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Naruto: Will of Fire

Become a shinobi. There are hand seals, 150+ jutsu's, 10 boss fights, tailed beasts, story arcs, hidden villages and ninja dimensions and more.
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Naruto: Will of Fire 4.7.0

File namenarutocraft-1.20.1-4.7.0.jar
Uploaded
Oct 23, 2026
Downloads
11
Size
22.2 MB
Mod Loaders
Forge
File ID
9293450
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:naruto-will-of-fire-1746781:9293450")

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What's new

Naruto: Will of Fire 4.7.0

The "Road to 10/10" update. Back up your worlds before updating (saves upgrade on their own). Clients and servers must both update (network version 19, which also checks both sides have the same jutsu).

For players: what happens to your save

  • Some jutsu that played exactly alike were merged into mastery levels of one technique. Big Ball Rasengan, Super-Ultra-Big Ball Rasengan and Planetary Rasengan are now Rasengan mastery levels 2, 3 and 4 (cast them under their own names once you reach the level); the Sexy Technique variants are its levels. If you knew a merged jutsu you keep it as that mastery level; scrolls, loadout slots, favourites, cooldowns and trainings carry over.
  • A jutsu removed with nothing to become is refunded (300 Ryo each, one message), and its scrolls become Faded Jutsu Scrolls that trade in for Ryo - nothing disappears silently.
  • Saves from every earlier version (3.5 to 4.6) upgrade, step by step, with exactly what those versions gave you.
  • Opening a world in an older version than it was saved with no longer wipes newer data.

Added

  • Every jutsu plays like itself. Jutsu are built from parts - how they travel, what they do, and a twist - and no two play the same way. Each canon jutsu has a twist that fits it (lightning arcs to a second enemy, earth can't reach anyone in the air, genjutsu needs eye contact, forbidden techniques cost health...), each with a counter.
  • Jutsu move differently, not just look different. Attacks now have a form - how they move - and a hit - what they do when they land. A wave rolls out and carries you with it; a tornado drifts and drags you in; needles and hail rain on a marked circle; spikes erupt under a warning mark; a crack races along the ground and bursts along its whole line; a dome closes over its target; a breath is kept up while the caster turns; a wall rises in front. Projectiles fly their own way: dragons weave and bite through up to three enemies, sharks and hounds run along the ground after you, the Water Dragon climbs and dives, bombs are lobbed, spears pierce a whole line, shuriken come back, orbs circle the caster before launching, and some shots split into chasing pieces. Hits burn, soak, shock (and jump to a neighbour), cut (bleeding), crush, launch, poison, drain chakra, bind, blind, chill, pull or seal. 534 canon attacks were given the form and hit that fit their name, and no two attacks of the same nature share both; the jutsu wheel says how each one moves and how to get out of its way. Costs and cooldowns were re-tuned to the new strengths.
  • No two jutsu feel the same. Barriers come in four kinds (a ward, a mirror that turns projectiles back, a dome that pushes enemies out, a sanctuary that heals allies), hiding in five (vanish, burrow and burst up, a blinding smoke cloud, a log swap, a leap away), sensing in three (a pulse, a lock-on that makes one target take more damage, a scan that slows everyone it finds). Attacks that move alike add a second effect (a breath that burns and blinds), and many jutsu leave their caster a boon (speed, a shell of extra hearts, a counter, a log swap...). The jutsu wheel lists it all. Hand-written jutsu that shared a move got their own too: Liger Bomb shocks, Blue Flame Claws burn, Triple Scythe drains, Hiramekarei soaks, Seven Swords Dance bleeds, Sage Frog Song binds...
  • Every jutsu has a special trait of its own. 930 jutsu each got a "when X, Y" no other jutsu has - against a wet target Lightning Hound stuns; a Great Fireball that hits someone against a wall leaves the ground burning; Supercooled Water freezes whoever is running; Hiruko's Poison Tail stops healing; a shadow jutsu works in the dark; a fist hits harder the second time. Thirty conditions (in the air, from behind, at night, against a guard, a marked target...) and forty-eight effects (swap places, cage them in spikes, a delayed charge, an echo hit, no jumping, a dearer next jutsu, a chakra refund...). Signature jutsu and hand-written jutsu with mechanics of their own keep theirs. The jutsu wheel shows each one under Special.
  • Signature jutsu with their own rules: the Rasengan is held in your hand and grinds before it launches; Chidori is a charge that can barely turn; the Rasenshuriken bursts into a dome of wind blades (and hurts your arm outside Sage Mode); Shadow Possession crawls along the ground and makes the target copy you; Water Prison holds until someone hits the caster; Amaterasu can't be put out by water; Kamui can't be hit or hit back; Kirin needs open sky and loves storms; Gentle Fist closes chakra points; the seals each have a purpose (tailed beasts, curses, the Sword of Totsuka).
  • The five natures play off each other: clashing projectiles (fire beats wind, wind lightning, lightning earth, earth water, water fire), wind feeds a friend's fire, water soaks (lightning then arcs, fire steams out, earth turns to mud), wind fans flames.
  • Jutsu are data: every jutsu's numbers and effect are in data files that datapacks can change.
  • Settings screen in game (Mods list > Config): visuals, comfort, HUD with a live preview, audio.
  • Learn how to beat what beat you: a death recap card, a one-time hint when a signature jutsu first hits you, and how each jutsu travels, what it does, its twist and how to beat it in the jutsu wheel, Ninja Menu and Quest Book.
  • Comfort options: Charge and Guard can toggle; the dash camera zoom can be turned off; a symbol beside each nature's colour.
  • /naruto debug (operators): writes a bug-report file.
  • Mastery levels: cast a jutsu that has levels to earn them (rank limits apply).
  • New tailed beast and summon models. All ten tailed beasts and every summon (Gamabunta, Gamakichi, Fukasaku and Shima, Katsuyu, Manda, Aoda, Enma, Garuda and Pain's eight animals) are rebuilt from scratch out of chunky blocks with pixel-art faces: Kurama's nine fanned tails and slit eyes, Shukaku's star eyes, Isobu's spiked shell, Chomei's veined wings, Gamabunta's coat, pipe and dagger, Manda rearing up on his coils. They walk, bite and swing their tails as before, and their eyes still glow.

Changed

  • Damage bonuses no longer multiply into one-shots. Rank, mode, charge and mastery bonuses add up and flatten out (a Kage in Sage Mode with a full charge hits about 2.6x, not 6.3x; server setting powerBonusCap), and in PvP one player's jutsu can take at most 60% of another's health in a second (pvpBurstCap).
  • Canon jutsu costs and cooldowns now match what they do (a power budget): weak ones are cheaper, strong ones dearer.
  • Every jutsu opens with a look you can tell apart from every other (colours checked by how people see them).
  • Flying Thunder God waits five seconds between jumps with enemies near (still one second for travel).
  • Each jutsu cast sends one effects packet instead of many; delayed jutsu effects end when their caster is gone.
  • At most three screen flashes a second, from every source together (photosensitivity).
  • The jar name includes the Minecraft version (narutocraft-1.20.1-4.7.0.jar).

Changed: a fairer, clearer jutsu list

  • Signature techniques stay with their characters: 828 of the 1,057 jutsu (Kamui, Amaterasu, Tsukuyomi, Deidara's clay, Kisame's sharks, Kaguya's bones, the Rasenshuriken family...) can't be trained, taught or found on scrolls by your own ninja. You use them by living that character's Character Story, and finishing a life still teaches you one. The learnable pool is 229 jutsu. Jutsu you already learned stay learned.
  • Upgrades: 71 variants (Big Ball Rasengan and the Rasengan's other forms, the bigger forms of each nature's techniques) grow out of a base technique. You need the base first, and its training is the groundwork for theirs.
  • Discovery: your lists show your own path (your clan, natures and modes) plus what you've discovered - jutsu you've seen used near you, read on a scroll or been offered by a teacher ("Discovered: ..."). Discovered jutsu appear in the Quest Book with what it takes to learn them, and the jutsu tab counts what's still undiscovered.
  • Ninja Menu Loadout tab: a search box, category tabs (Ninjutsu, Taijutsu, Genjutsu, Clan and mode, Signature, Favorites), shift-click to star a favorite, and upgrades folded under their base (click the base to open them, "+N" shows how many).
  • The jutsu wheel (hold J) shows your loadout and favorites instead of every jutsu you know.
  • Quest Book: a search box, and each upgrade indented under its base in the jutsu tab.

Fixed

  • Re-running the jutsu generator no longer adds a blank line to the looks file each time.
  • Water Spikes is no longer an "upgrade" of Wood Release: Spikes.

Removed

  • The jutsu merged into mastery levels (see above), and the jar no longer contains the GameTests or the dev showcase.

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