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'Tis Your Trash Son (Deleted)

Hello! This is a message from this author. This story has been recreated into another account. Noc_Tristan. Due to some issues, I won't be able to access this account. So, I would those who would want to read the story to please research this story and find my new account. Furthermore, I've updated the story sequence and edited some mistakes. I hope the new recreated story will pique your interest.

Noc_Tristan222 · Fantasie
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Support C5 - Accessories & Charms

There are different types of accessories & charms for multiple types of purposes. Reasons like increasing one's aptitude in arcanery, inheritance capabilities, brute strength, enhance body resistance, and last but not least, heightening one's senses. But to forge and mold these into perfection, one must acquire absolute knowledge and experience to do so. Failing to meet the requirements may end in a catastrophic disaster. Aside from being an expert forge-smith, there are no other individuals that can forge accessories other than the Gwarvian Forgers.

Below is the table of content of all the accessories & charms and what I'll be discussing.

SC5 - Accessories

1. Relics

2. Amulets

3. Heirloom

4. Artifacts

5. Talisman

6. Curses

7. Runes

Before we start, I would like to thank my supporters out there for staying with me on this short journey. I promise to bring back an astonishing entry for you, readers, and the excitement.

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Relics. From ancient times that correspond to different believes and gods. There are different types of Relics, liquid, equipment, gas, mineral, and many more. But all these always connect to religion and beliefs. Not only that, but relics seem far more powerful than the average power of an artifact. And according to history, the longer a relic is preserved or hidden, the stronger it gets. An item is identified as a relic when it has lasted over two centuries. Relic also has a grading system to distinguish which is potent and which is vulnerable.

Grading System:

God-class: God-class relics often considered forbidden. There is only a small amount of God-class Relics all over Humane. These were known as the vessels of the Gods or an item in which they owned. Only four of the race have God-class Relics that are known.

Note: God-class Relics are also known as Unknown-Class Relics.

Legend-class: These were relics either created by the Gods and spirits or a great Blacksmith that worked for the Gods. There are Legendary Relics that some of a high-standing noble from different races possess.

Note: The percentage of finding such valuable items is less than zero.

Source-class: It is created by a well being that placed its whole soul into an object, thus, creating that object a relic. These relics are known for their unique characteristics and may sometimes have their relic consciousness.

Note: Source-Class is also known as Life-Class Relic or the Mythical-Class Relic.

Myth-class: Mythical Relics are known for their records in ancient scriptures and history texts. Millions of Mythical Relics haven't been located and are remaining to stay in textbooks.

S-class: These kinds of Relics that are ranked S-class are most top class for High Ranker Adventurers. High rankers would rarely stumble upon S-class Relics inside Dungeons, Towers, Lost Temple, Ruins, Labyrinth, Catacombs, Hidden Sewers, Lost Cities, Ruin Island, Dungeon Vault, Lair, Crypt, Pyramid, etc. But with good quality comes with high risk! Dangerous treasure guardians usually guard the Relics against adventures who seek it.

Note: S-class Relics are also known as Epic Class.

A-class: A-class relics are also rare, just like S-class relics. But considering the rarity, S-class relics would exceed A-class discovery chances. Although the discovery is lower than an S-class relic, the risk is still the same. Dangerous monsters roam around the treasure. Moreover, guardians protect these treasures.

Note: A-class Relics are also known as Semi-Epic Class.

B-class: Adventurers often stumble upon B-class Relics by accident and are usually protected by strong beasts. Found on different kinds of "Stygian Rooms" like mentioned above. B-class relics are the only relics sold at an illicit market or a black auction, and occasionally at VIPs Auction.

Note: B-class Relics are also known as Rare Class.

C-class: The weirdest relic among all the relics is C-class relics. They don't excel in terms of potent, nor do they help you with your daily needs. But, even among high-ranking stygian rooms, it is still as rare as S-class relic.

Note: C-class Relics are also known as Epic-class Rarity.

D-class: It is a relic that may be useful in particular ways for your daily needs and seldom may be beneficial in combat or defense. It does not compare with a higher-class but still effective in its form. The D-class rarity rate has 9% of someone discovering it.

Note: D-class Relics are also known as Uncommon Class.

E-class: The lowest among the relics often used for useful sorts. Even if it has a function for offense or defense, it would hardly be of any help. In an easy-class stygian room, it has a probability of 11%, in a moderate-class, it has a 13% chance of being there.

Note: E-class Relics are also known as Common Class.

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Amulet. An amulet is a form of a necklace. It adds arcanery into your Onyx Core to increase your mana's strength. The amulet's effectiveness depends on how strong the enchantment of a pendant. There are human beings unable to cultivate due to the lack of arcane. Meaning; When one's onyx core is dry. To make up for this lack, high-ranking nobles with off-springs that do not have any blessing, rely on "amulets" to supply the arcanery the user needs.

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The strength and potency of an heirloom depend on how strong a clan is. An 'heirloom legacy may be in a different form of its unique trait, or it could be a living thing. Heirlooms are so valuable that it may take a few lives to equal their value. Furthermore, a legacy is rare even amongst influential clans. That is why; with more influence comes useful connections. And in the process of making such a valuable 'heirloom, a clan leader must acquire an esteemed alchemist. The alchemist will perform rituals or blood rites to produce the unique clan mark that will serve as a key. Therefore once created, a blood contract is applied. This blood contract will determine that those who are not in blood, cannot wield an heirloom. The direct descendants of clan leaders are the only ones capable of utilizing these legacies.

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Artifacts are used differently with their unique traits and use. 'Artifacts can help on your daily basis or in terms of combat. Not only that, but it can also help in business, fashion, or luck. 'Artifacts are known to be one of the most robust objects that ever existed with unique traits beyond human comprehension. The only one who was permitted to study the arts of artifacts was the great Granted Sage himself.

Art of Artifacts Ranking: "The artifacts are ranked accordingly from descending order. Below are the words Granted Sage created to categorize the artifacts. Thus, the study of Sage has served the purpose of entitling each rank of artifacts."

1. Godly Artifacts.

2. Heavenly Artifacts & Demonic Artifacts.

3. Sunshine Artifacts & Shadow Artifacts.

4. Legendary Artifacts.

5. Mythical Artifacts.

6. Source Artifacts.

7. Treacherous Artifacts.

8. Epic Artifacts.

9. Master Artifacts.

10. Cursed Artifacts.

11. Rune Imbued Artifacts.

12. Demoted Artifacts.

13. Great Artifacts.

14. Moderate Artifacts.

15. Simple Artifacts.

16. Weak Artifacts.

And thus, the sixteen ranks of artifacts have been published. With each unique trait, truthfully, some weak-classed artifact does better than some of the higher-classed artifacts. But to notify those who were curious, Granted Sage made it simple. 1 >/= 2 but 1 > 3. Meaning, if an artifact is ranked lower by two numbers, there is no absolute chance it has more use. Weak artifacts can sometimes outstand simple-classed artifacts but cannot overpower moderate-classed artifacts.

Types of Artifacts: "The arts of artifacts focus on the ranking of artifacts, the types of artifacts are what classify the types of artifacts, and their general uses."

Combat Class. Are the most common type of artifacts that most cultivators ought to find. There are countless artifacts found by cultivators and are used to support their combat power or defense. The sole purposes of Combat Class Artifacts are offense and defense.

Trend Class. These types of artifacts' sole goals are to entertain or catch one's eye. An example of this type of artifact is the tailor artifact. It helps the user invent creative and comfy wear that will be a hit or trend in the future. Many seek these types of artifacts because they are rarer than combat class artifacts and more valuable.

Task Class. Unlike assistance class, the task class artifact helps improve your daily chores. Sometimes, a task class artifact has its conscience and unbreakable loyalty to its wielder. Task class artifacts are sold expensively by auctioneers or sellers, because it is a teeny tiny rarer than a trend class type of artifact.

Assistance Class. Many of these artifacts have their conscience that assists their wielder, and some have their will. There are also assistance class artifacts with neither of the trait, like the endurance artifact. In any case, artifacts are categorized as assistance classes because of their ability to enhance, support, and strengthen their wielders.

Intelligence Class. Many of high ranking artifacts are intelligence class that has their own will and conscience. It has a rarity of an epic rank artifact that is even harder to find than a diamond. The intelligence class artifacts are the highest among the legal and controllable artifacts that may help you in any way they can support if they are willing to. Most of the found intelligence class artifacts are abandoned by their previous wielders rotting. Some of the intelligence class artifacts, on the other hand, are dangerous.

Special Class. These types of artifacts are protected by higher ranking in Society to avoid disasters that might cause disorders. This class is known to be dangerous, and that one must not meddle in if one values their life.

[ With that, the types of artifacts are arranged. ]

[ More Information for Artifacts ]

Unlike other discoveries that the Granted Sage unveiled, there are still countless things left untold about artifacts. A piece of sacred information that only a few know is that one can form a pact to an artifact that will force them to abide by your wishes. To avoid greed, the higher-ups did not allow Granted Sage to publish this information.

Not only that, but there are a few types of artifacts that could curse, kill, or possess a human being, amplifying them to an extent beyond human capabilities. That is why artifacts are carefully investigated and studied.

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Talismans are rare minerals that are sturdier and more valuable than a diamond or a pink diamond. 'Talismans have unique prowess that came from the earth's crust or from the world itself. Manifesting into a pure magical substance that is valuable. Talismans are rare even, in the best area to mine. There are vacant books that lack more information about the Talismans. Not only that, it is a mystery that even the Sage himself has not made a discovery that is unveiling.

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High demonic beings often lay their legacies into an object for their will to live on, and these wills are called "curses" because of the effect and damage they cause someone when in contact. Although there are more negative outcomes, there have been circumstances that a curse greatly benefits a human, to an extent far beyond Humane capabilities. Curses could let an individual attain immortality, but in exchange, something sinister inside you that is far beyond control. Not many could control these curses. Regretfully, those who didn't, died a horrible death.

Arts of Curses: "Despite commonly known as curses, the vast world has various of curses. There are one stronger than another, and one weaker than another. By now, the people refuse to understand and learn more about curses. Arts of Curses are ranking for specific curses."

1. Primordial Curse.

2. Ancient Curse.

3. Arch Curse.

4. Legendary Curse.

5. Mythical Curse.

6. Phantom Curse.

7. Flesh Curse.

8. Nefarious Curse.

9. Scrounger Curse.

10. Torturing Curse.

11. Poisoned Cursed.

12. Devil Curse.

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Blessing is the total opposite of a curse. The distinction between curses and graces is that graces are way rarer and powerful. There are hardly any sacred objects discovered.

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Runes are symbols from the primordial era that has a specific use. The only known knowledge about the runes is that it amplifies your magical potency and power. It can also fasten your growth or widen your capabilities. Runes are symbols hard to write with full concentration. Furthermore, when a person begins scribbling runes, the individual starts getting drained. Thus, falling into exhaustion.