IV. Battle Abilities and Skills
Battle Abilities
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These are gained, for free, automatically when you get to the proper level. If a Battle Ability is added on a level lower than your current level, you will gain it upon your next levelup. Special Battle Abilities, however, are gained through some kind of quest.
Aid, 2 -- Allows you to heal a stunned (not mortally wounded) Player-Character to 1 HP. Between -1 and -8 HP. Relatively useless because all mobs attack to kill.
Kame Style, 4 -- The first style you gain. It is a defensive style, and will increase both your damage and defense from the Standard style. Defense is better than Hebi's, but Offense is worst. I suggest this one over Hebi.
Rescue, 5 -- Takes the "aggro" off a mob. Meaning, if a mobile is attacking a PC (or Mobile), you can use this so that you are instead attacked by it.
Genkai Ichi, 10 -- First of three skills that lets you train ONE stat up to 25 through LSC. At this level, you can have one stat up to 25.
Search, 15 -- Skill that searches the room you are currently in for secrets. Useless, currently.
Hebi Style, 18 -- The second style you gain. It is an offensive style, and will increase your damage from the Standard style. Defense is worse than Kame, but Offense is much better.
Scan, 20 -- Syntax is to scan in a direction (IE, Scan East). It will attempt to look up to 3 rooms to the east. Non-exits or doors will block your view. It will allow you to see mobiles and items in that direction -- pretty useful when trying to maneuver away from aggressive mobiles, or to hunt down mobiles that give you experience.
Second Attack, 25 -- In my opinion, the most useful Battle Ability you gain, because it will double the amount of damage you're capable of in one round. Attempts to hit a second time in a round.
Genkai Ni, 30 -- Second of three skills that lets you train ONE stat up to 25 through LSC. At this levle, you can have two stats up to 25.
Kankou, 35 -- Has a passive chance of going off each time you "consider" a target. Kankou is a mild enhancement, giving you more accurate details on your comparative strength to the target.
Genkai San, 45 -- Third and final of three skills that lets you train ONE stat up to 25 through LSC. At this level, you can have three stats up to 25.
Third Attack, 50 -- Adds another attack onto your rounds. Not as big of a boost from Second attack, but still a 50% increase in possible damage. Can ONLY use this without a weapon.
Soranjiru, 52 (30 for Sand and Stone) -- Gives a very small boost to handseal speed. Only noticable, if at all, with very high handseal-time Jutsu. But hey, it's free. This skill will ONLY go up with "higher" ranked Jutsu. This means Goukakyuu, Souken Mizu, Kasui mizu, etc. will not increase it.
Tsuru Style, 68 -- This is, in my opinion, the best normal style (Though I have yet to try the Sound-exclusive Kaizou Hebi, however) you can get. Has greater defense and offense than Kame, but -slightly- less offense than Hebi. This is the "evasive" style.
Kenryo, 85 -- The second (and final) enhancement on consider. Has a chance to go off. This stacks with Kankou, meaning there is a chance for Kankou to go off, and a chance for Kenryo. This provides greater information on the target than Kankou.
Panda Style, 138 -- The final, Non-Special-Battle-Ability, Battle Ability style. This is the berserk style. This has the worst defense of ALL the styles, but the greatest attack. I suggest NOT to use this because the only things you can do in combat is change styles, and use mid-round attacks. You can't even TALK in this style! On top of that, you'll be eatten very, very quickly.
Fourth Attack, 150 -- Adds yet another attack to your round. Increases your possible maximum damage per round by 33%. Can ONLY use this without a weapon.
Kagirinai, 170 -- The final skill which increases a stat's maximum limit. This one allows you to increase one stat from 25 to 30. THIS means that you HAVE to increase a stat that is already using GENKAI. At this level, you can have two stats at 25, and one at 30.
Intimidate, 180 -- Very much needed skill. It's a shame it's such high level. It keeps aggressive mobiles 30 levels below you from attacking you, thus allowing you to move through those annoying areas with ease.
Fifth Attack 210 -- The fifth, and final addition to attacks on your rounds. Increases maximum possible damage per round by 25%. This is ONLY usable when unarmed.
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Eiyorei, -S- -- This skill will boost your experience gains by x5. HOWEVER, this will disable Haburi and/or Ishiryoku, if you have either. Currently unknown how to get this...
Suiken Style, -S- -- This is the ultimate of styles currently obtainable. Great damage, great defense. The drunker you are, the better you fight. Currently unknown how to get this...
Practicable Skills-----------------
Skills that can be practiced. You CAN get village-specific skills that aren't of your own, but at a dire cost; it costs more practice points (up to 3), and is permanent. You also cannot learn Other village skills with bonus practices.
You can practice these skills, when having the appropriate Ability Level in the appropriate Ability group, at a trainer and using the practice command. IE, For Kick, you need to have 2 in Taijutsu (Levelup Taijutsu, if you have extra points). Certain skills cannot be unpracticed with the unpractice command. They are noted, but for referenced they are: Haburi, Ishiryoku, Custom Style, Furyuumonki Hosshin, and Furyuumonki Kakusei.
[-Non-Village Specific-]Taijutsu:
*Boukenka, 1 -- This skill is for low level players. This passive keeps you from losing that precious stamina when you move from room to room (At a chance, based on its percentage). It also increases you experience gain for walking by 1 EXP, raising it (unless you're Bloodtype B) to 2 EXP per step. This skill stops working around level 100.
Kick, 2 -- The first offensive skill you can get. Damage is minimal, probably half your normal round damage at best. Your rounds will not stop when using this. Very low lag, very low stamina cost
Punch, 3 -- Slightly stronger than kick, but not at all noticable. Your rounds will not stop when using this skill. Very low lag, very low stamina consumption.
*Double Kick, 8 -- The first truely useful offensive skill. Decent damage for a low stamina cost. Your rounds will not stop when using this skill. Low lag, very low stamina consumption.
*Haburi, 10 -- Doubles your experience gains. Practically a must, because your gains get cut in half at level 10... If, at any time, you have this skill along with any Furyuumonji skill, BOTH of the skills will NOT work. THIS SKILL IS PERMANENT
Kyouji Senbotsusha, 15 -- This skill's effectiveness increases with your level (I assume Combat Level). This passive skill will increase all regeneration by 10% and defense by 20% for a time, based on the level of the user's.
Triple Kick, 16 -- I've yet to check this skill out after its "boost", but I assume it's still a stamina hog with only-slightly-stronger damage than Double kick. I suggest sticking with Double kick. Your rounds will not stop when using this skill. Low lag, low stamina consumption.
Track, 20 -- This lets you search the ground for recent tracks of players and mobiles. Useless, since there's no need to hunt down mobiles. You probably won't ever need to search for a player, either, this way.
*Chikara, 35 -- Very, very useful skill. Stops you from losing experience from fleeing, saving you much experience when you're dealing with annoying aggro mobiles that hunt your ass down. Also keeps you from suffering Stamina and Chakra stun. Great with Chakra-raping/Stamina-slaying techniques.
No-Shadow Kick, 38 -- I've yet to try this since the "boost" it received. It wasn't that bad. Decent damage to stamina ratio, althought I'd stick with double kick still. Check this out and see if it works for you, though. Your rounds will not stop when using this skill. Low-To-moderate lag, moderate stamina consumption
Dragon Punch, 40 -- The first "real" Taijutsu skill. By this, I mean it's the first skill that does heavy damage (albeit it takes a lot of stamina), and it gives you combat lag. This skill isn't worth it, however, for the Damage:Stamina ratio. Your rounds WILL stop for a round or two after using this skill. Moderate lag, moderate stamina consumption.
Fukutsu, 40 -- This skill increases your regeneration while sleeping and/or resting. A nice skill to have, especially when exploring new, hard areas. Less downtime means more playtime!
*Ishiryoku, 40 -- Doubles your experience yet again. This means, if you have Haburi, your gains are x4 of what they really should be. If, at any time, you have this skill along with any Furyuumonji skill, BOTH of the skills will NOT work. THIS SKILL IS PERMANENT.
*Buddhist Palm, 50 -- The first truely useful power-taijutsu skill. This does good damage for its stamina cost. Your rounds WILL stop for a round or two after using this skill. Moderate lag, moderate stamina consumption.
*God Fist, 71 -- THE Taijutsu move. The strongest damage for a great stamina cost. Damage is done in three tiers, chosen at random. There is a low damage, medium damage, and high damage. Generally, in Tsuru, it should do 200/300/400-sh. The stamina cost, however, is 400ish. Your rounds WILL stop for around 3 rounds. Heavy lag, heavy stamina consumption.
Custom Style, 100 -- This allows you to create your own Custom Style. Currently, this is NOT worth it, as it is a PERMANENT skill, and was nerfed to the point of being worse than the other styles. It also costs 1 RPP to have it authorized. THIS SKILL IS PERMANENT
Genki, 100 -- This boosts your stamina regeneration and normal-round damage by 10%. Not all that useful, considering the most boost you'd get is 2, and the most-likely increase is 1.
Ninjutsu:
*Kawarimi, 5 -- This skill is VERY useful, as it allows you to FLEE in a direction with minimal lag. This does not tell your opponent where you went, AND keeps mobiles from hunting you down (and they will if you flee regularly. Like the dog you are). Costs minimal chakra.
Kisei Jouyaku, 10 -- This skill keeps you from losing experience upon death, but also lowers your experience gains by 10%. Only get this skill if you find yourself dying way too much. You shouldn't need this, though.
*Anki, 12 -- In my opinion, this skill is a must for any Kind of Ninja. It allows you to recall to your bindspot for 50-ish Chakra from anywhere on the MUD. Although you cannot do it in combat, it can let you escape a dangerous area (after finding a moment's rest to do the handseals), or quickly return to a town incase you're wounded, want to buy something, want to train, or want to complete a quest/mission. Handseal speed is average. Mastery turns handseal speed to instant-cast.
Henjiru, 12 -- The first of two skills that actively regenerates chakra. This one gathers chakra by syphoning your stamina at a rather slow speed.
*Baikyuu Kesson, 15 -- At higher level Ninjutsu combined with a nice Strength score, this skill is most excellent. At 20-25 strength and 50-ish Ninjutsu, you should be able to do as much damage with this skill as you would with a 12 average weapon. Two drawbacks, however. First of all, it drains your chakra, so if you don't have much, you'll find yourself getting stunned (unless you have Chikara!) pretty quickly. Secondly, it's very useless at earlier levels. I -highly- suggest getting this at higher levels, since you can only use Third, Fourth, and Fifth attack as unarmed. Oh, and this skill only effects your unarmed damage, and Taijutsu mid-round skill damage (very slightly). Instant-cast.
Furyuumonki Hosshin, 25 -- The Ninjutsu's path on Haburi. Rather than the x2 boost that Haburi gives, this one will give you a x1.5 EXP boost, and a x2 EXP boost with Ninjutsu-based damage. If combined with Furyuumonji Kakusei, it gives a passive 10% increase to Chakra regeneration, and a passive chance to gain 1 chakra every second. A valuable asset to any Shinobi whom relies on Chakra. If, at any time, you have this skill along with Haburi and/or Ishiryoku, BOTH of the skills will NOT work. THIS SKILL IS PERMANENT.
Ikioidzuku, 25 -- The second active chakra regaining skill. This works by taking Chakra from the world around the Ninja, rather than Stamina, therefore this one requires no stamina; however, one can only regenerate chakra to 50% using this.
Shoumei, 35 -- That blasted sun drop down at a bad moment, and you have no Lantern? Then this skill is for you! This last-resort skill can be used to see in the dark, although it drains chakra at a rate of 1 chakra per second. At higher levels, this isn't that big of a problem, though -- unless you rely heavily on Chakra. You can, for sure, use this skill for over a minute and a half. Plenty of time to get to a store and get a lantern, or to safe ground.
Chiyute, 45 -- This skill is only useful with groups. This uses your chakra to heal the wounds of someone ELSE, who is sitting. They MUST be sitting -- not sleeping, not resting, not standing. Sitting. I don't really suggest getting this skill, since you will need Stamina and/or Chakra as much as Health. You'll want to regenerate stamina you lost in the fight(s) before hand, so Chiyute is useful ONLY if your partner's health regeneration sucks -- and, of course, you don't need chakra.
Mastery, 80 -- A must for any Gen/Ninjutsu user. Will greatly reduce the time required to use Jutsus. Some skills, such as Anki, Souken Mizu, Goukakyuu, and Kasui Mizu, become near-instant with this at 100%. Passive skill, that goes up very slowly through use of most Jutsu.
Genjutsu:
Henge, 8 -- Skill that lets you change your appearance. This can change your height, weight, name, title, and even gender. This means that it's probable some quests will require you to make yourself look like something, and do something. Very little use, however (unless you want to get into the opposite sex's bathhouse...). Instant handseal, mild chakra consumption every round to keep Henge up.
Sneak, 15 -- Completely useless, unless you're trying to spy on other players and don't want them to know you've entered the room. This could be much more useful if it kept mobiles from aggroing you when you enter un-noticed, as I've suggested... but alas, it's not the case. Instant-cast.
Detect Henge, 18 -- Gives you a passive chance to see through a henge disguise. Goes up with each success at seeing through a Henge.
Genjutsu Kai, 20 -- Releases Genjutsu on either yourself, your target, or the room. For instance, if some bastard put up a Kori Shinchu on the room you can use Kai on the room, and allow yourself to leave the trap. It can also, say, remove Henge from someone. Instant handseal, mild chakra consumption.
Furyuumonji Kakusei, 25 -- The Genjutsu's half of the Furyuumonji Duo. Like Hosshin, it increases your experience gains by x1.5, and any experience you gain through Genjutsu by x2. Combined with Hosshin, it will give you the 10% Chakra regen and possible 1 chakra per second regeneration bonus. The gains stack with Hosshin, so with both you get x3 normal gains. If, at any time, you have this skill along with Haburi and/or Ishiryoku, BOTH of the skills will NOT work. THIS SKILL IS PERMANENT
[-Leaf Specific-]Taijutsu:
NONE
Ninjutsu:
Goukakyuu, 15 -- Weakest fire attack. This skill tends to do the least damage of all low-class Ninjutsu (AKA, compared to Kasui Mizu), but it is understandable since it doesn't need an element from the surrounding area, as some Earth and Water skills need. However, there was a recent change that let you pump more chakra into it, so it may be stronger now. Will probably be a chakra eater, though. Feel free to check it out and give me feedback and stats. Fast handseal speed, mild-to-heavy chakra consumption. Instant-cast with 100% Mastery
Suijinheki, 30 -- A currently useless skill that allows you to block one fire-based attack within a certain time-limit. No mobile currently uses jutsus like that. Fast-handseal speed, mild chakra consumption.
*Hosenka, 50 -- First useful damage-dealing Jutsu for leaf. Sends out multiple blasts (the more that hit, the more damage it will be) -- higher percentage means more fireballs. Average handseal speed, mild-to-moderate chakra consumption. Master turns this to fast handseal speed.
Kajiheki, 55 -- Why this skill is 25 levels above its water-counterpart is beyond me (If anything, Suijinheki should be 55 and Kajiheki should be 30, since Leaf is fire-based). Works just like Suijinheki, in the sense that it blocks water skills. Useless. Fast-handseal speed, mild chakra consumption.
*Regenerate, 60 -- Awesome skill for Taijutsu users, especially since the change! Before, it used to -attempt- to go off at ticks and -attempt- to heal -fully-. I suggested many times that it should go off every "round", and not restore your health to full. Finally, it is how I wanted it! Basically, it heals you based on the speed you have it at every second. I don't know the ratios for the speed, but I assume the faster the speed, the worse the ratio. The slowest might be a 1:1 regen, while the fastest may be 30:10. I haven't been able to try it, so do not hold me to those ratios. This skill is ALWAYS active. Get this skill if you rely on Stamina. Oh yes, regenerate will not work if you're below 10%, or if it would take you below 10% on the next "tick".
*Karyuu Endan, 80 -- The strongest of all fire jutsu. Very nice damage, but pretty costly in chakra. Very slow handseal speed, heavy chakra consumption.
Genjutsu:
Kori Shinchu, 25 -- Currently useless Genjutsu that keeps people from leaving the room you're in. You are unable to do anything except keep the jutsu up while using this. Average handseal speed, low-to-moderate chakra cost. ABUSING THIS SKILL MEANS YOU WILL DIE. And by die, I mean you WILL die. And never come back. Abusing means harrassing Players. Reasoning is because there is no PvP combat.
[-Mist Specific-]Taijutsu:
NONE
Ninjutsu:
*Souken Mizu, 10 -- A must have for (especially lower-leveled) Water Ninjutsu users, and needed for many Earth Jutsu. Creates water in the area based on the skill. High percentage in the skill allows you to create enough water for any Jutsu requiring water (meaning, some skills need more water in the area than others). The most water that can be in one area is three evaporating ticks. This means there are three stages. These are: Puddles, Pools, and saturated. Instant-cast with Mastery 100%
Kasui Mizu, 15 -- The first damaging Ninjutsu for Mist. Very low damage, not really worth it (except maybe for starting fights). Fast handseal speed, low chakra consumption. Requires at least "puddles". Instant-cast with Mastery 100%
Suijinheki, 30 -- A currently useless skill that allows you to block one fire-based attack within a certain time-limit. No mobile currently uses jutsus like that. Fast-handseal speed, mild chakra consumption.
*Regenerate, 60 -- Awesome skill for Taijutsu users, especially since the change! Before, it used to -attempt- to go off at ticks and -attempt- to heal -fully-. I suggested many times that it should go off every "round", and not restore your health to full. Finally, it is how I wanted it! Basically, it heals you based on the speed you have it at every second. I don't know the ratios for the speed, but I assume the faster the speed, the worse the ratio. The slowest might be a 1:1 regen, while the fastest may be 30:10. I haven't been able to try it, so do not hold me to those ratios. This skill is ALWAYS active. Get this skill if you rely on Stamina. Oh yes, regenerate will not work if you're below 10%, or if it would take you below 10% on the next "tick".
*Suiryuudan, 65 -- Second tier of water Jutsu. Really good damage for chakra cost, though I believe it requires "pools" in the area. May be incorrect on that, as it may need puddles. Slow Handseal speed, Moderate chakra consumption. Mastery turns this to Average handseal speed.
*Daibakufu, 83 -- Third tier of water Jutsu. Awesome damage! Requires "saturated" in the area. Very slow handseal speed, heavy chakra consumption. Mastery makes this jutsu between Average and Slow handseal speed.
*Mizu Hatsudenki, 100 -- If you have 100 Ninjutsu, GET this instead of Souken Mizu. This eliminates the need of Souken Mizu, as you create the water needed for your jutsus while using them.
Genjutsu:
Kori Shinchu, 25 -- Currently useless Genjutsu that keeps people from leaving the room you're in. You are unable to do anything except keep the jutsu up while using this. Average handseal speed, low-to-moderate chakra cost. ABUSING THIS SKILL MEANS YOU WILL DIE. And by die, I mean you WILL die. And never come back. Abusing means harrassing Players. Reasoning is because there is no PvP combat.
[-Sand Specific-]Taijutsu:
Hakkei Kihaku, 43 -- This skill shifts around your experience gains very randomly. It can up to double, or up to half your experience gain. It's random with each gain. Another bonus is that you can get experience even when you're not supposed to (IE, being outside the experience gain limit). This can be good, based on your actual luck (not the stat).
Ninjutsu:
Goukakyuu, 15 -- Weakest fire attack. This skill tends to do the least damage of all low-class Ninjutsu (AKA, compared to Kasui Mizu), but it is understandable since it doesn't need an element from the surrounding area, as some Earth and Water skills need. However, there was a recent change that let you pump more chakra into it, so it may be stronger now. Will probably be a chakra eater, though. Feel free to check it out and give me feedback and stats. Fast handseal speed, mild-to-heavy chakra consumption. Instant-cast with 100% Mastery.
Kajiheki, 30 -- Unlike Leaf, for some reason, Sand gets Kajiheki at 30. Anyway, this allows you to block a water ninjutsu once, but again, it's useless due to lack of mobiles whom use jutsu like that. Fast handseal speed, low chakra consumption.
*Koyoudzuka Hantaa, 45 -- Great skill. It can save you money, and time. In fact, it can make you money. There is an undertaker which gets you your corpse for a price, which is based on your combat level. It is VERY expensive at high levels, so 20-30 Ryo to pay someone who has this skill to get it for you is a lot better. Very, very slow handseal speed, unknown chakra consumption (Feedback, please).
Genjutsu:
NONE
[-Sound Specific-]
Taijutsu:
Kaizou Hebi, 60 -- An advanced form of Hebi. I'm unsure of damage/defense on this, but I assume both are better than regular Hebi. For every 10 levels over 60 Taijutsu, you also get a one dexterity boost in combat. This means, at 100 Taijutsu, you will gain 4 extra Dexterity while in combat. However, your stamina regeneration is dropped by 10% while in combat with this style, as well.
Ninjutsu:
Kuramu, 8 -- Skill which stuns the target moderately, and the user lightly. Useless because it doesn't effect mobiles. Handseal speed unknown, actual stun-time unknown (Feedback, please)
Souken Mizu, 10 -- A must have for (especially lower-leveled) Water Ninjutsu users, and needed for many Earth Jutsu. Creates water in the area based on the skill. High percentage in the skill allows you to create enough water for any Jutsu requiring water (meaning, some skills need more water in the area than others). The most water that can be in one area is three evaporating ticks. This means there are three stages. These are: Puddles, Pools, and saturated. Instant-cast with Mastery 100%
Goukakyuu, 15 -- Weakest fire attack. This skill tends to do the least damage of all low-class Ninjutsu (AKA, compared to Kasui Mizu), but it is understandable since it doesn't need an element from the surrounding area, as some Earth and Water skills need. However, there was a recent change that let you pump more chakra into it, so it may be stronger now. Will probably be a chakra eater, though. Feel free to check it out and give me feedback and stats. Fast handseal speed, mild-to-heavy chakra consumption. Instant-cast with 100% Mastery.
Kasui Mizu, 15 -- The first damaging Ninjutsu for Mist. Very low damage, not really worth it (except maybe for starting fights). Fast handseal speed, low chakra consumption. Requires at least "puddles" of water. Instant-cast with Mastery 100%
Kajiheki, 30 -- Unlike Leaf, for some reason, Sound gets Kajiheki at 30. Anyway, this allows you to block a water ninjutsu once, but again, it's useless due to lack of mobiles whom use jutsu like that. Fast handseal speed, low chakra consumption.
Doroku Gaeshi, 45[/b] -- This skill, by description, seems very useful, especially for Taijutsu users. You set aside chakra (Doroku <Chakra Amount>). From what I gather, it instantly drains your chakra and puts it in the reserve, and you can't gain the chakra back until you either use it, release it, or it seeps away. Apparently it fires automatically when someone uses a taijutsu move on you, taking damage at a mostly 1:1 ratio. Handseal speed unknown, chakra consumption mild-to-heavy. Need feedback on this!
*Solfege, 55 -- A powerful skill that requires no handseals. It tries to go through the series of Do-Re-Me-Fa-So-La-Ti-Do. It gets progressively harder to land the next note in the series, but it also gets progressively stronger in the damage it does. Intelligence effects the amount of damage. Instant-cast, but the attacks are done over time -- it is unknown if your rounds stop. I need feedback on chakra cost and the roundstoppage.
*Regenerate, 60 -- Awesome skill for Taijutsu users, especially since the change! Before, it used to -attempt- to go off at ticks and -attempt- to heal -fully-. I suggested many times that it should go off every "round", and not restore your health to full. Finally, it is how I wanted it! Basically, it heals you based on the speed you have it at every second. I don't know the ratios for the speed, but I assume the faster the speed, the worse the ratio. The slowest might be a 1:1 regen, while the fastest may be 30:10. I haven't been able to try it, so do not hold me to those ratios. This skill is ALWAYS active. Get this skill if you rely on Stamina. Oh yes, regenerate will not work if you're below 10%, or if it would take you below 10% on the next "tick".
Genjutsu:
NONE
[-Stone Specific-]Taijutsu:
NONE
Ninjutsu:
Souken Mizu, 10 -- A must have for (especially lower-leveled) Water Ninjutsu users, and needed for many Earth Jutsu. Creates water in the area based on the skill. High percentage in the skill allows you to create enough water for any Jutsu requiring water (meaning, some skills need more water in the area than others). The most water that can be in one area is three evaporating ticks. This means there are three stages. These are: Puddles, Pools, and saturated. Instant-cast with Mastery 100%
Kasui Mizu, 15 -- The first damaging Ninjutsu for Mist. Very low damage, not really worth it (except maybe for starting fights). Fast handseal speed, low chakra consumption. Requires at least "puddles" of water. Instant-cast with Mastery 100%
Doroku Gaeshi, 45 -- This skill, by description, seems very useful, especially for Taijutsu users. You set aside chakra (Doroku <Chakra Amount>). From what I gather, it instantly drains your chakra and puts it in the reserve, and you can't gain the chakra back until you either use it, release it, or it seeps away. Apparently it fires automatically when someone uses a taijutsu move on you, taking damage at a mostly 1:1 ratio. Handseal speed unknown, chakra consumption mild-to-heavy. Need feedback on this!
Doryuu Taiga, 45 -- This skill, by description, seems to be useless on mobiles. Every 10 chakra used with this skill will very mildly damage your opponent, and lag them for .11 seconds (meaning, 90 Chakra will lag them for 1 second). This seems like it will be very, very useful against Players. This skill will also effect the target's group members, but deals less damage to them. Handseal speed unknown (need feedback!), mild-to-heavy chakra consumption.
*Koyoudzuka Hantaa, 45 -- Great skill. It can save you money, and time. In fact, it can make you money. There is an undertaker which gets you your corpse for a price, which is based on your combat level. It is VERY expensive at h90igh levels, so 20-30 Ryo to pay someone who has this skill to get it for you is a lot better. Very, very slow handseal speed, unknown chakra consumption (Feedback, please).
*Regenerate, 60 -- Awesome skill for Taijutsu users, especially since the change! Before, it used to -attempt- to go off at ticks and -attempt- to heal -fully-. I suggested many times that it should go off every "round", and not restore your health to full. Finally, it is how I wanted it! Basically, it heals you based on the speed you have it at every second. I don't know the ratios for the speed, but I assume the faster the speed, the worse the ratio. The slowest might be a 1:1 regen, while the fastest may be 30:10. I haven't been able to try it, so do not hold me to those ratios. This skill is ALWAYS active. Get this skill if you rely on Stamina. Oh yes, regenerate will not work if you're below 10%, or if it would take you below 10% on the next "tick".
Doryuuheki, 70 -- This skill, by description, seems to be an improved version of Doroku Gaeshi. It also enhances Doroku Gaeshi so it has a "reflect" effect. However, this skill will allow you to block Taijutsu AND Ninjutsu skills in the same manner as Doroku Gaeshi. This skill needs water, and by the helpfile, it sounds like it'll need "pools". Unknown handseal speed(Need feedback!), mild-to-heavy chakra consumption.
Genjutsu:
Kori Shinchu, 25 -- Currently useless Genjutsu that keeps people from leaving the room you're in. You are unable to do anything except keep the jutsu up while using this. Average handseal speed, low-to-moderate chakra cost. ABUSING THIS SKILL MEANS YOU WILL DIE. And by die, I mean you WILL die. And never come back. Abusing means harrassing Players. Reasoning is because there is no PvP combat.