Posts from ⚔️Serberia
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AsahiArec can also bring friends and they can buy with a discount as well, as his companions.
1) If you have to go there as part of a specific quest. For example, from a guy with a basilisk.
2) If you want to check out the black market. It's possible that this is an alternative way for Alessia to get a book on summoning demons.
3) To check out "The Clanging Steel".
4) To check out the green events in the cheap hotel and at the local iteration of Ikigai.
Added 1 minute ago
The cat will probably die. Or run away, or move out, or betray us.
The cat will most likely die. Or run away, or move out, or betray us.
Where do we end up when we save the world?
Nitori proceeds to describe the skills that could be learned at this school.
School of Artorius
The famous fencing school of Serberia, also known simply as "noble fencing." This combat style was founded by the first king of Serberia and has since enjoyed great popularity among the kingdom's nobles.
Serberian Waltz [2500]
[Rapier] Evasion and accuracy in 1-on-1 combat are twice as high.
Maiming Strike [1500]
[Rapier] The character's attacks cause bleeding and injury.
Dagger [2000]
[Rapier] The character can parry (accuracy) attacks in melee combat (melee, spending block points to do so).
Counterattack [2000]
[Rapier] Upon a successful dodge or parry, the character counterattacks.
Ruthlessness [2500]
[Rapier] The character's attacks blind and slow (2) the enemy.
Wisterian Fencing
A combat style widespread across the entire continent; it enjoys the greatest popularity in Serberia, Airisufir, and Hekkelia.
Parrying [2000]
[Saber] The character can parry enemy attacks in melee combat (accuracy) using block points.
Dance with Death [2000]
[Saber] The character avoids an attack that would drop their health to 0 or below. Cooldown: 5 turns.
Dance of Blades [2000]
[Saber] +5% to critical damage, +5 to accuracy.
Fluidity of Movement [2500]
[Saber] +10% universal dodge.
Agility [3000]
[Saber] -1 to attack cost.
School of Chevalier/Gladiator
This combat style was founded by the "last gladiator of Serberia," Vincent Chevalier, one of the closest followers of Albert der Grosse during the civil war. Although Vincent was not actually the very last of the warriors who took part in the deadly arena battles, this nickname stuck with him due to his origins and the valor he displayed. After the war ended, Vincent founded his own school in Oygen, where he taught his students the art born from hundreds of fights to the death. Over time, the gladiator style found its followers in every corner of the country.
Fight to the Last [2000]
[All] The character survives one lethal attack (remaining at 1 health) and removes all negative effects from themselves. Activates once per battle.
Wearing Armor [500]
The character can wear light or heavy armor.
Control [1000]
[All] The character attacks all enemies that appear on their line of attack.
Cyclone [1750]
[Spear] The character deals damage to all enemies around the primary target of their attack (additional targets receive only 50% of the damage, and the chance to trigger a negative effect is twice as low).
Piercing Strike [2000 units]
[Spear] The character's attacks deal damage to all enemies on the line of attack and inflict weakness.
Stubbornness [2000 units]
[All] +3 to health for each unit of will and fortitude, regenerates 10% of health at the start of the turn.
Traveler's Style
This combat style formed on its own among travel enthusiasts, whose favorite weapon (of many) is the bastard sword.
Wanderer [2000]
[All] +1 to event points, +2 to movement speed.
Veteran [2000]
[Bastard sword] Incoming damage (before all other effects are accounted for) to oneself is reduced by 20%. Fortitude and will are added to weapon damage.
Intimidation [2000]
[Bastard sword] When interacting with a character, enemies' accuracy and evasion are halved if they fail a check of their will against the traveler's will.
Raid [2000]
[Bastard sword] +10% to damage for each tile traveled.
Additional Weapon [5000]
The character can use a bastard sword in one hand and another weapon/shield (if proficient) in the other, combining their bonuses. To do so, they must have enough strength for both weapons +2.
Style of the Kriegsgott Order
Marion is not the only country famed for its military orders. Once, on the territory of Serberia, even before its founding, there existed the Order of the Kriegsgotts, which was one of the opponents of the Church of Arteria, since unlike the latter, the members of this organization lived by war.
Kriegsgott [2000]
[Axe] 30% chance to gain +5 to initiative after landing an attack on an enemy (parry or block counts), +5 to accuracy.
Bloodthirst [1500]
[Axe] Damage dealt by the character is converted into health (does not exceed the limit).
Bloodletting [1500]
[Axe] The character's attacks activate all stacks of bleeding.
Balance [2000]
[Axe] The difference between the character's might and the enemy's fortitude increases the character's damage by 5%.
Grünschnerz [3000]
[Axe] Reflects melee damage received back with the same damage type as the attack.
Guardsman
In the past, a combat style practiced by the guards of kings and other important figures, but over time it lost its popularity.
Bodyguard [3000]
[Halberd] [Hammer] Places a taunt effect on enemies (during their turn) within 8 tiles of the character.
Wearing Armor [500]
The character can wear heavy armor.
Area Attacks [1000]
[Halberd] [Hammer] Attacks deal area damage (+1)
Titan [2500]
Enemies within 3 tiles whose fortitude is lower than the character's might take 5 units of damage for each step the character takes, bypassing armor.
Second Wind [2000]
Upon taking lethal damage, the character removes all negative effects from themselves and fully restores health, gaining +6 to accuracy, +3 to movement speed, and +5 to initiative for 5 turns. Activates once per cycle.
Rock [3000]
[Halberd] [Hammer] +10% to health for each unit of endurance, +1% to health for each unit of will and fortitude.
Stubbornness [2000 units]
[All] +3 to health for each unit of willpower and stamina, 10% health regeneration at the start of the turn.
After the meeting with the baron ended, Ilva, along with the others, followed him to the rooms he had designated for their rest. Left alone with her own thoughts, the girl sat on the bed for a long time, staring into the emptiness before her. But one cannot spend three weeks within four walls, especially since she herself needed to learn a lot in order not to be left behind like this next time. But on the other hand, she wasn't planning to train to join some elite mercenary unit! Nor was Ren planning to join their ranks. All of this was stupid, unfair, and wrong.
Having managed to overcome the accumulated feelings of frustration and hopelessness, Ilva left the guest rooms and went outside. The weather, the surroundings, the atmosphere – everything that instilled peace and tranquility in a city dweller was suffocating and disgustingly familiar to her. After standing still for a minute, the girl finally began to walk slowly into the village. She had heard that a certain artist lived here, and engaging in or observing a hobby, as is well known, could bring thoughts and the soul into a favorable direction.
Anders cranked up his observation skill to the max, anticipating a trap:
-Yes, of course, he could have.
Ilva sees the mistress of the house (?) near the entrance, in the garden that the girl passed by. She beckons the guest to come closer.
— Then tell me, what do you think about the difficult situation Elheim is facing? Forgive me if I'm wrong, but you seem like a local, and I'm curious, do you think Elheim should remain part of Serberia, return to Roental, or seek independence?
-Well, I... well, yes, I grew up here... well, how do I put it... I don't even know...
Where do we end up when we save the world?