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The basics

Naruto Arena > Game manual >

The basics

This section of the game manual is a basic overview of the user interface, game play, and standard
terminology within the game. Naruto-Arena is a turn based strategy game where your team of three ninjas
is pitted against another player's team of three ninjas with the goal of reducing your opposition to 0 health
points and winning the match.

Selection Screen

The first thing you will see when beginning a game of Naruto-Arena is the screen below (without the big
blue letters). This is the Character Selection screen and what ever is and does is explained below.

• A: This section displays your player information. It shows your avatar, username, ninja rank,
ladder level and experience, ladder rank, win-loss record, and win-loss streak, all in that order.
• B: This section has three boxes for you to drag and drop the ninjas you wish to use in your team.
Only when you have selected three ninjas may you begin a match.
• C: This is the character section. Each page has 21 characters on it and you use the white arrows to
scroll through the pages. Some characters may appear grayed-out and you will not be able to drag
these characters into your team. These characters are mission characters and you must complete
their mission before you may use them.
• D: This is where individual character information is displayed. By clicking on a character's icon in
section 'C' this section will appear. The primary function of this section is so that you may study
that character's skills.
• E: By clicking on a skill icon of a character in section 'D' this section will display the information
about that skill. The upper left red text is the name of the skill. The upper right is the chakra cost
of the skill. The center is the description of the skill, essential saying what the skill does. The
bottom left lists the classes of that skill. The bottom right displays that skill's cooldown.
• F: The three buttons at the middle will begin a match with another opponent. There are three
different types of games you may play. A ladder game is played against a random opponent near
you on the ladder. This game type is the only way to increase your standing within the ladder. A
quick game is played against a random opponent. This game does not count towards your ladder
stats but does towards your missions. A private game works just like a quick game except that you
must specify the particular opponent you wish to play against and your opponent must do the
same.

In-Game Screen

Next will be the in-game UI (again, the yellow letters do not exist on the real UI) and the basics of how to
play.

• A: This section displays you and your opponent's avatars, the 'press when ready' button which is
how you end your turn (this will say 'opponent's turn' when it is not your turn), a red and white bar
which is your turn timer, and your chakra pool. There are four types of chakra in Naruto-Arena,
Taijutsu (green), Bloodline (red), Ninjutsu (blue), and Genjutsu (white). The 'T' is your current
total chakra in your pool. With the exception of the first player to take a turn (they only receive
one chakra) you will receive a number of random chakra equal to how many of your ninjas were
alive at the end of your last turn.
• B: This section displays your team and the current health of each ninja in it. Skills affecting these
characters will also be shown here by small icons next to the character's icon. By scrolling your
curser over that icon a description of what the skill is doing will appear.
• C: This section displays your opponent's team and functions just like section 'B'.
• D: This is where your characters' skills are displayed. Each character can use one skill per turn,
provided you have sufficient chakra of the appropriate types to pay their costs. Any skill that
cannot be used that turn for any reason is grayed-out. By clicking on a skill, viable targets for that
skill with glow yellow and you must then click on one of these viable targets for that skill to be
used. When a skill has been selected for a character that turn, its icon will display in the gray '?'
box. To deselect a skill simply double click its icon in the gray '?' box.
• E: This section is exactly like section 'E' of the Character Selection screen.
• F: This section is where you can chooses to surrender a match, open a chat window with your
opponent, or adjust the sound settings.

Chakra Types

As mentioned above chakra is used to perform skills. Every skill uses a different set of chakra.
There are 4 types of chakra:
Bloodine
Ninjutsu
Taijutsu
Genjutsu

The chance to get a certain chakra is 25% for each, as there are four types. This means that it is random,
and that you can also get multiple chakras of one type. Next to these 4 types, some skills require random
chakra . This kind of chakra can be filled in by any of the types above.

End of Your Turn

Once you have decided what skills your team will use and on whom it is time to end your turn. Do this by
clicking on the 'Press When Ready' button in section 'A'. This will bring you to the Skill Queue.

This is where you will spend specific chakra as random chakra by clicking the up or down buttons next to
each type. It is also where you can decide the order your skills will happen in. Skills occur in order from left
to right and they may be repositioned in the queue by dragging and dropping the icons. After spending any
necessary random chakra costs and ordering your skills press the O.K. button to complete your turn (note
that this is still part of your turn and your turn timer will continue to run down while in this screen). If you
want to reconsider or change something you chose to do press the Cancel button to exit this screen. If you
run out of time before completing your turn, your characters will not use any skills that turn.

Common Terminology in Naruto-Arena

This section is laid out so that you may use your browser's find (ctrl-F) function to easily locate any terms
you need to find the definition of.

Common Terms in a Skill's description:


• Damage : This should be rather self explanatory. If not, find a Webster's dictionary. Damage is
done by percentage or a fixed amount.
• Piercing Damage : This type of damage will ignore damage reduction.
• Affliction Damage : This type of damage will ignore damage reduction and destructible defense.
• Increased Damage : Some skills increase the damage done or taken from other skills. This amount
is usually a percentage or fixed amount.
• Stun : This means a character is unable to use a skill for the duration that the stun is in effect.
• Damage Reduction : This means that any damage done to a character will be reduced by either a
certain percentage or fixed amount after all damage done that turn is calculated. For example
50% reduction from 120 damage total from all skills is 60 damage, where as 50 points reduction
from 120 damage total from all skills is 70 damage.
• Invulnerable : This means a character will not be a valid target for enemy skills (by default),
though they may still be affected by some skills already affecting them.
• Heal : This means a certain amount of health is returned to the character, percentage or fixed.
Characters that have reached 0 health cannot be healed, also characters cannot be healed above
100 health. Healing does not affect destructible defense.
• Remove Chakra, Lose Chakra : This means that your opponent will have a certain fixed amount of
random (any available type) or specific chakra removed from their chakra pool. If a skill removes
specific chakra and your opponent does not have any of that type then no chakra is removed.
• Steal Chakra : This works exactly like removing chakra except that chakra is instead put into your
chakra pool rather than removed from the game.
• Reflect : This will return the effects of a skill back upon the user that targeted the character using
a reflecting type skill. Note that Control type stun skills will end up canceling themselves and
Action skills will still be activated on the reflecting character, but will have its effects be
reflected only this turn.
• Counter : This skill will negate another incoming skill. It will not negate a skill already affecting a
character. Action skills can only be countered on the first turn. Counter type skill are generally
linked with another type of effect that will affect the character who's skill was negated.
• Remove 'xxx' : Any skill that states it removes another type of effect (typically be class type) will
completely negate that effect on a character.
• Ignore 'xxx' : As the word states, a skill with this aspect will ignore some other type of effect, the
ignored effect is not negated or removed, it just doesn't do anything. This is a little different for
skills that ignore invulnerability. Those skills are able to target invulnerable characters even when
that character is not unable to become invulnerable.
• Destructible Defense : This skill gives a character a pool of health that must first be depleted
before the character will take damage. A damage only skill that does not actually damage the
character's actual health is not considered to have affected the character.
• Copy : This type of skill will copy another skill that is used, replacing an existing skill with the new
copied skill for the duration of the copy. Skills that require an other skill to be performed before
they can be used, cannot be copied.
• Invisible : Your opponent will not see any icons for these skills during the time it is in effect. For
some skills only the target is not known but the fact that the skill is in use is known. When an
invisible skill ends, The opposing team will always be informed that the skill was used.
• Increasing or decreasing duration : When you increase or decrease the duration of a skill or effect,
all related effects will also be modified accordingly. By related effects are meant, all effects that
are linked with eachother by a 'during this time' sentence.

Cooldown

A skill's cooldown is how many turns a skill cannot be used for after being used. For example a skill with a
cooldown of 4 will not be available for use the following 4 turns after it is used.

Skill Class Definitions


Classes are used to further describe a skill beyond its description. Generally Skill Classes are only important
in determining whether one skill will affect another in the course of a game.
This section is laid out so that you may use your browser's find (ctrl-F) function to easily locate any terms
you need to find the definition of.

Distance:

• Melee : The skill is carried out a close range to the target and user. Abbreviated as 'Me'
sometimes.
• Ranged : The skill is carried out far away from the user. Abbreviated as 'Ra' sometimes.

Skill Type:

• Physical : The skill is matter creating the result of the skill.


• Abbreviated as 'Ph' sometimes.
• Chakra : The skill is some form of energy creating the result of the skill. Abbreviated as 'Ch'
sometimes.
• Affliction : The skill is some form of persisting matter or energy, such as poison or flames creating
the result of the skill. Abbreviated as 'Af' sometimes.
• Mental : The skill is some form of thought or other metaphysical energy creating the result of the
skill. Abbreviated as 'Mn' sometimes.

Specials:

• Unique : This is a skill that cannot be duplicated by another character or is near impossible to
duplicate. Abbreviated as 'Un' sometimes.
• * (asterisk) : If a class type is followed by and asterisk (*) that means that only part of the skill has
this class.

Persistence Type:

• Instant : Instant skills are skills that do their work instantly, or are placed on the target on the
first turn and have no connection to the caster for the rest of its duration.
Example: Lee's Lotus deals 30 physical damage.
• Action : Action skills are skills that last multiple turns and require the attention of the caster each
turn anew. If the caster loses contact with the target, by a stun or an invulnerability, the action
will have no effect. But since the skill is done each turn anew, the skill will continue once the
caster has contact with its target again.
Example: Drunken Fist Style does 15 physical damage to one enemy each turn for 5 turns.
• Control : Controls require constant contact between caster and target. If the contact is broken,
the skill will end. Controls are also only cast once, only at the start of the skill when they make
contact with the target, much like instants.
Example: Desert Coffin stuns an enemy for 2 turns. During this time the enemy is unable to
reduce damage or become invulnerable.

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