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119 Naruto Mobile Game

Ninja tools unlock at level 90, and team dungeons unlock at level 110.

From server launch until now, it has been a little over two months, and players at the top of the level curve have basically already met the conditions to unlock team dungeons.

So in the most recent update, Kuroda launched the team dungeon together with the ninja tool system.

Aside from team dungeons, clearing secret realms can now also yield ninja tools; in previous versions, secret realms only dropped accessories.

As a major contributor to combat power, ninja tools cannot be ignored.

After getting beaten up in the Duel Arena, players who want to step away from the arena for a short while will naturally start paying attention to this feature.

Of course, it's also possible that right after the update, some people immediately started researching team dungeons.

"Oonly two challenge tickets per week, so that means you can only claim rewards twice a week?" Ōnoki flipped through the team dungeon description and muttered to himself.

It's worth mentioning that although there are two attempts per week, they must be done on separate days. You can't do both in one day to grab all the rewards, nor can you stockpile them.

Every Monday, the challenge tickets reset to two, regardless of whether you used any the previous week.

This is just the most basic information. The real focus is the first team dungeon ever launched in Ninja Mobile Game.

[Pain Invasion——]

[1: This mode supports up to 12 players, divided into four squads, each with three players, one of whom is the squad leader;]

[2: The player who creates the room is the default raid leader and can adjust player positions within squads;]

[3: After starting, there are two stages in total. Each squad leader chooses a stage to enter for the challenge;]

[4: Each time the team dungeon is opened, three are randomly selected from the Naraka Path, Animal Path, Asura Path, Human Path, and Preta Path as the bosses of Stage One. The remaining two, together with the Deva Path, serve as the bosses of Stage Two;]

[5: Each time a boss is defeated in Stage One, one enhancement effect of the Deva Path in Stage Two is removed. The Deva Path has a total of 11 enhancement effects. Each Stage One boss can be defeated at most twice;]

[6: After any three boss defeats in Stage One, the raid leader may choose to actively open Stage Two, or remain in Stage One to continue challenging bosses to remove the Deva Path's enhancement effects;]

[7: After six boss defeats in Stage One, Stage Two will automatically open;]

[8: In Stage Two, the Deva Path stage allows only one squad to challenge at a time. Defeating the Deva Path clears the dungeon.]

[Note: The Deva Path is extremely powerful. Squads need to continuously challenge the adjacent bosses to weaken the Deva Path's abilities.]

[Each time one of the other Stage Two bosses is defeated, a random remaining enhancement effect of the Deva Path will be put into a cooldown state.]

[Enhancement effects in cooldown will not take effect during battles against the Deva Path, and will reactivate after the cooldown ends.]

Reading it all the way through, this is a new combat-power-focused mode with a complete process, and it's not complicated.

Ōnoki was, of course, familiar with Pain. Not to mention last season's High-Class Recruitment Deva Path, this update also brought the Asura Path and Animal Path online, and the other paths were probably not far behind.

As the leader of Akatsuki One, there's no one more suitable than Pain to serve as a team dungeon boss.

It looks like they chose the Pain Invasion of Konoha incident as the background for the team dungeon.

Pain Invasion is divided into Normal and Asura difficulties.

Just from the names, you can tell that Asura is harder than Normal, and the rewards are better.

After clearing the team dungeon, participating players have a chance to obtain random legendary ninja tools and other rewards. On Asura difficulty, there's an even higher chance to obtain random legendary ultimate ninja tools.

One word's difference, worlds apart.

Ōnoki himself already had one ultimate. Last season, players who ranked in the top ten of their server at rank settlement received a random ultimate ninja tool as a reward.

Before this, he didn't even know what it was for and had left it sitting in his mailbox. Only now could he finally claim it.

After successfully claiming it, he took a closer look. It was a pair of pants, with a small yellow star in the bottom-right corner.

Clicking to equip [Legendary Pain Long Pants · Ultimate], the combat power number instantly jumped, roughly skyrocketing by over two hundred thousand.

"So much?" Ōnoki was stunned.

He took a quick look. This thing was part of a set—six pieces in total—with set skills and attribute bonuses.

Then if you collected a full set of ultimate ninja tools, wouldn't that be an increase of at least over a million combat power?

Now he understood. Although secret realms can also drop ninja tools, they're basically trash. You have to run team dungeons, and specifically Asura-difficulty team dungeons, to get ultimates.

Ōnoki went through the rules again and noticed that it said "chance to drop."

What's the probability? No one knows. But thoughtfully, a pity system was added.

When the card-flip reward at the end of a [Pain Invasion - Asura] team dungeon is not a level 90 legendary · ultimate ninja tool, you receive 30 team dungeon points.

After team dungeon points reach 500, a level 90 legendary · ultimate ninja tool is guaranteed to drop.

If you hit the jackpot and an ultimate drops before that, don't worry—the accumulated team dungeon points will automatically reset to zero.

"Wait, isn't this a scam?"

Even Ōnoki felt his teeth ache. Pure pity to get one ultimate takes nine weeks? That's heading straight for two months! That's basically an entire season!

Now he finally understood why the rank settlement reward of a random ultimate ninja tool was placed so high up—only the top ten players on each server could get it.

Something this scarce brings an unimaginable gap in combat power.

Ōnoki also noticed that the number of challenge attempts is unlimited. In other words, even after you've claimed this week's rewards, you can keep running the team dungeon if you want.

This obviously isn't for people with nothing to do. It can only be understood as allowing high-combat players to repeatedly carry lower-combat players, boosting the village's overall strength.

As part of Ninja Mobile Game, the importance of team dungeons to combat power is easy to see.

Once-a-week Territories needs combat power too, right? Though that's still manageable—the main thing is that no one knows when another large-scale combat power event might suddenly show up.

Ōnoki immediately formed a group to give it a try. If they were going to run it, of course they'd run Pain Asura.

But well… the process was hard to describe.

"Ah? Dead already? Just like that?"

"So damn tanky, can't beat it down at all!"

"What the hell! It's not losing HP?"

"Isn't this just pure tickle damage?!"

"Tsuchikage-sama, should we keep going?"

Ōnoki opened his mouth, but felt utterly helpless. As expected, the first attempt still ended in failure.

Who would've thought the difficulty would be this high?

No wonder no one was talking about it—turns out nobody had cleared it yet.

The rules really are simple. Stage One is just fighting three Pains, Stage Two is fighting three more Pains. Beating the other Pain bosses can weaken the Deva Path boss.

But if your combat power isn't enough, it's just hard.

It's not that there's absolutely no chance of winning. They probably still need some time to coordinate better, and then slightly raise their combat power.

Based on actual experience, Ōnoki estimated that to clear Pain Invasion on Asura difficulty, the team's average combat power needs to be at least five million, with one main carry having even higher combat power.

He wasn't sure how accurate that estimate was. Maybe after running it a few more times and getting familiar with it, the difficulty would drop significantly.

"Team dungeons really live up to the name."

...

Cube Internet Café. Kuroda shook his head nonstop as he looked at the utterly miserable backend data.

He thought back to his own past, when he tried to sneak into runs and got kicked every single time. All he could say was that everyone's been through it—there really aren't many kind-hearted big shots willing to carry team dungeons.

And then there's that cursed drop rate...

The Pain Invasion team dungeon had actually been revised. At first, Stage One required things like rescuing villagers.

He had considered whether to add those back in, such as differentiating the gameplay between Normal and Asura difficulties.

After all, the only difference between the two right now is difficulty.

But in the end, he chose the new Pain Invasion—that is, the direct mode of fighting the Six Paths of Pain.

This Ninja World version was fundamentally different from the previous Naruto Mobile Game, and that distinction was made clear from the very beginning in every aspect.

The focus isn't gameplay, but combat power.

The current state of team dungeons is like a hard bone—difficult to chew through. But Kuroda believed it wouldn't take long before someone managed to clear it.

He even suspected that in just a couple of days, players who clear the team dungeon would start appearing. Never underestimate the professionalism of these ninja players!

It's a long-term project anyway. Whether players can beat it or not is one thing—getting it updated and online comes first.


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