
Acid neutralizer
A milky liquid rubbed on the skin: some protection from acid and burns for half a day.
Research: ninja alchemyHome › Items & gear
Everything the mod adds that you can hold, wear, drink, throw or build. Seals have their own page.

A milky liquid rubbed on the skin: some protection from acid and burns for half a day.
Research: ninja alchemy
A red liquid with shimmering golden flakes. For a few hours the user moves faster and dodges better.
Research: chakra studies
A thick red root. Eaten, it protects against swallowed poisons for a while. Ground, it also makes a red dye.

A universal antidote. Clears much of the toxic buildup in the body and resists more for a day.

Yellow arnica flowers mashed into a rub for bruises and sprains.

A bitter wormwood potion: harder blows, at the cost of a slightly clouded mind.

The nut of the coastal belan tree. Eaten, it slows bleeding of all kinds for a couple of hours.

A pill that thickens the blood: it closes bleeding wounds and restores lost blood.
Research: chakra studies
A potion that steadies the hands and sharpens the eye for ranged work.

Chewy and sweet. Don't swallow it. A little joy and a sugar rush; Yokushin get chakra back from candy.

Dried chamomile flowers for a calming tea.

A bar of chocolate. A little joy and a sugar rush; Yokushin get chakra back from candy.

A red bloom that bursts into flame when pollinated. Crushed and rubbed on the skin, it shields against fire.

Brewed with cinderbloom petals. Fire and heat bite much less. Lasts half a day. Made by Brewmeisters.
Research: ninja alchemy
A thick glowing light-red liquid. Keeps the body warm for a day.

An icy liqueur that keeps the drinker warm from the inside in the worst cold. Lasts half a day. Made by Brewmeisters.
Research: ninja alchemy
Purple coneflower root brewed into a bitter tea that helps the body fight off sickness.

A bitter grog brewed with coffee beans and pepper. The drinker moves fast and tires slowly. Lasts half a day. Made by Brewmeisters.
Research: ninja alchemy
An odourless light-blue liquid. Guards the skin against heat and fire for a day.

Dried bog leaves burned for a hallucinogenic smoke. A social drug.

A brew so hot it makes legs run. Much faster on the feet. Lasts half a day. Made by Brewmeisters.
Research: ninja alchemy
A blue crystalline root flecked with gold. Chewed, it closes wounds almost at once.

Fragrant lemon-scented leaves for a cheering tea.

A clear, burning spirit full of the subtle chakra of alcohol. Wounds close much faster for a day. Lasts half a day. Made by Brewmeisters.
Research: ninja alchemy
A golden spirit with crushed courage root. The drinker fights bravely and steadily. Lasts half a day. Made by Brewmeisters.
Research: ninja alchemy
A coil of red and black liquorice. A little joy and a sugar rush; Yokushin get chakra back from candy.

A cherry lollipop. A little joy and a sugar rush; Yokushin get chakra back from candy.

A heavy, cloudy spirit. The drinker's mind sits in a fog that illusions and mind techniques can't easily reach. Lasts half a day. Made by Brewmeisters.
Research: ninja alchemy
A grey-leafed bitter herb that keeps the body going long past exhaustion. Habit-forming in large doses.

A blue-grey herb smelling faintly of nutmeg that heightens the senses and quickens the step for a few hours.

A sailors' pipe weed: smoked, it wards off the cold for a day.

A pale blue potion that refills a ninja's chakra completely.
Research: chakra studies
A dark, spiced ale that turns drink into fury. Harder melee blows, less pain, a little clumsier. Lasts half a day. Made by Brewmeisters.
Research: ninja alchemy
An odourless powder: animals can't smell the user for a day. Better for hunting.
Research: ninja alchemy
A pale pink balm: soft, glowing skin for a day.
Research: ninja alchemy
A military ration pill from the hidden villages. Fills the stomach, pushes back fatigue, restores half a ninja's chakra and steadies them for a few hours.
Research: chakra studies
A brittle dull-blue root. Speeds the body's own healing and immune response for a day.

A red, soil-like ointment that nearly stops bleeding for a few hours.
Research: ninja alchemy
A big rainbow swirl lollipop. A little joy and a sugar rush; Yokushin get chakra back from candy.

A light-green, odourless liniment that hardens the skin for half a day.
Research: ninja alchemy
A pungent root that brings deep, restful sleep.

Alchemical vapours that ease breathing and keep out poison for half a day.
Research: ninja alchemy
Bright green medicine that doubles healing speed for a day.
Research: ninja alchemy
Willow-herb bark and leaves, chewed to dull pain.

Feathery yarrow leaves, chewed and packed into wounds to stop the bleeding.

A flask of smoking acid that eats through armour and flesh. Made by Demolitionists.
Research: advanced alchemy
A fiery-red liquid that steams pink. The most violent bomb an alchemist can make. Made by Demolitionists.
Research: advanced alchemy
A puff of foul yellow powder that blinds. Made by Demolitionists.
Research: advanced alchemy
Bloodstones packed with chakra that burst into flame where they land.
Research: advanced alchemy
Thrown down, it grows a wide thicket of thorns across the way it was thrown. A harnessed gem made by crystalmancers.
Research: advanced alchemy
A demolitionist's cluster of small charges that cover a wide area.
Research: advanced alchemy
A vial of liquid fire: every drop that lands bursts into flame. Alchana, made at the alchemy table.
Research: advanced alchemy
A vial of thick earth that hardens into rock where it lands: a short stone wall across the throw. Alchana, made at the alchemy table.
Research: advanced alchemy
A fiery burst that sends sparks dancing over everyone near. Made by Demolitionists.
Research: advanced alchemy
Compressed obsidian that bursts into a choking cloud of ash. A harnessed gem made by crystalmancers.
Research: advanced alchemy
A ruby charged until it bursts into roaring fire. A harnessed gem made by crystalmancers.
Research: advanced alchemy
Bursts in a cloud of choking spores. Made by Demolitionists.
Research: advanced alchemy
A cut stone charged until it bursts like a bomb. Rare and powerful.
Research: advanced alchemy
A cloud of vapour that bursts into a wide sheet of fire. Made by Demolitionists.
Research: advanced alchemy
A net of glowing golden threads: it pins everyone it lands on and seals their chakra for a while. Made by Demolitionists.
Research: advanced alchemy
Thrown down, it raises a short wall of stone across the way it was thrown. A harnessed gem made by crystalmancers.
Research: advanced alchemy
Thrown down, it lights a wide curtain of fire across the way it was thrown. A harnessed gem made by crystalmancers.
Research: advanced alchemy
A thick black paste that explodes in a roaring blaze. Made by Demolitionists.
Research: advanced alchemy
A blinding, deafening blast that stuns everyone nearby without doing real harm.

A gem that turns into a burning, acrid gas when it breaks. A harnessed gem made by crystalmancers.
Research: advanced alchemy
Spores of poisonous fungi fill the air. Made by Demolitionists.
Research: advanced alchemy
Thrown down, it raises a short wall of ice across the way it was thrown. A harnessed gem made by crystalmancers.
Research: advanced alchemy
Packed with iron shot: shrapnel flies in every direction. Made by Demolitionists.
Research: advanced alchemy
Clay pots of oil sealed with an explosive tag. They burst into a sheet of fire.

A scroll that throws out a fire spider: it leaps onto enemies and bursts into flame. Alchana, made at the alchemy table.
Research: advanced alchemy
A scroll that throws out a frost spider: it leaps onto enemies and bursts into ice. Alchana, made at the alchemy table.
Research: advanced alchemy
A scroll that throws out a shock spider: it leaps onto enemies and bursts into lightning. Alchana, made at the alchemy table.
Research: advanced alchemy
A bottle of trapped lightning: everyone nearby is shocked and stunned. Made by Demolitionists.
Research: advanced alchemy
Silver splinters that sap chakra from everyone in the cloud. Made by Demolitionists.
Research: advanced alchemy
A bomb of foul filth: everyone nearby reels in disgust. Made by Demolitionists.
Research: advanced alchemy
A flask of poison gas that debilitates for a long time. Made by Demolitionists.
Research: advanced alchemy
A burst of freezing wind that chills everyone to the bone. Made by Demolitionists.
Research: advanced alchemy
Explosive tags: paper seals inked with chakra that explode a moment after landing. Light, cheap and loud.

A shaped charge that drives its blast through even the heaviest armour.

A slab of putty explosive. A small blast, but a fierce one. Made by Demolitionists.
Research: advanced alchemy
A dark-purple stone that tears the air apart and stuns everyone near. Made by Demolitionists.
Research: advanced alchemy
Quartz shards that shatter with a deafening crack, stunning everyone nearby.
Research: advanced alchemy
Black shards that seal the chakra of everyone they cut. No techniques for about two hours. A harnessed gem made by crystalmancers.
Research: advanced alchemy
A non-lethal concussion bomb: knocks people senseless instead of tearing them apart. Good for taking prisoners.

Thrown a short way, it carries the thrower to where it lands. A C-rank travel ritual seal: thrown, it works where it lands. Only a ritualist who knows travel rituals at C rank can write it.
Research: sealing arts
Raises an illusory wall across the way it was thrown: it blocks sight, not movement, for an hour. A C-rank deception ritual seal: thrown, it works where it lands. Only a ritualist who knows deception rituals at C rank can write it.
Research: sealing arts
Thrown far, it carries the thrower to where it lands. A C-rank travel ritual seal: thrown, it works where it lands. Only a ritualist who knows travel rituals at C rank can write it.
Research: sealing arts
A wide cloud of black shadow that blocks sight. A C-rank deception ritual seal: thrown, it works where it lands. Only a ritualist who knows deception rituals at C rank can write it.
Research: sealing arts
Leaves three floating lights where it lands, for a day. A C-rank deception ritual seal: thrown, it works where it lands. Only a ritualist who knows deception rituals at C rank can write it.
Research: sealing arts
A clay bomb packed with salt: it burns summoned beings and entities badly. Made by Demolitionists.
Research: advanced alchemy
A blast of hot sand and light that blinds and stuns. Made by Demolitionists.
Research: advanced alchemy
A piercing shriek that leaves everyone dazed. Made by Demolitionists.
Research: advanced alchemy
A splash of alchemical ooze that slows everyone it covers. Made by Demolitionists.
Research: advanced alchemy
A ninja smoke bomb. Bursts into a thick cloud that blocks sight and spoils enemy aim.

A small pellet that bursts into a cloud of blinding smoke. Made by Demolitionists.
Research: advanced alchemy
An octahedral stone that releases a sickening stench when broken. A harnessed gem made by crystalmancers.
Research: advanced alchemy
A gem that shatters into a storm of razor-sharp splinters. A harnessed gem made by crystalmancers.
Research: advanced alchemy
A charged stone that bursts in a clap of thunder. Made by Demolitionists.
Research: advanced alchemy
A powder that steals the breath from everyone around. Made by Demolitionists.
Research: advanced alchemy
Glowing blue acid powder: it burns long and hard. Made by Demolitionists.
Research: advanced alchemy
A bag of sticky goo that glues everyone it splashes in place. Made by Demolitionists.
Research: advanced alchemy
A feather token that bursts into tar and feathers, blinding and gluing everyone hit. Alchana, made at the alchemy table.
Research: advanced alchemy
A weighted net that pins everyone it lands on. Made by Demolitionists.
Research: advanced alchemy
An agate egg that bursts with a deafening thunderclap. A harnessed gem made by crystalmancers.
Research: advanced alchemy
A thin, acrid liquid that bursts into a poisonous blast. Made by Demolitionists.
Research: advanced alchemy
A hollow stone that screams when it breaks, stunning and deafening. A harnessed gem made by crystalmancers.
Research: advanced alchemy
Skate boots with wind vents: the wearer glides at great speed. A natural fit for Sky Skates.
Research: machining, relic arts

A red-copper samurai helmet with the crest of House Akagane. Heavy lacquered plates and a wide neck guard.


The porcelain mask of the ANBU bear division, specialists in breaching and defence. Only operatives who know the ANBU arts can make one.


The porcelain mask of the ANBU cat division, specialists in stealth and silent killing. Only operatives who know the ANBU arts can make one.


The porcelain mask of the ANBU falcon division, specialists in tracking and pursuit. Only operatives who know the ANBU arts can make one.


The porcelain mask of the ANBU frog division, specialists in field medicine and healing auras. Only operatives who know the ANBU arts can make one.


The porcelain mask of the ANBU owl division, specialists in intelligence and listening. Only operatives who know the ANBU arts can make one.


The porcelain mask of the ANBU wolf division, specialists in interrogation. Only operatives who know the ANBU arts can make one.


Tinted lenses that keep flashes and stun bursts from blinding the wearer.
Research: ninja gadgets
A small iron lantern with an ember that never goes out. It keeps sickness and cold away from those who keep the Venator oath. Only one talisman can be worn at a time.


A compact pack for raids.


Three syringes on a strap. When the wearer goes down or bleeds badly, it tends every wound at once. Refills over a day.
Research: chakra-forged gear
A gem cut so its facets catch every movement. The wearer notices more and slips more blows. A harnessed gem made by crystalmancers, worn on the belt. Only one belt item can be worn at a time.
Research: gem harnessing

A strap of kunai and vials across the chest.

A heavy cloak with sewn-in plates, worn like a shield.
Research: chakra-forged gear
Soft boots that hold the wearer a hand's breadth above the ground: faster, and harder to hit.
Research: chakra-forged gear
Light boots with chakra-woven soles: the wearer runs much faster.
Research: chakra-forged gear
Boots that lengthen every stride and lighten every load.
Research: chakra-forged gear

A duffle with a space seal stitched in: it holds far more than it should.
Research: relic arts
A lacquered bracer with a turning seal: techniques do a quarter less damage to the wearer, and one in seven fails entirely.
Research: relic arts
Small amethysts linked into a long chain. The wearer learns and studies faster. A harnessed gem made by crystalmancers, worn on the belt. Only one belt item can be worn at a time.
Research: gem harnessing
An amethyst around a spirit gem. It holds extra chakra for the wearer and refills it faster. A harnessed gem made by crystalmancers, worn on the belt. Only one belt item can be worn at a time.
Research: gem harnessing

Four pouches across the chest, with padding.


A cloak with a dizzying pattern: melee attackers can wander off in a daze.
Research: chakra-forged gear
A shimmering cloak that makes the wearer seem a step away from where they are.
Research: chakra-forged gear
A cloak that grounds lightning and crackles at the hem.
Research: chakra-forged gear
A cloak woven with warding seals that turn blows aside.
Research: chakra-forged gear

A pale cloak with an eye seal on the back: sharper sight and truer aim.
Research: chakra-forged gear

A simple cloth pouch tied at the hip. Holds a small ninja tool kit: 12 units (kunai, shuriken, senbon, smoke and pills take 1, bombs and nets 2).

Thick padded clothing for the northern passes.


Lenses that show the body's condition: better medicine.
Research: ninja gadgets
Fine clothing of stature, worn at the courts of the feudal houses.
Research: chakra-forged gear

Matching sake cups: easier bargains and friendships.
Research: chakra-forged gear

A crystal box that sets off enemy traps and mines within 10 cells and stuns machines. Once a day.
Research: relic arts

A sealed compass whose needle shows the land: clears the fog for 40 cells around. Once a day.
Research: ninja gadgets

Lacquered lamellar chest armour.


A wide obi with small pouches.

A banded gem cut to bring out its stripes. The wearer moves like a hunting cat. A harnessed gem made by crystalmancers, worn on the belt. Only one belt item can be worn at a time.
Research: gem harnessing
Treated clothing that resists flame.


A sake flagon that steadies the nerves.
Research: chakra-forged gear

A lens-bulb flask that helps the mind settle: faster learning.
Research: chakra-forged gear

A charcoal-filter mask: poison gas and smoke barely touch the wearer.
Research: ninja gadgets
A rose-cut gem with a soft glow. People warm to the wearer. A harnessed gem made by crystalmancers, worn on the belt. Only one belt item can be worn at a time.
Research: gem harnessing
A clear sapphire that steadies the eye and the mind. A harnessed gem made by crystalmancers, worn on the belt. Only one belt item can be worn at a time.
Research: gem harnessing
A ruby with a spirit gem heart. It lends the wearer vitality and toughness. A harnessed gem made by crystalmancers, worn on the belt. Only one belt item can be worn at a time.
Research: gem harnessing
Large leather gloves that let the wearer tear through earth and stone.
Research: chakra-forged gear

A bronze goblet engraved with rice: the bearer gets hungry far more slowly.
Research: chakra-forged gear

A launcher with a three-pronged hook: pull yourself up to 22 cells away. Rewinds in half an hour.
Research: ninja gadgets
A three-pronged hook on a long chakra-reinforced line. While drafted, the wearer can shoot it and pull themselves up to 12 cells away (line of sight needed), every 10 seconds. Worn in the belt slot.


An armoured apron for the thighs.


A forehead protector with the emblem of Haigakure. Its ninja wear it with pride; others wear it as a trophy or a disguise.


Pleated trousers that hide the footwork.


A small pouch for odds and ends.


A short jacket worn over the kimono, crest on the back.

Loose, light clothing that keeps the wearer cool.

A carved wolf fang with a tiny silver arrowhead charm, worn by Venator hunters. Steadier aim and lighter feet. Only one talisman can be worn at a time.


A red monocle that sees body heat.
Research: ninja gadgets

A small round buckler for quick parries. Counts as a shield for the Armiger style.
Research: smithing
Iron shin greaves for kicking styles: harder kicks, and protected feet.


A wide, flat iron war hat.


A forehead protector with the emblem of Kaedegakure. Its ninja wear it with pride; others wear it as a trophy or a disguise.


A wide conical straw hat against sun and rain.

A padded slate-blue storm-clan vest with a wrap front, a steel guard on the left shoulder and a belt with two pouches. Light armour that helps the wearer hold more chakra.


A wrapped robe of fine cloth.


Armoured sleeves of iron plates and mail.

A belt pouch holding ten seal kunai. Anyone wearing it gets a throw button that uses one from the pouch without putting their weapon away, and Hiraishin: Seal Kunai draws from it first. The wearer refills it from stored seal kunai on their own, the way a jump pack is refuelled.


A black iron samurai helmet with the crest of House Kurogane. Heavy lacquered plates and a wide neck guard.


A sturdy leather pouch with loops for blades and padded pockets for bombs. Holds 24 units of tools.
Research: ninja weaponsmithing

A thigh rig that keeps weight off the shoulders.


A bottle that traps chakra. Store one technique the wearer knows in it (up to A rank), and release it later to cast it at once for free.
Research: relic arts

Sealed lenses that catch a lie: better trading and talking.
Research: ninja gadgets

Fires a barbed line into an enemy and reels them in next to you.
Research: chakra-forged gear

A padded vest covered in pouches.


Rips metal weapons out of enemy hands within 5 cells. Once a day.
Research: chakra-forged gear

A large framed pack for long journeys.


Bandages and herbs: better, faster tending.


A woven straw shoulder bag for couriers.


A drinking gourd that never runs dry: the bearer shrugs off pain and fatigue a little.
Research: chakra-forged gear

A two-handled mug for sharing: friendlier talk.
Research: chakra-forged gear

A tiger mug: braver in a fight.
Research: chakra-forged gear

Blades, pliers and a saw that fold into one tool: faster work of every kind.
Research: ninja gadgets

A forehead protector with the emblem of Nagisagakure. Its ninja wear it with pride; others wear it as a trophy or a disguise.

A pair of gems set in gold, worn by envoys. Traders and diplomats find the wearer hard to refuse. A harnessed gem made by crystalmancers, worn on the belt. Only one belt item can be worn at a time.
Research: gem harnessing

Green-glowing lenses that brighten the dark.
Research: ninja gadgets

Patched work clothes for the fields: comfortable for hard work.


A forehead protector with the emblem of Otowagakure. Its ninja wear it with pride; others wear it as a trophy or a disguise.

A pack that lets operatives travel lighter and longer.


Spiral lead bullets that bore into flesh. Worn in the belt slot; it works with every hit of the wearer's bow, crossbow or sling. One quiver at a time.
Research: ninja weaponsmithing

Holed bullets that moan in flight and shake the nerve. Worn in the belt slot; it works with every hit of the wearer's bow, crossbow or sling. One quiver at a time.
Research: ninja weaponsmithing

Glowing bullets that show where every shot goes. Worn in the belt slot; it works with every hit of the wearer's bow, crossbow or sling. One quiver at a time.
Research: ninja weaponsmithing

Heavy bullets that crack open with a small quake. Worn in the belt slot; it works with every hit of the wearer's bow, crossbow or sling. One quiver at a time.
Research: ninja weaponsmithing

Fires a smoke pouch up to 15 cells away. Reloads in an hour.
Research: ninja gadgets

A sealed flask that keeps food and medicine fresh: cooking with it is cleaner.
Research: chakra-forged gear

A wind-seal disk that launches the wearer up to 10 cells. Recharges in an hour.
Research: relic arts

Bolts and arrows ready to grab: faster aiming.

Heavy blunt heads that can knock a target senseless. Worn in the belt slot; it works with every hit of the wearer's bow, crossbow or sling. One quiver at a time.
Research: ninja weaponsmithing

Weighted cords that wrap the legs. Worn in the belt slot; it works with every hit of the wearer's bow, crossbow or sling. One quiver at a time.
Research: ninja weaponsmithing
Heads that release burrowing, poisonous worms. Worn in the belt slot; it works with every hit of the wearer's bow, crossbow or sling. One quiver at a time.
Research: ninja weaponsmithing
Wide blades that open bleeding wounds. Worn in the belt slot; it works with every hit of the wearer's bow, crossbow or sling. One quiver at a time.
Research: ninja weaponsmithing
Narrow points that punch through armour. Worn in the belt slot; it works with every hit of the wearer's bow, crossbow or sling. One quiver at a time.
Research: ninja weaponsmithing

Shafts that burst into a spray of tiny darts. Worn in the belt slot; it works with every hit of the wearer's bow, crossbow or sling. One quiver at a time.
Research: ninja weaponsmithing

Forked crescent heads that cut wide, bleeding wounds. Worn in the belt slot; it works with every hit of the wearer's bow, crossbow or sling. One quiver at a time.
Research: ninja weaponsmithing
Arrows that burst into weighted nets. Worn in the belt slot; it works with every hit of the wearer's bow, crossbow or sling. One quiver at a time.
Research: ninja weaponsmithing
Shafts that shriek in flight and leave the target dazed. Worn in the belt slot; it works with every hit of the wearer's bow, crossbow or sling. One quiver at a time.
Research: ninja weaponsmithing

Hollow heads that ring so loud the target reels. Worn in the belt slot; it works with every hit of the wearer's bow, crossbow or sling. One quiver at a time.
Research: ninja weaponsmithing
Shafts that heat in flight and can set the target alight. Worn in the belt slot; it works with every hit of the wearer's bow, crossbow or sling. One quiver at a time.
Research: ninja weaponsmithing

Long armour-piercing points. Worn in the belt slot; it works with every hit of the wearer's bow, crossbow or sling. One quiver at a time.
Research: ninja weaponsmithing
Glowing arrows that show where every shot goes: the archer aims better. Worn in the belt slot; it works with every hit of the wearer's bow, crossbow or sling. One quiver at a time.
Research: ninja weaponsmithing

Glass vials of poison that shatter on impact. Worn in the belt slot; it works with every hit of the wearer's bow, crossbow or sling. One quiver at a time.
Research: ninja weaponsmithing
A terrifying whistle that can break the target's nerve. Worn in the belt slot; it works with every hit of the wearer's bow, crossbow or sling. One quiver at a time.
Research: ninja weaponsmithing

Willow-leaf heads that fly true. Worn in the belt slot; it works with every hit of the wearer's bow, crossbow or sling. One quiver at a time.
Research: ninja weaponsmithing

Twisted fletching that makes the arrow weave past cover and blocks. Worn in the belt slot; it works with every hit of the wearer's bow, crossbow or sling. One quiver at a time.
Research: ninja weaponsmithing
A modern radio headset. Orders and warnings arrive at once, so the wearer keeps a cool head and works smoothly with others. Worn in the belt slot.
Research: ninja gadgets

A brass mouthpiece with its own air.
Research: ninja gadgets
A sturdy round shield worn on the arm, for the Armiger shield style. Turns aside blows and arrows.
Research: smithing

A forehead protector with the emblem of Sajingakure. Its ninja wear it with pride; others wear it as a trophy or a disguise.


Seals and scrolls ready to hand: rituals go faster.


A pouch lined with storage seals: tools sealed into the scroll paper come out at a touch. Holds 40 units of tools.
Research: sealing arts

Tinted goggles with leather padding. They keep blinding flashes, smoke and bug swarms out of the eyes: the wearer can't be blinded. Takes the same slot as an ANBU mask.
Research: ninja gadgets

A white-lacquered samurai helmet with the crest of House Shiranami. Heavy lacquered plates and a wide neck guard.

An emerald carved into a small skull. The wearer carries more and hits a little harder. A harnessed gem made by crystalmancers, worn on the belt. Only one belt item can be worn at a time.
Research: gem harnessing

Lacquered lamellar shoulder plates.


A bronze horn that blasts sound: stuns every enemy within 6 cells. Once a day.
Research: chakra-forged gear
Crystal shards fused around a ruby into warm amber. The wearer's blows land harder. A harnessed gem made by crystalmancers, worn on the belt. Only one belt item can be worn at a time.
Research: gem harnessing
A brass spyglass. Spotting a target first makes every shot quicker to line up. Worn in the belt slot.
Research: ninja gadgets
A vest with sixteen pouches.

A paper talisman with a painted open eye, tied to a jade bead. Venator monks make them against illusions and despair. Only one talisman can be worn at a time.

A bronze amulet with a hexagonal ward pattern. The ward turns aside part of every blow. Only one talisman can be worn at a time.


Snap seams that tear free from a grab: easier to slip away.


A tall wooden tower shield bound with iron. Very hard to get past, but heavy. Counts as a shield for the Armiger style.
Research: smithing

A forehead protector with the emblem of Tetsugakure. Its ninja wear it with pride; others wear it as a trophy or a disguise.

Thin gloves for quick fingers.
Research: chakra-forged gear
A heavy green stone that knits flesh. The wearer's wounds heal much faster. A harnessed gem made by crystalmancers, worn on the belt. Only one belt item can be worn at a time.
Research: gem harnessing

Tools close at hand.


A small pack on the hip.

Woven straw sandals: light and quick.


A bottle with little wings that lightens every step.
Research: chakra-forged gear

Lenses that see through skin and stone.
Research: ninja gadgets

A monocle with a little telescope: far better aim, a little worse up close.
Research: ninja gadgets
Gamyûsa Mori: the double-ended jousting lance of the Kishiyagi goat knights. Long reach and a brutal piercing thrust that punches through armour. Only a Kishiyagi can craft it, and Kishiyagi wielders fight better with it.
Research: long blades
A long bamboo flute with seven holes. Its songs carry far. A Bard needs an instrument in hand for the songs of the Art of the Bard. It makes a poor weapon.

An umbrella built for fighting: a steel frame, a stabbing tip and a canopy that turns blades. Good for parrying.
Research: smithing, ninja weaponsmithing
Kyokugoma: a heavy steel yo-yo on a long string. Hits from a surprising distance.
Research: smithing
A staff hung with temple bells. It rings with every step and every blow. A Bard needs an instrument in hand for the songs of the Art of the Bard. It makes a poor weapon.

A long staff ending in a broad, heavy cleaving blade. Each swing carries the whole shaft behind it.
Research: long blades
A pear-shaped lute played with a big plectrum. A Bard needs an instrument in hand for the songs of the Art of the Bard. It makes a poor weapon.

A legendary finesse sword for a fighter who strikes fast and often. Every hit draws a little life back to the wielder.
Research: long blades, legendary forging
A long fighting staff with iron caps, for Bōjutsu. Fast, and good for keeping foes at a distance.
Research: smithing
Straight iron throwing spikes, sharpened at one end and thrown in quick volleys.
Research: ninja weaponsmithing
A legendary cleaver of gears and plates that can stretch its blade far beyond its size. Heavy and devastating.
Research: long blades, legendary forging
Ryūjin Jakka: the Airontoku's searing katana. Its edge runs with fire, so every cut also burns. Only a Airontoku can craft it, and Airontoku wielders fight better with it.
Research: long blades
Hae Hane Subeta: a double-ended "swallow" sword of the Hitobitomae, the human fly clan. Light and fast, and both blades cut, so its wielder strikes twice as often as with a normal sword. Only a Hitobitomae can craft it, and Hitobitomae wielders fight better with it.
Research: long blades
A long bamboo blowgun for poisoned darts.

A giant folding star with four long blades. Opened and thrown, it spins out far and cuts deep.
Research: ninja weaponsmithing
A legendary sword of wind and lightning. Its strikes can leave a foe shaking. There is only one in the world: it can't be forged, only found.

Wood of a wonderful gold shade, from trees that grow near gold.

A sword spun from the Ōgumo's hardened golden web. It sticks to whatever it cuts, slowing the wounded. Only a Ōgumo can craft it, and Ōgumo wielders fight better with it.
Research: long blades, legendary forging
An oversized fighting umbrella, almost a shield on a pole.
Research: smithing, ninja weaponsmithing
A braided cord sling for stones.

A short bow, quick to draw on the move.

A heavy crank crossbow whose bolts punch through armour.
Research: smithing, ninja weaponsmithing
A small double-reed pipe with a piercing voice. A Bard needs an instrument in hand for the songs of the Art of the Bard. It makes a poor weapon.

A legendary sword of impossible length. It cuts through armour as if it were not there. There is only one in the world: it can't be forged, only found.

A Masamune smith-soul war hammer of packed iron sand. Slow, heavy, and it flattens whatever it hits. Only a Masamune can craft it, and Masamune wielders fight better with it.
Research: smithing
Dense, dark ironwood, nearly as hard as metal and slow to burn. Weapons and walls of ironwood last.

An iron truncheon with a single side hook. A guard's weapon: it disarms rather than kills.
Research: smithing
A spear with a cross-shaped head: the side blades hook, cut and trap a weapon.
Research: ninja weaponsmithing
A four-pronged iron hook on a rope: a climbing tool first, a weapon when it has to be.
Research: ninja weaponsmithing
A blade grown from a Kaguya's own strengthened bone, harder than steel and as light as wood. Only a Kaguya can craft it, and Kaguya wielders fight better with it.
Research: long blades, bloodline science
Iron rings with small spikes, worn on the fingers. A grip turns into a wound.
Research: ninja weaponsmithing
A long-hafted war scythe for the Kamashi death-scythe style.
Research: long blades
A huge iron-studded war club. Each blow can leave the target stunned.
Research: smithing
A blade of the Kazeraikou storm clan, its edge coated in wind and lightning: every cut also shocks. (Kazeraikou created by Marii from NFRP.) Only a Kazeraikou can craft it, and Kazeraikou wielders fight better with it.
Research: long blades
A legendary fang-shaped sword. Its wind cuts deep and draws chakra out of the foe. There is only one in the world: it can't be forged, only found.

A short curved sword, between a knife and a katana. Fast enough to parry and cut in the same motion.
Research: ninja weaponsmithing
A small bowed fiddle. A Bard needs an instrument in hand for the songs of the Art of the Bard. It makes a poor weapon.

A long thirteen-string zither. A Bard needs an instrument in hand for the songs of the Art of the Bard. It makes a poor weapon.

A short chain with a weight on each end. Swung, it strikes from outside sword reach; thrown around the legs, it trips.
Research: ninja weaponsmithing
A sickle on a chain. The weight can tangle a foe for a moment.
Research: smithing, ninja weaponsmithing
A small curved harp with silver strings. Gentle songs for healing and sleep. A Bard needs an instrument in hand for the songs of the Art of the Bard. It makes a poor weapon.

A pouch of spiked caltrops scattered under a pursuer's feet. Anyone caught in the spread is stabbed in the feet and slowed for a while.
Research: ninja weaponsmithing
A small, quick axe.
Research: smithing
A heavy iron ball on a long rope. Spun around the body, then sent out at full weight.
Research: ninja weaponsmithing
A round wooden fish drum. A Bard needs an instrument in hand for the songs of the Art of the Bard. It makes a poor weapon.

A curved blade on a long shaft. Sweeping cuts that keep enemies at bay.
Research: long blades
A straight-bladed sword, shorter than a katana and carried across the back. The square guard doubles as a step for climbing walls.
Research: ninja weaponsmithing
A very long two-handed field sword. Slow but devastating.
Research: long blades
Two short sticks joined by a cord. Fast, hard blows from every angle.
Research: ninja weaponsmithing
A long-handled war axe that splits armour.
Research: smithing
A small one-handed crossbow.
Research: smithing
A long, slim thrusting sword for the Saint-Didier fencing style.
Research: long blades
A crossbow with a box magazine: three bolts in quick succession.
Research: smithing, ninja weaponsmithing
The double-bladed katana of the Hyoushi. Each beat sends a ringing resonance through the target that rattles them senseless. Only a Hyoushi can craft it, and Hyoushi wielders fight better with it.
Research: long blades
A steel dart on a long cord, thrown out and pulled back to strike again.
Research: ninja weaponsmithing
A legendary sword-halberd of enormous size. Every blow burns and can hurl the target back. There is only one in the world: it can't be forged, only found.

A blunt iron prong with two curved side tines. It catches blades and strikes pressure points.
Research: ninja weaponsmithing
A long pole with a wide U-shaped fork, used to pin a foe at arm's length without killing them.
Research: smithing
A three-pronged throwing knife with the Hiraishin formula etched into the grip. Anyone can hold one as a weapon: stab with it up close, or throw it. A thrown kunai leaves your hand (unless you wear a kunai pouch, which supplies the throw instead) and lands on the ground, where it can be picked up again.\n\nAny seal kunai lying on the map is a seal that Hiraishin no Jutsu can flash to. Kunai pouches refill from stored seal kunai.

Thin metal needles thrown in quick bursts at the body's weak points.

An end-blown bamboo flute. A Bard needs an instrument in hand for the songs of the Art of the Bard. It makes a poor weapon.

A three-stringed lute with a square body. Sharp, fast notes. A Bard needs an instrument in hand for the songs of the Art of the Bard. It makes a poor weapon.

A plain walking cane with a slim blade hidden inside it, drawn in one motion.
Research: ninja weaponsmithing
A mouth organ of seventeen bamboo pipes. A Bard needs an instrument in hand for the songs of the Art of the Bard. It makes a poor weapon.

Pale, silver-grained wood from the swamp silverbark. Soft, but beautiful.

A wrist bracer with a spring-loaded hidden blade.
Research: smithing, ninja weaponsmithing
A sling on a staff: longer reach and heavier stones.

Fine steel wire for the Demon Weaver style. It cuts, and it can wrap a foe in a web.
Research: smithing, ninja weaponsmithing
A long, deeply curved sword worn edge down. Made for wide drawing cuts.
Research: long blades
A short single-edged knife with a straight point. Quick in close and easy to hide in a sleeve.
Research: ninja weaponsmithing
Hand claws of four curved blades. Very fast, and good for parrying.
Research: smithing, ninja weaponsmithing
Iron knuckles for heavy punches.
Research: smithing
Polished iron balls thrown two at a time.
Research: ninja weaponsmithing
Three short staves joined by chains. It strikes around a guard and turns a block into a wrap.
Research: ninja weaponsmithing
A circular blade with a sharpened rim, thrown spinning.

A pair of tonfa: side-handled batons that guard the forearms and strike hard.
Research: smithing
A pair of swords with hooked tips and crescent guards. The hooks link together to swing as one long chain of blades, or catch a foe's weapon.
Research: ninja weaponsmithing
A short companion sword: quick cuts and thrusts.
Research: long blades
A heavy curved throwing club.
Research: ninja weaponsmithing
A small war drum worn at the hip. Every beat steadies the warriors who hear it. A Bard needs an instrument in hand for the songs of the Art of the Bard. It makes a poor weapon.

Tessen: an iron-ribbed folding war fan. It blocks, it cuts, and a ninja who knows the war fan style (Tessen-jutsu, Taijutsu tab) can throw wind with it: Fan Gust, Folding Gale Barrier and Typhoon Fan.
Research: smithing
A curved horn of bone and brass. A single blast can freeze an enemy line. A Bard needs an instrument in hand for the songs of the Art of the Bard. It makes a poor weapon.

Long bands of flexible steel that lash like a whip and cut like a blade. Dangerous to its wielder as much as to the foe.
Research: ninja weaponsmithing
A straight spear with a long double-edged head. Keeps a foe at a distance.
Research: smithing
A tall asymmetric longbow with long reach.

Black wood of the southern zalantar tree: strong, yet easily worked.

A huge cleaving sword, as tall as its wielder, meant to cut down a rider and horse together. Very slow, very heavy.
Research: long blades
A great two-handed scythe for the death-scythe style.
Research: long blades, ninja weaponsmithing
An oversized iron battle fan. Its gusts can blow foes back.
Research: smithing
A heavy war mallet that can knock foes off their feet.
Research: smithing
A three-spouted funnel for mixing. Place it next to an alchemy table (within 6 cells): +10% work speed there.
Research: ninja alchemy
A workbench of retorts, mortars, kegs and gem vices. Anyone can make the common pills and potions here; Brewmeisters, Crystalmancers and Demolitionists make the items of their discipline.
Research: ninja alchemy
Straw target bales for an archery range. Practice is relaxing and trains shooting.

Weapon and armour racks from a stronghold armoury. Stores weapons and apparel.

A covered pit of sharpened bamboo, the old way to guard a moat or a gate. Hidden in the ground, it cannot be placed next to other traps.
Research: traps and alarms
A dusty ring of honour lined with weapon racks. Hard practice here teaches more melee. Once a day per person.

A cord with bells across the path: warns when an enemy comes within 2 cells.
Research: traps and alarms
A thicket of thorny briars grown by a briar stone. It crumbles away after about an hour.

A painted folding screen, for bedrooms, studies and throne rooms.
Research: complex furniture
A scatter of iron caltrops hidden in the dirt. They wound whoever steps on them and are spent after one victim. Cheap and quick to lay.
Research: traps and alarms
A big iron cauldron for brews. Place it next to an alchemy table (within 6 cells): +15% work speed there.
Research: ninja alchemy
A low round dining table for a dining hall or tavern. People eat at it from adjacent cushions or chairs.

Brass instruments for measuring chakra, from the archive's chakra laboratory. Helps research and the scribe desk.
Research: complex furniture
A floating ritual light. It fades after a day.

A computer for research notes and records. Placed next to a hi-tech research bench, it speeds up research a little.
Research: microelectronics, surveillance electronics
A wall of rough stone raised by an escarpment gem. It crumbles away after about an hour.

A rugged, hand-cranked field radio. Like a comms console, it lets you contact other factions and traders, but it needs no power.
Research: ninja gadgets
Big box bellows from a stronghold smithy. A smithy nearby works faster.
Research: smithing
A copper still for refining formulas. Place it next to an alchemy table (within 6 cells): +15% work speed there.
Research: ninja alchemy
A crystal carved from living ice. It cools a room down to about 12°C with no power. A harnessed gem made by crystalmancers; it can be moved like furniture.
Research: gem harnessing
A wall of clear blue ice raised by a glacier gem. It crumbles away after about an hour.

A thick wooden go board for the war room or the common room. A game of strategy that trains the mind. Needs an adjacent chair or cushion.
Research: complex furniture
A green stone that enriches the ground around it: plants nearby grow half again as fast. A harnessed gem made by crystalmancers; it can be moved like furniture.
Research: relic arts
A watchpoint for the village's masked guard. A colonist with the Guard work type stands duty here, facing the way you set, and can hold fire until an enemy steps inside the ring. Posts and patrol markers of one colour form a patrol route.

An illusory wall. It blocks sight, but anyone can walk through it. It fades after about an hour.

Senses the body heat of enemies within 8 cells and sounds a warning.
Research: surveillance electronics
A red stone that is always warm. It heats a room up to about 21°C with no fuel. A harnessed gem made by crystalmancers; it can be moved like furniture.
Research: gem harnessing
Bamboo racks of drying herbs and roots. An alchemy table or drug lab nearby works faster.

A small shrine with offerings, from the stronghold chapel. Beautiful and calming.
Research: complex furniture
A bronze burner with a curl of sandalwood smoke. Nearby beds give deeper rest.
Research: complex furniture
A cabinet of bandages, needles and medicine. Nearby hospital beds give better care.
Research: complex furniture
Jars of miso, salt and dried fish. A stove nearby cooks faster.

A beam of light across the path: it warns when an enemy comes within 4 cells and stuns them for a moment.
Research: surveillance electronics
A raised dais with silk cushions and an armrest, for a lord's throne room.
Research: complex furnitureA wooden perch and covered mews where trained messenger hawks wait for their letters. Tie a message to a hawk's leg and it reaches other villages, orders and traders: like a comms console, but it needs no power, no steel and no parts.

A modern motion scanner on a tripod. It reveals enemies within 35 cells through the fog of war and warns you when it picks them up. Needs no power.
Research: surveillance electronics
A pinwheel post with a bell: warns when an enemy moves within 7 cells.
Research: ninja gadgets
A long lidded storage chest from a storehouse. Stores most things.

Listens for footsteps and warns when an enemy is within 10 cells.
Research: surveillance electronics
A stop on a guard's patrol route. Markers of a guard post's colour are walked in order, with a wait at each.

A carved stone that slowly fills a bowl with dried travel food: six pemmican every two days or so. A harnessed gem made by crystalmancers; it can be moved like furniture.
Research: relic arts
A heavy latticed gate from a barbican: very slow to open, very hard to break.
Research: smithing
A hidden floor plate: warns when an enemy steps within 2 cells and staggers them for a moment.
Research: traps and alarms
A stone trough of oiled water for tempering blades. A smithy nearby works faster.
Research: smithing
Raked white gravel and mossy stones from a stronghold courtyard. Very beautiful.

A rack of straw-wrapped casks for a tavern. Stores drinks and drugs.

A low desk with brushes, ink stones and rolls of chakra paper. Ninja write technique scrolls here, and sealers make enchantment seals and Revamp Scrolls. Inscribe seal: choose a weapon or piece of apparel and a seal in stock, and a sealer with enough ninjutsu puts it on here.

Lacquered shelves of technique scrolls and reference texts. Researchers nearby work faster.
Research: complex furniture
A small metal plate inscribed with the Hiraishin formula, set into the floor. A permanent seal that Hiraishin no Jutsu can flash to, and the first place Guiding Thunder sends warped shots. Put one by the hospital for evacuations, and one far out in the open as a dump for warped attacks.

A stone casket sealed with old chakra seals, the kind clans used for their honoured dead and their treasures. Break the seal to open it: tombs like this are rarely left unguarded.

A clay urn of offerings, closed with a paper seal. Break the seal to see what the faithful left here.

A little iron mine on legs. When an enemy comes within 8 cells it scuttles toward them and goes off.
Research: ninja gadgets
A weathered stone altar. Praying here gives a blessing for three days: easier chakra and a calm mind. An old shrine has only a few blessings left in it.

A low platform with a brass sighting tube, for watching the stars and the weather. Outdoors only.
Research: complex furniture
A tōrō stone lantern for courtyards and graveyards. It glows softly all night.

A bedded stall from a stronghold stable, big enough for horses and large animals.

A straw-and-bamboo striking dummy from a combat training area. An hour of practice teaches melee. Once a day per person.

A low writing desk with brushes and ink stones. A scribe desk nearby works faster.

A gem that drinks in sunlight and gives it back as a warm, steady light. No fuel needed. A harnessed gem made by crystalmancers; it can be moved like furniture.
Research: gem harnessing
A marker stone carved with a swift mark formula. A swift mark recall seal carries its user here in a flash. Written at the scribe desk by a ritualist who knows travel rituals at S rank, and placed like furniture.
Research: relic arts
A lacquered chest of drawers for a bedroom. Nearby beds are a little more comfortable.
Research: complex furniture
A battered wooden post from an old training ground. An hour of practice teaches melee, and old students sometimes carved taijutsu notes into the wood. Once a day per person.

A chalk circle charged with travel seals. Right-click it with someone to step through to any other transit circle on the map. Written at the scribe desk by a ritualist who knows travel rituals at B rank, and placed like furniture.
Research: seal formations
A thin wire strung with small bells. It rings and warns you when an enemy comes within a few steps. It does not hurt anyone.
Research: traps and alarms
A rack of captured banners, helmets and blades for a trophy hall.
Research: complex furniture
A bowl of water that ripples with footsteps: warns when an enemy is within 9 cells.
Research: ninja gadgets
A warding glyph drawn on the floor. When an enemy comes close it flares, stunning them and raising the alarm. Written at the scribe desk by a ritualist who knows warding rituals at B rank, and placed like furniture.
Research: seal formations
A wall rack of saws, chisels and planes. Workbenches nearby work a little faster (like a tool cabinet).

Studying it (about an hour) teaches plants. Each reader can learn from it once.

An almost unbreakable dark metal. Weapons of it cut through armour. Forged at a smithy, ten at a time.
Research: smithing, legendary forging
Silver bound into steel by alchemy. Bane of monsters. Forged at a smithy, ten at a time.
Research: smithing, chakra metallurgy
Chakra fed into this amber spreads into a crackling shield that dulls blunt blows and lightning. The crystal crumbles after use. Made by Crystalmancers.
Research: ninja alchemy
Rough amethysts, purple and glittering. Valuable to traders and jewellers.

A padded silver blanket against blood loss, cold and heat. Use it on anyone nearby.

Oil that bites deep into animals. Rub it on the weapon in hand (a blade, a piercing weapon or a ranged weapon): it lasts 25 hits and takes no seal slot. A new coating replaces the old one.
Research: ninja alchemy
Strapped into a full-body binding harness. Can't join a prison break. Use it on a prisoner, a slave or a downed enemy. It can be taken off again with the matching operation.
Research: locks and restraints
A sealed vial of living bloodline tissue, taken by a Medical Specialist. Grafted into a host, it gives them the clan's gene and techniques, up to B rank. It spoils within days unless kept cold.

A sapphire eye with a spirit gem pupil. It sees well and senses chakra, so its owner's techniques find their mark. A harnessed gem made by crystalmancers; a surgeon installs it like an artificial eye.
Research: relic arts
Gleaming blue many-pointed leaves, ground into a blue dye.

A weighted rod that steadies the bow. Fit it to the bow, crossbow or sling in hand: it stays on that weapon and takes no seal slot. A weapon holds two fittings; a third replaces the oldest.
Research: ninja gadgets
A feather token that unfolds into a campfire and two bedrolls. Alchana, made at the alchemy table. Used up after one use.
Research: ninja alchemy
A scroll with an animal sealed inside. Using it releases the animal, tamed and bonded to the user.

A blue-grey metal that conducts chakra. Weapons forged from it drain a little chakra with every hit; armour made of it is light and tough.

A slip of paper pressed from trees that drink in chakra. When a ninja pours their chakra into it, the paper reacts to their elemental nature: it burns, splits, wrinkles, crumbles, turns damp, and stranger things for rarer natures. Used up on reading. (No longer made: World of Naruto's chakra paper now gives the same reading.)

A collar of sealing script: no techniques, and no prison breaks. Use it on a prisoner, a slave or a downed enemy. It can be taken off again with the matching operation.
Research: chakra studies
Rough, hand-hammered iron, deadly to monsters, summoned beings and things from beyond. Forged at a smithy, ten at a time.
Research: smithing, chakra metallurgy
Fit it to one of your doors: the door gets x1.8 hit points, so raiders take much longer to break it. A stronger lock replaces a weaker one.
Research: locks and restraints
The slug clan's summoning contract, signed in blood. Studying it teaches the reader to summon the healing slug. Used up after reading. Very rare.

The snake clan's summoning contract, signed in blood. Studying it lets the reader summon snakes (a cobra first); the great snake, the reverse summoning and Snake Sage Mode can then be learned with technique points. Used up after reading. Very rare.

The toad clan's summoning contract, signed in blood. Studying it lets the reader summon toads (Gamakichi first); bigger toads, the reverse summoning and Toad Sage Mode can then be learned with technique points. Used up after reading. Very rare.

A tiny bug planted by chakra thread. Using it picks up every enemy on the map and lifts the fog around them. Used up.
Research: surveillance electronics
Studying it (about an hour) teaches animals, melee. Each reader can learn from it once.

A small telescope sight. Fit it to the bow, crossbow or sling in hand: it stays on that weapon and takes no seal slot. A weapon holds two fittings; a third replaces the oldest.
Research: ninja gadgets
Chakra turns this shard into a skin of crystal armour that turns blades for a few hours. The crystal crumbles after use. Made by Crystalmancers.
Research: ninja alchemy
White crystal shed by a crystal serpent. Valued by crystalmancers and jewellers.

Bark of the heart-leafed curare vine, boiled into a poison that paralyses.

A black oil carrying a weakening curse. Rub it on the weapon in hand (a blade, a piercing weapon or a ranged weapon): it lasts 20 hits and takes no seal slot. A new coating replaces the old one.
Research: ninja alchemy
A faceted purple amethyst. Worth far more than a rough stone, and the base of every harnessed gem a crystalmancer makes.

A faceted green emerald. Worth far more than a rough stone, and the base of every harnessed gem a crystalmancer makes.

A faceted deep red ruby. Worth far more than a rough stone, and the base of every harnessed gem a crystalmancer makes.

A faceted deep blue sapphire. Worth far more than a rough stone, and the base of every harnessed gem a crystalmancer makes.

A near-black steel. Its wounds bleed badly. Forged at a smithy, ten at a time.
Research: smithing, chakra metallurgy
Dark nightshade berries that bring visions, then worse.

An orange, foul-smelling poison that builds up with every hit. Rub it on the weapon in hand (a blade, a piercing weapon or a ranged weapon): it lasts 15 hits and takes no seal slot. A new coating replaces the old one.
Research: advanced alchemy
A black amethyst with spirit gems sunk into it. It drives out the worst illness, wound or condition the user has. Precious beyond words. A harnessed gem made by crystalmancers. Used up after one use.
Research: relic arts
A dark-green poison that cripples. Rub it on the weapon in hand (a blade, a piercing weapon or a ranged weapon): it lasts 15 hits and takes no seal slot. A new coating replaces the old one.
Research: advanced alchemy
A desert herb used to make a poison.

A pure-white mushroom with a lace collar. One of the deadliest poisons there is.

A fiery oil that can set the target alight. Rub it on the weapon in hand (a blade, a piercing weapon or a ranged weapon): it lasts 20 hits and takes no seal slot. A new coating replaces the old one.
Research: ninja alchemy
Dark red resin that bleeds from the dragon tree when it is cut. Prized by alchemists.

Red-gold steel forged in dragonfire. Burns what it cuts, and turns fire aside. Forged at a smithy, ten at a time.
Research: smithing, legendary forging
Oil that disrupts constructs and machines. Rub it on the weapon in hand (a blade, a piercing weapon or a ranged weapon): it lasts 25 hits and takes no seal slot. A new coating replaces the old one.
Research: ninja alchemy
Rough emeralds, green and glittering. Valuable to traders and jewellers.

Studying it (about an hour) teaches animals. Each reader can learn from it once.

Studying it (about an hour) teaches plants. Each reader can learn from it once.

Studying it (about an hour) teaches intellectual. Each reader can learn from it once.

A teardrop of crystal that weeps a healing dew. It closes about 15 points of wounds. A harnessed gem made by crystalmancers. Used up after one use.
Research: gem harnessing
A hot iron rod that seals bleeding wounds. It hurts. Use it on anyone nearby.

Bandages, salves and splints for the field. The user tends all their own wounds at once, quite well. Used up.
Research: ninja alchemy
Bamboo slats and bandages: tends up to three wounds and dulls the pain for two days. Use it on anyone nearby.

Steel quenched in cinderbloom oil. Weapons of it burn; armour of it shrugs off fire. Forged at a smithy, ten at a time.
Research: smithing, chakra metallurgy
A bright red pod whose oil heats metal until it glows.

A poison that burns from inside the wound. Rub it on the weapon in hand (a blade, a piercing weapon or a ranged weapon): it lasts 20 hits and takes no seal slot. A new coating replaces the old one.
Research: ninja alchemy
A stock that steadies long shots. Fit it to the bow, crossbow or sling in hand: it stays on that weapon and takes no seal slot. A weapon holds two fittings; a third replaces the oldest.
Research: ninja gadgets
A scroll of the Chidori, lightning chakra gathered in the hand for a piercing thrust. Studying it teaches the reader the Chidori (Lightning Blade); its variants (Chidori Current, Chidori Spear and others) can then be learned with technique points. Needs lightning nature. Used up after reading. Very rare.

A forbidden scroll of Impure World Reincarnation, which calls the dead back into bodies of ash at the price of a living sacrifice. Studying it opens the Edo Tensei tree for the reader and teaches Edo Tensei; the rest of the tree is then learned with technique points. Used up after reading. Very rare.

A sealed scroll of the Flying Thunder God technique, the space-time seal that lets its user flash to a mark. Studying it opens the Hiraishin tree for the reader and teaches Hiraishin: Seal Touch; the rest of the tree is then learned with technique points. Used up after reading. Very rare.

A scroll of the Rasengan, a ball of spinning chakra held in the palm, and the training to master it. Studying it teaches the reader the Rasengan; its variants (Rasenshuriken, Rasenfire and others) can then be learned with technique points. Used up after reading. Very rare.

A forbidden scroll of the Shadow Clone technique: solid copies of the user, each with a share of their chakra. Studying it teaches the reader Shadow Clone. Used up after reading. Very rare.

Studying it (about an hour) teaches intellectual, crafting. Each reader can learn from it once.

Steel tempered in frostcap. Weapons of it bite with cold; armour of it keeps the wearer warm. Forged at a smithy, ten at a time.
Research: smithing, chakra metallurgy
A wiry, pale blue herb. Processed into an oil, it chills a weapon so it deals frost damage.

Frostcap made into a chilling oil. Rub it on the weapon in hand: each hit adds frost and can chill the target. Lasts 20 hits and takes no seal slot.
Research: ninja alchemy
Clear, glass-like steel. Extremely sharp, but brittle. Forged at a smithy, ten at a time.
Research: smithing, chakra metallurgy
Thick glue and a brush: patches the user's worn gear and weapon by a quarter of their hit points.
Research: ninja alchemy
A grimoire of Travel rituals. Studying it teaches a ninja the Travel ritual school one rank further, up to B rank. Each reader can learn from it once.

A grimoire of Warding rituals. Studying it teaches a ninja the Warding ritual school one rank further, up to B rank. Each reader can learn from it once.

A grimoire of Deception rituals. Studying it teaches a ninja the Deception ritual school one rank further, up to B rank. Each reader can learn from it once.

A grimoire of Deception rituals. Studying it teaches a ninja the Deception ritual school one rank further, up to B rank. Each reader can learn from it once.

A grimoire of Travel rituals. Studying it teaches a ninja the Travel ritual school one rank further, up to B rank. Each reader can learn from it once.

A grimoire of Restoration rituals. Studying it teaches a ninja the Restoration ritual school one rank further, up to B rank. Each reader can learn from it once.

A grimoire of Augmentation rituals. Studying it teaches a ninja the Augmentation ritual school one rank further, up to B rank. Each reader can learn from it once.

A grimoire of Warding rituals. Studying it teaches a ninja the Warding ritual school one rank further, up to B rank. Each reader can learn from it once.

A nearly clear poison that sends the target wandering in visions. Rub it on the weapon in hand (a blade, a piercing weapon or a ranged weapon): it lasts 15 hits and takes no seal slot. A new coating replaces the old one.
Research: advanced alchemy
A venom oil made to kill people. Rub it on the weapon in hand (a blade, a piercing weapon or a ranged weapon): it lasts 20 hits and takes no seal slot. A new coating replaces the old one.
Research: advanced alchemy
An emerald carved into a small human figure. Pressed to the chest, it closes about 35 points of wounds. A harnessed gem made by crystalmancers. Used up after one use.
Research: gem harnessing
An attuned crystal. Focusing through it speeds the user's healing for half a day. The crystal crumbles after use. Made by Crystalmancers.
Research: ninja alchemy
Spotted hemlock stems, a deadly poison.

Oil that bites deep into monsters. Rub it on the weapon in hand (a blade, a piercing weapon or a ranged weapon): it lasts 25 hits and takes no seal slot. A new coating replaces the old one.
Research: ninja alchemy
A ruby tooth taken from a hydra's skull and carved with seals. It raises a bone golem that serves for a day. A harnessed gem made by crystalmancers. Used up after one use.
Research: gem harnessing
Oil that eats through chitin. Rub it on the weapon in hand (a blade, a piercing weapon or a ranged weapon): it lasts 25 hits and takes no seal slot. A new coating replaces the old one.
Research: ninja alchemy
Wearing heavy iron manacles. Can't join a prison break. Use it on a prisoner, a slave or a downed enemy. It can be taken off again with the matching operation.
Research: locks and restraints
A map of the known world, covered in notes. Reading it reveals a sealed ruin with the strongest guardians and the richest loot.

A demolitionist's buried charge. Use it to bury a land mine where the user stands; it goes off when an enemy steps on it. Made by Demolitionists.
Research: advanced alchemy
Black seeds of the larkspur flower, a poison. Alchemists make debilitating poison from them.

A local map with a ruin marked on it. Reading it reveals a sealed ruin to explore.

Fit it to one of your doors: the door gets x2.2 hit points, so raiders take much longer to break it. A stronger lock replaces a weaker one.
Research: locks and restraints
Picks and a tension wrench for old seals. Use it on a sealed casket in a ruin: its wards weaken (fewer guardians wake) and any poison trap is disarmed.
Research: locks and restraints
A volume of the Loremaster Encyclopedia on animal training. Studying it (about an hour) teaches animals; each reader can learn from it once.

A volume of the Loremaster Encyclopedia on appraisals. Studying it (about an hour) teaches social; each reader can learn from it once.

A volume of the Loremaster Encyclopedia on covert activities. Studying it (about an hour) teaches melee, shooting; each reader can learn from it once.

Studying it (about an hour) teaches social. Each reader can learn from it once.

A volume of the Loremaster Encyclopedia on metals. Studying it (about an hour) teaches crafting, mining; each reader can learn from it once.

A volume of the Loremaster Encyclopedia on artistic expressions. Studying it (about an hour) teaches artistic; each reader can learn from it once.

A volume of the Loremaster Encyclopedia on fabrics. Studying it (about an hour) teaches crafting; each reader can learn from it once.

Studying it (about an hour) teaches crafting, mining. Each reader can learn from it once.

Studying it (about an hour) teaches crafting, artistic. Each reader can learn from it once.

A volume of the Loremaster Encyclopedia on woodworks. Studying it (about an hour) teaches construction; each reader can learn from it once.

A volume of the Loremaster Encyclopedia on gymnastics. Studying it (about an hour) teaches melee; each reader can learn from it once.

Studying it (about an hour) teaches social, intellectual. Each reader can learn from it once.

A volume of the Loremaster Encyclopedia on mechanical devices. Studying it (about an hour) teaches crafting, intellectual; each reader can learn from it once.

A volume of the Loremaster Encyclopedia on mental acumen. Studying it (about an hour) teaches intellectual; each reader can learn from it once.

Studying it (about an hour) teaches intellectual, animals. Each reader can learn from it once.

A volume of the Loremaster Encyclopedia on nature studies. Studying it (about an hour) teaches plants; each reader can learn from it once.

Studying it (about an hour) teaches intellectual. Each reader can learn from it once.

Studying it (about an hour) teaches social, artistic. Each reader can learn from it once.

Studying it (about an hour) teaches artistic. Each reader can learn from it once.

Studying it (about an hour) teaches crafting, construction, social. Each reader can learn from it once.

Studying it (about an hour) teaches social, medicine. Each reader can learn from it once.

Studying it (about an hour) teaches social, intellectual. Each reader can learn from it once.

A volume of the Loremaster Encyclopedia on survival. Studying it (about an hour) teaches plants, shooting, cooking; each reader can learn from it once.

Locked in magnetic cuffs. Can't join a prison break. Use it on a prisoner, a slave or a downed enemy. It can be taken off again with the matching operation.
Research: locks and restraints
A forked, man-shaped root, a staple of every alchemist's shelf.

A fine polish that keeps the edge keen: a little more damage on every hit. Rub it on the weapon in hand (a blade, a piercing weapon or a ranged weapon): it lasts 40 hits and takes no seal slot. A new coating replaces the old one.
Research: ninja alchemy
Studying it (about an hour) teaches medicine. Each reader can learn from it once.

A shining, very light metal. Weapons of it are quick; armour of it hardly weighs a thing. Forged at a smithy, ten at a time.
Research: smithing, legendary forging
Oil for the restless dead and the things that crawl from beyond. Rub it on the weapon in hand (a blade, a piercing weapon or a ranged weapon): it lasts 25 hits and takes no seal slot. A new coating replaces the old one.
Research: ninja alchemy
Oil for felling big foes. Rub it on the weapon in hand (a blade, a piercing weapon or a ranged weapon): it lasts 25 hits and takes no seal slot. A new coating replaces the old one.
Research: ninja alchemy
Shaggy tundra fibre that holds the cold at bay.

A fine-ground sight. Fit it to the bow, crossbow or sling in hand: it stays on that weapon and takes no seal slot. A weapon holds two fittings; a third replaces the oldest.
Research: ninja gadgets
Fit it to one of your doors: the door gets x1.3 hit points, so raiders take much longer to break it. A stronger lock replaces a weaker one.
Research: locks and restraints
A mushroom that glows with a warm blue light; brewed, it leaves a burning warmth in the throat.

A carved grip for quicker handling. Fit it to the bow, crossbow or sling in hand: it stays on that weapon and takes no seal slot. A weapon holds two fittings; a third replaces the oldest.
Research: ninja gadgets
A fine grey powder: every plant within 6 cells of the user grows a quarter of the way.
Research: ninja alchemy
A sealed bandage that stops bleeding well. Use it on anyone nearby.

A wooden puzzle box with hidden moves. Working at it is relaxing and sharpens the mind.
Research: ninja gadgets
A red, pungent liquid that rusts metal: deadly against machines. Rub it on the weapon in hand (a blade, a piercing weapon or a ranged weapon): it lasts 15 hits and takes no seal slot. A new coating replaces the old one.
Research: ninja alchemy
A non-magnifying sight with a red aiming dot. Fit it to the bow, crossbow or sling in hand: it stays on that weapon and takes no seal slot. A weapon holds two fittings; a third replaces the oldest.
Research: ninja gadgets
A regional map with a tomb marked on it. Reading it reveals a sealed ruin with stronger guardians and better loot.

An ancient oil against summoned and conjured beings. Rub it on the weapon in hand (a blade, a piercing weapon or a ranged weapon): it lasts 25 hits and takes no seal slot. A new coating replaces the old one.
Research: ninja alchemy
A long scroll of chakra-inked exercises for unlearning a way of fighting. A ninja who has already used their free respec needs one to change their build again, and loses part of their training in every kind of jutsu they drop or step down (NFRP's revamp cut).
Research: supreme sealing
Permanently gives the target adaptive body. One person can carry three augmentations. An S-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at S rank can write it.
Research: sealing arts
Permanently gives the target armour plates. One person can carry three augmentations. A B-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at B rank can write it.
Research: sealing arts
Draws every augmentation and curse out of the target. An A-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at A rank can write it.
Research: sealing arts
The target can take much more pain before going down, for half a day. A C-rank restoration ritual written on a seal tag: anyone can use it, but only a ritualist who knows restoration rituals at C rank can write it.
Research: sealing arts
Brings a fresh corpse back to life. The dead don't always come back whole. An S-rank restoration ritual written on a seal tag: anyone can use it, but only a ritualist who knows restoration rituals at S rank can write it.
Research: sealing arts
The user blends into the surroundings for about two hours: invisible to enemies, but slower. A B-rank deception ritual written on a seal tag: anyone can use it, but only a ritualist who knows deception rituals at B rank can write it.
Research: sealing arts
The user runs at a terrific pace for about an hour. A B-rank travel ritual written on a seal tag: anyone can use it, but only a ritualist who knows travel rituals at B rank can write it.
Research: sealing arts
Permanently gives the target claws. One person can carry three augmentations. A C-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at C rank can write it.
Research: sealing arts
Washes toxic buildup, food poisoning and poisons out of the target. A C-rank restoration ritual written on a seal tag: anyone can use it, but only a ritualist who knows restoration rituals at C rank can write it.
Research: sealing arts
Pulls one of your animals on this map to the user's side. A C-rank travel ritual written on a seal tag: anyone can use it, but only a ritualist who knows travel rituals at C rank can write it.
Research: sealing arts
Heals about 12 points of wounds on everyone friendly within 5 cells of the user. A C-rank restoration ritual written on a seal tag: anyone can use it, but only a ritualist who knows restoration rituals at C rank can write it.
Research: sealing arts
Places a waiting seal on the target: the next time they go down, it heals 40 points of wounds at once. An A-rank restoration ritual written on a seal tag: anyone can use it, but only a ritualist who knows restoration rituals at A rank can write it.
Research: sealing arts
Destroys blight on every plant within 9 cells of the user. An S-rank restoration ritual written on a seal tag: anyone can use it, but only a ritualist who knows restoration rituals at S rank can write it.
Research: sealing arts
Cures the target's worst disease. A C-rank restoration ritual written on a seal tag: anyone can use it, but only a ritualist who knows restoration rituals at C rank can write it.
Research: sealing arts
Curses the target with brittle bones for five days. Meant for enemies and prisoners. A C-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at C rank can write it.
Research: sealing arts
Curses the target with combat fear for five days. Meant for enemies and prisoners. A C-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at C rank can write it.
Research: sealing arts
Curses the target with festering sores for five days. Meant for enemies and prisoners. A C-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at C rank can write it.
Research: sealing arts
Curses the target with lethargy for five days. Meant for enemies and prisoners. A C-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at C rank can write it.
Research: sealing arts
Curses the target with nightmares for three days. An A-rank deception ritual written on a seal tag: anyone can use it, but only a ritualist who knows deception rituals at A rank can write it.
Research: sealing arts
Curses the target with thin skin for five days. Meant for enemies and prisoners. A C-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at C rank can write it.
Research: sealing arts
Permanently gives the target enhanced metabolism. One person can carry three augmentations. A B-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at B rank can write it.
Research: sealing arts
Permanently gives the target exoskeleton. One person can carry three augmentations. An A-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at A rank can write it.
Research: sealing arts
Permanently gives the target expanded lungs. One person can carry three augmentations. A C-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at C rank can write it.
Research: sealing arts
Turns back the target's body by five years (never below 18). An S-rank deception ritual written on a seal tag: anyone can use it, but only a ritualist who knows deception rituals at S rank can write it.
Research: sealing arts
Permanently gives the target extra arms. One person can carry three augmentations. An S-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at S rank can write it.
Research: sealing arts
Permanently gives the target fangs. One person can carry three augmentations. A C-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at C rank can write it.
Research: sealing arts
The target's wounds heal four times as fast for two days. An A-rank restoration ritual written on a seal tag: anyone can use it, but only a ritualist who knows restoration rituals at A rank can write it.
Research: sealing arts
The target moves much faster for a day. A B-rank travel ritual written on a seal tag: anyone can use it, but only a ritualist who knows travel rituals at B rank can write it.
Research: sealing arts
Everyone friendly within 8 cells fights better for a day. A B-rank restoration ritual written on a seal tag: anyone can use it, but only a ritualist who knows restoration rituals at B rank can write it.
Research: sealing arts
Permanently gives the target filtered lungs. One person can carry three augmentations. A B-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at B rank can write it.
Research: sealing arts
The user charms everyone they talk to for a day. A C-rank deception ritual written on a seal tag: anyone can use it, but only a ritualist who knows deception rituals at C rank can write it.
Research: sealing arts
Breaks down a prisoner's resistance. A C-rank deception ritual written on a seal tag: anyone can use it, but only a ritualist who knows deception rituals at C rank can write it.
Research: sealing arts
Heals about 80 points of the target's wounds. An A-rank restoration ritual written on a seal tag: anyone can use it, but only a ritualist who knows restoration rituals at A rank can write it.
Research: sealing arts
Permanently gives the target healing touch. One person can carry three augmentations. An S-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at S rank can write it.
Research: sealing arts
Wraps the target in an illusion of luxury: a good mood for a day. A C-rank deception ritual written on a seal tag: anyone can use it, but only a ritualist who knows deception rituals at C rank can write it.
Research: sealing arts
Preserves a corpse: it is as fresh as the hour it died. A C-rank restoration ritual written on a seal tag: anyone can use it, but only a ritualist who knows restoration rituals at C rank can write it.
Research: sealing arts
Permanently gives the target living furnace. One person can carry three augmentations. A B-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at B rank can write it.
Research: sealing arts
Permanently gives the target massive claw. One person can carry three augmentations. An A-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at A rank can write it.
Research: sealing arts
Erases the target's worst bad memory. A B-rank deception ritual written on a seal tag: anyone can use it, but only a ritualist who knows deception rituals at B rank can write it.
Research: sealing arts
Fills the target with rest, as if they had slept the whole night. A B-rank restoration ritual written on a seal tag: anyone can use it, but only a ritualist who knows restoration rituals at B rank can write it.
Research: sealing arts
Permanently gives the target pervasive hearing. One person can carry three augmentations. A B-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at B rank can write it.
Research: sealing arts
The user takes half damage for about half an hour. A B-rank deception ritual written on a seal tag: anyone can use it, but only a ritualist who knows deception rituals at B rank can write it.
Research: sealing arts
Permanently gives the target photosynthetic. One person can carry three augmentations. An A-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at A rank can write it.
Research: sealing arts
The user bargains and negotiates better for a day. A C-rank deception ritual written on a seal tag: anyone can use it, but only a ritualist who knows deception rituals at C rank can write it.
Research: sealing arts
Permanently gives the target prehensile tail. One person can carry three augmentations. An A-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at A rank can write it.
Research: sealing arts
Lifts every timed affliction from the target: daze, blindness, seals, poisons and the like. A C-rank restoration ritual written on a seal tag: anyone can use it, but only a ritualist who knows restoration rituals at C rank can write it.
Research: sealing arts
Heals wounds to the target's eyes and ears and lifts blindness and deafness. A C-rank restoration ritual written on a seal tag: anyone can use it, but only a ritualist who knows restoration rituals at C rank can write it.
Research: sealing arts
Turns back the target's body by ten years (never below 18). An S-rank restoration ritual written on a seal tag: anyone can use it, but only a ritualist who knows restoration rituals at S rank can write it.
Research: sealing arts
Permanently gives the target scaly skin. One person can carry three augmentations. A C-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at C rank can write it.
Research: sealing arts
Permanently gives the target skeletal reinforcement. One person can carry three augmentations. An A-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at A rank can write it.
Research: sealing arts
Permanently gives the target sleepless. One person can carry three augmentations. A C-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at C rank can write it.
Research: sealing arts
Ends the target's mental break at once and keeps them calm for a day. A C-rank deception ritual written on a seal tag: anyone can use it, but only a ritualist who knows deception rituals at C rank can write it.
Research: sealing arts
Guards the target's soul for three days: steadier mind, little psychic harm. An A-rank restoration ritual written on a seal tag: anyone can use it, but only a ritualist who knows restoration rituals at A rank can write it.
Research: sealing arts
Pulls one of your people on this map to the user's side. A B-rank travel ritual written on a seal tag: anyone can use it, but only a ritualist who knows travel rituals at B rank can write it.
Research: sealing arts
Carries the user in a flash to the nearest swift mark on the map. An S-rank travel ritual written on a seal tag: anyone can use it, but only a ritualist who knows travel rituals at S rank can write it.
Research: sealing arts
Permanently gives the target thick fur coat. One person can carry three augmentations. A C-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at C rank can write it.
Research: sealing arts
Permanently gives the target thick hide. One person can carry three augmentations. A B-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at B rank can write it.
Research: sealing arts
Permanently gives the target thin fur coat. One person can carry three augmentations. A C-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at C rank can write it.
Research: sealing arts
The user gives the target 25 points of healing, and is left tired. A C-rank restoration ritual written on a seal tag: anyone can use it, but only a ritualist who knows restoration rituals at C rank can write it.
Research: sealing arts
The user vanishes from sight for about half an hour. A B-rank deception ritual written on a seal tag: anyone can use it, but only a ritualist who knows deception rituals at B rank can write it.
Research: sealing arts
Permanently gives the target very thick hide. One person can carry three augmentations. An S-rank augmentation ritual written on a seal tag: anyone can use it, but only a ritualist who knows augmentation rituals at S rank can write it.
Research: sealing arts
The target carries far more for two days. A C-rank travel ritual written on a seal tag: anyone can use it, but only a ritualist who knows travel rituals at C rank can write it.
Research: sealing arts
Tied up with thick rope. Can't join a prison break. The knots loosen after three days. Use it on a prisoner, a slave or a downed enemy. It can be taken off again with the matching operation.
Research: locks and restraints
A ruby attuned against fire. Fire and heat do far less harm for half a day. The crystal crumbles after use. Made by Crystalmancers.
Research: ninja alchemy
Rough rubys, red and glittering. Valuable to traders and jewellers.

Red saffron threads: a costly spice and a bright yellow dye.

A sapphire attuned against cold. The user stays warm and steady in deep cold. The crystal crumbles after use. Made by Crystalmancers.
Research: ninja alchemy
Rough sapphires, blue and glittering. Valuable to traders and jewellers.

A locked iron collar with a bell. Can't join a prison break. Use it on a prisoner, a slave or a downed enemy. It can be taken off again with the matching operation.
Research: locks and restraints
Wires, bells and tools for trap work. Use it on an enemy or ruin trap to take it apart safely.
Research: locks and restraints
A plant that looks like a carving of ice; its brittle petals shatter into crystal splinters.

A poison whose scent breaks the will to fight. Rub it on the weapon in hand (a blade, a piercing weapon or a ranged weapon): it lasts 15 hits and takes no seal slot. A new coating replaces the old one.
Research: ninja alchemy
Glowing oil that harms spirits and entities. Rub it on the weapon in hand (a blade, a piercing weapon or a ranged weapon): it lasts 25 hits and takes no seal slot. A new coating replaces the old one.
Research: ninja alchemy
A gem that holds chakra like water holds heat. High-rank seals need them.

Metal from a fallen star. Its blows flash like starlight and can dazzle. Forged at a smithy, ten at a time.
Research: smithing, legendary forging
A dark-blue metal full of sparks. Weapons of it can stun. Forged at a smithy, ten at a time.
Research: smithing, chakra metallurgy
A short golden rod: struck, it leaves a floating light for a day. Alchana, made at the alchemy table. Used up after one use.
Research: ninja alchemy
Amber with wasps sealed inside. Breaking it frees four berserker wasps that serve for half a day. A harnessed gem made by crystalmancers. Used up after one use.
Research: gem harnessing
A scroll with an expert's notes for one A-rank technique. Studying it teaches the reader one A-rank ninjutsu, genjutsu, taijutsu, medical or universal technique that their ninja build allows. Scrolls never teach clan or bloodline techniques. Used up after reading.

A scroll with an advanced notes for one B-rank technique. Studying it teaches the reader one B-rank ninjutsu, genjutsu, taijutsu, medical or universal technique that their ninja build allows. Scrolls never teach clan or bloodline techniques. Used up after reading.

A scroll with a solid notes for one C-rank technique. Studying it teaches the reader one C-rank ninjutsu, genjutsu, taijutsu, medical or universal technique that their ninja build allows. Scrolls never teach clan or bloodline techniques. Used up after reading.

A scroll with a beginner's notes for one D-rank technique. Studying it teaches the reader one D-rank ninjutsu, genjutsu, taijutsu, medical or universal technique that their ninja build allows. Scrolls never teach clan or bloodline techniques. Used up after reading.

A scroll with a master's notes for one S-rank technique. Studying it teaches the reader one S-rank ninjutsu, genjutsu, taijutsu, medical or universal technique that their ninja build allows. Scrolls never teach clan or bloodline techniques. Used up after reading.

Studying it (about an hour) teaches animals. Each reader can learn from it once.

Studying it (about an hour) teaches cooking. Each reader can learn from it once.

Studying it (about an hour) teaches melee, shooting. Each reader can learn from it once.

Studying it (about an hour) teaches medicine, intellectual. Each reader can learn from it once.

Studying it (about an hour) teaches intellectual, social. Each reader can learn from it once.

Studying it (about an hour) teaches medicine. Each reader can learn from it once.

A banded gem eye that sees in dim light better than a natural eye, and catches every movement. A harnessed gem made by crystalmancers; a surgeon installs it like an artificial eye.
Research: relic arts
A feather token that becomes a great, fully grown oak on nearby fertile ground. Alchana, made at the alchemy table. Used up after one use.
Research: ninja alchemy
Fit it to one of your doors: the door gets x1.5 hit points, so raiders take much longer to break it. A stronger lock replaces a weaker one.
Research: locks and restraints
Golden-orange root, a spice and a yellow dye.

A masterwork sight with a faintly glowing lens. Fit it to the bow, crossbow or sling in hand: it stays on that weapon and takes no seal slot. A weapon holds two fittings; a third replaces the oldest.
Research: ninja gadgets
Oil that sears blood-drinkers. Rub it on the weapon in hand (a blade, a piercing weapon or a ranged weapon): it lasts 25 hits and takes no seal slot. A new coating replaces the old one.
Research: ninja alchemy
A brown moss from volcanic deserts that releases a quickening vapour when crushed.

Fit it to one of your doors: the door gets x3.0 hit points, so raiders take much longer to break it. A stronger lock replaces a weaker one.
Research: locks and restraints
The demon hunters' alloy. Strong against monsters and against techniques. Forged at a smithy, ten at a time.
Research: smithing, chakra metallurgy
A clear gem shaped into an eye. Set into an empty socket it sees as well as a natural eye. A harnessed gem made by crystalmancers; a surgeon installs it like an artificial eye.
Research: gem harnessing
A charcoal water filter. Drinking from it clears food poisoning and some toxic buildup.
Research: ninja gadgets
A ruby carved into a fang. Thrown to the ground, it calls two wolves that serve for a day. A harnessed gem made by crystalmancers. Used up after one use.
Research: gem harnessing
Black-green wolfsbane leaves and seeds, a poison that bites hardest into beasts.

A technique scroll written by a ninja who knows the technique. Studying it teaches exactly that technique, at the rank it was written, if the reader's build and level allow it. It can be traded and sold.