Chapter 18

The lowest level of magical weapons are those in which magic is directly sealed within the weapon itself. Such weapons can release as many spells as are sealed inside; once all the spells are used up, the weapon becomes an ordinary weapon. To recharge it with magic, you must find an alchemist to reseal the spells. Simply put, it’s like a gun needing bullets.

This type of magical weapon is called a “magic-storing weapon,” and most adventurers prefer to use this kind. They are inexpensive, of excellent quality, and even after the magic is used up, they remain fine ordinary weapons. You only need to replenish the magic when necessary, making them economical for adventurers who don’t have much spare money.

A higher-level magical weapon is one in which the alchemist fuses a magic array into the weapon, relying on a magic core or magic crystal embedded in the weapon to provide magical power. These are called “enchanted weapons.”

An even higher level of magical weapon can replenish its own magical power without needing expensive magic cores or magic crystals. These are called “mana weapons.”

Above that, there are weapons that combine two or more magical elements and can cast spells of two or more attributes. These are called “spirit weapons.”

Of course, there are even higher-level magical weapons—the legendary artifacts.

Dwarves are very united. Dwarven craftsmen who come from the Dwarven Hills never compete with each other. In a big city, there is only one dwarven weapon shop in any given district. In smaller cities like Wangshan City, there is only one dwarven weapon shop. If another dwarven craftsman wanders into town, he will not open a competing shop; instead, he will keep wandering until he finds a land of his own.

The famous “Dwarven City-State Weapon Shop” in Wangshan City is renowned for its outstanding quality and high prices. The shop owner, Frederick Graham, is a master dwarf craftsman whose age is unknown, but his beard is already longer than his height. Frederick Graham firmly believes that you get what you pay for: dwarven weapons are expensive, but absolutely worth the price.

This aligns perfectly with William Graham’s views, so he has been spending all his time in the city-state weapon shop these past few days. A double-bladed battle axe costs twenty gold coins, a knight’s lance forty gold coins, a cross shield fifteen gold coins...

But they are indeed worth the price. Any adventurer who has shopped here and been saved by excellent equipment at a life-or-death moment will, without fail, scrape together some money from their drinking and whoring expenses to come back to this little shop.

William Graham ordered ten items commonly used by adventurers: battle axes, two-handed greatswords, one-handed cross swords, and shields. After bargaining with Frederick Graham—and using the “praise Frederick Graham’s beard” skill—he successfully knocked the price down from three hundred gold coins to two hundred and fifty.

Every adventurer dreams of owning a “mana weapon,” but the price of one is beyond what most adventurers can afford. So William Graham focused his business on the affordable and practical magic-storing weapons.

According to Wangshan City’s market, a magic-storing weapon sells for seventy to one hundred gold coins. After deducting the cost of the weapon itself, the profit margin is about one hundred and fifty percent—a truly lucrative business.

William Graham’s alchemy always unconsciously incorporates some Ge Clan pill-making techniques. In fact, making magic-storing weapons is very simple: using a basic synthesis formula, a magic array is sealed into the weapon. This magic array has no other use except to store magic, and it doesn’t discriminate between types of magic.

A high-level alchemist can seal a magic array that stores more spells, but which high-level alchemist would bother making such simple magical weapons? Therefore, ordinary magic-storing weapons usually only store three to five spells.

William Graham found the magic arrays too complicated—the messy lines were a hassle to carve—so he preferred the Ge Clan’s “spirit-gathering array,” which could be drawn with a few gestures and a bit of mental focus. Moreover, the spirit-gathering array could store much more than a magic array.

William Graham experimented by making a few small modifications to the spirit-gathering array, and found that the array used to store natural energy could now store magic. This shortcut greatly increased his efficiency. As a high-level alchemist, he was already adept at making these low-level magical weapons, and now his efficiency was even higher. Those ten weapons were all turned into magic-storing weapons in just half a day.

……

As soon as Charles Barnes stepped outside, he saw Quentin Graham standing at the door like a black iron tower. He tried to duck back inside, but Quentin Graham had already spotted him. With a five-fingered grasp, a blue-green light enveloped Charles Barnes and pulled him in front of Quentin Graham.

Quentin Graham is a level-nine war general, and his battle aura glows blue-green. In the Starforge World, warriors are divided into twelve levels, each with a different color of battle aura. The lowest level is white, followed by: red, orange, yellow, green, blue, cyan, purple, blue-green, rainbow, silver, and the twelfth level, gold. It is said that war gods who surpass the twelfth level have their battle aura return to its original state and become colorless once again.