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Wiki/Jutsu and Natures

Jutsu Damage and Nature Combinations

Rules That Apply to Many Jutsu

  • Allies are never hurt: a jutsu never hurts its caster, the caster's summons and clones, the caster's squadmates, members of the same mission side, or other players when the server has PvP off. NPCs of the same faction spare each other. Armour stands, spectators and invulnerable players are never hit.
  • Multi-hit jutsu ignore the brief invulnerability after a hit, so every hit of a fast multi-hit lands (within the damage budget).
  • Temporary blocks: techniques that raise walls, domes, pillars, mud and so on place temporary blocks that are removed again later (details per tree).
  • A fire-natured jutsu's release also scorches away any Aburame beetles swarming within 6 blocks of the caster.
  • Other players see your charging pose and your hand signs.

The Mod's Damage Scale

All damage from the mod's own sources (every jutsu, its NPCs, clones, thrown weapons and the Bone Sword) is multiplied by 5 and capped at 250 per hit. Summon creatures' own blows (bites, claws, slams) are multiplied by 5 x 1.6 = 8; a tailed beast's by 5 x 2.0 = 10; a jinchuriki transformed into their beast by 5 x 2.5 = 12.5. Wild mission beasts hit softer (x1.2, or x0.6 for wild tailed beasts).

Caster Power

  • Players: jutsu damage x (1 + 0.006 x Ninjutsu), up to 1.3x: +0.6% per point, reaching +30% at 50 Ninjutsu.
  • NPC shinobi: their character's power = 0.5 + 0.15 x tier.
  • Wild mission beasts' breath and blasts: 1.5.
  • Summons and clones count as their owner for ally checks and kill credit.

Elements

Each element deals its own damage type, with its own death messages: Fire, Wind, Lightning, Earth, Water, Ice, Wood, Acid, Scorch, Erase (Dust Release: "erased, armour or not"), Pierce (Hell Stab and the like: "straight through armour"), Black Flame (Amaterasu), Shadow, and Force (raw force: Yang, giants, tackles). Fire jutsu count as fire damage.

Nature Statuses

When a hit of one of the five basic elements lands, it may leave a status:

  • Fire -> Burning: every fire hit, 10 s; deals 3 damage every 2 s.
  • Wind -> Bleed: may be caused, 10 s; deals 4 piercing damage every 2 s.
  • Water -> Drowning: may be caused, 6 s; deals 4 water damage every 2 s and drains 60 air.
  • Lightning -> Paralysis: may be caused, 3 s, with Slowness V and Nausea for as long.
  • Earth -> Rooted: may be caused, 5 s: -40% movement speed, -50% jump strength, +100% gravity.

Only Fire's status is certain; the others land on some hits and not others.

Nature Combinations

A hit whose element acts on a status the target already has consumes that status, deals 1.5x damage, and turns it into something worse. Everyone involved sees the combination's name in gold. After any combination, the target can't be combined again for 15 seconds. This is the heart of nature advantage in Kageborne.

  • Wind on Burning -> Blaze ("Wind boosts Fire"): Blaze for 8 s, dealing 5 fire damage every second.
  • Fire on Rooted -> Scorched ("Fire heats Earth"): Scorched for 8 s (4 fire damage every 2 s) plus Slowness II for 8 s.
  • Earth on Drowning -> Sludge ("Earth shapes Water"): Sludge for 7 s, with Slowness II and Mining Fatigue II for 7 s.
  • Water on Paralysis -> Electrocution ("Water conducts Lightning"): Electrocution for 4 s with Slowness V.
  • Lightning on Bleed -> Shockwave ("Lightning electrifies Wind"): an extra lightning blow of 45 (on the mod's scale, times caster power) that knocks the target back hard (push 1.6, lift 0.4).
  • Wind on Drowning -> Torrent ("Wind disperses Water"): an extra water blow of 45 (on the mod's scale, times power), push 1.8, lift 0.5.
  • Fire on Drowning -> Scald ("Fire heats Water"): Scald for 8 s (2.5 water damage every 2 s, and hunger drain for players) plus Hunger III for 8 s.