Level Chart
One Ability Point Gained per Level
1 --- 0 User May learn Beginners in 1st Element. May Level Up Expertise or Birthright or gain +5 AP. May learn skills in the next rank in a Jutsu Field or Traps or gain 2 AP
2 --- 600 +1 AP
3 --- 700 +1 Maneuverability Point.
4 --- 800 May learn skills in the next rank in a Jutsu Field or Traps or gain 2 AP.
5 --- 900 Gains 25 Health/Energy
6 --- 1000 May learn skills in the next rank in a Jutsu Field or Traps or gain 2 AP.
7 --- 1100 +1 AP
8 --- 1200 +1 Maneuverability Point
9 --- 1300 May learn skills in the next rank in a Jutsu Field or Traps or gain 2 AP.
One Ability Point Gained per Level
10 --- 1400 Gains 25 Health/Energy
11 --- 1500 +1 AP
12 --- 1600 Learns how to balance Chakra while Moving. Basic Abilities
13 --- 1700 +1 Maneuverability Point
14 --- 1800 May learn skills in the next rank in a Jutsu Field or Traps or gain 2 AP.
15 --- 1900 Allows the user to use a Fighting Style. Gains 25 Health/Energy
16 --- 2000 May level up one of his elements or gain 2 AP.
17 --- 2100 Able to become a Test Proctor.
18 --- 2200 +1 Maneuverability Point
19 --- 2300 May learn skills in the next rank in a Jutsu Field or Traps or gain 2 AP.
Two Ability Point Gained per Level
20 --- 2400 The Player may now Summon Creatures and Sign a Blood Pact. Gains 25 Health/Energy
21 --- 2500 Allowed to become a Squad Leader
22 --- 2600 +3 Chakra Maneuverability Point. May learn skills in the next rank in a Jutsu Field or Traps or Gain 3 AP.
23 --- 2700 +1 Maneuverability Point. + 1 AP.
24 --- 2800 May Level Up Expertise or Birthright or gain +10 AP
25 --- 2900 Gains 25 Health/Energy
26 --- 3000 +1 Creature Point. May learn skills in the next rank in a Jutsu Field or Traps or Gain 3 AP
27 --- 3100 Able to become an Intelligence, Sensor, or Interrogation in Warfare. (pick one). May Level up one of your (sub)Elements or gain 10 AP.
28 --- 3200 +1 Maneuverability Point.+1 AP
29 --- 3300 May Learn Collaboration Skills for 1st Element.
Two Ability Point Gained per Level
30 --- 3400 Gains 25 Health/Energy. May learn skills in the next rank in a Jutsu Field or Traps or Gain 3 AP
31 --- 3500 Able to become a Medical, Barrier, or Cooking Ninja in Warfare. (pick one)
32 --- 3600 +3 Chakra Maneuverability Point. May learn skills in the next rank in a Jutsu Field or Traps or Gain 3 AP.
33 --- 3700 Able to Become an Hunter Ninja in Village. Gains 25 Health/Energy +1 Maneuverability Point
34 --- 3860 Able to become a Chuunin Test Procter.
35 --- 3970 Gains 25 Health/Energy
36 --- 4030 +1 Creature Point. May learn skills in the next rank in a Jutsu Field or Traps or gain 3 AP.
37 --- 4110 Able to become a Tutor in one Jutsu field or Traps.
38 --- 4250 +1 Maneuverability Point. +1 AP
39 --- 4380 May Level up one of your (sub)Elements or gain 15 AP.
Three Ability Point Gained per Level
40 --- 4430 Gains 25 Health/Energy. +1 AP
41 --- 4570 May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
42 --- 4620 +3 Chakra Maneuverability Point
43 --- 4730 Able to Become a Courier Ninja
44 --- 4850 May Level Up Expertise or Birthright or gain +15 AP
45 --- 5530 Gains 25 Health/Energy
46 --- 5060 +1 Creature Point. + 2 AP
47 --- 5170 Able to Become a ANBU Member in Village. May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
48 --- 5250 +1 Maneuverability Point
49 --- 5380 May Level up one of your (sub)Elements or gain 15 AP.
Three Ability Point Gained per Level
50 --- 5670 Able to Become an ANBU Leader in Village. Gains 25 Health/Energy. May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
51 --- 5890 Able to become a Medical, Barrier, or Cooking Ninja in Warfare. (pick one)
52 --- 5950 +3 Chakra Maneuverability Point. May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
53 --- 6000 +1 Maneuverability Point. May Level up one of your (sub)Elements or gain 20 AP
54 --- 6120 Able to become an Intelligence, Sensor, or Interrogation in Warfare. (pick one)
55 --- 6210 Able to be a Jounin Test Procter. Gains 25 Health/Energy
56 --- 6300 +1 Creature Point. +2 AP
57 --- 6520 Able to become a Tutor in a second Field, May get a 2nd Fighting Style or Get 15 AP
58 --- 6650 +1 Maneuverability Point. May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
59 --- 6720 May Learn Collaboration Techniques with your Birthright or Expertise.
Four Ability Point Gained per Level
60 --- 6850 May Now Possess an Energy Amplifier.Gains 25 Health/Energy
61 --- 6970 May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
62 --- 7000 +3 Chakra Maneuverability Point, may Learn Body Flicker
63 --- 7130 +1 Maneuverability Point. May Level Up Expertise or Birthright or gain +20 AP
64 --- 7270 Able to Become a Hunter Ninja Squad Leader in Village
65 --- 7340 Gains 25 Health/Energy. May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
66 --- 7480 +1 Creature Point. May Learn Collaboration Skills for 2nd Element.
67 --- 7590 Able to become a Tutor in a third Field
68 --- 7610 +1 Maneuverability Point,+ 3 AP
69 --- 7777 Able to become a Medical, Barrier, or Cooking Ninja in Warfare. (pick one)
Four Ability Point Gained per Level
70 --- 7950 May Level up one of your (sub)Elements or gain 15 AP. Gains 25 Health/Energy. May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
71 --- 8230 Able to become an Intelligence, Sensor, or Interrogation in Warfare. (pick one)
72 --- 8450 +3 Chakra Maneuverability Point.
73 --- 8690 +1 Maneuverability Point. May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
74 --- 8880 Able to become a Tutor in a fourth Field
75 --- 8950 Gains 25 Health/Energy
76 --- 9055 +1 Creature Point. May Level up one of your (sub)Elements or gain 15 AP.
77 --- 9265 Able to become an Anbu Squad Leader.+1 Maneuverability Point
78 --- 9431 +1 Maneuverability Point. May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
79 --- 9680 May Learn Collaboration Techniques with your Birthright or Expertise.
Four Ability Point Gained per Level
80 --- 9999 Gain The Title: Sannin Of Village. Gains 25 Health/Energy May Level up one of your (sub)Elements or gain 20 AP.
81 --- 10050 May Learn Collaboration Skills for Subtle Element.
82 --- 10160 +3 Chakra Maneuverability Point
83 --- 10380 +1 Maneuverability Point
84 --- 10490 Able to become the Jounin Commander.+1 Maneuverability Point. May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
85 --- 10780 Gains 25 Health/Energy
86 --- 10900 +1 Creature Point. +3 AP
87 --- 11300 May Level Up Expertise or Birthright or gain +20 AP
88 --- 11500 +1 Maneuverability Point. May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
89 --- 11800 May Level up one of your (sub)Elements or gain 20 AP.
Five Ability Point Gained per Level
90 --- 12600 Gain The Title: Legendary Sannin Of the {Country Name}. Gains 25 Health/Energy
91 --- 12900 May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
92 --- 13200 +3 Chakra Maneuverability Point
93 --- 13600 +1 Maneuverability Point
94 --- 13800 Able to become a Tutor in Collaboration Techniques
95 --- 14500 Gains 25 Health/Energy
96 --- 14800 +1 Creature Point. May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
97 --- 15780 +4 AP
98 --- 16430 +1 Maneuverability Point. +4 AP
99 --- 17892 May Level up one of your (sub)Elements or gain 20 AP. May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
Six Ability Point Gained per Level
100 --- 20000 +1 Creature Point. Gains 25 Health/ 50 Energy. May Level Up Expertise or Birthright or gain +20 AP
One Ability Point Gained per Level
1 --- 0 User May learn Beginners in 1st Element. May Level Up Expertise or Birthright or gain +5 AP. May learn skills in the next rank in a Jutsu Field or Traps or gain 2 AP
2 --- 600 +1 AP
3 --- 700 +1 Maneuverability Point.
4 --- 800 May learn skills in the next rank in a Jutsu Field or Traps or gain 2 AP.
5 --- 900 Gains 25 Health/Energy
6 --- 1000 May learn skills in the next rank in a Jutsu Field or Traps or gain 2 AP.
7 --- 1100 +1 AP
8 --- 1200 +1 Maneuverability Point
9 --- 1300 May learn skills in the next rank in a Jutsu Field or Traps or gain 2 AP.
One Ability Point Gained per Level
10 --- 1400 Gains 25 Health/Energy
11 --- 1500 +1 AP
12 --- 1600 Learns how to balance Chakra while Moving. Basic Abilities
13 --- 1700 +1 Maneuverability Point
14 --- 1800 May learn skills in the next rank in a Jutsu Field or Traps or gain 2 AP.
15 --- 1900 Allows the user to use a Fighting Style. Gains 25 Health/Energy
16 --- 2000 May level up one of his elements or gain 2 AP.
17 --- 2100 Able to become a Test Proctor.
18 --- 2200 +1 Maneuverability Point
19 --- 2300 May learn skills in the next rank in a Jutsu Field or Traps or gain 2 AP.
Two Ability Point Gained per Level
20 --- 2400 The Player may now Summon Creatures and Sign a Blood Pact. Gains 25 Health/Energy
21 --- 2500 Allowed to become a Squad Leader
22 --- 2600 +3 Chakra Maneuverability Point. May learn skills in the next rank in a Jutsu Field or Traps or Gain 3 AP.
23 --- 2700 +1 Maneuverability Point. + 1 AP.
24 --- 2800 May Level Up Expertise or Birthright or gain +10 AP
25 --- 2900 Gains 25 Health/Energy
26 --- 3000 +1 Creature Point. May learn skills in the next rank in a Jutsu Field or Traps or Gain 3 AP
27 --- 3100 Able to become an Intelligence, Sensor, or Interrogation in Warfare. (pick one). May Level up one of your (sub)Elements or gain 10 AP.
28 --- 3200 +1 Maneuverability Point.+1 AP
29 --- 3300 May Learn Collaboration Skills for 1st Element.
Two Ability Point Gained per Level
30 --- 3400 Gains 25 Health/Energy. May learn skills in the next rank in a Jutsu Field or Traps or Gain 3 AP
31 --- 3500 Able to become a Medical, Barrier, or Cooking Ninja in Warfare. (pick one)
32 --- 3600 +3 Chakra Maneuverability Point. May learn skills in the next rank in a Jutsu Field or Traps or Gain 3 AP.
33 --- 3700 Able to Become an Hunter Ninja in Village. Gains 25 Health/Energy +1 Maneuverability Point
34 --- 3860 Able to become a Chuunin Test Procter.
35 --- 3970 Gains 25 Health/Energy
36 --- 4030 +1 Creature Point. May learn skills in the next rank in a Jutsu Field or Traps or gain 3 AP.
37 --- 4110 Able to become a Tutor in one Jutsu field or Traps.
38 --- 4250 +1 Maneuverability Point. +1 AP
39 --- 4380 May Level up one of your (sub)Elements or gain 15 AP.
Three Ability Point Gained per Level
40 --- 4430 Gains 25 Health/Energy. +1 AP
41 --- 4570 May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
42 --- 4620 +3 Chakra Maneuverability Point
43 --- 4730 Able to Become a Courier Ninja
44 --- 4850 May Level Up Expertise or Birthright or gain +15 AP
45 --- 5530 Gains 25 Health/Energy
46 --- 5060 +1 Creature Point. + 2 AP
47 --- 5170 Able to Become a ANBU Member in Village. May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
48 --- 5250 +1 Maneuverability Point
49 --- 5380 May Level up one of your (sub)Elements or gain 15 AP.
Three Ability Point Gained per Level
50 --- 5670 Able to Become an ANBU Leader in Village. Gains 25 Health/Energy. May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
51 --- 5890 Able to become a Medical, Barrier, or Cooking Ninja in Warfare. (pick one)
52 --- 5950 +3 Chakra Maneuverability Point. May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
53 --- 6000 +1 Maneuverability Point. May Level up one of your (sub)Elements or gain 20 AP
54 --- 6120 Able to become an Intelligence, Sensor, or Interrogation in Warfare. (pick one)
55 --- 6210 Able to be a Jounin Test Procter. Gains 25 Health/Energy
56 --- 6300 +1 Creature Point. +2 AP
57 --- 6520 Able to become a Tutor in a second Field, May get a 2nd Fighting Style or Get 15 AP
58 --- 6650 +1 Maneuverability Point. May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
59 --- 6720 May Learn Collaboration Techniques with your Birthright or Expertise.
Four Ability Point Gained per Level
60 --- 6850 May Now Possess an Energy Amplifier.Gains 25 Health/Energy
61 --- 6970 May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
62 --- 7000 +3 Chakra Maneuverability Point, may Learn Body Flicker
63 --- 7130 +1 Maneuverability Point. May Level Up Expertise or Birthright or gain +20 AP
64 --- 7270 Able to Become a Hunter Ninja Squad Leader in Village
65 --- 7340 Gains 25 Health/Energy. May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
66 --- 7480 +1 Creature Point. May Learn Collaboration Skills for 2nd Element.
67 --- 7590 Able to become a Tutor in a third Field
68 --- 7610 +1 Maneuverability Point,+ 3 AP
69 --- 7777 Able to become a Medical, Barrier, or Cooking Ninja in Warfare. (pick one)
Four Ability Point Gained per Level
70 --- 7950 May Level up one of your (sub)Elements or gain 15 AP. Gains 25 Health/Energy. May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
71 --- 8230 Able to become an Intelligence, Sensor, or Interrogation in Warfare. (pick one)
72 --- 8450 +3 Chakra Maneuverability Point.
73 --- 8690 +1 Maneuverability Point. May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
74 --- 8880 Able to become a Tutor in a fourth Field
75 --- 8950 Gains 25 Health/Energy
76 --- 9055 +1 Creature Point. May Level up one of your (sub)Elements or gain 15 AP.
77 --- 9265 Able to become an Anbu Squad Leader.+1 Maneuverability Point
78 --- 9431 +1 Maneuverability Point. May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
79 --- 9680 May Learn Collaboration Techniques with your Birthright or Expertise.
Four Ability Point Gained per Level
80 --- 9999 Gain The Title: Sannin Of Village. Gains 25 Health/Energy May Level up one of your (sub)Elements or gain 20 AP.
81 --- 10050 May Learn Collaboration Skills for Subtle Element.
82 --- 10160 +3 Chakra Maneuverability Point
83 --- 10380 +1 Maneuverability Point
84 --- 10490 Able to become the Jounin Commander.+1 Maneuverability Point. May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
85 --- 10780 Gains 25 Health/Energy
86 --- 10900 +1 Creature Point. +3 AP
87 --- 11300 May Level Up Expertise or Birthright or gain +20 AP
88 --- 11500 +1 Maneuverability Point. May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
89 --- 11800 May Level up one of your (sub)Elements or gain 20 AP.
Five Ability Point Gained per Level
90 --- 12600 Gain The Title: Legendary Sannin Of the {Country Name}. Gains 25 Health/Energy
91 --- 12900 May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
92 --- 13200 +3 Chakra Maneuverability Point
93 --- 13600 +1 Maneuverability Point
94 --- 13800 Able to become a Tutor in Collaboration Techniques
95 --- 14500 Gains 25 Health/Energy
96 --- 14800 +1 Creature Point. May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
97 --- 15780 +4 AP
98 --- 16430 +1 Maneuverability Point. +4 AP
99 --- 17892 May Level up one of your (sub)Elements or gain 20 AP. May learn skills in the next rank in a Jutsu Field or Traps or Gain 5 AP.
Six Ability Point Gained per Level
100 --- 20000 +1 Creature Point. Gains 25 Health/ 50 Energy. May Level Up Expertise or Birthright or gain +20 AP