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As someone who's spent countless hours exploring the intricate combat systems of action RPGs, I've developed a keen eye for what makes weapon mechanics truly satisfying. When I first encountered Khazan's arsenal in The First Berserker, I'll admit I felt slightly underwhelmed by the three weapon options - dual wield combo of axe and sword, greatsword, and spear. Three choices initially seemed stingy compared to games offering dozens of weapons, but that perception quickly vanished once I dove into the combat system. What these weapons lack in quantity, they more than make up for in depth and distinction. Each weapon type feels fundamentally unique, not just in appearance but in how they fundamentally change your approach to combat.
I remember spending my first few hours experimenting with all three options before committing to the spear, and what ultimately sold me was the weapon's incredible versatility. The spear's speed and range immediately stood out - I could maintain distance while still applying pressure, which proved invaluable against more aggressive enemies. But the real game-changer was discovering the Moonlight Stance ability. After landing just three light strikes, this stance creates additional afterimage attacks that essentially multiply your damage output. It's almost like having multiple versions of yourself attacking simultaneously, and the visual effect is absolutely stunning. I found myself deliberately setting up combos just to activate this stance, watching in satisfaction as my character became a whirlwind of spectral spears tearing through enemy formations.
The beauty of this system lies in its flexibility. Unlike many RPGs that punish you for early specialization choices, The First Berserker allows complete freedom to experiment. Any skill points you spend can be refunded for free and redistributed into another weapon's skill tree. This encouraged me to regularly switch between weapons without fear of making irreversible decisions. I probably respecced my character at least seven or eight times during my playthrough, each time discovering new synergies and combat possibilities. This approach reminded me strongly of Nioh's weapon system, though The First Berserker implements it with even more player-friendly mechanics.
What truly elevated the combat for me was discovering how weapon skills could be seamlessly chained together between regular attacks. Around the 15-hour mark, I unlocked two specific spear skills that completely transformed my approach to encounters. The first was a sweeping area-of-effect attack that could clear space when surrounded, while the second was a devastating thrust that dealt massive single-target damage. Through experimentation, I discovered these could be woven into basic attack strings, creating combos that felt both technically impressive and immensely satisfying to execute. I remember one particular sequence where I managed to chain together 12 consecutive attacks without interruption, seamlessly blending basic strikes with special abilities to create what felt like a personalized combat dance.
The progression system deserves special mention for how it enhances the weapon experience. Each weapon has its own dedicated skill tree with approximately 25-30 unlockable abilities divided between passive and active skills. The passive skills gradually improve your character's fundamental capabilities - things like attack speed, critical hit chance, or specific damage bonuses. Meanwhile, the active skills introduce entirely new combat maneuvers that expand your tactical options. I found myself strategically planning which skills to unlock based on my preferred playstyle, often saving up skill points to acquire particularly powerful abilities that would complement my existing combo chains.
Gear customization further deepens the weapon specialization system. As I progressed, I collected various equipment pieces that provided bonuses specifically tailored to different weapon types. I recall finding a rare spear that increased Moonlight Stance duration by 40% and another piece of armor that reduced the stamina cost of spear attacks by 15%. These gear benefits created meaningful choices about how to optimize my build, and the Nioh influence became increasingly apparent in how these systems interconnected. The way gear, skills, and weapon choice synergize creates a remarkably deep customization system that respects player agency while encouraging experimentation.
What impressed me most was how the combat evolved from simple button-mashing to strategic engagement. Early encounters might have involved spamming basic attacks, but by the mid-game, I was consciously planning my skill rotations, managing cooldowns, and positioning myself to maximize each weapon's strengths. The spear's range advantage became crucial against certain boss types, while the greatsword's raw damage output proved better suited for breaking through heavily armored opponents. The dual wield combo offered a balanced middle ground with faster attacks than the greatsword but more impact than the spear's basic strikes.
Reflecting on my complete playthrough, I'd estimate I spent roughly 65% of my time with the spear, 25% with dual wield, and the remaining 10% experimenting with the greatsword. This distribution wasn't planned but emerged naturally from how each weapon felt in different scenarios. The spear simply clicked with my preferred hit-and-run tactics, while the dual wield offered better options for aggressive playstyles. The greatsword never quite matched my timing preferences, though I appreciated its devastating impact during the occasions I used it.
The weapon system in The First Berserker demonstrates how quality can triumph over quantity. While three options might seem limited on paper, the depth of customization and the freedom to respec at will creates an experience that feels both accessible and deeply engaging. The developers understood that meaningful choice matters more than overwhelming players with dozens of superficially different weapons. This philosophy, combined with the clear Nioh inspiration in how skills and gear interact, results in one of the most satisfying action RPG combat systems I've experienced in recent years. It's a testament to how thoughtful design can transform a seemingly simple system into an endlessly engaging mechanical playground.
