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Contents
Introduction
Welcome to
Naruto! Nigeru RPG! Here you create your own ninja and set out on a journey through the world of Naruto: explore the map,
fight enemies, learn jutsus, complete missions in the villages and climb the ranks from Academy Student all the way to Jounin.
Everything happens in your browser, on a map you share with other players, whom you can chat with, trade items with and duel.
This page explains how the game works. If you still have questions, ask on the forum or in the chat — experienced players and the game staff are usually happy to help.
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Creating your Character
When you create your account you choose your character’s name (letters, numbers,
_ and
- only, no spaces) and your
difficulty level. The home village is not chosen: every ninja starts in the game’s starting village (usually the Leaf Village, at the center of the map, where the beginner area is).
Both can be changed later, in the game, through missions: see
Changing your Home Village and
Changing your Difficulty.
Specializations
Every ninja starts as a student
without a specialization. From level 5 on, in any village, the
Choose Specialization button opens the page with the three specializations.
The choice is permanent: once you confirm, your HP, Chakra, Strength and Dexterity are adjusted to the specialization and you learn its jutsus up to your current level. All of them use the same experience curve.
Ninjutsu: master of the elements. Elemental jutsus deal more damage and elemental advantage hits harder; gains the most Chakra. Weakness: takes a little more physical damage.
Taijutsu: close-combat specialist. Stronger physical attacks with more crits, cheaper non-elemental techniques and the highest HP. Weakness: genjutsu effects from other ninjas hit harder.
Genjutsu: master of control. Stuns, poisons, burns and weakening effects land more often, last longer and hit harder; stronger Chakra drain and resistance to enemy effects. Weakness: less direct damage from jutsus.
Each specialization also has exclusive jutsus and its own bonus while
Senjutsu is active. The exact numbers are on the choice page.
How the specializations compare (adding up everything gained up to level 50, without items or attributes):
| Specialization | Ninjutsu | Taijutsu | Genjutsu |
| Experience for level 50 | 2,168,109 | 2,168,109 | 2,168,109 |
| HP at level 50 | 259 | 275 | 271 |
| CH at level 50 | 202 | 138 | 175 |
| Strength at level 50 | 152 | 250 | 152 |
| Dexterity at level 50 | 191 | 191 | 240 |
| Medical jutsus (healing) | 6 | 4 | 5 |
| Damage jutsus | 16 | 5 | 10 |
| Sleep genjutsus | 3 | 3 | 3 |
| Attack-boosting jutsus | 0 | 0 | 0 |
| Defense-boosting jutsus | 3 | 3 | 2 |
Difficulty Levels
The difficulty multiplies the enemies’ HP and damage — but also the experience and Ryou they give when defeated. The harder it is, the slower and more dangerous the hunt, and the bigger the reward:
Easy: ×1 (normal values)
Medium: ×1.2 (that is, 20% more)
Hard: ×1.5 (that is, 50% more)
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Status Points
The bars on the right panel show the five values that keep changing as you play:
HP (Health Points) — red bar. If it reaches zero you are defeated. Restore it at an inn, with medical jutsus, by resting or through battle luck.
CH (Chakra Points) — blue bar. Spent on jutsus and on the Search Jutsu. Restore it at an inn, by resting or through battle luck.
TP (Travel Points) — yellow bar. Spent to travel straight to a village from the village menu, by the Return and Teleport scrolls and by Swift Step. Restore it at an inn, by resting in a village or through battle luck (see TP, NP and EP).
NP (Natural Points) — green bar. The energy of nature used by Senjutsu. You gain 1 NP for every step you take on the map, while resting and through battle luck. Your maximum grows by 5 every level.
EP (Element Points) — purple bar. Every elemental damage jutsu spends the EP shown on it; without EP it goes out as Neutral (normal damage, only spends Chakra). Restore it at an inn, by resting in a village or through battle luck; the maximum grows with your level and with items.
When your HP or CH drops below 20% of the maximum, the value turns red on the panel.
Your character also has
Strength and
Dexterity (which grow every level),
Attack Power (Strength + weapon and items) and
Defense Power (Dexterity + vest, headband and items), plus five attributes you distribute yourself (see
Distributing Attributes).
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The Map and Exploring
The world is one big square of coordinates, from 400S to 400N and from 400W to 400E. The Leaf Village sits in the middle, at [0N, 0E].
Use the
North,
South,
East and
West buttons on the left panel to move one square at a time; the mini map shows your surroundings and
the
View Full Map link opens the whole map, where you can also click a spot to have your character walk there on their own.
Every step outside the villages has a chance (1 in 4) of running into an enemy. The farther from the center, the stronger they get: the highest enemy level
in an area is your greatest distance from the center (in latitude or longitude) divided by 5, and enemies up to 2 levels below that also show up.
In other words, within 4 squares of the Leaf Village you only meet level 1 enemies; 100 squares away they are already level 19 to 21.
Stepping onto a village’s coordinates takes you inside, and that village is added to your travel menu without having to buy its map.
While exploring you can also see the other players standing on the same coordinates.
Rest: outside the villages, the Rest button (in your character commands) restores 1 HP, 2 CH and 1 NP every 10 seconds. Rest items (enemy drops only, like the Night Lotus Tea) multiply everything Rest restores for a few hours (at least 2); use them from your backpack.
Map fog: the full map is split into 20x20 regions, and at first only the region you are in is shown; the others are covered
by fog. Every region you step into is revealed for good, along with the villages in it (villages whose map you already own are shown too).
Enemy and item searches only mark regions you have already discovered. The percentage of the map you have discovered is shown below the map
and on your character sheet.
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Battles
When an enemy appears, the battle screen shows its card with its level, immunity, element, HP, attack and defense.
Depending on your Dexterity, you may strike first or the enemy may seize the initiative. Each turn you choose an action:
Attack: a physical attack. Damage depends on your Attack Power minus the enemy’s defense. Sometimes you land an excellent hit that doubles the damage (more likely with high Strength and Determination), and sometimes the enemy dodges and takes no damage (less likely with Precision).
Jutsu: uses one of the jutsus you have learned, spending Chakra. Medical jutsus heal, damage jutsus hurt the enemy (some enemies are immune), genjutsus put the enemy to sleep, and attack or defense boosts last until the end of the fight.
Ninja tools: kunai, shuriken, bombs and weapon scrolls from your backpack are thrown at the enemy (or your duel opponent) and use up your turn. Each one has damage, a hit chance (Accuracy helps a little), sometimes an element and an effect (burn, poison, stun, sleep, weakened attack or defense). The weaker ones are sold in the shop; the strong ones drop from enemies.
Run: tries to escape the fight. Your chance depends on your Dexterity and the enemy’s strength; if you fail, the enemy attacks.
After your action it is the enemy’s turn. You may dodge the blow (easier with Dexterity and Agility), and your Defense Power reduces the damage you take.
Victory: you earn experience and Ryou. You may also get an item (drop) — the chance goes up with Luck and with Drop Chance items — and
sometimes
battle luck restores a little HP, CH, TP, NP or EP. Once you have enough experience you level up: you gain HP, CH, TP, Strength and
Dexterity, 5 attribute points to distribute, 5 maximum NP and, at some levels, a new jutsu.
Battle luck: after each victory a draw picks the bar (NP 40%, HP 20%, CH 20%, TP 10%, EP 10%) and restores a base amount (HP 1-20, CH 1-10, TP 1-15, NP 1-5, EP 1-2), plus 2% of that amount per enemy level (except EP), plus half to all of a slice of the bar’s maximum (HP 5%, CH 5%, TP 6%, NP 4%, EP 5%). So luck grows along with your bars, never going above the maximum.
Defeat: if your HP reaches zero you lose
half the Ryou you are carrying and wake up in your village with a quarter of your maximum HP.
Ryou kept in the bank is never lost.
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Elements
Every enemy and every jutsu belongs to an element:

Fire,

Water,

Wind,

Lightning,

Earth or

Neutral. The five elements form a cycle in which each one beats the next:
Water beats Fire
Fire beats Wind
Wind beats Lightning
Lightning beats Earth
Earth beats Water
An attack against the element it beats is
super effective and deals 50% more damage; against the element that beats it, it is
not very effective and deals
half damage; against the
same element the target
resists and takes only part of the damage. In every other case, and whenever either side is Neutral, damage is normal.
The rule applies to your jutsus, to the enemies’ attacks against you and between players, in duels and in PvP.
Your elements. From level 5, in any village (
Choose Element), you choose a
main element and, if you want,
a
secondary one. The choices are permanent.
Jutsus of your main element deal more damage; those of the secondary, a little more.
Each element is linked to an attribute (Water = Luck, Fire = Determination, Wind = Accuracy, Lightning = Agility, Earth = Intelligence): every elemental jutsu gets
+1% damage per 20 points of it. On your main element those points count double, and one and a half times on the secondary.
On defense, you take on those elements: you take more damage from the element that beats yours and resist your own element. With two elements the damage combines both:
the main one counts in full and the secondary at half. If either is weak against the attack, you take more damage.
A jutsu only carries its element if you have the EP it spends (each jutsu has its own cost). Without EP it goes out as Neutral: normal damage, spending only Chakra.
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TP, NP and EP
TP — Travel Points (yellow bar): the "fuel" of fast travel.
Spent: in the town menu (Travel To), the trip costs TP by distance (village TP + 10 + 10 per 100 tiles) and 5 Ryou per TP (carts and boatmen).
To your home village it costs at least 300% of the Return Scroll TP and 600 Ryou, much more than the scroll (never more TP than your maximum).
To other villages it costs 300 Ryou more and spends 1 Travel Seal, dropped by level 20 to 60 enemies, given by some repeatable missions and made through Alchemy.
Each village’s tooltip and the travel screen show the exact cost;
the Return Scroll costs 50% of the TP of the trip to your home village (at least 5 TP); the rare Random Teleport Scroll costs 30 TP;
Swift Step: Comet spends TP on every step.
Recovered: at the inn (everything), resting inside a village (+1 TP every 3 seconds) and with battle luck. The maximum grows with level and items.
NP — Natural Points (green bar): the energy of nature.
Spent: active Senjutsu consumes 1 NP every 3 seconds; Senjutsu jutsus also cost NP on every use.
Recovered: 1 NP per step on the map, resting (inside or outside villages) and with battle luck. The inn does not restore NP. The maximum rises by 5 every level and with graduations.
EP — Element Points (purple bar): your affinity with the elements.
Spent: every damage jutsu with an element (fire, water, earth, wind or lightning) spends 1 EP. With EP the jutsu gets the element attribute bonus plus 15% damage;
without EP it works, but without those bonuses. Physical attacks with an active +Damage jutsu only get the element bonus while you have EP.
Recovered: at the inn (everything), resting inside a village (+1 EP every 3 seconds) and with battle luck. The maximum rises by 1 every 2 levels and with items.
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Special Jutsus, Teleports and Trade-off Items
Some jutsus are not used in fights, but from the
Jutsus list in the lower right corner of the screen (outside battles):
Supply Summoning (Pouch, Chest, Storehouse and Clan Vault): spends Chakra and has a cooldown in minutes. It draws an item (shop gear, drop or potion) that goes to the backpack; higher tiers bring better items and fail less, but sometimes the seal only brings dust. The first three are learned from rare scrolls; the Clan Vault only from a very hard mission in a remote corner of the map.
Swift Step (Feather and Comet): click to turn it on and again to turn it off. While on, each step covers 2 (Feather) or 3 (Comet) tiles and charges Chakra (and TP, for Comet) on every step; it turns itself off when the points run out or when you enter a village. The step stops early at the map edge, on reaching a village (you enter it) or on an NPC’s tile. There is still one chance of meeting an enemy per step (on the tile where you stop).
Senjutsu jutsus: only work while Senjutsu is active and cost NP besides Chakra. Some are used in fights, duels and PvP; others from the Jutsus list. They are taught by masters who live at the far ends of the map.
Return Scroll (shops): takes you to your home village, spending TP.
Random Teleport Scroll (extremely rare, only dropped by strong enemies): takes you to a random village, possibly one you have never been to, never the village you are in nor your home village. Neither works in battles, duels or PvP. Shops buy the Teleport for a good price.
Trade-off items: some rare drops give much more than common items, but take something in return (for example, lots of attack and less defense). The downside appears in
red in the description. If it would put any of your attributes below zero, the item cannot be equipped.
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Villages and their Services
Villages are the safe places on the map: no enemies appear inside them. Each village panel has the
Buy and Sell,
Administrative and
Other boxes,
and the village page shows the latest news, the players online and the chat board.
Shop (Buy Weapon/Vest/Headband): each village sells different items; the farthest villages have the most powerful ones. When you buy an item, the one you were using in that slot goes to your backpack (or to the bank if the backpack is full). To sell, use Consumables and selling: the shop pays 1/4 of the shop price for weapons, vests and headbands and 1/3 for consumables.
Items with a red asterisk (*) give special bonuses (HP, Chakra, Strength etc.).
Inn (Rest at an Inn): restores all your HP, CH, TP and EP. The price changes from village to village.
Maps (Buy Maps): a village’s map adds it to your travel menu; after that, just click it to travel there by spending TP. Maps of the most secret villages are not sold: you have to find them on foot.
Bank: stores up to 30 items (60 for special accounts) and part of your Ryou — at most 90% of the total between what is in the bank and what you carry. Through the bank you can also donate Ryou and send items to other players.
Missions (Complete Missions): where you hand in the village’s missions, see Missions, Training and Graduations.
Graduation, Alchemy, Senjutsu and Search Jutsu: services found only in some villages (see the table below).
| Village | Coordinates | Inn | Map | Travel | Special services |
| Leaf Village | [0N, 0E] | 6 Ryou | 200 Ryou | 5 TP | Home village, Rank |
| Mount Myoboku | [100S, 100E] | 20 Ryou | 800 Ryou | 10 TP | Senjutsu training, call Fukasaku & Shima, Alchemy |
| Stone Village | [125N, 70W] | 33 Ryou | 1,200 Ryou | 15 TP | Home village, Rank |
| Mist Village | [30N, 170E] | 40 Ryou | 3,000 Ryou | 30 TP | Home village |
| Sand Village | [130S, 130W] | 60 Ryou | 5,000 Ryou | 50 TP | Home village, Search Jutsu training, Alchemy |
| Cloud Village | [170N, 170E] | 90 Ryou | 12,000 Ryou | 80 TP | Home village |
| Heaven and Earth Hamlet | [200N, 200W] | 100 Ryou | 30,000 Ryou | 110 TP | - |
| Akatsuki Hideout | [250S, 250W] | 125 Ryou | Find on foot | 160 TP | Does not sell maps |
| Village of Wisdom | [300N, 0E] | 127 Ryou | Find on foot | 300 TP | - |
| Royal Castle | [239N, 151E] | 5 Ryou | Find on foot | 5 TP | - |
Alchemy: on Mount Myoboku and in the Sand Village you can fuse two specific items from your backpack into a more powerful one. The combinations are discovered by playing — talking to other players helps.
Fukasaku & Shima: on Mount Myoboku you can call the two sage toads to join your party (they start appearing on your character).
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Changing your Home Village
Every ninja starts in the game’s starting village (registration does not ask for a village), but your home village can be changed mid-game — it just is not easy. Near each home village lives an
ambassador (an NPC on the map, next to the village).
Talk to the ambassador of the village you want to join and accept the
Transfer mission:
Requirements: level 30 or higher and the Chuunin graduation. The transfer to your current home village is not shown, and only one transfer can be done at a time.
Tasks: defeat enemies around the new village, visit the border marker and go back to the ambassador to pay the citizenship fee (20,000 Ryou, charged on delivery).
On delivery your home village changes immediately: it is where you return when defeated (fights and PvP) and with the Return Scroll, the emblem next to your name changes and the Random Teleport Scroll starts avoiding the new village. The change is recorded in your history.
Waiting time: after changing, you must wait 30 day(s) before changing again. Secret villages and places without a home village do not accept transfers.
Your current home village is shown on your character sheet (All Stats) and in the ambassador’s box, along with the time left until the next change.
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Changing your Difficulty
The difficulty chosen at registration can be changed mid-game. Near the Leaf Village lives the
Master of Trials (an NPC on the map). Talk to him and accept the
Trial for the difficulty you want:
Requirements: level 15 or higher. The trial for your current difficulty is not shown, and only one trial can be done at a time.
Tasks: win a few fights in a row, without resting, healing or dying, against enemies of the new difficulty’s tier (the harder it is, the more fights and the higher the enemies’ level), and go back to the Master to hand over the offering in Ryou, charged on delivery (Easy: 3,000 Ryou, Medium: 5,000 Ryou, Hard: 8,000 Ryou).
On delivery your difficulty changes immediately and applies from the next fight on: enemies’ HP and damage, experience and Ryou earned (see Difficulty Levels). Nothing you have already earned is recalculated. The change is recorded in your history.
Waiting time: after changing, you must wait 14 day(s) before changing again.
Your current difficulty is shown on your character sheet (All Stats) and in the Master’s box, along with the time left until the next change.
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Missions, Training and Graduations
Missions: missions are done in order. Each one asks for something — bringing an item in your backpack, defeating a certain enemy several times in a row and so on — and must be handed in at the right village.
Follow your current mission on the
Missions Panel (right panel). The first one starts in the Leaf Village.
Training: some special jutsus are learned over several training sessions, with a minimum interval between them. Your progress is shown on the
Training Panel.
Search Jutsu (Sand Village): 10 sessions, one every 2 hours. Once learned, the Search Jutsu link appears on your character panel: for 30 Chakra it shows the coordinates of any player and whether they are online.
Senjutsu (Mount Myoboku): 8 sessions, one every 15 hours. Once learned, an icon on your character panel activates Sage Mode, with a bonus that depends on your specialization (Taijutsu: attack, physical damage and crits; Ninjutsu: elemental damage and cheaper Chakra; Genjutsu: stronger effects and resistance; all of them gain defense; no specialization: +20% Attack and Defense Power), spending 1 NP every 3 seconds (even if you don’t refresh the page) until your NP runs out or you cancel it.
Graduations (Leaf Village and Stone Village): every ninja starts as an Academy Student.
Genin: complete 7 missions. Bonus: 20 attribute points, 20 maximum NP, 10 HP and 10 Chakra.
Chuunin: be a Genin, own the item Chuunin’s Hope and complete 10 missions. Bonus: 30 Strength, 30 Dexterity and 30 attribute points.
Jounin: be a Chuunin, own the item Jounin Approval Seal (dropped by level 31 to 36 bosses), complete 20 missions and be level 30 or higher. Bonus: 100 attribute points, 20 maximum NP, 20 Strength, 20 Dexterity, 5% experience bonus, 5% Ryou bonus and the item Jounin’s Victory.
Long Trainings
Besides Senjutsu and the Search Jutsu, masters spread across the villages teach long trainings. Talk to a master through their icon in the village’s
Others box: the first click adds the training to your
Training Panel, and each following session can only be done in that same village after the stated interval.
Most trainings already give a small bonus every session; the bigger bonus comes on completion. The bonuses are permanent and keep working after you level up.
Element Mastery (Village of Wisdom, Sage Kotone): 10 sessions, one every 360 minutes. Requirements: Level 15 or higher, be at least Genin. +1 max EP per session (up to +10 in total).
Chakra Control (Leaf Village, Master Hiroshi): 8 sessions, one every 240 minutes. Requirements: Level 10 or higher, be at least Genin. +2 max Chakra per session. On completion: jutsus cost 6% less Chakra (battles, duels, PvP and menu jutsus).
Iron Body (Stone Village, Master Ganseki): 10 sessions, one every 480 minutes. Requirements: Level 20 or higher, be at least Genin. +6 max HP per session. On completion: +4 Defense Power (+4 more for the Taijutsu specialization).
Ninja Trek (Sand Village, Guide Hayato): 8 sessions, one every 180 minutes. Requirements: Level 8 or higher. +3 max TP per session. On completion: +1 TP every resting interval (on the map too).
Nature Meditation (Mount Myoboku, Shima): 10 sessions, one every 720 minutes. Requirements: Level 30 or higher, be at least Genin, have completed the Senjutsu training. +5 max NP per session. On completion: active Senjutsu spends 1 NP every 4 seconds instead of 3.
Rare Jutsu Training (Cloud Village, Master Raitō): 12 sessions, one every 600 minutes. Requirements: Level 35 or higher, be at least Chuunin. On completion: you learn the exclusive jutsu Black Lightning Spear (it can’t be used before that).
Falcon Eye Awakening (Sand Village, Archer Tsubame): 6 sessions, one every 240 minutes. Requirements: Level 12 or higher, be at least Genin. On completion: awakens the Falcon Eye (replaces the eye you have). While active: +90 Accuracy, +5% Critical Chance, ignores 8% of the target’s defense; costs 1 CH every 4 s.
Sharingan Awakening (Leaf Village, Master Kagerou): 10 sessions, one every 480 minutes. Requirements: Level 20 or higher, be at least Genin. On completion: awakens the Sharingan (1 tomoe) (replaces the eye you have). While active: +80 Agility, +40 Intelligence, +4% Dodge; costs 1 CH every 3 s.
Sharingan Evolution (Leaf Village, Master Kagerou): 14 sessions, one every 720 minutes. Requirements: Level 25 or higher, be at least Genin, having the Sharingan (stage 1 to 3). On completion: the Sharingan goes up one stage (up to 4). The training can be redone for the next stage.
Byakugan Awakening (Mist Village, Elder Shiori): 12 sessions, one every 600 minutes. Requirements: Level 30 or higher, be at least Chuunin. On completion: awakens the Byakugan (replaces the eye you have). While active: +120 Accuracy, ignores 25% of the target’s defense, +15 Drop Chance, sees the items the enemy can drop; costs 1 CH every 3 s.
Celestial Eye Awakening (Heaven and Earth Hamlet, Monk Getsuei): 15 sessions, one every 720 minutes. Requirements: Level 45 or higher, be at least Jounin. On completion: awakens the Celestial Eye (replaces the eye you have). While active: +120 Luck, +18% Defense Power, +10 Drop Chance, sees the whole world map, with no fog; costs 2 CH every 3 s.
Rinnegan Awakening (Akatsuki Hideout, Hermit Rikuu): 20 sessions, one every 900 minutes. Requirements: Level 60 or higher, be at least Jounin. On completion: awakens the Rinnegan (replaces the eye you have). While active: +140 Intelligence, +6% Attack Power, +6% Defense Power, teleport to any coordinate, fleeing a battle always works, losing nothing; costs 8 CH every 2 s.
Doujutsu (Eye Techniques)
Some masters teach how to awaken a
doujutsu, an eye technique. Eyes are awakened in long trainings (see above): Falcon Eye (Sand Village, level 12), Sharingan (Leaf Village, level 20), Byakugan (Mist Village, level 30, Chuunin), Celestial Eye (Heaven and Earth Hamlet, level 45, Jounin) and Rinnegan (Akatsuki Hideout, level 60, Jounin). Each eye has its own style: Falcon = accuracy, critical hits and ignores a bit of defense; Sharingan = agility, intelligence and dodge, plus attack and a chance to reflect the enemy’s blow at stage 4 (evolves in 4 stages); Byakugan = accuracy, ignores defense, more drops and sees what the enemy carries; Celestial = defense, luck, drops and the whole world map with no fog; Rinnegan = intelligence and a little attack and defense, with teleport and guaranteed escape, but burns Chakra very fast. The Chakra cost of every eye grows with level. The Rinnegan is not an evolution of the Sharingan.
One eye at a time: awakening another eye replaces the current one. The awakening training leaves the Training Panel when completed and can be redone to go back to an old eye.
Activate: click the eye below your avatar (faded = off). While active it spends Chakra every few seconds, even if you don’t reload the page, and closes by itself when Chakra runs out. Doujutsu and Senjutsu can’t be active at the same time.
Bonuses: they only count while the eye is open, in battles, duels and PvP (the opponent’s eye counts too). Nothing is added permanently to your attributes.
Sharingan evolution (stages 1 to 4), through any of the paths: strong enemies defeated (level at least yours minus 5) with the Sharingan active (40/120/300 for stages 2, 3 and 4); duel wins since the current stage (5/15/40); or the Sharingan Evolution training in the Leaf Village, redone for each stage.
Rinnegan Teleport (Doujutsu screen): takes you to any coordinate of the map, with the Rinnegan active and outside battles and duels. It costs 20 TP + 4 per 10 squares, 60 Chakra + 10 per 10 squares and 5% of max HP + 1% per 10 squares (you must keep 1 HP). It doesn’t open portals inside villages.
The eyes and what each one does while active:
Falcon Eye (1 CH every 4 s): +90 Accuracy, +5% Critical Chance, ignores 8% of the target’s defense.
Sharingan (1 tomoe) (1 CH every 3 s): +80 Agility, +40 Intelligence, +4% Dodge.
Sharingan (2 tomoe) (1 CH every 3 s): +130 Agility, +70 Intelligence, +7% Dodge.
Sharingan (3 tomoe) (2 CH every 4 s): +190 Agility, +100 Intelligence, +10% Dodge.
Awakened Sharingan (2 CH every 3 s): +260 Agility, +140 Intelligence, +14% Dodge, +8% Attack Power, 15% chance to reflect the enemy’s attack.
Byakugan (1 CH every 3 s): +120 Accuracy, ignores 25% of the target’s defense, +15 Drop Chance, sees the items the enemy can drop.
Celestial Eye (2 CH every 3 s): +120 Luck, +18% Defense Power, +10 Drop Chance, sees the whole world map, with no fog.
Rinnegan (8 CH every 2 s): +140 Intelligence, +6% Attack Power, +6% Defense Power, teleport to any coordinate, fleeing a battle always works, losing nothing.
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Items, Drops and Backpack
Your character has six equipment spots:
weapon,
vest and
headband (bought in shops) and three
slots for items dropped by enemies.
The weapon raises your Attack Power; the vest and headband raise your Defense Power; drops give bonuses such as HP, Chakra, NP, EP, Strength, Dexterity, attributes, experience and Ryou bonuses or drop chance.
When an enemy drops an item, click the exclamation mark that appears after the victory to choose where to put it: in one of your slots or in your
backpack.
The backpack holds up to 4 items; hover over them to see their bonuses and click to equip them. Backpack items can be stored in the bank, traded with other players or used in alchemy.
Durability: only strong items wear out: the best weapons, vests and headbands from the shops, drops of level 45 or higher and trade-off items. They come new with hundreds of victories of durability (500 to 800, more for the strongest ones); every victory uses up 1 point and, when it reaches zero, the item breaks and disappears, taking its bonuses with it. Hover over the item to see
Durability: N/M; at 10% or less a warning shows up in the right column and at the end of fights. In any village shop,
Repair equipment makes your equipped and backpack items as good as new, charging only for what is missing: a full repair costs 30% of the item value (shop price, or 150 × drop level; a rare variant counts 3×). Weak items, items marked with * or INF and items you already had before durability existed are infinite.
The full list of items and drops is in
Items & Drops.
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Alchemy
In villages with an alchemist (see the village table) the
Alchemy icon opens five tabs:
Known recipes,
Experiment (combine backpack items freely: if the combination is a secret recipe, you discover it),
Refine (3 identical materials become 1 material of the next tier),
Infusion (a rare material tries to give a rare variant to a weapon, vest, headband or drop) and
Potions (herbs and materials become stackable potions and elixirs).
Every recipe has a success chance that grows with your
alchemy level; the level rises with the experience earned on every attempt (more on success) and unlocks new recipes.
The Ryou cost is charged on every attempt and, on a
failure, you lose 50% of each ingredient (in an infusion the item is kept).
Secret recipes are learned by experimenting or by reading a
recipe book dropped by enemies (books can only go to the backpack; read them in the Known recipes tab).
Once a day, a success may be
critical (3% chance) and yield double.
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Distributing Attributes
Every level you gain 5 attribute points (graduations give more). Spend them through the
Distribute Points link on the right panel. Each attribute is tied to an element:
Agility
(Lightning): raises your chance to dodge enemy attacks (+0.04% per point, up to 40% together with Dexterity).
Luck
(Water): multiplies the drop chance by 1 + √Luck/10 (25 points = ×1.5, 100 = ×2, 400 = ×3).
Determination
(Fire): raises the chance of excellent hits with physical attacks (+0.04% per point, up to 50% together with Strength).
Precision
(Wind): lowers the chance that an enemy dodges your attacks (in duels it cancels the target’s Agility at the same rate).
Intelligence
(Earth): +0.05% damage on every ninjutsu per point (up to +50%) and keeps the enemy asleep longer after a genjutsu.
Points you distribute cannot be taken back, so think carefully about your ninja’s fighting style.
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Trades, Donations and Duels
Trades: with the trade icon in your character commands (or the icon next to a player’s name in the list of players on the map) you offer another player a trade of
backpack items and Ryou. Both of you must be on the
same coordinates and confirm the trade.
Donations: through the bank you can send Ryou and items to other players.
Duels: with the duel icon you challenge another player standing on the same coordinates. Duels and donations require level 5 or higher.
During a duel you cannot do anything else; if something goes wrong, the game itself offers to cancel your current duel.
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Open-world PvP and Skulls
Open-world PvP (on this server:
On): outside the villages you can attack another ninja on the same map tile or on a neighbouring tile, from the "PvP: ninjas nearby" list. The fight is resolved instantly, with the duel rules.
Protections: nobody below level 11 attacks or is attacked; the level difference cannot exceed 30 (0 = no limit); wait 2 minute(s) between attacks and 60 minute(s) to fight the same player again. Nobody can be attacked inside the villages.
The loser goes back to their home village with 1/4 HP, loses 10% of the Ryou they carry and, for up to 1 item(s), has a 25% chance to lose an item (from the backpack or equipped) to the winner. Rare variants are protected.
White skull: whoever kills, except in self-defence, is marked for 24 hour(s); dying during that time raises the item-loss chance by 25%.
Red skull: 3 kills within the white skull time give a red skull for 14 day(s); dying with it loses ALL items. Killing again with a red skull means an automatic ban of 30 day(s) and the loss of half of the items.
Exposed skull: after each unjustified kill, a skulled player stays attackable for 30 minute(s), even if they leave the game: the character stays on their last map tile (shown as "offline, exposed skull") and the fight is resolved with their stats. When they come back, they see what happened in the notice window and in their history.
Closed villages: during that same time a player with an exposed skull cannot enter any village: not by walking, not with Travel To, not with the Return or Teleport scrolls. The game shows how many minutes are left. If defeated, they go back to their home village as usual (death always takes you home).
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Chat, Forum and Private Messages
Global chat: opened with the chat icon in your character commands, it talks to every player online.
Chat board: shown on the village pages.
Forum: the forum icon opens the in-game forum, with topics sorted by category (Questions, Tutorials, Chit-Chat and Complaints). Only the author or the staff can delete a post, and you have to wait a few seconds between posts.
Private messages: use the message buttons on the left panel to read your inbox (the icon blinks when a new message arrives) or to send a message of up to 100 characters. Click a player’s name in any list to see their profile or message them directly. Your inbox keeps the 24 most recent messages.
Names in
green belong to the staff, in
orange to tutors and in
blue to GMs.
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Accounts per connection
Each network (IP) can have at most 3 accounts logged in at the same time. To free a slot, click Log out on the account you are not using (or wait 10 minutes without activity on it). Your browser can remember the account name and password: use its password manager when it offers.
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Rules of Conduct
So that the game is fun for everyone:
Respect the other players. Insults, threats, prejudice and harassment are not tolerated in the chat, on the forum or in private messages.
No flooding or spamming: no repeated, meaningless or giant messages, and no advertising other websites.
Nobody from the staff will ever ask for your password. Never give it to anyone and don’t ask other players for theirs.
Found a bug? Tell the staff (on the forum or by private message). Exploiting flaws in the game for an advantage can get your account blocked.
Trades and deals between players are the responsibility of those involved: check everything before you confirm.
Messages that break these rules may be deleted without warning, and accounts may be blocked by the staff.
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Spoilers: Items, Enemies, Jutsus and Levels
Want to know everything before discovering it in play? The complete lists, read straight from the game:
Items & Drops: everything the shops sell and everything enemies drop.
Enemies: the card, stats, level and element of every enemy.
Jutsus: Chakra cost, type, power and element of every jutsu.
Levels: the experience required and what each specialization gains at each level.
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Credits
Naruto! Nigeru RPG — created, programmed and designed by
Oyatsumi, together with the Nigeru Animes community.
Naruto and its characters belong to Masashi Kishimoto. This is a non-profit game made by fans.
And of course, thank you for playing!
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