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
The 7 skills: what they do and how they change your power
| Skill | What it does | Impact 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
What AC (armor class) is
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.
| Stance | To hit | AC | When to use it |
|---|---|---|---|
| Full attack | +2 | −2 | Against targets you need to take down fast: weak creatures, group hunts with a tank, high-AC targets you want to hit more often. |
| Balanced | 0 | 0 | The everyday default: no bonus, no penalty. Good when you do not yet know what is ahead. |
| Full defense | −2 | +2 | When you are being hit by physical strikes: holding a group, waiting for help, retreating wounded or fighting many enemies at once. |
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
| Rank | Minimum skill | Cooldown |
|---|---|---|
| E | 0 | 2 s |
| D | 21 | 3 s |
| C | 41 | 4 s |
| B | 61 | 5 s |
| A | 81 | 6 s |
| S | 101 | 6 s |