Ninja Shop
Missions and the daily rewards of The Points and Streak Ladder, grant you gold. In the Ninja Shop with this gold you can buy new content such as characters, items, extra villages and other goods.
Buy Items
These items can be attached to characters. Once you have bought an item, you have to hit REFRESH LIST in the item selection to see the updated list of your items. Note that some items require a mission to be completed. This is indicated by a mission icon.
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Fire Arrows Read more about Fire ArrowsBuy Now!
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5
Caltrop Read more about CaltropBuy Now! -
5
Battle Armor Read more about Battle ArmorBuy Now! -
5
Metsubishi Read more about MetsubishiBuy Now! -
10
Bowl of Ramen Read more about Bowl of RamenBuy Now! -
10
Cleansing Water Read more about Cleansing WaterBuy Now! -
15
Pipe of Energy Read more about Pipe of EnergyBuy Now! -
15
Sleeping Powder Read more about Sleeping PowderBuy Now! -
15
Medium Medical Package Read more about Medium Medical PackageBuy Now! -
15
Medium Health Potion Read more about Medium Health PotionBuy Now! -
20
Sake Read more about SakeBuy Now! -
20
Painkiller Read more about PainkillerBuy Now! -
20
Pipe of Strength Read more about Pipe of StrengthBuy Now! -
20
Pipe of Intelligence Read more about Pipe of IntelligenceBuy Now! -
20
Pipe of Wisdom Read more about Pipe of WisdomBuy Now! -
20
Pipe of Agility Read more about Pipe of AgilityBuy Now! -
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Warbanner of Defense Read more about Warbanner of DefenseBuy Now! -
25
Feather of the Firehawk Read more about Feather of the FirehawkBuy Now! -
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Warbanner of Offense Read more about Warbanner of OffenseBuy Now! -
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Book of Mentality Read more about Book of MentalityBuy Now! -
30
Large Medical Package Read more about Large Medical PackageBuy Now! -
30
Shogi Read more about ShogiBuy Now! -
30
Large Health Potion Read more about Large Health PotionBuy Now! -
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Warbanner of Resistance Read more about Warbanner of ResistanceBuy Now! -
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Warbanner of Healing Read more about Warbanner of HealingBuy Now!
Fire Arrows
- Energy required:
- No Costs
Multi Shot, Precision Shot, Crossbow Shot and True Shot affect the target with a Burning affliction dealing 10 affliction damage the following turn.
- Cooldown:
- Infinite
- Class List:
- passive, instant
Caltrop
- Energy required:
- No Costs
Affects all enemies with Caltrop bypassing invulnerability. For 3 turns, if a target performs a melee skill, 15 affliction damage is dealt to the target.
- Cooldown:
- 3
- Class List:
- tactic, instant
Metsubishi
- Energy required:
- No Costs
The holder stuns ranged skills of one enemy for 2 turns.
- Cooldown:
- 4
- Class List:
- ranged, instant
Sleeping Powder
- Energy required:
- No Costs
The holder stuns mental skills of one enemy for 2 turns.
- Cooldown:
- Infinite
- Class List:
- tactic, instant
Battle Armor
- Energy required:
- No Costs
Grants a protector to the holder of 25 hit points.
- Cooldown:
- Infinite
- Class List:
- passive, instant
Bowl of Ramen
- Energy required:
-
Affects one team member with Bowl of Ramen for 3 turns, granting 2 random energy when it ends. During this time, the target is healed for 10 health points each turn. This skill ends when the target is stunned.
- Cooldown:
- 2
- Class List:
- tactic, instant
Medium Health Potion
- Energy required:
-
Heals the holder for 35 health points and removes Poison afflictions on the holder. Can be used 2 times.
- Cooldown:
- 3
- Class List:
- tactic, instant
Large Health Potion
- Energy required:
-
Fully heals the holder and removes Poison afflictions on the holder. Can be used 1 time.
- Cooldown:
- Infinite
- Class List:
- tactic, instant
Medium Medical Package
- Energy required:
-
The holder heals a teammate for 35 health points and removes Bleeding afflictions on the target. Can be used 2 times.
- Cooldown:
- 3
- Class List:
- tactic, instant
Large Medical Package
- Energy required:
-
The holder fully heals a teammate and removes Bleeding afflictions on the target. Can be used 1 time.
- Cooldown:
- Infinite
- Class List:
- tactic, instant
Cleansing Water
- Energy required:
-
Heals the holder and one teammate for 10 health points and removes Burning afflictions on the targets bypassing invulnerability.
- Cooldown:
- 2
- Class List:
- tactic, instant
Painkiller
- Energy required:
-
The holder affects one team member with a Drug affliction disabling enemy affliction damage for 4 turns.
- Cooldown:
- 4
- Class List:
- tactic, instant
Sake
- Energy required:
- No Costs
Affects the holder and one teammate with a Drug affliction, disabling stuns the following 2 turns.
- Cooldown:
- 3
- Class List:
- tactic, instant
Pipe of Energy
- Energy required:
- No Costs
Affects the holder with a Drug affliction decreasing the cost of skills by the holder by 1 random energy the following turn.
- Cooldown:
- None
- Class List:
- tactic, instant
Pipe of Agility
- Energy required:
- No Costs
Affects the holder with a Drug affliction dealing 5 affliction damage and decreasing the cost of skills by the holder by 1 agility energy the following turn.
- Cooldown:
- 2
- Class List:
- tactic, instant
Pipe of Strength
- Energy required:
- No Costs
Affects the holder with a Drug affliction dealing 5 affliction damage and decreasing the cost of skills by the holder by 1 strength energy the following turn.
- Cooldown:
- 2
- Class List:
- tactic, instant
Pipe of Intelligence
- Energy required:
- No Costs
Affects the holder with a Drug affliction dealing 5 affliction damage and decreasing the cost of skills by the holder by 1 intelligence energy the following turn.
- Cooldown:
- 2
- Class List:
- tactic, instant
Pipe of Wisdom
- Energy required:
- No Costs
Affects the holder with a Drug affliction dealing 5 affliction damage and decreasing the cost of skills by the holder by 1 wisdom energy the following turn.
- Cooldown:
- 2
- Class List:
- tactic, instant
Warbanner of Defense
- Energy required:
- No Costs
When a team member performs a skill, melee and ranged damage dealt to that team member is limited to 45 for 1 turn.
- Cooldown:
- Infinite
- Class List:
- passive, aura
Warbanner of Offense
- Energy required:
- No Costs
When a team member performs a melee or ranged non-item skill, melee and ranged damage dealt by that team member is increased by 5 the following turn.
- Cooldown:
- Infinite
- Class List:
- passive, aura
Warbanner of Healing
- Energy required:
- No Costs
When a team member performs a melee, ranged or mental skill, that team member is healed 5 health points.
- Cooldown:
- Infinite
- Class List:
- passive, aura
Warbanner of Resistance
- Energy required:
- No Costs
When a team member performs a tactic skill, stuns on that team member are disabled the following turn.
- Cooldown:
- Infinite
- Class List:
- passive, aura
Shogi
- Energy required:
- No Costs
Sets the cost of tactic skills by the holder to no energy the following turn. This item has a starting cooldown of 1.
- Cooldown:
- 2
- Class List:
- tactic, instant
Book of Mentality
- Energy required:
- No Costs
Sets the cost of mental skills by the holder to no energy the following turn. This item has a starting cooldown of 1.
- Cooldown:
- 5
- Class List:
- tactic, instant
Feather of the Firehawk
- Energy required:
- No Costs
The holder deals 20 affliction damage to one enemy affected by a Burning affliction bypassing invulnerability.
- Cooldown:
- 1
- Class List:
- ranged, instant