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Naruto Chronicles忍 · Write your own story and become a legend
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理 Server mechanics

Here is how the game really works under the hood: skills, armor class, hits and misses, combat stances and growth. Understanding this changes how you train and how you fight.

The modifier: the number that matters

Each skill goes from 10 to 1000, but rolls use the modifier: skill level ÷ 10 (rounded down), plus equipment bonuses, minus temporary penalties (enemy illusions, critical failure…). Example: Taijutsu 47 gives a +4 modifier. Every character starts with all seven skills at level 10 (+1 modifier).

The 7 skills: what they do and how they change your power

SkillWhat it doesImpact on your power
Taijutsu Hit and damage of melee attacks and Taijutsu jutsus: rolls d20 + modifier against the target's AC. Each +1 modifier is +1 to hit (5% more chance) and more damage on strikes. It also feeds your health regeneration. It is the core of close-range fighters.
Ninjutsu Ninjutsu jutsus (elements, projectiles, ranged techniques) and the contest against the target's Ninjutsu: 1d6 + modifier on each side. Defines the damage of your jutsus (each hit adds dice × modifier) and the chance the target resists. It also unlocks ranks: D at level 21, C at 41, B at 61, A at 81 and S from 101.
Genjutsu Illusions (paralyze, silence, weaken…) and the contest against the target's Genjutsu: 1d6 + modifier on each side. Decides whether the illusion lands and how strong it is. It is also your defense against enemy genjutsu: high Genjutsu resists better.
Speed Shortens the interval between physical attacks: −0.1 s per modifier point (base 2 s, minimum 0.2 s). More strikes in the same time = more physical damage per minute and more chances to hit. Melee fighters gain a lot here.
Defense Builds your AC: AC = 10 + armor + Defense modifier. Each AC point removes 5% from enemies' chance to hit you with physical strikes. It also feeds health regeneration. In offline training it rises together with the chosen skill.
Chakra control Chakra regeneration: each tick you recover 1d(modifier) + modifier. More stamina to chain jutsus without waiting. Essential for those who live on Ninjutsu and Genjutsu.
Seal Sets your summon slots: the Seal modifier is your total number of slots. A summoned creature (toad, snake…) takes 3 slots; a clone takes 1 to 3 depending on its power. More Seal = more allies at once, and powerful summons require a minimum Seal.

How skills grow

Skills only grow by training: with the training weapon (hitting monsters), with training wands on the dummy (Great, Mega and Ultra) or with offline training by sleeping in a bed (the chosen skill trains together with Defense). Fighting, walking or casting jutsus gives no training. Each level needs 10% more attempts than the previous one (50 × 1.1level−10): early levels fly by, the last ones take dedication. The cap is 1000.

What AC (armor class) is

AC is how hard it is to land a physical strike on you. AC = 10 + equipment armor + Defense modifier. The attacker rolls d20 + their modifier and must equal or beat your AC. Armor and shield count only through AC: the old blocking was turned off so defense is not counted twice. AC only applies to physical attacks (weapon, fist and Taijutsu jutsus); Ninjutsu and Genjutsu are skill contests.

How hits work

Taijutsu (physical strike)

Roll d20 + Taijutsu modifier (+ stance, + flank). If the total equals or beats the target's AC, it hits. A natural 1 always misses (critical failure); a natural 20 always hits and, with weapon and fist, doubles the damage.

Ninjutsu (contest)

You roll 1d6 + Ninjutsu modifier; the target rolls 1d6 + their own Ninjutsu modifier. You must beat it; a tie favors the defender. If you do not beat it, the jutsu deals only 10% of its damage and no extra effects.

Genjutsu (contest)

The same contest, now with Genjutsu on both sides: 1d6 + modifier against 1d6 + modifier. If you do not beat it, the illusion fails and nothing happens.

What if a jutsu misses?

Taijutsu: the strike fails, a puff of smoke appears and there is no damage. Ninjutsu: only 10% of the damage and no effects. Genjutsu: no effect at all. Ground traps, barriers and physical creations have no test: they always work.

Combat stances: full attack, balanced and full defense

The stance icon (screen corner) changes how you fight instantly. The values are added to your physical attack roll and to your AC.

StanceTo hitACWhen to use it
Full attack+2−2Against targets you need to take down fast: weak creatures, group hunts with a tank, high-AC targets you want to hit more often.
Balanced00The everyday default: no bonus, no penalty. Good when you do not yet know what is ahead.
Full defense−2+2When you are being hit by physical strikes: holding a group, waiting for help, retreating wounded or fighting many enemies at once.
The stance affects physical hit rolls (weapon, fist and Taijutsu jutsus) and AC. It does not change Ninjutsu and Genjutsu contests, and AC only protects against physical attacks.

Details that decide fights

Flanking

On the base attack, adjacent to the target, the angle matters: from behind +5 to hit; from the sides and rear diagonals +2; from the front, nothing. Jutsus do not get this bonus.

Saturation

When several enemies press against you, your AC drops: −1 per attacker beyond the first, down to −7, recalculated every 2 seconds. Ranged attackers do not count but benefit from the lower AC. Surrounded, it is better to retreat or close your position.

Critical failure

A natural 1 on the physical attack d20 misses and the attacker rolls a bad-luck table: they may take part of the damage back, be paralyzed or muted for 2 to 8 s, lose AC or skill for 10 s, drop equipment, burn chakra or lose soul. It applies to players and monsters.

Growth, health and chakra

On every level

You gain +1d6 health and +1d10 chakra, always, at any level. The rest of your power comes from skills.

Health regeneration

Each tick: 1d(Taijutsu modifier) + 1d(Defense modifier). Those who train both heal much faster.

Chakra regeneration

Each tick: 1d(Chakra Control modifier) + Chakra Control modifier. Jutsus spend chakra; the strongest also spend soul.

Jutsu ranks: required skill and cooldown

RankMinimum skillCooldown
E02 s
D213 s
C414 s
B615 s
A816 s
S1016 s
The required skill is the jutsu's own (Taijutsu, Ninjutsu or Genjutsu). Besides the rank cooldown there is a 1 second global wait between any two jutsus.

Death and item loss

When you die, your backpack always drops on your corpse, and each equipped item has a separate 10% chance to drop too. With two death-protection items equipped at the same time, nothing drops.
Want the skills and training tools in detail? See Skills & training. To look up jutsus, creatures and items, use the search at the top of the page.