Let's set aside the matter of crafting divine artifacts for now. The four divine artifacts that Clark had previously chosen were also of extraordinary quality.
The Orb of Agamotto: Just by hearing the name, one can deduce where this item comes from. It possesses functions similar to the Eye of Agamotto, but while the Eye can penetrate and influence time, this orb is primarily used to see through space. It can detect threats and magical dangers from other universes.
Clark plans to gift this item to the Ancient One as a token of gratitude, especially after receiving so much help from her in the past. Now that he has prospered, it's only right to give back. More importantly, he hopes that the Ancient One can use this orb to detect when Dormammu might next come to Earth to show off, and perhaps harness some cosmic energy in the process.
Moreover, as the Ancient One is a vanguard in resisting Dormammu and the encroaching darkness, strengthening her capabilities will only benefit Clark.
At the very least, it would buy him more buffer time.
After all, Dormammu's main target now seems to be Clark, not Earth.
The Eye of the Sorcerer: This artifact allows one to glimpse the future without the ability to change it. It can also dispel all illusions and false darkness.
Just from the description, it's clear that this item is a powerful tool against Dormammu and his siblings. With an irreconcilable conflict with Dormammu, Clark naturally wants to use it for self-defense.
The Life Plate: Originating from the ancient land of Atlantis on Earth, it's inscribed with the Life Equation, aiding its user to evolve into a higher, supreme being.
Among the four artifacts, this Life Plate is actually the most precious. A treasure that can optimize and elevate the level of life is not merely an external object anymore.
However, the process of using the Life Plate to optimize life is gradual. The stronger one is, the slower the further optimization.
Moreover, its upper limit is at the level of a Sky-Father.
It's useless to Odin, and its utility for Clark and Thor is also quite limited. However, with it, he can make someone close to him a formidable force.
Droopnir's Ring: It has the ability to create duplicates. Each use can create eight duplicates identical to the original, but these duplicates only have the strength of an ordinary Asgardian. The duplicates share the senses and memories of the original, and even if a duplicate is killed, it has no effect on the original.
This ring also has a cooldown limitation. If a duplicate dies, it takes nine days to form a new one.
Used in battle, the combat power of eight ordinary Asgardians might be negligible. But with clever application, it can be quite effective.
The ring's efficacy mainly depends on one's creativity.
Clark is quite confident in his own ingenuity.
Almost immediately after learning of the ring's function, Clark had a bold idea.
Therefore, he decided to test its power with Ava that night…
After a night without incident, the next morning, Clark, after covering the tired Ava with a blanket, went alone to the Rainbow Bridge and found Heimdall.
Upon hearing Clark's purpose, Heimdall didn't waste any words. He inserted the Sword of Guardianship into the slot at the head of the Rainbow Bridge. A bright light flashed, enveloping Clark in the transport channel.
With a whoosh, he vanished.
...
Jotunheim is the realm of giants among the Nine Realms. It's inhabited by various giant races, including the Ice Giants, whose leader, Laufey, was previously slain by Clark. Besides them, there are Rock Giants, Hill Giants, and other miscellaneous giant races.
Overall, this planet is considered one of the stronger realms in terms of combat power, not even Odin dares to underestimate it.
Clark's purpose in coming here isn't to chat with any Ice Giants. He's here to find the wise giant Mimir.
Heimdall's transport is reliable. The landing spot for Clark didn't involve any ice, fire, or sandstorms. There was only an immensely tall ancient tree, its roots half-buried in the soil and half-exposed.
On the roots lay a dry well, the legendary Well of Mimir, also known as the Well of Wisdom.
Approaching the well, Clark finds it dried up, but he's not surprised, having expected this.
Before coming here, Clark had inquired with Odin about the Well of Wisdom. In fact, the current state is the normal condition of the Well of Mimir.
Through Odin's description, Clark finally understood the truth behind Odin's great battle with the Ice Giants.
It turns out Odin didn't lose his eye in the battle with Laufey.
During the fierce battle, Odin, leading the Asgardian forces against Laufey's Ice Giants, decided to sacrifice himself for victory, peace, and the glory of the Northern Gods. He offered his right eye to the Well of Wisdom in exchange for its waters.
Drinking from the well, Odin gained a wealth of knowledge, finding a way to defeat the Ice Giants, securing victory, peace, and upholding the glory of the Northern Gods.
Now, Clark seeks the waters of the Well of Mimir.
"Young warrior, I am Mimir, guardian of the Well of Wisdom. Do you seek wisdom?" An aged voice emerged from the tree roots, forming a giant face. "Many have sought wisdom from me, but when they learn the price, they recoil, except for Odin."
Clark calmly asked, "What, then, is the price for the waters of wisdom?"
Mimir's voice grew solemn, "The price is your eyes. One eye will grant you knowledge equal to Odin's, while both will give you far more."
Mimir paused, then asked, "Does this condition frighten you?"
"Me, back down? Impossible!"
Confidently replying, Clark looked again at the dry well.
The exchange of knowledge at the Well of Mimir involves a permanent visual exchange.
Clark couldn't simply sacrifice his eyes and regrow them due to his immortality. That's not how it works.
If such trickery worked, Odin, with his power, would easily replace his eye.
The transaction at the Well is recognized by a supreme cosmic law. If you choose to exchange, you permanently lose the vision of that eye, as if it never existed. There's no rebirth by any means.
Unless one possesses power beyond this rule.
Yet, of those Clark has seen, none possess such power, not Odin, Thanos, Dormammu, Death, or even beings like the Living Tribunal or the One Above All.
And such high-level beings wouldn't care for the knowledge offered by Mimir's Well.
Clark didn't intend to cheat. Regardless of the rule's severity, as long as the exchange was equal, he was unafraid.
"You want my eyes, my vision? Take it!"
Thinking thus, Clark nonchalantly brought out the Eye of Hebrulong from his space and cast it into the Well of Mimir.
The eye, transformed by the song "You Are My Eyes," represents Clark's own, thus recognized by the Well.
As Clark expected, with the Eye of Hebrulong's sacrifice, the forces emanating from it vanished. Simultaneously, water gushed from the once dry well.
Cupping his hands, Clark drank the water, feeling an invigorating sweetness. His thoughts became exceptionally active.
Knowing the critical moment for gaining knowledge, Clark didn't hesitate, sat cross-legged, closed his eyes, and entered a meditative state.
The price of an eye doesn't unlock all universal knowledge. He had to selectively acquire the desired knowledge.
The Well of Mimir is like a trading platform where one's eyes serve as currency. After 'charging' with their eyes, one can choose the knowledge to 'purchase'.
Odin's choice to seek all knowledge meant a superficial understanding of much, like a 'whale' player sweeping through a store's low-level items but unable to afford deeper knowledge.
Clark specifically sought knowledge about Ragnarok, gaining more information in this aspect than Odin.
After a while, Clark reopened his eyes, a knowing smile on his lips, murmuring, "Ragnarok, the Ancient Gods, the Threads of Fate, the Power Stone, the Space Stone, the Reality Stone…"
"So it is, so it is!"
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