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Parfinore wanted to roll her eyes or sigh heavily. She remembered the founder of her clan, Archie von Flexx, and imagined Lapis Reim giving him her miniature as a sign of loyalty. What nonsense. However, the impeccable president shouldn't show disrespect for the rules of the institution, so neither with a word nor a gesture, Parfinora expressed her displeasure.
Added 6 minutes later Enhanced training - history and firearms; with the earned points, I'll take swiftness and a weapons license.
Where do we go? Where do we end up when we save the world?
-- What a lovely figurine, thank you!
Xenomia sincerely thanked the nice person, not noticing any trickery, if there was any. She was preoccupied with completely different thoughts at the moment, in any case.
Training under Marie's guidance was not in vain. Today, many of the students in class III felt that they were now capable of more than before.
Moriner: 3/3
Latro: 3/3
Xenomia: 3/3
Bertrand: 3/3
Marey: 3/3
Azarina: 3/3
Shogo: 3/3
Light: 3/3
Moriner: gains +1 to dexterity
Latro: gains +1 to dexterity
Xenomia: gains +1 to dexterity
Bertrand: gains +1 to dexterity
Marey: gains +1 to dexterity
Azarina: gains +1 to dexterity
Shogo: gains +1 to dexterity
Light: gains +1 to dexterity
With every new action, Rinze only confirmed Linnea's suspicions that she was detached from reality — first the incomprehensible ban on pants, and now this. One could only wonder what the Empress would pull next. Once the figurine was in her hands, Neia took the opportunity to carefully examine her new acquisition for any shoddy work by the master. A simple precaution so that Evriala wouldn't accuse her of negligent handling of such a valuable gift. Only after ensuring that her copy had no flaws did the Reymi place the miniature Rinze where the curator had told her to do so. Despite her opinion of the Empress, Linnea planned to treat even this order with complete seriousness. After all, it was far from the worst thing she would have to do for the glory of the new ruler.
Moriner was ready to swear that, right before his eyes, the statuette of a forgotten god knocked the statuette of Rinze off the table into some dark corner. To the horror of the young mage, a few seconds later, the head of the miniature empress rolled out from there.
— Today, we will move on to studying the enhancers needed to activate the potential of your meridians through an enhancer. By now, you should already know what types they are divided into, so I will only remind you of a couple of important points. First, a meridian with the nature element is suitable for using enhancers of the fire, water, air, and earth elements, but the price for such versatility is efficiency. Neutral is suitable for any enhancers, and magic is the same as nature, with the caveat that using this slot blocks magical channels in the bodies of those gifted with this art. Now that we have sorted this out, let's look at the standard enhancers that you may have to deal with.
☆ Fire - Affinity Immunity to fire element (fire damage is reduced by 75%) - Attack Damage increased by 35% (20%) - Strength +225 to health (150), +3 to strength checks (+2) - Melting 25% chance to destroy the opponent's weapon in melee combat (15%) - Explosion The character uses ki energy to destroy their own body (resulting in death). Characters on adjacent squares receive damage equal to the number of remaining health units of the character multiplied by four (by two).
☆ Water - Affinity Immunity to water element (water damage is reduced by 75%) - Life +50% to health (30%) - Intelligence Learning speed +50% (30%) - Insight Spell learning speed +100% (+60%) - Safety The character does not activate mines
- ☆ Air - Affinity Immunity to air element (air damage is reduced by 75%) - Speed +10 to movement points (+7) - Accuracy +12% to accuracy (+8%) - Dodge +15% to dodge (+10%) - Reflection Additional dodge roll once per turn (twice)
☆ Earth - Affinity +30% resistance to normal damage (20%) - Block Damage from the first attack on the character is reduced to 0. After activation, it recharges for 2 (3) turns, starting from the next. - Colossus Defense +25 (+18) - Spike Attacks on the character in melee combat can destroy the attacker's weapon with a probability of 10% (6%) - Barrier +8 (5) to stamina, +8 (5) to willpower
☆ Light - Nimbus Immunity to negative effects - Persistence Additional attack - Criticality +20% chance of critical damage
☆ Darkness - Shadow The character becomes invisible at the beginning of their turn if they did nothing but move in the previous turn. Any actions other than movement break the invisibility. - Blade 10% chance of instant kill - Darkness Damage taken -50%
☆ Time - Acceleration Two additional actions - Stop Immunity to intercepting fire - Schism Ignoring protection
— That's basically it. Oh, yes, it is better not to change enhancers more often than once a week, as the impact on the body may not be the most beneficial.
-- Will we be able to purchase enhancers and amplifiers for personal use?
— Several batches of enhancers have been ordered for you and students from other courses at this Academy. You will receive yours at the beginning of September.