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Mission Objectives

A mission is 1 to 3 steps, done in order at its location. Of the 180 missions, 127 have 1 step, 43 have 2 and 10 have 3 (243 steps in all). Each step announces its instruction on the action bar. Moving on to the next step plays a chime, and all foes and props of the finished step are cleared.

Foes appear on solid ground around the mission location at roughly its depth (so a cave mission's foes are in the cave), between a minimum and maximum distance based on the mission's radius: 16 blocks for most missions, 20 to 28 for some larger ones.

Step Types

Across the 180 missions there are 243 steps:

  • Kill (149 steps): defeat every foe. Foes appear 0.35 to 1.0 x the radius away and target you. The tracker shows "killed / total". Done when none are left.
  • Waves (28 steps): wave after wave. The next wave comes once the previous one is fully defeated, after a short breather (3 seconds by default, never less than 2). Each new wave sounds a raid horn and shows "Wave n of m". The tracker shows "Wave n/m".
  • Defend (25 steps): protect a prop or ally (the "ward") placed at the mission location, either through a set of waves or for a set time.
    • The ward has a green notched health bar.
    • Foes appear 0.7 to 1.2 x the radius away and attack the ward. Foes that went for you don't stay on you: every few seconds some of them turn back on the ward.
    • Wave-based defends finish after the last wave. Timed defends finish when the time runs out, with waves continuing to come (repeating the last wave).
    • If the ward dies, the mission fails ("what you were protecting was lost").
    • A defended prop can only be hurt by the mission's foes, never by players (explosions with no attacker can still hurt it). Prop health is 300 unless the mission sets it.
  • Escort (9 steps, all Genin or Chunin): bring a cart, wagon, courier or ship to the end point alive.
    • The ward travels toward the end on its own at 2.4 blocks per second, smoothly over the ground. It only moves while you are within 18 blocks of it and no foe is within 5 blocks of it.
    • A ship sails over water at its own height while there is water beneath it; if it runs aground it follows the ground like a cart. "Supply Ship Guard" (Mist Genin 8) is a ship escort.
    • Ambushes: the step's waves are spread along the route. Wave k strikes once the ward has covered (k + 0.5) / (waves + 0.5) of the way, and the ambushers appear 10-16 blocks around the ward.
    • While you stay within 20 blocks of the ward, the ambushers fight you; if you stray further, they all go for the ward.
    • Done when the ward is within 3.5 blocks of the end. The tracker shows the percentage of the route covered. Losing the ward fails the mission.
  • Interact (26 steps): use a number of props while foes attack. How depends on the step:
    • Collect (4 steps): right-click glowing props such as herbs, crystals or cactus fruit ("Collected n/m").
    • Retrieve (8 steps): right-click props such as scroll chests, documents, blueprints or research data ("Recovered n/m").
    • Rescue (2 steps): the props are injured civilians lying on the ground. Right-click to tend to them: heart particles and a level-up sound play, and they get up and vanish 1.5 seconds later ("Rescued n/m").
    • Destroy (12 steps): break props such as sound cannons, ritual totems, lightning rods, pumps, vents or broadcast towers with blows and jutsu (each has at least 60 health). Anyone can damage a destroy prop.
    • Props are scattered from 3 blocks to 0.7 x the radius (at least 6 blocks) from the mission location; foes appear 0.3 to 1.0 x the radius away. Squadmates may use the props too.
  • Capture (3 steps): beat the foes down without killing them, then bind them.
    • When a capture foe would take a lethal hit, the hit is cancelled: the foe is left at 5% health (at least 1), freezes in place, glows, loses its effects and is renamed "Subdued (right click to bind)". Further hits do nothing.
    • Right-click a subdued foe to bind it: a chain sound plays, it is taken away and the tracker counts "Captured (n)".
    • Done when all are bound. Example: "Rival Spy Capture" (Leaf Chunin 7).
  • Survive (3 steps): last a set time (45, 40 and 120 seconds in the current missions) while foes keep coming every few seconds (7-8 seconds in the current missions, never faster than every 3). A random group from the step appears each time, with never more than 10 survival foes alive at once. The tracker shows the countdown.

Mission Props

Props include crates, supply carts, wagons, scroll chests, chests, herbs, cactus fruit, coral, crystals, sonic crystals, storm herbs, chakra cells, documents, blueprints, research data, sound cannons, ritual totems, lightning rods, wells, beacons, watchtowers, bridge posts, gates, nests, pumps, broadcast towers, vents, earth spires, chakra veins, banners, ships and injured civilians.

The gatherable ones glow at full brightness so they are easy to spot. Props never move (except escorted ones), cannot be pushed, leashed or affected by potions, and have their names shown over their heads.

Mission Allies

Civilians who appear in missions: couriers, harvesters, archaeologists, miners, refugees, stonecutters, workers and injured shinobi. They never fight. As wards they stand still, and are either moved along by the mission (escort) or must survive (defend).

Bosses

  • A boss group gets a red boss bar (name and health) visible to the mission's player, and its name is drawn in bold dark red. Ordinary named foes have red names; allies have green names.
  • Boss health is set per mission: Genin bosses 320-500, Chunin 900-2,200, Jonin 2,200-10,000. There are 88 boss groups across the missions (3 Genin, 21 Chunin, 64 Jonin).
  • Four Jonin missions pit you against a tailed beast used as a "chakra avatar" boss. These use the beast's own large health bar at the top of the screen instead of a mission bar:
    • Leaf Jonin 2: Kurama as "Rogue Chakra Avatar", 9,000 health.
    • Sand Jonin 6: Shukaku as "Sand Demon Avatar", 9,000 health.
    • Stone Jonin 7: Son Goku as "Lava Chakra Avatar", 9,500 health.
    • Cloud Jonin 3: Gyuki as "Ox Chakra Manifestation", 10,000 health.
  • Boss drops: a mission boss sometimes drops a reroll or reset token (Skill Tree Reset Token, Natural Nature Release Reroll Token, or, rarest of all, a Clan Reroll Token) for whoever lands the killing blow. Wild tailed beasts can drop them too. See Reroll and Reset Tokens.
  • More examples: "Ancient Stone Guardian" (Leaf Jonin 10) is a single Ancient Golem boss with 7,000 health. Sand Jonin 10 sends three waves of mummies and tomb guardians, then "The Reanimated Pharaoh" boss with 5,500 health.

Who the Foes Are

A mission's foes can be:

  • rogue ninjas of a given village and rank, with jutsu rolled like any rogue's unless the mission gives them specific jutsu,
  • characters from the NPC roster, such as bandits, pirates, mercenaries, monks, cultists, undead, Pain's paths or legendary figures (the most common),
  • wild beasts (see Mission Beasts),
  • mission props, or any vanilla mob.

Some foes use jutsu chosen by the mission. All of a mission's foes belong to that mission: they never fight each other, beasts they summon count as mission foes too, and when the mission ends (done, failed or abandoned) every one of them vanishes in a puff of smoke.