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Enchantment seals

Seals are inked at a crafting spot, tailoring bench or scribe desk and pressed into gear. Weapon seals act on every hit; armour seals help the wearer.

Gear has 1 seal slot, 2 at excellent or masterwork and 3 at legendary. A new seal goes on at C rank at most and then rises one rank at a time. Inscribing needs a minimum ninjutsu level (D 1, C 4, B 8, A 12, S 16); every level above it makes the seal stronger. Seals marked with a technique can only be made by an artisan who knows it (Equipment enhancing tree).

D-rank seals need no research. Higher ranks are unlocked on the ninja research tab: C rank by scribe arts, B rank by sealing arts, A rank by high sealing and S rank by supreme sealing. See Ninja research.

Weapon seals 132
SealRanksWhat it does
Acid burstDCBAEach hit adds acid burns that eat through armour.
extra damage: Burn
AdamantineCAn almost unbreakable dark metal. Weapons of it cut through armour.
extra damage: Cut
Alchemical silverCSilver bound into steel by alchemy. Bane of monsters.
extra damage: Cut
Armour piercingCBEach hit punches through armour.
extra damage: Stab
AshenDCBA hit can burst into a screen of blinding smoke around the target.
BaneDCEach hit bites deep into animals and beasts.
extra damage: Cut
Beast oilCOil that bites deep into animals.
extra damage: Cut
Blood seekingDShots and blows find their mark: the wielder aims better.
shooting accuracy pawn +3
BloodfeedingDCThe seal drinks the blood of each hit and feeds it to the wielder.
BloodthirsterCBEach hit opens bleeding cuts and feeds a little of the blood back to the wielder.
extra damage: Cut
Blunt arrowsCHeavy blunt heads that can knock a target senseless.
BodyfeederBEach hit feeds the wielder's body.
Bolo arrowsCWeighted cords that wrap the legs.
applies: NF_SealCrippled
Boreworm arrowsCHeads that release burrowing, poisonous worms.
applies: ToxicBuildup
Bow stabilizerCA weighted rod that steadies the bow.
shooting accuracy pawn +2
Broad-head arrowsCWide blades that open bleeding wounds.
extra damage: Cut
Bullet-point arrowsCNarrow points that punch through armour.
extra damage: Stab
Burrowing bulletsCSpiral lead bullets that bore into flesh.
extra damage: Stab
BushwhackingAA hit can strike with deadly precision, stunning the target.
extra damage: Stab
Chain wrapCThe chain can tangle a foe for a moment.
Chakra devouringBAEach hit tears chakra from the target and feeds it to the wielder.
ChargebreakerDCA hit can knock the target off its feet for a moment.
CloutingBA hit can knock the target back and leave it reeling.
Cold burstDCBAEach hit adds frost damage and can chill the target, slowing them.
extra damage: Frostbite; applies: NF_SealChill
Cold ironCRough, hand-hammered iron, deadly to monsters, summoned beings and things from beyond.
extra damage: Cut
CollisionCBEvery hit lands heavier.
ConsumptiveCEach hit eats at living flesh.
extra damage: Cut
CripplingDCA hit can cripple the target's legs for a while.
applies: NF_SealCrippled
Crossbow scopeCA small telescope sight.
shooting accuracy pawn +4; aiming delay factor +0.05
Crushing blowCThe kanabō can stun.
Cursed oilCA black oil carrying a weakening curse.
applies: NF_SealWeakened
CursespewingBA hit can lay a small curse that saps the target.
applies: NF_SealWeakened
DarkDCEach hit burns living flesh with dark energy.
extra damage: Burn
DarksteelCA near-black steel. Its wounds bleed badly.
Death poisonCAn orange, foul-smelling poison that builds up with every hit.
applies: ToxicBuildup
Debilitating poisonCA dark-green poison that cripples.
applies: NF_SealCrippled
DefendingDThe weapon wards its wielder a little.
incoming damage factor -0.03
DementiaCA hit can leave the target wandering in confusion.
can cause: WanderConfused
DislocatorDCA hit can throw the target a few steps away in a blink.
DisorientingDCA hit can leave the target dazed and slow to think.
applies: NF_SealDazed
DomineeringCA hit can break the target's nerve.
can cause: PanicFlee
Draconid oilCA fiery oil that can set the target alight.
extra damage: Flame
Dragon cleaverCEach blow carries the heat of a dragon.
extra damage: Flame
DragonsteelCRed-gold steel forged in dragonfire. Burns what it cuts, and turns fire aside.
extra damage: Flame
Earth shockDCBAThe power of earth: each hit adds a heavy blow that can stagger the target.
extra damage: Blunt
Elementa oilCOil that disrupts constructs and machines.
extra damage: Blunt
EnfeeblingDCA hit can sap the strength from the target's arms.
applies: NF_SealWeakened
EverbrightCA weapon that flashes on impact and can blind. Only an artisan who knows the Everbright technique can make it.
applies: NF_SealBlinded; made with the Jōki (Everbright) technique
ExplosiveCBAA hit can detonate in a small blast around the target.
Fan gustCEach swing of the great fan can blow a foe back.
Fire-forged steelCSteel quenched in cinderbloom oil. Weapons of it burn; armour of it shrugs off fire.
extra damage: Flame
Flame burstDCBAEach hit adds fire damage and can set the target alight.
extra damage: Flame
Flaming doomCA poison that burns from inside the wound.
extra damage: Flame
Flechette shaftsCShafts that burst into a spray of tiny darts.
Folding stockCA stock that steadies long shots.
shooting accuracy pawn +3; aiming delay factor +0.03
Frost-forged steelCSteel tempered in frostcap. Weapons of it bite with cold; armour of it keeps the wearer warm.
extra damage: Frostbite; applies: NF_SealCrippled
Frostcap oilCA frostcap oil that chills the weapon: each hit adds frost.
extra damage: Frostbite; applies: NF_SealChill
GlassteelCClear, glass-like steel. Extremely sharp, but brittle.
Groaning bulletsCHoled bullets that moan in flight and shake the nerve.
can cause: PanicFlee
GuidedCA weapon that guides itself to the target: the wielder aims better. Only an artisan who knows the Guided technique can make it.
shooting accuracy pawn +2; made with the Yūdō (Guided) technique
Hallucination poisonCA nearly clear poison that sends the target wandering in visions.
can cause: WanderConfused
Hammer blowCThe war hammer can knock foes back.
Hangman's venom oilCA venom oil made to kill people.
extra damage: Cut; applies: ToxicBuildup
Hurricane forceDCBAThe power of wind: each hit adds a cutting gust that can blow the target back.
extra damage: Cut
Hybrid oilCOil that bites deep into monsters.
extra damage: Cut
Imperial weaponSThe highest weapon seal: every hit lands far harder and cuts through armour.
extra damage: Cut
ImplacableBEach hit opens wounds that keep bleeding.
extra damage: Cut
InfectiousCBAEach hit can seed sickness and toxins in the target's body.
applies: ToxicBuildup
Insectoid oilCOil that eats through chitin.
extra damage: Cut
InterferingDCEach hit disrupts the target's chakra.
Jutsu carrierAA weapon that holds the chakra of one technique (A rank or lower), released later for a free cast. Only an artisan who knows the Jutsu Carrier technique can make it.
stores a technique; made with the Jutsu Hakobi (Jutsu Carrier) technique
Jutsu wellBA weapon that holds the chakra of one technique (B rank or lower), released later for a free cast. Only an artisan who knows the Jutsu Well technique can make it.
stores a technique; made with the Jutsu no Izumi (Jutsu Well) technique
Karimata arrowsCForked crescent heads that cut wide, bleeding wounds.
extra damage: Cut
KnockbackDCA hit can hurl the target back.
Leviathan's foeCEach hit tears deeper into foes bigger than a person.
extra damage: Cut
MaimingCHits cut deep and can cripple.
extra damage: Cut; applies: NF_SealCrippled
MenacingAA weapon that strikes fear: a hit can send the target running. Only an artisan who knows the Menacing technique can make it.
can cause: PanicFlee; made with the Kyōi (Menacing) technique
Metal polishCA fine polish that keeps the edge keen: a little more damage on every hit.
MysticDCBASA pure enhancement: every hit simply lands harder.
Necrophage oilCOil for the restless dead and the things that crawl from beyond.
extra damage: Burn
Net arrowsCArrows that burst into weighted nets.
Ogroid oilCOil for felling big foes.
extra damage: Cut
Optima sightCA fine-ground sight.
shooting accuracy pawn +6; aiming delay factor -0.04
Paralytic burstCA hit can lock the target's body in place.
ParalyzingDCA hit can lock the target's muscles for a few seconds.
Pistol gripCA carved grip for quicker handling.
aiming delay factor -0.1
Pistol gripCA mechanical attachment: a handle that makes the weapon quicker to bring up. Fitted like a seal.
aiming delay factor -0.06
Poisoned dartCBlowgun darts carry poison.
applies: ToxicBuildup
PotentBEvery hit lands much harder.
ProfaneDCBAEach hit carries a withering curse that can weaken the target.
extra damage: Burn; applies: NF_SealWeakened
PsychokineticDCBAEach hit adds a burst of pure force that ignores most armour.
extra damage: Blunt
RadiantDCBAEach hit sears the target with radiant light.
extra damage: Burn
Rapid reloadingDCThe wielder readies each shot faster.
aiming delay factor -0.06
Rapid rustCA red, pungent liquid that rusts metal: deadly against machines.
extra damage: Blunt
Red dot sightCA mechanical attachment rather than a seal: a reflector sight that gives an aim point. Fitted like a seal.
shooting accuracy pawn +3
Reflector sightCA non-magnifying sight with a red aiming dot.
shooting accuracy pawn +2; aiming delay factor -0.08
Relict oilCAn ancient oil against summoned and conjured beings.
extra damage: Cut
RevitalizingCEach hit heals the wielder a little. Only an artisan who knows the Revitalizing technique can make it.
made with the Kaifuku (Revitalizing) technique
Scar of the windCThe fang blade cuts with the wind itself and drinks chakra.
extra damage: Cut
ScopeCBA mechanical attachment: a telescope mounted on the weapon. Fitted like a seal.
shooting accuracy pawn +3; aiming delay factor +0.04
Screaming burstDCBAEach hit rings with a piercing scream that can leave the target dazed.
extra damage: Blunt; applies: NF_SealDazed
Screaming shaftsCShafts that shriek in flight and leave the target dazed.
applies: NF_SealDazed
Serrated edgeCA serrated edge that opens bleeding cuts. Only an artisan who knows the Serrated Edge technique can make it.
extra damage: Cut; made with the Nokogiri Ba (Serrated Edge) technique
ShieldbladeDThe weapon turns blows aside while held.
melee dodge chance +3
Shocking burstDCBAEach hit adds lightning damage and can briefly stun.
extra damage: KZ_Lightning
Silent strikeDCEach hit silences the target's chakra for a moment.
Slow burstBA hit can slow the target. Only an artisan who knows the Slow Burst technique can make it.
applies: NF_SealChill; made with the Chien Bakuhatsu (Slow Burst) technique
Smell of fearCA poison whose scent breaks the will to fight.
can cause: PanicFlee
Sonic arrowsCHollow heads that ring so loud the target reels.
Specter oilCGlowing oil that harms spirits and entities.
extra damage: Burn
StabilizerCA mechanical attachment: weighted rods that steady the weapon. Fitted like a seal.
aiming delay factor -0.05; shooting accuracy pawn +1
Star cutterCThe long blade reaches through armour.
extra damage: Cut
StarmetalCMetal from a fallen star. Its blows flash like starlight and can dazzle.
extra damage: Burn
Steel wireCThe wire can wrap a foe in a web.
applies: NF_Webbed
StormiumCA dark-blue metal full of sparks. Weapons of it can stun.
StunningDCA hit can stun the target.
Superheated shaftsCShafts that heat in flight and can set the target alight.
extra damage: Flame
TerrorDCA hit can fill the target with terror so that it runs.
can cause: PanicFlee
Tidal forceDCBAThe power of water: each hit adds a crushing wave that can knock the target away.
extra damage: Blunt
Togari-ya arrowsCLong armour-piercing points.
extra damage: Stab
Tracer arrowsCGlowing arrows that show where every shot goes: the archer aims better.
Tracer bulletsCGlowing bullets that show where every shot goes.
Tremor bulletsCHeavy bullets that crack open with a small quake.
Ultima sightCA masterwork sight with a faintly glowing lens.
shooting accuracy pawn +9; aiming delay factor -0.08
Vampire oilCOil that sears blood-drinkers.
extra damage: Burn
Venator's alloyCThe demon hunters' alloy. Strong against monsters and against techniques.
extra damage: Cut
Vial arrowsCGlass vials of poison that shatter on impact.
applies: ToxicBuildup
VoidwroughtDCEach hit carries a shard of the void that ignores armour.
extra damage: Burn
Whistling arrowsCA terrifying whistle that can break the target's nerve.
can cause: PanicFlee
Wind and thunderCLightning leaps from the blade.
extra damage: Burn
Yanagi-ba arrowsCWillow-leaf heads that fly true.
extra damage: Cut
Zigzag arrowsCTwisted fletching that makes the arrow weave past cover and blocks.
extra damage: Stab
Armour seals 87
SealRanksWhat it does
Acid resistanceCBAArmour that drinks acid: less burn damage. Only an artisan who knows the Acid Resistance technique can make it.
resists Burn; made with the Taisan Kakō (Acidproofing) technique
AcidicDAnyone who strikes the wearer in melee is burned by acid.
hurts melee attackers with: Burn
Ageless wisdomBASThe wisdom of ages sharpens learning.
global learning factor +0.05
AlacrityCThe wearer moves quickly.
move speed +0.12
Alchemical silver armourCSilver bound into steel by alchemy. Bane of monsters.
resists ToxicBite
Anti-flashCHalves stunning bursts.
resists Stun, EMP
Anti-impactBArmour that softens crushing blows. Only an artisan who knows the Anti-Impact technique can make it.
resists Blunt; made with the Taishōgeki (Anti-Impact) technique
Arrow catchingDCArrows and bullets are drawn aside.
resists Bullet, Arrow, ArrowHighVelocity
AxeblockCTurns aside cutting blows.
resists Cut
BlurringDCThe wearer's outline blurs, making them harder to hit.
melee dodge chance +3
BoxerDLight on the feet and hard to put down.
melee dodge chance +2; pain shock threshold +0.02
BurningSThe essence of a fire elemental in the armour: melee attackers burn. Only an artisan who knows the Burning technique can make it.
hurts melee attackers with: Flame; made with the Shōnetsu (Burning) technique
Chakra armourDCBChakra hardens around the wearer, turning blades and blows.
armor rating sharp +0.06; armor rating blunt +0.06
Chakra energyCBAStores extra chakra for the wearer to draw on.
w n max chakra energy +10
Chakra resistanceDCBASWards the wearer against the elements of ninjutsu: fire, frost, lightning and sound.
resists Flame, Burn, Frostbite, KZ_Lightning, Stun
Chakra-eatingSArmour that heals its wearer. Only an artisan who knows the Chakra-Eating technique can make it.
made with the Chakra Kui (Chakra-Eating) technique
Charismatic magnetismBASMakes the wearer compelling to talk to.
social impact +0.06; negotiation ability +0.05
Cold iron armourCRough, hand-hammered iron, deadly to monsters, summoned beings and things from beyond.
resists Psychic
Cold resistanceCBAArmour that holds off frost. Only an artisan who knows the Cold Resistance technique can make it.
resists Frostbite; made with the Taikan (Cold Resistance) technique
Commanding poiseAArmour that gives the wearer presence. Only an artisan who knows the Commanding Poise technique can make it.
social impact +0.03; negotiation ability +0.02; made with the Igen (Commanding Poise) technique
ConfusionCMelee attackers can lose their bearings.
CunningDCBASharpens the wearer for study.
global learning factor +0.04
Darksteel armourCA near-black steel. Its wounds bleed badly.
melee dodge chance +2
Dead manDThe wearer fears little.
mental break threshold -0.02
Dragonsteel armourCRed-gold steel forged in dragonfire. Burns what it cuts, and turns fire aside.
resists Flame
DreadAArmour that instils dread: melee attackers may flee. Only an artisan who knows the Dread technique can make it.
made with the Ifu (Dread) technique
Electricity resistanceCBAArmour that grounds lightning. Only an artisan who knows the Electricity Resistance technique can make it.
resists KZ_Lightning, EMP; made with the Taiden (Electricity Resistance) technique
Elemental resistanceDCBAShields the wearer from fire, heat and cold.
armor rating heat +0.08; comfy temperature min -4; comfy temperature max +4
EnliveningCArmour that keeps the wearer going: a little less damage. Only an artisan who knows the Enlivening technique can make it.
incoming damage factor -0.02; made with the Kakki (Enlivening) technique
FabulousCBAThe wearer looks and talks the part.
social impact +0.04; negotiation ability +0.03
FearsomeBArmour with a fearful aura: melee attackers may flee. Only an artisan who knows the Fearsome technique can make it.
made with the Ifū (Fearsome) technique
FeatherweightDThe gear feels lighter than it is.
move speed +0.08
Fire resistanceCBAArmour that holds off flame. Only an artisan who knows the Fire Resistance technique can make it.
resists Flame; made with the Taika (Fire Resistance) technique
Fire-forged steel armourCSteel quenched in cinderbloom oil. Weapons of it burn; armour of it shrugs off fire.
resists Flame
FocusedDThe wearer is not fooled by feints.
melee dodge chance +2
Fortify alchemyDCBASSpeeds up all of the wearer's alchemy.
n f brewing speed +0.04; n f crystalmancy speed +0.04; n f demolition speed +0.04; drug synthesis speed +0.04
Fortify craftDCBASSpeeds up all of the wearer's crafting.
general labor speed +0.04
Frost-forged steel armourCSteel tempered in frostcap. Weapons of it bite with cold; armour of it keeps the wearer warm.
comfy temperature min -8
Gash's baneCTurns aside cuts and stabs.
resists Cut, Stab
Great resolveAArmour that steadies the mind. Only an artisan who knows the Great Resolve technique can make it.
mental break threshold -0.02; made with the Daiketsui (Great Resolve) technique
HammerblockCSoftens crushing blows.
resists Blunt
HappySA warm glow that keeps the wearer's spirits up.
mental break threshold -0.03
Healer'sCBASteadies the wearer's hands when treating wounds.
medical tend quality +0.04; medical tend speed +0.05
Healer's catalystCThe wearer's wounds heal faster.
injury healing factor +0.1
Herculean strengthBASLends the wearer enormous strength.
carrying capacity +15; melee damage factor +0.04
Involuntary safeguardsSThe highest armour seal: powerful healing that keeps the wearer standing.
pain shock threshold +0.05
InvulnerabilityBA ward of chakra dulls all harm.
incoming damage factor -0.04
Iron gutCPoisons barely take hold of the wearer.
toxic resistance +0.1
Iron heartCArmour that helps the wearer stay standing through pain. Only an artisan who knows the Iron Heart technique can make it.
pain shock threshold +0.03; made with the Tesshin (Iron Heart) technique
JoltingDAnyone who strikes the wearer in melee gets a jolt of lightning.
hurts melee attackers with: KZ_Lightning
Jutsu storingBASHolds the chakra of one technique the wearer knows, up to the seal's rank. Release it later to cast that technique at once for free.
stores a technique
Keen intellectBASSharpens the wearer's mind for study and learning.
global learning factor +0.06; research speed +0.05
Luminous wardAShines with light and wards off every element.
resists Flame, Burn, Frostbite, KZ_Lightning, Stun
Mask of terrorAMelee attackers can lose their nerve and run.
Mithral armourCA shining, very light metal. Weapons of it are quick; armour of it hardly weighs a thing.
move speed +0.08
Mystical armourDCBASA deflecting ward that makes the wearer harder to hit in melee.
melee dodge chance +2
Natural armourDCBASToughens the wearer's own skin.
armor rating blunt +0.05; armor rating sharp +0.03
Natural feedbackCAnyone who strikes the wearer in melee is scorched.
hurts melee attackers with: Flame
NorthlandDThe wearer shrugs off the cold.
comfy temperature min -8
PerceptionCSharpens the wearer's eyes.
worn effect: NF_SealPerception
Pleasant dreamsDClothing that gives deep, quick rest. Only an artisan who knows the Pleasant Dreams technique can make it.
rest rate multiplier +0.08; made with the Kōmu (Pleasant Dreams) technique
PowerDCBLends strength to the wearer's blows.
melee damage factor +0.06
PrecisionDCSteadies the wearer's aim.
shooting accuracy pawn +2
Preternatural enduranceBASHardens the wearer against sickness, poison and pain.
immunity gain speed +0.06; toxic resistance +0.05; pain shock threshold +0.03
Preternatural graceBASMakes the wearer quick and light on their feet.
move speed +0.15
RestorationCBKnits the wearer's wounds closed over time.
injury healing factor +0.15
RestrainingDCBASBinds the wearer's movement. Put it on prisoners.
move speed -0.4
Sentinel's maskDCBFilters smoke and poison from the wearer's breath.
toxic resistance +0.05
ShinobiBSubtle misdirection: the wearer is harder to hit.
melee dodge chance +3
Slap leathersDThe wearer draws and aims faster.
aiming delay factor -0.04
Sonic resistanceCBAArmour that deadens sound attacks. Only an artisan who knows the Sonic Resistance technique can make it.
resists Stun; made with the Taion (Sonic Resistance) technique
SpearblockCTurns aside thrusts and stabs.
resists Stab
Starmetal armourCMetal from a fallen star. Its blows flash like starlight and can dazzle.
shooting accuracy pawn +2
Stone hideBTurns the wearer's skin hard as stone, at a small cost to speed.
armor rating sharp +0.08; armor rating blunt +0.08; move speed -0.06
StonemeldSThe essence of an earth elemental in the armour. Only an artisan who knows the Stonemeld technique can make it.
armor rating sharp +0.04; armor rating blunt +0.04; made with the Ishi Tōgō (Stonemeld) technique
Stormium armourCA dark-blue metal full of sparks. Weapons of it can stun.
move speed +0.1
StypticDStems the wearer's bleeding.
worn effect: NF_SealStyptic
Tailored trousersBThe wearer fits in anywhere.
negotiation ability +0.05
Unshakeable resolveCFear has little hold on the wearer.
mental break threshold -0.04
Venator's alloy armourCThe demon hunters' alloy. Strong against monsters and against techniques.
resists Psychic
Vigorous protectionBTakes the edge off heavy blows.
incoming damage factor -0.03
Vitality's guardCSoftens blows and stabs.
resists Blunt, Stab
Water's screenCSoftens blows and cuts.
resists Blunt, Cut
Workman'sDCBASSpeeds up all of the wearer's work.
work speed global +0.04
Wound closureCThe wearer's wounds close on their own: less bleeding, faster healing.
injury healing factor +0.1; worn effect: NF_SealWoundClosure
Youthful focusCFocuses the wearer's taijutsu.
melee hit chance +2
Youthful serenityCA calm, steady mind.
mental break threshold -0.03