Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Tags
Creators
Details
Naruto: Shinobi Nations
Minecraft 1.20.1 | Forge 47.4.21 | Version 1.0.0
Naruto: Shinobi Nations is a large Naruto-inspired Minecraft mod built around shinobi progression, clan abilities, chakra-based combat, tailed beasts, village politics, exploration, and multiplayer roleplay. Create your shinobi, choose a path, learn techniques, grow in power, join or lead a village, and shape the world alongside other players.
The mod includes more than 140 techniques and a wide range of systems for both singleplayer and dedicated multiplayer servers. Character progression and important world systems are saved with your world.
Curseforge: https://www.curseforge.com/minecraft/mc-mods/naruto-shinobi-nations Detailed Description: https://yeet.md/s/MxNkhIGA
Getting Started
When entering a world for the first time, treat the profile as your character sheet and the jutsu bar as your combat loadout:
- Press H to open the Shinobi Profile.
- Create or reveal your shinobi identity with the starter identity item or the available profile flow.
- Review your clan, village, chakra nature, rank, skill points, Jutsu Points (JP), and unlocked techniques.
- Spend Skill Points on the skills that match your build. Skill levels can gate techniques and affect their strength or requirements.
- Earn or receive JP, then unlock techniques whose skill, rank, clan, nature, eye-stage, and prerequisite requirements you meet.
- Add jutsu slots if you need more room, assign an unlocked technique to a slot, select that slot with the jutsu-slot controls, and use the technique's displayed input.
- Test new techniques in a safe area: check their tooltip, chakra cost, range, duration, cooldown, and whether they need a target or a held/released input.
The profile tracks your clan, village, chakra nature, current and maximum chakra, ninjutsu, taijutsu, genjutsu, medical skill, chakra control, rank, JP, unlocked techniques, jutsu slots, dojutsu progression, and clan abilities. Unlocking a technique does not automatically cast it: assign it to a slot first. Skill Points and JP are separate currencies. The OP testing commands can change either balance, but normal gameplay progression remains separate from those commands.
Most ninjutsu, genjutsu, medical techniques, and transformations consume chakra. Some techniques charge chakra once, while others drain it over time or while maintained. If you run out of chakra, a maintained technique may end and remove its associated constructs. Taijutsu generally relies on skill, physical requirements, cooldowns, and exhaustion instead of chakra. Chakra Control is important for techniques that require precise chakra manipulation.
Controls and Quick Reference
These are the default bindings. You can change them under Options → Controls → Naruto: Shinobi Nations. If another mod uses the same key, rebind one of them.
| Input | Default action |
|---|---|
| H | Open the Shinobi Profile and skill progression screen. |
| B | Open the Shinobi Squad Command map and roster. |
| V | Toggle Chakra Walk. |
| K | Activate or advance Susanoo when unlocked; Shift + K dismisses it. |
| O | Activate the equipped eye ability; Shift + O cycles the available eye state where supported. |
| ] | Open Shinobi Settings / village management. |
| Mouse Button 4 / Mouse Button 5 | Move to the previous / next jutsu assignment slot. |
| Right-click | Use the selected jutsu, item, or transformation seal. Some abilities use a hold, release, or alternate modifier. |
| Shift + right-click | Dismiss the currently selected supported transformation or structure. It does not dismiss an unrelated active ability. |
| X + 1…0 | Use the corresponding Flying Raijin marker shortcut. |
| Z + 1…7 while in-world | Issue a quick order to your active squad: retreat, defend, attack area, attack everything, attack hostiles, follow, or wait. |
The jutsu bar is separate from the hotbar. Unlock a technique in the H profile, assign it to a jutsu slot, select that slot with the side mouse buttons, then use its listed input. A technique item or transformation seal may also need to be present in your inventory. The controls menu is the authoritative place to check your current key bindings.
Using the Profile and Jutsu Bar
- Open H and use the profile's category/page controls to review identity, skills, techniques, and related progression. The exact options shown depend on your character and unlocked systems.
- Skill rows show your current value, cap, and available upgrade controls. Spend points only after checking which techniques or movement systems use that skill.
- The technique list is gated: a missing technique may require more JP, a higher skill, a clan/nature, a prerequisite technique, a dojutsu stage, or a transformation. A locked technique is not necessarily a bug.
- Unlocking and slot assignment are different actions. After unlocking, place the technique on an available jutsu slot; use Mouse Button 4/5 to move through the jutsu bar. The selected jutsu slot is independent from the selected hotbar slot.
- Most jutsu use right-click. Some use a charge, a release, a target, Shift, or a different key. Follow the tooltip for that specific technique instead of assuming every technique behaves the same way.
- If a jutsu item or transformation control is missing but its unlock is already recorded, try
/naruto_shinobi_nations recoverjutsus. This restores owned controls; it does not unlock the jutsu.
Juubi Orb Inputs
These inputs are available while controlling the Juubi's supported human form. The six orbs are not ordinary stackable items; their state is managed by the server.
| Input | Orb action |
|---|---|
| Z + 1…6 | Call that numbered orb into your hand as a rod. Press the same number again to recall it to your back. Changing the selected hotbar slot alone does not recall it. |
| Shift + Z | Toggle defense using the available back orbs. |
| Ctrl + Z | Toggle a black flight platform. Use WASD to steer, Space to rise, and Shift to descend. |
| Left-click with the rod | Perform the orb rod's melee attack. |
| Right-click with the rod | Launch it. It travels forward, then falls; it can stick to blocks or living targets. |
| Z + right-click with the held orb | Switch between rod and shield form. Hold right-click with the shield to block from the front. |
| Hold right-click when a rod is stuck in you | Extract one rod after the progress indicator completes. Release and hold again to extract another. |
The HUD shows the six orb states beside the hotbar. Orbs up to and including 70 blocks away in the same dimension can be commanded; a farther orb is outside control range, and returns when the owner comes back within range. Stuck rods reduce movement, jump, chakra regeneration, and maximum usable chakra by 20% per rod, up to 100% at five rods. Hold right-click to extract a stuck rod; extraction deals half of that rod's recorded impact damage. The owner can recall a stuck rod while it is within control range.
The defense shell's reduction applies only to covered directions; an opening can still take full damage. With 6 / 5 / 4 / 3 / 2 / 1 orbs in defense, covered-hit reduction is 100% / 80% / 60% / 40% / 20% / 0% respectively. Six close the shell. With five, the front remains open; fewer orbs expose additional directions. Direction is evaluated from the incoming attack when the game can determine it.
Chat Commands
Commands are typed in chat with the leading /. Replace text inside <angle brackets> with a value; do not type the brackets themselves. Minecraft's command suggestions show valid keys for many arguments. Unless stated otherwise, commands under the root naruto_shinobi_nations begin with /naruto_shinobi_nations.
Permission guide: identity lookup, jutsu-item recovery, missions, personal Juubi combine/split, and eligible player Bijuu transfers are gameplay commands with their own requirements. Administrative branches such as admin, unlock, skillpoints, jutsupoints, mp, village set, and identity editing require Minecraft permission level 2 (normally OP). Village color is intentionally different: it is a role permission for the current Kage/authorized custom-village leader; OP status alone is not enough. In singleplayer, OP-only commands require cheats to be enabled. On a server, an administrator must grant the required permission level.
Reading the syntax: <player> means an online player name/target; <amount> is a non-negative whole number where constrained by the command; <skill>, <clan>, <nature>, <kekkei>, <village>, and <beast> must use the keys listed below. Do not type the < or > characters. For example, the literal command /naruto_shinobi_nations admin skill <skill> <amount> is a template; /naruto_shinobi_nations admin skill medical_jutsu 12000 is a concrete command.
Player Commands
| Command | What it does / requirements |
|---|---|
/naruto_shinobi_nations identity get |
Shows your current shinobi identity. |
/naruto_shinobi_nations recoverjutsus |
Restores missing scrolls, unlocked jutsu items, Gate controls, and sealed-beast transformation seals that belong to your profile. It does not grant new unlocks. |
/mission locate |
Shows the location for your active mission, if it has a location. |
/mission cancel |
Cancels your active mission. |
/jtp <x> <y> <z> |
Teleports you to coordinates in your current dimension if you have the Otsutsuki clan or an unlocked Mangekyou/Kamui path. The destination must be inside build-height and world-border limits. |
/naruto_shinobi_nations juubi combine |
If you personally have all nine regular Bijuu sealed, attempts to combine them into the Juubi. World uniqueness rules still apply. This consumes the nine individual seals and records their progression for a later split. |
/naruto_shinobi_nations juubi split |
If you have the Juubi sealed, attempts to divide it into the nine Bijuu. If you were the player who created that Juubi, the individual trust progress resets; splitting a Juubi obtained from someone else restores the saved beasts and their completed bonds. |
/naruto_shinobi_nations bijuu_transfer <beast> <player> |
Transfers one of your regular Bijuu to another player. You must have that beast's Stage 4 progression; the recipient must not already have that Bijuu. Juubi cannot be transferred with this command. This is an ownership transfer, not an OP-only admin command. |
/naruto_shinobi_nations village color <color> |
Changes only your own village's color, and only if you are its current Kage/authorized custom-village leader. Use a Minecraft color code or a hex RGB value. |
Player Command Examples
/naruto_shinobi_nations identity get
/naruto_shinobi_nations recoverjutsus
/mission locate
/mission cancel
/jtp 100 90 -250
/naruto_shinobi_nations juubi combine
/naruto_shinobi_nations juubi split
/naruto_shinobi_nations bijuu_transfer kurama PlayerName
/naruto_shinobi_nations village color &a
The teleport example uses absolute coordinates in your current dimension; relative Minecraft coordinates such as ~ ~10 ~ can also be used. Teleport access is restricted by the Otsutsuki/Mangekyou rule and by build-height/world-border checks. identity get only reports your identity. recoverjutsus gives back items for progress you already own. Mission commands only affect your own active mission. Combine/split and transfer commands affect the invoking player's sealed-beast ownership, not another player's data; the recipient of a transfer must be online and eligible. Color examples and the full palette are listed below.
Bijuu keys for transfer: shukaku, matatabi, isobu, son_goku, kokuo, saiken, chomei, gyuki, and kurama.
Village Color Codes
Use & followed by one of Minecraft's 16 standard color digits/letters, or use #RRGGBB:
| Code | Color | Code | Color |
|---|---|---|---|
&0 |
Black | &8 |
Dark Gray |
&1 |
Dark Blue | &9 |
Blue |
&2 |
Dark Green | &a |
Green |
&3 |
Dark Aqua | &b |
Aqua |
&4 |
Dark Red | &c |
Red |
&5 |
Dark Purple | &d |
Light Purple |
&6 |
Gold | &e |
Yellow |
&7 |
Gray | &f |
White |
Examples: /naruto_shinobi_nations village color &a or /naruto_shinobi_nations village color #55FF55. The command has no target-player or village-name argument by design: it resolves your own village from your current affiliation. OP status alone does not let you recolor another village.
Operator Commands
The following administrative branches require permission level 2 or higher (normally an OP). They are intended for testing, moderation, or server setup and can bypass normal progression. Most change the invoking player's data; commands that include a <player> argument affect the named player.
Points and Skills
/naruto_shinobi_nations skillpoints add <amount>
/naruto_shinobi_nations skillpoints set <amount>
/naruto_shinobi_nations jutsupoints add <amount>
/naruto_shinobi_nations jutsupoints set <amount>
/naruto_shinobi_nations admin skill <skill> <amount>
add increases the invoking player's available Skill Points or Jutsu Points; set replaces that balance. admin skill sets a skill level directly; it is not a point grant and does not take a <player> target. All amounts must be zero or greater. Examples:
/naruto_shinobi_nations skillpoints add 500
/naruto_shinobi_nations skillpoints set 1000
/naruto_shinobi_nations jutsupoints add 250
/naruto_shinobi_nations jutsupoints set 500
/naruto_shinobi_nations admin skill medical_jutsu 12000
Valid skill keys are ninjutsu, taijutsu, dojutsu, genjutsu, fuinjutsu, senjutsu, medical_jutsu, speed, jump, transformation_speed, and transformation_jump. speed and jump are progression stats; transformation movement stats are separate from normal movement stats. Setting an extreme value can have large combat and movement consequences.
Affiliation Administration
/naruto_shinobi_nations admin affiliation village create <name>
/naruto_shinobi_nations admin affiliation village add <player> <name>
/naruto_shinobi_nations admin affiliation village remove <name>
/naruto_shinobi_nations admin affiliation village delete <name>
/naruto_shinobi_nations admin affiliation organization create <name>
/naruto_shinobi_nations admin affiliation organization add <player> <name>
/naruto_shinobi_nations admin affiliation organization remove <name>
/naruto_shinobi_nations admin affiliation organization delete <name>
create makes an empty custom group; add creates a group and assigns the named unaffiliated player as its owner/leader. Names may contain spaces and must be 3–32 characters. remove and delete both remove the named custom group. Group removal also removes its associated land and membership links and runs the storage transfer/removal process; back up the world before using it. It is not a rename command.
Examples:
/naruto_shinobi_nations admin affiliation village create River Watch
/naruto_shinobi_nations admin affiliation village add PlayerName Cedar Village
/naruto_shinobi_nations admin affiliation organization create Night Archive
/naruto_shinobi_nations admin affiliation organization add PlayerName Moon Guard
/naruto_shinobi_nations admin affiliation organization delete Moon Guard
Use create when you need an unowned group record; it does not assign a leader. Use add when a new group should be created with a particular online, unaffiliated player assigned as its initial owner. Do not run create and then add with the same name: add itself creates the group and an already-used name is rejected. The command does not add an owner to an existing empty group. Do not use delete as a substitute for removing one member: it removes the whole custom group.
Bijuu Administration
/naruto_shinobi_nations admin bijuu seal <beast>
/naruto_shinobi_nations admin bijuu befriend <beast>
/naruto_shinobi_nations admin bijuu <beast> <stage>
/naruto_shinobi_nations admin bijuu_locator_mission
/naruto_shinobi_nations admin juubi_release_on_death on
/naruto_shinobi_nations admin juubi_release_on_death off
These are OP testing/setup tools. seal seals the selected beast into the command-issuing player; befriend completes that player's bond for the chosen sealed beast; the direct <beast> <stage> form sets a test stage from 0 to 4. bijuu_locator_mission forces the locator mission to become due. juubi_release_on_death on|off sets whether a sealed Juubi is released when its host dies; the setting is saved with the world. Valid beast keys include shukaku, matatabi, isobu, son_goku, kokuo, saiken, chomei, gyuki, kurama, and juubi where the operation supports it.
Examples:
/naruto_shinobi_nations admin bijuu seal kurama
/naruto_shinobi_nations admin bijuu befriend kurama
/naruto_shinobi_nations admin bijuu kurama 4
/naruto_shinobi_nations admin bijuu kurama 0
/naruto_shinobi_nations admin bijuu juubi 4
/naruto_shinobi_nations admin juubi_release_on_death off
seal and befriend operate on the command issuer, not a named target. The stage form is a test shortcut that deactivates the current form, selects/seals the requested beast, sets the requested unlocked stage, and activates it when the stage is above zero. Stage 0 deactivates the test form. These commands bypass normal bonding and stage progression; do not use them to represent a naturally earned multiplayer character.
Unlock, Village, and Identity Testing
/naruto_shinobi_nations unlock mangekyou <sasuke|obito|madara|itachi|all>
/naruto_shinobi_nations unlock clans
/naruto_shinobi_nations unlock kekkei
/naruto_shinobi_nations unlock kekkei_genkai
/naruto_shinobi_nations unlock jutsus
/naruto_shinobi_nations unlock everything
/naruto_shinobi_nations unlock all
/naruto_shinobi_nations unlock all mangekyou
/naruto_shinobi_nations unlock all clan
/naruto_shinobi_nations unlock all kekkei
/naruto_shinobi_nations unlock all kekkei_genkai
/naruto_shinobi_nations unlock all jutsus
/naruto_shinobi_nations mp add <player> <amount>
/naruto_shinobi_nations village set <player> <village>
/naruto_shinobi_nations identity clan add <clan>
/naruto_shinobi_nations identity clan set <clan>
/naruto_shinobi_nations identity nature add <nature>
/naruto_shinobi_nations identity kekkei add <kekkei>
/naruto_shinobi_nations identity reset
unlock mangekyou <name> unlocks the selected character's Mangekyou path; mangekyou all unlocks the listed paths. unlock clans, unlock kekkei/kekkei_genkai, and unlock jutsus grant those categories; unlock everything and unlock all are broad test shortcuts. The unlock all <category> forms grant one category. All of these affect the command issuer. mp add awards Mission Points to the named online player. village set changes the named player's major village (leaf, sand, mist, cloud, or stone). Identity clan/nature/kekkei operations act on the command issuer: clan add adds a clan path, clan set replaces the selected clan, and nature/kekkei add adds the selected entry. reset resets the issuer's shinobi identity and re-grants the starter item. These tools intentionally bypass ordinary unlock paths, so avoid them on a progression-focused world unless that is what you want.
Examples:
/naruto_shinobi_nations unlock mangekyou itachi
/naruto_shinobi_nations unlock jutsus
/naruto_shinobi_nations unlock all clans
/naruto_shinobi_nations unlock everything
/naruto_shinobi_nations mp add PlayerName 100
/naruto_shinobi_nations village set PlayerName leaf
/naruto_shinobi_nations identity clan set uchiha
/naruto_shinobi_nations identity nature add fire
/naruto_shinobi_nations identity kekkei add sharingan
/naruto_shinobi_nations identity get
identity reset is the most destructive identity option in this list: it discards the invoking player's current identity before giving the starter item again. Save a backup or test on a separate world first. Minecraft command suggestions can help discover the accepted keys; use the spellings printed in this guide, including the existing outsusuki command key.
For identity clan, valid keys include outsusuki, uchiha, senju, uzumaki, hyuga, lee, namikaze, kurama, palestine_clan, china_clan, turk_clan, english_clan, germany_clan, russia_clan, spain_clan, and sewish_parody_clan when its add-on is available. Nature keys are fire, water, earth, wind, and lightning. Kekkei keys are sharingan, mangekyou_sharingan, rinnegan, and mokuton.
Commands Used by Confirmation Screens
/nsn_diplomacy confirm <source> <relation> <decision> and /nsn_diplomacy apply, /nsn_offer_response <payload>, and /nsn_affiliation_response <request> <decision> are internal routes used by clickable chat confirmations and UI workflows. Players normally accept or reject an offer by clicking its prompt; do not copy a generated payload from chat or try to invent one manually. The UI validates the request, current leader, membership, and expiration before applying it.
Clans and Shinobi Progression
The core mod currently includes fifteen playable clan paths:
- Otsutsuki
- Uchiha
- Senju
- Uzumaki
- Hyuga
- Lee
- Namikaze
- Kurama
- Palestine
- China
- Turk
- English
- German
- Russian
- Spanish
The separate Sewish Parody Addon can add its own optional clan when installed; it is not required by the core mod. Clans have different skill affinities, progression paths, limits, and exclusive abilities. Examples include the Uchiha Sharingan and Susanoo, the Hyuga Byakugan and Gentle Fist, Senju and Uzumaki techniques, Lee's taijutsu specialization and Eight Gates, Namikaze's Flying Raijin, Kurama's genjutsu path, and distinctive abilities for the other heritage clans.
Skill and rank requirements shape progression. Advanced techniques can require more JP, higher skill values, earlier techniques in a path, a particular clan or chakra nature, a dojutsu stage, or an active transformation. Some techniques also have alternate effects when used with a modifier key, while airborne, or while targeting a particular entity. Read each technique's tooltip and in-game description before use.
Chakra, Movement, and Combat
Press V to toggle Chakra Walk. While active, it can keep a shinobi on water and let them traverse floors, vertical walls, and ceilings. The movement solver follows contact with the surface and wraps across connected edges; it does not grant free flight. Press Space while attached to jump away from the current wall or ceiling; the launch impulse scales with the Jump skill and any active jump modifiers, then normal gravity takes over. Chakra Walk consumes 5 chakra per second while actively using a supported surface mode and turns off when chakra is exhausted. Test edge transitions and jumps in a safe place before using the ability near a fall or a protected build.
The mod also includes close-range taijutsu, projectiles, clones, chakra constructs, transformations, defensive abilities, and large-scale techniques. Some abilities can reshape terrain or affect a wide area. Use powerful techniques carefully, particularly on busy multiplayer servers or in heavily built areas.
Dojutsu and Signature Abilities
Dojutsu have their own progression and visual effects. The Sharingan and its advanced forms provide distinct combat abilities, while the Byakugan supports enhanced perception and Gentle Fist techniques. Eye effects and information displays are designed around the relevant player and target; not every visual effect is necessarily visible to every player.
Other signature systems include the Eight Gates, Susanoo, shadow clones, chakra chains, wood-style constructs, medical techniques, and clan-specific transformations. The Eight Gates provide increasingly powerful combat options with meaningful resource and risk considerations. Certain techniques can create persistent structures or summoned entities; maintained abilities may consume chakra until dismissed or depleted.
Technique Families
The techniques span several distinct combat styles rather than relying on a single damage system:
- Elemental ninjutsu: fire techniques include area flames, tracking embers, fire projectiles, and eruptions. Water techniques range from defensive walls and water blades to healing mist and water prisons. Earth techniques create defensive walls, armor, pillars, boulders, and ground spikes. Wind techniques provide launches, fall control, ranged blades, and disruptive fields. Lightning techniques combine close-range electrical attacks, targeted lightning, and combat auras.
- Wood Release: create defensive structures, restraints, wood clones, tree growth, projectiles, and prisons. Wood Dragons can pursue enemies. Larger constructs can be controlled and maintained at a substantial chakra cost; some can launch dragon attacks and remove eligible terrain on impact. The largest techniques use limits and terrain handling intended to reduce the impact of enormous entity counts and item-drop cascades.
- Genjutsu: disorient, inflict perceived pain, restrict control, create false environments, and place targets in powerful illusions. Eye-based information such as chakra perception and observed jutsu selection is private to the player using the relevant dojutsu.
- Gentle Fist and Byakugan: improve perception, reveal chakra-related information, and support chakra-point attacks, rotating defenses, ranged chakra strikes, and multi-hit combinations.
- Sharingan and Mangekyou paths: progress through eye stages, apply visual genjutsu, copy compatible observed techniques, improve projectile awareness, use Kamui-style space-time abilities, and wield black flames. Susanoo progresses through stronger guardians and can be advanced or dismissed with its dedicated controls.
- Rinnegan and space-time abilities: use attraction and repulsion, gravitational seals, position exchange, portals, dimensional travel, chakra absorption, and high-level ocular attacks. Stronger variants cover larger areas and have greater resource demands.
- Uzumaki sealing and chains: bind or restrain targets, disrupt chakra, form barriers and prisons, place sealing traps, and use advanced sealing formulas. Other abilities support vitality transfer and powerful offensive chain techniques.
- Medical ninjutsu: cleanse harmful effects, maintain hunger, heal allies, create medical chakra blades, disrupt a target's nervous system, anticipate damage, and store chakra for advanced regeneration. The highest-level medical techniques can interact with otherwise fatal combat outcomes at a major chakra cost; survival can still leave the player incapacitated for a recovery period.
- Taijutsu and Eight Gates: specialize in close combat, powerful punches and kicks, target-locking attack sequences, high-speed assaults, and pressure-wave techniques. Gate progression unlocks stronger stages and shared raise/lower controls. The Eighth Gate and Night Guy are intentionally high-risk powers; do not activate them without a survival plan.
- Heritage-clan abilities: additional paths include specialized mirages, roots, healing trees, homing healing leaves, defensive sanctuaries, pressure attacks, jade needles, rapid dashes, spectral creatures, marks that redirect hostile NPC attention, and giant animal transformations. Sanctuary effects can provide defense or healing to allies, but their upkeep, duration, and durability depend on the technique tier.
Several abilities are explicitly designed for team play: healing effects can prioritize allies, defensive sanctuaries intercept hostile jutsu, and certain marks can draw hostile shinobi NPCs toward a selected target. Read the individual unlock text for each technique's precise cost, target rules, duration, and dismissal control.
Tailed Beasts and Jinchuriki
The world features the nine tailed beasts, their jinchuriki forms, sealing, and a separate Ten-Tails/Juubi path. Tailed beasts can be encountered, fought, and sealed using the appropriate progression and sealing requirements. Their transformation seals are used like jutsu controls: right-click to assign the seal control to the selected jutsu slot, then select that slot to advance through stages. Sneak-right-click with the relevant seal selected deactivates a form or cycles a supported full form. Their transformations provide powerful forms and techniques, with chakra costs and stage requirements.
Each beast has its own seal and transformation progression. For the nine regular beasts, the control seal advances through the unlocked stages; the final bonded stage requires building trust with the sealed beast through in-game progression and mindscape dialogue. Multiple beasts can be sealed into one player, with sealing requirements increasing as the collection grows. Depending on world settings, beast types can be limited to one active instance or made available without the uniqueness restriction for testing. A host's death can release a beast according to the host and bond rules.
To use a transformation seal, right-click it while the desired jutsu slot is selected to assign the seal to that slot. Select that slot and cast it to advance the form. Sneak-right-click the seal while its assigned slot is selected to dismiss a supported form; for supported full-beast forms, the same modifier can cycle the selected full form. For the Juubi, the player-facing form sequence is Stage 1: human jinchuriki overlay and Stage 2: full Juubi body; these map to separate internal form states. Juubi's human Stage 1 cannot use the bomb charge, while the full Stage 2 can.
Sealed beasts also affect progression. The base Medical Jutsu limit is 12,000; each ordinary tailed beast adds 3,000 to that limit and 10% chakra regeneration. Nine regular beasts therefore raise the medical limit to 39,000 and regeneration by 90%. A sealed Juubi adds 35,000 to the base medical limit, for 47,000 total when the Juubi is the sealed beast, and increases chakra regeneration by 150%. These are additive bonuses; the Juubi's medical bonus is not a multiplier.
Trusted beasts also increase the Ninjutsu contribution to maximum chakra. The formula is 100 base chakra + Ninjutsu × (5 + 2 × trusted-beast count) + clan chakra bonus. A regular beast contributes to the count once its bonded Stage 4 is unlocked. Nine trusted regular beasts therefore change the Ninjutsu coefficient from 5 to 23: at 100 Ninjutsu, that is 2,300 chakra from the Ninjutsu term, plus the 100 base and any clan bonus. A sealed Juubi represents the nine-beast count for this formula, so it also uses a coefficient of 23. The +18 is added to the coefficient; it is not a flat +18 chakra and is not multiplied by Ninjutsu a second time. Chakra-regeneration bonuses listed above are a separate system.
Written as a formula: maxChakra = 100 + Ninjutsu × (5 + 2 × trustedBeastCount) + clanChakraBonus.
The nine beasts have individual bonds and reactions to their host. Their trust develops through the system's progression and dialogue, with conversations delivered over time rather than all at once. When several sealed beasts are present, they can take part in shared conversations and respond to one another. Combining the nine into the Juubi resets those individual bonds when the Juubi is later divided back into the nine. The Juubi itself does not use the individual-beast befriending or conversation system.
When a player holds all nine beasts, the Juubi fusion and division commands are available to that player; these are not OP-only administrative commands. The commands act on the player's own sealed beasts and are subject to the world and ownership checks. Fusion and division are meaningful progression choices, so review the in-game feedback before using them.
Bijuu Bombs
The regular Bijuu's Stage 3 retains a separate fixed-impact blast: 29-block radius and 2,250 raw center damage before distance falloff and mitigation. It does not use the 20-band scaling table. Its charge uses a one-time chakra cost of 150 + 15% of Ninjutsu (integer arithmetic) and launches when its 10-second timer expires; it does not use the Stage 4 early-release/variable-power behavior. The 20-step charge table below is for Stage 4 of a regular Bijuu and the Juubi's full-body Stage 2. The human-form Juubi Stage 1 cannot start a bomb; if a charge is active when the player enters that form, the charge is canceled. The charge forms a mouth-aligned projectile. Hold right-click to charge for up to 10 seconds, then release to fire; the charge rate is one 5% band every half second. The regular Stage 4 drains 1,000 chakra per second while charging; the Juubi drains 5,000 per second. If chakra runs out, the bomb releases automatically.
Power is calculated as step = min(19, floor(chargePercent / 5)). Step 0 covers 0–4.99%; step 1 covers 5–9.99%; the final step covers 95–100%. Damage values below are the raw center-hit amount in Minecraft damage points, before distance falloff, armor, protections, or other mitigation; 2 damage points = 1 heart. Victim damage and knockback fall off with distance from the impact point. The server processes the explosion at the collision point, including eligible terrain and living targets; village protection, protected blocks, and allied-player protection still apply.
| Charge band | Juubi radius | Regular Bijuu radius | Juubi center damage | Regular Bijuu center damage |
|---|---|---|---|---|
| 0–4.99% | 16.00 | 5.33 | 5,625 | 562.5 |
| 5–9.99% | 28.63 | 9.54 | 10,065.8 | 1,006.6 |
| 10–14.99% | 41.26 | 13.75 | 14,506.6 | 1,450.7 |
| 15–19.99% | 53.89 | 17.96 | 18,947.4 | 1,894.7 |
| 20–24.99% | 66.53 | 22.18 | 23,388.2 | 2,338.8 |
| 25–29.99% | 79.16 | 26.39 | 27,828.9 | 2,782.9 |
| 30–34.99% | 91.79 | 30.60 | 32,269.7 | 3,227.0 |
| 35–39.99% | 104.42 | 34.81 | 36,710.5 | 3,671.1 |
| 40–44.99% | 117.05 | 39.02 | 41,151.3 | 4,115.1 |
| 45–49.99% | 129.68 | 43.23 | 45,592.1 | 4,559.2 |
| 50–54.99% | 142.32 | 47.44 | 50,032.9 | 5,003.3 |
| 55–59.99% | 154.95 | 51.65 | 54,473.7 | 5,447.4 |
| 60–64.99% | 167.58 | 55.86 | 58,914.5 | 5,891.4 |
| 65–69.99% | 180.21 | 60.07 | 63,355.3 | 6,335.5 |
| 70–74.99% | 192.84 | 64.28 | 67,796.1 | 6,779.6 |
| 75–79.99% | 205.47 | 68.49 | 72,236.8 | 7,223.7 |
| 80–84.99% | 218.11 | 72.70 | 76,677.6 | 7,667.8 |
| 85–89.99% | 230.74 | 76.91 | 81,118.4 | 8,111.8 |
| 90–94.99% | 243.37 | 81.12 | 85,559.2 | 8,555.9 |
| 95–100% | 256.00 | 85.33 | 90,000 | 9,000 |
The listed numbers are radii, not diameters. Radius rises linearly by step, while the volume of the affected sphere grows much faster. The first band has non-zero power; charge does not begin at a zero-damage, zero-radius state. This is why even a very short charge can still create a dangerous blast. Stage 3 does not use this 20-band table.
Large, fully charged explosions can be demanding for a server, especially in terrain-dense areas. Performance depends on the explosion size, nearby chunks, world protection rules, and server hardware. Back up important worlds before testing destructive techniques.
Juubi's Six Orbs
In the Juubi's supported human Stage 1, six individually numbered black orbs follow their owner. The HUD displays six small orb icons in a horizontal row beside the hotbar, with a short state label above each icon; it is an orb-status display, not six inventory slots. Possible states include orbiting on the back, defense, flight platform, held rod, shield, in flight, stuck to a living target, or stuck in terrain. A remote orb outside the owner's 70-block same-dimension control range is shown as unknown and cannot be commanded. If the owner comes back within range, the orb automatically returns.
Use Z + 1…6 to select the matching orb as a rod; press that same number combination again to send it back. Changing hotbar slots alone does not recall it. Only one rod/shield is held at a time. Shift + Z uses the available orbs as a defense shell. Six cover the whole shell, five leave the front open, and fewer orbs expose more regions. Covered-hit reduction is 100%, 80%, 60%, 40%, 20%, or 0% with six, five, four, three, two, or one orb respectively; uncovered directions take full damage. Direction is estimated from the attacker, projectile, or impact point when available.
Ctrl + Z turns the lowest-numbered available back orb into a black flight platform. WASD steers, Space rises, and Shift descends; repeat Ctrl + Z to dismiss it. With a held rod, left-click attacks and right-click throws the rod forward; it travels straight before falling and can stick into a block or living target. A thrown rod has a 40-point base damage value before applicable taijutsu/gate modifiers. Press Z + right-click to toggle the held orb between rod and black shield; hold right-click with the shield to block from the front. The shield does not use ordinary durability.
Each rod stuck in a player reduces movement speed, jump strength, chakra regeneration, and usable maximum chakra by 20 percentage points, up to 100% at five rods. The target holds right-click for one second to remove one rod; each removal deals half the original recorded impact damage. Release and hold again for another rod. The owner can recall a stuck rod while it is inside the 70-block range, applying the same extraction cost. Orb state, ownership, target, and range are server-authoritative in multiplayer. Leaving Juubi Stage 1 or the owner's death cleans up its orb state.
Villages, Organizations, and Diplomacy
Join one of the five major shinobi villages, become a member of a server-provisioned custom village, or join an organization. Village Management lets authorized leaders review diplomatic relations, offer agreements, send gifts, and open their group's storage. Village and organization membership also determines storage access, roster entries, and territory rules. Press ] to open Shinobi Settings / village management. The panel may have multiple pages of village entries; select a village row first, then use its relationship buttons. Normal members can inspect diplomacy, but only the active Kage can make decisions.
The diplomacy buttons follow the current relationship state. War is available against a peaceful village when its relation score is +30 or lower. A peace offer is available while at war and after any active treaty timer expires. An alliance offer is available for a peaceful village at −30 or higher; an alliance can be ended after its minimum duration. Non-aggression offers are available when the target is not already at war, allied, or under a non-aggression treaty; choose 10, 30, 60, 100, 150, or 200 in-game days in the duration screen. The other village's Kage must review and accept or reject an offer from the clickable private chat prompt. Offers and confirmations can expire; use the buttons in the message rather than typing its internal command payload. The UI shows remaining treaty days and disables actions that are not currently legal.
The Insult action reduces relations and has a three in-game day cooldown for that village pair. It is separate from the war/alliance offer flow. Relationship requirements and cooldowns are server-checked even if a client UI is stale.
Diplomatic gifts consume items from your inventory and improve the recipient village's relationship score. A gift is accepted only if the destination has an unlocked storage tier and enough room; items are deposited into the recipient's highest unlocked storage tier, not the sender's storage. Current gift options are:
| Gift | Required amount | Relationship points |
|---|---|---|
| Ryo | 128 | +8 |
| Food | 512 edible items | +5 |
| Emeralds | 64 | +10 |
| Iron ingots | 256 | +7 |
| Diamonds | 32 | +10 |
| Netherite ingots | 4 | +10 |
To send a gift, select the destination village in Village Management and click the matching gift button. The game consumes the listed amount from the Kage's inventory, deposits it in that village's highest unlocked storage tier, and raises the relation score by the listed amount. Gifts must fit in the destination storage before they are consumed. If the target has no unlocked tier or the storage cannot fit the complete gift, the gift is rejected and items are not taken. The gift action is also Kage-only; it cannot be used as a general player-to-player item transfer.
Current village leaders can change only their own village's map color with:
/naruto_shinobi_nations village color <color>
Use one of Minecraft's 16 color codes, such as &a, or an RGB hex color such as #55FF55. This command is restricted to the current Kage/authorized custom-village leader; being an OP does not grant authority over another village. The color is saved with the village and used by the map's territory display.
Village Territories
The active Kage of a village in the Shinobi World can use the Buy Land and Remove Land controls in the B map interface to manage village territory. The buttons sit in the map panel; they are enabled only after the server confirms the current player's authority. Organizations and regular village members cannot purchase land.
Selecting chunks on the map:
- Press B and wait for the map and village authority data to load.
- Use the mouse wheel over the map to zoom. Hold left mouse and drag to pan the map.
- A left-click without dragging selects one chunk. Hold Shift while clicking to add or remove that chunk without clearing the other selected chunks.
- Hold right mouse and drag to select a rectangular group of chunks. Repeating a rectangle that overlaps selected chunks removes that rectangle from the selection.
- Check the selected-chunk preview before opening a purchase/removal dialog. The UI reports new/owned chunks, cost, and the village's current count against its limit.
Click Buy Land to review the number of new chunks and total cost, then choose either Buy with Ryo or Buy with Emeralds. The two currencies cannot be mixed in one purchase: the server takes 32 Ryo per new chunk or 4 emeralds per new chunk from the buyer's inventory. Already-owned chunks are skipped and not charged twice. If any newly selected chunk is owned by another group, outside the map, reserved, disconnected, or would put the village above 1,664 chunks, the complete purchase is rejected before payment. The 1,664 maximum is per village, not one shared pool across every village.
The first purchase establishes the custom village's map center. Every later chunk must attach to the existing territory along a full edge; corner-only contact does not count. A rectangular selection may include several chunks, but all newly claimed chunks must form a connected expansion from the village's existing land. No island claims are allowed.
Click Remove Land to review releasable and protected selected chunks. Only purchased chunks can be removed; the starting area and center are protected, and the server rejects a removal that would disconnect the remaining territory. If the selection includes a protected chunk or invalid removal, the operation is rejected as a whole. Released chunks are not refunded. Empty chunks and another group's chunks do nothing to your claim; they are never taken from another village by the remove action.
The purchase dialog also offers a color palette for custom-village land. The current Kage/authorized custom-village leader can instead use the chat color command at any time. The map renders the group's saved RGB color as a translucent territory fill and a matching outer boundary.
Only purchased chunks can be removed, and removing land does not refund its purchase cost. The village center and starting territory are protected, and a removal that disconnects the remaining claim is rejected. Organizations cannot purchase village territory.
Ryo can also be crafted from four gold ingots in a plus-sign pattern:
· Gold ·
Gold · Gold
· Gold ·
The center and four corners must be empty; the four gold ingots occupy the top-middle, middle-left, middle-right, and bottom-middle crafting slots. The recipe produces 16 Ryo.
Village and Organization Storage
Each village and organization has its own persistent shared storage, with 40 columns × 20 rows (800 slots) per tier. Village storage supports up to four tiers; organizations are limited to two. Standard villages and Akatsuki begin with Tier 1 unlocked. New custom villages and other organizations begin locked; unlocking Tier 1 costs 256 Ryo. Later tiers must be unlocked in order, at 512 / 1,024 / 2,048 Ryo for Tiers 2–4.
To open storage, press ] for Village Management and use the chest button. Use the arrows at the top of the storage screen to change tier. A locked tier displays its price and an unlock control to an authorized manager; tiers must be bought in order. Managers are the current Kage of a standard village, the owner/leader of a custom village, or the recognized organization manager. Managers can access every unlocked tier. An ordinary member needs an explicit access grant and can open only a tier that is both unlocked and at or below their assigned access level.
To manage members, open the storage access screen with the + button, type a player's username, and press + to submit. The server checks that the target belongs to that same village or organization. A newly granted member starts at Tier 1; the manager can use the member-row tier arrows to raise or lower the grant, up to the storage's allowed maximum. The manager is always shown at the top and cannot be removed from their own manager access. Use the red − by a regular member to revoke access. These permissions are saved independently for every village or organization.
Storage contents persist with the world and are separate per group and tier. Gifts go to the recipient group's highest unlocked tier. If no tier is unlocked or that tier cannot accept the complete gift, the gift is rejected rather than partially consumed.
The contents summary beside the chest is a paged item/count list for the currently selected tier, ordered from larger quantities toward smaller quantities. Its arrows page through the summary without changing the selected storage tier. The page counter belongs to this summary; the separate arrows beside the Tier label switch the actual chest tier. The storage itself is a real item container, so authorized users can move stacks between their inventory and that tier like a normal Minecraft container.
Shinobi Squads, Players, and NPCs
Press B to open the shinobi command/map interface. Commanders can select map areas, choose squad members, and issue orders such as retreat, defend, attack area, attack everything, attack hostile targets, follow, or wait. The left roster shows rank counts and squad members; use the + / − controls to adjust available squad ranks where your commander rank permits it. Select the members who should receive an order, select map chunks or an area, then click the order button. Available counts and orders depend on commander rank and squad membership.
An authorized Kage/organization manager can open the affiliation roster with the > button at the top-right of the B screen. The roster is split by a center divider: Players are on the left and NPCs are on the right. Each side has two entries per row; an empty side is normal and does not prevent using the other side. The page arrows at the top-right move through the combined roster; each page can show up to 32 player entries and 32 NPC entries. If either roster is longer, more pages are available.
Click an online affiliated player's name to send that player a private chat message containing the leader's current dimension and X/Y/Z coordinates. Other players do not receive that call message. The leader receives a separate confirmation naming the player who was called. For the five major villages and Akatsuki, the NPC list contains the eligible faction variants. Clicking an NPC spawns it if it is absent, or moves an already existing tracked/unique NPC from another dimension or from more than 80 blocks away to a safe position roughly 70–80 blocks from the leader; it is then ordered to follow. An NPC already nearby is simply given the follow order. Custom villages and unrelated organizations do not automatically gain the major-village/Akatsuki NPC catalog.
Weapons, Items, and Travel
The world includes shinobi tools, special weapons, sealing items, and clan-related equipment. Flying Raijin kunai can mark locations and support shortcut-based teleportation. Use X + 1 through X + 0 to interact with stored marker shortcuts; throw a marked kunai to establish a point, then use the corresponding shortcut to travel to it.
The mod includes the Seven Ninja Swords and other combat items, as well as recipes and utility objects used by its progression systems. Item descriptions and tooltips provide details about their requirements and use.
Kunai can be thrown and embed in blocks like arrows, where they can be collected. Iron materials can be crafted into kunai, and TNT can be combined with kunai to make explosive variants. Namikaze progression also provides a specialized Flying Raijin kunai with a marked teleport point and shortcut controls. Weapon abilities vary: check each sword or tool's tooltip for its specific interaction and combat conditions.
Exploration and World Content
Explore major shinobi settlements, custom territory, NPC factions, and additional dimensions. The mod's world content includes the Shinobi World and other destinations connected to its quests, mobs, and progression. Natural mobs, hostile factions, and special NPCs can be controlled through the in-game settings where supported.
Missions and world encounters provide objectives and progression opportunities. To complete a mission, accept it from its mission giver, follow the objective instructions, then return to the original giver and right-click them to claim the reward. A completed objective is not necessarily paid out until it is claimed. Use /mission locate to display the location of an active mission when it has one. Use /mission cancel to abandon your current mission; canceling gives no completion reward. Mission rewards can include Mission Points, Jutsu Points, Skill Points, or Ryo depending on the objective. Kage missions can also arise from village invasions, wars, Bijuu crises, and diplomatic world events.
NPC squads and special shinobi have distinct roles, ranks, and behaviors. Availability can depend on the world configuration, faction settings, and the relevant village or organization.
Special destinations include the Kamui Dimension and Otsutsuki-related worlds. Travel can be connected to dojutsu, space-time techniques, portals, and Flying Raijin markers. Some destinations are dangerous or difficult to leave without the correct ability, so understand the travel technique before entering—especially on a multiplayer server.
Multiplayer and Server Notes
Naruto: Shinobi Nations supports singleplayer and dedicated multiplayer. Village ownership, leader permissions, storage tiers, land claims, and orb actions are validated on the server. Install the same mod version and required dependencies on the server and every connecting client.
Large terrain-changing techniques can create substantial server load. For a smoother experience, test them away from important builds, keep backups, and use a server with enough memory and CPU headroom. A large explosion's actual impact depends on its charge, terrain, loaded chunks, and protection rules; no performance guarantee is implied.
Requirements
- Minecraft: 1.20.1
- Mod loader: Minecraft Forge 47.4.21
- Java: 17 or newer
- GeckoLib: 4.8.4 or a compatible 4.x release
Install the required Forge and GeckoLib versions before launching the mod. For multiplayer, the server and all players must use compatible versions and matching required dependencies.
Feedback and Bug Reports
Please include your Minecraft version, Forge version, mod version, singleplayer/server context, steps to reproduce, and the relevant crash report or log when reporting a problem. For world-affecting bugs, make a backup before reproducing the issue. Suggestions for new clans, techniques, missions, and shinobi-world features are welcome.


