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#4643
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Arandor
In response to the girl's words, Anselm smiled kindly and patted her on the head. - If you really want that, then it's best to talk to Almandina about it; we're dating, by the way she can tell you everything in more detail and help you. Is that all you wanted to know? - the young man asked at the end.
— That's all... — Yua frowned. — Will my sister, Eir, and my brother, Veserod, be upset with me?

Added 14 minutes later
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—And that ruby amulet shimmers so mysteriously...
The girl first looked at the amulet itself, then at its name, and, remembering a certain story associated with it, continued to examine the items without her previous enthusiasm.
— Yeah, it's beautiful too...

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#4644
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If needed, take me swimming along for the ride.
My sword, my trusted ally, unphased by my aspect.
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#4645
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Write about how, after the event with Britt, Veserod decided to take a dip in the river, and it just so happened that a competition was being held there at the same time.
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#4646
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Since a battle inside the ward was unacceptable, Rhehei and Detlef went to the clinic's courtyard to conduct the duel.

Detlef receives immobilization (3)
Detlef receives slow (50%)
Detlef receives burn
Detlef receives injury
Detlef receives weakness
Detlef receives sluggishness x2

Initiative
Rhehei (9)
Detlef (8)

Rhehei attacks Detlef
Parry
Detlef attacks Rhehei
Rhehei receives (75-50%)-5=32 damage (48/80)
Detlef receives 10 damage (80/90)
Detlef attacks Rhehei
Rhehei receives (75-50%)-5=32 damage (16/80)
Detlef receives 10 damage (70/90)

Rhehei recovers 40 health (56/80)
Rhehei attacks Detlef
Miss
Detlef attacks Rhehei
Rhehei receives (crit) (187-50%)-5=88 damage (16/80)
Detlef receives 10 damage (60/90)
Rhehei recovers 40 health (56/80)
Rhehei attacks Detlef
Miss
Detlef attacks Rhehei
Rhehei receives (75-50%)-5=32 damage (24/80)
Detlef receives 10 damage (50/90)

Rhehei recovers 40 health (64/80)
Rhehei attacks Detlef
Miss
Detlef attacks Rhehei
Rhehei receives (crit) (187-50%)-5=88 damage (24/80)
Detlef receives 10 damage (40/90)
Rhehei recovers 40 health (64/80)
Rhehei attacks Detlef
Parry
Detlef attacks Rhehei
Rhehei receives (75-50%)-5=32 damage (32/80)
Detlef receives 10 damage (30/90)

Rhehei recovers 40 health (70/80)
Rhehei attacks Detlef
Miss
Detlef attacks Rhehei
Rhehei receives (crit) (187-50%)-5=88 damage (30/80)
Detlef receives 10 damage (20/90)
Rhehei recovers 40 health (70/80)
Rhehei attacks Detlef
Miss
Detlef attacks Rhehei
Rhehei receives (75-50%)-5=32 damage (38/80)
Detlef receives 10 damage (10/90)

Rhehei recovers 40 health (78/80)
Rhehei attacks Detlef
Miss
Detlef attacks Rhehei
Miss
Detlef receives 10 damage (0/90)

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#4647
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Even though I lost the duel, I also humiliated my opponent.
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#4648
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Shino

Illia, 03.757; Dakara (Sin Ash Shamash)
Once per day, the character can restore health, spell points, and other resources, as well as remove negative effects from themselves at any time without spending an action. Access to Pyromancy, +50% resistance to fire and wood, +7 to beauty, +2 to faith, +3 to intellect, +2 to charisma, +2 to spirit.
Dendrophobia: effectiveness of rolls in forest locations is halved, fear of wooden creatures, -50% resistance to wood.
Experience: 1665

Attributes
Strength: 5
Endurance: 5
Agility: 5
Perception: 7
Speed: 5
Intellect: 9
Spirit: 8
Faith: 5
Charisma: 10
Beauty: 12

Parameters
Health: 50
Fortitude: 5
Might: 5
Evasion: 5
Accuracy: 5
Aim: 7
Observation: 5
Initiative: 5
Movement speed: 3
Creation: 9
Crit: 9%
Will: 8
Spell points: 8
Piety: 5
Leadership: 10
Etiquette: 10
Attractiveness: 12

Resistances
Metal: 0%
Fire: 75%
Water: 25%
Wind: 25%
Wood: 25%
Sun: 0%
Moon: 15%
Star: 0%

Skills

Toxicity — 2000 experience points.
Passive ability. Pyromancy spells deal 100% bonus wood damage; melee or ranged attacks deal 50% bonus wood damage. The character's attacks and spells cause burn and poison. 


Air Strike
Deals 70 units of air damage and applies blindness. Each point of creation increases the power of the roll and the spell's range by 1. Requires 7 initiative and 1 spell point. Range: 10. Can miss (accuracy).
Air Blades — 800 experience points.
Deals 50 units of air damage to all enemies in the line of effect and applies weakness. Each point of creation increases the power of the roll and the spell's range by 1. Requires 7 initiative and 1 spell point. Range: 8.  Can miss (accuracy).
Air Shield — 1200 experience points.
Reduces incoming ranged damage (except spells) taken by the character by 5% for each point of creation. Requires 5 initiative and 1 spell point. Range: 1. 

Fireball
Deals creation*10 units of fire damage and applies burn. Requires 6 initiative, 1 spell point, range: 10. Can miss (accuracy).
Fire Shield — 1800 experience points.
Reflects received melee damage, converts it to fire, and increases it by (creation*10)%. Requires 10 initiative, 1 spell point, range: 1.
Ignition — 1000 experience points.
Applies the burn status (x2) to the chosen target. Requires 5 initiative, 1 spell point, range: 13.

Dispel
With a 30% probability, removes temporary positive effects from the chosen target. Each point of creation increases the chance of successful spell application by 3%. Requires 8 initiative and 1 spell point per effect, range: 6.
Barrier — 1300 experience points.
Passive ability. +10 to shield (spent before health, does not account for armor) for each point of creation. 
Denial — 2500 experience points.
The enemy must pass a will check against a value of '12', otherwise their attack has no effect. A successful activation costs 1 spell point.

Motivation
With a 30% probability, grants an ally +5 to initiative; activates once per phase. 

Equipment
Provocative Clothing
-3 to attractiveness in Arthoria, Illia, and Reichheim.
+1 to attractiveness in Elheim.
Haroist Dagger
Strength: 2
Damage: 20+1d (28)
 +1% chance of lethal strike.
Bano's Magic Wand
+1 to spell range.
Provisions (x10)
Restores 30 units of health. 
Money
248 Serberian seliks

Daniel

Grimwald, 06.758; Dakara (El Isin).
+1 to event points, 80% fire resistance, +15% universal dodge, the character's melee and ranged attacks deal 50% bonus fire damage, +15% light resistance, +1 strength, +1 endurance, +5 agility, +4 speed, +2 perception, +3 charisma, +4 intellect, +4 spirit, +1 beauty, +1 faith.
25% chance not to spend initiative on performing an action. 
Dendrophobia: effectiveness of rolls in forest locations is halved, fear of wooden creatures, -50% resistance to wood.
Experience: 1347

Attributes
Strength: 6
Endurance: 6 (9)
Agility: 11
Perception: 7
Speed: 10
Intellect: 9
Spirit: 9
Faith: 1
Charisma: 8
Beauty: 6

Parameters
Health: 80 (110)
Fortitude: 8
Might: 8
Evasion: 13 (17)
Dodge: 20%
Stealth: 11 (13)
Accuracy: 7
Observation: 7
Initiative: 10
Movement speed: 3 (4)
Creation: 9
Crit: 18%
Will: 9
Spell points: 9
Piety: 1
Leadership: 8
Etiquette: 8
Attractiveness: 6

Resistances
Metal: 0%; +5.
Fire: +85% (90%)
Water: +5% (15%)
Wind: +5% (15%)
Wood: -45% (-40%)
Sun: +15% 
Moon: 0% 
Star: 0% 

Skills

Teacher
The character can teach others what they know themselves in exchange for one of the student's event points

Theft.
The character may attempt to secretly rob another character. The chance of success depends on the character's stealth and the target's observation.

Mastery — Club
1. +3% critical damage
2. +3% critical damage
3. +3% critical damage
4. +2 might.
5. +3m damage
6. +5% critical damage — 600 experience points.
7. +3 might — 700 experience points.
8. +5% critical damage — 800 experience points.
9. +3 might — 900 experience points.
10. 25% chance to deal double damage — 1000 experience points.

Mastery — Light Armor Wearing
1. The character can use light armor. 
2. +2 evasion.
3. +2 fortitude.
4. +20 health
5. +5% universal dodge
6. +3 evasion — 600 experience points.
7. +30 health — 700 experience points.
8. +3 fortitude — 800 experience points.
9. +3 will — 900 experience points.
10. +5% universal dodge — 1000 experience points.

Onslaught
With a 25% probability, an ally makes an additional turn out of sequence and attacks the same opponent as the character, provided they have enough movement speed points and there are no obstacles in the way.

Equipment
Money
716 Serberian seliks at start
Crossbow
Strength: 4, damage: 40, range: 12, +100% wind damage + paralysis
Daniel's Cloak and Hood [Cloak]
Evasion +1, stealth +2.
Club
Strength: 4
Damage: 30+6m (78)
Light Armor
Strength: 3
+3 evasion
Metal +5
Fire +5%
Water +5%
Wind +5%
Wood +5%
Daniel's Bracelet [Wrist]
+3 endurance if the character is a descendant of Imrud. 
Boots [Boots]
Water +5%
Wind +5%
Traveler's Boots
+1 movement speed

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#4650
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#4651
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The girl first looked at the amulet itself, then at its name, and, remembering a certain story associated with it, continued to examine the items without the same enthusiasm as before.
— Aha, this one is also beautiful...
Ilva couldn't know the story of the amulet, but noticing the girl's dimmed gaze, she thought that something was probably wrong with it.
— Well, let's probably move on now? — she suggested after a while.

Whatever
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#4652
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At the appointed time, Amelia and the pupils of Gungnir, who expressed their desire to participate in the unexpected competition, gathered by the river that flowed near the Slimegate's house. They were to swim a certain distance, and the time spent on the Walkthrough would determine the points they earned.

Results
Rohey: 27
Anselm: 25
Kalentia: 21
Eir: 20
Imelda: 18
Veserod: 16
Renold: 16
Gulveig: 12
Anders: 12

The top three places were taken by Rohey, Anselm, and Kalentia. As a reward, Amelia prepared special gold, silver, and bronze medals, which she had ordered in advance from one of Victor's acquaintances. The medals depicted a girl in a sporty swimsuit, and the inscription read "Baldur Swimming Championship, 779."

Amelia's Gold Medal
-1 to action cost (Rohey only)
Amelia's Silver Medal
+1 to event points outside of Baldur (Anselm only)
Amelia's Bronze Medal
+1 to stamina, agility, and speed (Kalentia only)

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#4653
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Gullveig: 12
Anders: 12
He deliberately swam slightly behind Gullveig.
In reply to Heroist
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#4654
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Heroist
Ilva didn't know the amulet's history, but noticing the girl's dull gaze, she thought that something was probably wrong with it.
—Well, let's probably go on...—she suggested after a while.
—Let's go.

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#4655
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-- Well, we had a good swim, -- said Gulveig, not expecting much after the competition. However, the goal of "resting and refreshing before the trip" was fully achieved. -- Hmm, I have something to say, -- she addressed mainly Kalentia, but also to everyone else who happened to be nearby.
-- In short, I won't be in Baldr next month. I'm leaving today for Marion. Apparently, a teacher is getting married, and Father Gungnir and I will be guests. Something like that, -- she shrugged.
-- Kal, the house will be free if you need it; you can stay there. And yes, don't worry, I cleaned up, -- this was said to Kalentia personally, so that others wouldn't listen unnecessarily.
 

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#4656
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“I thought I was a pretty good swimmer,” she said. The results of the Competitive event, organized by Amélia, made Eyr sigh in disappointment. “Maybe the river spirits decided to teach me a lesson for what happened at Tamphan Lake, or maybe water just isn’t my element.”
“It was a worthy contest, almost as fierce as the Tournament of Ten,” the girl said, congratulating the winners and turning to the event organizer. “Thank you for this valuable experience.”
“You have good potential, Eyr,” Amélia said, realizing that her interlocutor was not one to take defeat easily, and tried to encourage her. “With proper practice, you could achieve great results in this sport.”
“Thank you for the compliment… I’ll think about it.”
Back in the city, Eyr began to think about how she would spend the rest of the day. There weren’t many options, especially since she planned to visit the so-called master of the “school of eight elements” and find out what kind of school it was, whose adepts avoid cities and live in the mountains. She didn’t want to postpone this matter, as it would be not only foolish but also a waste of time to come later only to find out that the traveler had already moved on.

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#4657
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Kalentia would have gladly gone with her friend to support her in a difficult time, but she understood that Gungnir would hardly approve of such a decision. At least, he himself was going to Marion with Gulveig, and Gulveig would have someone to rely on if she needed moral support. Besides, the baron was clearly better at keeping his ward from making not-so-wise decisions than the Argalian.
Author
-- In short, I won't be in Baldur next month. I'm leaving for Marion today. It seems the teacher is getting married, and Father Gungnir and I will be guests. Something like that, -- she shrugged.
-- Kal, the house will be free if you need it; you can put her up there. And yes, don't worry, I cleaned it, -- this was said to Kalentia in person, so that others wouldn't listen unnecessarily.
— Tell me about it later, -- Kalentia replied briefly, hugging her friend goodbye. — As for the house, it's better if you tell her about it yourself. If I tell Bouvardia about it myself, I'm afraid she might interpret it as a hint. And I don't want her to make such decisions under pressure. Let her choose the option that seems most comfortable to her.