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In Loki's Honor
Life 10 - Chapter 8 - Enchanting

Life 10 - Chapter 8 - Enchanting

The harem party delved two weeks ago. They should be returning to the surface any day now. I'm sure they'd run out of sex supplies for now. As for me, aside from buying some groceries and getting another shipment of materials whether I'd used up the ones I had (I didn't) or not, I stayed home all the time.

Craft, melt, purify, craft. Separate the high-quality items and save them to enchant later. I was now adding gems to my high-quality copper rings. Feldspar and quartz were the cheapest gemstones to grind for Skill levels. I was working with crystals with five-hundredths of a carat, embedding them in the copper rings without a setting.

It was time to start on my second Profession. Enchanting. But I hit a wall when I finally pulled up my Enchanting Skills to think about enchanting. The explanation is a bit technical.

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To enchant an item, you had to inscribe glyphs on the object as you wove the energy required to empower the enchantment. On a success, the glyphs would work as a circuit to draw in magic residue the ambient and keep the item empowered. In a place with low magic background energy, the enchantment turned itself off. A person's aura naturally sheds excess magic energy so items worn by a person with MP seldom shut down, only in cases of extreme magic use when the MP pool remained empty all the time. That step of engraving was the biggest culprit for failures. Strangely enough at a first glance, Dexterity had not much to do with getting the glyphs right or not because they were more metaphysical constructs than physical engravings. It depended heavily on Skill coupled with Willpower and Luck.

It was an expensive Profession and a kind of hit-or-miss gamble. Four factors weighed to cause that.

First, no retries. You either enchanted the item properly or ruined it. A disenchanted material couldn't be enchanted again even if it was smelted and recycled. Over time the material would soak with enough residual magic energy to become enchantable again, but that took decades.

Second, enchantment points. Items had a limited amount of enchantment capacity. My copper rings had one or two without gems. Each enchantment had a cost and cramming a big enchantment in an item that didn't have enough points to support it was a sure-fire way to get it to blow up. Gems were used because even the tiny flakes of quartz I was inserting in my copper rings gave between four to ten extra points.

Third, the Exp cost. Enchanting cost Exp, non-refundable, and in relatively large quantities. Definitely more than the amount gained by actually investing the enchantment. While making the jewelry gave a small trickle of Exp, enchanting the same jewelry would drain a dozen times that amount.

And fourth, the icing on the shit cake, resonance. Enchanted objects mostly remained dormant when not in use or in contact with a living (or un-living) person. When active, it drained a tiny flow of MP or SP depending on the type of enchantment. But these tiny flows, when multiplied by dozens of enchanted items, create resonance. This meant that two flows could mix up and both items would fight for the energy and tear the body apart because of this conflict. The losing enchantment would stop working, the other received the strengthened flow and overloads. It would overheat and cause some damage. In the worst-case scenario, it could go boom.

Enchantment resonance tuning is an entire branch of advanced enchanting techniques. Like wifi routers in an office building, one wanted their enchantments' frequencies to be very far apart. An enchanter would need to measure the resonances by ear alone.

Addendum to the fourth, the resonance is not entirely random. It partially depends on the enchantment. Two copper rings of Dexterity +1 have a crazy chance of being impossible to wear at once. There was a Skill for tweaking it, so wearing two rings of +10 to Magic wasn't impossible but damn near it. One of the effects might become dampened, though.

I reviewed everything again before I started. It was already giving me a headache. I didn't need to train my enchanting Skills because they were already at the maximum level with the extra Skill Points from my racial levels and the professions. There were dozens of Skills for enchanting, a veritable maze. I took a glance at the basic ones.

> - Each Skill grants Rank x 0.5% extra chance of success. - Rose

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> Enchant Resources (rare): Add resource bonuses (HP, MP, SP). Base cost: 1

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> Enchant Physical (rare): Add Physical Attributes (Strength, Dexterity, Endurance). Base cost: 2

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> Enchant Mental (rare): Add Mental Attributes (Mind, Willpower, Charisma). Base cost: 3

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> Enchant Magic (very rare): Add Magic Attribute. Base cost: 4

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> Enchant Spirit (ultra-rare): Add Spiritual Attributes (Ego, Luck, Soul). Base cost: 5

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> Enchant Skill (rare): Add Skill bonus. Base cost: 2.

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> Enchant Weapon (rare): Add attack and damage to weapons. Base cost: 2

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> Enchant Defense (rare): Add defense to items. Base cost: 2.

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> Enchant Armor (rare): Add damage reduction to armors. Base cost: 1.

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> Enchant Resistance (rare): Add elemental resistance to items. Base cost: 2.

Those were the basic enchantments. Leveling the Skill gave a minor reduction to the base cost. At my capped level, it was 4.5%. Each had a base cost, and I could add them at specific levels. The level, squared, times the base cost was the point value of the enchantment. A copper ring that gave +3 to HP would cost nine points. My maximum HP would jump by 8,500 points after all the modifiers. The best copper and quartz shards ring I crafted so far had twelve points of capacity. That enchantment would cost me ninety thousand Exp and nine thousand MP.

I needed more than three days to make copper rings to make up for that cost. A normal enchanter without the times-thirty multiplier, three months. The MP cost was negligible for me. But it was easy to see why bigger bonuses ramped up to be prohibitive soon enough.

All that would be paid upfront. Then I would attempt the enchantment.

> Create Enchantment (rare): Imbue an item with an enchantment. Rate of success is (Rank x Willpower x Luck) / ( 50 * Point Cost) * 1%

And now comes the icing on the cake. My Willpower was 21, my Luck 110. My Skill rank, as usual without a fusion, was stuck at Novice 9. I had a 46.2% chance of success if I tried making an enchantment costing nine points. Not really, because I had to add the bonus from my Skill rank in {Enchant Resource}. The final chance was 50.7%. The odds were a bit more than one in two and I had a godly awful amount of Luck.

Fortunately, mixing different enchantments tipped that balance. A ring that gave +2 to Endurance and +1 HP would cost me the same nine points and it would improve the chance to 55.2%. For an item with two enchantments and a Master Enchanter with one hundred points in all relevant traits, they could reach 100% success with an enchantment worth 400 points. +10 Willpower, +10 MP, for example.

Which wasn't too much. That was one reason Sariandi didn't add a Status bonus to Queen Alloralla's enchanted gear.

I almost regretted picking the Enchanter Profession. Almost.

I had to build up a series of enchantments that improved my chances, mainly giving bonuses to my enchanting skills and relevant attributes. MY twelve-point ring was going to be the guinea pig. I scribbled the stats and a funny name on a scrap of parchment.

> Rosie's ring of "Please Make Enchanting Easier"

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> +1 to Willpower - 3 points

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> +1 to Luck - 5 points

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> +1 to Create Enchantment- 2 Points

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> +1 to Enchant Mental - 2 Points

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> Reading on this site? This novel is published elsewhere. Support the author by seeking out the original.

>

> Estimated chance of success: 52.65%

I banged my head on the workbench after I finished doing the math. Going big at once wasn't going to work, no way I'm wasting my masterpiece on such poor odds. I needed to make smaller enchantments first. I started with the main Skill. After some back-and-forth with my calculations, I found that the best bet was a ring that gave +1 to both Willpower and {Create Enchantment}. That had a success rate of 92.16%. I held the feldspar-copper ring with five points and paid fifty thousand Exp.

> You enchanted {Ring of +1 Willpower +1 Create Enchantment}.

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> Your Wild Enchant Skill granted the Ring a +1 to Dexterity.

Oh. Yes. I forgot. I was a [Fae Enchanter]. That ranked-up profession added a plethora of fun and unpredictable effects on my enchantments. It could also subtract but with a very reduced chance because it was entirely based on luck. It also meant that the resonance of the items was completely randomized too.

> Wild Enchant (very rare): Add a random trait to an item as it is enchanted, at the average level of the other effects. Subtracts one random trait. Chances are ( Rank x Luck / 100 )% to add, and (35 - (Rank x Luck / 80))% to subtract.

It was currently at 10% to add and 23% to subtract. It would hurt me more than help but I intended to fix it with some rings.

I donned my new ring and saw the stats go up. The odds of making the twelve-point ring rose up to 58.4%. I created another ring with +1 Willpower, +1 Luck, and +1 Create Enchantment. 62%, it worked. Wild Enchant did nothing. I put it and resonance didn't cause a problem.

I kept enchanting rings, putting aside those that didn't work or had resonance problems when I felt the cramps. A quick check showed that I'd bled a bit. One could think I was already used to it but no. I forgot. It was my second ever in this run, and elves don't have periods. After a change of clothes, I thought about how the world lacked feminine products. There were towels to use but they weren't disposable and got squishy and sticky after used. Without that 3-liter absorption power one sees on TV ads, I was at a loss. Diva cups or tampons weren't invented yet.

Or were they?

I wiggled my fingers and started to pour fae silk out of them. I wove the thinnest strands I could make in the fuzzball pattern, with lots of small loops that would make it fluffy and absorbent. I kept adding and making a spiral shape, looping a strand here and there to keep it tightly confined and in a cylindrical shape with a trailing string. To test, I soaked it in a cup of water. Satisfied, prepared to put it inside me. Then I paused.

I remembered, don't these things have an applicator? I lathed a wooden dowel then drilled a hole in it. With the spell-song, I fixed the imperfections, rounded the tip, then gave it a good polish. Finally, I hardened it with heat. Another thinner dowel as a plunger to push the tampon out. It was super awkward and it scratched a bit where it shouldn't scratch. Maybe I shouldn't have gone in dry. Well, a lesson for another day.

Then as if she was protesting against the scratches, the mother of all cramps hit. I crumpled, cursing. I thought about shifting but then I remembered I had the tampon inside me. Shouldn't {Pain Resistance} work on that! Ahoy, System! Do your freaking job.

I lost a day and a half of work. But my product was biodegradable and recyclable. I didn't even need to take it out. I just sent my pseudopods inside me to eat the silk and blood before I put in a new one with lube. Gross, but practical.

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A week, several failures, three dozen rings ruined, and a few million Exp burned later, I had a full set of rings with bonuses to boost my enchanting. Plus six to the main values including {Wild Enchant}, which brought my odds of messing up way down. I had 17% of going up and 8.3% of going down. Like in that MMO I burned a lifetime grinding Arathi Basin rep, enchanters had a few perks for themselves. There were two Skills in the [Fae Enchanter] that made me not regret picking this Profession.

> Resonance Shift (very rare): When you equip a newly enchanted item, you have a (Rank - Number of items with the same trait) x Luck x 0.1% reduced chance of having resonance conflicts.

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> Resonance Dampener (very rare): When a resonance conflict happens, you delay the reaction by Rank seconds.

I moved from rings to amulets. They could be used as brooches, pendants, or even earrings. They also had a bigger surface for the inscriptions and could accept more polished gemstones. I kept making them out of copper because the next metal, silver, was twenty times as expensive. I might be wealthy but I wanted this business to be self-sufficient. The lump of useless copper from my failures kept growing. That copper would take years to soak enough magic to be enchantable again.

Worse, some of it made their way back to the smelter and mixed with good copper. I had an incident that week when I had to reject a shipment of stock ingots because they were tainted with this inert material.

Making the amulets took longer than the rings. While I had fewer items with superior quality to enchant, all of them had some enchanting potential. My crafting Skills had already reached the low cap of my curses and now I had to rely on organic growth without the System's assistance. It was ten times slower at least. 

Nenandil, who took to watching me work as if it were the latest season of the Witcher on Netflix, watched my frustrations and asked, "Why don't you break that curse?"

"Too expensive, even if I have a racial perk to halve the cost to lift them off of me now. I don't have enough MP and I don't want to throw my perks away. I needed to raise my Magic Attribute because I'm going against the Attribute score of a deity."

She fluttered in front of me and made a serious face.

"If you need more Attributes, why don't you pick a Class? You've been holding out for too long, I think."

I didn't have an answer for that. I looked at my list of available Classes. My eyes were drawn to the bottom, the rarest ones. I laugh-groaned at the sight of [Null & Void], now highlighted in gold. I could walk a path of power but that was not what I wanted for Rosewise. I wanted a quiet life, as close to normal as possible. Even so, I discarded all the common and uncommon Classes. The crafting Classes wouldn't help me. Truly, there were perks to speed up my production but I wasn't worried about it.

Something to combat curses? Accumulate MP? I had an opportunity of reaching a very high level this time with the Dungeon right there. I skimmed over the huge list. it only grew because I qualified for more and more Classes as my abilities broadened.

One entry spoke to me.

> Mystic Sorcerer (ultra-rare) - Wielding both magical and spiritual powers, the Mystic Sorcerer is physically frail but becomes an unraveler of secrets.

Yeah. And as usual, the System didn't give me the numbers unless I selected it. A good thing for a future patch, Wyxnos. Let people make informed decisions, dammit. It is almost like you want them to fail. Yeah. Let's go. I can't even YOLO this.

> You became a Mystic Sorceress. You gain:

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> 1 Attribute point per level.

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> 1 Magic every odd level

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> 1 Soul every odd level.

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> 1 Charisma, Willpower, Mind, Ego, and Luck, alternating every level.

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> 1 (+1) HP per level.

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> 8 (+2) MP per level

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> 8 (+2) HP per level

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> 4 (+3) Skill Points per level.

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> 1 perk every even level.

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> You gained the perk: Sorcery (uncommon): You rely on willpower and imagination to weave magic instead of carefully researched formulae. With Sorcery, you can create any effect you can imagine but the spell's parameters are not optimized, including the MP cost and effectiveness.

I had MP to waste, that wasn't a problem. But my HP... Bloody hell. I became a paper cannnon.

I applied the one million Exp I had in reserve. I told you enchanting was expensive. It brought me to level fourteen. I used the freebie Attribute points to cap Magic, Soul, and Luck. My unmodified Status looked like this.

> Rosewise Honorcoin (level 44)

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> Species: Ghostsight Eleon (rank 1) level 10

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> Class: Mystic Sorcerer 14

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> Professions Soul Enchanter (rank 1) 9 / Fae Jeweller (rank 1) 9

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> Strength 16 / 26 - Dexterity 24 / 34 - Endurance 19 / 29

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> Mind 23 / 31 - Willpower 23 / 31 - Charisma 23 /31

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> Magic 120

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> Ego 112 / 120 - Luck 120 - Soul 120

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> HP 619,542

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> MP 3,647,616

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> SP 1,426,320

It also had the side effect of making all my enchanting WAY EASIER. I cringed and called me a dumbass. Like the flea in a circus, I was too used to life with lower Attribute caps.

Shaking my head, I opened the perk list. The [Mystic Sorceress] had affinities for almost everything. Blood magic, Healing, Necromancy, Illusion, Transmutation, Contractual Magic (mostly slavery), Divination, several kinds of divine magic I couldn't use anyway. Even demonology.

I could summon some demons to harvest their cores. That's how the big boys get cores for their enchantments and other magical activities. Yeah, right. Not going down that path.

Scanning the list, I found something I wanted. Making up my mind, I invested in seven magical perks.

> Countermalediction (very rare): You understand how to unravel curses and can design spells and rituals to fight against a specific curse.

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> Ritual Magic Affinity (very rare): Your rituals are stronger and less prone to failure.

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> Healing Magic Affinity (rare): You heal for 50% more and can cure a broader range of maladies.

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> Familiar Spellcasting (rare): You can cast spells originating from your familiar's location.

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> Familiar Defense (very rare): While your familiar is within Magic meters from you, it takes 30% less damage.

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> Familiar Shielding (very rare): While your familiar is within Magic meters from you, 50% of the damage it takes is subtracted from your MP pool.

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> Share MP (rare): You and your familiar can share MP as long the donor is willing and has more than 20% of its maximum.

"Now you can help me remove those curses, Nenandil!" I grinned while she read the Perk's description.

I had Skill Points. On a whim, I put all the Enchant [trait] Skills to merge with them. I could purchase them back with future levels which I would get soon enough after I leveled my Class to the same level as my species' levels.

> {Combine Skills} active. 10 Skills and 98 Skill Points used.

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> You gained the Enchant Success Rate Up (very rare) Skill. Increase the success rate of all enchanting attempts by Rank x 0.5%.

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> Your Skill level is Journeyman 42.

The flat 21% bonus would be great to offset the penalties for a large enchantment.

I resumed working. I was about to call it a night when someone banged on my door. I opened and found that rude adventurer Malcolm I've met in the guild.

"Malcolm. I wasn't expecting you," I said.

"Neither me. There's trouble at the guild. Georg told me to fetch you. Cedric and his party... it is better if you see for yourself."

I felt a cold shiver. Their return was overdue by a week. "Are they dead?"

He grimaced and shook his head. "Not all of them. But they might as well wish to be. Come, let's go."

I stepped outside and dropped a boulder by the door.

I looked in Malcolm's general direction. "I'm going ahead." He was still gawking at the boulder. I might've damaged my front door. Fuck that. It's just a door.

I broke all stops and dashed, jumping on the roof of the next house to make a beeline for the guild.