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Bug Fixes & Heal Prevent explanation

By Phrosfire on 6/13/2025

Bug Fixes

- Syndi factions can once again take missions without issue.
- Mission rewards now properly scale down to 40% after 9 completions.
- Drain effects now scale based on max resource pools for better consistency, with static drain also available.
- Absorb effects now consider total damage rather than just what remains after shields.
- Heal prevention now works as intended—existing heals continue, but new ones are blocked.
- Updated the description for the Stealth tag to better reflect its function.
- Level scaling has been corrected to prevent players from exceeding level 100 unexpectedly.

Heal Prevent Coverage

The following effects are blocked by Heal Prevent:
- Heal (including basic heal)
- Absorb
- Lifesteal

Example

Before Heal Prevent is applied:
Round 1: Player A uses "Netherblight" to heal each turn for 2 turns.
Round 2: Player B applies Heal Prevent.

After Heal Prevent is applied:
Round 3: Player A still receives healing from "Netherblight" — it was already active.
Round 4: Player A tries to cast "Basic Heal".
The ability fails — Heal Prevent blocks the new healing effect from being applied.

12 Comments

New News is New

By dEt0uR on 6/12/2025

Praise the Nya!!!!
1s3ez4A9Yu

14 Comments

Inside the Mind of Content: Items

By dEt0uR on 6/12/2025

Hi, everyone, I’m dEt0uR, one of the content team members. You probably know me from infamous additions to the game like Itojinsei, Shinrai Ou, and 90% of the items in the game. It's long overdue, but this is a breakdown of my thoughts and what went into the most recent updates to items. Sorry it took so long.

First and foremost.. Keystones. The most recent game changing addition to the game. The idea started out as unique accessories, similar to crystals, that offered tailored buffs to different play styles. However, as we tested them, we realized combining multiple of them could become an issue so a dedicated slot for these items was created, Keystone. With this, we could make the items grant even larger or more unique buffs similar to BLs knowing that players can only ever equip one.
As Keystones were developed, it was suggested that some of them would benefit from being active effects due to the nature of the buff and so they were retooled and adjusted with that in mind. This however, made them a lot more susceptible to having no value if they were immediately cleared in combat… And then there was the Pride issue. While we did test each keystone, we unfortunately made the mistake of testing them in a vacuum and we were not able to identify just how strong Pride would be in conjunction with the other item changes and introductions. Lesson learned.
With this in mind, we went back to the drawing board for Keystones and brought them all back to being passives. We believe this is much healthier for the items and for the game. Now I will do a breakdown of the thought process that went into each item’s creation:

Pride:- The first Keystone I designed and what led to the creation of the others. It was designed to grant an immediate combat buff akin to using 2 40AP jutsus with the plus side being that it's unclearable, and the downside being that it prevented you from using any other kinds of damage buffs. It was meant to favor builds and play styles more focused around debuffing the enemy.

Lust:- A keystone for those who prefer longer fights, using less resources.Providing a huge reduction in jutsu cost, it’s perfect for those forbidden jutsus and to counter the effects of Poison. With the downside being a one time drain of chakra/stamina

Greed:- Greed provides a bit of passive healing every round for the duration of its effect. Similar to Lust, it takes a chunk of pools as its cost.

Gluttony:- For those among you who like to play around healing tags, whether that is Heal, Absorb or Lifesteal, Gluttony gives you a 30% increase to all those effects. The penalty being the inability to heal for the first 3 rounds of combat.

Wrath:- Another damage centered Keystone. Prioritizing burst damage if played around correctly. Wrath allows you a round of protections so that you can buff yourself or debuff your opponent while being safe from most forms of damage, utility, and the effects of being Cleared for the first round of combat. This allows for a potential of massive damage if your opponent does not adjust accordingly. The drawback being you cannot attack the first round of combat and you have increased pool costs to go with it.

Envy:- Providing 4 rounds of Lifesteal for those damage focused builds who want a bit of sustain added to the mix. The idea was to give players without access to a reliable form of sustain, a way to add it to their kits. The downside is that it lowers your defenses so you will be taking slightly more damage.

Sloth:- For those of you who like to play a bit more defensively. This Keystone prioritizes making you take less damage and as such, the penalty is recoil. We don't subscribe to the philosophy that tanks should also be doing burst damage, so this drawback is there to deter trying to go for damage while the keystone is in play.

Weapons: Weapons were falling behind in combat, people were more inclined to take more armor items vs bringing a weapon which meant that weapons were not doing what they were supposed to. With this update, we wanted weapons to have a place in combat. Offering more unique additions to combat that jutsus simply just did not provide. I believe we’ve achieved this for the most part, but some weapons do need a few more tweaks to either bring down their power, or bring them up to their peers.
The main reason for changes to weapons are:
  • Get them to be used in combat more
  • Make them viable for all persons regardless of elements, bloodline rank, etc.


Armor: Armor has been the second hardest thing to balance. We want to have a variety that everyone can find something for themselves without there being one clear must have armor, yes I know, swoosh. It took a bit of tweaking and a lot of math, but I believe we were able to get armor tag variety and effect power down to a point where everyone can build something that is tailored to how they want to play.

Overall, barring small mishaps, I believe these changes have been mostly well received and have impacted the game in a mostly positive way. This is likely going to be it for major combat changes for a while as we focus our attention to new gameplay features such as quest updates, more events, more rewarding feeling combat vs AI, adjusting missions, reducing some of the grind of the game, and overall creating a fun and enjoyable experience.

I, truly, thank each and every player for sticking around with us, providing feedback and support. Thank you for all the criticisms and praise.

8 Comments

Late Night Jutsu Stuff

By Neon on 6/12/2025

Jutsu Changes

The following Jutsu have received updates:

  • Arcbound Vortex
  • Eroding Current
  • Cyclone Prison
  • Earth Release: Seven Heavenly Pillars
  • Toxic Pool

5 Comments

General Pierce changes

By Madcrep on 6/10/2025

The void barage test for aditional tag on pierce was succesfull and we are pleased with how it turned out.

Pierce jutsus wil be getting a new tag added to them.

Lightning gets reflect. Wind gets increased damage taken of target

Cooldown of all pierces is going to be standardized to 7 rounds EM pierce is an exception , it goes down to 8 rounds , and modifier goes down from 1.7 to 1.5

Bank interest must also be claimed each day (just visit the bank for it, that is all you have to do. )

3 Comments

Cap is back!!

By Neon on 6/10/2025

The Cap is Back!

Missions will be recapped. We had previously removed the cap to encourage more activity and increase progression. The idea was that the more players who reach level 100, the easier it becomes to engage with the content currently in development — and, admittedly, the less we need to worry about lower levels (sorry!).

That said, this was a mistake. The bad eggs will bad egg. We’re actively working on other systems to improve progression:

  • Training gains will be increased.
  • Story quests will be reworked to give more experience.

Missions won’t be capped at 9 anymore, but they will now be capped at 20, so there’s still room for growth and engagement.

13 Comments

New news for June!

By teni on 6/8/2025

The seventh edition of the Ninja Scrolls, the mod run newspaper is out!


Click the link to the Seichi Scrolls below to for June's edition! With summer around the corner, we have some fun and informative articles. We would also like to announce that there has been an update to the rules, so please check that out as well.


Link: News Link


n6AaYPJL0q

4 Comments

Patch B1.3: Items Update.... AGAIN? Yes.

By dEt0uR on 6/6/2025

General Updates

We’ve been observing combat and believe things are relatively stable at the moment with many viable play styles. However, we’ve noticed that many items have fallen out of favor. Some staples like Chakra Sword are being overlooked and overshadowed by the Chad Enkou. And some items just were not used much or at all. Therefore, with the addition of new items, many of the older weapons are being updated so they have a firm place in combat.

Epic weapons are all set to the Hand slot now, which means you can bring 2 of them at most into combat. With this limit in place, it opens up their power budget for stronger effects that should augment your build/play style or fill a gap that is missing.

Speaking of play styles, I would like to introduce to you something I’ve been working on for the last month or so:

Keystone Items

These items are limited to only one and grant a massive power boost in combat at a slight downside/drawback. Some of them are passive, some are active effects. With the introduction of keystones are seven new items for you to choose from.

Gameplay Updates

Keystone Items

These items are designed to be played around. They should offer something for everyone with more on the way. With these item updates and introduction, we hope to see items come back into the gameplay loop and not just be limited to consumables. We will also be monitoring keystone performance and making updates accordingly, but do note that they should shake up combat in a big way. Therefore, please experiment with them and find the one that fits your build.

Jutsu

  • Chakra Invigoration: Now targets both offense and defense. Value increased to 40 + 0.4EP.
  • Pierce: Pierce jutsus at the Jonin level are having their cooldowns decreased across the board. This is for both normal and BL jutsus..

Items

Keystone:

  • Sealed Amulet of Pride
  • Sealed Ring of Greed
  • Sealed Necklace of Lust
  • Sealed Crown of Wrath
  • Sealed Bracelet of Envy
  • Sealed Earrings of Sloth
  • Sealed Mask of Gluttony

Weapons:

  • Masamune – Effect 2 Power increased
  • Sword of Shadows – Effect 2 Power increased
  • Meteor Hammer – More damage added
  • Confinement – Values updated

New Weapons:

  • Sabaku’s Bite
  • Tatsumaki’s Bellow
  • Yuki’s Frostbite
  • Yasei’s Bolt
  • Kappa’s Bubble
  • Dr. Stein’s Blood Flail

Accessories:

  • Mirror of Retribution – Increased Rounds, less Reflect
  • Crystals – EP and Rounds increased

Consumables:

  • Panacea – Stat values updated, Decrease Damage Taken added
  • Dr. Kim’s Experimental Potion – Added

Armor:

  • Flak Jacket – Values increased, Increase Stat added
  • Coat of Diamonds – Values increased, Decrease Damage Taken added
  • Ninja Jordans – Decrease Damage Taken added
  • Comfy Vest – Decrease Damage Taken added
  • Thermal Jumpsuit – Values increased
  • Grippy Gloves – Values increased

4 Comments

Missions and Ramen

By Neon on 6/5/2025

Let's get straight into it:

Ramen and Healing Changes:

The ramen change was reverted from giving HP to only doing CP/SP because this was always meant to be a temporary thing to help with the grind at the very early levels. This change killed medical ninjas. We now believe the game has progressed to a point where we no longer need this.

It was also unfair that outlaws could eat ramen anywhere and heal anywhere.

  • Ramen now only provides chakra and stamina. This change will not be reverted.
  • Medical Ninjas (Chunin+) can now heal anywhere on the map to support the war effort.

This change is made to give medical ninjas more impact on the game and in wars.

Missions:

  • Missions will no longer be capped.
  • You will get full value for the first 9 missions, then 40% EXP for missions afterward.
  • This is intended to reduce the time it takes to reach level 100.
  • Missions are temporarily turned off while this update is worked on.

18 Comments

🎉💘 THE RESULTS ARE IN, SEICHI! 💘🎉

By Monami on 6/5/2025

After a week of glitter, gasps, and glorious voting chaos—the Seichi Sweetheart Pageant has come to a fabulous, tear-filled close! The runway may be empty, but our hearts? Overflowing. And now... let’s meet your winners!

👑 CATEGORY CHAMPIONS 👑

📸 Best Pose – TearsofAngel, shining like the divine flame of Shine itself! (Prize: 10 million ryo)
🥺 Cutest Shinobi – Lelouch, Current’s beloved van owner and Seichi’s only true panda! (Prize: 10 million ryo)
👗 Best Outfit – Zayah, the mysterious beauty from Current who spun webs and stole the spotlight! (Prize: 10 million ryo)
😼 Best Personality – Hazelnyan, the sassy supreme leader of the Cult of Nya! (Prize: 10 million ryo)

🌟 AND NOW... THE SWEETHEARTS OF SEICHI! 🌟

🥉 3rd Place – The mischievous and mesmerizing Snowent! (Prize: 15 million ryo)
🥈 2nd Place – The radiant, pose-perfect TearsofAngel! (Prize: 25 million ryo)

👑 1st Place & NEW Seichi’s Sweetheart – The one, the only, the nyantastic Hazelnyan! Nya!! (Prize: 40 million ryo + 25 reputation + the Sweetheart Crown and official title!)
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11 Comments

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