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Legendary, stealthy assassins from Japan's feudal era, who are well-trained in the art of the sword, and who may or may not have access to magical powers.
Experience Points are part of a character advancement system commonly found in RPGs. These points are generally gained by defeating an enemy or completing a task.
Regenerating health is a gameplay mechanic which automatically refills the players health bar after successfully escaping damage for a set amount of time. It is typically seen in RPGs and modern first/third-person shooters.
A style of play in multiplayer gaming with the purpose of annoying, irritating and angering other players.
Environments cycle between day and night, often with effects on other aspects of the game.
An attack that does more damage than usual, usually affected by random chance and some sort of modifier.
A persistent world is a game environment that is permanent and dynamic. This is seen in many MMO's.
Health is a value that gauges how much damage players can take in a game before they die or pass out. Also known as life in some games. Health is usually represented by a bar or a percentage instead of an exact amount. Found in most non sport games
Weapons can often be upgraded with new attachments, augmentations, or magical enchantments. These upgrades result in the original item being more powerful than originally intended.
The concept of using two weapons at once, often for more damage at the cost of accuracy, the use of a shield, grenades, or other similar accessories.
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