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Let me be honest - I've always been one of those gamers who gets stuck in character creation for way too long, only to realize later that my weapon choice wasn't quite right for my playstyle. That's why discovering how flexible Khazan's combat system is felt like a revelation. When I first started playing The First Berserker, I'll admit I was a bit disappointed that there were only three weapon options: the dual wield combo of axe and sword, the greatsword, and the spear. Three choices? Really? That seemed almost stingy compared to some games that throw dozens of weapons at you right from the start. But here's what I learned after sinking about 45 hours into the game - sometimes less really is more, especially when each option feels as distinct and thoughtfully designed as these do.

What makes these weapons truly shine is how each comes with its own dedicated skill tree that gradually unlocks various passive and active abilities. I remember spending my first skill points somewhat nervously, worried I might lock myself into a build I'd regret later. That anxiety disappeared when I discovered you can refund any spent skill points for free and redistribute them into another weapon's skill tree. This freedom to experiment completely changed how I approached combat. I started with the greatsword because who doesn't love swinging around a massive hunk of metal? The raw power was satisfying, but I found myself struggling against faster enemies. Then I tried the dual wield setup, which offered great versatility but required more precise timing than I could consistently manage during longer play sessions.

Eventually, I settled on the spear, and something just clicked. The combination of speed, range, and that incredible Moonlight Stance transformed how I engaged with enemies. Let me tell you about Moonlight Stance - after landing just three light strikes, it creates these beautiful afterimage attacks that make it seem like there are multiple versions of you striking simultaneously. The first time I triggered it accidentally, I literally paused the game just to process what had happened. It wasn't just visually stunning; it fundamentally changed my combat approach. I started positioning myself differently, timing my attacks to maximize how often I could activate those afterimages.

The real magic happened around level 23 when I unlocked a couple of weapon skills that could be seamlessly chained together between regular attacks. I remember the exact moment it clicked - I was facing one of those towering boss enemies in the Sunken Cathedral area, and without really thinking about it, I executed this beautiful 12-hit combo that just flowed perfectly from one move to the next. The feeling was incredibly satisfying, like conducting an orchestra of destruction. These lengthy combos don't just look cool - they actually create tangible gameplay advantages, staggering enemies and building up special meters faster.

What's fascinating is how the game's progression system clearly shows Nioh's influence, especially when it comes to unlocking and incorporating various weapon skills. This becomes even more apparent when you dive into the gear system and its associated benefits. I've counted at least 47 different armor pieces that can modify your weapon skills in subtle but meaningful ways. There's this one helmet I found in the Iron Fortress that reduced the stamina cost of spear thrusts by 15% - it might not sound like much, but it completely changed how aggressively I could play.

The beauty of this system is how it encourages you to find what works for your personal style rather than forcing you into a "meta" build. I've got a friend who swears by the greatsword's crushing blows, while another prefers the dual wield's flexibility. We all started with the same three options, but we've each developed completely different approaches to combat. That's the mark of a well-designed system - when limitations actually breed creativity rather than stifling it.

Looking back, I realize that initial disappointment about only having three weapon types was completely misplaced. Each weapon feels like its own complete combat system rather than just a different animation set. The spear alone has 28 distinct skills you can unlock, and I've probably reset my skill tree at least seven times just to experiment with different combinations. There's something deeply rewarding about mastering a weapon's intricacies rather than just collecting dozens of options you'll never properly use.

What I appreciate most is how the game respects your time while still offering depth. You're not punished for experimentation, and the progression feels meaningful without being grindy. I've noticed that most players seem to find their preferred weapon between levels 15-20, which feels like the perfect sweet spot - enough time to try everything briefly but not so long that you feel stuck with early choices. The combat system manages to be both accessible enough for casual players and deep enough for those who want to master its nuances. It's that rare balance between immediate satisfaction and long-term depth that keeps me coming back session after session.

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