Chapter 1192: The Clash of Civilizations
Miniaturization and simplification of floating rings......
This has always been a major direction of Grim's efforts.
Since such research touches on the essential difference between arcane and witchcraft, it is unusually slow and difficult to advance.
Seriously, both arcane and sorcery originated from primitive magic patterns, and they were both transcendent abilities born by ancient spellcasters who imitated the natural patterns of monsters.
It's just that in the later developments, wizards still adhere to the chaotic, bloody, and taboo part of ancient witchcraft, while the arcanists promote a simplified, somewhat 'castrated' version.
The simplified 'castration' version is indeed easier to learn and understand, effectively expanding the size of the Arcanist. But unfortunately, what they simplified and emasculated was the mysterious part derived from the coupling of supernatural abilities with the rules of the world.
Without them, without these mysterious, elusive content, arcane arts do become easier to learn, allowing even less gifted apprentices to follow their experience and skills to advance the ranks. However, it also severed the original connection between the arcane and the rules of the ethereal world, making it much more difficult for arcane artists to reach the advanced level than wizards.
The wizards still adhere to the ancient traditions, and the witchcraft they use is bloody and cruel, and it is full of chaos and mystery. The same runes, the same witchcraft, in the hands of different wizards, can present completely different witchcraft effects.
Coupled with the refinement of their own honing and killing skills, under the same circumstances, the combat power of wizards is often 3-5 times that of arcanists of the same level.
Therefore, there are also good people who have specifically summed it up: Arcanists focus on knowledge and equipment, while wizards focus on skills and methods.
Arcanists respect knowledge, while wizards respect power!
The essential difference between the two caster systems is material, that is, the Arcanist's equipment is more elaborate and delicate, while the Wizard's equipment is simple and crude, even a little too bloody.
The floating ring is not complicated in principle, and the knowledge is very simple, that is, it uses a simple force field to form an anti-gravity barrier with a fixed direction and shape, and then pushes the matter to float in a gravity-free state.
However, the energy used by the Floating Ring is arcane energy that has been multi-purified and domesticated, and the energy activity is more than 67% lower than that used by wizards. This arcane energy is easy to store, compress, and modulate, and can even be infused directly into the caster's body, minimizing the harm of energy radiation to ordinary people.
In view of the huge difference between arcane energy and sorcery energy, if Grim does not want to improve it and directly uses the witch circle to power the floating ring, then it will cause turmoil in the energy system and the floating ring will not work stably and effectively, or it will directly cause the disintegration of the energy system and cause a terrible series of explosions.
After all, the Arcane system and the witchcraft system are two civilization systems that have developed independently. Although there are similarities or overlaps in many aspects, what is manifested in more fields is irreconcilable essential contradictions and conflicts.
As a result, the vast majority of wizards can only intercept some of the beneficial content for use in the looted arcane knowledge, and can only abandon the essential contradictions and conflicts in those places.
After all, the difficulty of fusing two very different spellcasting systems together is simply not something that can be easily solved by one or two generations of wizards or one or two geniuses.
Therefore, raiding the arcane civilization is more of an instinct of the wizard hierarchy to expand their knowledge reserves and find a similar civilization system that can be used as a reference.
And when Grim wanted to apply the arcane knowledge he had gained to runes, sorcery, and equipment, he faced a similar dilemma.
There are as many as two or three hundred runes about fire in the witchcraft system, but there are only seven origin runes, and the rest are almost all variations or combinations of origin runes.
After a period of research and experimentation, Grim also found the arcane runes corresponding to these seven flame origin runes in the arcane system. Unfortunately, the runes carved with arcane runes are either ineffective or cause all sorts of strange phenomena.
This is especially a headache and frustration for Grim.
Although the chip is very powerful, it can also seem powerless when it comes to the advanced field of the occult, and can no longer 'cheat' to guide Grim forward in the same way as before. After all, at this level, the experiences and experiences brought by mundane and past memories are completely useless.
Every step forward in the field of the occult requires constant exploration and verification, and failure is commonplace.
And the reason why this is so is because of the indeterminacy of the occult!
Based on the data collected by the chip, it is estimated that the occult originates from the subtle changes in the force field 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 larger, newer, and more complex energy spaces.
In such a situation, commonality is temporary, tiny, and local, and the moment-to-moment dynamic change is the occult phenomenon in the broad sense!
Witchcraft itself pursues this uncertainty.
Use small local energy changes to pry the power of the laws of the plane, so as to guide the rules of the world in the direction you envision...... This is the true essence of witchcraft!
In this process, the only thing the wizard can master is the guidance part.
How does the use of spells, gestures, spell casting materials, witch arrays, and other means to complete the work of early energy guidance, and then how does the energy resonance and rendering pry the plane laws?
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.
Taking fire sorcery as an example, the most studied thing in Grim's Tier 1 is how to attract more fire particles when gathering fireballs, causing more resonance with a wide range of fire elements. In other words, how to make the fireball more energetic, explode wider, and more powerful when rubbing the fireball......
At the second level, Grim has studied more about the penetration and conductivity of flame energy.
As for the 3rd Order, Grim set out to study the transformation and fusion of fire energy and other magical energy.
After all, before the 4th Order, Grim only studied the superficial phenomena of fire sorcery, and did not involve the magical origin of fire energy at all.
And now, after becoming a fourth-order fire witch, he has also unexpectedly mastered 4 low-level fire rules, and for the first time, Grim's witchcraft research has begun to advance to the realm of the origin of magic. In this field, there are no pioneers, no past experience, no rules to follow, everything has to be figured out from scratch little by little.
Every High Wizard is a polymath and has a wealth of achievements in his field and knowledge. However, their research is closely related to their own abilities. Once this knowledge and experience is passed on, it means that everything about yourself is made public.
This will bring great danger to yourself in disguise!
It is precisely because of these considerations that the research of high-ranking wizards is often hidden and never overt. It will only be taught or traded on a small scale, and will never be contributed as a public theory like the Arcanists.
In contrast, within the three major wizarding organizations, the situation will be slightly better.
Rewarding resources, materials, and shards is the ability to trade in secondary, less sensitive research materials and content from a host of wizards. These things can be used as task rewards, motivating low-level wizards who are not capable of engaging in this kind of research, but are in dire need of relevant knowledge, to gather within the organization and form a real synergy.
But in the middle of the continent, the wizard organizations and forces are too scattered, and almost all of them exist in the form of large and small wizard families. And the relevant witchcraft knowledge will only flow within the family in a small area, which also makes the witchcraft system in the middle of the continent worse than the three major forces.
Therefore, if Grim wants to engage in advanced witchcraft research, on the one hand, he can only grope his way forward, and on the other hand, he asks for help from the three major wizarding organizations.
Now that Grim and the Northland witches are at a standout, it is impractical to gain advanced sorcery knowledge from them. And the Wizards Association is an iron bucket, and it is difficult to find a suitable introducer, a suitable entry point, and it is difficult to buy knowledge from them.
In comparison, it is still the most suitable side of the Silver Alliance!
The Silver Alliance is indeed a huge wizarding organization with the strongest commercial atmosphere, as long as you have enough magic crystals in your hands, then there is no witchcraft and resources that cannot be bought.
However, those advanced knowledge that is useful for Rank 4 wizards is too expensive, and even with Grim's current net worth, it will be a secret headache to see the string of almost astronomical magic crystal costs.
The reason why Grim insists on entering the extraterritorial is aimed at the extraterritorial resource trading market. There are thousands of planes, all different, each with its own unique plane system and resource system.
An item that is rare and unusual in the wizarding world may be a mediocre resource in another world!
Therefore, if we can thread the needle in this huge market where thousands of planes converge, buy high and sell low, and integrate and trade resources across planes, the huge profits brought by this are by no means imaginable by a 'small family' in a plane.
And Grim's dispatch of the alien Ghazruvi to the extraterritorial Essoda camp and the establishment of a solid stronghold camp there is the first step taken by the Crimson family!