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In this world the balance between villages are constantly in flux, it is no surprise then that from time to time you will find villages engaging in skirmishes over territory trying to claim as much as they can for their own. The political landscape in this shinobi world is quite dynamic with alliances being formed through diplomatic means as well as all out war being waged among villages. Fighting is the cornerstone of this world, you better be prepared it will happen. Here is a synopsis of the Battle system in The Ninja Rpg.
Jutsus that deal damage follow a specific mathematical calculation in order to determine how much damage is inflicted upon your opponent. The exact formula is a closely guarded secret, but you should be aware how your stats affect your damage.
Damage is determined by the difference in the attacker's stats and the defender's stats. If the attacker has a higher value in the proper stats, he will deal damage to the opponent. If the defender has higher stats, that damage will be lessened, or in extreme cases, blocked entirely.
The first stat that affects your damage is, naturally, your offensive strength. Each jutsu type (Ninjutsu, Genjutsu, Weapons, Taijutsu) is affected by its corresponding offense. Easy enough, right? On the reverse side, the defender's corresponding defense stat is considered by the damage calcs.
Here's where it gets tricky. Your general stats (Strength, Intelligence, Speed, Willpower) also affect your damage. However, they affect individual jutsus. Certain offenses will favor certain general stats (i.e. Ninjutsu's main stat is intelligence), but you must consider that not every jutsu of that offense will use the same generals. Some Ninjutsus use Speed primarily, some Genjutsus use Strength primarily, et cetera. Likewise for defenders. All damaging jutsus use two generals, but the primary general affects its damage the most.
In addition to the primary and secondary generals, the damage calculation also factors in the average of each of your generals. Capped Speed and low Strength/Intelligence/Willpower will result in sub-optimal damage ranges.
The manual does not include jutsu generals, as it's generally left to the player to determine those through testing. The manual is not here to play the game for you.
Then, we have damage flux. Damage flux is a random fluctuation of ~10% plus and minus your normal damage. What this means, is that your damage will always fluctuate within 10% higher and 10% lower of “normal� damage. This adds a factor of random luck into the calculations, to ensure that even at max stats, there's always some form of advantage being had to prevent stalemates.
Lastly, your current HP percentage affects the damage you deal. As the battle goes on, you lose more and more HP, and as a result, will be doing less and less damage. The physical stress your body suffers from taking blows will compromise your battle performance. Plan accordingly.
In summary, the damage calculations factor in the difference in your and your opponent's corresponding stats per jutsu used. If you attack with a Ninjutsu that uses Strength, the calcs will compare your Ninjutsu offense (including passive bonuses like Bloodline boosts and Tier Armors) with their Ninjutsu defense (including passive bonuses like Bloodline boosts and Tier Armors), your Strength with theirs, your average generals with their average generals, and any other passive attack/defense bonuses (like 4.5% more Earth damage taken, Tier Armors, etc.) It seems like a lot to keep track of, but in the course of your game, this knowledge will become second nature. Good luck and trollspeed, young Shinobi.
At the conclusion of each battle, the victor is awarded certain points. These range from general leveling experience, to ryo, to clan and ANBU points. Here is a rundown of everything you can possibly win from a battle, and the conditions necessary to win them.