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The company's representative at this presentation was Gailardia Raymford, the daughter of the CEO.

Kurat arrived just as the young woman finished talking about cameras.

Camera
Cost: 2500 rumies
- Uses crystals specifically prepared for this purpose.
- One crystal can be printed on paper an infinite number of times, but cannot be overwritten.
- To print a captured moment on paper, the appropriate equipment is required. Service at a "Raymford" branch costs 50 rumies, and purchasing equipment for home use will cost 20000 rumies.
- Cost of one crystal: 50 rumies per 1 photo.

This was followed by a presentation of combat gear.

First, Gailardia Raymford focused on gear improvement.
The "Raymford" company could modify any gear, both traditional and modern. Armor, plate mail — anything.
The cost was the same regardless of the gear type, however, the effects vary from item to item.
+1
500 rumies
+2
2500 rumies
+3
10000 rumies
+4
25000 rumies
+5
60000 rumies
Higher-level improvements increase efficiency significantly more.

The next topic of the presentation was enhancers.

The mechanism of enhancers is based on Eastern acupuncture practiced in the Celestial Empire. The sages and warriors there spend long years learning the laws of the universe and the capabilities of their own bodies. Using ancient martial arts techniques, they open the meridians of their bodies to unlock their hidden potential.
The "Raymford" company's enhancers serve a similar purpose, but unlike meditations and various exercises, they open the meridians forcibly, without any effort on the part of the user.

Currently, the "Raymford" company divides meridians into 9 types — neutrality, nature, fire, water, air, earth, light, darkness, time. The meridian type is innate and, naturally, cannot be changed. Thus, the set of enhancers available for use is determined by nature.

Statistical data based on compatibility testing results of two thousand people show the following chances of having a particular meridian type:
☆ Nature (Fire, water, air, earth) (32%)
☆ Fire (12%)
☆ Water (12%)
☆ Air (12%)
☆ Earth (12%)
☆ Light (8%)
☆ Darkness (8%)
☆ Time (3%)
☆ Neutral (1%)


Enhancers are high-tech devices resembling oversized wristwatches. The enhancer contacts are inserted under the skin and interact with the human body directly. Only a specialist can configure an enhancer (connect/change boosters). The cost of service at a "Raymford" branch is 200 rumies.

Currently, there are two enhancer models:
Enhancer
Model: prototype
The first successful enhancer model. Has 3 slots.
Cost: 2000 rumies

Enhancer
Model: ruby
Four slots.
Cost: 10000 rumies

Currently, the following types of boosters exist:
☆ Burn I
Melee and ranged combat. 10% chance to apply burn effect (20% damage of max health) for 1 turn.
Cost: 400
☆ Burn II
Melee and ranged combat. 15% chance to apply burn effect (20% damage of max health) for 1-2 turns.
Cost: 700
☆ Burn III
Melee and ranged combat. 20% chance to apply burn effect (20% damage of max health) for 1-3 turns.
Cost: 1200
☆ Attack I
Final damage dealt by the character in melee combat is increased by 15%.
Cost: 500
☆ Attack II
Final damage dealt by the character in melee combat is increased by 30%.
Cost: 2000
☆ Attack III
Final damage dealt by the character in melee combat is increased by 45%.
Cost: 4000
☆ Affinity I
Fire damage is reduced by 20%, water damage by 10%.
Cost: 200
☆ Affinity II
Fire damage is reduced by 40%, water damage by 20%.
Cost: 500
☆ Affinity III
Fire damage is reduced by 60%, water damage by 30%.
Cost: 900
☆ Flame I
Melee and ranged combat. +10% additional fire damage.
Cost: 500
☆ Flame II
Melee and ranged combat. +20% additional fire damage.
Cost: 1000
☆ Flame III
Melee and ranged combat. +30% additional fire damage.
Cost: 2500
☆ Ardor I
+2 to movement speed, +10% to evasion.
Cost: 400
☆ Ardor II
+4 to movement speed, +20% to evasion.
Cost: 1600
☆ Ardor III
+6 to movement speed, +30% to evasion.
Cost: 3200
☆ Heat
-40% max health. Effects of Burn, Attack, Flame, and Ardor of the first level.
Cost: 800
☆ Explosion
The character uses ki energy to destroy their own body (leads to death). Characters in adjacent cells take damage equal to the character's remaining health units multiplied by four.
Cost: 400
☆ Melting I
Melee and ranged combat. 15% chance to melt enemy gear upon contact.
Cost: 500
☆ Melting II
Melee and ranged combat. 30% chance to melt enemy gear upon contact.
Cost: 1000
☆ Melting III
Melee and ranged combat. 45% chance to melt enemy gear upon contact.
Cost: 1500
☆ Life I
+20% Health
Cost: 1000
☆ Life II
+40% Health
Cost: 2000
☆ Life III
+60% Health
Cost: 3000
☆ Health I
+200 Health units
Cost: 1000
☆ Health II
+400 Health units
Cost: 2500
☆ Health III
+600 Health units
Cost: 5000
☆ Source I
+33% magical energy
Cost: 800
☆ Source II
+66% magical energy
Cost: 1800
☆ Source III
+100% magical energy
Cost: 3200
☆ Affinity I
Water damage is reduced by 20%, fire damage by 10%.
Cost: 200
☆ Affinity II
Water damage is reduced by 40%, fire damage by 20%.
Cost: 500
☆ Affinity III
Water damage is reduced by 60%, fire damage by 30%.
Cost: 900
☆ Tread
The character can move across water (25 cells)
Cost: 3500
☆ Breath
The character can breathe underwater
Cost: 1000
☆ Calm
Spell accuracy +40%
Cost: 2000
☆ Cold I
Melee and ranged combat. +10% additional water damage.
Cost: 500
☆ Cold II
Melee and ranged combat. +20% additional water damage.
Cost: 1000
☆ Cold III
Melee and ranged combat. +30% additional water damage.
Cost: 250
☆ Ice I
Melee and ranged combat. 10% chance to apply freeze effect (paralysis, +100% damage received) for 1 turn.
Cost: 400
☆ Ice II
Melee and ranged combat. 15% chance to apply freeze effect (paralysis, +100% damage received) for 1-2 turns.
Cost: 700
☆ Ice III
Melee and ranged combat. 20% chance to apply freeze effect (paralysis, +100% damage received) for 1-3 turns.
Cost: 1200
☆ Dodge I
+20% to evasion
Cost: 400
☆ Dodge II
+40% to evasion
Cost: 1000
☆ Dodge III
+60% to evasion
Cost: 1800
☆ Accuracy I
+20% to accuracy
Cost: 500
☆ Accuracy II
+40% to accuracy
Cost: 1200
☆ Accuracy III
+60% to accuracy
Cost: 2400
☆ Wind I
+3 to movement speed
Cost: 1000
☆ Wind II
+6 to movement speed
Cost: 3000
☆ Wind III
+9 to movement speed
Cost: 6500
☆ Hurricane
The character's melee attacks have a 10% chance to destroy enemy gear and deal 25% air damage to characters in adjacent cells
Cost: 3000
☆ Affinity I
Air damage is reduced by 25%
Cost: 600
☆ Affinity II
Air damage is reduced by 50%
Cost: 1200
☆ Affinity III
Air damage is reduced by 75%
Cost: 2000
☆ Wisdom I
+12% to magical power
Cost: 1000
☆ Wisdom II
+24% to magical power
Cost: 2000
☆ Wisdom III
+36% to magical power
Cost: 4000
☆ Insight
+10% chance to deal critical damage. +10 to evasion, +10 to accuracy, +10 to magic power, +10 to initiative.
Cost: 4000
☆ Reflection
Additional evasion roll once every 4 turns.
Cost: 2500
☆ Affinity I
Air damage is reduced by 20%, physical attack damage by 8%.
Cost: 800
☆ Affinity II
Air damage is reduced by 40%, physical attack damage by 16%.
Cost: 2000
☆ Affinity III
Air damage is reduced by 60%, physical attack damage by 24%.
Cost: 3500
☆ Hardness
Damage received (physical, final) is lower by 50
Cost: 4000
☆ Colossus
The character's movement speed cannot exceed 3. If the original speed is 3 or 4, speed is reduced to 2. Evasion -35%, accuracy -20%. +300 health units, damage received (physical, final) is lower by 50, damage dealt by the character in melee combat +40%.
Cost: 8000
☆ Will I
+12 to will checks
Cost: 1500
☆ Will II
+24 to will checks
Cost: 3000
☆ Will III
+36 to will checks
Cost: 4500
☆ Wall
Damage from the first attack on the character (per battle) is reduced to 0.
Cost: 4000
☆ Barrier
Melee attacks on the character can destroy the attacker's weapon with an 8% probability.
Cost: 1500
☆ Radiance I
Melee and ranged combat. +33% additional light damage. Paralysis for: demons, undead, spirits.
Cost: 3000
☆ Radiance II
Melee and ranged combat. +66% additional light damage. Paralysis for: demons, undead, spirits.
Cost: 6000
☆ Radiance III
Melee and ranged combat. +100% additional light damage. Paralysis for: demons, undead, spirits.
Cost: 10000
☆ Affinity I
Light damage is reduced by 33%, darkness damage by 20%.
Cost: 2000
☆ Affinity II
Light damage is reduced by 66%, darkness damage by 40%.
Cost: 4500
☆ Affinity III
Light damage is reduced by 100%, darkness damage by 60%.
Cost: 9500
☆ Halo
50% resistance to negative effects.
10% chance to remove negative effects from allies within 6 cells.
Cost: 5000
☆ Glare
Move 20 cells, ignoring obstacles. Once every three turns.
Cost: 10000
☆ Affinity I
Darkness damage is reduced by 33%, light damage by 20%.
Cost: 2000
☆ Affinity II
Darkness damage is reduced by 66%, light damage by 40%.
Cost: 4500
☆ Affinity III
Darkness damage is reduced by 100%, light damage by 60%.
Cost: 9500
☆ Shadow
+100% to stealth
Cost: 5000
☆ Nightmare
Melee and ranged combat. 20% chance to apply a random effect (blindness, confusion, paralysis, sleep).
Cost: 5000
☆ Gloom I
Melee and ranged combat. +6% chance to instantly kill the enemy.
Cost: 2000
☆ Gloom II
Melee and ranged combat. 12% chance to instantly kill the enemy.
Cost: 5000
☆ Gloom III
Melee and ranged combat. +18% chance to instantly kill the enemy.
Cost: 10000
☆ Acceleration
Additional turn (-1% to all parameters permanently). +50% to accuracy
Double acceleration: two additional turns (-10% to all characteristics and parameters permanently). +100% to accuracy
Triple acceleration: three additional turns (-25% to all characteristics and parameters permanently). +150% to accuracy
Cost: 25000
☆ Stop
Successful action (attack, check, etc.) (-25% to all characteristics and parameters permanently).
Cost: 25000
☆ Schism
Melee and ranged combat. Ignoring any defenses.
Cost: 15000

Boosters of the same type (for example, Attack 1 and Attack 2 or Attack 1 and Attack 1) cannot be used together.

Since this invention appeared not long ago, the long-term effect of enhancers on human health has not yet been studied. The "Raymford" company is not responsible for possible damage.

The final topic of the presentation was a new type of ephemeral weapon — the gun.

Gun (prototype)
Model: Gailardia
Damage: 100-250
Capacity: 1 cartridge
Reload time: 1
Firing range: 20
Effect: critical damage +10%
Cost: 5000 rumies.
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