Age of Adepts

Chapter 1192 The Collision of Civilizations

Miniaturization and simplification of the floating ring...

This has always been a major direction of Greem's efforts.

Because this kind of research touched the essential difference between arcane and witchcraft, it was extremely slow and difficult to advance.

Seriously speaking, both arcane art and witchcraft originated from the primitive magic pattern, and they are both extraordinary abilities born by ancient spellcasters imitating the natural magic pattern of monsters.

It's just that in the later development, the wizards still insisted on the chaotic, bloody, and taboo part of ancient witchcraft, while the arcanists promoted a simplified version that has been "castrated" to a certain extent.

The simplified 'castrated' version is indeed easier to learn and understand, effectively expanding the scale of the Arcanist. But it's a pity that what they simplified and castrated was precisely the mysterious part derived from the coupling of extraordinary abilities and world rules.

Without them, without these mysterious and elusive content, arcane art has indeed become easier to learn, allowing those apprentices who are less talented to advance smoothly according to experience and skills. However, this also severed the original connection between arcane art and the rules of the illusory world, making it much more difficult for arcanists to advance to advanced levels than wizards.

The wizards still adhere to the ancient traditions. The witchcraft they use is bloody and cruel, and it is also full of chaotic and mysterious contents. The same rune, the same witchcraft, in the hands of different wizards, can show completely different witchcraft effects.

Coupled with self-sharpening and innovation of killing skills, under the same circumstances, the combat power of a wizard is often 3-5 times that of an arcanist of the same level.

Therefore, there are also good people who have specifically summarized: Arcanists focus on knowledge and equipment, while wizards focus on skills and means.

Arcanists respect knowledge, but wizards respect power!

The essential difference between the two caster systems is reflected in the material, that is, the equipment of the Arcanist is more delicate and delicate, while the equipment of the wizard is simple and rough, even a bit too bloody.

In principle, the content of the floating ring is not complicated, and the knowledge is also very simple. It is to use the force field technique with a simple structure to form an anti-gravity barrier with a fixed direction and shape, and then push the matter to float in a weightless state.

However, the energy used by the floating ring is arcane energy that has undergone multiple purifications and domestication. Compared with the magic energy used by wizards, the energy activity has been reduced by more than 67%. Such arcane energy is easy to store, compress, and modulate, and can even be poured directly into the caster's body, reducing the energy radiation hazards to ordinary people to a minimum.

In view of the huge difference between arcane energy and witchcraft energy, if Greem doesn't want to improve it and directly uses the witch array to supply energy to the floating ring, then it will cause turmoil in the energy system, and the floating ring will not be able to work stably and effectively ; If it is heavy, it will directly cause the disintegration of the energy system, and a terrible serial explosion will occur.

After all, the arcane system and the witchcraft system are two independently developed civilization systems. Although there are similarities or overlaps in many aspects, what is manifested in more fields is irreconcilable essential contradictions and conflicts.

Therefore, for the looted arcane knowledge, most wizards can only intercept part of the beneficial content and use it, but they can only discard those places with essential contradictions and conflicts.

After all, the difficulty of integrating two completely different spellcasting systems cannot be easily solved by one or two generations of wizards or one or two geniuses.

Therefore, plundering arcane civilization is more of an instinct of the high-level wizards to expand their knowledge reserves and find a similar type of civilization system for reference.

And when Greem wanted to apply the arcane knowledge he gained to runes, witchcraft and equipment, he also faced similar huge problems.

There are as many as two to three hundred kinds of runes related to flames in the witchcraft system, but there are only seven original runes, and the rest are almost all variants or combinations of original runes.

After a period of research and experimentation, Greem also found arcane runes in the arcane system that corresponded to the seven original flame runes. But it's a pity that the rune formations carved with arcane runes are either invalid, or cause various weird phenomena.

This especially made Greem feel headache and helpless.

Although the chip is very powerful, it will also appear powerless when it comes to the advanced field of mysticism, and it can no longer guide Greem to move forward as quickly as before by 'cheating'. After all, at this level, the experience and experience brought by the world and past memories are completely useless.

Every step forward in the field of mysticism requires constant exploration and verification, and failure is commonplace.

And the reason for this is because of the uncertainty of mysticism!

According to the data collected by the chip, it is estimated that mysticism originates from the subtle force field changes produced by the combination of magical energy and various substances. Because of different substances, different environments, and different materials, countless trace force fields resonate to form a larger, newer, and more complex energy space.

Under such circumstances, the commonality is temporary, tiny, and partial, while the moment-to-moment dynamic changes are mystical phenomena in a broad sense!

It is this uncertainty that witchcraft itself seeks.

Leverage the power of the laws of the plane by using small local energy changes, so as to guide the rules of the world to move in the direction you expected... This is the essence of witchcraft!

In this process, the only thing the wizard can master is the leading part.

Using spells, gestures, spell-casting materials, witch arrays, etc. to complete the work of energy guidance in the early stage, how does the energy resonance and rendering later leverage the laws of the plane? And how does the oscillation of the plane's law be transmitted to the level of the world's rules?

Low-level wizards don't know anything about these things, and only those high-level wizards who have touched the laws of the plane can continue to engage in research in this area.

Take flame witchcraft as an example. At level 1, Greem researched the most on how to attract more fire elemental particles when gathering fireballs, so as to trigger more resonance from a wide range of fire elements. That is to say, how to make the energy in the fireball more abundant when rubbing the fireball, the range of the explosion is larger, and the power is more amazing...

At the second level, Greem studies more on the penetration and conductivity of flame energy.

As for the third level, what Greem started to study was the transformation and fusion of flame energy and other magical energies.

After all, before the 4th level, what Greem studied was only the superficial phenomenon of flame witchcraft, and there was no magic origin involving flame energy at all.

But now, after becoming a level 4 fire witch, he also accidentally mastered four low-level fire rules. For the first time, Greem's witchcraft research began to advance to the field of the origin of magic. But in this field, there is no leader, no past experience, no rules to follow, everything has to be figured out from scratch.

Every high-level wizard is a polymath, and has rich achievements in his own field and knowledge. However, their research is closely related to their own abilities. Once this knowledge and experience is spread, it means that everything about oneself is made public.

This will bring great danger to oneself in disguise!

It is precisely because of such various considerations that the research of high-ranking wizards is often secret and never made public. It will only be taught or traded in a small area, and will never be contributed as a public theory like arcanists.

In contrast, within the three major wizarding organizations, the situation is slightly better.

Using resources, materials, and magic crystals as rewards can exchange for some secondary, less sensitive research materials and content from many wizards. And these things can be used as task rewards, motivating low-level wizards who are incapable of doing research in this area but are in urgent need of relevant knowledge to gather within the organization and form a real synergy.

However, in the central part of the mainland, the wizarding organizations and forces are too scattered, and almost all exist in the form of big and small wizarding families. And the relevant witchcraft knowledge will only flow within a small range within the family, which also makes the witchcraft system in the central part of the mainland worse than the three major forces by not one or two points.

Therefore, Greem wanted to engage in advanced witchcraft research. On the one hand, he could only grope his way forward, and on the other hand, he had to ask for help from the three major wizarding organizations.

Now Greem and the witches of the Northland are in a stalemate, and it becomes unrealistic to obtain high-level witchcraft knowledge from them. On the other hand, the Wizards Association is full of iron buckets. It is difficult to find suitable introducers and entry points, and it is extremely difficult to buy knowledge from them.

Comparing and comparing, the Silver Alliance is the most suitable in comparison!

The Silver Alliance really deserves to be a huge wizarding organization with the strongest commercial atmosphere. As long as you have enough magic crystals in your hands, there will be no witchcraft and resources that you can't buy.

However, the high-level knowledge that is useful to fourth-level wizards is too expensive. Even with Greem's current net worth, seeing the strings of almost astronomical magic crystal costs is a secret headache.

The reason why Greem insisted on going outside the territory was that he was aiming at the extremely hot resource trading market outside the territory. There are thousands of planes, each of which is different, and each has its own unique plane system and resource system.

An item that is rare and unusual in the wizarding world may be only a moderate resource in another world!

Therefore, if we can use needles and threads in this huge market where thousands of planes converge, buy high and sell low, and carry out resource integration and transactions across planes, the huge profits brought about by this will definitely not be a "small family" within a plane. imaginable.

And Greem sent the alien brain Gazlowe to the Exodar camp outside the territory, and established a stable stronghold camp there, which was the first step taken by the Crimson family!

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