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Introducing Mastery and Energy

Neon AvatarImage

Introducing Mastery and Energy

Neon
Lvl. 100JoninContent-admin

Introducing Mastery & Energy

Hello everyone! This change is coming a bit earlier than expected, so let's dive into it.

One of the biggest complaints we've heard throughout the last two years of Beta is that the different offenses and elements often feel too similar. There aren't enough differences or unique characteristics separating them.

We've been working on a solution to this problem, and that solution is the introduction of Masteries, alongside a completely new way to train your character through the Energy System.

No More Ninjutsu, Taijutsu, Genjutsu & Bukijutsu Offense/Defense

We are moving away from a long-standing TNR tradition of having separate Ninjutsu, Taijutsu, Genjutsu, and Bukijutsu Offense and Defense stats.

Instead, every player will now have:

  • Offense
  • Defense
  • Generals
  • Masteries

Moving to a single Offense and Defense stat allows us to make each Mastery genuinely unique because your damage is no longer gated by how much you've trained a specific Mastery.

Masteries do not affect your damage. Your damage will be determined by your Offense, Defense, and General stats.

So What Are Masteries For?

The second purpose of the Mastery System is to allow us to overhaul Jutsus and give players a greater sense of progression and value when training Jutsus at lower levels.

In the future, Jutsus, Items, and Armor will have specific Mastery requirements that must be met before you can use them.

This part of the Mastery System is not being implemented at this time.

We will provide more information about these requirements alongside the upcoming Jutsu changes.

New Training Caps

With the introduction of the new system, training caps will be adjusted to reflect what is required to reach Level 100.

  • Offense: 1,300,000
  • Defense: 1,300,000
  • Generals: 400,000
  • Mastery: 1,500,000

Your existing Ninjutsu, Genjutsu, Taijutsu, and Bukijutsu progress will be converted into the new Mastery System.

For existing players, we will also be converting your current stats into the new Offense and Defense system. Your existing General stats will be carried over as they are.

Introducing the Energy System

Now that we've established how Masteries will work, let's talk about Energy.

The Energy System will become the primary way to train your Offense, Defense, and General stats.

This system is a throwback to old TNR. Training will consume Energy, meaning you'll need to wait for your Energy pool to regenerate before you can continue training.

Masteries will continue to use the current timed training system.

This means you can have a Mastery training at the same time that you're using Energy to train your Offense, Defense, and Generals.

Earn Energy by Playing the Game

We don't want Energy regeneration to be entirely passive. Playing the game will allow you to restore additional Energy and train faster.

You will be able to gain Energy by completing content such as:

  • Missions
  • PvP
  • Battle Pyramids
  • Events
  • Stories

Each piece of content will restore Energy, rewarding players who actively participate in the game with additional opportunities to train.

What's Coming Next?

At a later date, we'll go into more detail about how Jutsus are changing and how we plan to implement a multi-Mastery system.

Here's a small sneak peek: you will need to train multiple Masteries to gain access to certain Tags.

We'll leave the rest of that discussion for later.

There is currently a Discord thread open with additional images and information about the new Offense Specialties.

View the Mastery & Offense Specialties Discussion on Discord

@10/7/2026, 9:12:31 PM

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