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Rounds, action points and initiative

Combat in TheNinja-RPG
On this page
  1. Rounds and action points
  2. Initiative
  3. The battlefield
  4. Practice safely
  5. After the fight

Combat in TheNinja-RPG is turn-based on a hex battlefield. The highest initiative acts first. Each action costs action points, so a single round can include a move, an attack and a wait.

Rounds and action points

You have 60 seconds on your turn. Spend action points on movement, basic attacks, equipped jutsu and items, or end the turn. If you run out of points to attack, use End Turn and click your own character.

Initiative

Initiative starts as a roll from 1 to 20, then these modifiers apply:

  • About 3% bonus for each level you are above the defender.
  • 10% bonus in your own village territory.
  • 10% penalty outside your territory.
  • A decaying bonus for consecutive PvP kills.

The battlefield

Move adjacent to an opponent before a melee basic attack. Select Move, click a hex, then select Basic Attack and click the enemy. Jutsu and items have their own range, cost and tags — see game tags and combat data.

Practice safely

After the fight

If you are hospitalized, wait or pay for treatment. Base hospital time is 600 seconds before medical ninjas and boosts. Regen ticks every 30 seconds when you are out of combat. Sleep at home to stay safe from PvP.

Frequently asked questions

How long is a combat round?
Each combatant has 60 seconds to spend action points on their turn.
Where can I test damage formulas?
Use the damage calculator in the game data manual. It is a tool, not this how-to guide.

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