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Naruto: Shinobi Nations

Minecraft 1.20.1 | Forge 47.4.21 | Version 1.0.0

Naruto: Shinobi Nations is a large Naruto-inspired Minecraft mod built around shinobi progression, clan abilities, chakra-based combat, tailed beasts, village politics, exploration, and multiplayer roleplay. Create your shinobi, choose a path, learn techniques, grow in power, join or lead a village, and shape the world alongside other players.

The current technique registry contains 182 definitions, including standard unlocks, special controls, optional addon entries, and retained legacy/test records. The guide below distinguishes them and explains the individual techniques, alongside the other singleplayer and multiplayer systems. Character progression and important world systems are saved with your world.

Modrinth: https://modrinth.com/mod/naruto-shinobi-nations Curseforge: https://www.curseforge.com/minecraft/mc-mods/naruto-shinobi-nations

Guide Navigation

Getting Started

When entering a world for the first time, treat the profile as your character sheet and the jutsu bar as your combat loadout:

  1. Press H to open the Shinobi Profile.
  2. Create or reveal your shinobi identity with the starter identity item or the available profile flow.
  3. Review your clan, village, chakra nature, rank, skill points, Jutsu Points (JP), and unlocked techniques.
  4. Spend Skill Points on the skills that match your build. Skill levels can gate techniques and affect their strength or requirements.
  5. Earn or receive JP, then unlock techniques whose skill, rank, clan, nature, eye-stage, and prerequisite requirements you meet.
  6. Add jutsu slots if you need more room, assign an unlocked technique to a slot, select that slot with the jutsu-slot controls, and use the technique's displayed input.
  7. Test new techniques in a safe area: check their tooltip, chakra cost, range, duration, cooldown, and whether they need a target or a held/released input.

The profile tracks your clan, village, chakra nature, current and maximum chakra, ninjutsu, taijutsu, genjutsu, medical skill, chakra control, rank, JP, unlocked techniques, jutsu slots, dojutsu progression, and clan abilities. Unlocking a technique does not automatically cast it: assign it to a slot first. Skill Points and JP are separate currencies. The OP testing commands can change either balance, but normal gameplay progression remains separate from those commands.

Most ninjutsu, genjutsu, medical techniques, and transformations consume chakra. Some techniques charge chakra once, while others drain it over time or while maintained. If you run out of chakra, a maintained technique may end and remove its associated constructs. Taijutsu generally relies on skill, physical requirements, cooldowns, and exhaustion instead of chakra. Chakra Control is important for techniques that require precise chakra manipulation.

Controls and Quick Reference

These are the default bindings. You can change them under Options → Controls → Naruto: Shinobi Nations. If another mod uses the same key, rebind one of them.

Input Default action
H Open the Shinobi Profile and skill progression screen.
B Open the Shinobi Squad Command map and roster.
V Toggle Chakra Walk.
K Activate or advance Susanoo when unlocked; Shift + K dismisses it.
O Activate the equipped eye ability; Shift + O cycles the available eye state where supported.
] Open Shinobi Settings / village management.
Mouse Button 4 / Mouse Button 5 Move to the previous / next jutsu assignment slot.
Right-click Use the selected jutsu, item, or transformation seal. Some abilities use a hold, release, or alternate modifier.
Shift + right-click Dismiss the currently selected supported transformation or structure. It does not dismiss an unrelated active ability.
X + 1…0 Use the corresponding Flying Raijin marker shortcut.
Z + 1…7 while in-world Issue a quick order to your active squad: retreat, defend, attack area, attack everything, attack hostiles, follow, or wait.

The jutsu bar is separate from the hotbar. Unlock a technique in the H profile, assign it to a jutsu slot, select that slot with the side mouse buttons, then use its listed input. A technique item or transformation seal may also need to be present in your inventory. The controls menu is the authoritative place to check your current key bindings.

Using the Profile and Jutsu Bar

Juubi Orb Inputs

These inputs are available while controlling the Juubi's supported human form. The six orbs are not ordinary stackable items; their state is managed by the server.

Input Orb action
Z + 1…6 Call that numbered orb into your hand as a rod. Press the same number again to recall it to your back. Changing the selected hotbar slot alone does not recall it.
Shift + Z Toggle defense using the available back orbs.
Ctrl + Z Toggle a black flight platform. Use WASD to steer, Space to rise, and Shift to descend.
Left-click with the rod Perform the orb rod's melee attack.
Right-click with the rod Launch it. It travels forward, then falls; it can stick to blocks or living targets.
Z + right-click with the held orb Switch between rod and shield form. Hold right-click with the shield to block from the front.
Hold right-click when a rod is stuck in you Extract one rod after the progress indicator completes. Release and hold again to extract another.

The HUD shows the six orb states beside the hotbar. Orbs up to and including 70 blocks away in the same dimension can be commanded; a farther orb is outside control range, and returns when the owner comes back within range. Stuck rods reduce movement, jump, chakra regeneration, and maximum usable chakra by 20% per rod, up to 100% at five rods. Hold right-click to extract a stuck rod; extraction deals half of that rod's recorded impact damage. The owner can recall a stuck rod while it is within control range.

The defense shell's reduction applies only to covered directions; an opening can still take full damage. With 6 / 5 / 4 / 3 / 2 / 1 orbs in defense, covered-hit reduction is 100% / 80% / 60% / 40% / 20% / 0% respectively. Six close the shell. With five, the front remains open; fewer orbs expose additional directions. Direction is evaluated from the incoming attack when the game can determine it.

Chat Commands

Commands are typed in chat with the leading /. Replace text inside <angle brackets> with a value; do not type the brackets themselves. Minecraft's command suggestions show valid keys for many arguments. Unless stated otherwise, commands under the root naruto_shinobi_nations begin with /naruto_shinobi_nations.

Permission guide: identity lookup, jutsu-item recovery, missions, personal Juubi combine/split, and eligible player Bijuu transfers are gameplay commands with their own requirements. Administrative branches such as admin, unlock, skillpoints, jutsupoints, mp, village set, and identity editing require Minecraft permission level 2 (normally OP). Village color is intentionally different: it is a role permission for the current Kage/authorized custom-village leader; OP status alone is not enough. In singleplayer, OP-only commands require cheats to be enabled. On a server, an administrator must grant the required permission level.

Reading the syntax: <player> means an online player name/target; <amount> is a non-negative whole number where constrained by the command; <skill>, <clan>, <nature>, <kekkei>, <village>, and <beast> must use the keys listed below. Do not type the < or > characters. For example, the literal command /naruto_shinobi_nations admin skill <skill> <amount> is a template; /naruto_shinobi_nations admin skill medical_jutsu 12000 is a concrete command.

Player Commands

Command What it does / requirements
/naruto_shinobi_nations identity get Shows your current shinobi identity.
/naruto_shinobi_nations recoverjutsus Restores missing scrolls, unlocked jutsu items, Gate controls, and sealed-beast transformation seals that belong to your profile. It does not grant new unlocks.
/mission locate Shows the location for your active mission, if it has a location.
/mission cancel Cancels your active mission.
/jtp <x> <y> <z> Teleports you to coordinates in your current dimension if you have the Otsutsuki clan or an unlocked Mangekyou/Kamui path. The destination must be inside build-height and world-border limits.
/naruto_shinobi_nations juubi combine If you personally have all nine regular Bijuu sealed, attempts to combine them into the Juubi. World uniqueness rules still apply. This consumes the nine individual seals and records their progression for a later split.
/naruto_shinobi_nations juubi split If you have the Juubi sealed, attempts to divide it into the nine Bijuu. If you were the player who created that Juubi, the individual trust progress resets; splitting a Juubi obtained from someone else restores the saved beasts and their completed bonds.
/naruto_shinobi_nations bijuu_transfer <beast> <player> Transfers one of your regular Bijuu to another player. You must have that beast's Stage 4 progression; the recipient must not already have that Bijuu. Juubi cannot be transferred with this command. This is an ownership transfer, not an OP-only admin command.
/naruto_shinobi_nations village color <color> Changes only your own village's color, and only if you are its current Kage/authorized custom-village leader. Use a Minecraft color code or a hex RGB value.

Player Command Examples

/naruto_shinobi_nations identity get
/naruto_shinobi_nations recoverjutsus
/mission locate
/mission cancel
/jtp 100 90 -250
/naruto_shinobi_nations juubi combine
/naruto_shinobi_nations juubi split
/naruto_shinobi_nations bijuu_transfer kurama PlayerName
/naruto_shinobi_nations village color &a

The teleport example uses absolute coordinates in your current dimension; relative Minecraft coordinates such as ~ ~10 ~ can also be used. Teleport access is restricted by the Otsutsuki/Mangekyou rule and by build-height/world-border checks. identity get only reports your identity. recoverjutsus gives back items for progress you already own. Mission commands only affect your own active mission. Combine/split and transfer commands affect the invoking player's sealed-beast ownership, not another player's data; the recipient of a transfer must be online and eligible. Color examples and the full palette are listed below.

Bijuu keys for transfer: shukaku, matatabi, isobu, son_goku, kokuo, saiken, chomei, gyuki, and kurama.

Village Color Codes

Use & followed by one of Minecraft's 16 standard color digits/letters, or use #RRGGBB:

Code Color Code Color
&0 Black &8 Dark Gray
&1 Dark Blue &9 Blue
&2 Dark Green &a Green
&3 Dark Aqua &b Aqua
&4 Dark Red &c Red
&5 Dark Purple &d Light Purple
&6 Gold &e Yellow
&7 Gray &f White

Examples: /naruto_shinobi_nations village color &a or /naruto_shinobi_nations village color #55FF55. The command has no target-player or village-name argument by design: it resolves your own village from your current affiliation. OP status alone does not let you recolor another village.

Operator Commands

The following administrative branches require permission level 2 or higher (normally an OP). They are intended for testing, moderation, or server setup and can bypass normal progression. Most change the invoking player's data; commands that include a <player> argument affect the named player.

Points and Skills

/naruto_shinobi_nations skillpoints add <amount>
/naruto_shinobi_nations skillpoints set <amount>
/naruto_shinobi_nations jutsupoints add <amount>
/naruto_shinobi_nations jutsupoints set <amount>
/naruto_shinobi_nations admin skill <skill> <amount>

add increases the invoking player's available Skill Points or Jutsu Points; set replaces that balance. admin skill sets a skill level directly; it is not a point grant and does not take a <player> target. All amounts must be zero or greater. Examples:

/naruto_shinobi_nations skillpoints add 500
/naruto_shinobi_nations skillpoints set 1000
/naruto_shinobi_nations jutsupoints add 250
/naruto_shinobi_nations jutsupoints set 500
/naruto_shinobi_nations admin skill medical_jutsu 12000

Valid skill keys are ninjutsu, taijutsu, dojutsu, genjutsu, fuinjutsu, senjutsu, medical_jutsu, speed, jump, transformation_speed, and transformation_jump. speed and jump are progression stats; transformation movement stats are separate from normal movement stats. Setting an extreme value can have large combat and movement consequences.

Affiliation Administration

/naruto_shinobi_nations admin affiliation village create <name>
/naruto_shinobi_nations admin affiliation village add <player> <name>
/naruto_shinobi_nations admin affiliation village remove <name>
/naruto_shinobi_nations admin affiliation village delete <name>

/naruto_shinobi_nations admin affiliation organization create <name>
/naruto_shinobi_nations admin affiliation organization add <player> <name>
/naruto_shinobi_nations admin affiliation organization remove <name>
/naruto_shinobi_nations admin affiliation organization delete <name>

create makes an empty custom group; add creates a group and assigns the named unaffiliated player as its owner/leader. Names may contain spaces and must be 3–32 characters. remove and delete both remove the named custom group. Group removal also removes its associated land and membership links and runs the storage transfer/removal process; back up the world before using it. It is not a rename command.

Examples:

/naruto_shinobi_nations admin affiliation village create River Watch
/naruto_shinobi_nations admin affiliation village add PlayerName Cedar Village
/naruto_shinobi_nations admin affiliation organization create Night Archive
/naruto_shinobi_nations admin affiliation organization add PlayerName Moon Guard
/naruto_shinobi_nations admin affiliation organization delete Moon Guard

Use create when you need an unowned group record; it does not assign a leader. Use add when a new group should be created with a particular online, unaffiliated player assigned as its initial owner. Do not run create and then add with the same name: add itself creates the group and an already-used name is rejected. The command does not add an owner to an existing empty group. Do not use delete as a substitute for removing one member: it removes the whole custom group.

Bijuu Administration

/naruto_shinobi_nations admin bijuu seal <beast>
/naruto_shinobi_nations admin bijuu befriend <beast>
/naruto_shinobi_nations admin bijuu <beast> <stage>
/naruto_shinobi_nations admin bijuu_locator_mission
/naruto_shinobi_nations admin juubi_release_on_death on
/naruto_shinobi_nations admin juubi_release_on_death off

These are OP testing/setup tools. seal seals the selected beast into the command-issuing player; befriend completes that player's bond for the chosen sealed beast; the direct <beast> <stage> form sets a test stage from 0 to 4. bijuu_locator_mission forces the locator mission to become due. juubi_release_on_death on|off sets whether a sealed Juubi is released when its host dies; the setting is saved with the world. Valid beast keys include shukaku, matatabi, isobu, son_goku, kokuo, saiken, chomei, gyuki, kurama, and juubi where the operation supports it.

Examples:

/naruto_shinobi_nations admin bijuu seal kurama
/naruto_shinobi_nations admin bijuu befriend kurama
/naruto_shinobi_nations admin bijuu kurama 4
/naruto_shinobi_nations admin bijuu kurama 0
/naruto_shinobi_nations admin bijuu juubi 4
/naruto_shinobi_nations admin juubi_release_on_death off

seal and befriend operate on the command issuer, not a named target. The stage form is a test shortcut that deactivates the current form, selects/seals the requested beast, sets the requested unlocked stage, and activates it when the stage is above zero. Stage 0 deactivates the test form. These commands bypass normal bonding and stage progression; do not use them to represent a naturally earned multiplayer character.

Unlock, Village, and Identity Testing

/naruto_shinobi_nations unlock mangekyou <sasuke|obito|madara|itachi|all>
/naruto_shinobi_nations unlock clans
/naruto_shinobi_nations unlock kekkei
/naruto_shinobi_nations unlock kekkei_genkai
/naruto_shinobi_nations unlock jutsus
/naruto_shinobi_nations unlock everything
/naruto_shinobi_nations unlock all
/naruto_shinobi_nations unlock all mangekyou
/naruto_shinobi_nations unlock all clan
/naruto_shinobi_nations unlock all kekkei
/naruto_shinobi_nations unlock all kekkei_genkai
/naruto_shinobi_nations unlock all jutsus
/naruto_shinobi_nations mp add <player> <amount>
/naruto_shinobi_nations village set <player> <village>
/naruto_shinobi_nations identity clan add <clan>
/naruto_shinobi_nations identity clan set <clan>
/naruto_shinobi_nations identity nature add <nature>
/naruto_shinobi_nations identity kekkei add <kekkei>
/naruto_shinobi_nations identity reset

unlock mangekyou <name> unlocks the selected character's Mangekyou path; mangekyou all unlocks the listed paths. unlock clans, unlock kekkei/kekkei_genkai, and unlock jutsus grant those categories; unlock everything and unlock all are broad test shortcuts. The unlock all <category> forms grant one category. All of these affect the command issuer. mp add awards Mission Points to the named online player. village set changes the named player's major village (leaf, sand, mist, cloud, or stone). Identity clan/nature/kekkei operations act on the command issuer: clan add adds a clan path, clan set replaces the selected clan, and nature/kekkei add adds the selected entry. reset resets the issuer's shinobi identity and re-grants the starter item. These tools intentionally bypass ordinary unlock paths, so avoid them on a progression-focused world unless that is what you want.

Examples:

/naruto_shinobi_nations unlock mangekyou itachi
/naruto_shinobi_nations unlock jutsus
/naruto_shinobi_nations unlock all clans
/naruto_shinobi_nations unlock everything
/naruto_shinobi_nations mp add PlayerName 100
/naruto_shinobi_nations village set PlayerName leaf
/naruto_shinobi_nations identity clan set uchiha
/naruto_shinobi_nations identity nature add fire
/naruto_shinobi_nations identity kekkei add sharingan
/naruto_shinobi_nations identity get

identity reset is the most destructive identity option in this list: it discards the invoking player's current identity before giving the starter item again. Save a backup or test on a separate world first. Minecraft command suggestions can help discover the accepted keys; use the spellings printed in this guide, including the existing outsusuki command key.

For identity clan, valid keys include outsusuki, uchiha, senju, uzumaki, hyuga, lee, namikaze, kurama, palestine_clan, china_clan, turk_clan, english_clan, germany_clan, russia_clan, spain_clan, and sewish_parody_clan when its add-on is available. Nature keys are fire, water, earth, wind, and lightning. Kekkei keys are sharingan, mangekyou_sharingan, rinnegan, and mokuton.

Commands Used by Confirmation Screens

/nsn_diplomacy confirm <source> <relation> <decision> and /nsn_diplomacy apply, /nsn_offer_response <payload>, and /nsn_affiliation_response <request> <decision> are internal routes used by clickable chat confirmations and UI workflows. Players normally accept or reject an offer by clicking its prompt; do not copy a generated payload from chat or try to invent one manually. The UI validates the request, current leader, membership, and expiration before applying it.

Clans and Shinobi Progression

The core mod currently includes fifteen playable clan paths:

The separate Sewish Parody Addon can add its own optional clan when installed; it is not required by the core mod. Clans have different skill affinities, progression paths, limits, and exclusive abilities. Examples include the Uchiha Sharingan and Susanoo, the Hyuga Byakugan and Gentle Fist, Senju and Uzumaki techniques, Lee's taijutsu specialization and Eight Gates, Namikaze's Flying Raijin, Kurama's genjutsu path, and distinctive abilities for the other heritage clans.

Skill and rank requirements shape progression. Advanced techniques can require more JP, higher skill values, earlier techniques in a path, a particular clan or chakra nature, a dojutsu stage, or an active transformation. Some techniques also have alternate effects when used with a modifier key, while airborne, or while targeting a particular entity. Read each technique's tooltip and in-game description before use.

Chakra, Movement, and Combat

Press V to toggle Chakra Walk. While active, it can keep a shinobi on water and let them traverse floors, vertical walls, and ceilings. The movement solver follows contact with the surface and wraps across connected edges; it does not grant free flight. Press Space while attached to jump away from the current wall or ceiling; the launch impulse scales with the Jump skill and any active jump modifiers, then normal gravity takes over. Chakra Walk consumes 5 chakra per second while actively using a supported surface mode and turns off when chakra is exhausted. Test edge transitions and jumps in a safe place before using the ability near a fall or a protected build.

The mod also includes close-range taijutsu, projectiles, clones, chakra constructs, transformations, defensive abilities, and large-scale techniques. Some abilities can reshape terrain or affect a wide area. Use powerful techniques carefully, particularly on busy multiplayer servers or in heavily built areas.

Dojutsu and Signature Abilities

Dojutsu have their own progression and visual effects. The Sharingan and its advanced forms provide distinct combat abilities, while the Byakugan supports enhanced perception and Gentle Fist techniques. Eye effects and information displays are designed around the relevant player and target; not every visual effect is necessarily visible to every player.

Other signature systems include the Eight Gates, Susanoo, shadow clones, chakra chains, wood-style constructs, medical techniques, and clan-specific transformations. The Eight Gates provide increasingly powerful combat options with meaningful resource and risk considerations. Certain techniques can create persistent structures or summoned entities; maintained abilities may consume chakra until dismissed or depleted.

Technique Families

The techniques span several distinct combat styles rather than relying on a single damage system:

Several abilities are explicitly designed for team play: healing effects can prioritize allies, defensive sanctuaries intercept hostile jutsu, and certain marks can draw hostile shinobi NPCs toward a selected target. Read the individual unlock text for each technique's precise cost, target rules, duration, and dismissal control.

Tailed Beasts and Jinchuriki

The world features the nine tailed beasts, their jinchuriki forms, sealing, and a separate Ten-Tails/Juubi path. Tailed beasts can be encountered, fought, and sealed using the appropriate progression and sealing requirements. Their transformation seals are used like jutsu controls: right-click to assign the seal control to the selected jutsu slot, then select that slot to advance through stages. Sneak-right-click with the relevant seal selected deactivates a form or cycles a supported full form. Their transformations provide powerful forms and techniques, with chakra costs and stage requirements.

Each beast has its own seal and transformation progression. For the nine regular beasts, the control seal advances through the unlocked stages; the final bonded stage requires building trust with the sealed beast through in-game progression and mindscape dialogue. Multiple beasts can be sealed into one player, with sealing requirements increasing as the collection grows. Depending on world settings, beast types can be limited to one active instance or made available without the uniqueness restriction for testing. A host's death can release a beast according to the host and bond rules.

To use a transformation seal, right-click it while the desired jutsu slot is selected to assign the seal to that slot. Select that slot and cast it to advance the form. Sneak-right-click the seal while its assigned slot is selected to dismiss a supported form; for supported full-beast forms, the same modifier can cycle the selected full form. For the Juubi, the player-facing form sequence is Stage 1: human jinchuriki overlay and Stage 2: full Juubi body; these map to separate internal form states. Juubi's human Stage 1 cannot use the bomb charge, while the full Stage 2 can.

Sealed beasts also affect progression. For a character with the standard medical base, the Medical Jutsu limit begins at 12,000; each ordinary tailed beast adds 3,000 to that limit and 10% chakra regeneration. Nine regular beasts therefore raise the medical limit to 39,000 and regeneration by 90%. A sealed Juubi adds 35,000 to the base medical limit, for 47,000 total when the Juubi is the sealed beast, and increases chakra regeneration by 150%. These are additive bonuses; the Juubi's medical bonus is not a multiplier.

Trusted beasts also increase the Ninjutsu contribution to maximum chakra. The formula is 100 base chakra + Ninjutsu × (5 + 2 × trusted-beast count) + clan chakra bonus. A regular beast contributes to the count once its bonded Stage 4 is unlocked. Nine trusted regular beasts therefore change the Ninjutsu coefficient from 5 to 23: at 100 Ninjutsu, that is 2,300 chakra from the Ninjutsu term, plus the 100 base and any clan bonus. A sealed Juubi represents the nine-beast count for this formula, so it also uses a coefficient of 23. The +18 is added to the coefficient; it is not a flat +18 chakra and is not multiplied by Ninjutsu a second time. Chakra-regeneration bonuses listed above are a separate system.

Written as a formula: maxChakra = 100 + Ninjutsu × (5 + 2 × trustedBeastCount) + clanChakraBonus.

The nine beasts have individual bonds and reactions to their host. Their trust develops through the system's progression and dialogue, with conversations delivered over time rather than all at once. When several sealed beasts are present, they can take part in shared conversations and respond to one another. Combining the nine into the Juubi resets those individual bonds when the Juubi is later divided back into the nine. The Juubi itself does not use the individual-beast befriending or conversation system.

When a player holds all nine beasts, the Juubi fusion and division commands are available to that player; these are not OP-only administrative commands. The commands act on the player's own sealed beasts and are subject to the world and ownership checks. Fusion and division are meaningful progression choices, so review the in-game feedback before using them.

Bijuu Bombs

The regular Bijuu's Stage 3 retains a separate fixed-impact blast: 29-block radius and 2,250 raw center damage before distance falloff and mitigation. It does not use the 20-band scaling table. Its charge uses a one-time chakra cost of 150 + 15% of Ninjutsu (integer arithmetic) and launches when its 10-second timer expires; it does not use the Stage 4 early-release/variable-power behavior. The 20-step charge table below is for Stage 4 of a regular Bijuu and the Juubi's full-body Stage 2. The human-form Juubi Stage 1 cannot start a bomb; if a charge is active when the player enters that form, the charge is canceled. The charge forms a mouth-aligned projectile. Hold right-click to charge for up to 10 seconds, then release to fire; the charge rate is one 5% band every half second. The regular Stage 4 drains 1,000 chakra per second while charging; the Juubi drains 5,000 per second. If chakra runs out, the bomb releases automatically.

Power is calculated as step = min(19, floor(chargePercent / 5)). Step 0 covers 0–4.99%; step 1 covers 5–9.99%; the final step covers 95–100%. Damage values below are the raw center-hit amount in Minecraft damage points, before distance falloff, armor, protections, or other mitigation; 2 damage points = 1 heart. Victim damage and knockback fall off with distance from the impact point. The server processes the explosion at the collision point, including eligible terrain and living targets; village protection, protected blocks, and allied-player protection still apply.

Charge band Juubi radius Regular Bijuu radius Juubi center damage Regular Bijuu center damage
0–4.99% 16.00 5.33 5,625 562.5
5–9.99% 28.63 9.54 10,065.8 1,006.6
10–14.99% 41.26 13.75 14,506.6 1,450.7
15–19.99% 53.89 17.96 18,947.4 1,894.7
20–24.99% 66.53 22.18 23,388.2 2,338.8
25–29.99% 79.16 26.39 27,828.9 2,782.9
30–34.99% 91.79 30.60 32,269.7 3,227.0
35–39.99% 104.42 34.81 36,710.5 3,671.1
40–44.99% 117.05 39.02 41,151.3 4,115.1
45–49.99% 129.68 43.23 45,592.1 4,559.2
50–54.99% 142.32 47.44 50,032.9 5,003.3
55–59.99% 154.95 51.65 54,473.7 5,447.4
60–64.99% 167.58 55.86 58,914.5 5,891.4
65–69.99% 180.21 60.07 63,355.3 6,335.5
70–74.99% 192.84 64.28 67,796.1 6,779.6
75–79.99% 205.47 68.49 72,236.8 7,223.7
80–84.99% 218.11 72.70 76,677.6 7,667.8
85–89.99% 230.74 76.91 81,118.4 8,111.8
90–94.99% 243.37 81.12 85,559.2 8,555.9
95–100% 256.00 85.33 90,000 9,000

The listed numbers are radii, not diameters. Radius rises linearly by step, while the volume of the affected sphere grows much faster. The first band has non-zero power; charge does not begin at a zero-damage, zero-radius state. This is why even a very short charge can still create a dangerous blast. Stage 3 does not use this 20-band table.

Large, fully charged explosions can be demanding for a server, especially in terrain-dense areas. Performance depends on the explosion size, nearby chunks, world protection rules, and server hardware. Back up important worlds before testing destructive techniques.

Juubi's Six Orbs

In the Juubi's supported human Stage 1, six individually numbered black orbs follow their owner. The HUD displays six small orb icons in a horizontal row beside the hotbar, with a short state label above each icon; it is an orb-status display, not six inventory slots. Possible states include orbiting on the back, defense, flight platform, held rod, shield, in flight, stuck to a living target, or stuck in terrain. A remote orb outside the owner's 70-block same-dimension control range is shown as unknown and cannot be commanded. If the owner comes back within range, the orb automatically returns.

Use Z + 1…6 to select the matching orb as a rod; press that same number combination again to send it back. Changing hotbar slots alone does not recall it. Only one rod/shield is held at a time. Shift + Z uses the available orbs as a defense shell. Six cover the whole shell, five leave the front open, and fewer orbs expose more regions. Covered-hit reduction is 100%, 80%, 60%, 40%, 20%, or 0% with six, five, four, three, two, or one orb respectively; uncovered directions take full damage. Direction is estimated from the attacker, projectile, or impact point when available.

Ctrl + Z turns the lowest-numbered available back orb into a black flight platform. WASD steers, Space rises, and Shift descends; repeat Ctrl + Z to dismiss it. With a held rod, left-click attacks and right-click throws the rod forward; it travels straight before falling and can stick into a block or living target. A thrown rod has a 40-point base damage value before applicable taijutsu/gate modifiers. Press Z + right-click to toggle the held orb between rod and black shield; hold right-click with the shield to block from the front. The shield does not use ordinary durability.

Each rod stuck in a player reduces movement speed, jump strength, chakra regeneration, and usable maximum chakra by 20 percentage points, up to 100% at five rods. The target holds right-click for one second to remove one rod; each removal deals half the original recorded impact damage. Release and hold again for another rod. The owner can recall a stuck rod while it is inside the 70-block range, applying the same extraction cost. Orb state, ownership, target, and range are server-authoritative in multiplayer. Leaving Juubi Stage 1 or the owner's death cleans up its orb state.

Villages, Organizations, and Diplomacy

Join one of the five major shinobi villages, become a member of a server-provisioned custom village, or join an organization. Village Management lets authorized leaders review diplomatic relations, offer agreements, send gifts, and open their group's storage. Village and organization membership also determines storage access, roster entries, and territory rules. Press ] to open Shinobi Settings / village management. The panel may have multiple pages of village entries; select a village row first, then use its relationship buttons. Normal members can inspect diplomacy, but only the active Kage can make decisions.

The diplomacy buttons follow the current relationship state. War is available against a peaceful village when its relation score is +30 or lower. A peace offer is available while at war and after any active treaty timer expires. An alliance offer is available for a peaceful village at −30 or higher; an alliance can be ended after its minimum duration. Non-aggression offers are available when the target is not already at war, allied, or under a non-aggression treaty; choose 10, 30, 60, 100, 150, or 200 in-game days in the duration screen. The other village's Kage must review and accept or reject an offer from the clickable private chat prompt. Offers and confirmations can expire; use the buttons in the message rather than typing its internal command payload. The UI shows remaining treaty days and disables actions that are not currently legal.

The Insult action reduces relations and has a three in-game day cooldown for that village pair. It is separate from the war/alliance offer flow. Relationship requirements and cooldowns are server-checked even if a client UI is stale.

Diplomatic gifts consume items from your inventory and improve the recipient village's relationship score. A gift is accepted only if the destination has an unlocked storage tier and enough room; items are deposited into the recipient's highest unlocked storage tier, not the sender's storage. Current gift options are:

Gift Required amount Relationship points
Ryo 128 +8
Food 512 edible items +5
Emeralds 64 +10
Iron ingots 256 +7
Diamonds 32 +10
Netherite ingots 4 +10

To send a gift, select the destination village in Village Management and click the matching gift button. The game consumes the listed amount from the Kage's inventory, deposits it in that village's highest unlocked storage tier, and raises the relation score by the listed amount. Gifts must fit in the destination storage before they are consumed. If the target has no unlocked tier or the storage cannot fit the complete gift, the gift is rejected and items are not taken. The gift action is also Kage-only; it cannot be used as a general player-to-player item transfer.

Current village leaders can change only their own village's map color with:

/naruto_shinobi_nations village color <color>

Use one of Minecraft's 16 color codes, such as &a, or an RGB hex color such as #55FF55. This command is restricted to the current Kage/authorized custom-village leader; being an OP does not grant authority over another village. The color is saved with the village and used by the map's territory display.

Village Territories

The active Kage of a village in the Shinobi World can use the Buy Land and Remove Land controls in the B map interface to manage village territory. The buttons sit in the map panel; they are enabled only after the server confirms the current player's authority. Organizations and regular village members cannot purchase land.

Selecting chunks on the map:

  1. Press B and wait for the map and village authority data to load.
  2. Use the mouse wheel over the map to zoom. Hold left mouse and drag to pan the map.
  3. A left-click without dragging selects one chunk. Hold Shift while clicking to add or remove that chunk without clearing the other selected chunks.
  4. Hold right mouse and drag to select a rectangular group of chunks. Repeating a rectangle that overlaps selected chunks removes that rectangle from the selection.
  5. Check the selected-chunk preview before opening a purchase/removal dialog. The UI reports new/owned chunks, cost, and the village's current count against its limit.

Click Buy Land to review the number of new chunks and total cost, then choose either Buy with Ryo or Buy with Emeralds. The two currencies cannot be mixed in one purchase: the server takes 32 Ryo per new chunk or 4 emeralds per new chunk from the buyer's inventory. Already-owned chunks are skipped and not charged twice. If any newly selected chunk is owned by another group, outside the map, reserved, disconnected, or would put the village above 1,664 chunks, the complete purchase is rejected before payment. The 1,664 maximum is per village, not one shared pool across every village.

The first purchase establishes the custom village's map center. Every later chunk must attach to the existing territory along a full edge; corner-only contact does not count. A rectangular selection may include several chunks, but all newly claimed chunks must form a connected expansion from the village's existing land. No island claims are allowed.

Click Remove Land to review releasable and protected selected chunks. Only purchased chunks can be removed; the starting area and center are protected, and the server rejects a removal that would disconnect the remaining territory. If the selection includes a protected chunk or invalid removal, the operation is rejected as a whole. Released chunks are not refunded. Empty chunks and another group's chunks do nothing to your claim; they are never taken from another village by the remove action.

The purchase dialog also offers a color palette for custom-village land. The current Kage/authorized custom-village leader can instead use the chat color command at any time. The map renders the group's saved RGB color as a translucent territory fill and a matching outer boundary.

Only purchased chunks can be removed, and removing land does not refund its purchase cost. The village center and starting territory are protected, and a removal that disconnects the remaining claim is rejected. Organizations cannot purchase village territory.

Ryo can also be crafted from four gold ingots in a plus-sign pattern:

· Gold ·
Gold · Gold
· Gold ·

The center and four corners must be empty; the four gold ingots occupy the top-middle, middle-left, middle-right, and bottom-middle crafting slots. The recipe produces 16 Ryo.

Village and Organization Storage

Each village and organization has its own persistent shared storage, with 40 columns × 20 rows (800 slots) per tier. Village storage supports up to four tiers; organizations are limited to two. Standard villages and Akatsuki begin with Tier 1 unlocked. New custom villages and other organizations begin locked; unlocking Tier 1 costs 256 Ryo. Later tiers must be unlocked in order, at 512 / 1,024 / 2,048 Ryo for Tiers 2–4.

To open storage, press ] for Village Management and use the chest button. Use the arrows at the top of the storage screen to change tier. A locked tier displays its price and an unlock control to an authorized manager; tiers must be bought in order. Managers are the current Kage of a standard village, the owner/leader of a custom village, or the recognized organization manager. Managers can access every unlocked tier. An ordinary member needs an explicit access grant and can open only a tier that is both unlocked and at or below their assigned access level.

To manage members, open the storage access screen with the + button, type a player's username, and press + to submit. The server checks that the target belongs to that same village or organization. A newly granted member starts at Tier 1; the manager can use the member-row tier arrows to raise or lower the grant, up to the storage's allowed maximum. The manager is always shown at the top and cannot be removed from their own manager access. Use the red − by a regular member to revoke access. These permissions are saved independently for every village or organization.

Storage contents persist with the world and are separate per group and tier. Gifts go to the recipient group's highest unlocked tier. If no tier is unlocked or that tier cannot accept the complete gift, the gift is rejected rather than partially consumed.

The contents summary beside the chest is a paged item/count list for the currently selected tier, ordered from larger quantities toward smaller quantities. Its arrows page through the summary without changing the selected storage tier. The page counter belongs to this summary; the separate arrows beside the Tier label switch the actual chest tier. The storage itself is a real item container, so authorized users can move stacks between their inventory and that tier like a normal Minecraft container.

Shinobi Squads, Players, and NPCs

Press B to open the shinobi command/map interface. Commanders can select map areas, choose squad members, and issue orders such as retreat, defend, attack area, attack everything, attack hostile targets, follow, or wait. The left roster shows rank counts and squad members; use the + / − controls to adjust available squad ranks where your commander rank permits it. Select the members who should receive an order, select map chunks or an area, then click the order button. Available counts and orders depend on commander rank and squad membership.

An authorized Kage/organization manager can open the affiliation roster with the > button at the top-right of the B screen. The roster is split by a center divider: Players are on the left and NPCs are on the right. Each side has two entries per row; an empty side is normal and does not prevent using the other side. The page arrows at the top-right move through the combined roster; each page can show up to 32 player entries and 32 NPC entries. If either roster is longer, more pages are available.

Click an online affiliated player's name to send that player a private chat message containing the leader's current dimension and X/Y/Z coordinates. Other players do not receive that call message. The leader receives a separate confirmation naming the player who was called. For the five major villages and Akatsuki, the NPC list contains the eligible faction variants. Clicking an NPC spawns it if it is absent, or moves an already existing tracked/unique NPC from another dimension or from more than 80 blocks away to a safe position roughly 70–80 blocks from the leader; it is then ordered to follow. An NPC already nearby is simply given the follow order. Custom villages and unrelated organizations do not automatically gain the major-village/Akatsuki NPC catalog.

Weapons, Items, and Travel

The world includes shinobi tools, special weapons, sealing items, and clan-related equipment. Flying Raijin kunai can mark locations and support shortcut-based teleportation. Use X + 1 through X + 0 to interact with stored marker shortcuts; throw a marked kunai to establish a point, then use the corresponding shortcut to travel to it.

The mod includes the Seven Ninja Swords and other combat items, as well as recipes and utility objects used by its progression systems. Item descriptions and tooltips provide details about their requirements and use.

Kunai can be thrown and embed in blocks like arrows, where they can be collected. Iron materials can be crafted into kunai, and The registered explosive recipes combine TNT with the iron-based kunai crafting pattern. Namikaze progression also provides a specialized Flying Raijin kunai with a marked teleport point and shortcut controls. Weapon abilities vary: check each sword or tool's tooltip for its specific interaction and combat conditions.

Exploration and World Content

Explore major shinobi settlements, custom territory, NPC factions, and additional dimensions. The mod's world content includes the Shinobi World and other destinations connected to its quests, mobs, and progression. Natural mobs, hostile factions, and special NPCs can be controlled through the in-game settings where supported.

Missions and world encounters provide objectives and progression opportunities. To complete a mission, accept it from its mission giver, follow the objective instructions, then return to the original giver and right-click them to claim the reward. A completed objective is not necessarily paid out until it is claimed. Use /mission locate to display the location of an active mission when it has one. Use /mission cancel to abandon your current mission; canceling gives no completion reward. Mission rewards can include Mission Points, Jutsu Points, Skill Points, or Ryo depending on the objective. Kage missions can also arise from village invasions, wars, Bijuu crises, and diplomatic world events.

NPC squads and special shinobi have distinct roles, ranks, and behaviors. Availability can depend on the world configuration, faction settings, and the relevant village or organization.

Special destinations include the Kamui Dimension and Otsutsuki-related worlds. Travel can be connected to dojutsu, space-time techniques, portals, and Flying Raijin markers. Some destinations are dangerous or difficult to leave without the correct ability, so understand the travel technique before entering—especially on a multiplayer server.

Multiplayer and Server Notes

Naruto: Shinobi Nations supports singleplayer and dedicated multiplayer. Village ownership, leader permissions, storage tiers, land claims, and orb actions are validated on the server. Install the same mod version and required dependencies on the server and every connecting client.

Large terrain-changing techniques can create substantial server load. For a smoother experience, test them away from important builds, keep backups, and use a server with enough memory and CPU headroom. A large explosion's actual impact depends on its charge, terrain, loaded chunks, and protection rules; no performance guarantee is implied.

Character Progression in Detail

Origin, skill points, and Jutsu Points

The Shinobi Origin scroll reveals your clan and starting chakra natures. Open the H profile afterward to see the result. Clan affinity determines which skills train efficiently; it does not automatically unlock every technique associated with that clan. A character can own one or more of Fire, Water, Earth, Wind, and Lightning Release. A nature scroll teaches the next technique in its own release path. Bloodline and eye paths use their own eligibility checks.

Skill Points (SP) raise attributes; Jutsu Points (JP) buy techniques and progression unlocks; Mission Points (MP) determine your rank. These balances are independent. Spending JP on a jutsu does not raise the skill it requires, and raising a skill does not buy its jutsu. A scroll normally checks its next entry, your JP, your required nature/bloodline/clan, and the applicable skill thresholds before granting the unlock. Read its next-unlock tooltip before spending points.

The trainable attributes are Ninjutsu, Taijutsu, Dojutsu, Genjutsu, Fuinjutsu, Senjutsu, Medical Jutsu, Speed, Jump, Transformation Speed, and Transformation Jump. “Chakra control” describes movement and control mechanics here; it is not an additional independent skill row named Kenjutsu or Chakra Control.

What each skill does

Clan affinities and caps

The table shows training growth per spent SP. Speed and Jump normally gain two levels per point. If a character owns several clans, the strongest applicable training multiplier is used; the individual multipliers are not multiplied together.

Clan Favored skills Taijutsu cap Medical base cap Special movement caps
Otsutsuki Ninjutsu ×3 1,000 12,000 Normal
Uchiha Dojutsu ×2; Genjutsu ×2 500 12,000 Normal
Senju Ninjutsu ×2; Medical ×2 500 18,000 Normal
Uzumaki Ninjutsu ×2; Fuinjutsu ×2 500 12,000 Normal
Hyuga Dojutsu ×2; Taijutsu ×2 1,000 12,000 Normal
Lee Taijutsu ×3 1,500 12,000 Normal
Namikaze Standard skill growth 500 12,000 Speed 1,000; Jump 500
Kurama Genjutsu ×3 500 12,000 Normal
Palestine Ninjutsu ×2; Fuinjutsu ×2 200 30,000 Normal
China Ninjutsu ×2; Taijutsu ×2 500 12,000 Normal
Turk Ninjutsu ×2; Medical ×2 500 12,000 Normal
English Ninjutsu ×2; Fuinjutsu ×2 500 12,000 Normal
German Ninjutsu ×2; Fuinjutsu ×2 500 12,000 Normal
Russian Ninjutsu ×2; Genjutsu ×2 500 12,000 Normal
Spanish Ninjutsu ×2; Taijutsu ×2 500 12,000 Normal
Sewish Parody, when the addon is installed Genjutsu ×2; Fuinjutsu ×2 500 12,000 Normal

These are clan base caps before tailed-beast Medical bonuses. For example, a normal 12,000-cap character with nine ordinary sealed beasts can train Medical to 39,000; Senju reaches 45,000; Palestine reaches 57,000. A Juubi adds 35,000 to the applicable base instead: 47,000 / 53,000 / 65,000 for those three examples. Neither bonus grants Medical levels automatically.

Slots, additional natures, and bloodlines

Characters begin with three jutsu slots and can expand to twenty. The next slot costs 50 SP + 50 JP while below five slots, 100 SP + 100 JP from five through nine slots, and 200 SP + 200 JP from ten through nineteen. The displayed next-slot price is the price of one extra slot.

The Random Nature button costs 200 JP and selects a nature you do not already own. The Random Kekkei button costs 400 JP and selects from eligible bloodlines rather than bypassing clan or nature requirements. Mokuton eligibility involves Senju plus Water and Earth; Sharingan-family access involves the Uchiha progression. Eye awakenings also have skill requirements: Mangekyou requires 500 Dojutsu and its progression purchase; Rinnegan requires 1,000 Dojutsu and the preceding eye/eternal progression.

To assign an ordinary jutsu, select a jutsu-bar slot, hold its learned jutsu item, and right-click. Assigning the same technique to that selected slot again can clear the assignment. Cast from the selected jutsu slot with the normal casting input. Keep an empty jutsu slot available for ordinary Minecraft eating, placing, and interacting when a selected technique would consume right-click.

Reading combat numbers and the HUD

Minecraft damage points and hearts are different units: 2 damage points = 1 full heart. A displayed or documented damage value is usually a raw amount before armor, distance falloff, shields, resistance, or special protection. A maximum-health bonus raises capacity; it does not necessarily refill your health to the new maximum at once.

Large health pools are compressed into heart rows. Ten full hearts, or twenty half-heart units, correspond to one ordinary row. A display such as 11× / 9× means eleven maximum rows and nine current rows, not a damage multiplier. Chakra is shown as current / maximum in the lower-left; temporary receiver-rod suppression can lock part of that capacity without permanently deleting trained Ninjutsu.

Your own attack can have a separate cast requirement, chakra bill, hit calculation, duration, and cooldown. Standard elemental/Rinnegan cooldowns in the release are disabled in their common cooldown controller, but special systems such as medical rescue, Gate fatigue, weapon abilities, and personal clan techniques retain their own rules. A zero standard cooldown does not make every technique a free, permanently repeatable action.

Complete Player Technique Encyclopedia

This section documents every one of the 182 technique definitions in the current registry, rather than only listing technique families. The total includes normal progression, special eye/form controls, optional addon entries, and retained legacy/test definitions. A registered name is not a promise that a legacy technique is available from the current scroll menu.

Reading an entry: chakra is the base activation value unless an entry explains percentage-based spending, upkeep, or a form-specific replacement. The JP figure is the configured purchase cost, not an additional cost on every cast. Skill requirements are cumulative: an extra Dojutsu, Medical, Taijutsu, or Fuinjutsu gate does not replace the main requirement. Clan, eye stage, nature, prerequisites, valid targets, and available chakra are still checked. Learning an upgrade does not automatically bypass its family rules.

For a new player, select an unlocked technique in the jutsu bar and use its assigned activation input; read the entry for aim, toggle, held-input, and follow-up behavior. Do not assume that all jutsus are item attacks or that every technique has a conventional cooldown. A barrier, sustained mode, portal, domain, or transformation can have its own termination conditions.

Fundamentals, Transformation, and Shadow Clones

Chakra Test

Technique ID: chakra_test
Availability: retained legacy/test definition, not part of the current standard scroll progression. Registered base chakra: 20.
Explicit stat/nature gates: No additional threshold in the technique definition; access and family prerequisites still apply.

A temporary chakra movement test.

This is a retained development entry, not the Chakra Walk system players should equip. Its old item is registered as a removed legacy item. Use V and the movement settings for supported wall, ceiling, and water movement.

Transformation Technique

Technique ID: transformation_technique
Access: special transformation/eye control; not a standalone purchase in the ordinary technique list. Registered base chakra: 20.
Explicit stat/nature gates: Ninjutsu 50

Copies the appearance of the living entity or block under the crosshair. Sneak-use clears it.

Aim at a living entity or a block before casting. The technique changes your visible disguise; it does not transfer the target's inventory, skills, faction authority, or learned techniques. Sneak-use clears the copied appearance. Use it as a disguise rather than assuming you have gained the copied creature's attacks.

Kage Bunshin no Jutsu I

Technique ID: kage_bunshin_level_1
Learning cost: 40 JP. Registered base chakra: 0 (no fixed activation charge).
Explicit stat/nature gates: Ninjutsu 50

Replaces your shadow-clone group with 2 clones, costing 2% of maximum Chakra.

Recasting replaces the previous shadow-clone group instead of adding an unlimited second group. Clones inherit the summoner's current speed, jump strength, and a visual copy of the held item when created. Summon while holding a weapon for armed-looking clones, or empty-handed for unarmed clones. Clone health and attack scale from the summoner.

Progression path: Kage Bunshin — entry 1 of 4. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Kage Bunshin no Jutsu II

Technique ID: kage_bunshin_level_2
Learning cost: 140 JP. Registered base chakra: 0 (no fixed activation charge).
Explicit stat/nature gates: Ninjutsu 150

Replaces your shadow-clone group with 10 clones, costing 8% of maximum Chakra.

The ten-clone group replaces the old group. Its bill is calculated from maximum chakra, so a nearly empty chakra pool does not make it cheaper. Choose this tier when you want several helpers without paying the 50- or 200-clone bill; item copies are visual/combat equipment, not a source of duplicated inventory loot.

Progression path: Kage Bunshin — entry 2 of 4. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Kage Bunshin no Jutsu III

Technique ID: kage_bunshin_level_3
Learning cost: 450 JP. Registered base chakra: 0 (no fixed activation charge).
Explicit stat/nature gates: Ninjutsu 400

Replaces your shadow-clone group with 50 clones, costing 15% of maximum Chakra.

Creates fifty helpers at once and replaces the existing group. They inherit movement values at summoning, so training after summoning is not the same as spawning a new upgraded group. Large groups add entity and AI load, particularly when multiple players cast this tier together.

Progression path: Kage Bunshin — entry 3 of 4. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Kage Bunshin no Jutsu IV

Technique ID: kage_bunshin_level_4
Learning cost: 1,200 JP. Registered base chakra: 0 (no fixed activation charge).
Explicit stat/nature gates: Ninjutsu 800

Replaces your shadow-clone group with 200 clones, costing 70% of maximum Chakra.

Creates two hundred clones for 70% of maximum chakra. You need enough current usable chakra to pay that percentage at once. This is the most expensive clone-group tier and can create heavy multiplayer AI load. Casting it does not leave previous tiers alive as extra permanent armies.

Progression path: Kage Bunshin — entry 4 of 4. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Fire Release

Fire Release: Burning Field

Technique ID: fire_burning_field
Learning cost: 25 JP. Registered base chakra: 35.
Explicit stat/nature gates: Fire nature; Ninjutsu 20

Creates a two-minute ring of empowered fire around you while granting fire resistance.

Creates a broad empowered fire field while keeping the blocks immediately beside the caster safe. The field lasts about two minutes. The caster receives slightly longer fire resistance and is not harmed by their own field.

Progression path: Fire Release — entry 1 of 4. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Fire Release: Heatseeker Embers

Technique ID: fire_seeking_embers
Learning cost: 60 JP. Registered base chakra: 45.
Explicit stat/nature gates: Fire nature; Ninjutsu 40

Launches small homing fireballs at the mob or player you are looking at.

Launches multiple small homing fire projectiles at the living target under the crosshair. Each ember deals impact damage, applies light knockback, and ignites the victim.

Progression path: Fire Release — entry 2 of 4. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Fire Release: Dragon Flame Bullet

Technique ID: fire_dragon_flame_bullet
Learning cost: 120 JP. Registered base chakra: 200.
Explicit stat/nature gates: Fire nature; Ninjutsu 80

Launches a straight fire-dragon projectile that explodes, burns the impact area, and deals heavy collision damage.

Fires a heavy flame projectile in the aimed direction. It deals strong collision damage, produces a destructive impact, and leaves vanilla fire around the ground near the collision.

Progression path: Fire Release — entry 3 of 4. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Fire Release: Blazing Nova

Technique ID: fire_blazing_nova
Learning cost: 220 JP. Registered base chakra: 160.
Explicit stat/nature gates: Fire nature; Ninjutsu 120

Detonates a radial fire burst from your body, burning nearby ground and enemies in every direction.

Releases fire projectiles in every direction around the caster. The expanding nova damages and pushes enemies, breaks terrain through multiple impacts, and ignites a large surrounding area.

Progression path: Fire Release — entry 4 of 4. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Water Release

Water Release: Healing Mist

Technique ID: healing_mist
Learning cost: 90 JP. Registered base chakra: 95.
Explicit stat/nature gates: water nature; medical_jutsu 40

Creates a restorative mist that heals you and nearby players.

Heals the caster and nearby allies and grants temporary regeneration. It requires Medical Jutsu rather than only Ninjutsu.

Water Release: Water Wall I

Technique ID: water_wall_level_1
Learning cost: 55 JP. Registered base chakra: 65.
Explicit stat/nature gates: Water nature; Ninjutsu 50

Creates a large still vanilla-water wall in the direction you are looking.

Creates a temporary wall of still, functional water. The water behaves like water for entities but does not spread like an ordinary placed source.

Progression path: Water Release — entry 2 of 6. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Water Release: Water Wall II

Technique ID: water_wall_level_2
Learning cost: 140 JP. Registered base chakra: 100.
Explicit stat/nature gates: Water nature; Ninjutsu 90

Creates a massive still vanilla-water wall in the direction you are looking.

Creates a larger and longer-lasting still-water wall than level I.

Progression path: Water Release — entry 4 of 6. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Water Release: Water Wall III

Technique ID: water_wall_level_3
Learning cost: 320 JP. Registered base chakra: 140.
Explicit stat/nature gates: Water nature; Ninjutsu 130

Creates an enormous still vanilla-water wall in the direction you are looking.

Creates the largest and longest-lasting version of the Water Wall.

Progression path: Water Release — entry 6 of 6. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Water Release: Water Blade

Technique ID: water_blade
Learning cost: 25 JP. Registered base chakra: 75.
Explicit stat/nature gates: Water nature; Ninjutsu 60

Launches a fast cutting blade of water that slows the target on hit.

Launches a fast cutting water projectile. It damages and slows the target.

Progression path: Water Release — entry 1 of 6. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Water Release: Water Prison

Technique ID: water_prison
Learning cost: 220 JP. Registered base chakra: 130.
Explicit stat/nature gates: Water nature; Ninjutsu 120

Locks the target in a temporary still-water prison.

Targets a living entity and traps it inside a temporary shell of still water, heavily restricting movement until the prison ends.

Progression path: Water Release — entry 5 of 6. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Earth Release

Earth Release: Boulder Shot

Technique ID: boulder_shot
Learning cost: 140 JP. Registered base chakra: 120.
Explicit stat/nature gates: earth nature; ninjutsu 100

Launches a heavy boulder that damages and knocks back enemies.

Launches a heavy boulder that deals damage and strong knockback.

Earth Release: Stone Pillar

Technique ID: stone_pillar
Learning cost: 90 JP. Registered base chakra: 100.
Explicit stat/nature gates: earth nature; ninjutsu 80

Raises a temporary stone pillar at the target location.

Raises a temporary stone pillar at the aimed location. Targets caught above it are lifted and damaged.

Earth Release: Stone Wall I

Technique ID: earth_wall_level_1
Learning cost: 55 JP. Registered base chakra: 65.
Explicit stat/nature gates: Earth nature; Ninjutsu 50

Raises a large stone wall in the direction you are looking.

Raises a temporary wall made from stone.

Progression path: Earth Release — entry 2 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Earth Release: Deepslate Wall II

Technique ID: earth_wall_level_2
Learning cost: 220 JP. Registered base chakra: 100.
Explicit stat/nature gates: Earth nature; Ninjutsu 90

Raises a massive deepslate wall in the direction you are looking.

Raises a larger temporary wall made from deepslate.

Progression path: Earth Release — entry 5 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Earth Release: Reinforced Wall III

Technique ID: earth_wall_level_3
Learning cost: 450 JP. Registered base chakra: 140.
Explicit stat/nature gates: Earth nature; Ninjutsu 130

Raises an enormous reinforced deepslate wall in the direction you are looking.

Raises the largest Earth Wall from reinforced deepslate.

Progression path: Earth Release — entry 7 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Earth Release: Earth Armor

Technique ID: earth_armor
Learning cost: 25 JP. Registered base chakra: 80.
Explicit stat/nature gates: Earth nature; Ninjutsu 60

Wraps your body in stone chakra, granting absorption and resistance.

Covers the caster in defensive earth chakra, granting absorption and damage resistance with a temporary movement penalty.

Progression path: Earth Release — entry 1 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Earth Release: Earth Spike

Technique ID: earth_spike
Learning cost: 320 JP. Registered base chakra: 150.
Explicit stat/nature gates: Earth nature; Ninjutsu 130

Ruptures the ground with temporary stone spikes around the target point.

Erupts temporary stone and deepslate spikes around the aimed point, damaging and launching nearby enemies.

Progression path: Earth Release — entry 6 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Wind Release

Wind Release: Rasengan

Technique ID: rasengan
Learning cost: 400 JP. Registered base chakra: 150.
Explicit stat/nature gates: wind nature; ninjutsu 100

Forms a rotating chakra sphere and drives it into the first enemy in your path.

Forms a rotating chakra sphere and drives it into the first enemy in the caster's path. It is a powerful close-range signature technique and requires Wind Release.

Wind Release: Tornado Field

Technique ID: tornado_field
Learning cost: 220 JP. Registered base chakra: 160.
Explicit stat/nature gates: wind nature; ninjutsu 140

Creates a swirling tornado field that pulls, lifts, and damages enemies.

Creates a tornado at the aimed location. It pulls, lifts, and repeatedly damages enemies caught inside.

Wind Release: Wind Jump

Technique ID: wind_jump
Learning cost: 25 JP. Registered base chakra: 55.
Explicit stat/nature gates: Wind nature; Ninjutsu 40

Bursts quickly in your movement direction, using your current WASD input.

Performs an immediate dash based on the movement keys currently being held. It can move forward, backward, or sideways, resets fall distance, and briefly stabilizes the landing.

Progression path: Wind Release — entry 1 of 5. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Wind Release: Featherfall Current

Technique ID: wind_featherfall
Learning cost: 130 JP. Registered base chakra: 5.
Explicit stat/nature gates: Wind nature; Ninjutsu 70

Toggle a wind current that grants Slow Falling while draining 5 chakra each second.

Progression path: Wind Release — entry 3 of 5. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Wind Release: Wind Slash

Technique ID: wind_slash
Learning cost: 75 JP. Registered base chakra: 70.
Explicit stat/nature gates: Wind nature; Ninjutsu 60

Fires a sharp wind blade that cuts and knocks targets away.

Launches a fast cutting blade of wind that damages and knocks enemies away.

Progression path: Wind Release — entry 2 of 5. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Lightning Release

Lightning Release: Chidori

Technique ID: chidori
Learning cost: 450 JP. Registered base chakra: 180.
Explicit stat/nature gates: lightning nature; ninjutsu 140

Charges forward with concentrated lightning for a fast, armor-piercing strike.

Charges the caster forward with concentrated lightning for a fast, armor-piercing strike. It requires Lightning Release.

Lightning Release: Thunder Aura

Technique ID: thunder_aura
Learning cost: 200 JP. Registered base chakra: 160.
Explicit stat/nature gates: lightning nature; ninjutsu 140

Surrounds you with an electric aura that shocks nearby enemies.

Surrounds the caster with a timed electrical aura that repeatedly shocks nearby enemies.

Lightning Release: Shock Touch

Technique ID: shock_touch
Learning cost: 25 JP. Registered base chakra: 70.
Explicit stat/nature gates: lightning nature; ninjutsu 50

Shocks a nearby target, damaging and briefly slowing them.

Shocks a nearby target for heavy damage and applies Slowness and Weakness.

Lightning Release: Lightning Strike

Technique ID: lightning_strike
Learning cost: 90 JP. Registered base chakra: 130.
Explicit stat/nature gates: Lightning nature; Ninjutsu 100

Calls lightning down on the target you are looking at.

Calls a lightning bolt onto the aimed target or position and damages enemies around the impact.

Progression path: Lightning Release — entry 2 of 4. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Wood Release / Mokuton

Wood Release: World of Trees Wall

Technique ID: wood_world_of_trees_wall
Learning cost: 50 JP. Registered base chakra: 100.
Explicit stat/nature gates: Mokuton Kekkei Genkai; Ninjutsu 80

Raises a dense wall of wood and leaves in front of you.

Raises a thick defensive wall of oak wood and leaves in front of the caster.

Progression path: Mokuton — entry 1 of 10. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Wood Release: Nativity of a World of Trees

Technique ID: wood_nativity_world_trees
Learning cost: 1,100 JP. Registered base chakra: 290.
Explicit stat/nature gates: Mokuton Kekkei Genkai; Ninjutsu 140

Hold right-click to grow a vast forest of giant trees around you. Drains chakra every second.

Hold right-click to grow an enormous chaotic forest. Roots and giant trees begin growing together and continue only while the button is held. The immediate 3x3 area around the caster remains clear.

Progression path: Mokuton — entry 9 of 10. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Wood Release: Tree Bind Flourishing Burial

Technique ID: wood_tree_bind
Learning cost: 225 JP. Registered base chakra: 90.
Explicit stat/nature gates: Mokuton Kekkei Genkai; Ninjutsu 90

Grows binding trees around the target you are looking at.

Targets a living entity and gradually grows a large irregular sphere of wood and leaves around it.

Progression path: Mokuton — entry 4 of 10. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Wood Release: Wood Clone

Technique ID: wood_clone
Learning cost: 100 JP. Registered base chakra: 70.
Explicit stat/nature gates: Mokuton Kekkei Genkai; Ninjutsu 60

Creates a wooden helper clone that fights beside you.

Creates a wooden ally using the caster's appearance. A clone has one eighth of the caster's health and attack damage, lasts five minutes, and fights beside its owner. Up to 16 Wood Clones can exist at once.

Progression path: Mokuton — entry 2 of 10. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Wood Release: Tall Trees

Technique ID: wood_tall_trees
Learning cost: 150 JP. Registered base chakra: 85.
Explicit stat/nature gates: Mokuton Kekkei Genkai; Ninjutsu 100

Rapidly grows tall wooden trees around your position.

Rapidly grows tall trees around the caster.

Progression path: Mokuton — entry 3 of 10. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Wood Release: Cutting Technique

Technique ID: wood_cutting_technique
Learning cost: 325 JP. Registered base chakra: 120.
Explicit stat/nature gates: Mokuton Kekkei Genkai; Ninjutsu 120

Projects a stream of sharp wood from the caster's arm. It tracks a target, deals heavy damage, and applies Slowness without creating a prison.

Progression path: Mokuton — entry 5 of 10. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Wood Release: Four-Pillar Prison

Technique ID: wood_four_pillar_prison
Learning cost: 450 JP. Registered base chakra: 110.
Explicit stat/nature gates: Mokuton Kekkei Genkai; Ninjutsu 110

Imprisons the target in a wooden cage called up from the ground.

Grows a dense, filled wooden prison around the targeted area.

Progression path: Mokuton — entry 6 of 10. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Wood Release: Wood Dragon

Technique ID: wood_dragon
Learning cost: 800 JP. Registered base chakra: 180.
Explicit stat/nature gates: Mokuton Kekkei Genkai; Ninjutsu 180

Sends a wood dragon surge forward to bind and crush a target.

Launches a wooden dragon that deals impact damage and creates a small block-breaking explosion. Damage to ordinary mobs restores chakra. Damage to players steals part of the victim's chakra.

Progression path: Mokuton — entry 8 of 10. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Wood Release: Wood Walk

Technique ID: wood_walk
Learning cost: 600 JP. Registered base chakra: 40.
Explicit stat/nature gates: Mokuton Kekkei Genkai; Ninjutsu 160

Toggle a 3x3 oak-wood platform beneath your feet. Drains 40 chakra per second.

A toggle technique that consumes 40 chakra per second and continuously creates a 3x3 oak platform under the caster, allowing movement through open air.

Progression path: Mokuton — entry 7 of 10. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Sage Art: Wood Release - True Several Thousand Hands

Technique ID: wood_true_several_thousand_hands
Learning cost: 5,000 JP. Registered base chakra: 10,000.
Explicit stat/nature gates: Mokuton Kekkei Genkai; Ninjutsu 5000; Medical 1000

Become the colossal seated wooden sage, shatter obstacles, and command staggered Wood Dragon salvos. Use again to deactivate.

Summons and controls a colossal wooden statue. Unlocking it costs 5,000 JP and requires 5,000 Ninjutsu plus 1,000 Medical Jutsu. Activation costs 10,000 chakra, followed by a drain of 1,000 chakra per second. The construct moves at a fixed speed, destroys obstacles in its path, shields the controlling player through its own hitbox, and launches Wood Dragons from its many arms toward the caster's most recent valid target.

Progression path: Mokuton — entry 10 of 10. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Uchiha, Sharingan, and Mangekyou

Uchiha: One-Tomoe Sharingan

Technique ID: uchiha_sharingan
Learning cost: 30 JP. Registered base chakra: 15.
Explicit stat/nature gates: Dojutsu 20

Unlocks the first stage of Sharingan combat perception.

This is the first normal Sharingan stage in the Uchiha scroll path. Open the eye with O after unlocking it. Higher stages retain the relevant lower-stage progression, but learning a stage and actively opening the eye are separate actions.

Progression path: Uchiha Clan — entry 1 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Uchiha: Two-Tomoe Sharingan

Technique ID: uchiha_sharingan_2_tomoe
Learning cost: 75 JP. Registered base chakra: 15.
Explicit stat/nature gates: Dojutsu 50

Unlocks the second stage of Sharingan combat perception.

The second tomoe stage extends the perception progression. It precedes the complete three-tomoe stage and the later Mangekyou path. The eye model is visible to other players; your own vision filters and target information are private to your client.

Progression path: Uchiha Clan — entry 2 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Uchiha: Three-Tomoe Sharingan

Technique ID: uchiha_sharingan_3_tomoe
Learning cost: 140 JP. Registered base chakra: 15.
Explicit stat/nature gates: Dojutsu 90

Unlocks the complete three-tomoe Sharingan.

Three-tomoe Sharingan can observe another player's selected jutsu slot after about three seconds of looking. This is information, not an automatic unlock of that technique. Mangekyou shortens the observation delay to about two seconds, Eternal to one second, and Rinnegan to roughly a quarter-second.

Progression path: Uchiha Clan — entry 3 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Uchiha: Eye Contact Genjutsu

Technique ID: uchiha_eye_contact_genjutsu
Learning cost: 225 JP. Registered base chakra: 35.
Explicit stat/nature gates: Dojutsu 90; Genjutsu 80

Briefly disables a target that returns your gaze.

Requires active Sharingan and mutual eye contact. A valid target looking back at the caster is briefly disabled.

Progression path: Uchiha Clan — entry 5 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Uchiha: Copy Jutsu

Technique ID: uchiha_copy_jutsu
Learning cost: 400 JP. Registered base chakra: 45.
Explicit stat/nature gates: Dojutsu 110

Copies the last eligible nearby jutsu at reduced power for one use.

Records the last eligible nearby jutsu and reproduces it once at reduced power. Ultimate abilities, eye controls, and special world-control techniques cannot be copied.

Progression path: Uchiha Clan — entry 7 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Uchiha: Great Fireball

Technique ID: uchiha_great_fireball
Learning cost: 300 JP. Registered base chakra: 40.
Explicit stat/nature gates: No additional threshold in the technique definition; access and family prerequisites still apply.

Launches a massive piercing fireball that burns every target and ignites the ground along its path.

Launches a massive piercing fireball. It damages and ignites every living entity it passes through. When it travels near the ground, it leaves a five-block-wide path of vanilla fire and does not create an impact explosion.

Progression path: Uchiha Clan — entry 6 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Uchiha: Shuriken Prediction

Technique ID: uchiha_shuriken_prediction
Learning cost: 150 JP. Registered base chakra: 35.
Explicit stat/nature gates: Dojutsu 40

Throws three chakra shuriken that gain light tracking while Sharingan is active.

Throws three chakra-assisted shuriken. Their tracking improves while Sharingan is active.

Progression path: Uchiha Clan — entry 4 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Mangekyou: Amaterasu

Technique ID: uchiha_amaterasu_ground
Learning cost: 800 JP. Registered base chakra: 350.
Explicit stat/nature gates: Mangekyou Sharingan Kekkei Genkai; Dojutsu 500

After focusing for three seconds, ignites a permanent 3x3 field of black flame at your gaze. Sneak-cast to extinguish your Amaterasu.

Progression path: Sasuke Mangekyou — entry 1 of 2; Mangekyou — entry 1 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Mangekyou: Focused Amaterasu

Technique ID: uchiha_amaterasu_target
Learning cost: 1,300 JP. Registered base chakra: 450.
Explicit stat/nature gates: Mangekyou Sharingan Kekkei Genkai; Dojutsu 600

After focusing for three seconds, ignites the living target that remains beneath your gaze.

Progression path: Sasuke Mangekyou — entry 2 of 2; Mangekyou — entry 2 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Kamui Dimension

Technique ID: kamui_dimension_travel
Access: special transformation/eye control; not a standalone purchase in the ordinary technique list. Registered base chakra: 0 (no fixed activation charge).
Explicit stat/nature gates: Mangekyou Sharingan Kekkei Genkai; Dojutsu 500

Travel between the current world and your last position in the Kamui Dimension.

Mangekyou: Kamui Touch

Technique ID: uchiha_kamui_touch
Learning cost: 800 JP. Registered base chakra: 180.
Explicit stat/nature gates: Mangekyou Sharingan Kekkei Genkai; Dojutsu 500

Send the living target you are touching into the Kamui Dimension.

Teleports a living target into Kamui Dimension. The target must be almost directly beside the caster. The technique can also return a target from Kamui to its stored original dimension and position.

Progression path: Obito Mangekyou — entry 1 of 3; Mangekyou — entry 3 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Mangekyou: Kamui Intangibility

Technique ID: uchiha_kamui_intangibility
Learning cost: 1,300 JP. Registered base chakra: 300.
Explicit stat/nature gates: Mangekyou Sharingan Kekkei Genkai; Dojutsu 600

Become partial translucent and phase through matter for up to five minutes. Costs 5 Chakra each second; your vulnerable body remains inside Kamui.

A toggle technique. The caster becomes only partially translucent, cannot attack or use other jutsu, takes no ordinary damage, and can move through blocks. A vulnerable copy of the caster appears at a fixed location in Kamui Dimension; damage dealt to that body is transferred to the real player. Activation costs chakra, it consumes 5 chakra per second, and one continuous activation can last at most five minutes.

Progression path: Obito Mangekyou — entry 2 of 3; Mangekyou — entry 4 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Mangekyou: Long-Range Kamui

Technique ID: uchiha_kamui_long_range
Learning cost: 2,000 JP. Registered base chakra: 450.
Explicit stat/nature gates: Mangekyou Sharingan Kekkei Genkai; Dojutsu 700

Warp a distant living target, kunai, item, or incoming jutsu into the Kamui Dimension.

Teleports the distant living target, projectile, kunai, or jutsu under the crosshair into Kamui Dimension after the focus period. Accurate aim must be maintained until the cast finishes.

Progression path: Obito Mangekyou — entry 3 of 3; Mangekyou — entry 5 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Mangekyou: Izanagi

Technique ID: uchiha_izanagi
Learning cost: 1,800 JP. Registered base chakra: 0 (no fixed activation charge).
Explicit stat/nature gates: Mangekyou Sharingan Kekkei Genkai; Dojutsu 800

Toggle a forbidden safeguard that consumes 100 Chakra each second and rewrites your next death.

A toggle state that consumes 100 chakra per second. If the player dies while it is prepared, Izanagi immediately restores the player at full health. Its activation has a 120-second cooldown.

Progression path: Madara Mangekyou — entry 1 of 1; Mangekyou — entry 6 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Mangekyou: Tsukuyomi

Technique ID: uchiha_tsukuyomi
Learning cost: 1,800 JP. Registered base chakra: 600.
Explicit stat/nature gates: Mangekyou Sharingan Kekkei Genkai; Genjutsu 800

Locks the aimed victim in a dedicated illusion domain for three minutes.

Locks the aimed target inside a red, dark illusion dimension for three minutes. Twenty separate groups of three victim proxies are arranged in the domain. In each group, two kunai-wielding copies of the caster attack one victim proxy every second, and damage to that proxy is transferred to the real victim. Tsukuyomi has a 120-second cooldown.

Progression path: Itachi Mangekyou — entry 1 of 1; Mangekyou — entry 7 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Mangekyou: Susanoo

Technique ID: uchiha_susanoo
Access: special transformation/eye control; not a standalone purchase in the ordinary technique list. Registered base chakra: 650.
Explicit stat/nature gates: Mangekyou Sharingan Kekkei Genkai; Dojutsu 800

After focusing for three seconds, manifests a six-stage Susanoo avatar around you for a short defensive burst.

Use K to start or advance the six-stage guardian and Shift + K to dismiss it. Stages have separate JP unlocks, activation costs, maintenance drains, and per-hit absorption limits; see the full Susanoo table below. It is a keyed avatar system, not an ordinary inventory weapon granting all six stages.

Rinnegan and Space-Time Techniques

Rinnegan: Chibaku Tensei

Technique ID: rinnegan_chibaku_tensei
Learning cost: 400 JP. Registered base chakra: 500.
Explicit stat/nature gates: Rinnegan Kekkei Genkai; Dojutsu 260

Creates a gravity core in the sky, pulling nearby blocks and living targets into a floating prison.

Creates the standard dense gravitational sphere.

Progression path: Rinnegan — entry 1 of 8; Sasuke Rinnegan — entry 3 of 8; Madara Rinnegan — entry 1 of 8. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Gravity targeting: incidental resistance and deliberate target locking are different checks. High stats are not guaranteed immunity when the caster intentionally locks onto a target; protection and target eligibility still depend on the technique's own rules.

Rinnegan: Chibaku Tensei II

Technique ID: rinnegan_chibaku_tensei_2
Learning cost: 2,000 JP. Registered base chakra: 1,000.
Explicit stat/nature gates: Rinnegan Kekkei Genkai; Dojutsu 380

Creates a much larger gravity core, pulling a massive area into a dense floating prison.

Creates a much larger and denser spherical prison with a wider terrain collection area. A directly selected primary target is always pulled. Other strong players may resist only when they are not the primary target.

Progression path: Rinnegan — entry 5 of 8; Sasuke Rinnegan — entry 5 of 8; Madara Rinnegan — entry 5 of 8. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Gravity targeting: incidental resistance and deliberate target locking are different checks. High stats are not guaranteed immunity when the caster intentionally locks onto a target; protection and target eligibility still depend on the technique's own rules.

Rinnegan: Shinra Tensei

Technique ID: rinnegan_shinra_tensei
Learning cost: 600 JP. Registered base chakra: 650.
Explicit stat/nature gates: Rinnegan Kekkei Genkai; Dojutsu 220

Releases a devastating repulsive shockwave, blasting living targets and tearing apart the area around you.

Releases an expanding oval and spherical repulsion wave around the caster. It throws enemies away, destroys surrounding terrain in a spreading wave, and grants Slow Falling for ten seconds.

Progression path: Rinnegan — entry 2 of 8; Madara Rinnegan — entry 2 of 8. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Gravity targeting: incidental resistance and deliberate target locking are different checks. High stats are not guaranteed immunity when the caster intentionally locks onto a target; protection and target eligibility still depend on the technique's own rules.

Rinnegan: Shinra Tensei II

Technique ID: rinnegan_shinra_tensei_2
Learning cost: 1,400 JP. Registered base chakra: 1,800.
Explicit stat/nature gates: Rinnegan Kekkei Genkai; Dojutsu 320

Releases an overwhelming repulsive shockwave with vastly larger range, damage, and destruction.

A vastly larger repulsion technique with an 85-block horizontal radius, 30-block vertical reach, much greater damage and knockback, and a destruction budget of up to 96,000 blocks. It also grants Slow Falling for ten seconds.

Progression path: Rinnegan — entry 4 of 8; Madara Rinnegan — entry 4 of 8. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Gravity targeting: incidental resistance and deliberate target locking are different checks. High stats are not guaranteed immunity when the caster intentionally locks onto a target; protection and target eligibility still depend on the technique's own rules.

Rinnegan: Bansho Tenin

Technique ID: rinnegan_bansho_tenin
Learning cost: 900 JP. Registered base chakra: 450.
Explicit stat/nature gates: Rinnegan Kekkei Genkai; Dojutsu 1100

Pulls the living target beneath your gaze toward you with exponentially increasing force for ten seconds.

Aimed gravitational attraction toward the caster for ten seconds, with increasing force. The directly locked target is distinguished from incidental area targets in the resistance rules. It is a pull/control technique, not a guarantee of free sealing or automatic inventory transfer.

Progression path: Rinnegan — entry 3 of 8; Sasuke Rinnegan — entry 4 of 8; Madara Rinnegan — entry 3 of 8. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Gravity targeting: incidental resistance and deliberate target locking are different checks. High stats are not guaranteed immunity when the caster intentionally locks onto a target; protection and target eligibility still depend on the technique's own rules.

Rinnegan: Bansho Tenin II

Technique ID: rinnegan_bansho_tenin_2
Learning cost: 2,800 JP. Registered base chakra: 900.
Explicit stat/nature gates: Rinnegan Kekkei Genkai; Dojutsu 1500

Pulls every nearby enemy toward you with exponentially increasing force for ten seconds.

The larger attraction selects nearby enemies within the area's roughly 48-block radius and maintains increasing force for ten seconds. Incidental targets can meet the resistance checks, and faction/ally filtering applies through the gravity system. Avoid confusing its targeting with Bijuu Bomb damage.

Progression path: Rinnegan — entry 6 of 8; Sasuke Rinnegan — entry 6 of 8; Madara Rinnegan — entry 6 of 8. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Gravity targeting: incidental resistance and deliberate target locking are different checks. High stats are not guaranteed immunity when the caster intentionally locks onto a target; protection and target eligibility still depend on the technique's own rules.

Rinnegan: Universal Chibaku Tensei

Technique ID: rinnegan_universal_chibaku_tensei
Learning cost: 7,500 JP. Registered base chakra: 10,000.
Explicit stat/nature gates: Rinnegan Kekkei Genkai; Dojutsu 3000

Builds a gravity prison with ten times the mass of Chibaku Tensei II while spreading the work over a long duration.

The universal gravity prison has ten times the mass budget of Chibaku Tensei II. Its formation is intentionally spread over a longer sequence. The instant-impact requirement described for Bijuu Bomb does not change this separate gravity-prison mechanic.

Progression path: Rinnegan — entry 8 of 8; Sasuke Rinnegan — entry 7 of 8; Madara Rinnegan — entry 8 of 8. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Gravity targeting: incidental resistance and deliberate target locking are different checks. High stats are not guaranteed immunity when the caster intentionally locks onto a target; protection and target eligibility still depend on the technique's own rules.

Rinnegan: Universal Shinra Tensei

Technique ID: rinnegan_universal_shinra_tensei
Learning cost: 5,000 JP. Registered base chakra: 18,000.
Explicit stat/nature gates: Rinnegan Kekkei Genkai; Dojutsu 4000

Unleashes a slowly expanding oval devastation field ten times larger than Shinra Tensei II without increasing entity launch distance.

Creates the universal expanding destruction field with substantially larger terrain reach than tier II. Its entity launch distance is not increased in the same proportion. Terrain protection can block world damage even while the visual wave is present.

Progression path: Rinnegan — entry 7 of 8; Sasuke Rinnegan — entry 8 of 8; Madara Rinnegan — entry 7 of 8. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Gravity targeting: incidental resistance and deliberate target locking are different checks. High stats are not guaranteed immunity when the caster intentionally locks onto a target; protection and target eligibility still depend on the technique's own rules.

Rinnegan: Amenotejikara

Technique ID: rinnegan_amenotejikara
Learning cost: 2,200 JP. Registered base chakra: 500.
Explicit stat/nature gates: Rinnegan Kekkei Genkai; Dojutsu 1000

Instantly exchanges positions with the entity, projectile, or jutsu beneath your gaze.

Instantly swaps the caster's position with the aimed entity or hitbox-bearing object. It works with players, mobs, arrows, projectiles, and compatible jutsu entities.

Progression path: Sasuke Rinnegan — entry 1 of 8. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Rinnegan: Space-Time Portal

Technique ID: rinnegan_dimension_gate
Learning cost: 3,000 JP. Registered base chakra: 800.
Explicit stat/nature gates: Rinnegan Kekkei Genkai; Dojutsu 1200

Choose any loaded dimension and create a public, bidirectional gate for thirty seconds. Sneak-cast to close your gates.

Progression path: Sasuke Rinnegan — entry 2 of 8. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Hyuga and Byakugan

Hyuuga: Byakugan

Technique ID: hyuuga_byakugan
Learning cost: 30 JP. Registered base chakra: 10.
Explicit stat/nature gates: Dojutsu 20

Toggle night vision and chakra silhouettes for living entities.

Progression path: Hyuga Clan — entry 1 of 8. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Hyuuga: Byakugan II

Technique ID: hyuuga_byakugan_2
Learning cost: 400 JP. Registered base chakra: 20.
Explicit stat/nature gates: Dojutsu 120

Makes world blocks 50% transparent while retaining Byakugan entity sight.

Keeps Byakugan perception and renders world blocks 50% transparent.

Progression path: Hyuga Clan — entry 6 of 8. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Hyuuga: Byakugan III

Technique ID: hyuuga_byakugan_3
Learning cost: 600 JP. Registered base chakra: 30.
Explicit stat/nature gates: Dojutsu 180

Makes world blocks fully transparent while retaining Byakugan entity sight.

Keeps Byakugan perception and renders world blocks fully transparent. It is intended for seeing entities through structures, not for highlighting ores or containers.

Progression path: Hyuga Clan — entry 7 of 8. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Hyuuga: Tenketsu Strike

Technique ID: hyuuga_tenketsu_strike
Learning cost: 70 JP. Registered base chakra: 20.
Explicit stat/nature gates: Dojutsu 40

A close palm strike that disrupts chakra regeneration.

Performs a close palm strike that damages the target's chakra system and makes chakra recovery more difficult.

Progression path: Hyuga Clan — entry 2 of 8. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Hyuuga: Kaiten Defense

Technique ID: hyuuga_kaiten
Learning cost: 180 JP. Registered base chakra: 40.
Explicit stat/nature gates: Dojutsu 80

Spins a defensive chakra sphere that repels enemies and projectiles.

Creates a rotating pale-blue chakra hemisphere around the caster. It damages and repels nearby enemies and projectiles.

Progression path: Hyuga Clan — entry 4 of 8. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Hyuuga: Air Palm

Technique ID: hyuuga_air_palm
Learning cost: 120 JP. Registered base chakra: 35.
Explicit stat/nature gates: Dojutsu 60

Fires a fast blue chakra shockwave that damages and pushes a target.

Launches a ranged chakra shockwave that damages and pushes its target.

Progression path: Hyuga Clan — entry 3 of 8. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Hyuuga: Thirty-Two Palms

Technique ID: hyuuga_32_palms
Learning cost: 260 JP. Registered base chakra: 60.
Explicit stat/nature gates: Dojutsu 100

Mark a target, then land 22 barehanded strikes to drain 35% chakra and slow regeneration.

Marks one target. Land 22 unarmed hits before the challenge ends to remove 35% of its chakra and reduce passive chakra regeneration by 30% for five minutes or until death.

Progression path: Hyuga Clan — entry 5 of 8. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Hyuuga: Sixty-Four Palms

Technique ID: hyuuga_64_palms_domain
Learning cost: 850 JP. Registered base chakra: 90.
Explicit stat/nature gates: Dojutsu 160

Mark a target, then land 64 barehanded strikes to empty chakra and stop passive regeneration.

Marks one target. Land 64 unarmed hits to empty all current chakra and stop passive chakra regeneration for five minutes or until death. Chakra stolen or granted by another direct mechanic can still be received.

Progression path: Hyuga Clan — entry 8 of 8. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Uzumaki Sealing Arts

Uzumaki: Chakra Chain

Technique ID: uzumaki_chakra_chain
Learning cost: 30 JP. Registered base chakra: 30.
Explicit stat/nature gates: No additional threshold in the technique definition; access and family prerequisites still apply.

Binds and pulls a target, or anchors it while crouching.

Binds and pulls a target toward the caster. Sneak-cast to anchor the target instead.

Progression path: Uzumaki Clan — entry 1 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Uzumaki: Seal Trap

Technique ID: uzumaki_seal_trap
Learning cost: 70 JP. Registered base chakra: 35.
Explicit stat/nature gates: No additional threshold in the technique definition; access and family prerequisites still apply.

Places a temporary spiral trap that suppresses enemies.

Places a temporary spiral trap that suppresses enemies entering its area.

Progression path: Uzumaki Clan — entry 2 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Uzumaki: Adamantine Barrier

Technique ID: uzumaki_adamantine_barrier
Learning cost: 180 JP. Registered base chakra: 55.
Explicit stat/nature gates: No additional threshold in the technique definition; access and family prerequisites still apply.

Raises a durable protective dome for nearby allies.

Creates a durable defensive dome for the caster and nearby allies.

Progression path: Uzumaki Clan — entry 4 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Uzumaki: Life Force Transfer

Technique ID: uzumaki_life_force_heal
Learning cost: 120 JP. Registered base chakra: 45.
Explicit stat/nature gates: No additional threshold in the technique definition; access and family prerequisites still apply.

Channels healing life force into yourself or an ally.

Uses Uzumaki vitality to restore the caster or an aimed ally over time.

Progression path: Uzumaki Clan — entry 3 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Uzumaki: Chakra Suppression Seal

Technique ID: uzumaki_chakra_suppression_seal
Learning cost: 270 JP. Registered base chakra: 50.
Explicit stat/nature gates: No additional threshold in the technique definition; access and family prerequisites still apply.

Launches a seal that weakens chakra regeneration and increases jutsu costs.

Launches a seal that sharply slows the victim's chakra regeneration and increases jutsu costs.

Progression path: Uzumaki Clan — entry 5 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Uzumaki: Four Symbol Spiral Seal

Technique ID: uzumaki_four_symbol_spiral_seal
Learning cost: 400 JP. Registered base chakra: 100.
Explicit stat/nature gates: No additional threshold in the technique definition; access and family prerequisites still apply.

Creates a large control seal that pulls projectiles and suppresses jutsu.

Creates a large control seal that pulls projectiles inward and suppresses jutsu within its area.

Progression path: Uzumaki Clan — entry 6 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Uzumaki: Adamantine Chain Prison

Technique ID: uzumaki_adamantine_chain_prison
Learning cost: 600 JP. Registered base chakra: 120.
Explicit stat/nature gates: No additional threshold in the technique definition; access and family prerequisites still apply.

Locks one target to the ground in visible chains for five minutes.

Locks a target to the ground with visible chains. Its base effect can last up to five minutes, while higher Ninjutsu dramatically reduces its cooldown.

Progression path: Uzumaki Clan — entry 7 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Kurama Clan Genjutsu

These are clan-specific arts. Their individual skill thresholds and JP prices do not make them available to an unrelated clan.

Kurama: Red Mist Genjutsu

Technique ID: kurama_red_mist
Learning cost: 30 JP. Registered base chakra: 25.
Explicit stat/nature gates: Genjutsu 20

Creates a red-black illusion mist that disrupts enemies and obscures players.

Creates a red-black illusion mist that obscures and disrupts enemies without covering the whole screen with a flat red overlay.

Progression path: Kurama Clan — entry 1 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Kurama: Phantom Pain

Technique ID: kurama_phantom_pain
Learning cost: 65 JP. Registered base chakra: 30.
Explicit stat/nature gates: Genjutsu 40

Marks one target with illusory pain that punishes attacking and sprinting.

Damages and marks one target with illusory pain. Sprinting or attacking while marked causes additional punishment.

Progression path: Kurama Clan — entry 2 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Kurama: Dream Bind

Technique ID: kurama_dream_bind
Learning cost: 110 JP. Registered base chakra: 35.
Explicit stat/nature gates: Genjutsu 60

Binds a target in translucent illusion chains.

Locks onto a target with visible illusion chains, restricts movement and jumping, slows chakra regeneration, and increases jutsu costs.

Progression path: Kurama Clan — entry 3 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Kurama: False Reality Field

Technique ID: kurama_false_reality
Learning cost: 170 JP. Registered base chakra: 45.
Explicit stat/nature gates: Genjutsu 80

Distorts perception in an area without changing real blocks.

Creates an illusion zone at the aimed location, confusing enemies without permanently changing real blocks.

Progression path: Kurama Clan — entry 4 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Kurama: Mind Puppet

Technique ID: kurama_mind_puppet
Learning cost: 250 JP. Registered base chakra: 55.
Explicit stat/nature gates: Genjutsu 110

Turns a hostile mob against its allies or surrounds players with false threats.

Turns a targeted hostile mob against other creatures. Against a player, it applies mental pressure, Slowness, Weakness, and Nausea.

Progression path: Kurama Clan — entry 5 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Kurama: Nightmare Stage

Technique ID: kurama_nightmare_stage
Learning cost: 520 JP. Registered base chakra: 95.
Explicit stat/nature gates: Genjutsu 200

Creates a large nightmare domain that pressures and confuses enemies.

Creates a large nightmare domain that damages, controls, and confuses enemies. This exceptional technique has its own cooldown.

Progression path: Kurama Clan — entry 7 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Kurama: Phantom Invasion

Technique ID: kurama_phantom_invasion
Learning cost: 360 JP. Registered base chakra: 70.
Explicit stat/nature gates: Genjutsu 150

Locks onto a player and surrounds only their senses with hostile phantom creatures.

Creates victim-only phantom attackers: two creepers, four zombies, four skeletons, two pillagers, and one vex. It also applies Blindness, Slowness, and Weakness.

Progression path: Kurama Clan — entry 6 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Otsutsuki Arts

Otsutsuki: Celestial Chakra Sight

Technique ID: otsutsuki_celestial_sight
Learning cost: 50 JP. Registered base chakra: 20.
Explicit stat/nature gates: Dojutsu 100

Toggle cosmic combat sight that reveals entities, seals, and jutsu traces.

Reveals living entities, seals, portals, projectiles, and lingering jutsu energy.

Progression path: Otsutsuki Clan — entry 1 of 6. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Otsutsuki: Black Receivers

Technique ID: otsutsuki_black_receivers
Learning cost: 110 JP. Registered base chakra: 45.
Explicit stat/nature gates: No additional threshold in the technique definition; access and family prerequisites still apply.

Launches three black receivers that bind and suppress chakra.

Launches chakra-suppressing black receivers. Landing several in a short time heavily binds the victim.

Progression path: Otsutsuki Clan — entry 2 of 6. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Otsutsuki: Space Rift

Technique ID: otsutsuki_space_rift
Learning cost: 190 JP. Registered base chakra: 55.
Explicit stat/nature gates: No additional threshold in the technique definition; access and family prerequisites still apply.

Teleports to a safe point or leaves a brief allied portal while crouching.

Teleports the caster to a safe aimed position. Sneak-cast can create a short-lived allied portal.

Progression path: Otsutsuki Clan — entry 3 of 6. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Otsutsuki: Gravity Palm

Technique ID: otsutsuki_gravity_palm
Learning cost: 300 JP. Registered base chakra: 60.
Explicit stat/nature gates: No additional threshold in the technique definition; access and family prerequisites still apply.

Repels enemies, or pulls them inward while crouching.

Repels nearby enemies. Sneak-cast reverses the force and pulls them inward.

Progression path: Otsutsuki Clan — entry 4 of 6. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Otsutsuki: Chakra Absorption

Technique ID: otsutsuki_chakra_absorption
Learning cost: 420 JP. Registered base chakra: 35.
Explicit stat/nature gates: No additional threshold in the technique definition; access and family prerequisites still apply.

Raises a short shield that absorbs energy-based jutsu.

A toggle defense that absorbs incoming Ninjutsu only. Taijutsu, Genjutsu, swords, and ordinary physical attacks are not absorbed. When deactivated, stored techniques are released in the aimed direction at greatly increased power and size.

Progression path: Otsutsuki Clan — entry 5 of 6. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Otsutsuki: Celestial Judgement

Technique ID: otsutsuki_celestial_judgement
Learning cost: 650 JP. Registered base chakra: 130.
Explicit stat/nature gates: No additional threshold in the technique definition; access and family prerequisites still apply.

Creates a cosmic domain of lifting force and descending energy beams.

Creates a large cosmic domain with lifting gravity and descending energy strikes.

Otsutsuki and Kamui-capable players can use /jtp <x> <y> <z> to teleport to coordinates. The command does not accept player selectors or entity targets.

Progression path: Otsutsuki Clan — entry 6 of 6. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Medical Jutsu

Medical Jutsu: Delicate Illness Extraction

Technique ID: medical_delicate_extraction
Learning cost: 5 JP. Registered base chakra: 20.
Explicit stat/nature gates: Medical Jutsu 0

Toggle continuous extraction that removes every harmful effect from the caster for 20 Chakra each second.

Toggle it to continuously remove harmful status effects from yourself. The current sustained implementation consumes 20 chakra per second; this is not the older single 20-chakra cleanse. It also clears the medical movement/weakness effects covered by this system. Turn it off when you no longer need continuous cleansing.

Progression path: Medical — entry 1 of 9. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Medical Jutsu: Nourishment

Technique ID: medical_nourishment
Learning cost: 7 JP. Registered base chakra: 0 (no fixed activation charge).
Explicit stat/nature gates: Medical Jutsu 10

Toggle perfect nourishment; remain completely fed while spending 3 chakra each second.

Keeps hunger and saturation filled while active for 3 chakra per second. It is a maintenance technique, not a food item, and ends if maintenance cannot be paid. It does not replace health regeneration or make incoming combat damage disappear.

Progression path: Medical — entry 2 of 9. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Medical Jutsu: Mystical Palm Technique

Technique ID: medical_mystical_palm
Learning cost: 10 JP. Registered base chakra: 5.
Explicit stat/nature gates: Medical Jutsu 20

Channel into another player within three blocks, restoring 5% of their maximum health each second.

Aim at another player no farther than three blocks away. The channel heals 5% of that player's maximum health per second when healing is needed, consuming 5 chakra for a healing tick. It stops when the target leaves range, changes dimension, dies, or the caster cannot pay. It cannot be used as a self-heal.

Progression path: Medical — entry 3 of 9. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Medical Jutsu: Chakra Scalpel

Technique ID: medical_chakra_scalpel
Learning cost: 15 JP. Registered base chakra: 15.
Explicit stat/nature gates: Medical Jutsu 40

Cuts chakra pathways, dealing damage and briefly crippling the target.

A medical close-target strike within six blocks. Its raw skill formula is max(1, Medical Jutsu / 40 − 1), before normal damage processing. It applies a short medical movement disruption, so its utility is not limited to the health taken by the initial hit.

Progression path: Medical — entry 4 of 9. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Medical Jutsu: Body Pathway Derangement

Technique ID: medical_body_pathway_derangement
Learning cost: 20 JP. Registered base chakra: 35.
Explicit stat/nature gates: Medical Jutsu 80

Disrupts a target's nervous system for fifteen seconds with damage, weakness, and severe slowness.

Targets an enemy within seven blocks. The raw skill formula is max(2, Medical Jutsu / 20 − 1), and its medical weakness/movement disruption lasts fifteen seconds. It is intended to interfere with the victim's nervous-system control rather than produce a terrain explosion.

Progression path: Medical — entry 5 of 9. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Medical Jutsu: Yin Healing Wound Destruction

Technique ID: medical_yin_healing_wound_destruction
Learning cost: 30 JP. Registered base chakra: 20.
Explicit stat/nature gates: Medical Jutsu 150

Toggle predictive regeneration that consumes 10 chakra each second.

Activate predictive regeneration and pay 10 chakra per second while maintaining it. The ordinary ticking effect restores one health point per second. It is a smaller sustained heal, not the perfect medical rescue used to survive fatal Eighth Gate consequences.

Progression path: Medical — entry 6 of 9. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Medical Jutsu: Strength of a Hundred Seal

Technique ID: medical_strength_of_a_hundred_seal
Learning cost: 40 JP. Registered base chakra: 20.
Explicit stat/nature gates: Medical Jutsu 300

Toggle the stored seal to maintain enhanced strength for 15 chakra each second.

Maintains the stored-seal strength state for 15 chakra per second after activation. It supports your medical/physical build; it does not itself unlock Creation Rebirth or silently purchase the next medical technique.

Progression path: Medical — entry 7 of 9. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Medical Jutsu: Creation Rebirth

Technique ID: medical_creation_rebirth
Learning cost: 40 JP. Registered base chakra: 20.
Explicit stat/nature gates: Medical Jutsu 600

Toggle powerful regeneration with 20 chakra upkeep each second plus health conversion cost.

A toggle with 20 chakra per second maintenance plus the health-conversion cost of its healing operation. More missing health can therefore cost more than the listed upkeep. It must be active before Ninja Art Creation Rebirth can be enabled.

Progression path: Medical — entry 8 of 9. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Medical Jutsu: Ninja Art Creation Rebirth

Technique ID: medical_ninja_art_creation_rebirth
Learning cost: 50 JP. Registered base chakra: 20.
Explicit stat/nature gates: Medical Jutsu 1200

Requires Creation Rebirth to be active; perfect regeneration has 30 chakra upkeep, quarter-second healing, and protects from Gate Eight or Night Guy death.

Requires Creation Rebirth to already be active. Perfect regeneration checks healing every quarter-second and has 30 chakra per second upkeep. Its emergency Gate/Night Guy rescue requires 50% of maximum chakra and can leave the survivor immobile for two minutes. Having it learned is not enough: keep the required states active and enough usable chakra available.

Progression path: Medical — entry 9 of 9. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Lee Taijutsu and Eight Gates

Taijutsu: One Thousand Metre Punch

Technique ID: lee_one_thousand_metre_punch
Learning cost: 10 JP. Registered base chakra: 0 (no fixed activation charge).
Explicit stat/nature gates: Taijutsu 50

A crushing punch that deals taijutsu-scaled damage and enormous knockback.

A targeted punch within five blocks. The implementation combines a one-point base with the skill-based Taijutsu contribution and strong knockback. Gates, physical modifiers, armor, and the victim's protection alter the resulting encounter. It uses Taijutsu rather than a Ninjutsu chakra projectile.

Progression path: Lee Taijutsu — entry 1 of 16. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Taijutsu: Eight Gates I-II

Technique ID: lee_eight_gates
Learning cost: 25 JP. Registered base chakra: 0 (no fixed activation charge).
Explicit stat/nature gates: Taijutsu 200

Unlocks the Gate of Opening and Gate of Healing plus the permanent gate controls.

Progression path: Lee Taijutsu — entry 2 of 16. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Taijutsu: Eight Gates III-IV

Technique ID: lee_eight_gates_3_4
Learning cost: 75 JP. Registered base chakra: 0 (no fixed activation charge).
Explicit stat/nature gates: Taijutsu 300

Unlocks the Gate of Life and Gate of Pain for the existing gate controls.

Progression path: Lee Taijutsu — entry 4 of 16. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Taijutsu: Strong Fist

Technique ID: lee_strong_fist
Learning cost: 50 JP. Registered base chakra: 0 (no fixed activation charge).
Explicit stat/nature gates: Taijutsu 325

Toggle the Strong Fist style for sustained physical strength without consuming chakra.

Toggle the sustained physical-combat style on or off. It does not consume chakra. Its purpose is to support repeated melee attacks; a higher style or Gate state should not be mistaken for a permanent grant of every later manual technique.

Progression path: Lee Taijutsu — entry 3 of 16. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Taijutsu: Eight Gates V-VI

Technique ID: lee_eight_gates_5_6
Learning cost: 125 JP. Registered base chakra: 0 (no fixed activation charge).
Explicit stat/nature gates: Taijutsu 400

Unlocks the Gate of Limit and Gate of View for the existing gate controls.

Progression path: Lee Taijutsu — entry 6 of 16. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Taijutsu: Dynamic Entry

Technique ID: lee_dynamic_entry
Learning cost: 100 JP. Registered base chakra: 0 (no fixed activation charge).
Explicit stat/nature gates: Taijutsu 425

Launch into a fast, powerful flying kick along your line of sight.

A flying-kick attack along your line of sight. Aim the kick rather than treating it as unrestricted teleportation. The current implementation uses its own physical movement and collision path; it is distinct from the longer Phoenix and Crimson Dragon attacks.

Progression path: Lee Taijutsu — entry 5 of 16. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Taijutsu: Eight Gates VII-VIII

Technique ID: lee_eight_gates_7_8
Learning cost: 200 JP. Registered base chakra: 0 (no fixed activation charge).
Explicit stat/nature gates: Taijutsu 500

Unlocks the Gate of Wonder and Gate of Death for the existing gate controls.

Progression path: Lee Taijutsu — entry 8 of 16. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Taijutsu: Leaf Hurricane

Technique ID: lee_leaf_hurricane
Learning cost: 150 JP. Registered base chakra: 0 (no fixed activation charge).
Explicit stat/nature gates: Taijutsu 525

Drive forward with a heavier spinning kick that strikes everything in your path.

A close-range six-hit sequence. It locks the attacker and victim into the sequence and rises diagonally, with successive strikes moving roughly one block forward and upward about every 0.8 seconds. The fighters are released after the sixth strike. A failed target lock is not a six-hit attack on empty air.

Progression path: Lee Taijutsu — entry 7 of 16. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Taijutsu: Front Lotus

Technique ID: lee_front_lotus
Learning cost: 225 JP. Registered base chakra: 0 (no fixed activation charge).
Explicit stat/nature gates: Taijutsu 550

Requires an opened gate and overwhelms one target with a disabling lotus combo.

Requires an opened Gate and a valid close target. The attack restrains and launches the victim into its follow-up sequence, then applies physical fatigue to the user. Prepare your recovery plan before chaining it into further high-level taijutsu.

Progression path: Lee Taijutsu — entry 9 of 16. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Taijutsu: Night Phoenix

Technique ID: lee_night_phoenix
Learning cost: 250 JP. Registered base chakra: 0 (no fixed activation charge).
Explicit stat/nature gates: Taijutsu 600

Burst forward as a high-speed phoenix strike that sets victims ablaze.

A fast forward strike with a burning phoenix trail. Targets along its attack route are struck and ignited. It is aimed movement through a path, so a target off that route is different from a target directly caught by the strike.

Progression path: Lee Taijutsu — entry 10 of 16. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Taijutsu: Reverse Lotus

Technique ID: lee_reverse_lotus
Learning cost: 275 JP. Registered base chakra: 0 (no fixed activation charge).
Explicit stat/nature gates: Taijutsu 650

Requires opened gates and launches a devastating close-range lotus assault.

A more punishing Lotus assault with a very short nearby-enemy area. It requires opened Gates, causes substantial fatigue, and has its own recovery restrictions. Normal release-jutsu cooldown settings do not remove this physical recovery mechanic.

Progression path: Lee Taijutsu — entry 11 of 16. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Taijutsu: Evening Elephant

Technique ID: lee_evening_elephant
Learning cost: 300 JP. Registered base chakra: 0 (no fixed activation charge).
Explicit stat/nature gates: Taijutsu 700

Requires the Sixth Gate and blasts a target away with compressed air pressure.

Requires at least the Sixth Gate. It converts physical force into compressed air pressure and heavy target knockback. Train the Taijutsu requirement and open the correct Gate first; JP ownership by itself does not satisfy the active-Gate check.

Progression path: Lee Taijutsu — entry 12 of 16. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Taijutsu: Daytime Tiger

Technique ID: lee_daytime_tiger
Learning cost: 400 JP. Registered base chakra: 0 (no fixed activation charge).
Explicit stat/nature gates: Taijutsu 800

Requires the Fifth Gate and launches a long-range tiger-shaped pressure wave.

Requires at least the Fifth Gate. Launches a long-range tiger-shaped pressure attack that can damage targets and create an impact explosion. It is a Taijutsu technique despite its large projectile-like visual.

Progression path: Lee Taijutsu — entry 13 of 16. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Taijutsu: Leaf Dragon God

Technique ID: lee_leaf_dragon_god
Learning cost: 500 JP. Registered base chakra: 0 (no fixed activation charge).
Explicit stat/nature gates: Taijutsu 900

Requires the Seventh Gate and releases a protective, damaging dragon current.

Requires at least the Seventh Gate. The dragon current around the user damages nearby enemies and provides a combat zone rather than a passive global shield. Stay aware of the Gate's ongoing timer while using it.

Progression path: Lee Taijutsu — entry 14 of 16. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Taijutsu: Night Guy

Technique ID: lee_night_guy
Learning cost: 750 JP. Registered base chakra: 0 (no fixed activation charge).
Explicit stat/nature gates: Taijutsu 1000

Requires the Eighth Gate; awaken the crimson dragon for sixty seconds, then die.

Requires the Eighth Gate and starts a sixty-second crimson-dragon state with a visible countdown. The normal conclusion is fatal; forcing Gate Eight closed can also be fatal without a valid medical rescue. Switching Gate levels does not create a fresh unlimited session.

Progression path: Lee Taijutsu — entry 15 of 16. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Taijutsu: Night Guy - Crimson Dragon Assault

Technique ID: lee_night_guy_crimson_dragon_assault
Learning cost: 1,000 JP. Registered base chakra: 0 (no fixed activation charge).
Explicit stat/nature gates: Taijutsu 1000

Usable only while Night Guy is active; launch eighteen blocks forward and shatter everything in your path.

Usable only during active Night Guy. It launches the player about eighteen blocks forward and attacks along that route. This is the actual assault action, separate from turning on Night Guy's crimson state; the sixty-second danger remains in force.

Progression path: Lee Taijutsu — entry 16 of 16. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Palestine Clan

These are clan-specific arts. Their individual skill thresholds and JP prices do not make them available to an unrelated clan.

Olive Leaf: Cutting Wind

Technique ID: palestine_olive_leaf_cutting_wind
Learning cost: 5 JP. Registered base chakra: 15.
Explicit stat/nature gates: Ninjutsu 10

Fires three swift olive-chakra leaves; repeated hits slow the same target.

Launches three quick cutting leaves. The repeated-hit interaction slows the same victim, so landing a volley on one enemy differs from spreading it across three enemies. This is the inexpensive opening attack in the Palestine scroll, with later defenses and healing learned separately.

Progression path: Palestine Clan — entry 1 of 9. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Stone Terrace Formation

Technique ID: palestine_stone_terrace_formation
Learning cost: 10 JP. Registered base chakra: 28.
Explicit stat/nature gates: Ninjutsu 30

Instantly raises a thick eight-block-wide stone hemisphere three blocks ahead.

Raises a thick stone hemisphere about three blocks in front of the caster and about eight blocks wide. The formation does not push living entities aside while it appears. Use the front placement to cover an approach rather than expecting a full personal invulnerability sphere.

Progression path: Palestine Clan — entry 2 of 9. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Olive Root Binding

Technique ID: palestine_olive_root_binding
Learning cost: 20 JP. Registered base chakra: 40.
Explicit stat/nature gates: Ninjutsu 60; Fuinjutsu 30

Roots a grounded target for four seconds while leaving them able to fight back.

Aim at a grounded living target to hold it with roots for about four seconds. The victim can still fight back. It requires the listed Ninjutsu as well as 30 Fuinjutsu, so it is a movement bind rather than a complete mute of every combat action.

Progression path: Palestine Clan — entry 3 of 9. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Desert Mirage

Technique ID: palestine_desert_mirage
Learning cost: 40 JP. Registered base chakra: 55.
Explicit stat/nature gates: Ninjutsu 120

Creates three harmless mirages that split opposite, perpendicular-left, and perpendicular-right to the caster's movement.

Uses 3% of maximum chakra rather than a simple fixed 55-chakra bill. Three harmless mirages split into an opposite route and two perpendicular routes, copying jumps. They cannot cast jutsu, so their role is misdirection rather than three extra damaging clone fighters.

Progression path: Palestine Clan — entry 4 of 9. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Guardian of the Olive Grove

Technique ID: palestine_guardian_olive_grove
Learning cost: 80 JP. Registered base chakra: 85.
Explicit stat/nature gates: Ninjutsu 200

Protects allies for twenty seconds and restores 1 plus 3% of each target's maximum health per second.

Grows a physical, breakable olive tree at the aimed location. For twenty seconds, players in its ten-block healing area recover one flat health point plus 3% of maximum health each second while the tree remains intact. Destroying the tree ends the useful healing field.

Progression path: Palestine Clan — entry 5 of 9. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Seven-Arched Sanctuary I

Technique ID: palestine_seven_arched_sanctuary
Learning cost: 160 JP. Registered base chakra: 1,000.
Explicit stat/nature gates: Ninjutsu 320; Fuinjutsu 120

Costs 1000 Chakra to form a 700-durability sanctuary, then consumes 10 Chakra per second until its duration or Chakra runs out.

The first sanctuary costs 1,000 chakra to form, then 10 per second. It has 700 absorption durability and a maximum duration of 45 seconds, and can intercept hostile jutsu projectiles. Its disappearance can result from time, durability, or exhausted chakra. Select this jutsu and sneak-right-click to dismiss it.

Progression path: Palestine Clan — entry 6 of 9. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Olive Covenant: Healing Messengers

Technique ID: palestine_olive_covenant_healing_messengers
Learning cost: 320 JP. Registered base chakra: 40.
Explicit stat/nature gates: Ninjutsu 500; Fuinjutsu 200

Maintains three olive guardians that send one homing leaf every quarter-second to every allied player within a sixty-block diameter; impact restores 2% maximum health and removes all harmful effects.

Three olive guardians stay with the caster and send homing leaves to allied players in a sixty-block diameter. Each leaf heals 2% maximum health and removes harmful effects on impact; firing is checked every quarter-second. The caster also benefits. Maintenance is 40 chakra per second and the visible leaves need to arrive.

Progression path: Palestine Clan — entry 7 of 9. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Grand Seven-Arched Sanctuary II

Technique ID: palestine_grand_seven_arched_sanctuary
Learning cost: 640 JP. Registered base chakra: 5,000.
Explicit stat/nature gates: Ninjutsu 1000; Fuinjutsu 300

Costs 5000 Chakra to create a 56000-durability sanctuary, then consumes 100 Chakra per second until its duration or Chakra runs out.

Costs 5,000 chakra initially and 100 per second to maintain, with 56,000 absorption durability and up to 450 seconds duration. Its width is approximately 125 blocks. It is a defensive team structure, not a permanently free building. Sneak-right-click with this selected technique closes it.

Progression path: Palestine Clan — entry 8 of 9. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Supreme Seven-Arched Healing Sanctuary III

Technique ID: palestine_supreme_healing_sanctuary
Learning cost: 1,280 JP. Registered base chakra: 10,000.
Explicit stat/nature gates: Ninjutsu 1500; Fuinjutsu 500; Medical 20000

Creates a sanctuary ten times larger than Sanctuary II with 560000 absorption durability. Its central herald sends a homing leaf every quarter-second to each ally inside; impact heals 5% and removes all harmful effects while consuming 1000 Chakra per second.

Costs 10,000 chakra to form and 1,000 per second thereafter, with 560,000 durability and up to 4,500 seconds duration. Its area is ten times larger than Sanctuary II. The central Healing Herald sends homing leaves every quarter-second to allied living targets inside; each impact heals 5% maximum health and cleanses harmful effects. It also requires 500 Fuinjutsu and 20,000 Medical Jutsu.

Progression path: Palestine Clan — entry 9 of 9. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

China Clan

These are clan-specific arts. Their individual skill thresholds and JP prices do not make them available to an unrelated clan.

Qi Burst Palm

Technique ID: china_qi_burst_palm
Learning cost: 5 JP. Registered base chakra: 12.
Explicit stat/nature gates: Ninjutsu 10; Taijutsu 10

Releases a short conical palm-pressure burst whose damage scales with Ninjutsu.

A short cone of palm pressure aimed from the caster. Its attack scales with Ninjutsu, while learning/casting also checks the listed Taijutsu threshold. Position the enemy inside the cone rather than expecting a circular explosion behind you.

Progression path: China Clan — entry 1 of 8. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Jade Meridian Needles

Technique ID: china_jade_meridian_needles
Learning cost: 10 JP. Registered base chakra: 30.
Explicit stat/nature gates: Ninjutsu 30

Fires five straight jade needles that temporarily disrupt Chakra regeneration on repeated hits.

Five straight needles form a volley. Repeated hits on the same target interfere with chakra regeneration. They are straight projectiles rather than unconditional homing hits; breaking the target's line of fire can prevent the complete repeated-hit effect.

Progression path: China Clan — entry 2 of 8. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Eight Direction Step

Technique ID: china_eight_direction_step
Learning cost: 20 JP. Registered base chakra: 40.
Explicit stat/nature gates: Ninjutsu 60; Taijutsu 40

Dashes rapidly in the current movement direction while respecting collision.

A quick dash using the direction of current movement input. Its path respects collision. Use the movement keys deliberately before casting, since facing forward and actually moving sideways can produce different dash directions.

Progression path: China Clan — entry 3 of 8. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Cloud Serpent Coil

Technique ID: china_cloud_serpent_coil
Learning cost: 40 JP. Registered base chakra: 58.
Explicit stat/nature gates: Ninjutsu 120

Calls a spiraling cloud serpent that pulls enemies inward before lifting them.

A spiraling cloud-serpent control attack draws enemies toward its center before lifting them. It combines repositioning with its damage/effect sequence. It does not purchase land or create a permanent serpent pet.

Progression path: China Clan — entry 4 of 8. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

White Tiger Roar

Technique ID: china_white_tiger_roar
Learning cost: 80 JP. Registered base chakra: 88.
Explicit stat/nature gates: Ninjutsu 200; Taijutsu 120

Projects a spectral tiger roar whose pressure is strongest along the near center line.

Projects tiger-shaped pressure with its strongest zone near the central route. Good alignment puts the intended target inside that pressure line; merely standing somewhere near a large visual does not mean receiving the maximum central effect.

Progression path: China Clan — entry 5 of 8. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Azure Dragon Descent

Technique ID: china_azure_dragon_descent
Learning cost: 160 JP. Registered base chakra: 130.
Explicit stat/nature gates: Ninjutsu 320

Launches a serpentine azure dragon that explodes and chains lightning on impact.

An azure dragon projectile explodes on impact and chains lightning between suitable targets. It is distinct from the player-controlled full dragon transformation. Terrain protection and collision still matter at the impact.

Progression path: China Clan — entry 6 of 8. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Heavenly Art: Four Symbols Formation

Technique ID: china_four_symbols_formation
Learning cost: 320 JP. Registered base chakra: 210.
Explicit stat/nature gates: Ninjutsu 500; Taijutsu 250

Cycles through four guardian phases and ends in a devastating four-direction shockwave.

Runs a sequence of four guardian phases, then finishes with a four-direction shockwave. Its separate Taijutsu requirement complements Ninjutsu. The complete technique is a phase sequence, so its final wave is not the same action as a single ordinary palm projectile.

Progression path: China Clan — entry 7 of 8. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Forbidden Art: Celestial Azure Dragon

Technique ID: china_celestial_dragon_transformation
Learning cost: 640 JP. Registered base chakra: 260.
Explicit stat/nature gates: Ninjutsu 750; Taijutsu 350

Transforms the caster into a winged celestial dragon for 180 seconds; hold right-click to breathe fire, or shift-right-click while this jutsu is selected to return to human form.

Transforms the player into a directly controlled winged dragon for 180 seconds. Hold right-click to breathe fire into the breath area. Select this technique in the jutsu bar and sneak-right-click to return to human form. It is a transformation, not a dragon vehicle with a separate second player riding it.

Progression path: China Clan — entry 8 of 8. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Turk Clan

These are clan-specific arts. Their individual skill thresholds and JP prices do not make them available to an unrelated clan.

Steppe Wind Fang

Technique ID: turk_steppe_wind_fang
Learning cost: 5 JP. Registered base chakra: 14.
Explicit stat/nature gates: Ninjutsu 10

Fires a swift curved wolf-fang slash of pale wind Chakra.

Fires a curved pale-wind fang slash. Aim its route toward an enemy; the name's wolf theme does not make it a persistent autonomous animal. Later hunting-pack and independent-charge abilities have different targeting behavior.

Progression path: Turk Clan — entry 1 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Nazar Seal

Technique ID: turk_nazar_seal
Learning cost: 10 JP. Registered base chakra: 28.
Explicit stat/nature gates: Ninjutsu 30; Medical 20

Marks and reveals a target for eight seconds, reduces its damage, and draws hostile shinobi NPC focus.

Marks a target for eight seconds, reveals it with glow, and reduces its outgoing damage by 10%. Hostile shinobi NPCs within 96 blocks can focus on that target during the mark. It requires Medical Jutsu as well as Ninjutsu and is an attention/debuff tool.

Progression path: Turk Clan — entry 2 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Tulpar Step

Technique ID: turk_tulpar_step
Learning cost: 20 JP. Registered base chakra: 42.
Explicit stat/nature gates: Ninjutsu 60

Performs a collision-aware twelve-block aerial dash and briefly prevents fall damage.

A roughly twelve-block aerial dash with collision checks and brief fall protection. It is a mobility burst, not permanent flight. The dash's temporary landing protection should not be confused with the ongoing Chakra Walk adhesion state.

Progression path: Turk Clan — entry 3 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Spirit Wolves: Hunting Pack

Technique ID: turk_spirit_wolves_hunting_pack
Learning cost: 40 JP. Registered base chakra: 58.
Explicit stat/nature gates: Ninjutsu 120

Sends three spectral wolves along separate attack paths; a full pack hit slows the prey.

Sends three spectral wolves along different attack routes. Landing the full pack interaction can slow the prey. These attacking constructs are separate from the directly controlled Asena transformation.

Progression path: Turk Clan — entry 4 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Ergenekon: Ironbreaking Charge

Technique ID: turk_ergenekon_ironbreaking_charge
Learning cost: 80 JP. Registered base chakra: 82.
Explicit stat/nature gates: Ninjutsu 200

Releases an independent wolf that runs fifty blocks, breaks weak terrain with an increased budget, and strikes every enemy in its path.

An independent spectral wolf travels along the initial aimed line for up to fifty blocks. It attacks enemies on its route and can break weak terrain within its controlled block budget. It disappears when its run ends instead of remaining as an ordinary tame wolf.

Progression path: Turk Clan — entry 5 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Heaven Thunder Standard

Technique ID: turk_heaven_thunder_standard
Learning cost: 160 JP. Registered base chakra: 120.
Explicit stat/nature gates: Ninjutsu 320; Medical 120

Plants a war-standard that empowers movement and periodically strikes enemies with Chakra lightning.

Plants a standard that improves supported movement and periodically strikes enemies with chakra lightning. It is a placed support/pressure technique rather than the same action as a lightning bolt targeted anywhere in the world. Medical and Ninjutsu requirements both apply.

Progression path: Turk Clan — entry 6 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Forbidden Art: Asena's Celestial Wolf

Technique ID: turk_asena_celestial_wolf
Learning cost: 320 JP. Registered base chakra: 180.
Explicit stat/nature gates: Ninjutsu 500; Medical 250

Transforms the caster into a four-times-scale celestial wolf; right-click spends 400 Chakra to fire a 3D orb, while shift-right-click closes the form only when this jutsu is selected.

The player directly controls the giant celestial blue wolf for 180 seconds. Left-click attacks in melee; right-click fires a three-dimensional orb for 400 chakra with a 0.75-second interval. Its explosion is roughly three times ordinary TNT strength. Select the wolf technique and sneak-right-click to dismiss it; its own close-range orb is handled to protect the caster.

Progression path: Turk Clan — entry 7 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

English Clan

These are clan-specific arts. Their individual skill thresholds and JP prices do not make them available to an unrelated clan.

Greywind: Mist Needles

Technique ID: english_greywind_mist_needles
Learning cost: 5 JP. Registered base chakra: 14.
Explicit stat/nature gates: Ninjutsu 10

Fires four rapid mist needles; three hits from the same volley briefly slow the target.

Four rapid mist needles form one volley. Three hits from that volley on the same target briefly slow it. The per-volley condition means unrelated hits are not an unlimited permanent slow stack.

Progression path: English Clan — entry 1 of 5. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Oakguard Counter

Technique ID: english_oakguard_counter
Availability: retained legacy/test definition, not part of the current standard scroll progression. Registered base chakra: 28.
Explicit stat/nature gates: Ninjutsu 30

Raises a four-branch guard for 1.25 seconds, softening and answering the first frontal attack.

White Hart Step

Technique ID: english_white_hart_step
Learning cost: 20 JP. Registered base chakra: 40.
Explicit stat/nature gates: Ninjutsu 60; Fuinjutsu 20

Summons a white-hart mount with four speed stages. Right-click cycles stages that drain 5, 10, 20 or 50 Chakra per second; shift-right-click dismisses it.

Summons a white-hart mount with four speed stages. Right-click cycles the stages, whose maintenance costs are 5, 10, 20, and 50 chakra per second. Sneak-right-click dismisses the mount. It is a staged mobility summon, so its highest-speed upkeep differs from the initial cast price.

Progression path: English Clan — entry 2 of 5. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Avalon Mist Veil

Technique ID: english_avalon_mist_veil
Learning cost: 40 JP. Registered base chakra: 58.
Explicit stat/nature gates: Ninjutsu 120; Fuinjutsu 40

Creates a dense thirty-six-block-radius Avalon mist, five blocks high, for forty seconds; enemies are blinded and slowed while caster and allies see normally.

Creates dense Avalon mist with a 36-block radius, approximately five blocks of height, and forty seconds duration. Enemies inside can be blinded and slowed while allies and the caster retain normal vision. The vision distinction is affiliation-aware rather than a universal fog applied to every viewer.

Progression path: English Clan — entry 3 of 5. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Avalon Mistwood Longbow

Technique ID: english_mistwood_longbow_piercing_gale
Learning cost: 80 JP. Registered base chakra: 88.
Explicit stat/nature gates: Ninjutsu 200; Fuinjutsu 60

Unlocks a durable ammo-free Mistwood longbow whose arrows deal sixteen times base arrow damage, inflict Poison VI, and leave a two-minute poison pool.

Grants the durable Mistwood longbow instead of merely firing one disposable arrow. It needs no ammunition, and its arrows use sixteen times base arrow damage with Poison VI and a two-minute poison pool. The weapon item and learned technique are related but are not duplicate copies of an orb rod.

Progression path: English Clan — entry 4 of 5. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Crownless Knight Formation

Technique ID: english_crownless_knight_formation
Availability: retained legacy/test definition, not part of the current standard scroll progression. Registered base chakra: 128.
Explicit stat/nature gates: Ninjutsu 320

Summons three visual guardians; each intercepts one incoming hit with a greatsword counter.

Forbidden Art: Morrigan's Venomous Arrowfall

Technique ID: english_ancient_art_avalon_mist_citadel
Learning cost: 320 JP. Registered base chakra: 195.
Explicit stat/nature gates: Ninjutsu 500; Fuinjutsu 160

Leaves the body behind and scouts as a spirit for three seconds, then rains four layers of Poison IV arrows over a twenty-block-wide circle.

The current player-facing forbidden technique is Morrigan's Venomous Arrowfall, despite its older internal name. The caster scouts as a spirit for three seconds while leaving the body behind, then rains four layers of Poison IV arrows onto a circle roughly twenty blocks wide. It is an aimed multi-phase barrage, not a permanent mist castle.

Progression path: English Clan — entry 5 of 5. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Germany Clan

These are clan-specific arts. Their individual skill thresholds and JP prices do not make them available to an unrelated clan.

Resonance Art: Groundnote

Technique ID: germany_resonance_art_groundnote
Learning cost: 5 JP. Registered base chakra: 14.
Explicit stat/nature gates: Ninjutsu 10

Sends a ground-following vibration that punishes sprinting enemies but can be jumped.

A vibration follows the ground and particularly punishes sprinting enemies. Jumping can avoid the ground-following route. Its value comes from movement timing; a grounded sprinting victim and an airborne victim do not present the same interaction.

Progression path: Germany Clan — entry 1 of 6. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Amber Recall

Technique ID: germany_amber_recall
Learning cost: 10 JP. Registered base chakra: 30.
Explicit stat/nature gates: Ninjutsu 30; Fuinjutsu 10

Stores one position without a time limit; recast returns safely and restores thirty percent of health lost since the snapshot.

Stores a position without a normal expiry. Recasting returns to a safe version of that position and restores 30% of health lost since the snapshot. It is a partial loss recovery, not a guaranteed full heal or rewind of every world event.

Progression path: Germany Clan — entry 2 of 6. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Harmonic Lattice

Technique ID: germany_harmonic_lattice
Learning cost: 20 JP. Registered base chakra: 44.
Explicit stat/nature gates: Ninjutsu 60; Fuinjutsu 20

Creates a ten-second resonance prison; enemies who enter cannot cross its boundary until it collapses.

Creates a ten-second resonance prison. Enemies entering its boundary cannot cross back through it until the field collapses. The boundary mechanic is separate from the target's inventory and does not delete their permanent movement stats.

Progression path: Germany Clan — entry 3 of 6. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Phase Inversion

Technique ID: germany_phase_inversion
Availability: retained legacy/test definition, not part of the current standard scroll progression. Registered base chakra: 58.
Explicit stat/nature gates: Ninjutsu 120

Stores most incoming knockback for 1.6 seconds without reducing damage, then releases the captured momentum.

Clockheart Sequence

Technique ID: germany_clockheart_sequence
Learning cost: 80 JP. Registered base chakra: 86.
Explicit stat/nature gates: Ninjutsu 200; Fuinjutsu 60

Creates a controllable gravity field that steadily pulls enemies toward its center while still allowing determined escape.

Creates a controllable gravitational field that continually draws enemies toward its center. Determined movement can still escape the field, unlike an unconditional complete immobilization. It is a German clan control field, separate from Rinnegan's core prison.

Progression path: Germany Clan — entry 4 of 6. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Black Forest Bell Array

Technique ID: germany_black_forest_bell_array
Learning cost: 160 JP. Registered base chakra: 126.
Explicit stat/nature gates: Ninjutsu 320; Fuinjutsu 100

Five bells measure aggressive movement and attacks, punishing noisy enemies with damage and Chakra-regeneration suppression.

Five bells watch aggressive actions and movement, punishing noisy enemies with damage and suppressed chakra regeneration. Its behavior checks are part of the technique; staying calm and sprinting/attacking are different interactions.

Progression path: Germany Clan — entry 5 of 6. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Grand Art: Harmonic Foundry

Technique ID: germany_grand_art_harmonic_foundry
Learning cost: 320 JP. Registered base chakra: 1,520.
Explicit stat/nature gates: Ninjutsu 500; Fuinjutsu 160

Surrounds the caster with resonance stars for eighty-four seconds; German clan techniques gain triple damage, range, force and effect strength while active.

An eighty-four-second resonance-star state amplifies supported German techniques' damage, range, force, and effect strength by three. It does not triple every unrelated elemental, weapon, or Bijuu system. The large initial chakra price is listed separately from other techniques cast while empowered.

Progression path: Germany Clan — entry 6 of 6. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Russia Clan

These are clan-specific arts. Their individual skill thresholds and JP prices do not make them available to an unrelated clan.

Rimeglass Shardfall

Technique ID: russia_rimeglass_shardfall
Availability: retained legacy/test definition, not part of the current standard scroll progression. Registered base chakra: 15.
Explicit stat/nature gates: Ninjutsu 10

Telegraphs a seeded six-shard frostglass fall with a strict per-target hit cap.

Birch Bark Second Skin

Technique ID: russia_birch_bark_second_skin
Availability: retained legacy/test definition, not part of the current standard scroll progression. Registered base chakra: 31.
Explicit stat/nature gates: Ninjutsu 30

Converts part of the first serious hit into a small capped Chakra recovery instead of healing health.

Deep Bell Interval

Technique ID: russia_deep_bell_interval
Availability: retained legacy/test definition, not part of the current standard scroll progression. Registered base chakra: 45.
Explicit stat/nature gates: Ninjutsu 60

Rings three behavior checks: sprint, airborne movement, then offensive activity.

Aurora Rail

Technique ID: russia_aurora_rail
Availability: retained legacy/test definition, not part of the current standard scroll progression. Registered base chakra: 61.
Explicit stat/nature gates: Ninjutsu 120

Creates a directional aurora lane that accelerates allies moving with it and drifts crossing enemies sideways.

White Silence

Technique ID: russia_white_silence
Availability: retained legacy/test definition, not part of the current standard scroll progression. Registered base chakra: 91.
Explicit stat/nature gates: Ninjutsu 200

Slows only hostile projectiles inside a quiet frost field and restores their velocity smoothly after exit.

Frozen River Memory

Technique ID: russia_frozen_river_memory
Availability: retained legacy/test definition, not part of the current standard scroll progression. Registered base chakra: 132.
Explicit stat/nature gates: Ninjutsu 320

Records up to twelve safe projectile paths through an observation plane and replays capped reverse echoes.

Forbidden Art: Northern Sky Loom

Technique ID: russia_forbidden_art_northern_sky_loom
Availability: retained legacy/test definition, not part of the current standard scroll progression. Registered base chakra: 200.
Explicit stat/nature gates: Ninjutsu 500

Tracks motion, Chakra and impact behavior, then answers the dominant pattern or cuts all threads into telegraphed shards.

Morozuton: Moroz Needle

Technique ID: russia_moroz_needle
Learning cost: 5 JP. Registered base chakra: 18.
Explicit stat/nature gates: Ninjutsu 10

Fires a fast three-dimensional ice needle that adds 15 Freeze Level to one target.

A fast three-dimensional ice needle adds fifteen Freeze Level on a hit. Freeze buildup is a dedicated Russian ice interaction rather than a rewrite of the enemy's permanent Jump skill. Follow-up Morozuton techniques can capitalize on the buildup.

Progression path: Russia Clan — entry 1 of 6. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Morozuton: Snow Veil

Technique ID: russia_snow_veil
Learning cost: 20 JP. Registered base chakra: 55.
Explicit stat/nature gates: Ninjutsu 40

Creates a six-second frost veil at the aimed ground point; enemies near its center freeze faster.

Places a six-second frost veil at the aimed ground point. Enemies closer to the center accumulate freezing more quickly. The caster's placement matters; it is not a remote permanent weather change across the whole dimension.

Progression path: Russia Clan — entry 2 of 6. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Morozuton: Siberian Storm

Technique ID: russia_siberian_storm
Learning cost: 60 JP. Registered base chakra: 90.
Explicit stat/nature gates: Ninjutsu 100

Sends a broad moving blizzard wave forward, repeatedly damaging and freezing enemies without breaking blocks.

Sends a broad blizzard wave forward, repeatedly damaging and freezing enemies it reaches. It does not break terrain. Its moving area is distinct from a one-hit needle and from Eternal Winter's larger field.

Progression path: Russia Clan — entry 3 of 6. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Morozuton: Siberian Beast

Technique ID: russia_siberian_beast
Learning cost: 160 JP. Registered base chakra: 160.
Explicit stat/nature gates: Ninjutsu 200

Summons a three-dimensional frozen Chakra bear that hunts enemies with claws and a crushing charge.

Summons a frozen-chakra bear that pursues enemies with claws and a crushing charge. It is an attacking construct, not a player wolf/dragon body swap. Its behavior depends on the summon and target rather than granting the caster a permanent bear inventory item.

Progression path: Russia Clan — entry 4 of 6. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Morozuton: Eternal Winter

Technique ID: russia_eternal_winter
Learning cost: 320 JP. Registered base chakra: 240.
Explicit stat/nature gates: Ninjutsu 350

Gradually spreads an immense winter field that freezes enemies while empowering and protecting its caster.

Gradually spreads a large winter field that freezes enemies while supporting the caster's protection and combat. The field grows through its sequence; its name does not mean the entire world's season is changed permanently.

Progression path: Russia Clan — entry 5 of 6. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Morozuton Ogi: Tsar Moroz

Technique ID: russia_tsar_moroz
Learning cost: 640 JP. Registered base chakra: 400.
Explicit stat/nature gates: Ninjutsu 500

Charges an expanding frost ring that freezes each visible enemy once, then shatters their ice shell for a second strike.

Charges an expanding frost ring. Each visible enemy is frozen once, followed by a separate ice-shell shatter strike. Visibility and the once-per-target ring interaction distinguish it from an unlimited damage tick on every creature everywhere.

Progression path: Russia Clan — entry 6 of 6. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Spain Clan

These are clan-specific arts. Their individual skill thresholds and JP prices do not make them available to an unrelated clan.

Azulejo Art: Fault Line

Technique ID: spain_azulejo_art_fault_line
Learning cost: 5 JP. Registered base chakra: 13.
Explicit stat/nature gates: Ninjutsu 10

Carves a broad, deep V-shaped earthquake fissure eighteen blocks forward.

Opens a broad, deep V-shaped fissure about eighteen blocks ahead. It changes the attack route and terrain rather than creating a spherical Bijuu explosion. The first fissure is the foundation for Fault Line II.

Progression path: Spain Clan — entry 1 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Compás Guard

Technique ID: spain_compas_guard
Learning cost: 10 JP. Registered base chakra: 27.
Explicit stat/nature gates: Ninjutsu 30; Taijutsu 10

Opens a server-authoritative parry window that softens one direct hit and grants one Tempo.

A timed parry window handles one eligible direct hit, softening it and granting one Tempo. It is a timing defense, not permanent invulnerability. The server determines the valid hit and resulting Tempo rather than trusting a client-only animation.

Progression path: Spain Clan — entry 2 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Levante Sidewind

Technique ID: spain_levante_sidewind
Learning cost: 20 JP. Registered base chakra: 41.
Explicit stat/nature gates: Ninjutsu 60; Taijutsu 20

Forms a stationary twelve-block-wide, four-block-deep and eight-block-high wind wall that redirects hostile projectiles and lifts living targets with reduced force.

Places a stationary wind wall about twelve blocks wide, four deep, and eight high. It redirects hostile projectiles and lifts living targets with reduced force. It does not travel with the caster as an orb defense shell would.

Progression path: Spain Clan — entry 3 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Rose Window Refraction

Technique ID: spain_rose_window_refraction
Learning cost: 40 JP. Registered base chakra: 57.
Explicit stat/nature gates: Ninjutsu 120; Taijutsu 40

Surrounds the caster with layered blue prism rings that reverse projectiles and lift enemies with reduced force.

Layered blue prism rings around the caster reverse eligible projectiles and lift enemies with reduced force. A projectile reflection is different from erasing all incoming melee damage or absorbing every Genjutsu effect.

Progression path: Spain Clan — entry 4 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Duende Sequence

Technique ID: spain_duende_sequence
Availability: retained legacy/test definition, not part of the current standard scroll progression. Registered base chakra: 84.
Explicit stat/nature gates: Ninjutsu 200; Taijutsu 60

Opens a timed three-hit melee sequence whose later steps require successful player attacks.

Mirador Prism

Technique ID: spain_mirador_prism
Learning cost: 160 JP. Registered base chakra: 123.
Explicit stat/nature gates: Ninjutsu 320; Taijutsu 100

Toggle an allied Chakra focus that increases Chakra regeneration by ten percent while draining three percent of the caster's maximum Chakra each second.

Toggle an allied chakra focus giving 10% faster regeneration while draining 3% of the caster's maximum chakra each second. Its percentage upkeep replaces the simple fixed registration value. A large chakra pool makes that percentage expensive, so check whether the team's benefit justifies maintaining it.

Progression path: Spain Clan — entry 5 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Master Art: Twelve-Beat Court

Technique ID: spain_master_art_twelve_beat_court
Learning cost: 320 JP. Registered base chakra: 185.
Explicit stat/nature gates: Ninjutsu 500; Taijutsu 160

Seals the aimed living target and caster inside a temporary bedrock duel court for sixty seconds.

The caster and aimed living target enter a temporary bedrock duel court for sixty seconds. It is a focused two-party arena sequence rather than a public permanent claim. Ending the encounter restores the temporary construction through its own lifecycle.

Progression path: Spain Clan — entry 6 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Azulejo Art: Fault Line II

Technique ID: spain_azulejo_art_fault_line_2
Learning cost: 1,000 JP. Registered base chakra: 130.
Explicit stat/nature gates: Ninjutsu 100; Taijutsu 100

Creates a fault line ten times longer, wider, deeper, stronger and more forceful than Fault Line I.

The second fissure scales the first one's length, width, depth, strength, and force by ten. Its tier is learned separately after the earlier Spanish progression. Terrain protection still matters; tenfold construction/destruction is not a bypass of the administrator's world settings.

Progression path: Spain Clan — entry 7 of 7. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Optional Sewish Parody Addon

Council Session Genjutsu

Technique ID: sewish_council_session
Learning cost: 300 JP. Registered base chakra: 300.
Explicit stat/nature gates: Genjutsu 250

Calls a five-second council session that immobilizes nearby players while a sequence of resolutions changes nothing.

Requires the separate Sewish Parody Addon. The five-second council sequence immobilizes nearby players while successive fictional resolutions play through the Genjutsu presentation. Base-game registration alone does not install the addon executor or its seal item.

Progression path: Sewish Parody Clan — entry 1 of 2. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Installation note: the corresponding optional addon must be present. A base-registry reference alone does not install the addon or make its items available.

Promised Genjutsu

Technique ID: sewish_promised_land
Learning cost: 600 JP. Registered base chakra: 0 (no fixed activation charge).
Explicit stat/nature gates: Ninjutsu 500

Claims a five-stage promised territory that empowers allies and warns intruders.

Requires the separate addon and uses its staged Genjutsu territory system. The five-stage zone can support allies and notify intruders. This fictional addon field is separate from the base village's paid chunk ownership, Buy Land button, and Kage-only RGB color command.

Progression path: Sewish Parody Clan — entry 2 of 2. Follow the learning menu for the prerequisites of this path; its listed order does not waive eye or clan restrictions.

Installation note: the corresponding optional addon must be present. A base-registry reference alone does not install the addon or make its items available.

Advanced Eye, Guardian, and Gate Mechanics

Sharingan observation and copying

Sharingan is more than a player texture. Its tomoe stages unlock progressively stronger perception and compatible clan techniques. Activate the relevant eye before attempting techniques that require it. Watching an eligible target and its selected technique is different from obtaining every technique the target owns.

The observation time for the relevant jutsu readout decreases with advanced eyes: Sharingan 3 seconds, Mangekyou 2 seconds, Eternal Mangekyou 1 second, Rinnegan 0.25 seconds. Information is displayed to the observing player rather than broadcasting everyone's private chakra and loadout to the whole server. Copy Jutsu is subject to compatibility and access checks: it does not turn an ordinary shinobi into the owner of every bloodline, eye, or special form.

Mangekyou, Eternal Mangekyou, and blindness

Mangekyou eye progression requires its own unlock and 500 Dojutsu; the eye unlock costs 1,800 JP. Rinnegan progression requires its advanced eye prerequisites and 1,000 Dojutsu, with 3,500 JP for that eye unlock. Individual techniques still have separate JP and skill requirements.

Ordinary Mangekyou accumulates blindness from actual active eye use. The tracked limit is 60 minutes of active use, not 60 minutes of merely owning the eye or being logged into the server. Closing the eye pauses that accumulation. Eternal Mangekyou removes the ordinary blindness limitation. This does not eliminate the preparation, aim, chakra, or family conditions of every Mangekyou attack.

Advanced eye techniques can have a focus/preparation window. Keep the target under the crosshair throughout preparation instead of looking away immediately after pressing the input. Failure to find a valid target at the actual activation point is not the same as having no JP.

Susanoo: six separate stages

Susanoo is a maintained guardian, not a permanent blanket immunity. Use K to advance through available stages and Shift + K to dismiss it. The required eye must be active; Mangekyou focus and stage-unlock prerequisites still apply. The sixth stage supports flight.

Stage Unlock JP Activation chakra Upkeep / second Maximum absorbed damage per hit Chakra per absorbed damage point
1 900 650 8 6 12
2 1,200 900 16 12 10
3 1,600 1,300 30 22 8
4 2,200 1,900 50 38 6
5 3,000 2,800 80 64 5
6 4,000 4,200 120 110 4

A hit exceeding that stage's absorption ceiling can overflow to the player. Absorption also needs chakra: the higher form improves efficiency and capacity but consumes substantially more upkeep. Do not confuse the listed per-hit absorption with total HP or a percentage damage reduction.

Byakugan perception and Gentle Fist

Byakugan I supplies its basic enhanced perception. Byakugan II makes blocks partially transparent; Byakugan III provides the stronger transparency/target perception mode. This is not advertised as a universal ore-finding interface. The successive eye forms are activated through eye progression rather than three interchangeable ordinary items.

Gentle Fist attacks affect chakra as well as health. The attack named Thirty-Two Palms uses the configured multi-hit sequence and removes 35% chakra, with 30% reduced regeneration for five minutes. Sixty-Four Palms can empty the target's chakra and suppress regeneration for five minutes. These debuffs are distinct from a permanent reduction of the player's skill points. The individual encyclopedia entries list the required eye and skill tiers.

Eight Gates: unlocks, controls, and consequences

Gate progression is divided into four unlocks: I–II, III–IV, V–VI, and VII–VIII. Their JP costs are 25, 75, 125, and 200; their Taijutsu thresholds are 200, 300, 400, and 500. They share raise/lower controls rather than requiring eight separate copies of the control items.

Gate usage has a continuous duration limit of five minutes. Changing gate level does not reset the current continuous-use window. Night Guy's critical window is 60 seconds. The Eighth Gate's forced shutdown can be fatal; having a large chakra pool or normal healing is not itself a survival guarantee.

The highest Creation Rebirth medical rescue can prevent the otherwise fatal outcome when its requirements and active state are satisfied. This rescue spends 50% maximum chakra and leaves the player immobilized for two minutes. Unlocking the medical technique without enabling it at the relevant moment is not the same as being protected.

Gravitational resistance is not universal immunity

Tiered incidental gravity resistance uses Ninjutsu thresholds 1,000 / 2,000 / 4,000 and a fixed 500 Taijutsu requirement. This protects against relevant incidental effects; a deliberately locked-on target does not automatically escape simply because its Ninjutsu is high. Attraction, repulsion, terrain pulling, and universal variants use their own logic. Treat ally filtering and intentional target locking as separate checks rather than assuming every attack can never affect any ally.

Tailed Beast Reference, Sealing, and Trust

The nine beasts and Juubi

Tails Beast Role in progression
1 Shukaku Ordinary Bijuu; personal seal, forms, and bond
2 Matatabi Ordinary Bijuu; personal seal, forms, and bond
3 Isobu Ordinary Bijuu; personal seal, forms, and bond
4 Son Goku Ordinary Bijuu; personal seal, forms, and bond
5 Kokuo Ordinary Bijuu; personal seal, forms, and bond
6 Saiken Ordinary Bijuu; personal seal, forms, and bond
7 Chomei Ordinary Bijuu; personal seal, forms, and bond
8 Gyuki Ordinary Bijuu; personal seal, forms, and bond
9 Kurama Ordinary Bijuu; personal seal, forms, and bond
10 Juubi Fusion/capture lineage, two displayed forms, no befriend dialogue

The Kurama clan and Kurama the Nine-Tails are separate systems. Owning the clan does not mean the Nine-Tails is sealed in you. Likewise, owning a Bijuu token is not the same as having completed its seal.

Ordinary Bijuu have their initial three transformation stages after sealing; their bonded final stage is obtained through the bond system. Juubi's displayed forms are Stage 1, the human form, and Stage 2, the full beast form. Internal saved stage numbers are not a second set of extra visible Juubi stages. Juubi Stage 1 supplies the six-orb system but cannot begin a Bijuu Bomb; its full Stage 2 uses the Juubi bomb.

Sealing requirements grow with the applicator's existing seals

The token checks Medical Jutsu and Fuinjutsu. For ordinary seals, the base requirements are 4,500 Medical and 1,200 Fuinjutsu, multiplied by 1.2 for each beast already sealed and rounded upward. These checks use the character applying the seal. Requirements are not determined simply by whether the beast is Shukaku or Kurama.

Seal number Beasts already sealed Medical requirement Fuinjutsu requirement
1 0 4,500 1,200
2 1 5,400 1,440
3 2 6,480 1,728
4 3 7,776 2,074
5 4 9,332 2,489
6 5 11,198 2,986
7 6 13,437 3,584
8 7 16,125 4,300
9 8 19,350 5,160

Juubi's Fuinjutsu check is three times the ninth ordinary sealing requirement: 15,480 Fuinjutsu. Its Medical check still uses the ordinary scaling for the applicator's current sealed count; Medical is not tripled merely because the token is Juubi.

Tokens carry beast identity and lineage. Unique/limited beast tracking prevents ordinary gameplay from treating duplicate cards as newly created independent beasts. A successful seal updates the host's beast records and form controls. In survival, the successfully used token is consumed. A control seal activates a beast already inside its host; it is not an unlimited spawn item.

Bond timing and daily conversations

An ordinary newly sealed beast begins with a bond timer based on the number of seals at acquisition: 9 days for the first, 8 for the second, down to 1 day for the ninth. These are in-game days, using the world's day-time progression, not real-world days. Dialogue and progression conditions remain part of the bond flow; simply carrying nine cards is not completed trust.

The nine ordinary beasts have individual reactions to their host. Once bonds are completed, daily dialogue can include the host and exchanges between beasts. Juubi does not have a friendship/chat progression path. Legacy training-scroll items are not the current route for increasing trust; their old training behavior has been retired.

Fusion, division, rescue, and transfer

Combining the nine requires all nine to be sealed in the acting player. It is a player progression command, not an OP-only feature, and does not require all nine to trust the host before fusion. The fusion keeps provenance so that later division can distinguish the original creator from a rescuer.

Juubi release on host death is controlled by its dedicated operator setting. Ordinary beast release and hostility depend on their own bond/seal state; dying before the renewed 80-day trust period is complete can release hostile beasts. Servers should decide their limited/realistic beast settings before experimenting with death-release and fusion.

Chakra regeneration bonuses

Each ordinary sealed beast adds 10% to chakra regeneration. Juubi adds 150%. This means Juubi regeneration is the baseline multiplied by 2.5, not 1.5, before other applicable suppression/modifiers. Owning nine ordinary beasts adds 90%, giving 1.9 times the baseline.

Ordinary sealed beasts Regeneration bonus Baseline multiplier
0 +0% 1.0×
1 +10% 1.1×
2 +20% 1.2×
3 +30% 1.3×
4 +40% 1.4×
5 +50% 1.5×
6 +60% 1.6×
7 +70% 1.7×
8 +80% 1.8×
9 +90% 1.9×

| Juubi | +150% | 2.5× |

These are regeneration bonuses, not automatic immediate chakra refills. Maintained techniques, seals, Gentle Fist, embedded orb rods, and other regeneration suppression can still affect the result.

Medical caps by clan and beast state

Medical base No beast Nine ordinary beasts Juubi
Standard character 12,000 39,000 47,000
Senju 18,000 45,000 53,000
Palestine clan 30,000 57,000 65,000

A cap increase does not grant free Medical skill points. The player must still train/spend points to reach that cap. Juubi supplies +35,000, not the ordinary beast's +3,000 bonus. The count and the Juubi flag are handled separately.

Bombs, health units, and performance

Use the twenty-band bomb table in the Bijuu Bombs section for the exact current radii and maximum center damage. Every listed number is a damage point; divide by two for nominal hearts before armor and other reductions. Center damage is not identical everywhere in the sphere: damage falls with distance, and protection/ally checks still apply.

The current reduced full-charge radii are 85.33 blocks for ordinary Bijuu and 256 blocks for Juubi. Their diameters are approximately 170.67 and 512 blocks. Radius and diameter must not be mixed when estimating how many chunks will be affected.

Charging lasts up to ten seconds. Maintained charging spends 1,000 chakra/second for ordinary Bijuu or 5,000/second for Juubi. Charge chooses one of twenty bands, not a new unique formula for each 1%. Collision triggers one explosion, with entity damage and eligible terrain removal processed immediately rather than a multi-second destruction queue. Processing a large filled sphere can still freeze a server while that step completes; “instant” does not mean zero CPU time.

Village/map terrain protection prevents eligible terrain destruction inside the protected area. It must not be described as a universal immunity setting for every living entity. Test large techniques in a backup world first.

Detailed Equipment, Crafting, and Item Behavior

Ordinary ninja tools and their recipes

Kunai: a throwable tool that collides with targets and embeds in blocks. Embedded ordinary kunai can be collected. A crafted batch produces 32 kunai from five iron ingots arranged as below. Blank cells must remain empty.

 I I   [row: blank, iron, iron]
 I I   [row: blank, iron, iron]
I      [row: iron, blank, blank]

For clarity, the recipe's three pattern rows are " II", " II", and "I ". This is not a generic two-iron diagonal recipe.

Explosive Kunai: combines a thrown impact tool with an explosive effect. The registered recipe variants produce 32 explosive kunai using the five-iron kunai pattern plus TNT in one of the permitted otherwise-empty positions. It is not the old proposed recipe of eight completed kunai surrounding TNT. The output's ordinary stack limit is distinct from the recipe batch size.

Flying Raijin Kunai: a Namikaze/space-time tool with marker shortcuts. Its recipe uses a paper at top-center, an ender pearl on each side of a kunai in the middle row, and one gold ingot at bottom-center; output 10.

 P
EKE
 G

P = paper; E = ender pearl; K = ordinary kunai; G = gold ingot. Throw to establish the relevant marked point and use the Flying Raijin shortcuts described in Controls. A marker in another dimension or an invalid/unavailable destination still goes through the travel checks; it is not an unrestricted administrative teleport.

Shadow Clone scroll: output 1, using four paper, two ink sacs, two books, and one feather:

PIP
BFB
PIP

P = paper; I = ink sac; B = book; F = feather. The scroll teaches its progression rather than spawning all clone tiers for free.

Ryo: output 16, using four gold ingots in the top-middle, middle-left, middle-right, and bottom-middle cells. The center and corners remain empty.

 G
G G
 G

Ryo is a real currency item, not a replacement for SP/JP/MP. Village land payments, donations, trading, and storage unlocks use their own currency checks. Emeralds can substitute for land payment through its separate button, but that does not mean every Ryo purchase accepts emeralds.

Shuriken and Chakra Test: retained item registrations use the removed-legacy-item behavior. Their presence in an old guide or saved registry is not a promise of the former playable throwing/testing action. Ordinary Kunai, Explosive Kunai, and Flying Raijin Kunai remain the relevant current tools.

Seven Ninja Swords

The seven special swords require 200 Taijutsu for their restricted combat/use actions. They are fire-resistant, unbreakable legendary weapons; normal sword durability loss is intentionally skipped. A sword's ordinary melee attributes and its right-click special are separate. The table's attack figure is the configured sword attack modifier, not guaranteed final damage after all player bonuses and defenses.

Sword Attack modifier Special activation chakra Special cooldown
Samehada 13 0 5 seconds
Kubikiribocho 13 60 3 seconds
Kiba 10 80 4 seconds
Hiramekarei 13 0 1.5 seconds
Kabutowari 15 100 6 seconds
Nuibari 11 75 5 seconds
Shibuki 4 120 5 seconds

Samehada

Drains up to 25 chakra from the struck target and restores 10 chakra to the wielder. Its right-click ability performs a stronger chakra-feeding action.

Kubikiribocho

Weakens and launches enemies. Killing a target restores two hearts. Its right-click action performs a heavy execution-style cleave.

Kiba

Deals bonus lightning damage and can paralyze targets. Right-click releases a lightning-based sword technique.

Hiramekarei

Stores up to five charges through combat. Right-click converts stored energy into a chakra wave.

Kabutowari

Breaks through armor and applies powerful knockback. Right-click performs an armor-crushing strike.

Nuibari

Binds struck targets for five seconds. Right-click performs a stronger pin lasting about eight seconds.

Shibuki

Creates controlled explosive attacks while protecting its wielder from the sword's own blast. Right-click triggers its explosive technique.

Clan equipment and progression items

Mistwood Longbow is a separate registered English-clan weapon; it is not one of the Seven Ninja Swords. Its item durability is 1,180. Its associated Mistwood techniques remain clan/progression abilities, so carrying the weapon should not be confused with learning the entire English path.

Shinobi Origin establishes/reveals the initial identity used by the profile. Nature scrolls, clan scrolls, Mangekyou progress, Rinnegan progress, medical progression, Lee progression, and clone progression are separate learning routes. They check ownership and requirements instead of acting as universal consumables that grant everything.

Bijuu defeat/sealing tokens carry beast identity and lineage; control seals operate a beast already sealed inside its host. Legacy training scrolls no longer provide the old training action. For the current bond route, use the beast's progression/dialogue instead.

Juubi orb rod and orb shield are bound items associated with one of six numbered orbs. Their slot icons and held models are real item representations, not a promise that dropping, copying, or storing them creates extra orbs. Selecting another hotbar slot does not by itself recall the rod; use its orb-number recall input. The temporarily displaced ordinary slot item is restored by the orb workflow.

Spawn eggs correspond to the NPC entity variants. They are primarily creative/admin tools and do not replace survival missions or guarantee that uniqueness/limited-world rules can be ignored. NPC faction, rank, and AI style are listed in the roster.

Recovery: /naruto_shinobi_nations recoverjutsus restores missing items for currently unlocked valid techniques. It does not buy JP unlocks, grant an unavailable clan, or recreate retired behavior.

Missions, Ranks, and Rewards in Detail

Rank is earned with Mission Points

Rank Required Mission Points
Academy Student 0
Genin 50
Chunin 200
Jonin 600
ANBU 1,500
Half Kage 3,500
Kage 7,000

A Kage rank and being the village's current appointed Kage are not interchangeable. Land purchases, village color, diplomacy, and leader permissions use the current leader checks. Accumulating 7,000 MP does not automatically let a player administer any village.

Accept, finish, and claim

Accept a mission from its giver, follow the objective, and return to that giver to claim the reward. Completing the objective does not necessarily pay the reward before the final interaction. /mission locate helps with the location of an active objective; /mission cancel abandons it without a completion reward.

Delivery missions require their specified materials. Patrol/location missions require reaching the objective; a mission with “escort” in its name can use this patrol-objective implementation rather than spawning a permanently followable escort entity. Kill-hostile and kill-shinobi missions track different eligible target categories.

The following is the complete set of 24 standard mission templates. MP, JP, and SP are shown separately; the table does not invent a Ryo reward when the template only specifies point rewards. World-event missions can supply their own additional conditions and rewards.

Template Rank Objective family MP JP SP
genin supply (genin_supply) GENIN delivery 20 1 1
genin patrol (genin_patrol) GENIN kill hostile 25 1 1
genin escort (genin_escort) GENIN patrol 35 10 10
genin message (genin_message) GENIN patrol 22 2 2
chunin outpost (chunin_outpost) CHUNIN kill hostile 55 30 20
chunin rogue team (chunin_rogue_team) CHUNIN kill shinobi 75 40 30
chunin cargo (chunin_cargo) CHUNIN delivery 60 30 20
chunin recon (chunin_recon) CHUNIN patrol 65 35 25
jonin border camps (jonin_border_camps) JONIN kill shinobi 110 60 30
jonin high risk escort (jonin_high_risk_escort) JONIN patrol 130 70 40
jonin intelligence (jonin_intelligence) JONIN patrol 120 65 35
jonin counter raid (jonin_counter_raid) JONIN kill shinobi 125 70 40
anbu rogue jonin (anbu_rogue_jonin) ANBU kill shinobi 230 120 60
anbu prevent assassination (anbu_prevent_assassination) ANBU kill hostile 220 110 60
anbu infiltration (anbu_infiltration) ANBU patrol 240 125 65
anbu black operation (anbu_black_operation) ANBU kill shinobi 250 130 70
half kage invasion (half_kage_invasion) HALF KAGE kill shinobi 400 180 80
half kage commander (half_kage_commander) HALF KAGE kill shinobi 450 200 90
half kage war operation (half_kage_war_operation) HALF KAGE kill shinobi 475 220 100
half kage three point defense (half_kage_three_point_defense) HALF KAGE patrol 425 190 90
kage village invasion (kage_village_invasion) KAGE kill shinobi 650 280 120
kage bijuu crisis (kage_bijuu_crisis) KAGE kill hostile 700 320 140
kage war council (kage_war_council) KAGE kill shinobi 750 350 150
kage diplomatic incident (kage_diplomatic_incident) KAGE patrol 600 260 110

Objective quantities and distances

Configured objective distance ranges increase with rank: Genin 48–96, Chunin 72–128, Jonin 96–160, ANBU 120–192, Half Kage 144–224, Kage 176–256 blocks. These are placement parameters, not a guarantee that every route is unobstructed or that the player has safe terrain at every destination.

Kage events and beast locator missions

Village war, invasion, diplomatic incidents, and beast crises can produce event-driven tasks beyond the standard table. Locator missions respect their own eligibility and the multiplayer leadership rules; they should not be described as an unrestricted card dispenser for every lower-ranked player. Keep mission permissions separate from spawn settings and operator-only commands.

Complete NPC and Faction Reference

The entity roster below contains 183 NPC variants. Named characters and ordinary rank-based shinobi are different entries; the same faction can contain friendly and hostile variants. “Unique” is the variant's uniqueness flag, not a guarantee that an administrator cannot bypass normal spawning with external tools.

Base health and attack are Minecraft damage/health points, not hearts. Two health points equal one heart. These are the variant's baseline attributes, not a prediction of the damage of every jutsu it can use: armor, difficulty, AI actions, buffs, target defenses, and technique logic can change an encounter. “Style” identifies its AI combat family. Mission reward and Ryo columns are configured encounter rewards and should not be confused with the separate mission-template rewards below.

Leaf faction roster

NPC / entity key Rank Hostile Unique HP Attack Speed Armor AI style Encounter reward / Ryo
Naruto Uzumaki (naruto) KAGE No Yes 520 27 0.38 18 NARUTO 520 / 92
Sasuke Uchiha (sasuke) KAGE No Yes 500 29 0.39 20 SASUKE 540 / 96
Sakura Haruno (sakura) JONIN No Yes 360 25 0.36 18 MEDICAL_POWER 350 / 66
Kakashi Hatake (kakashi) KAGE No Yes 410 25 0.39 18 COPY_NINJA 450 / 82
Minato Namikaze (minato) KAGE No Yes 450 26 0.43 18 FLYING_RAIJIN 500 / 90
Tsunade (tsunade) KAGE No Yes 520 29 0.34 22 MEDICAL_POWER 500 / 90
Jiraiya (jiraiya) KAGE No Yes 500 27 0.36 19 TOAD_SAGE 480 / 88
Hinata Hyuga (hinata) JONIN No Yes 260 18 0.38 14 GENTLE_FIST 250 / 48
Neji Hyuga (neji) JONIN No Yes 285 20 0.39 15 GENTLE_FIST 280 / 52
Rock Lee (rock_lee) JONIN No Yes 310 24 0.43 15 EIGHT_GATES 300 / 56
Shikamaru Nara (shikamaru) JONIN No Yes 230 16 0.35 12 SHADOW 240 / 46
Choji Akimichi (choji) CHUNIN No Yes 310 22 0.33 17 EXPANSION 220 / 42
Ino Yamanaka (ino) CHUNIN No Yes 210 14 0.35 11 MIND 210 / 40
Shino Aburame (shino) JONIN No Yes 245 17 0.35 13 INSECT 240 / 46
Kiba Inuzuka (kiba) CHUNIN No Yes 250 19 0.41 12 FANG 220 / 42
Tenten (tenten) CHUNIN No Yes 220 16 0.37 12 WEAPON_MASTER 210 / 40
Sai (sai) JONIN No Yes 240 17 0.38 12 INK 240 / 46
Iruka Umino (iruka) CHUNIN No Yes 180 13 0.35 10 BASIC_FIRE 140 / 28
Hashirama Senju (hashirama) KAGE No Yes 720 34 0.37 26 WOOD_SAGE 700 / 120
Tobirama Senju (tobirama) KAGE No Yes 570 30 0.41 23 WATER_TELEPORT 600 / 105
Hiruzen Sarutobi (hiruzen) KAGE No Yes 500 28 0.36 20 FIVE_NATURES 520 / 94
Shisui Uchiha (shisui) ANBU No Yes 390 24 0.44 17 BODY_FLICKER 420 / 78
Might Guy (might_guy) KAGE No Yes 480 28 0.38 20 CATALOG 480 / 88
Asuma Sarutobi (asuma_sarutobi) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Kurenai Yuhi (kurenai_yuhi) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Yamato (yamato) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Danzo Shimura (danzo_shimura) KAGE No Yes 480 28 0.38 20 CATALOG 480 / 88
Konohamaru Sarutobi (konohamaru_sarutobi) CHUNIN No Yes 220 16 0.37 12 CATALOG 210 / 40
Shizune (shizune) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Anko Mitarashi (anko_mitarashi) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Ibiki Morino (ibiki_morino) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Genma Shiranui (genma_shiranui) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Aoba Yamashiro (aoba_yamashiro) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Ebisu (ebisu) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Hanabi Hyuga (hanabi_hyuga) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Hiashi Hyuga (hiashi_hyuga) KAGE No Yes 480 28 0.38 20 CATALOG 480 / 88
Choza Akimichi (choza_akimichi) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Inoichi Yamanaka (inoichi_yamanaka) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Shikaku Nara (shikaku_nara) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Tsume Inuzuka (tsume_inuzuka) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Hana Inuzuka (hana_inuzuka) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Torune Aburame (torune_aburame) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Fu Yamanaka (fu_yamanaka) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Izumo Kamizuki (izumo_kamizuki) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Kotetsu Hagane (kotetsu_hagane) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Raido Namiashi (raido_namiashi) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Iwashi Tatami (iwashi_tatami) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Yugao Uzuki (yugao_uzuki) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Moegi Kazamatsuri (moegi_kazamatsuri) CHUNIN No Yes 220 16 0.37 12 CATALOG 210 / 40
Udon Ise (udon_ise) CHUNIN No Yes 220 16 0.37 12 CATALOG 210 / 40
Kushina Uzumaki (kushina_uzumaki) KAGE No Yes 480 28 0.38 20 CATALOG 480 / 88
Kohaku Aburame (kohaku_aburame) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Reina Nara (reina_nara) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Tetsuma Sarutobi (tetsuma_sarutobi) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Kaito Senju (kaito_senju) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Taiga Inuzuka (taiga_inuzuka) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Reika Uchiha (reika_uchiha) KAGE No Yes 480 28 0.38 20 CATALOG 480 / 88
Leaf Genin (leaf_genin) GENIN No No 46 7 0.34 5 BASIC_FIRE 14 / 3
Leaf Chunin (leaf_chunin) CHUNIN No No 82 10 0.35 8 WEAPON_MASTER 24 / 5
Leaf Jonin (leaf_jonin) JONIN No No 155 15 0.37 12 COPY_NINJA 46 / 9
ANBU Operative (anbu) ANBU No No 220 20 0.4 16 BODY_FLICKER 70 / 14

Sand faction roster

NPC / entity key Rank Hostile Unique HP Attack Speed Armor AI style Encounter reward / Ryo
Gaara (gaara) KAGE No Yes 500 26 0.35 28 SAND 480 / 88
Temari (temari) JONIN No Yes 270 19 0.37 13 GREAT_WIND 260 / 50
Kankuro (kankuro) JONIN No Yes 295 20 0.36 15 PUPPET_POISON 300 / 56
Chiyo (chiyo) KAGE No Yes 370 22 0.34 17 PUPPET_POISON 390 / 72
Baki (baki) JONIN No Yes 315 22 0.39 15 GREAT_WIND 320 / 60
Matsuri (matsuri) CHUNIN No Yes 220 16 0.38 11 WEAPON_MASTER 210 / 40
Ebizo (ebizo) JONIN No Yes 300 18 0.33 16 PUPPET_POISON 310 / 58
Rasa (rasa) KAGE No Yes 480 28 0.38 20 CATALOG 480 / 88
Pakura (pakura) JONIN Yes Yes 320 21 0.38 16 CATALOG 320 / 60
Yashamaru (yashamaru) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Sand Genin (sand_genin) GENIN No No 48 7 0.34 5 SAND 14 / 3
Sand Chunin (sand_chunin) CHUNIN No No 86 11 0.34 9 SAND 26 / 5
Sand Jonin (sand_jonin) JONIN No No 160 16 0.37 13 GREAT_WIND 48 / 9

Rogue faction roster

NPC / entity key Rank Hostile Unique HP Attack Speed Armor AI style Encounter reward / Ryo
Zabuza Momochi (zabuza) JONIN No Yes 340 24 0.37 17 HIDDEN_MIST 340 / 64
Haku (haku) JONIN No Yes 280 20 0.42 13 ICE_MIRRORS 300 / 56
Madara Uchiha (madara) KAGE Yes Yes 820 38 0.4 30 MADARA 850 / 140
Hanzo (hanzo) KAGE Yes Yes 480 28 0.38 20 CATALOG 480 / 88
Han (han) KAGE No Yes 480 28 0.38 20 CATALOG 480 / 88
Fu (Takigakure) (fu_takigakure) KAGE No Yes 480 28 0.38 20 CATALOG 480 / 88
Kinkaku (kinkaku) KAGE Yes Yes 480 28 0.38 20 CATALOG 480 / 88
Ginkaku (ginkaku) KAGE Yes Yes 480 28 0.38 20 CATALOG 480 / 88
Mifune (mifune) KAGE No Yes 480 28 0.38 20 CATALOG 480 / 88
Okisuke (okisuke) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Urakaku (urakaku) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Hotaru (hotaru) CHUNIN No Yes 220 16 0.37 12 CATALOG 210 / 40
Chiriku (chiriku) KAGE No Yes 480 28 0.38 20 CATALOG 480 / 88
Kazuma (kazuma) JONIN Yes Yes 320 21 0.38 16 CATALOG 320 / 60
Fuka (fuka) JONIN Yes Yes 320 21 0.38 16 CATALOG 320 / 60
Fudo (fudo) JONIN Yes Yes 320 21 0.38 16 CATALOG 320 / 60
Fuen (fuen) JONIN Yes Yes 320 21 0.38 16 CATALOG 320 / 60
Gozu (gozu) JONIN Yes Yes 320 21 0.38 16 CATALOG 320 / 60
Rinji (rinji) JONIN Yes Yes 320 21 0.38 16 CATALOG 320 / 60
Ajisai (ajisai) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Shigure (shigure) CHUNIN Yes Yes 220 16 0.37 12 CATALOG 210 / 40
Baiu (baiu) CHUNIN Yes Yes 220 16 0.37 12 CATALOG 210 / 40
Midare (midare) CHUNIN Yes Yes 220 16 0.37 12 CATALOG 210 / 40
Aoi Rokusho (aoi_rokusho) JONIN Yes Yes 320 21 0.38 16 CATALOG 320 / 60
Idate Morino (idate_morino) CHUNIN No Yes 220 16 0.37 12 CATALOG 210 / 40
Ranmaru (ranmaru) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Sumaru (sumaru) CHUNIN No Yes 220 16 0.37 12 CATALOG 210 / 40
Natsuhi (natsuhi) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Shira (shira) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Yome (yome) CHUNIN No Yes 220 16 0.37 12 CATALOG 210 / 40
Renjiro Kagemori (renjiro_kagemori) KAGE Yes Yes 480 28 0.38 20 CATALOG 480 / 88
Aika Hoshizora (aika_hoshizora) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Daigo Arashiba (daigo_arashiba) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Meiha Suzukaze (meiha_suzukaze) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Kuroha Tsukishiro (kuroha_tsukishiro) JONIN Yes Yes 320 21 0.38 16 CATALOG 320 / 60
Ayame Kaguya (ayame_kaguya) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Haruka Uzumori (haruka_uzumori) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Raizen Kurogane (raizen_kurogane) JONIN Yes Yes 320 21 0.38 16 CATALOG 320 / 60
Miori Kamizuru (miori_kamizuru) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Hozan Fuma (hozan_fuma) JONIN Yes Yes 320 21 0.38 16 CATALOG 320 / 60
Seiran Ketsuryu (seiran_ketsuryu) KAGE Yes Yes 480 28 0.38 20 CATALOG 480 / 88
Rogue Ninja (rogue_ninja) CHUNIN Yes No 72 11 0.36 8 ROGUE 20 / 4

Mist faction roster

NPC / entity key Rank Hostile Unique HP Attack Speed Armor AI style Encounter reward / Ryo
Mei Terumi (mei) KAGE No Yes 450 26 0.36 18 LAVA_MIST 450 / 82
Chojuro (chojuro) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Ao (ao) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Yagura Karatachi (yagura_karatachi) KAGE No Yes 480 28 0.38 20 CATALOG 480 / 88
Utakata (utakata) KAGE No Yes 480 28 0.38 20 CATALOG 480 / 88
Mangetsu Hozuki (mangetsu_hozuki) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Ameyuri Ringo (ameyuri_ringo) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Fuguki Suikazan (fuguki_suikazan) JONIN Yes Yes 320 21 0.38 16 CATALOG 320 / 60
Jinin Akebino (jinin_akebino) JONIN Yes Yes 320 21 0.38 16 CATALOG 320 / 60
Kushimaru Kuriarare (kushimaru_kuriarare) JONIN Yes Yes 320 21 0.38 16 CATALOG 320 / 60
Jinpachi Munashi (jinpachi_munashi) JONIN Yes Yes 320 21 0.38 16 CATALOG 320 / 60
Raiga Kurosuki (raiga_kurosuki) JONIN Yes Yes 320 21 0.38 16 CATALOG 320 / 60
Sazanami Hozuki (sazanami_hozuki) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Namiha Yuki (namiha_yuki) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Mist Genin (mist_genin) GENIN No No 50 8 0.34 5 HIDDEN_MIST 15 / 3
Mist Chunin (mist_chunin) CHUNIN No No 88 11 0.35 9 HIDDEN_MIST 26 / 5
Mist Jonin (mist_jonin) JONIN No No 165 16 0.36 13 HIDDEN_MIST 48 / 9

Sound faction roster

NPC / entity key Rank Hostile Unique HP Attack Speed Armor AI style Encounter reward / Ryo
Suigetsu Hozuki (suigetsu) JONIN No Yes 360 24 0.4 17 WATER_TELEPORT 360 / 66
Karin Uzumaki (karin) JONIN No Yes 300 18 0.37 14 MIND 320 / 60
Jugo (jugo) KAGE No Yes 540 30 0.39 22 EIGHT_GATES 500 / 90
Orochimaru (orochimaru) KAGE Yes Yes 530 27 0.38 19 SNAKE_SAGE 540 / 96
Kabuto Yakushi (kabuto) ANBU Yes Yes 360 22 0.39 16 CHAKRA_SCALPEL 380 / 70
Kimimaro (kimimaro) KAGE Yes Yes 480 28 0.38 20 CATALOG 480 / 88
Guren (guren) KAGE Yes Yes 480 28 0.38 20 CATALOG 480 / 88
Yukimaru (yukimaru) CHUNIN No Yes 220 16 0.37 12 CATALOG 210 / 40
Sora (sora) KAGE No Yes 480 28 0.38 20 CATALOG 480 / 88
Dosu Kinuta (dosu_kinuta) CHUNIN Yes Yes 220 16 0.37 12 CATALOG 210 / 40
Zaku Abumi (zaku_abumi) CHUNIN Yes Yes 220 16 0.37 12 CATALOG 210 / 40
Kin Tsuchi (kin_tsuchi) CHUNIN Yes Yes 220 16 0.37 12 CATALOG 210 / 40
Yoroi Akado (yoroi_akado) JONIN Yes Yes 320 21 0.38 16 CATALOG 320 / 60
Misumi Tsurugi (misumi_tsurugi) JONIN Yes Yes 320 21 0.38 16 CATALOG 320 / 60

Cloud faction roster

NPC / entity key Rank Hostile Unique HP Attack Speed Armor AI style Encounter reward / Ryo
Killer B (killer_b) KAGE No Yes 560 30 0.41 22 LARIAT 540 / 96
Fourth Raikage (raikage) KAGE No Yes 620 33 0.43 26 LIGHTNING_ARMOR 620 / 108
Darui (darui) KAGE No Yes 450 27 0.4 19 LIGHTNING_ARMOR 460 / 84
Omoi (omoi) JONIN No Yes 305 21 0.4 15 WEAPON_MASTER 310 / 58
Karui (karui) JONIN No Yes 300 22 0.41 14 WEAPON_MASTER 300 / 56
Samui (samui) JONIN No Yes 315 20 0.39 16 WEAPON_MASTER 310 / 58
Atsui (atsui) JONIN No Yes 330 23 0.39 16 BASIC_FIRE 320 / 60
Mabui (mabui) JONIN No Yes 290 17 0.38 14 BODY_FLICKER 300 / 56
Dodai (dodai) JONIN No Yes 360 21 0.35 20 SAND 350 / 64
Motoi (motoi) JONIN No Yes 300 19 0.38 14 WEAPON_MASTER 300 / 56
Yugito Nii (yugito_nii) KAGE No Yes 510 29 0.42 21 LAVA_MIST 500 / 90
Cloud Genin (cloud_genin) GENIN No No 52 8 0.35 6 LIGHTNING_ARMOR 15 / 3
Cloud Chunin (cloud_chunin) CHUNIN No No 92 12 0.36 10 LIGHTNING_ARMOR 28 / 6
Cloud Jonin (cloud_jonin) JONIN No No 170 17 0.38 14 LIGHTNING_ARMOR 50 / 10

Stone faction roster

NPC / entity key Rank Hostile Unique HP Attack Speed Armor AI style Encounter reward / Ryo
Mu (mu) KAGE No Yes 480 29 0.37 19 PARTICLE_STYLE 520 / 94
Onoki (onoki) KAGE No Yes 520 31 0.34 22 PARTICLE_STYLE 560 / 100
Kurotsuchi (kurotsuchi) KAGE No Yes 430 25 0.39 18 LAVA_MIST 440 / 80
Akatsuchi (akatsuchi) JONIN No Yes 480 28 0.33 25 EXPANSION 430 / 78
Kitsuchi (kitsuchi) JONIN No Yes 410 26 0.35 22 FIVE_NATURES 410 / 74
Roshi (roshi) KAGE No Yes 560 31 0.39 24 LAVA_MIST 540 / 96
Genzan Iwagane (genzan_iwagane) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60
Stone Genin (stone_genin) GENIN No No 54 8 0.33 7 FIVE_NATURES 15 / 3
Stone Chunin (stone_chunin) CHUNIN No No 96 12 0.34 11 FIVE_NATURES 28 / 6
Stone Jonin (stone_jonin) JONIN No No 175 17 0.35 15 FIVE_NATURES 50 / 10

Akatsuki faction roster

NPC / entity key Rank Hostile Unique HP Attack Speed Armor AI style Encounter reward / Ryo
Itachi Uchiha (itachi) KAGE Yes Yes 440 26 0.39 18 ITACHI 470 / 86
Kisame Hoshigaki (kisame) KAGE Yes Yes 560 29 0.36 22 KISAME 500 / 90
Deidara (deidara) KAGE Yes Yes 390 24 0.38 15 EXPLOSIVE_CLAY 450 / 82
Sasori (sasori) KAGE Yes Yes 430 25 0.35 22 PUPPET_POISON 460 / 84
Hidan (hidan) KAGE Yes Yes 520 29 0.38 18 RITUAL 470 / 86
Kakuzu (kakuzu) KAGE Yes Yes 610 31 0.35 26 MASKED_HEARTS 540 / 96
Pain (pain) KAGE Yes Yes 660 34 0.37 25 SIX_PATHS 650 / 112
Konan (konan) KAGE Yes Yes 390 23 0.39 15 PAPER 420 / 78
Obito Uchiha (obito) KAGE Yes Yes 680 33 0.42 24 KAMUI 680 / 116
Zetsu (zetsu) ANBU Yes Yes 400 23 0.37 19 ZETSU 420 / 78
Yahiko (yahiko) JONIN No Yes 320 21 0.38 16 CATALOG 320 / 60

Broker faction roster

NPC / entity key Rank Hostile Unique HP Attack Speed Armor AI style Encounter reward / Ryo
Shinobi Intelligence Broker (mission_broker) CHUNIN No No 80 2 0.28 8 NONE 0 / 0

NPC technique presentation catalog

NPC-only named attacks are not omitted from this guide. The following 552 presentation profiles describe the named technique effects associated with the NPC visual catalog. They are not 552 additional learnable player jutsus, and a visual profile alone does not establish a unique damage formula, purchase price, or guaranteed AI casting schedule. Read the player encyclopedia for actual player unlocks.

Presentation labels explain the visual family: a projectile travels, a beam draws a line attack, an area effect occupies a region, a barrier forms a defense, a combo depicts a linked attack, and a summon/construct depicts a created combat object. The theme describes the effect's visual identity. NPC combat behavior remains controlled by its AI style and the individual attack implementation.

Naruto Uzumaki — technique effects

Sasuke Uchiha — technique effects

Sakura Haruno — technique effects

Kakashi Hatake — technique effects

Minato Namikaze — technique effects

Tsunade — technique effects

Jiraiya — technique effects

Hinata Hyuga — technique effects

Neji Hyuga — technique effects

Rock Lee — technique effects

Shikamaru Nara — technique effects

Choji Akimichi — technique effects

Ino Yamanaka — technique effects

Shino Aburame — technique effects

Kiba Inuzuka — technique effects

Tenten — technique effects

Sai — technique effects

Iruka Umino — technique effects

Hashirama Senju — technique effects

Tobirama Senju — technique effects

Hiruzen Sarutobi — technique effects

Shisui Uchiha — technique effects

Gaara — technique effects

Temari — technique effects

Kankuro — technique effects

Chiyo — technique effects

Baki — technique effects

Matsuri — technique effects

Ebizo — technique effects

Zabuza Momochi — technique effects

Haku — technique effects

Mei Terumi — technique effects

Suigetsu Hozuki — technique effects

Karin Uzumaki — technique effects

Jugo — technique effects

Killer B — technique effects

Fourth Raikage — technique effects

Darui — technique effects

C — technique effects

Omoi — technique effects

Karui — technique effects

Samui — technique effects

Atsui — technique effects

Mabui — technique effects

Dodai — technique effects

Motoi — technique effects

Yugito Nii — technique effects

Mu — technique effects

Onoki — technique effects

Kurotsuchi — technique effects

Akatsuchi — technique effects

Kitsuchi — technique effects

Roshi — technique effects

Orochimaru — technique effects

Kabuto Yakushi — technique effects

Madara Uchiha — technique effects

Itachi Uchiha — technique effects

Kisame Hoshigaki — technique effects

Deidara — technique effects

Sasori — technique effects

Hidan — technique effects

Kakuzu — technique effects

Pain — technique effects

Konan — technique effects

Obito Uchiha — technique effects

Zetsu — technique effects

Might Guy — technique effects

Asuma Sarutobi — technique effects

Kurenai Yuhi — technique effects

Yamato — technique effects

Danzo Shimura — technique effects

Konohamaru Sarutobi — technique effects

Shizune — technique effects

Anko Mitarashi — technique effects

Ibiki Morino — technique effects

Genma Shiranui — technique effects

Aoba Yamashiro — technique effects

Ebisu — technique effects

Hanabi Hyuga — technique effects

Hiashi Hyuga — technique effects

Choza Akimichi — technique effects

Inoichi Yamanaka — technique effects

Shikaku Nara — technique effects

Tsume Inuzuka — technique effects

Hana Inuzuka — technique effects

Torune Aburame — technique effects

Fu Yamanaka — technique effects

Izumo Kamizuki — technique effects

Kotetsu Hagane — technique effects

Raido Namiashi — technique effects

Iwashi Tatami — technique effects

Yugao Uzuki — technique effects

Moegi Kazamatsuri — technique effects

Udon Ise — technique effects

Kushina Uzumaki — technique effects

Hanzo — technique effects

Yahiko — technique effects

Chojuro — technique effects

Ao — technique effects

Yagura Karatachi — technique effects

Utakata — technique effects

Mangetsu Hozuki — technique effects

Ameyuri Ringo — technique effects

Fuguki Suikazan — technique effects

Jinin Akebino — technique effects

Kushimaru Kuriarare — technique effects

Jinpachi Munashi — technique effects

Raiga Kurosuki — technique effects

Rasa — technique effects

Pakura — technique effects

Yashamaru — technique effects

Han — technique effects

Fu (Takigakure) — technique effects

Kinkaku — technique effects

Ginkaku — technique effects

Mifune — technique effects

Okisuke — technique effects

Urakaku — technique effects

Kimimaro — technique effects

Guren — technique effects

Yukimaru — technique effects

Sora — technique effects

Hotaru — technique effects

Chiriku — technique effects

Kazuma — technique effects

Fuka — technique effects

Fudo — technique effects

Fuen — technique effects

Gozu — technique effects

Rinji — technique effects

Ajisai — technique effects

Shigure — technique effects

Baiu — technique effects

Midare — technique effects

Dosu Kinuta — technique effects

Zaku Abumi — technique effects

Kin Tsuchi — technique effects

Yoroi Akado — technique effects

Misumi Tsurugi — technique effects

Aoi Rokusho — technique effects

Idate Morino — technique effects

Ranmaru — technique effects

Sumaru — technique effects

Natsuhi — technique effects

Shira — technique effects

Yome — technique effects

Renjiro Kagemori — technique effects

Aika Hoshizora — technique effects

Daigo Arashiba — technique effects

Meiha Suzukaze — technique effects

Kuroha Tsukishiro — technique effects

Genzan Iwagane — technique effects

Sazanami Hozuki — technique effects

Kohaku Aburame — technique effects

Reina Nara — technique effects

Tetsuma Sarutobi — technique effects

Ayame Kaguya — technique effects

Haruka Uzumori — technique effects

Raizen Kurogane — technique effects

Namiha Yuki — technique effects

Kaito Senju — technique effects

Miori Kamizuru — technique effects

Taiga Inuzuka — technique effects

Reika Uchiha — technique effects

Hozan Fuma — technique effects

Seiran Ketsuryu — technique effects

Leaf Genin — technique effects

Leaf Chunin — technique effects

Leaf Jonin — technique effects

Sand Genin — technique effects

Sand Chunin — technique effects

Sand Jonin — technique effects

Mist Genin — technique effects

Mist Chunin — technique effects

Mist Jonin — technique effects

Cloud Genin — technique effects

Cloud Chunin — technique effects

Cloud Jonin — technique effects

Stone Genin — technique effects

Stone Chunin — technique effects

Stone Jonin — technique effects

ANBU Operative — technique effects

Rogue Ninja — technique effects

Shinobi Intelligence Broker — technique effects

World Settings, Protection, and Administration

The settings screen

Use the configured Right Bracket / Turkish Ü-key position to open Shinobi Settings. Its eye-alignment controls move the rendered eye left/right/up/down, reset alignment, and adjust eye size in 0.25-pixel steps. These are appearance settings, not increases to Dojutsu power.

The gameplay controls are arranged in two columns. Keep the following systems separate:

Setting/control Purpose Permission distinction
Wall Camera Orient the view for chakra wall/ceiling walking Player-side appearance/control setting
Natural mobs in Shinobi World Enable/disable ordinary natural mobs there World gameplay setting
Travel to Shinobi World Travel between supported world destinations Travel availability is checked
Reset Shinobi World Rebuild/reset the managed world content Operator-only, destructive; back up first
Reset Naruto NPCs Reset managed Naruto NPC state Operator-only; not a world backup
Unlimited Bijuu Change limited/realistic beast availability Operator-only world rule
Overworld village shinobi Control friendly/village natural shinobi spawning in Overworld Operator-only world rule
Overworld enemies Control hostile shinobi natural spawning in Overworld Operator-only world rule
Shinobi World village shinobi Control friendly/village natural spawning there Operator-only world rule
Shinobi World enemies Control hostile shinobi natural spawning there Operator-only world rule
Village terrain protection Protect village initial/claimed land from relevant terrain damage Operator-only; independent of whole-map setting
Shinobi map terrain protection Protect the imported main map rectangle Operator-only; independent of village setting

Operator gameplay mutations use the server permission checks. A button appearing in a player's UI does not authorize a forged network request. Similarly, visual settings should not be mistaken for permission to reset worlds.

Normal default natural-spawn settings disable Overworld friendly/hostile shinobi and enable Shinobi World friendly/hostile shinobi. Ordinary natural mobs in Shinobi World are off by default but can be configured; the old statement that they can never spawn there is no longer accurate. Spawn eggs/manual spawning are different from natural spawning.

Village protection versus full-map protection

Village protection covers the relevant village regions and owned claims. Whole-map protection covers the imported Shinobi World rectangle:

These two switches serve different scopes. Village protection does not mean the entire world is protected; whole-map protection does not mean infinite terrain outside the imported map is protected. Land outside the allowed main-map area cannot be purchased merely by disabling destruction protection.

Protected terrain is filtered from supported explosions and terrain-changing jutsu. These settings are not a universal PvP-off button and do not guarantee that external mods which replace blocks directly honor the same checks.

Command blocks and imported-world safety

The managed Shinobi World chunk-load cleanup handles the three command-block variants: impulse, repeating, and chain command blocks. This prevents command blocks in the managed imported content from remaining as ordinary active gameplay blocks when cleanup processes the relevant chunks. It is not described here as an unrestricted automatic deletion of every command block in every dimension.

Before a world reset, a mass terrain test, or a migration between versions, back up the save. A mod's cleanup mechanism is not a substitute for a recoverable backup.

Dimensions and leaving safely

Shinobi World is the main imported shinobi map, with terrain outside its boundaries. World travel remembers supported last-position state rather than requiring the player to manually re-enter coordinates every time.

Kamui Dimension is used for Kamui's space-time actions and displaced targets. Entering it without the right exit ability can strand an unprepared player. Tsukuyomi Dimension is a temporary illusion domain whose proxy damage is linked to its trapped victim, not a general-purpose safe mining world.

Dimension-gate/portal techniques use eligible registered dimensions, including compatible modded destinations. A dimension appearing in a selector is not proof that its landing point is safe, breathable, or suitable for a beginner. Coordinate travel and marked-kunai travel retain their own eligibility and destination rules.

Practical Troubleshooting and Gameplay Examples

I unlocked a jutsu but it will not activate

Check these independently:

  1. Is it assigned to the currently selected jutsu slot?
  2. Does your current clan/nature/bloodline match its path?
  3. Are all listed skill thresholds met?
  4. Is the required eye actually active?
  5. Are you in the right form or Gate stage?
  6. Is a valid target still under your crosshair at activation?
  7. Is enough usable chakra available for activation and upkeep?
  8. Is another mutually exclusive mode active?
  9. Is the destination/target protected or otherwise ineligible?

A tool's purchase price is not its casting requirement. Recovering its item does not bypass these conditions.

Right-click no longer places blocks or eats food

The selected jutsu slot can reserve right-click for combat. Select an empty jutsu slot when performing ordinary Minecraft actions. An orb rod also has its own throw/shield controls; holding the same mouse button should not be assumed to perform both a throw and an unrelated item action.

I cannot see another player's chakra information

Eye information is private to the relevant observer. Activate the required perception mode and meet its observation/target conditions. The absence of a global overlay for everyone is not necessarily a rendering bug.

My chakra maximum fell after being struck by an orb rod

Each embedded rod applies 20 percentage points of usable-capacity suppression, plus its movement, jump, and regeneration reductions. Five rods reach 100% suppression. The underlying skill points have not been deleted. Removing/recalling rods reopens capacity; removal deals the configured half-of-first-hit damage, so do not assume extraction is harmless.

My Medical limit increased but I did not gain Medical points

The limit is the amount you can train up to, not an automatic grant. A standard character with Juubi can train to 47,000; a current value of 15,000 can therefore remain 15,000 until more points are invested. A displayed maximum of only 15,000 would instead indicate that the Juubi cap bonus has not been applied.

My orb is missing

Check whether it is a platform, shell segment, held rod/shield, flying projectile, or embedded in a target/terrain. Within 70 blocks inclusive, use its number combination to recall it. Beyond 70 blocks or in another dimension, control is unavailable and its HUD location is unknown. An orb marked out of range automatically returns when the owner re-enters its range.

Selecting a different ordinary hotbar slot is not the recall command. Closing Juubi Stage 1 or dying intentionally cleans up the form's orbs and their effects.

A purchase selection contains both owned and empty land

The owned chunks are skipped and not charged again. Only eligible new chunks count toward payment. If any remaining new chunk is foreign-owned, blocked, disconnected, or otherwise invalid, the purchase is rejected without deducting currency. Empty/foreign chunks in a removal selection are skipped; the player's protected center/base area and connectivity checks still apply.

I have Kage rank but village administration is disabled

The system checks the village's current player leader, not just the rank label. A normal member, former Kage, unrelated OP, or organization leader does not automatically own another village's color/land permissions. Organizations and Akatsuki do not buy village territory.

Why does a fully charged bomb freeze the game?

The full sphere contains vastly more potential blocks than the smallest band. Even with empty-section skipping and batched updates, removing a radius-256 sphere in one server step can take substantial time. Lower particles cannot eliminate a server-side terrain scan. For important worlds, enable terrain protection, use backups, and test maximum-charge attacks away from builds. The guide does not promise that any PC can run the largest instant explosion without a pause.

How should a new character progress?

Begin with one useful clan/release path, not every expensive unlock at once. Train Ninjutsu for chakra, improve the skill gates needed by your first techniques, earn JP through missions, and keep an empty jutsu slot for ordinary interaction. Add a second nature or more slots when your first loadout is usable. Advanced eyes, Gates, wood constructs, medical rescue, Bijuu sealing, and village leadership all have their own prerequisites; they are not interchangeable shortcuts.

Multiplayer preparation checklist

Use matching versions of the mod and required dependencies on server and clients. Decide operator permissions, spawn toggles, limited-beast rules, death release, village leaders, and terrain protection before inviting players. Test restore/recovery on a copied save. For a report, include the version, dimension, player state/form, selected technique, charge band, protection settings, and reproducible steps—not only a screenshot of the result.

Scope of This Guide

This guide keeps the original major gameplay sections and expands them with the current technique registry, named NPC roster, NPC presentation catalog, progression values, equipment behavior, recipes, mission templates, and recent village/Juubi systems. Retained legacy/test records and addon-only content are explicitly distinguished from normal player unlocks.

A configured base chakra value is not always the final cost of a percentage-based or maintained action. A registered visual profile is not a separate player unlock. A displayed rank is not ownership of a village. Numerical damage is measured in Minecraft damage points, not hearts. These distinctions are important when comparing abilities or troubleshooting an apparent mismatch.

Requirements

Install the required Forge and GeckoLib versions before launching the mod. For multiplayer, the server and all players must use compatible versions and matching required dependencies.

Feedback and Bug Reports

Please include your Minecraft version, Forge version, mod version, singleplayer/server context, steps to reproduce, and the relevant crash report or log when reporting a problem. For world-affecting bugs, make a backup before reproducing the issue. Suggestions for new clans, techniques, missions, and shinobi-world features are welcome.

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