— Good day, — greeted the flower girl, — and welcome to Tamfana.
Something in Gulveig's behavior or appearance must have revealed that she was not a local.
Posts from ⚔️Serberia
Auto-translated
—Oh, an alchemy shop. Let's go see what they're selling. —and she forcefully dragged the hapless young man along with her into "Kaleidoscope."
Alchemical Drinks and Confectionery
Invigorating Coffee - 39
Removes the sleep and slow effects from the selected character and grants immunity to these effects for three turns.
Hot Pepper - 39
Removes the immobilize effect from the selected character and grants immunity to this effect for three turns.
Mint Drink - 39
Removes the paralyze and запрет effects from the selected character and grants immunity to these effects for three turns.
Cane Bomb - 199
Removes the mind control effect from the selected character and grants immunity to this effect for three turns.
Frost Bomb - 39
Removes the bleeding and burn effects from the selected character and grants immunity to these effects for three turns.
Tears of the River Nymph - 99
Removes the poison, injury, disease, sluggishness, and weakness effects from the selected character and grants immunity to these effects for three turns.
Hot Chocolate - 39
Removes the freeze effect from the selected character and grants immunity to this effect for three turns.
Anticyclone - 39
Removes the blindness effect from the selected character and grants immunity to this effect for three turns.
Innocence - 69
Removes the petrification effect from the selected character and grants immunity to this effect for three turns.
Poisons
Succubus's Touch - 100
The character's attacks cause petrification.
Snake Bite - 100
The character's attacks cause poison, weakness, and sluggishness.
Melancholy - 100
The character's attacks cause slow (3).

— I try to keep up with the times, — explained the alchemist, — this way, the goods sell better and are in much greater demand among young people. The main thing is not to mix up the poisons with the drinks and candies, or things will turn out badly.
Succubus touch - 100
Character attacks cause petrification.
Added 12 minutes ago
😔
If no one else wants to, then let's go to the store.
Soon, they arrive at the store and examine the items on sale.
Violin - 200
As long as the character plays the instrument (active action), their allies receive +3 to Will and Resistance with a 20% chance to grant +(tag) Will or Resistance for one turn.
Flute - 200
As long as the character plays the instrument (active action), their allies receive +3 to Initiative with a 20% chance to grant +(tag) Initiative for one turn.
Lyre - 200
As long as the character plays the instrument (active action), their allies receive +3 to Dodge and Accuracy with a 20% chance to grant +(tag) Accuracy or Dodge for one turn.
Trumpet - 200
The musician's performance inflicts the paralysis effect on enemies.
Cithara - 200
The musician's performance slows down (3) enemies.
Trumpet - 200
The musician's performance applies a paralysis effect to enemies.
- We'll meet at the mermaid statue, - he muttered to his companions, trying not to show the pale greenish tint of his face.
After everyone dispersed to the places that interested them, he hobbled unevenly towards where he saw a "workshop" sign. Perhaps being away from the stinky, noisy street and distracting himself with something calming would help him regain his composure.
- Damn you, Fritz, - the disgruntled craftsman was clearly unhappy about something, - couldn't you have stayed in jail a little longer?
Flute - 200
As long as the character plays the instrument (active action), their allies receive +3 to initiative with a 20% chance to grant +(tag) initiative for one turn.
Aretz should have played the flute.
Buy, Ar.
well, that's obvious, otherwise why would I have gone so far...
- Oh, here's the pipe, - the guy rejoiced, noticing the necessary tool. - Please wrap it up.
I'm buying the pipe.
- So, where should we go now? - Anselm asked the girl. - Do you have any wishes?
Aretz shouldn't play the fool.
— Good day, — the girl greeted, approaching the counter, — may I inquire about the weapons available for sale and the prices for other services?
Rapier
Might: 3
Damage: 25+2m+2i
Critical hit chance is tripled.
+10% chance to activate a deadly strike.
Lion's Fang
Saber
Might: 4
Damage: 30+3m+2me
+5 to Initiative, +5 to Accuracy.
Demon's Spine
Spear
Might: 4/6
Damage: 30+5m/40+6m
Paralyzes on attack.
Nobility
Two-handed sword
Might: 6
Damage: 40+6m
+10% to critical hit chance, attacks remove one negative effect from the character.
Traveler's Sword
One-handed sword
Might: 5
Damage: 35+5m
+10% to critical hit chance, +2 to movement speed, immunity to slow and immobilization, or +2 to Initiative for characters from Erathia.
Stronghold
Halberd
Might: 6
Damage: 40+6m
+5 to Resistance, +5 to Will, +50 to Health.
Ravager
Axe
Might: 5
Damage: 35+5m
+10% to critical hit chance. Bleeding on attack. Ignores defensive throws against bleeding.
Artery Thighs
Warhammer
Might: 10
Damage: 50+7m
Immunity to slow, immobilization, paralysis, sleep, banishment, bleeding, burning, poison, blindness, weakness, and sluggishness.
Justice
Morgenstern
Might: 5
Damage: 35+5m
Double damage against enemies in light armor, triple damage against enemies in heavy armor.
— Everything costs a thousand, — the saleswoman explained, finishing showing the finished products, — my grandfather and I are too lazy to calculate what and how much it should cost, let smart people figure it out themselves. We can also improve finished products for a quarter of that amount, but we only take on named weapons.