Using Release Items
- Every awakened nature (basic, spirit, kekkei genkai, the hidden arts, plus Summoning and the Jinchuriki release) gives its owner one release item, named "<Nature> Release (<Owner>)", coloured in the nature's colour, fire-resistant, stack size 1, with Rare rarity for basic natures and Epic for the rest.
- Bound: it records its owner. Nobody else can use it ("<X> isn't yours: only its owner can use it."), and nobody else can pick it up from the ground.
- Can't be thrown away: throwing it out is cancelled and it goes straight back ("A release is part of you: it can't be thrown away.").
- Kept on death: it never drops when you die.
- Lost releases come back: if a release is really lost (destroyed on the ground by lava, fire or the void, or despawned, or lost when you die), it is given back the next time you join or respawn, or at once if you are online. It goes into your inventory; if that is full, it waits on the ground at your feet, where only you can pick it up and it never despawns.
- Stored releases stay put: a release you put away yourself, in a chest for example, is not lost: it stays where you left it, and no copy is made.
- Which releases exist: one per nature that has a tree (the five basic natures, Yin, Yang, Yin-Yang, every kekkei genkai and tota, Paper, Ink, Sealing, Bug, Inuzuka, Shadow, Bone), plus three special ones:
- The Ninjutsu release: every new player gets it with the starter kit on first join, together with 3 kunai and 16 shuriken, and the Ninjutsu tree's root learned.
- The Summoning release: on signing your first contract.
- The Jinchuriki release: on becoming a jinchuriki; its bar shows the jutsu of your own beast's tree.
- The Taijutsu, Genjutsu, Kenjutsu, Medical, Senjutsu, Curse Mark and eye trees have no release item: their jutsu are used from the loadout bar.
- Using a release whose nature you haven't awakened, or with no jutsu learned in it, says "You haven't learned any <Nature> jutsu yet."
- While charging, chakra particles in the nature's colour gather at your hands, thicker as the charge grows. You can keep running and sprinting while charging.
- If the release leaves your main hand mid-charge, or you die, the charge is cancelled and nothing is paid.