Ninja (Final Fantasy XIV)

Rogue is a Disciple of War class in Final Fantasy XIV, that was introduced in Patch 2.4. It can be upgraded to the Ninja job after completing a short series of quests at level 30.

Rogue
Rogue is a melee damage dealer similar to Lancer and Pugilist. However, their primary stat is Dexterity rather than Strength. Despite this, for thematic reasons, they can equip most preexisting Monk armor (which had Dexterity retroactively added to their sets).

Rogues are considered scouts, in that they can use a Stealth ability similar to Disciples of the Land to assess enemies and launch sneak attacks. This enables some quests and duties to be approached in ways other combat classes cannot.

Ninja


In practice, Ninja adds a second resource for the former Rogue adventurer to manage: mudras. Ninjutsu abilities can be formed of up to three mudras, and activating a Ninjutsu ability of any sort puts the Ninjutsu "trigger" ability and the mudras on a 20-second cooldown. The Ninjutsu abilities themselves vary significantly in utility, from simple direct damage abilities to self-buffs, crowd control and abilities that interact with other parts of the base Rogue kit.

Rogue
The path of the Rogue begins at the "Dutiful Sisters of the Edelweiss," a covert name for the Rogue's guild in Limsa Lominsa. Once the armory system is unlocked, any player can speak with Captain Jacke to to learn about their trade and obtain a set of daggers. As underground enforcers of an unwritten Code of pirates, the rogues step in to mete punishment on any pirate groups that go out of line. During the class quests, Jacke has adventurers train under Perimu “Underfoot” Haurimu and V'kebbe the Stray.

During the level 15 Rogue quests "Stifled Screams" and "Slave to the Code," the Rogues' Guild break up a human trafficking ring conducted by pirates known as the Jolly Merchants. After the hostages are freed, they are approached by a Yellowjacket captain named Milala. Fervently anti-piracy, she questions the need for the Rogue's Guild existence, and issues a challenge to recover a set of stolen treasures. Despite her presumptuous and haughty tone, Jacke feels honor-bound by the code to recover the stolen treasures.

The first treasure, the "Cerulean Star", is confiscated from a band of pirates known as the Grinning Curs. Jacke learns that the remaining treasures are in the hands of the Reformist sect of the Bloody Executioners. A black marketeer informant reveals the Reformists are planning to sell the second treasure, an earring called the "Silver Sorrows", to an Ul'dahn merchant visiting at Costa del Sol. Though the earrings were recovered, Captain Milala forces them to hand it over.

The third treasure is the "Black Sarcophagus", actually an experimental weapon developed by Garlemald. It's revealed the black marketeer contact was killed off by the Executioners, who hoped to lure the rogues into a trap. A lone pirate remaining at the scene reveals their leader, Aisibhir, is planning to assassinate Admiral Bloefhiswyn using the Black Sarcophagus. Jacke asks that the information be delivered to Captain Milala, who prepares the Yellowjackets for the impending attack.

During the level 30 quest "Cloying Victory," the Executioners put their plan into effect by attempting to bomb the Mizzenmast. Despite the vigilance of both the rogues and Yellowjackets in the city, the pirates managed to maneuver in the place, with Aisibhir wounding Milala in the process. The adventurer had to disables the Black Sarcophagus before it detonates, and then aids Jacke and the others in taking down Aisibhir. With his plot ended, the Black Sarcophagus is confiscated by the Yellowjackets. However, Jacke managed to swipe the Silver Sorrows from Milala, thus the count was two to one in Rogue Guild's favor. Captain Milala begrudgingly concedes victory to Jacke, who in turn recognizes the adventurer for their dedication to the code.

Ninja
Following the success over Aisibhir and the Bloody Executioner, Jacke asks the adventurer and Perimu to investigate a group of strangers seen in Wineport recently, a group of foreigners claiming to be from the South Sea isles. As Perimu recounts what he has learned in the town, they are interrupted by the sound of a woman screaming. Investigating the commotion, they encounter a milkmaid standing near several unconscious ruffians, who claims they had accosted her before suddenly turning on each other. Perimu is not entirely convinced of her story, and they follow her trail, finding several wounded farmhands along the way outside the town. They pursue her to Upper La Noscea, but as they approach, a flamboyant man in red garb suddenly appears in ambush. During the skirmish, an associate of the girl appears to drive off the assailant, revealing both to be skilled in blades. They reveal themselves to be Oboro and Tsubame, shinobi from the Far Eastern land of Doma, in pursuit of a traitor named Karasu.

When the soul crystal of one of his fallen brethren suddenly reacts to the adventure, Oboro offers to train them in the way of the shinobi, in exchange for information on local customs and geography. He invites them to meet their hideout, a dock storehouse in Raincatcher Gully. Upon accepting his offer, he explains how his people utilize Ninjutsu, an ancient art of magic channeled by performing mudras. He teaches the first mudra, Ten (heaven), and how when used alone it can cast Fuma Shuriken. He has adventurer undergo training session outside to learn how to use it in combat.

In the level 35 quests "Killer Combinations" and "Once Upon a Time in Doma", Oboro teaches the second mudra, Chi (earth), to the adventurer and explains that different mudra can be combined to to perform new ninjutsu techniques. He has the adventurer accompany him to the waterfall at Fool Falls for traditional training, but it is interrupted by the sudden appearance of Karasu and several imperial shadows. Using the new mudra combinations, the adventure and Oboro dispatch the intruders. Oboro laments his carelessness, and reveals how Karasu had killed their master before betraying his people to the Garleans. He further surmises that Karasu's words were an attempt to test the adventurer.

At level 40, Oboro decides to have the adventurer accompany the other shinobi on an attempt to assassinate Karasu, by intercepting him when his unit makes it move on Captain Grymuwil of the Bloody Executioners. At Camp Bronze Lake, they seek out the pirate's lieutenant, Wolfstan, in hopes of learning how to shadow Karasu's moves. Tsubame manages to get the desired information using a revealing swimsuit and liqueur, in which they learn Grymuwil will be at Aleport...and in turn, Karasu. Though they managed to evade his operatives, Karasu still manages to escape them, with his mission to terminate Captain Grymuwil foiled in the process.

Upon level 45, Oboro believes the adventurer is qualified to bear the traditional Doman garb of the shinobi, and arranges a shipment from his village to be delivered to De Neville Checkpoint. The shipment is intercepted by Karasu, who decides to test the ninja's skills by having four pieces scattered around La Noscea, each guarded by an imperial shadows. After recovering every garb, the adventurer returns to the Checkpoint to find Oboro, along with a note indicated that Karasu's "surprise" will be delivered to their doorstep. Immediately sensing danger for Tsubame and the others, Oboro hastily teaches the third mudra, Jin (man), and hurries back to Raincatcher Gully. Evidence of a battle is found outside the storehouse, but no sign of Tsubame. The adventure finds her past the rope bridge south of the river docks, wounded and with Karasu waiting. A duel ensues in the forest, with Oboro and the adventurer triumphing over Karasu. With Karasu apprehended, Oboro was about to execute him for his crimes when suddenly the flamboyant shinobi claimed he was not the one who sold out the village, but rather it was Master Gekkai, who forced him into his service. When Oboro protests that they found Gekkai's body, Karasu notes how it was "burned beyond recognition," implying that he faked his death. He cryptically mentions a encounter will occur at Candlekeep Quay, before seemingly committing suicide in the ravine.

Though Oboro scoffed at Karasu's words, he was torn with uncertainty. During the level 50 quest "Master and Student", Oboro admits he has been shaken by Karasu's last words, and intends to to seek out the truth regarding the traitor alone, insisting that Tsubame and the adventurer have done enough for him. Realizing what he intends to do, Tsubame resolves to fight by his side. She recalls Karasu's cryptic words about Candlekeep Quay. A guard notes that all is quiet, save for a private vessel scheduled to arrive. Tsubame and the adventure wait on the cliff as Oboro approaches the man who arrives at the docks. Confirming his worst fears, Master Gekkai reveals to Oboro that he is the Imperial spymaster of Doma. Incensed by his former master's callous reasons, Oboro draws his blades swearing vengeance. At this point, Tsubame and the adventurer leap into the fray, backing up Oboro. During the final battle, Gekkai demonstrates an exotic ninjutsu technique that enables him to split into multiple copies, but the shinobi ultimately prevail against him.

With Master Gekkai defeated, Oboro feels at peace, and regrets that Karasu did not live to be exonerated. Right on cue, Karasu himself appears, revealing he staged his death in Raincatcher Gully. He returns the final piece of the ninja garb to the adventurer, and tosses Oboro his soulstone, telling him they can use it to claim he was eliminated. When Oboro protests Karasu states that while he did not betrray the village, he still has blood on his hands from his time serving Gekkai, and feels it wouldn't be proper to return to the village. He decides to find a new path for himself in Eorzea. Back at the storehouse, Oboro imparts one final ninjutsu technique, Kassatsu, and reveals he plans to stay in Eorzea to study its culture while Tsubame will return to their village.

Heavensward
Oboro recalls back to his training in Doma, and tells the Warrior of Light that he believes they might learn more if their blade served a master. He then states a missive had just arrived from from Jacke, requesting him immediately. Captain Jacke explains that a thief from the Far East has shown up recently, seemingly a ninja. Oboro reasons that if the thief were shinobi from Doma, and volunteers to help in the investigation. The victim, one Mulfa Kulfa, is met at Summerford Farm, where he demands that Jacke, Oboro, and the Warrior of Light get his orb back. The thieves are encountered at Woad Whisper Canyon, one unconscious, the other a silent girl near the river. At this point Mulfa Kulfa announces her to be the thief, and then reveals his true colors when he orders his sellsword Gilpin to silence Jacke and the others. He is swiftly knocked by the trio, with the double-crossing merchant to follow. Jacke apologizes to the maiden, who remains guarded despite her gratitude. Oboro recognizes her bowing gesture as that of the Far East, and asks why she seems familiar. Her attendant, Akagi, explains that she is Princess Yuki of the Yatsurugi clan, who left her lands in pursuit of bandits that stole her family's treasures. Yuki reveals she already recovered three of the treasures, and will return home once the other two are recovered.

Oboro asks that the Warrior of Light aid the Far Eastern princess as a shinobi, noting that she is a stranger in a strange land, and shinobi sharpen their skills through duty and service. Yuki scoffs at the offer, distrustful of shinobi after what happened when Doma fell. Despite this, Akagi asks that they lend help whenever Yuki's life is in danger, admitting he's not very good at fighting himself. At the storehouse, Oboro implores the Warrior of Light to try to gain her trust, as her life may depend on it.

Akagi summons the shinobi when Yuki attempts to retrieve documents from the Salthounds at Poor Maid's Mill, containing records on black market sales of the missing treasures. Having already infiltrated the base, Oboro devises a plan to create a diversion so her search can progress unimpeded by the grounded pirates using smokebombs. Her infiltration was success, and her martial prowess is revealed when it is shown she slew two coeurls in the process. The shinobi are called again when Yuki attempts to retrieve one of the family jewels at Oschon's Embrace. Though her initial infiltration was a succeess, she has no way out. Knowing her abilities, Oboro suggests using Raiton to mislead the guards into thinking she was fleeing towards the Salt Strand. While the plan works, the Warrior of Light is confronted by a sinister man familiar with shinobi (and Karasu and Gekkai in particular); with Oboro's aid, he his driven off. Oboro suspects he was an imperial operative trained under Gekkai. At the Tempest gate, Yuki retrieved the jewel successfully, but expresses no gratitude. Akagi assures that she is secretly grateful.

Jacke's network uncovers information on the final treasure, the Yatsuragi clan dagger. The dagger is being auctioned off by the the Truehounds, a faction of the Salthounds that returned to the sea. They claim to have liberated the treasure from a Garlean vessel, making it legitimate in the eyes of the thalassocracy, and thus the rogues cannot get more involved. Instead, Jacke directs the Warrior of Light to their new black market informant for more information. The oddly familiar man is cowled, but gets straight to the point: the Truehounds are led by Captain Rosalinde, and have made their fortunes in the Far Eastern seas, and have set up a base on Hullbreaker Isle. To make up for their lack of numbers, they imbibe themselves with pluto to strengthen themselves, and further, have hired a former imperial shadow named Redway - trained in ninjutsu by Master Gekkai. They have currently dropped anchor in Costa del Sol to hit the beach; using this opportunity, the Warrior of Light overhears Captain Rosalinde speaking with Redway about their plans to use the auction as a trap to capture the Yatsuragi princess. Returning to Oboro, Yuki and Akagi are met at the storehouse. She reveals that when the Truehounds raided her family's treasures, her vassals forbade her from fighting back, many perishing in her defense. She vowed to never let others die for her, and reluctantly only accepts the shinobi aid on one condition: that they stay alive, no matter what.

The family dagger was auctioned off to an Ishgardian collector, who paid extra for it to be delivered directly. Yuki plans to intercept the shipment. Under Oboro's advice, their supplies of pluto is swapped for lavender incense, making them sleep instead of their stimulants. The Warrior of Light also overhears the Truehounds will send the shipment through the Dravanian Forelands due to Rosalinde's aversion of traveling through the Black Shroud. While in Limsa Lominsa, Yuki is surprised by a pair of her vassals, and tries to avoid eye contact. The shipment is later accosted in the Smoldering Wastes of Dravania, where the Truehounds were weakened by the incense. Just as Yuki recovers her family dagger, Redway appears with an ultimatum: the princess surrenders quietly, or the newly arrived vassals he recently captured will die. Yuki goes quietly.

In the Level 60 job quest "In Her Defense", Oboro notices several agents are staking out the storehouse, waiting to strike. Luring them out, the Warrior of Light dispatches them. Since Redway was keeping tabs on the storehouse, he realizes the Moraby Drydocks are going to be guarded as well, which will make it difficult to travel to Hullbreaker Isle. Oboro concludes that since only the Warrior of Light is honor bound to Princess Yuki, he will draw Redway's attention and make them believes the Warrior of Light fled. Redway happily takes Oboro into custody, and due to Oboro's earlier feint, left the docks unguarded. The Warrior of Light and Akagi take this opportunity to sneak onto Hullbreaker Isle. On the island, Captain Rosalinde goes back on her word to free the captives, ordering Yuki to be locked up with the others. As Redway brings the captive Oboro forward, they taunt Yuki even further. Just then, the Warrior of Light and Akagi arrive on the scene to rescue Oboro, Yuki, and the other captives. Breaking free Oboro's bonds, the three take the fight to Redway. Once he realizes he's outmatched, he attempts to flee for his life. Rosalinde cuts him down with her axe, much to Oboro's shock, before taking on the group herself where she falls in combat. With their Captain dead, the surviving Truehounds flee, allowing Yuki and her vassals to be freed and the treasures recovered.

Back at the dock storehouse, Yuki informs Oboro that she wishes to write a letter of praise to his village for his role in saving her. As she leaves, Oboro recoils upon hearing this, as Tsubame had told the village elders that he was still recuperating from the battle with Gekkai.

Equipment
The Rogue class is defined by wielding a pair of daggers. Like the pugilist's arms, they are considered two-handed weapons, but dual-wielded. Visually, some daggers resemble shortened variations of Gladiator swords.

In terms of late game armor, Rogues and Ninjas share "Striking" gear sets with Pugilist and Monk, up through item level 110. Above that, they instead wear exclusive "Scouting" sets, though their appearance is typically similar to corresponding Striking versions. As their primary stat is Dexterity, they use "Aiming" accessories at endgame.

Job Gauge
Job Gauges were introduced in patch 4.0. The Ninja has two gauges - Huton and Ninki Gauges.

The Huton Gauge shows how much time is left before the current Huton effect fades.

The Ninki Gauge shows the total accumulation of Ninki. Ninki builds up with each auto-attack a Ninja performs. Ninki is required for special ninjutsu, including Hellfrog Medium, Bhavacakra, and Ten Chi Jin.

Ninjutsu
Used with certain Ninjutsu combinations.

Role Actions
Role actions are abilities common to classes and jobs with the same role. Jobs can select and use up to five role actions, while classes can select and use up to ten.shares the same role actions with Bard, as both as classified as Physical Ranged DPS.

Additional PVP Actions
These actions are common to all jobs, and can only be used in PvP areas. The number of additional actions that can be set is limited to two.

PVP Traits
These traits are common to all jobs, and only take effect when in PvP areas.The number of PvP traits that can be set is limited to three.

Creation and development
Though their connection to the archetypal Thief job is only implied in the English class description, the Japanese description explicitly states that they were once called Thieves, but became known as Dual Fencers after developing unique dual wielding techniques with the mariner's knives used in Limsa Lominsa.

The English version makes some reference to this in-game as well; the "Rogue's Guild" was once known as the Upright Thieves, before Admiral Merlwyb's reforms forced them formally underground (though still tolerated by the thalassocracy). "Captain" Jacke's title remains "The Upright Man" as guild leader, and the guild members use large amounts of classic Thieves' Cant in their speech.

Final Fantasy Trading Card Game
Rogue appears with a wind-elemental card, while Ninja appears with a Thunder-elemental card.

Etymology
A rogue is a vagrant person who wanders from place to place. Like a drifter, a rogue is an independent person who rejects conventional rules of society in favor of following their own personal goals and values.

Trivia

 * In Patch 2.2, Thancred and Yugiri were shown to be a Rogue and Ninja, respectively.
 * As of 2.4, Ninja possesses the widest variety of "crowd control" abilities—having access to a stun, a silence, a move-speed slow and a root. While they are spread among several shared cooldowns, a Ninja is capable of performing almost any kind of crowd control necessary.
 * Ninja is the only job that has its own unique running and jumping animations, though only when weapons are drawn.