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Sakuramoria

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In the lecture following "Lafrenia", Timyan Chaber taught students how to use the melee weapon they had previously chosen (they receive their first skill). To learn another type of weapon, one must spend 1000 experience units and 1 event point. The cost for the first, fifth, and ninth levels is 1000; for the tenth it is 3000; for others it is 500. Following this, Duncan showed how to properly wear and maintain armor (learning requires 1500 exp units and 1 event point). Typical armor has 30 units of physical and magical defense. With this, another week was coming to an end.
 
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Claymore
No penalty
Attack +3
Crit +10%
Health +30
Damage is dealt to characters on the sides of the target.
Paralysis
Final damage +30%
Attack +3
Additional damage equal to 25% of the enemy's maximum health.
50% damage is dealt even if the character's attack misses the opponent.
Spear
No penalty
Attack +1, Accuracy +1, Evasion +1
Attack range +1
Health +30
Damage to all enemies in the line of attack.
Willpower +3
Attack range +1
Willpower +3
If the character's accuracy is higher than the enemy's evasion, their attacks always hit.
If the character's willpower is higher than the enemy's willpower, the attack deals a critical strike.
Sword
No penalty
Evasion +3
AP +1
Willpower +3
Final damage taken is reduced by 25%
Immobilization
AP +1
Health +30
Counterattack on evasion.
Crit on counterattack.
Shashka
No penalty
Accuracy +3
AP +1
Crit +10%
Parrying melee attacks.
Bleeding
Crit +10%
Speed +1, Evasion +1
Parrying works against ranged attacks.
Parrying works against offensive spells.
Sabre
No penalty
Accuracy +3
AP +1
Crit +10%
Speed +3
Bleeding
Crit +10%
Evasion +3
Dodge +15%
Dodge +20%
Rapier
No penalty
Accuracy +3
AP +1
Evasion +3
Evasion +5
AP +1
Evasion +3
Accuracy +3
Damage +1 for each unit of accuracy.
Crit +1% for each unit of accuracy.
Dagger
No penalty
AP +1
Crit +10%
Crit +10%
Can use two daggers simultaneously
AP +1
Crit +10%
AP +1
Additional attack for the first dagger.
Additional attack for the second dagger.
Flail
No penalty
Attack +3
Health +30
Accuracy +3
-50% to enemy defense
Paralysis
Attack +3
Health +30
Damage +1 for each unit of enemy defense.
Accuracy +1 for each unit of enemy defense.
Axe
No penalty
Attack +3
Accuracy +3
AP +1
-50% to enemy defense
Bleeding
Crit +10%
Health +30
Additional attack.
Additional attack.
Hammer
No penalty
Health +30
Attack range +1
Willpower +3
Attack +5
Health +30
Willpower +3
Health +30
Attacks deal area damage 1+1.
Attacks deal area damage 1+2
Glaive
No penalty
Evasion +3
Attack range +1
Health +30
AP +2
Evasion +3
Health +30
Crit +10%
Health +50%
Defense +50

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