Experience point
Encyclopedia
An experience point is a unit of measurement used in many role-playing game
Role-playing game
A role-playing game is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making or character development...

s (RPGs) and role-playing video game
Role-playing video game
Role-playing video games are a video game genre with origins in pen-and-paper role-playing games such as Dungeons & Dragons, using much of the same terminology, settings and game mechanics. The player in RPGs controls one character, or several adventuring party members, fulfilling one or many quests...

s to quantify a player character
Player character
A player character or playable character is a character in a video game or role playing game who is controlled or controllable by a player, and is typically a protagonist of the story told in the course of the game. A player character is a persona of the player who controls it. Player characters...

's progression through the game. Experience points are generally awarded for the completion of quests, overcoming obstacles and opponents, and for successful role-playing
Role-playing
Role-playing refers to the changing of one's behaviour to assume a role, either unconsciously to fill a social role, or consciously to act out an adopted role...

.

In many RPGs, characters start as fairly weak and untrained. When a sufficient amount of experience is obtained, the character "levels up", achieving the next stage of character development. Such an event usually increases the character's statistics, such as health points and strength, and may permit the character to acquire new abilities or improve existing ones.

In some role-playing games, particularly those derived from Dungeons & Dragons
Dungeons & Dragons
Dungeons & Dragons is a fantasy role-playing game originally designed by Gary Gygax and Dave Arneson, and first published in 1974 by Tactical Studies Rules, Inc. . The game has been published by Wizards of the Coast since 1997...

, experience points are used to improve characters in discrete experience levels; in other games, such as GURPS
GURPS
The Generic Universal RolePlaying System, or GURPS, is a tabletop role-playing game system designed to allow for play in any game setting...

and the World of Darkness
World of Darkness
"World of Darkness" is the name given to three related but distinct fictional universes created as settings for supernatural horror themed role-playing games. It is also the name of roleplaying games in the second and third settings...

games, experience points are spent on specific abilities or attributes chosen by the player.

In most games, as the difficulty of the challenge increases, the experience rewarded for overcoming it also increases. As players gain more experience points, the amount of experience needed to gain new abilities typically increases. Alternatively, games keep the amount of experience points per level constant, but progressively lower the experience gained for the same tasks as the character's level increases. Thus, as the player character
Player character
A player character or playable character is a character in a video game or role playing game who is controlled or controllable by a player, and is typically a protagonist of the story told in the course of the game. A player character is a persona of the player who controls it. Player characters...

 strengthens from gaining experience, they are encouraged to accept tasks that are commensurate with their improved abilities in order to advance.

Level-based progression

In games derived from Dungeons & Dragons
Dungeons & Dragons
Dungeons & Dragons is a fantasy role-playing game originally designed by Gary Gygax and Dave Arneson, and first published in 1974 by Tactical Studies Rules, Inc. . The game has been published by Wizards of the Coast since 1997...

(D&D), an accumulation of a sufficient number of experience points increases a character's "level", a number that represents a character's overall skill and experience. To "level" or "level up" means to gain enough XP to reach the next level. By gaining a level, a character's abilities or stats will increase, making the character stronger and able to accomplish more difficult tasks, including safely battling stronger enemies, gaining access to more powerful abilities (such as spells or combat techniques), and to make, fix or disable more complex mechanical devices, or resolve increasingly difficult social challenges.

Typically levels are associated with a character class
Character class
In role-playing games, a common method of arbitrating the capabilities of different game characters is to assign each one to a character class. A character class aggregates several abilities and aptitudes, and may also sometimes detail aspects of background and social standing or impose behaviour...

, and many systems will allow combinations of classes, allowing a player to customize how their character develops.

Experience levels in western games fell out of vogue during the late 1980s and most of the 1990s, but began to come back with the 2000 release of D&D 3rd Edition and the d20 System
D20 System
The d20 System is a role-playing game system published in 2000 by Wizards of the Coast originally developed for the third edition of Dungeons & Dragons...

. Some systems that use a level-based experience system also incorporate the ability to purchase specific traits with a set amount of experience; for example, D&D 3rd Edition bases the creation of magical
Magic (paranormal)
Magic is the claimed art of manipulating aspects of reality either by supernatural means or through knowledge of occult laws unknown to science. It is in contrast to science, in that science does not accept anything not subject to either direct or indirect observation, and subject to logical...

 items around a system of experience expenditure (known as burning xp) and also uses a system of feat selection which closely matches the advantages of systems such as GURPS
GURPS
The Generic Universal RolePlaying System, or GURPS, is a tabletop role-playing game system designed to allow for play in any game setting...

 or the Hero System
Hero System
The Hero System is a generic role-playing game system that developed from the superhero RPG Champions. It is used as the underlying mechanics of other Hero Games role-playing games such as Dark Champions, Fantasy Hero, Star Hero, and Pulp Hero...

. The d20 system also introduced the concept of prestige classes which bundle sets of mechanics, character development and requirements into a package which can be "leveled" like an ordinary class.

Some games have a level cap, or a limit of levels available. For example, in the online game RuneScape
RuneScape
RuneScape is a fantasy massively multiplayer online role-playing game released in January 2001 by Andrew and Paul Gower, and developed and published by Jagex Games Studio. It is a graphical browser game implemented on the client-side in Java, and incorporates 3D rendering...

, no player can currently get higher than level 138, nor can any one skill gain more than 200 million experience. Some games have a dynamic level cap, where the level cap is dependent upon the levels of the average player (so it gradually increases).

Activity-based progression

In some systems, such as the classic tabletop role-playing games Traveller
Traveller (role-playing game)
Traveller is a series of related science fiction role-playing games, the first published in 1977 by Game Designers' Workshop and subsequent editions by various companies remaining in print to this day. The game was inspired from such classic science fiction stories as the Dumarest saga series by...

, Call of Cthulhu
Call of Cthulhu (role-playing game)
Call of Cthulhu is a horror fiction role-playing game based on H. P. Lovecraft's story of the same name and the associated Cthulhu Mythos.The game, often abbreviated as CoC, is published by Chaosium.-Setting:...

and Basic Role-Playing
Basic Role-Playing
Basic Role-Playing is a role-playing game system which originated in the fantasy-oriented RuneQuest role-playing game rules...

, and the role-playing video games Final Fantasy II
Final Fantasy II
is a fantasy role-playing video game developed and published by Square in 1988 for the Family Computer as the second installment of the Final Fantasy series. The game has received numerous enhanced remakes for the WonderSwan Color, the Sony PlayStation, Japanese mobile phones, the Game Boy...

, The Elder Scrolls III: Morrowind
The Elder Scrolls III: Morrowind
The Elder Scrolls III: Morrowind, often simply referred to as Morrowind, is a single-player computer role-playing game developed by Bethesda Game Studios, and published by Bethesda Softworks and Ubisoft. It is the third installment in The Elder Scrolls series of games, following The Elder Scrolls...

, the SaGa and Grandia series, and Final Fantasy XIV
Final Fantasy XIV
, also known as Final Fantasy XIV Online, is the fourteenth installment in the Final Fantasy series. It was released in September 2010 for Microsoft Windows, with a PlayStation 3 port in development. The game is a massively multiplayer online role-playing game and is developed and published by...

, progression is based on increasing individual statistic
Statistic (role-playing games)
A statistic in role-playing games is a piece of data which represents a particular aspect of a fictional character. That piece of data is usually a integer or, in some cases, a set of dice....

s (skills, rank and other features) of the character, and is not driven by the acquisition of (general) experience points. The skills and attributes are made to grow through exercised use.

Free-form advancement

Free-form advancement is a method employed by many modern role-playing systems, such as GURPS
GURPS
The Generic Universal RolePlaying System, or GURPS, is a tabletop role-playing game system designed to allow for play in any game setting...

, Hero
Hero System
The Hero System is a generic role-playing game system that developed from the superhero RPG Champions. It is used as the underlying mechanics of other Hero Games role-playing games such as Dark Champions, Fantasy Hero, Star Hero, and Pulp Hero...

 or the World of Darkness
World of Darkness
"World of Darkness" is the name given to three related but distinct fictional universes created as settings for supernatural horror themed role-playing games. It is also the name of roleplaying games in the second and third settings...

 series. It allows the player to select which skills to advance by allocating "points". Each character attribute is assigned a price to improve, so for example it might cost a character 2 points to raise an archery
Archery
Archery is the art, practice, or skill of propelling arrows with the use of a bow, from Latin arcus. Archery has historically been used for hunting and combat; in modern times, however, its main use is that of a recreational activity...

 skill one notch, 10 points to raise overall dexterity by one, or it might cost 20 points to learn a new magic spell.

Players are typically free to spend points however they choose, which greatly increases the control that a player has over the character's development, but also usually causes players to find that complexity increases as well. Some games therefore simplify character creation and advancement by suggesting packages or templates of pre-selected ability sets, so for example a player could have their character become an "investigator" by purchasing a package deal which includes many skills and abilities, rather than buying them each separately.

Cash-In Advancement

A Cash-in Experience advancement system uses experience points to "purchase" such character advancements as Class Levels, Skill Points, new skills, feats or increasing saving throw bonuses or base attribute points each of which has a set cost in experience points with set limits on the maximum bonuses that can be purchased at a given time usually once per game session. Once experience points are used thus they are "spent" and are erased from the character record or marked as spent and cannot be used again. Final Fantasy XIII
Final Fantasy XIII
is a console role-playing video game developed and published by Square Enix for the PlayStation 3 and the Xbox 360. Released in 2009 in Japan and 2010 in North America and PAL regions, it is the thirteenth major installment in the Final Fantasy series...

, Dice & Glory
Dice & Glory
Dice & Glory is a generic role-playing game system created by Robert A. Neri Jr. and published by Ranger Games. The game was first published as a "Lite" version in late 2006 and later the Core Rulebook in February 2007 by Ranger Games...

, and Warhammer Fantasy Roleplay
Warhammer Fantasy Roleplay
Warhammer Fantasy Roleplay is a role-playing game set in the Warhammer Fantasy setting. Over the years, it has been through a number of phases and different publishers, most of which were related in some way to Games Workshop...

 are examples of games that use a cash-in advancement system.

Hybrid systems

Some games use advancement systems which combine elements from two or more of the above types. For example, in the third edition of Dungeons & Dragons
Dungeons & Dragons
Dungeons & Dragons is a fantasy role-playing game originally designed by Gary Gygax and Dave Arneson, and first published in 1974 by Tactical Studies Rules, Inc. . The game has been published by Wizards of the Coast since 1997...

, whenever a level is gained in a character class, it provides a number of skill points (the exact number is calculated based on the class and the character's intelligence statistic), which can be spent to raise various skills. Character level (generally the sum of a character's total levels in all classes) is used to calculate how high skills can be raised, when an ability score can be raised and when a character can gain new feats (a class of special abilities which include special attacks, proficiencies in various weapons and bonuses on the dice rolls used to determine the outcome of various actions) and how many experience points are needed to advance in level. In Ragnarok Online
Ragnarok Online
Ragnarok Online , often referred to as RO, is a massively multiplayer online role-playing game or MMORPG created by GRAVITY Co., Ltd. based on the manhwa Ragnarok by Lee Myung-jin. It was first released in South Korea on 31 August 2002 for Microsoft Windows and has since been released in many other...

, experience points are divided into two categories: base experience and job experience. Gaining base experience increases a character's base level, which is used to calculate a character's maximum HP and SP
Magic point
Magic points are units of magical power that are used in many role-playing, computer role-playing and similar games as an expendable resource that is needed to pay for magic spells and other abilities, such as special attacks...

, increasing base level also provides points which can be spent to increase stats such as strength, agility and intelligence. Gaining job experience increases a character's job level, each job level provides a skill point which can be spent in the job's skill tree to gain a new ability, such as a spell, special attack or passive bonus, or improve an existing ability.

Video games

Since many early computer role-playing games are derived from Dungeons & Dragons
Dungeons & Dragons
Dungeons & Dragons is a fantasy role-playing game originally designed by Gary Gygax and Dave Arneson, and first published in 1974 by Tactical Studies Rules, Inc. . The game has been published by Wizards of the Coast since 1997...

, most use a level-based experience system (also called "Perks" in some games).

In many games, characters must obtain a minimum level to perform certain actions, such as wielding a particular weapon, entering a restricted area, or earning the respect of a non-player character
Non-player character
A non-player character , sometimes known as a non-person character or non-playable character, in a game is any fictional character not controlled by a player. In electronic games, this usually means a character controlled by the computer through artificial intelligence...

. Some games use a system of "character levels", where higher-level characters hold an absolute advantage over those of lower level. In these games, statistical character management is usually kept to a minimum. Other games use a system of "skill levels" to measure advantages in terms of specific aptitudes, such as weapon handling, spell-casting proficiency, and stealthiness. These games allow the players to customize their characters to a greater extent.

Some games, particularly among MUD
MUD
A MUD , pronounced , is a multiplayer real-time virtual world, with the term usually referring to text-based instances of these. MUDs combine elements of role-playing games, hack and slash, player versus player, interactive fiction, and online chat...

s and MMORPGs, place a limit on the experience a character gains from a single encounter or challenge, to reduce the effectiveness of power-leveling.

Remorting is another technique that, while encouraging power-leveling, alleviates its ill effects by giving the player a sense of achievement as it maintains balance with other characters of lower level within the game.

Perks

"Perks" are special bonuses that video game players can add to their characters to give special abilities. The term refers to the general usage of "perk" as an abbreviation of "perquisite". Perks are a variation of the power-up
Power-up
In computer and video games, power-ups are objects that instantly benefit or add extra abilities to the game character as a game mechanic. This is in contrast to an item, which may or may not have a benefit and can be used at a time chosen by the player...

 mechanic, but are permanent rather than temporary and are progressively unlocked through experience points.

The concept of permanent power-ups that are progressively unlocked dates back to the early NES
Nintendo Entertainment System
The Nintendo Entertainment System is an 8-bit video game console that was released by Nintendo in North America during 1985, in Europe during 1986 and Australia in 1987...

 action RPGs
Action role-playing game
Action role-playing games form a loosely defined sub-genre of role-playing video games that incorporate elements of action or action-adventure games, emphasizing real-time action where the player has direct control over characters, instead of turn-based or menu-based combat...

, Deadly Towers
Deadly Towers
Deadly Towers is an action role-playing video game developed by Lenar and exclusively-licensed by Irem as a software title for the Nintendo Entertainment System . It was released in Japan on December 15, 1986, and in North America in September of the following year...

(1986) and Rygar (1987), which blurred the line between the power-ups used in action-adventures
Action-adventure game
An action-adventure game is a video game that combines elements of the adventure game genre with various action game elements. It is perhaps the broadest and most diverse genre in gaming, and can include many games which might better be categorized under narrow genres...

 and the experience points used in role-playing video game
Role-playing video game
Role-playing video games are a video game genre with origins in pen-and-paper role-playing games such as Dungeons & Dragons, using much of the same terminology, settings and game mechanics. The player in RPGs controls one character, or several adventuring party members, fulfilling one or many quests...

s. The first video game to use the term "perks" to refer to such a mechanic was possibly the 1997 computer role-playing game Fallout. Perks have been used in various other video games in recent times, including first-person shooter
First-person shooter
First-person shooter is a video game genre that centers the gameplay on gun and projectile weapon-based combat through first-person perspective; i.e., the player experiences the action through the eyes of a protagonist. Generally speaking, the first-person shooter shares common traits with other...

s such as Call of Duty 4: Modern Warfare
Call of Duty 4: Modern Warfare
Call of Duty 4: Modern Warfare is a 2007 first-person shooter video game, developed by Infinity Ward and published by Activision for Microsoft Windows, Mac OS X, PlayStation 3, Xbox 360 and Wii. A handheld game was made for the Nintendo DS. The game was released in North America, Australia, and...

(2007), Call of Duty: Modern Warfare 2
Call of Duty: Modern Warfare 2
Call of Duty: Modern Warfare 2 is a first-person shooter video game developed by Infinity Ward and published by Activision for the Xbox 360 and PlayStation 3 video game consoles and the Microsoft Windows operating system. Officially announced on February 11, 2009, the game was released worldwide on...

(2009), and Killing Floor
Killing Floor (2009 video game)
Killing Floor is a cooperative first-person shooter video game developed and published by Tripwire Interactive. It was first released on May 14, 2009, for Microsoft Windows, and for Mac OS X on May 5, 2010.-Gameplay:...

(2009), as well as action game
Action game
Action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction-time. The genre includes diverse subgenres such as fighting games, shooter games, and platform games, which are widely considered the most important action games, though some...

s such as Metal Gear Online
Metal Gear Online
Metal Gear Online, abbreviated MGO, is a PlayStation 3 exclusive online multiplayer spin-off of the Metal Gear video game series. Τhe Starter Pack of MGO is available worldwide bundled with regional versions of Metal Gear Solid 4: Guns of the Patriots, with a standalone release only for Japan...

(2008).

Remorting

"Remorting" (also known as "rebirth", "ascending/ascension", "reincarnating", or "new game plus
New Game Plus
A New Game Plus is an unlockable video game mode that allows the player to start a new game after they finish the game at least once, where certain aspects of the finished game, such as experience or items, affect the newly started game...

") is a game mechanic in some role-playing games whereby, once the player character reaches a specified level limit, the player can elect to start over with a new version of his or her character. The bonuses that are given are dependent on several factors, which generally involve the stats of the character before the reincarnation occurs. The remorting character generally loses all levels, but gains an advantage that was previously unavailable, usually access to different races, avatar
Avatar (virtual reality)
In computing, an avatar is the graphical representation of the user or the user's alter ego or character. It may take either a three-dimensional form, as in games or virtual worlds, or a two-dimensional form as an icon in Internet forums and other online communities. It can also refer to a text...

s, class
Character class
In role-playing games, a common method of arbitrating the capabilities of different game characters is to assign each one to a character class. A character class aggregates several abilities and aptitudes, and may also sometimes detail aspects of background and social standing or impose behaviour...

es, skills, or otherwise inaccessible play areas within the game. A symbol often identifies a remorted character.

The term "remort" comes from MUD
MUD
A MUD , pronounced , is a multiplayer real-time virtual world, with the term usually referring to text-based instances of these. MUDs combine elements of role-playing games, hack and slash, player versus player, interactive fiction, and online chat...

s, in some of which players may become immortal
Immortal (MUD)
An immortal, in MUDs and particularly DikuMUDs, is an administrator and/or developer of the game, often a player who has achieved "immortal" status by achievements within the game world. It is frequently abbreviated "imm" or "immort"...

 characters—administrative staff—simply by advancing to the maximum level. These users are generally expected to distance themselves from gameplay, and interaction with players may be severely limited. When an immortal chooses to vacate his or her position to resume playing the game—usually from level one just as with any new character—he or she is said to have remorted, "becoming mortal again". A MUD called Arcane Nites, formerly Nitemare, claims to have created the first remort system and coined the term.

Grinding

Grinding refers to a player strategically playing with the sole intent of gaining experience points as quickly as possible. This is frequently done by finding opponents that give a lot of experience points for very little challenge or by going to an area with very powerful monsters and making great use of the game's healing system. Players may gain levels "grinding" or constantly staying in one area of the game and killing monsters over and over. If kept up long enough it can make for very fast leveling. It is not considered cheating, but can become very tedious, and can make for there not being enough monsters left for other players to fight.This definition can also be used in multi-player games, but it is typically displaced by a much more charged meaning. A term intended to describe this style of play without pejorative connotation is optimization
Optimization (role-playing games)
Optimization, in computer and table-top role-playing games, is a term intended to describe a play style or set of play styles alternately referred to by the terms munchkin gaming, powergaming, min-maxing, "roll-playing", or twinking, but without the pejorative connotation of those terms...

.

Power-Leveling

Power-leveling is most frequently employed in multi-player games, where it usually refers to a player that is of much greater power assisting a player of much lower power in defeating enemies that are far too powerful for the low-level player, but are easily and quickly killed by the more powerful player.

This practice is related to "tanking", in which a more durable character protects a more vulnerable character by causing the monsters to prioritize the tank as a target. Defeating high level challenges rewards the lower level player with experience points more rapidly than normal. In general this is considered a form of cheating, or manipulation of the game system for unintended results. However, some view it as a strategic means of gaining levels, especially on single-player RPGs and among friends on MMORPGs.

To combat power-leveling and leeching, some game designers have devised better means of rewarding a player based on their actual contribution to the completion of the task. Another method used is to cap how much experience a character can gain at any single moment. For example, the game might not allow a character to gain more than 20% of the experience they need to level up by defeating an enemy. This is controversial in that it also punishes players who are skilled enough to face challenges more difficult than regular players or that band together with other players to face more difficult challenges. Another anti-power-leveling method, popularized through widespread adoption of the CircleMUD code base, is to distribute experience points from an enemy across a party pro rata by level, such that each party member gains a fraction of the enemy's experience points corresponding to the fraction of a party's total level ownership possessed by that character. For example, after any given battle, a level-30 character in a party would earn twice as much experience as would a level-15 character. Power-levelers sometimes circumvent this provision by what could be called "passive power-leveling", where a high level character who has access to healing abilities does not formally join the lower-level character's party, instead a) healing and/or "powering up" the lower-level character, b) targeting the enemy with spells or effects that do not involve joining the battle, and/or c) fighting alongside the lower-level character until the enemy is nearly defeated and then pausing the battle (e.g., through use of "calm" or a similar command) and allowing the lower-level character to resume, finish, and claim all the experience points for itself. Finally, power-levelling may be rendered more difficult by having very large jumps between experience points required for each subsequent level of experience. It is common practice to have experience needed increasing in a non-linear way relative to experience levels to push players to the next town or land, but it can also reduce the opportunities for power-levelling as a player would be forced to find a different power-levelling technique for every couple of experience levels and move and do that technique.

Power-leveling increased in EverQuest
EverQuest
EverQuest, often shortened to EQ, is a 3D fantasy-themed massively multiplayer online role-playing game that was released on the 16th of March, 1999. The original design is credited to Brad McQuaid, Steve Clover, and Bill Trost...

as it became more common to sell characters through the Internet
Internet
The Internet is a global system of interconnected computer networks that use the standard Internet protocol suite to serve billions of users worldwide...

. Techniques of kill stealing
Kill stealing
In online games and especially first-person shooter games, MMORPGs and MUDs, kill stealing is the practice of arranging to get credit for killing an enemy, when it should have clearly been another player's kill. An example is when a player in a first-person shooter whittles an enemy's health down...

 and power-gaming
Powergaming
Powergaming is a style of interacting with games or game-like systems with the aim of maximising progress towards a specific goal, to the exclusion of other considerations such as storytelling, atmosphere and camaraderie...

 would make this pursuit considerably more attractive.

Some online companies offer power-leveling services, whereby a customer pays a fixed amount for the company to level up their character. Essentially, the customer provides the company with the username and password for their account, and the company assigns an employee to play the character for the customer until a desired level is reached. However, this is usually against a game's rules and will often result in the character being banned and/or legal action being taken against those involved. Some of the said services have been also known for marketing their services through spamming, which adds to the dubious legality of power-leveling services. As a customer is surrendering their username and password, an unscrupulous service may "steal" the character, for later resale to another customer desiring a "pre-made" high-level character.

Leeching

In some online games, it is possible to join a group and gain experience, loot or other rewards, while providing little or no contribution to the group. This type of behaviour is referred to as leeching, particularly when it is done without the permission of other group members. In games which allow players to gain rewards by kill stealing
Kill stealing
In online games and especially first-person shooter games, MMORPGs and MUDs, kill stealing is the practice of arranging to get credit for killing an enemy, when it should have clearly been another player's kill. An example is when a player in a first-person shooter whittles an enemy's health down...

, this is also considered a form of leeching.

Botting

Some players of online games use automated programs known as bots
Computer game bot
A bot, most prominently in the first-person shooter types , is a type of weak AI expert system software which for each instance of the program controls a player in deathmatch, team deathmatch and/or cooperative human player. Computer bots may play against other bots and/or human players in unison,...

 to grind or leech for them in order to progress with minimal effort. This practice often violates the terms of service. Bots are also commonly used in commercial operations in order to powerlevel a character, either to increase the sale value of the account, or to allow the character to be used for commercial gold farming
Gold farming
Gold farming is playing a massively multiplayer online game to acquire in-game currency which is then sold to other players. People in China and in other developing nations have held full-time employment as gold farmers....

.

See also

  • Gold farming
    Gold farming
    Gold farming is playing a massively multiplayer online game to acquire in-game currency which is then sold to other players. People in China and in other developing nations have held full-time employment as gold farmers....

  • Grind (gaming)
    Grind (gaming)
    Grinding is a term used in video gaming to describe the process of engaging in repetitive and/or boring tasks not pertaining to the story line of the game...

  • Health (gaming)
    Health (gaming)
    Health is a game mechanic used in role-playing, computer and video games to give value to characters, enemies, NPCs, and related objects. This value can either be numerical, semi-numerical as in hit/health points, or arbitrary as in a life bar....

  • Magic point
    Magic point
    Magic points are units of magical power that are used in many role-playing, computer role-playing and similar games as an expendable resource that is needed to pay for magic spells and other abilities, such as special attacks...

  • Multiboxing
The source of this article is wikipedia, the free encyclopedia.  The text of this article is licensed under the GFDL.
 
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