Chapter 36 - Enchantment types

For the next couple of days, I work to improve my enchantment skills, perfecting every enchantment, from basic to advanced. The more advanced ones are indeed much harder, but given enough time, I would master them eventually.

There are five main types of enchantments:

Type one: Basic. These enchantments, such as Sharpness, Weight Reduction, and Durability, alter the item's basic attributes with no or minimal need to involve mana. Their effects are passive, meaning they are always in effect. Most of these are basic enchantments, and although some are more complicated, they don't get too complex.

Type two: Mana-interact, spell casting. The name is self-explanatory. These enchantments, instead of altering the item's physical properties, work by interacting with mana, either within the item or in the surrounding environment. For example, a Fireball enchantment gathers magical energy surrounding the user or a powersource within the item to fund the spell. There is no need for chanting or user mana input, and the only intention that matters is when performing the enchantment itself. These enchantments are more advanced and require much more complex codes.

Type three: Conditional enchantments. These enchantments activate when a specific condition is met. The most common are action-based activations, which often overlap with type two. A spell can be cast by swinging a weapon, saying a phrase, or making a particular hand sign. The entrance door to the black market also belongs to this category, as only those with the correct password can enter. Another subtype is time-based activation. Clothes can be enchanted to wash themselves once every day or two, or lamp posts might light up every time the sun sets. The conditions can be very basic or extremely complicated, making these enchantments flexible and diverse.

Type four: Supporting enchantments. These enchantments support another enchantment. It is common to see a weapon with a very advanced central enchantment and up to a dozen supporting enchantments. In most cases, they increase the effect of the main enchantment by a certain percentage. However, they can also be used to suppress an enchantment, reducing its side effects or, in rare cases, sealing away the power of an item.

And lastly, type five: Reality alteration:. As the most advanced and rarest form of enchantment, these spells can alter the fabric of reality itself. Examples include enchantments that change the flow of time around an item, create pocket dimensions, or alter the laws of physics in a localized area. These enchantments require a deep understanding of Arcanum and immense skill to execute without catastrophic consequences. They are often sought after by the most powerful enchanters, but few have the ability to create them successfully.

However, I would like to add another type, information enchantment, though it is more of a niche use than a practical enchantment. These enchantments have no actual effect; instead, the Arcanum itself can be used as a communication tool among enchanters. This is because Normal people cannot see Arcanum. And furthermore, due to low rank enchanters cannot read higher rank enchantments, hiding the information enchantments inside another high-level enchantment would allow me to further restrict who can read it.

After finishing our enchantments, we sell all the items back to the Guild. Needless to say, it has been causing quite a ruckus.

"A Grandmaster Enchanter from overseas is unleashing their stash! Only limited stock! We need to buy quickly!" the customers say.

But on the other hand…

"Fuck! This is so stupid! The market is crashing! I can't sell my items!" all the other merchants panic as hell.

No one has ever performed perfect enchantments before, but now, hundreds of items with perfect enchantments are flooding the market! Even if we price them ten times higher than items with the same but imperfect enchantments, they sell out within minutes. No wonder the merchants are fearing for their lives.

Luckily, we have been conducting our transactions anonymously, so our identities remain safe. I don't want to discourage the enchanters here, nor do I want to disrupt the established economy, so we stop after making quite a fortune—a couple million crowns, easy money.

Now, instead of cheap blanks, it is time to up the play. We go around the city to find the best blanks possible so that I can gear myself up. In the end, both Sophia and I are armed to the teeth.