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Before or during your start of playing War Of Ninja, be sure to check out the Game Manual to learn the basics of the game.

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Game Manual

Main Goal

WarOfNinja.com is a game where you travel through a world full of powerful villages and ninja. During your journey you aquire new ninja and buy powerfull items to use in battles. Battles are a turn based tactical game where your team of three characters, backed-up with items, is pitted against another player's team, both with the goal of reducing your opposition to 0 health points and winning the match. Next to exploring the world, players are able to compete in various ladders and tournaments.


The Main Menu

The first thing you will see when beginning a game of WarOfNinja.com is the screen above. This is the Main Menu explained below.


  • A: Enter World is the main option of the game. In this section you explore the rich world of War Of Ninja. In here you will find Villages, Missions, Ninja, Shops and Competitive Arena's.
  • B: Quick Battles are games that do not count for your statistics and are especially used for testing new teams and strategies. You will find random opponents that match your progress in the overall game.
  • C: Private Battles are there to play with friends or play against players you meet in the community. Both players should be searching at the same time in order to start a Battle.
  • D: Squad Selection offers you the possiblity to create, save and manage your teams. When starting a battle you can quickly select one of your squads to battle with.
  • E: View Intro lets you review the Intro of the game. The intro contains some very important facts about the universe which are good to know before you start your journey.
  • F: Logout lets you quit the game (including the website and forums). This is especially handy when you are not playing on your own system.

Village or Location

When entering a village you are mostly entering the village's mission page explained below.


  • A: The mission scroll in the mission navigation leads you to the mission page of the village. This is normally the default page you will see when you enter a village.
  • B: The characters icon in the mission navigation leads you to a page where you are able to see the characters you can unlock in that partical village. When you haven't unlocked a character its indicated with a question mark. Once unlocked you are able to view the characters looks and skills in this screen.
  • C: Once the village portal is clicked you will leave the current village and return back to the overall map (if you have access to multiple villages or locations).
  • D: The bottom left navigation contains a list of new and old missionnames of that particular village.
  • E: Various characters will talk to you during your journey. By clicking the text bubble you will move on to the next bubble. The current and total amount of bubbles is shown in the bottom numbers.
  • F: This part shows the title of the mission, the difficulty (from 1 to 5, 5 being the hardest), and the name and avatar of the person who has ordered the mission.
  • G: This part shows the description of a village. This description is based on the facts and gives you a clear overview of what the current situation is and what you are supposed to do.
  • H: This part shows the goals of a mission, mostly based on aquiring a certain amount of points divided into the different categories: Assasination, Collaboration or Disruption. The current and total amount of points you need to aquire are shown in the bar next to the category and the loss factor is shown at the right of the status bar. More information about goals can be seen in the Mission Points section of this manual.
  • I: This part shows you the rewards you get on completing the mission. Rewards usually consist of a certain amount of gold, a new character, an item, availability of an item in the nearby shop or even a new village as being showed in the example screenshot.
  • J: The bottom shows the current status of the mission. Usually you first have to accept a mission, then play the mission, and finally complete the mission once you met its goals in order to continue to the next mission phase.

Mission Points

Most of the missions in War Of Ninja challenge you to aquire a certain amount of points of a certain category. These categories are equal to the specialities character can have which is showed in the character information. By winning a battle with a certain character you gain 3 points for that character's speciality. Points and specialities are divided into following categories:

  • Assasination: Points of this category are mostly needed in missions that require you to take out certain ninja or an individual. Characters that have heavy damage skills usually have assasiniation as their speciality.
  • Collaboration: Points of this category are mostly needed in missions that require your squad to work together with the locals or other ninja. Characters that have defensive and supportive skills usually have collaboration as their speciality.
  • Disruption: Points of this category are mostly needed in missions that require you to use sneak or disable your opponents. Characters that have stun and counter skills usually have disruption as their speciality.
  • Every goal which is based on points also as its own loss factor. A loss factor is a certain amount of points you drop whenever you loose a mission game. The characters you are using don't matter whenever you loose a game but you cannot loose points for a goal that you already completed. As the your journey goes on missions intend to become harder and higher loss factors may make certain missions a real challenge.


Selecting a Squad

War Of Ninja battles are all about squads, combinations of multiple ninja and items formed in order to conquer your opponents. A squad consists of 3 characters each backed up with one item. The characters and items may only be used once in a single squad. There are two ways to select a squad. You can make a squad on the fly, this is done by clicking 'Change' after you clicked play mission (or one of the other battle types). But you can also create and save a squad via the Squad Selection. This way you can easily manage all of your squads and quickly select them in the left menu just before you start searching for a battle.

Both ways of selecting a squad work via the same principle shown in the above example screenshot.


  • A: This roster shows all the characters that you have unlocked including the temporary characters you may use during the current mission. Temporary characters can not be saved in a squad and will only show up when you make a squad on the fly. They will have a red border which indicaties they are just temporary and available for your current mission.
  • B: The squad slots are the slots you are supposed to fill in order to successfully create a squad. The numbers 1, 2 and 3 are the place holders for your characters. You can select a character in a squad by double clicking or dragging the character's avatar in the place holder. Note that you must select 3 characters in order to create and/or save a valid squad.
  • C: The question marks can be clicked to attach an item to the character. Note that some items can only be used by a certain clan and because of this reason may not show up on all characters and that you must attach an item to each character in order to create and/or save a valid squad.
  • D: When creating a new squad via the Squad Selection you are able to give your squad a name. Each squad will have their own statistics saved when playing ladder battles with them.
  • E: This section shows the characters you have currently selected in your team.
  • F: When you single click a character in for example the roster, you are able to see the character's details in this section.

Top Bar

At all moments in the game the top bar is accessible at the top. It shows some of the player's statistics and has some options which can come in handy.

  • A: This represents the player's rank title followed by its username. Note that during the BETA everyone has the rank BETA Tester.
  • B: This number represents the amount of villages or locations a player has access to.
  • C: This number represents the amount of ninja a player has unlocked.
  • D: This number represents the amount of items a player possesses.
  • E: This percentage represents the total mission progress of a player.
  • F: This number represents the amount of gold a player possesses.
  • G: With these options you are able to control the sound and music in the game. The minus reduces the volume, the plus increases the volume, and the last button is to mute all sounds and music in the game.
  • H: By clicking this button you are logged out of your account.

Start of the Battle

At the start of the battle you are able to see the ninja your opponent is using. You now have 30 seconds to either choose click 'Ready' and go for it with your current ninja, or make a modification in your current squad. This can be done by clicking 'Swap Character'. In the popup you are able to swap out one character and/or item and replace it with a different character and/or item.

When more experienced, this will allow you to effectively counter and create an advantage over your opponent. On the other hand, this can also be used to mislead your opponent.


In-Battle

When you start a battle you will see the following screen. This screen is explained below.


  • 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 energy pool. There are four types of energy in WarOfNinja.com, Agility (green), Strength (red), Intelligence (blue), and Wisdom (white). The T is your current total energy in your pool. With the exception of the first player to take a turn (they only receive one energy) you will receive a number of random energy equal to how many of your characters were alive at the end of your last turn.
  • B: This section displays your team and the current health of each character in it. Skills affecting these characters will also be shown here by small icons next to the character's icon. By hovering your cursor 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. Clicking your opponent characters let's you see their skills and items.
  • D: This is where your character's skills and items are displayed. Each character can use one skill per turn, provided you have sufficient energy 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 or single click the small icon that appeared near the target(s) of the skill.
  • E: By clicking on a skill icon, character or player, this section will display the information about that the clicked item. When a skill is clicked the upper left red text is the name of the skill. The upper right is the energy 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 skills cooldown.
  • F: This section is where you can choose to surrender a match or show and hide the top bar.

Energy Types

As mentioned above energy is used to perform skills or items. Every skill or item uses a different set of energy. There are 4 types of energy:
Agility
Strength
Intelligence
Wisdom

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


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 Random energy selection and Skill Queue.

This is where you will spend specific energy as random energy 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 energy 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 WarOfNinja.com

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.

  • Damage: Damage is the kind of thing that decreases a character's health points and eventually makes you win a game. Damage is done by percentage or a fixed amount.
  • Piercing Damage: This type of damage will ignore damage reduction (note that does not ignore defenses with a certain amount of hit points).
  • Affliction Damage: This type of damage will ignore damage reduction and defenses with a certain amount of hit points.
  • 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. Some stuns may only disable certain class skills instead of every skill.
  • Damage Reduction: This means that any damage dealt to a character will be reduced by either a certain percentage or fixed amount that turn. For example 50% reduction makes 50 damage deal only 25 damage, where as 'reducing damage dealt by 10' would make 50 damage deal only 40 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.
  • Bypassing Invulnerability: Skills that bypass invulnerability are able to target invulnerable characters.
  • Heal: This means a certain amount of points is returned to the character's health points, percentage or fixed. Characters that have reached 0 health cannot be healed, also characters cannot be healed above their default health..
  • Drain (Remove) Energy: This means that the affected character will have a certain fixed amount of random (any available type) or specific energy removed from that player's energy pool. If a skill removes specific energy and your opponent does not have any of that type then no energy is removed.
  • Leech Energy: This works exactly like losing energy except that energy is instead put into your energy pool rather than removed from the game.
  • Counter: This will negate a skill performed on or by a certain target. It will not negate a skill already affecting a character. Counter type skill are generally linked with another type of effect that will affect the character who's skill was negated.
  • Remove 'xxx': Any effect that states it removes another type of effect (mostly a certain type of affliction) will completely remove that effect on a character.
  • Disable (Ignore) 'xxx': As the word states, a skill with this aspect will ignore some other type of effect, the ignored effect is not removed, it just doesn't do anything.
  • Protector (Defense with a certain amount of Hit Points): This effect gives a character a pool of health that must first be depleted before the character will take damage.
  • 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 and has ended.
  • Replace: A skill can be partially or completely replaced. Energy cost, cooldown, the effect and picture can all be replaced with a different one.
  • 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. Note that some cooldowns are infinite making the skill only be performed once per battle.

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.


Main Class: The main class of a skill. For example, you can become invulnerable to these classes, and you can stun a character with a selection of these classes.

  • Melee: Mostly offensive skills that generally deal melee damage.
  • Ranged: Mostly offensive skills that generally deal ranged damage.
  • Mental: Skills that involve mental abilities that may deal affliction damage.
  • Tactic: Skills that involve counters, defenses, special abilities and items, generally dealing no damage.
  • Passive: Skills that are already active when a battle starts and cannot be performed during battle.

Persistence Type: A class that describes the persistence of a skill.

  • 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 perfomer of the skill for the rest of its duration.
  • Aura: Aura skills are skills that do their work as long as the performer of the skill is alive.
  • Channeling: Channeling skills require constant contact between the performer of the skill and atleast one of its targets. If the contact is broken, the skill will end. A contact is broken when the target becomes invulnerable or the performer of the skill is stunned. Note that channeling skills are only performed once, only at the start of the skill when they make contact with the target.

Damage Types

As explained in the 'Main class' of a skill may deal damage of a certain type. Some skills may only have affect on a certain type of damage. The damage type is always described in the skill description itself.


The following Damage Types exist in WarOfNinja.com
  • Melee damage: Damage that is dealt by melee skills
  • Ranged damage: Ranged that is dealt by ranged skills.
  • Affliction damage: Damage that is can be dealt by any type of skill, mostly as a secondary damage dealt by an affliction.
  • Piercing (Additional option): This damage ignores damage reduction.

Affliction Types

Some skills affect a target with a certain type of affliction. Afflictions do not have any link to the performer of the skill anymore thus mostly come with Instant skills. All affliction types can be removed with various skills or items.


The following Affliction Types exist in WarOfNinja.com
  • Burning Affliction: An affliction mostly added by fire attacks.
  • Poison Affliction: An affliction mostly added by poisonous weapons.
  • Bleeding Affliction: An affliction mostly added by blunt weapons.
  • Drug Affliction: An affliction mostly added by chemical substances.
  • Ki Affliction: An affliction mostly added by attacks that strike certain spots of a ninja's body.
© War Of Ninja 2010