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  1. aRKzM6p.mp4 Added Lighting Effects to a bunch of projectiles for Fire, Water, Lightning, Sword and more More to be added soon! Fixed Character Rotating in Character Creation Screen Improved Lighting on Projectiles
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  2. Yo! I’m gonna just kinda jump into things cuz this is going to be a long post but I’ve been playing Nin Online since 2017 and I have always thought that there's so much more that this game could benefit from adding. So I finally decided to make one huge suggestion post in hopes that it would catch the attention of the right people. I’m sure some will agree with these ideas and disagree, but these are all ideas that in my opinion, would be really good for the game. I will try to add tl;dr’s for each section in case its too long for some of you. Fixing Masteries This section is mostly about balancing masteries that are already in the game and making any changes that seem necessary. First and foremost, there has been an unknown/blank mastery icon in the game for how many years now? This is where I think introducing Genjutsu/Yin Release would be a great idea. Genjutsu: This mastery honestly would be kind of hard to code and balance into the game. I think the best route to go with this mastery would be focusing on mostly stuns, slowness, debuffs, etc. Current Masteries: I believe there are some changes that need to be made to some of the masteries and their jutsus in specific. First and foremost, either increase the range of Lightning Cutter or make it a run cast. I know some will disagree with that but you have to be crazy at the game to hit that jutsu on most people it's simple. Second, I think Cursed Seal needs to be completely removed from the Healer mastery and turned into a quest line-obtained Jutsu. Replace the Cursed Seal with 1000 Healings or an AOE heal. I also think that since Rory added lighting to certain jutsus, it should be said that there are certain jutsus that need the glow, and some that just don't. For example, Fire and Lightning are both elements that produce light, therefore they should glow. Water, on the other hand, does not usually produce light. I think it's pretty simple honestly, just the jutsus that would realistically create a glow and produce light should have the effect. I’m sure there are dozens of other changes I could think of but this post would get overbearing if I did that so I just mentioned the ones that first came to mind. Tl;dr: Add genjutsu, increase range of chidori, remove cursed seal and replace it with another healing jutsu, give different jutsus glow. Forbidden Jutsu I think a great addition to the game that would get people excited for new content would be Forbidden Jutsus. This was talked about quite a lot in the past, but never really acted on. I think the best way to go about this would be to add 2-3 Forbidden Jutsu to each village. For Leaf, that could be Rasengan and Flying Raijin, and maybe Reaper Death seal or Multi-Shadow Clone. For Sand, it could be Sand Coffin, Iron Sand, and maybe a Puppet Armor jutsu similar to what Sasori had. For Mist, it could be Hidden Mist Jutsu, Coral Palm, and maybe Kimimaros Bone dance. These are just a few random ideas for jutsus but I think this would offer even more differentiation between characters and give people more unique movesets. Tl;dr: add forbidden jutsus for each village. Advanced Masteries This section is somewhat self-explanatory but crucial. Advanced Masteries NEED to be added to the game. I know it’s a lot of work, I know it's annoying to hear people talk about it constantly, but after all this community has been through we need this, to be honest. GMs run around using jutsus that were already coded for advanced masteries while we are told it is canceled. The feedback from the player base after Rory announced advanced masteries was absolutely amazing. That itself should show how important this is. That being said, the leaked chart that was shown before was good, but I expanded upon it a bit and made certain combinations make more sense. I know some of these are pretty hard to read but I figured it would be easier on you guys to try to read my handwriting rather than guessing what kanji means what lmao. I don’t want to linger over this topic for too long in this post because I’ve already stressed how important advanced masteries are to the game. NOTE: I believe the first masteries to be released should be advanced ones like Fire+Fire, Wind+Wind, etc. Simply due to the fact that these folks have been playing the game with one less mastery than everyone else, how about we reward them for playing as an essentially debuffed character. Tl;dr: advanced masteries, if done right, would still be an amazing addition to the game, if all the jutsus seem like reskins, make them, ya know, not reskins. Jinchuuriki System This is going to be one of the more in-depth system ideas in this post due to how frickin cool it would be and how much the player base would benefit from this. This system gives each village two Jinchuriki, each chosen at the beginning of the Kage’s term, meaning the Tailed Beast is also taken away from each Jinchuriki after the Kage’s term is over in order to give everyone a fair chance at obtaining one of these beasts. Leaf: 2-Tails & 9-Tails Sand: 1-Tails & 7-Tails Mist: 3-Tails & 6-Tails Cloud (if added): 5-Tails & 8-Tails Now you might be asking... What about the 4-Tails?? Well, the 4-Tails (+ the 5 and 8 tails if the cloud village isn't added) is part of where it gets interesting. This system actually gives The Akats- I mean, Neo-Akatsuki, a purpose and really makes them the MAIN Rogue Organization. There will be 1-3 Tailed beasts that roam every now and then, hopefully, it would be coded so that these beasts don't all of a sudden spawn at Mini or something and one-shot a level 10, but that's beside the point. There will be beasts roaming around, it's a race for each major village, along with the Akatsuki to obtain these beasts in order to increase their military power, or for the Akatsuki, further them towards their goals. Another question you might ask; Well if someone is a Jinchuriki, why would they even bother leaving the village if they're at risk of the Akatsuki? This to me gives everyone in the village a reason to protect the Jinchuriki. The Kage of the village may want to assign ANBU to the Jinchuriki at all times. I for one think that having a whole group of 10 people running around with the Jinchuriki making sure that nobody can get to them sounds pretty cool. Now as for stealing the Tailed Beasts, each Kage, along with the Akatsuki leader will be given a jutsu that allows them to “unseal” a downed Jinchuriki. This works similarly to the Mystical Palm jutsu where if the Jinchuriki has fainted and are dead on the ground, they can use this Unsealing Jutsu to steal the beast from them. Now I can see how a Jinchuriki would just instantly press enter if they see an Akatsuki using this jutsu on them, but thats where strategy comes in. You see, I think it would be pretty cool to make this jutsu look like Mystical Palm so the Akatsuki Leader could potentially trick the Jinchuriki into thinking they were getting revived by an ally. This Stealing tailed beast jutsu would also work on dead Tailed Beasts that have been defeated in the wild. Every time a Tailed beast is obtained with this jutsu, the user is given the option to seal the beast into an ally, or for the Akatsuki leader, they can transfer it to the Gedo Statue that is inside their base. Every time a beast is given to the statue, an eye will open, and once all of the eyes are open, meaning all of the beasts have been captured, the Gedo Statue will disappear and drop a Jutsu scroll, whoever uses this scroll will be turned into the Ten-Tails Jinchuriki. Now as for Jinchuriki, Their power will depend on how hard they are willing to work. For each beast they will have a jutsu that engulfs their body in a cloak of Tailed Beast chakra. At level 1, This jutsu simply looks like an orangish bubble cloak. The level required to max out this jutsu will depend on the number of tails your beast holds. For example, the first level of the 1-Tails would already show signs of the Beast emerging, with the Jinchuriki having parts of their character turned into a nasty sand creature. At level 2, They already have access to the full Bijuu mode, though it won't be nearly as strong as the Nine-Tails Jinchuriki since it took almost nothing to level up. This jutsu is simply a progression system for each Jinchuriki. After the Jinchuriki’s Tailed Beast Cloak fades, the user gains debuffs similar to Battle Injuries. After maxing the jutsu to bijuu mode state, these debuffs will no longer occur. Tl;dr: This ones kinda hard to summarize theres a lot here, basically add tailed beasts Mangekyo System Now, to avoid copyright, the Sharingan is more or less removed from this system. Instead, the perks that one would get from the Sharingan will simply be turned into jutsus. A questline will be available at some point in the map, only available to level 50+ Ninja. This questline will take you through a series of fights, forcing you to fight assassins that are extremely difficult and get progressively harder. First, you will be called to an old man in a chair who is known as the wise one of the village. He tells you that a group of assassins have been torturing residents of the small village and you are asked to take care of it for him. In the end, you fight an assassin who looks an awful lot like an uchi- I mean, Ukiyo, and he will use Black Flames on you. Long story short he's annoying as heck. Once you defeat him, you go back and talk to the old man who thanks you for helping him, all of the sudden the guy you just fought appears as he says something along the lines of you weren't able to kill me blah blah but your a great warrior let me imbue this power into you. If you say yes, a UI will pop up similar to the mastery picker. This will allow you to choose one of three paths. The options will be “Black Flames”, “Pocket Dimension”, or “Enhanced Armor”. Each of these paths will provide you with a ribcage-like chakra armor that scales with Intellect in terms of endurance, similar to the earth wall- it will have a base intellect that simply is added onto your own. if you chose enhanced armor, it will give you a larger skeleton-like chakra armor that is also much more endurance heavy and harder to break through. Black Flames (Sasuke): This path will give two jutsus, one that targets an enemy and coats them in black flames that give Burn 4 (black), and one that allows the user to create spikes made of black flames around them to ward off enemies Pocket Dimension(Obito/Kakashi): This path will give two jutsus, one that gives intangibility (chakra costly) which progressively lasts longer as you level it up, and one that targets an enemy and creates a portal on them doing damage (note: for intangibility, if you are targeting someone, it will send you and that other person into the Kamui Dimension where you can fight alone) Enhanced armor(Madara): This path gives the user the ability to make their chakra armor into a larger skeleton-like armor, as well as another jutsu that allows them to slash forward creating a shockwave in front of them Each of these, as they give you skeletal chakra armor, will also have their own color for each armor. Black Flames will give you a Purple one, Pocket Dimension will give you a light blue one, and Enhanced Armor will give a dark Blue one. ORRR Rory could make it to where on that UI, we can choose our own custom Susa- I mean skeletal armor color, which would be goated so pls do that. Tl;dr: Avoid copyright, add only the Mangekyo abilities, don't make them as op as in the show, make it a questline, poggers. Sage Mode I think for Sage Mode, there should be a sage for Toad, Slug, Snake, Monkey, Ninken, Weasel, Panda, Clam, and maybe even more, it all depends on how much work they want to do on this. But considering the anime, toad slug and snake are pretty important. I honestly think this could be pretty simple… A simple NPC that gives a trial based on the animal (the only difference in trials would be setting and the morals of the animal overseeing your training) once completed, you get a jutsu that puts you into sage mode for a certain amount of time with a certain amount of buffs. Overall pretty self-explanatory but would be a really good addition to Nin. Tl;dr: This one is MAYBE a paragraph if u didnt read it ur just lazy. Cash Shop: This is gonna be a quick one I promise, but man, ADD MORE COSMETICS!!! I’ve seen the same ones in the shop for five years with an exception of maybe four things. That’s an exaggeration but still, what about the Sasuke the Last outfit, what about a damn Rock Lee outfit for all I care. Point is, there's a lot of outfits I can think of that many players would love to be added to the game. Now that adding stuff is out of the way, there needs to be a revamp of like, a good few of the hairstyles, i'm sorry, it’s not that their bad perse, but they could be WAY better. I mean look at this… I know I’m using Sasuke as a reference a lot but shut up he’s helping me prove some good points. Now look at those in comparison and tell me it’s accurate, it’s not. This isn't a jab at the hairstyle or anything but my point is there are a lot of items that could be remodeled better. Sheesh, I’ll do it for you just change it in the game. Overall these are just the idea's I have had for a long time now, maybe some of you will agree and hopefully I can start something good with this post.
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  3. 1. Switching top Hotbar You can use the ctrl key + 1-9 and 0 to switch between different hot bars or press the (~) key to move. You can use this feature for changing clothes, weapons, medicine, hair, dodgeball, and pushball faster than before. Nin Online 2022-04-13 08-48-11.mp4 2. Adding stats faster with the shift key You can hold the shift key and use the mouse to add five stats at once rather than one at a time. Helpful when you want to stat reset. Nin Online 2022-04-13 08-42-32.mp4 3. Splitting items into stacks You can hold the shift key to make a stack of an item in your inventory. Useful when trading Nin Online 2022-04-13 08-43-12.mp4 4. Moving chatbox hold shift and right-click to move the chatbox Nin Online 2022-04-13 08-45-26_Trim.mp4 5. Using the mouse to see an item or pick up an item Left-click to see an item/Right-click to pick an item Nin Online 2022-04-13 08-44-29.mp4 6. Interactive furniture in leaf Drawer Nin Online 2022-04-13 08-41-15.mp4 Microwave Nin Online 2022-04-13 08-38-13_Trim.mp4
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  4. Hi All! In this post I'm going to talk about the general state of RP in Nin, try to understand why people dislike RP so much and provide possible solutions to the issues that stem from the latter. It's going to be a long ride, so buckle up. 1. Why Nin needs RP: In my understanding Nin has always been a very RP-driven game. Players are presented with the opportunity to create their own character in a Naruto-inspired world, make up stories and lore as they progress and have different arcs according to how their character relates to the world around it. Players can write about their character's lore and history in their Ninja Bio-s, which not only makes forums more interesting to browse but also helps players find others worth RP-ing with in a DZ before a fight or at GD when someone asks them for entrance to the Village Spa. There are however certain stories that are uniform to all players, such as the Land of Waves, Land of Toads and Land of Iron Arcs. Not only do these stories help players to lvl, but can also provide for some interesting lore when used creatively (e.g. People "befriending" a personal-summon at Land of Toads). These stories however only make up a certain portion of RP opporunites that Nin can provide, as the most creative scenarios are made up by the players themselves or ranked ninja (Chunins or above) hosting RP missions, which are predominant around the road to lvl 30. After hitting 30 most people are focused on grinding to 50 and learn their second mastery, and they seldom RP with exceptions such as the Chunin Exams or joining 2 Genin who have a Ranked to host them in order to help out. As players get closer and eventually hit lvl 50 they mostly tend to gravitate towards the PvP aspect of the game as hunts, spars and tournaments feel more rewarding, which brings me to my second point: 2. There are no incentives to RP: The lack of end-game content that most people complain about is mostly defined by the current lvl cap, hunts, spars, raids, tournaments and the occasional Toads fight to settle Nin Gen beef. It's ironic that the part of the game where people would have the time to create scenarios and RP freely as they don't really have anything to do besides AFK at their village's square / GD, spar or go out into the DZs to raid. There is no goal to achieve besides maybe going for a 0.01% drop from bosses which gets boring quickly as killing them doesn't reward people with much xp and they mostly drop nothing, attending CEs until one eventually gets promoted or pulling strings to become the next Kage or Council. Although most people complete their RP missions without breaking a sweat, the majority of players agree (based on previous forum posts) that RP missions need a complete rework that rewards the host as well as the Genin. There is also the feeling that RP missions are 4 mini-events where people have to be in-character when it would only be natural in an RP game to stay in character for most of the time, instead players are basically themselves wearing a Ninja skin. There is no continuity to Teams: forming after graduating the Academy, getting a Sensei to guide them through the first part of the game, doing RP missions, attending the CE, etc. are not things that are intergral to the game when these very things would make it more exciting in terms of player-interaction. The game should also reward teaming to discourage people from playing alone. As someone who has got to lvl 60 all by themselves, the routine has always been log on - do dailies - hang out - log off - repeat. If I were in a team it would have been way different as doing dailies with my teammates + sensei (let's say we'd set a certain time to log together) would be more efficient and fun. Many old players are also dissatisfied with the lack of content when they don't realize that we, the players, are supposed to create content in the late-game when we have nothing else to do. But unfortunately... 3. People don't like to RP: It has always hit me as a bit ironic that people do not like to RP in an MMORPG. In fact so much so, that RP is considered anything from cringe to almost taboo in some communites of the player-base. Of course many remember the (in-fact) cringe ERPs that some players took part in when talking RP, which is understandable, but it would be wrong to shoehorn these instances in with the basic RP that would be healthy for the game's vibe. Yet the lack of RP is not entirely the community's fault since the game is designed in a way that promotes PvP over RP at any given time. One example would be that the game has become over-saturated with tournaments as GMs don't really want to host RP events as they are tedious and require long-term planning. Players are also awarded more by mindlessly killing the closest enemy ninja that that shows up in a DZ regardless of lvl which is reinforced by the "it's a harsh world, suck it up" mentality communicated to new players in the final exam at the Academy. I personally, do not have anything against the PvP aspect of the game, in fact I've come to like it quite a bit even though I'd consider myself barely decent in my own right, but the fact that most encounters usually end with the enemy standing above the defeated player saying anything from "trash, dogwater, etc." to slurs getting thrown around in-game like candy truly breaks immersion. Just to put it in context: Imagine Choji defeating Jirobo, barely standing on his feet above the enemy and saying "L" instead of some badass monologue about how no one gets to eat the last chip but him that he had in the show. I mean let's at least put a little bit of effort into it. Another issue is, people who consider RP cringe often go out of their way to ruin events for others (I'm not pointing fingers, every village and their mothers have done this in the past) which does not only break immersion but objectively ruins the fun for others who were enjoying the event. The fact that these things go unpunished just further proves my point of RP playing second fiddle to PvP in Nin as everyone is expected to just suck it up and move on, or raid the village back when they are having an event of their own, creating this never ending cycle. If GMs were to enforce RP and actually punish people who ruin the fun for others it would probably make for a much healthier atmosphere during these events as players wouldn't have to be on their toes 24/7 about when to expect getting cloak bombed into next week by some enemy village. 4. Improving the RP in Nin: I've been thinking about different ways to provide RP with a more significant role in the game, which mainly fall under 2 categories: GM-based RP and Community-based RP. Below are some ideas for each of them: Community-based RP: Clan Meetings: As the name suggests: Clan members sit down in their respective Clan houses to discuss activity, events, village politics etc. There is also a possibilty of Clan leaders discussing inter-clan relationships in a map where they can't be disturbed by a possible raid. The former could be done every month or so, while the latter every 3 months. Clan Wars: A longer RP scenario (like the Warring States Period) in-between Kage terms where Clans can declare war on rival clans to settle political or personal scores / establish which one of them is the strongest in the village. Of course as the new Kage is elected it would be heavily suggested to hold a meeting between Clan leaders to make peace. Times of Peace: Kage sign a treaty at the 3 Kage summit depending on which village they want to have peace with. There is also a possibilty of all 3 Kage signing the treaty which would lead to cooperation, easy missions in enemy villages and joint operations against rogue organizations. Plots of Assassination: During times of peace Kage can send their ANBU to assassinate high-ranking shinobi from enemy nations (Council, ANBU, PB, 7SM, LMPF leaders or even the Kage) which can, depending on how they react to the situation, lead to war between villages. Academy Entrance / Graduation Ceremonies: Teams getting assigned to a Sensei: Players can form 3-man cells based on who they want to play with and what time they can usually play together (can be done in village Discords). They are assigned a Sensei after Graduation who helps them do missions, maybe host RP missions if they didn't do them before and train with them for their first CE (around lvl 50). If anyone from the team quits or goes rogue they can be replaced by anyone who doesn't have a team and would like to be part of one, or in the case of a Sensei going missing the Kage assigns a new ranked to the team. GM-based RP: War (Between 2 Nations): If 2 nations declare war on one another it could be for an extensive period of time: Raid points could be added that have more durability (would need days to take down) and the village which loses the war (e.g. loses the raid points) becomes a DZ. This would mean that villages can opt for different tactics ranging from a full blown assault to guerilla warfare. The DZ debuff would last for a few days (rebuilding the village from an RP perspective). All Out War (Shinobi World War): Basically the War Event but with more RP. Kage summit, followed by an FFA where the village which manages to win gets a buff (e.g. 20% on exp and drop rates for a week) with the other villages getting a debuff (minus 5%?). Rewards for attending (War Armor, Exclusive Cosmetic Items / Weapons) These war events could be held every 3-6 months. War between 2 nations could happen at a maximum of twice per term while an all out war could only occur if all 3 villages declare war on each other. Joint CE: Basically a joint CE but with heavily inforced RP rules to avoid trolling / people being out of character. Toads Dojo Challenge: Once every month GMs could host a tournament with the winner getting the title of Dojo Champion or something along those lines. The winner would then have to defend their title in a Best of Three against a challenger. If the challenger wins, the defender loses their title which is transferred to the winner. Of course there could be overlaps where the community wants to initiate change with the help of a GM. Such instances would be: Overthrowing the Kage / Council: In Leaf (since it's a democracy) people who are dissatisfied with the current Kage or Council (this has to have a strong basis, e.g. abusive or corrupt Kage / Council) could hold a protest against the 'leadership'. If enough people attend, GMs can set up a vote where if the majority agrees with abolishing either Kage or Council they lose their title and are (optionally) exiled from their village. In Sand as the village works as a monarchy and the sand siblings are next in line for the seat of Kage, the top-brass of the village can plot an assassination against the Kage (e.g. ANBU leader, PB leader and SMPF leader hold a meeting where they decide to dispose of the current Kage by challenging them to a fight below the Sand village in a 10v10 or a 5v5. If the Kage and his supporters win, the people plotting against them are exiled, if the coup is successful the Kage loses their title / gets exiled). Mist already has the Blood Challenge. Bijuu hunt with the Akatsuki: Kage / GMs settle on "sealing" a tailed beast into one of the villagers (presumably the strongest one in terms of PvP), who receives an item which only drops if killed by the Akatsuki and whose identity is kept a secret outside of the villages. The goal of the Akatsuki would be to find out who the jinchuriki are (through spying, interrogation, etc) and hunt them down. Once they have collected all 9 tailed beasts and sealed them into the Gedo statue, they receive a huge buff on every stat and a state of war is declared across the ninja world prompting a 3 Kage summit. The goal of the Akatsuki would be to destroy all ninjas from the shinobi villages opposing them (in a GM map) and if they win they retain their buffs for a week to ravage the land (rings), but if they lose the organisation has to disband. If the villages opt for a Shinobi alliance, then there's an automatic peace period of 1 month between all villages. This event could happen through the course of 6 months (hunting period) and a specific date should be set for the war so the summit can be held and troops can be mobilized. To wrap it up: I know most of this is just wishful thinking which would require reworks or additions of new features. As of now I think that the community RP scenarios are possible if Kage and Council + Clan leaders agree to doing them, although some GM or GM/Community RPs could be tried out just to see where it would take us. Anyway these were just some of the RP ideas I had in mind for a long time, so I thought I'd sit down on my day off and put them out there for the community. If you've got any remarks, comments or additional ideas feel free to drop them in the comments. Thanks to all who took time to read through it, I told you it was going to be a long take. See you around, Peace!
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  5. Well the cool thing about that is that they will have the buff for more hits technically, but because of their sacrifice in damage it's not like they would be doing that much more
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  6. A cooler passive would be +5 to all stats when at 25% health but that would be pretty broken.
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  7. I would like to suggest adding non - daily mission abandonment option. As it is for now we can't abandon RP/Arc missions and we only have 14 mission slots. Of course 14 mission slots is a lot but for some players like me that come back to do old/new content it's hard to take all of them. I propose increasing mission limit(currently it;s 14) or adding option to delete missions. For it to be safe just add confirmation box with "Do you want to abandon mission?" after you click "abandon mission" Sorry for my England.
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  8. if I were in the position to buff it, I'd make it half health maybe, and no chakra, or maybe just enough to get one flicker or sub off so you don't instantly get combo'd again, and idk if it has invincibility already (I never get it to activate ), but maybe 2 seconds at MOST The changes with FULL HP, FULL CHAKRA, 8s of INVINCIBILITY, yeah sure will of fire blah blah blah, suna and mist have op passives sure, but let's not go that far lmao (I'm leaf myself) Honestly, the last bit of trying to put logic into it, anything naruto does in the anime like that situation you mentioned is because he's a main character, you won't be catching Ino having the will of fire and becoming 10x stronger lmao, ofc this isn't to say that wof doesn't deserve a (at least slight) buff, but I'm just saying the last bit was kinda useless to add
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  9. Table of Contents Introduction Choosing your village Leaf Passive Hidden Technique Summons Clans Sand Passive Hidden Technique Summons Clans Mist Passive Hidden Technique Summons Clans Stats Strength Agility Intellect Chakra Fortitude Masteries Fire Wind Lightning Earth Water Medical Weapon Taijutsu Teaming Up Missions Daily Missions Roleplay Missions Level 20 Story Questline This will be a guide for levels 1 to 25. Each section will be focus on a village, their clans, their hidden jutsu and their leveling spots. There will be a general section at the beginning that will focus on information for every village, stats, level up event and more. I was exiled from Sand for making this guide, so make sure to drop a like Introduction Choosing your village Each village has their own pros and cons. Their own hidden jutsu, their own passives and their own clans. Leaf Passive The passive for the leaf village is the Will of Fire. In the first 10 seconds after fainting, there is a 5% chance that the player will get back up with 10% of their maximum HP and Chakra. This can trigger multiple times during a fight as it is a percentage chance. Hidden Technique Gentle Fist is the hidden technique of the leaf village. This line of techniques are based on Strength and require the Taijutsu Mastery to use. These techniques include Pressure Point Needle Technique, a jutsu that requires 100 chakra to use and buffs the user's punches based on their strength stat. Unlike most techniques, the Pressure Point Needle Technique utilizes two stats, Strength and Agility when calculating damage. Gentle Fist has a variety of techniques that are either ranged or close ranged. If you choose the Leaf village, this would be a mastery you should explore. Summons The two summons that are only available to Leaf ninja are the Toad summon and the Slug summon. The toad summon is an attacking summon that will often flicker and shoot fireballs. The slug summon instead is a healing summon that can heal allies. All summons use their own independent stats and increase their damage with the level of your summoning jutsu. Clans Sand Passive Unlike the leaf and mist village, sand's passive is based on the Cloak of Invisibility Jutsu. When you create a character in sand, your cloak of invisibility just is already maxed. This means that when you use the cloak of invisibility you are unable to be detected. However this is still dispelled by the jutsu Sensory. Hidden Technique When you pick the village hidden in the sand and you select wind as your mastery you will be able to equip the Fan weapon. This weapon is ranged in nature but attacks a lot slower than most melee weapons. On top of this being a weapon you also have access to the several jutsu that can only be used with a fan equipped. These techniques range from Tornadoes, cyclones, knockbacks and homings. Summons The two summons available for the sand village are the Weasel and the Hawk. Unlike most villages, these two summons are separate in that the Weasel summon is located in the Jutsu Scribe store and the Hawk summon is located in the Aviary of the village. The weasel summon attacks using a wind AoE jutsu while the hawk can stun and apply bleed with wind slash. Clans Mist Passive All mist ninja are able to walk on water without losing chakra. They can also charge their chakra on water and regenerate if they stand still. While this doesn't sound effective in combat, certain maps require the traversal of water to reach, allowing Mist ninja to engage on water while their enemy is out of chakra. Hidden Technique The mist village's Hidden Techniques revolve around the pipe weapon. Giving them a wide range of bubble abilities. The pipe is a weapon that places bubbles on the field which will snare enemies in them temporarily. Along with the pipe you can also use bubble techniques that focus on Snares, Knockbacks and more. Summons The two summons reserved for the mist village is the Panda and the Clam. The Panda has melee attacks with a strong stun while the Clam also has a stun but is a stationary summon. Both are sometimes considered to be the best summons in the game. Reached the file upload limit... Clans Stats There are 5 stat points in Nin Online that you may utilize while leveling. Strength, Agility, Intellect, Chakra and Fortitude. Stats may increase damage of attacks or the amount of health or chakra you have. Techniques have stat requirements as well as level requirements. Weapons also have stat requirements for you to use them. I'll go over the stats in the game and what they are used for. Strength Strength is utilized for most weapons and their techniques. This means that Swords, Fans, Pipes, Melee Kunai, Poison Kunai and Throwing Kunai all use Strength to increase their damage. The only exception to this is the leaf hidden technique Gentle Fist. Since many of these techniques are melee based it is often suggested that you add more fortitude than strength as you are going to get hit a lot. Agility Agility is a lot less versatile than Strength in terms of use, however it ends up being one of the strongest 1v1 mastery paths in the game. Agility affects your movement speed, your punching speed as well as your punch damage. This means not only does your damage raise when you put in your points for Agility, you also increase your attack speed meaning you can hit multiple times a second. Intellect Intellect can be considered the most common stat to be used in the game since there are 5 masteries that entirely rely on it. On top of that, Medical and Weapon masteries also have Intellect sub-paths. There was a weapon that was recently added that requires Intellect to equip which is called the Adamantine Staff. Chakra Chakra is a universal stat required for all techniques. The amount of chakra and the amount of chakra you charge is determined by your Chakra stat. The formula for chakra regeneration is (Chakra Pool*0.5)*0.1 then round that number down. Medical Mastery is the only mastery that utilizes Chakra as a stat for damage as well as healing. Fortitude Fortitude is another universal stat however no techniques or attacks use it for damage. This stat simply determines how much damage you can take before dying. Since this is a PVP based game without any form of armor or defense, Fortitude is one of the most important stats in the game. Fortitude will also determine how much you regenerate over time. This formula is a lot more simple in that it uses the amount of fortitude you have as a stat to determine how much you regenerate. If you have 70 fortitude you would have 750 health and you would regenerate 70 HP every 5 seconds out of combat. Masteries There are 8 masteries in the game. 5 elemental and 3 non-elemental. When you achieve level 10 you will be able to pick your first mastery. When you reach level 50 you will be able to select your second mastery. While the masteries are meant to be balanced, there are some that either are strong on their own or are strong in combination of each other. This is a beginner guide to determine how the early levels will be, so this guide won't go too in-depth of what masteries are the strongest for PVP or Raids. That kind of information will be included in a guide later on. Fire Fire is one of the hardest masteries to use in combat, but it ends up being really effective in farming and leveling up. Because of it's damage over time as well as the amount of area of effect techniques, Fire may be one of the best PvE masteries if you're interested in leveling up fast or farming for drops. Wind Wind is similar to fire in a sense that a lot of their attacks require aim. However Sand has access to hidden techniques under this skill tree which makes them more adept with the Wind mastery. Some wind techniques cause bleed while others knockback. They also utilize a homing technique at level 25. Lightning Lightning is one of the hardest techniques to learn for several reasons. Your jutsu are staggered in levels in a way that your first jutsu is at level 10 and the second is at 16. This means by level 35 you're a jutsu behind every other mastery. While at the beginning Lightning is one of the hardest PVP masteries, as you master your jutsu you're able to combo majority of your techniques. This is one of the only masteries that allow for this to happen. Earth Earth is regarded as one of the best masteries in the game for its versatility in being a secondary mastery at level 50. Earth has two techniques that don't require aiming, one of the longest snares in the game and one of the best slows in the game. This is why some prefer Earth as a secondary as it allows them to land some of their stronger jutsu with ease. Water Water element is another good secondary mastery in several senses. The technique Water Prison is great for locking down a target for combos and you get another substitution technique. Water also has a lot of area of effect techniques that make it a good mastery for farming and sometimes leveling. Medical Medical’s main focus is based on support and healing. However it also comes with a lot of offense. Techniques like Poison Senbon, Poison Scalpel and Poison Cloud are all attacks while Treat Wounds, Mystical Palm and Cell Regeneration are support techniques to use on your allies. This mastery is the only mastery that uses chakra for requirements and healing. Weapon Weapon Mastery has two paths that can be utilized. There is a more support approach by using traps through the intellect tree. Then there’s the aggressive approach which is through the strength tree. Weapon Mastery is hard in a sense that a lot of the strongest swords in the game require over 100 stat points into Strength to use. However you are rewarded with the amount of quick combos you can land with their flicker techniques. Taijutsu The most aggressive play style in the game is rewarded to Taijutsu. Taijutsu has a faster attack speed although it is the closest range. Taijutsu also contains a lot of jutsu that will interrupt opponents while they are casting. With techniques such as Youthful Springtime you can further increase your speed and damage. This mastery relies purely on Agility, unless you are in leaf where Gentle Fist’s damage is mainly using Strength. Teaming Up Creating a squad while pulling missions is one of the better ways to get them done faster. Most of the missions you will receive are based on killing a certain number of monsters. If multiple of you share the same mission you will get it done faster. There are also Roleplay missions which require 3 members and a high ranking villager to do. When killing monsters in a squad you are given 60% of the EXP from their kill, however the trade off is that you only get 60% of the EXP from the monsters you kill as well. This means in theory while you are killing twice as many monsters, you’re only gaining about 20% more exp than you would have been playing solo. When you have 3 people in your squad you get about 47% of the exp. In theory you would get 143% of the EXP in a squad of 3 and so on. Missions Daily Missions One of the fastest methods to leveling up is doing missions. At the beginning you'll get a very small amounts of EXP but the missions are also very easy. As the difficulty and danger in mission increases often times does the reward. When you finish the test at the academy you'll be taken to the mission room in your village. At a low level you will get the missions Bad Larva, Take out the Trash or Defeat Spiders. As you get to higher levels the missions will change. You can only do 3 missions a day, and if you have a mission left over from last time when they reset that will count as your first mission for the day. The higher the rank of mission the more dangerous it is. Some may require you to infiltrate other villages to steal documents or spy on the kage's office. Others might require you to kill other players. With the added risk of dying, some missions might reset if you die. These include Village Entrance Guard Duty, Survey Village Entrance and more. Roleplay Missions Roleplay missions are different from Daily Missions and require a certain level to be reached in order to get them. Unlike daily missions RP Missions will need you to find another player to host. These players need to be Chunin rank or higher and you will also need to find other players to join your squad. Each village has different takes on each RP mission, so it's hard to create a guide to them. However the main takeaway is that Roleplaying is also an important aspect of Nin Online. Be sure to stay in character during these RP Missions and follow your teacher's guidance. Level 20 Story Questline still in progress Thank you to @Lumy for reading over the guide to give guidance on edits.
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  10. For sure things like RP missions need to be reworked and expanded to include Clan and Org missions, but these just create more opportunities for RP in a low RP environment. If we want a true RP environment the game would have to pivot to peace-time being the default, and wars being declared, timed events. 1-2 week duration. Kill missions would match two 'queuing' opponents or groups, etc. Considering there's a concurrent post asking for almost every map to turn into a WZ, clearly we have two camps on this. I would support expanded RP missions, clan missions and org missions while turning the DZs (not SZs) into WZs, and hope that gives a good balance.
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