun duration: 3.5s 15 SP
4 80% ATK Each Makibishi hit deals 80% ATK and has 40% chance to Stun. Places multiple caltrops based on level; targets can trigger them once. 18s; Stun duration: 4s 18 SP
5 100% ATK Each Makibishi hit deals 100% ATK and has 50% chance to Stun. Places multiple caltrops based on level; targets can trigger them once. 20s; Stun duration: 4.5s 21 SP
ScalingDamage increases with Skill Level and ATK. Chance increases with Skill Level and ATK.

Pure Soul

Effect

For 10 seconds, restores 2% maximum HP and 1% maximum SP each second and gives a chance to avoid physical and magical attacks. Movement/action restrictions follow the historical Pure Soul status.

Level details

Lv. Duration SP cost
1 10s 100 SP
2 10s 100 SP
3 10s 100 SP
4 10s 100 SP
5 10s 100 SP
ScalingRecovery increases with Maximum HP and Maximum SP. Chance increases with Maximum HP and Maximum SP. Duration increases with Maximum HP and Maximum SP.

Illusion - Shadow

Effect

Creates an illusionary clone with HP based on the caster’s maximum HP and Skill Level. The clone draws attacks and disappears when its HP or duration ends.

Level details

Lv. Duration SP cost
1 27s 40 SP
2 24s 44 SP
3 21s 48 SP
4 18s 52 SP
5 15s 56 SP
ScalingDuration increases with Skill Level, Maximum HP, and related learned skills.

Illusion - Shock

Effect

Illusion debuff that reduces the target’s STR and INT and changes its apparent level/appearance. Success and reduction are checked against caster/target levels and stats.

Level details

Lv. Duration SP cost
1 12s 40 SP
2 14s 44 SP
3 16s 48 SP
4 18s 52 SP
5 20s 56 SP
ScalingThe effect becomes stronger with STR and INT.

Illusion - Death

Effect

Illusion debuff with a chance to reduce the target’s current HP and SP. Also has a small Coma chance. Success is checked against caster/target levels and resistance stats.

  • Illusion debuff with a chance to reduce the target’s current HP and SP; also has a small Coma chance. Success is checked against caster/target levels and resistance stats.

Level details

Lv. Duration SP cost
1 8s 40 SP
2 10s 44 SP
3 12s 48 SP
4 14s 52 SP
5 16s 56 SP
ScalingChance increases with Current HP.

Fire Charm

Effect

Adds one Fire Charm for 300 seconds. Each charm: Blaze Shield +10% damage and Exploding Dragon +15%. At 10 charms, weapon property becomes Fire.

  • Adds one Fire Charm for 300 seconds. Each charm: Blaze Shield +10% damage and Exploding Dragon +15%; at 10 charms, weapon property becomes Fire.
ScalingDamage increases with Skill Level. Duration increases with Skill Level.

Ice Charm

Effect

Adds one Ice Charm for 300 seconds. Each charm: Freezing Spear +5% and Snow Flake Draft +25%. At 10 charms, weapon property becomes Water.

  • Adds one Ice Charm for 300 seconds. Each charm: Freezing Spear +5% and Snow Flake Draft +25%; at 10 charms, weapon property becomes Water.
ScalingDuration increases with Skill Level.

Wind Charm

Effect

Adds one Wind Charm for 300 seconds. Each charm: Lightning Jolt +15% and First Wind +10%. At 10 charms, weapon property becomes Wind.

  • Adds one Wind Charm for 300 seconds. Each charm: Lightning Jolt +15% and First Wind +10%; at 10 charms, weapon property becomes Wind.
ScalingDuration increases with Skill Level.

Earth Charm

Effect

Adds one Earth Charm for 300 seconds. Each charm increases weapon ATK by 15%. At 10 charms, weapon property becomes Earth.

  • Adds one Earth Charm for 300 seconds. Each charm increases weapon ATK by 15%; at 10 charms, weapon property becomes Earth.
ScalingDuration increases with ATK.

Release Ninja Spell

Effect

Deals magic damage to the target. Consumes all stored charms. Magic ratio is determined by Base Level and MATK.

  • Critical: No
  • Accuracy: Ignores FLEE
  • Defense: Reduced by MDEF
ScalingDamage increases with Base Level, MATK, and related learned skills.

Cast Ninja Spell

Effect

Deals magic damage to the target. Consumes all stored charms to create a 10-second elemental ground field. Fire/Water/Wind/Earth fields apply their corresponding elemental status and field effect to units inside.

  • Critical: No
  • Accuracy: Ignores FLEE
  • Defense: Reduced by MDEF
ScalingDamage increases with Skill Level.

Illusion - Bewitch

Effect

Attempts to swap positions with the target and inflict Confusion for 30 seconds. Success uses a level/stat resistance check. Range increases from 5 to 9 cells.

  • Attempts to swap positions with the target and inflict Confusion for 30 seconds. Success uses a level/stat resistance check; range increases from 5 to 9 cells.

Level details

Lv. Duration SP cost
1 30s 40 SP
2 30s 44 SP
3 30s 48 SP
4 30s 52 SP
5 30s 56 SP
ScalingDuration increases with Skill Level.

16th Night

Effect

for a duration that increases with skill level: removes Fixed Cast Time from Ninja magic, halves Variable Cast Time, increases MATK, and changes Ninjutsu SP consumption according to the historical 16th Night rules.

  • For 30/45/60/75/90 seconds: removes Fixed Cast Time from Ninja magic, halves Variable Cast Time, increases MATK, and changes Ninjutsu SP consumption according to the historical 16th Night rules.

Level details

Lv. Effect / values Duration SP cost
1 For 30 seconds: removes Fixed Cast Time from Ninja magic, halves Variable Cast Time, increases MATK, and changes Ninjutsu SP consumption according to the historical 16th Night rules. 30s 70 SP
2 For 45 seconds: removes Fixed Cast Time from Ninja magic, halves Variable Cast Time, increases MATK, and changes Ninjutsu SP consumption according to the historical 16th Night rules. 45s 75 SP
3 For 60 seconds: removes Fixed Cast Time from Ninja magic, halves Variable Cast Time, increases MATK, and changes Ninjutsu SP consumption according to the historical 16th Night rules. 60s 80 SP
4 For 75 seconds: removes Fixed Cast Time from Ninja magic, halves Variable Cast Time, increases MATK, and changes Ninjutsu SP consumption according to the historical 16th Night rules. 75s 85 SP
5 For 90 seconds: removes Fixed Cast Time from Ninja magic, halves Variable Cast Time, increases MATK, and changes Ninjutsu SP consumption according to the historical 16th Night rules. 90s 90 SP
ScalingDuration increases with Skill Level and MATK.

Shadow Trampling

Effect

Reveals hidden enemies in the area and prevents affected targets from using Hiding/Cloaking-type skills for the status duration.

Level details

Lv. Area of Effect Duration SP cost
1 5x5 5s 25 SP
2 7x7 6s 30 SP
3 9x9 7s 35 SP
4 11x11 8s 40 SP
5 13x13 9s 45 SP
ScalingDuration increases with Skill Level.

Empty Shadow

Effect

Applies an illusion that can nullify magic and ranged physical attacks used by the target. Success is rolled per attack during the duration.

  • Applies an illusion that can nullify magic and ranged physical attacks used by the target; success is rolled per attack during the duration.

Level details

Lv. Duration SP cost
1 10s 50 SP
2 15s 50 SP
3 20s 50 SP
4 25s 50 SP
5 30s 50 SP
ScalingDuration increases with Skill Level.

Shadow Warrior

Effect

Grants Double Attack with a chance that improves with skill level and drains 1 SP per second. It does not provide the later +20% Ninja-skill damage bonus.

Level details

Lv. Effect / values Duration SP cost
1 Grants Double Attack at 10% chance and drains 1 SP per second. It does not provide the later +20% Ninja-skill damage bonus. 60s 60 SP
2 Grants Double Attack at 20% chance and drains 1 SP per second. It does not provide the later +20% Ninja-skill damage bonus. 90s 65 SP
3 Grants Double Attack at 30% chance and drains 1 SP per second. It does not provide the later +20% Ninja-skill damage bonus. 120s 70 SP
4 Grants Double Attack at 40% chance and drains 1 SP per second. It does not provide the later +20% Ninja-skill damage bonus. 150s 75 SP
5 Grants Double Attack at 50% chance and drains 1 SP per second. It does not provide the later +20% Ninja-skill damage bonus. 180s 80 SP
ScalingDamage increases with Skill Level. Chance increases with Skill Level. Duration increases with Skill Level.
Sources