Artifacts

**Artifacts** are rare Forgemastered objects. Mana crystals are required to imbue artifacts with more than one spell (as unanimated matter resists external magic power) in a process called Bonding. The more powerful the crystal, the greater the number and quality of enchantments it can sustain. Trying to infuse an object with more magical force exceeding its capacity will make the object reject the spell or break. Enchanting an object with a great magical force causes a constant erosion; if an artifact sustains too much damage, it loses all its magical properties.

Without a user, artifacts will degrade over time regardless if they have a gemstone embedded or not because all items have passive properties that are always kept active (e.g. weight reduction, self repair, enhanced resistance) - the more powerful the artifact, the more passive abilities it has. Hence, mana crystals alone can't keep up with the mana expenditure - arrays can be used to recharge since they have only a single function that makes them easier to preserve. It's not possible to turn off the passive abilities because most of the spells are needed to preserve the magical item.

Magical metals are different from those a smith normally uses. They almost have a core of their own, which almost gives them life. The saying about artisans putting their soul in their creations is true, especially for Forgemasters. The longer one works on a mystic metal, the more it takes from them. It's their energy that composes their pseudo cores, so it can be compared to a Necromancer's work. Just like there are lesser and greater undead, there are lesser and greater artifacts.

Without a brain or life force, there can't be life, but there can be will. Whenever a Forgemaster crafts something, they only strive for perfection because they can't allow any distraction. Exceptional Forgemasters, however, sometimes manage to imbue their willpower into the pseudo core, just like any good mage does with Tier 5 spells. The difference is that spells are fleeting whereas artifacts are forever. It is believed that **semi-sentient** artifacts like War are something only the god of Forgemasters is supposed to be able to do.

## Mage Towers

The main ability of a **mage tower** is to channel the world energy, to connect with Mogar. However, no matter what materials a mage tower is made of, they act like a mana crystal. It is like an extension of its master, boosting their abilities past their limits with no side effects. In close proximity of their tower, a mage can outmatch several of their peers at the same time with ease and even defeat someone stronger, better equipped, or both. It is said that within their own mage tower, a mage is nigh omnipotent. They have an access to an almost endless supply of mana through world energy and defensive measures such as cloaking, hiding underground, spatial displacement, and mana manipulation.

A mage with a tower is feared by everyone, even by violet cored Phoenixes or Dragons. At the same time, however, a mage with a tower is also constantly the victim of ploys to get them away from their tower and kill them. Mage towers are like any other artifact - once their owner is dead, they are up for the taking. Ripha Menadion was the last mage to successfully craft a tower - Menadion's Desperation.

The reason why all mage towers are built to be capable of moving is to prevent Spirit Warping, since dimensional sealing magic can't stop a Spirit dimensional spell. Arrays can perceive someone's arrival or attack them, but there's nothing to stop them from running away.

### Baba Yaga's Tower

Together with her mage tower, Baba Yaga's strength can be considered comparable to that of a Guardian. It looks like a hunting cabin from the outside. The small wooden house has a pitched roof, only one door, and one window on each side. A clothesline filled with fresh laundry is located in front of the hut. It is able to move on 10 meter (33 ft) long chicken legs.

The living room is over ten meters (30 feet) long and fifteen meters (45 feet) wide. There is a huge cauldron over the fireplace. A huge rectangular wooden table is set with enough plates and cutlery to feed a small battalion. Even though the living room itself is bigger than what the hut looks from the outside, there are several doors and corridors leading to other rooms that seem to be even bigger.

Although Baba Yaga has been upgrading her tower over the centuries with cutting edge magic, it is still lacking compared to Ripha Menadion's - the former created her tower as a means to offer her children a safe environment, with entire biomes inside to not make them feel like prisoners whereas the latter used the energy to create the perfect lab and invested all of her resources on making it impregnable. Moreover, Baba Yaga's tower is made of wood while Menadion's tower is made of stone.

For a long time, Baba Yaga's hut was considered a unique piece born out of the genius of the oldest white cored Awakened on Mogar and some kind of Forbidden magic ritual akin to the one that had spawned the Horsemen. The ancient tower's chicken legs and ability to shapeshift into any form that suits its master makes it look like a living being. Its great mobility even allows it to do complex moves, e.g. a back flip.

### Horsemen Steeds

Baba Yaga created the Three Horsemen, sharing with them her expertise and resources. This included their **steeds**, mage towers made out of the purest white crystals and shaped like a horse. The power of the steeds not only increases a Horseman's physical and magical prowess, but it also allows them to share their innate gift with undead that aren't their Chosen.

#### **Moonlight**

Night's steed. Moonlight allows Night to share her immunity to darkness magic with her troops in the form of a black aura surrounding them. Be they wands, cannons, or spells of any tier, the black aura surrounding the undead becomes thicker on impact, neutralizing darkness with darkness.

#### **Sunset**

Dusk's steed. Sunset allows the Red Sun to share his gifts with all of Baba Yaga's children in his vicinity, even though they wear no prism and aren't his Chosen. Dusk becomes able to grant each of them a life force-related power at a time and change it according to the circumstances. He possesses all the powers belonging to the Guardians' bloodlines and he is a master at using them. Sunset resembles a crimson crystal creature, wearing a coat of Davross mail. Sunset isn't a sentient relic, just a tool meant to enhance Dusk's powers. A long as it doesn't receive orders from him, it is a sitting duck capable only of using pre-set strategies to defend against enemies.

Sunset's enchantments make it akin to a breathing technique without any drawback - it is able to drain world energy and recover Dusk's strength faster than Invigoration.

#### Sunrise

Dawn's steed. Sunrise acts similarly to Baba Yaga's hut, absorbing the world energy from its surroundings even in the absence of a mana geyser. The steed uses that energy to fuel its own abilities and those of Dawn, working akin to a breathing technique with no side effects.

## Menadion's Artifacts

*See: Menadion's Legacy*

Ripha Menadion, the first Royal Forgemaster and Ruler of Flames, left behind several powerful artifacts that formed a set.

## Weapons

### Anti-Balkor Wand

The Kingdom's ultimate weapon for the war against the undead and even against Balkor, in the case that he ever made his return. It was developed with the combined efforts of Royal Forgemasters, Alchemists, and even Manohar, allowing its user to convert any kind of spells into sunlight. The user can imbued spells into the sword, which in turn converts them into golden beams of light.

### Baby Fangs

Morok Eari's set of one-handed battle hammers that have both a hammerhead and a pick. He strikes targets with the pick side and hammers it in using the second hammer's hammerhead. The hammers are made from Orichalcum and can shapeshift at will. The sheaths are part of the weapons and the key to triggering their shapeshifting abilities. The hammers' mass can be increased using the sheaths' mass, which are also made of Orichalcum.

The weapons were a gift from Morok's father, crafted for him by Faluel the day Morok was born, and can absorb and enhance the power of his eyes. When enchanted with air magic, the first hammer is given a strong positive charge while the second hammer is negatively charged. The resulting effect is to guide the second hammer right onto the first, adding the magnetic pull to its momentum for a strong impact. The weapons can also absorb flames and release their heat.

The secret to the blades' seeming indestructibility lies in their sheaths. Both the mana crystals and its pseudo core are in the sheaths, so the blades are just an extension that can be regenerated as long as the sheaths are still intact.

### Black Shroud

Night's Adamant dagger. One of the spells imbued in the dagger envelopes the wielder in a thick sphere of Darkness.

### Coward's Knife

Crafted by Zolgrish the Lich for his servant Ratpack. The enchanted blade is a long dagger for a man but a short sword to Ratpack. It is infused it with light and darkness magic. The darkness spell acts as a venom against living beings and as an acid against everything else. The light element closes the wounds the moment they are opened. The forced healing saps its victim's stamina and accelerates the spreading of the venom through their body by enhancing their metabolism.

### Endless Night

Tezka's prized artifact linked to his life force. Anything struck by Endless Night creates a link between Tezka and his prey, allowing him to feed even in the heat of battle. The longsword's black surface is covered with stars. The original was imbued with darkness and dimensional enchantments but was destroyed during the battle between Tezka's clone and Lith in Maekosh. Bytra later reforges Endless Night for him with Davross, this time with enchantments of all elements.

**Abilities**

* **Full Moon**: the light of the stars on the surface of the blade grow in intensity, releasing a blinding flash. For an Eldritch, the light element is nothing but a snack, filling them with new strength while also blinding everyone nearby.
* **Nightmaze**: cuts the space in front of the wielder and opens several exit points in the nearby area at the same time, creating a dimensional crossroad that makes Life Vision useless in predicting the direction of the next attack. However, all the Gates are static, making them exploitable once the element of surprise is lost.
* **Night's End**: cuts the space around the wielder and creates a dimensional sphere that Warps incoming attacks in random directions. However, those inside the sphere cannot see outside, and the balance of elemental energies can be easily distorted.

### Firebrand

Dusk's double-headed ax made of Davross. It has an ability called **Solar Flare** which releases a burst of red flames that engulf the targets in living fire. Not only does the spell have uncanny destructive power, but it also releases such heat that it becomes impossible for its victims to breathe.

### Frostbound Blade

Gaaron Roghias' blade. It had the special effect of encasing its wielder in a thick layer of ice that grows until it conjures two more crystal statues. The three crystal statues cover the wielder's energy signature to confuse opponents as to which one is the real one. The statues also form the focus points of an array which causes the crystal to grow over time until it can conjure more duplicates. Moreover, the wielder can control the statues at will and swap positions with them.

### Reaver Daggers

Crafted by Raagu Drerian, the Reaver is a pair of long daggers coated with a viscous but colorless poison.

### Sage Staff

A staff crafted for Solus by Solus and Lith that uses an experimental mix between Necromancy and Forgemastery. It is comprised of Yggdrasill Wood, silver, orange, and yellow altered white crystals, and the black, red, and blue Balor eyes taken from Trouble. They used Tavar Sinak's technique to create the power core.

The Sage Staff has 4 sets of runes:

* The **first** enhances Lith's energy signature so that the mana flow originating from the crystals embedded into the staff offer less resistance to the Forgemastering process.
* The **second** amplifies the effects of every pseudo core that he planned to assemble into a power core. It grants an artifact the ability to not only to temporarily boost its single enchantments, but also their combined effects.
* The **third** disperses excess energy in the case that casting too many spells in rapid succession overloads the staff. The runes also help the wood withstand enemy spells and reduce the stress that the boosted power core experiences. Thanks to the three sets of runes, the Sage Staff can activate several enchantments at the same time without burdening Solus and making up for her lack of body casting. Also, they allow both the Staff and its user to replenish their energy reserves faster than normal.
* The **fourth** is something that Lith and Solus created from one of their bounties in Urgamakka that they combined with the data collected after watching General Vorgh's staff and Athung in action. The runes by themselves have no effect nor are they even linked with the power core. At a first glance, they are just a bunch of random very intricate runes, but at a second glance, they are all related to arrays. Yggdrasill wood is famous for its ability to mix spells and Lith planned to exploit it. Whenever Solus needs to cast an array, by activating those engraved in the staff she saves herself the time and energy to weave the most complex runes. It significantly reduces the time and focus required to cast the most common types of arrays.

**Abilities**

* Shapeshift to more ordinary appearances.
* **Distorted Field**: releases six small spheres of gravity magic that traps enemy spells in a compressed gravity field until they burn out. The six spheres can individually release small bursts of energy that alter the gravity in a small area. On the one hand, this limits their effectiveness but on the other hand, it also gets rid of most of gravity magic's side effects. Usually, conjuring and controlling six elements at the same time while also keeping them perfectly balanced is a demanding task, but the Sage Staff was devised exactly for that purpose in order to feed Solus' mana core. Moreover, thanks to the Sage Staff's power core taking care of the fine control of the effects of gravity magic, all the caster has to do is point and shoot.

### Sky Piercer

A pair of Orichalcum dragon claws crafted by Bytra for Xenagrosh that can be used in both human and dragon form. The silvery glove has six violet crystals embedded on its surface, one for each finger and one in the middle of the backhand (similar in placement to the Hands of Menadion). The claws can be extended at will. Xenagrosh wears it on her left hand.

### Thorn

An Adamant spear crafted by Night using the knowledge of her best hosts over the centuries. It can unleash a pillar of darkness as fast and big as a freight train that can also make sharp turns as it chases its target. It is imbued with so much mana and willpower that Dominance doesn't affect it. The black pillars don't just fade away - after missing their target, the energy mass stops in mid-air, forming a massive sphere that wait for Night's next command. The Thorn is a winged spear with the side tips bent upward and as sharp as the blade itself. They are meant to both make each thrust more difficult to dodge and to amplify the spells Night channels through the weapon. One of its abilities called **Wailing Wind** can unleash what looks like a storm of vengeful ghosts.

### War Shackles

Leannan's twin battle hammers, a relic left from an expert of the light element whose purpose is to make it impossible for the enemy to escape after the fight starts. Golden tendrils are formed between the hammer heads and any target struck - they are weightless and ethereal, making it impossible to be cut. The wielder can make them tangible at will, dragging targets back into her attack range, and can choose which and how many threads turn into hard light constructs.

### Yggdrasill Staff

Crafted for Vastor by his Chosen. Tezka gave it shape, Xenagrosh carved it a bit, and Bytra enchanted it. The smooth surface of the wood is covered in thin runes of power that run from the top of the bottom of the staff, forming a spiral pattern that channel the world energy coming from the ground and increase the grip. Its top is shaped like a tower with two prancing lions at its sides, the insignia of the Vastor Household. On top of the tower rests a single white crystal the size of an apple that the lions keep in place with their forelegs and opened mouths.

## Armors

Even the best enchanted armor is weak against blunt hits because a perfect kinetic shield also paralyzes its wearer. The enchantment has no way to distinguish friendly from hostile energy and blocking kinetic energy also means that the person wearing the armor is incapable of performing high speed-movements of any kind.

### Skinwalker Armor

The **Skinwalker Armor** is a versatile armor made of clothes that is capable of shapeshifting into different forms, the only requirement being to provide the enchantment with a sample of the clothing the wearer wants to reproduce. The armor can mimic any clothes stored in the armor's blue gemstone embedded at the base of the neck. The elemental and physical protections are also stronger than the academy uniforms, and by injecting mana into it the wearer can boost its self-repair speed. It also creates a small repulsive energy field that can block attacks.

The armor can also reproduce shoes. The enchanted clothes turn into a semi-liquid state, running over the wearer's body while changing its color and composition on a molecular level.

Its ingredients include the skin of a polymorphic monster species known as Skinwalkers, a bit of slime goop as a stabilizer, powdered petals of a Magma flower as a power core, and a Thunderbird's plume to boost the base material's defensive properties. Lastly, the pseudo core of a dimensional item is merged with the pseudo core made from the previous ingredients for a total of 4 pseudo cores being used simultaneously.

### Orichalcum Skinwalker Armor

Born from Lith's experiments with true Forgemastering techniques, the **Orichalcum Skinwalker armor** adopts the same functionalities of the Skinwalker armor but with more resilience, a much stronger barrier, and able to shapeshift faster. One of its perks is that it can revert to its liquid form at will, so even if dimensional magic is sealed there is no need to take it off for shapeshifting. By injecting the armor with mana, it is possible to amplify both its hardness and its repulsive energy field. The Thunderbird's plume gives the Skinwalker immunity to blunt attacks as long as the wearer supplies it with enough mana.

It was considered an impossible task by fake mages for the longest time due to the conflict between the Thunderbird's plume and the Orichalcum, as the Orichalcum amplifies the feather's energy field thus exceeding what the spell can harness. True mages can comfortably wait for the pseudo core to stabilize before fusing it with an enchanted item but fake mages use spells that barely last twenty seconds and they have no way to assess how great the amplifying effect is. They can adjust the energy output with a tier five spell, but without Life Vision or Invigoration, it would still be like a blind man trying to kill a bird with a single arrow.

The Skinwalker armor can change its colors according to its surroundings, making its wearer nigh-invisible.

### Scalewalker Armor

Crafted by Lith and Solus using a purified Adamant Forge from Zolgrish and Runesmithing after studying the Skinwalker armor's four pseudo cores. Its mass is able to cover the entirety of Lith's Hybrid Form. Unlike the Orichalcum Skinwalker which uses 1 crystal, the Scalewalker uses 7 violet crystals as big as fists and cut to resemble diamonds. The seven gemstones are in pairs on the shoulders, arms, and hips of the armor, leaving the seventh for the neck area. Lith is able to give the Scalewalker armor the shape of his Wyrmling form so that he can shapeshift freely without anyone noticing and ensuring that it covers the entirety of his hybrid form. Moreover, he can hide Solus' battle forms from sight, disguising her as a part of the armor.

**Abilities**:

* Can be boosted to form an invisible dome around the wearer that blocks incoming attacks.
* Can absorb Lith's mana to mend any damages, though slowly.

**Ingredients**:

* A Golden Phoenix flower petal which serves as the power core. It fuels all the enchantments, holds the other pseudo cores together and keeps them from clashing, as well as turns the world energy gathered by the crystals into mana bearing Lith's energy signature.
* A dimensional item pseudo core to store reproduced clothes.
* Full Guard pseudo core. The Full Guard aura is visible as a consequence of not using gold since gold would weaken the Adamant.
* The Skinwalker pelt for its morphing abilities. Its pseudo core is rainbow-colored due to the shapeshifting ability (which also lets it change colors)
* Faluel's Hydra scales to keep the metal tough but flexible, which are imbued with all 7 elements, making its pseudo core a vibrant rainbow.
* The Thunderbird's plume boosts the base material's defensive properties; its pseudo core is yellow and comprised of pure air element.
* Slime goop is used to reduce the rejection effect the different energies cause.

The armor bears 7 sets of runes:

* The **first** brings Lith's energy signature, to be merged with the world energy from the crystals.
* The **second** amplifies the strength of the pseudo cores while the **third** set disperses the excess energy during an all-out fight. Together, they allow the Adamant to better channel the energy that the enchantments release and reduce the stress that the boosted pseudo cores experience.
* The **fourth** set of runes allow the armor to replenish its energy reserves faster than normal. The runes absorb the surrounding world energy and aid the mana crystals to empower the pseudo cores once put in their place.
* The **fifth** and the **sixth** set respectively absorb part of the kinetic and magical energy that would hit the armor during a fight, turning them into a protective energy field.
* The **seventh** and last set would cloak both the pseudo cores and the rune formations, making it impossible for any regular Forgemaster to study them (which Lith had traded for from Orion)

### Black Rose Armor

Adamant armor crafted by Night using the knowledge of her best hosts over the centuries. It is a full suit plate armor, all the pieces of which are shaped to resemble the petals of a rose in full bloom.

### Dominator Armor

An Adamant armor crafted by Bytra for the Master. It is as thin as silk but capable of withstanding the hit of a Guardian, and can shapeshift into outfits. It also shields Vastor's black core from mystical senses, even Solus' mana sense. It is able to store Vastor's Highmaster armor and even replicate its abilities.

### Kingslayer Armor

An Adamant armor crafted by Thrud Griffon for Jormun Nidho made specifically the counter the abilities of Guardian bloodlines. The armor bears seven different colored crystals (white, red, blue, orange, black, silver, and yellow), making it immune to chore magic spells. The Kingslayer armor can conjure a powerful barrier that springs out with enough speed to produce a shockwave that, in the case of Origin Flames, sends them back against their master.

### Suneater Armor

A pure Davross armor crafted by Bytra for Tezka. using the Davross ingots he had hoarded through the millennia. Due to being crafted for a regular sized creature, the armor requires much less metal. On top of that, many quality-of-life spells such as weight reduction or the ability to compress and expand at will aren't necessary, allowing the Fylgja to have Bytra enchant the armor solely with battle-oriented skills.

## Accessories

### Dampener

Professor Yondra Mefaal's creation that had the ability to prevent other enchanted items from absorbing mana. It resembled a silver tuning fork and was infused with 12 different spells. It was destroyed in the fight against Jiira.

### Gravity Ring

Gifted to Lith by the fungal creature in Odi, the ring casted Tier 0/First Magic gravity magic. It generated a small gravity field around the wielder's hand that could be shrunk at will and enlarged up to a sphere of one meter (3.3 ft). The gravity sphere would stick to any object that is touched like a second skin, allowing the wielder to make the object lighter or heavier. The mana would go from the ring into the runes, charging them up before affecting any objects.

The small ring was covered in glowing blue runes and had a small green mana stone embedded on it. The ancient regulating runes were part of the enchantment itself instead of being engraved into the ring, making them float in the air and encompass the ring's field. . They worked akin to a dam - once opened, it took a lot of energy to prevent them from crumbling under the pressure of all the mana that wanted to be released at once.

Lith practiced using the ring and weaving a small array together with gravity magic to escape its effects.

### Pathfinder

A compass whose needle is made out a pure white crystal, made for Lochra Silverwing by Ripha Menadion to point the user to Menadion's tower the moment they come within a 1000 kilometer radius, regardless if the tower has been imprinted or not. However, its use was negated after Menadion merged Solus with the tower, changing its energy signature.

## Orion's Works

*See: List of Orion's Works*

**Orion Ernas** is an extremely skilled Royal Forgemaster who has many personal techniques privy to his family legacy. His swords are highly sought after by the Crown, and he has made swords for his daughters and Lith before.

### Eraser

A small silver sphere that shines with the intensity of a small sun. When it comes into contact with enchanted items it temporarily removes the imprint on them with the Forgemastering spell Clean Slate.

### Invisibility Mirror

The **Invisibility Mirror** can make things it points to invisible to the naked eye by using gravity magic to bend light.

## Royal Artifacts

### Armor of Arthan

An improved version of the Royal Fortress armor that Arthan Griffon forged near the end of his life for his descendants. It has an invisible protection around it that deflects projectiles and close range weapons. It is similar to the protection that makes enchanted armor impenetrable to conventional bullets but is much stronger, as it alters the direction and acceleration of attacks. The armor has a gravity sheath enchantment that reduces its weight significantly, allowing the wearer to move swiftly.

Like the Saefel set, it is able to bear two imprints at the same time due to having been designed for a Royal couple.

### Sword of Arthan

A broadsword forged by Arthan Griffon after he studied the Royal Fortress Armor and Sword of Saefel, in order to leave his full legacy to his descendants after he was executed by Tyris. It has seven magic stones of different colors on each flat side from bright red to bright violet. A white mana crystal goes straight through the center of the cross-shaped hilt, pulsing in unison with the other crystals. Like the Saefel set, it is able to bear two imprints at the same time due to having been designed for a Royal couple.

The Sword of Arthan also possesses the extremely rare ability of allowing its user to exert dominance over all the elements, including pure mana. By lighting the matching number of gems on the sword, the caster can cast spells supposedly impossible without a tower, such as quadra-elemental spells by lighting 4 gems.

* **Blue gemstone**: the blue gemstone activates **Ruler's Will**, which allows the wielder to control any Tier 4 or below spell like it is their own. It is a simplified version of Silverwing's Hexagram, so it requires as much mana as the attacking spell uses.
* **Orange gemstone**: generates a small flaming sphere that affects everything in the wielder's surrounders except their own body.
* **Violet gemstone**: activates the **Banishing** spell which tears apart space, creating a fissure that can bring the wielder hundreds of miles away. When the fissure closes, it leave behind a crack that destabilizes dimensional spells, causing massive explosions.
* A spell that allows the wielder to recall it to their side with a thought.

The Blade also grants the wielder mystical senses and enhances their understanding of magic.

### Royal Fortress Armor

Crafted by Tyris herself, the **Royal Fortress Armor** bestows upon a normal human the power of an Emperor Beast and a mage the strength of an army. They can only be worn with authorization from the Queen. They were crafted by Tyris herself back when King Valeron was still alive, just like the Sword and the Armor of Saefel. There are only a few Royal Fortress Armors and they are supposed to be worn solely by the members of the Queen's Corpse and bodyguards of the Royal family.

It is a full set of Davross armor with bright violet crystals as big as apples grafted onto its hands and thighs, three white crystals embedded on each shoulder and the middle of the chest. The armor appears to be made of golden feathers that shine like the sun. The helmet is shaped like an eagle's head, its gloves ending in claws, and a couple wings made of energy draped like a mantle around its shoulders which allow its wearer to fly and can spread/be used to intercept incoming physical or magical attacks. The armor makes its wearer resemble a humanoid Griffon covered in metal.

The Royal Fortress Armor is not only made out of Davross, but tons of highly compressed Davross that gives its wearer the same mass of an Emperor Beast and the mobility of a dragonfly thanks to Gravity Magic imbued in the metal that works akin to Fusion Magic. The Royal Fortress armor isn't just an artifact, it is a Guardian crafted artifact. The armor uses holograms to project an interface to its user, listing all the spells imbued in the armor, the number of times they can be used, and even which ones are not available due to the presence of arrays.

Every time there is a breakthrough in the mystical and the Forgemastering arts, Tyris upgrades her spells accordingly and makes a trip to the Blood Desert to have Salaark update all of her creations with Creation Magic, since not even a Guardian has so much Davross to craft a Royal Fortress armor every time there is a magical breakthrough.

### Sword of Saefel

The Royal Sword, one of the Royal treasures passed down by the First King, Valeron, gifted to him by his spouse Saefel. The sword uses white crystals, allowing it to conjure even Tier 5 spells without its wielder spending a shred of mana nor time to weave them. Even if its wielder has no affinity for pure mana, as long as they hold the blade, they are capable of using Domination according to Tyris' programming. The six colored gems bestow upon them control over all the elements while the white crystals on the hilt empower the enchantments the sword is imbued with.

Sword of Saefel has so many runes and white gemstones because without them it would take but a couple of swings to turn a Guardian artifact into scrap metal.

It is used mainly to declare war and execute traitors. It is able to bear two imprints at the same time due to having been designed for a Royal couple.

### Armor of Saefel

The Royal Armor, one of the Royal treasures passed down by the First King, Valeron, gifted to him by his spouse Saefel. It is able to bear two imprints at the same time due to having been designed for a Royal couple.

### Spell Hoarding Cube

The **Spell Hoarding Cube** looks like a giant 6-sided Davross die assembled around a white crystal the size of a coconut. The crystal spikes come out from each of the sides, constantly changing their color. The Cube is capable of storing an unlimited number of spells of all tiers for an indefinite time and allows its user to conjure them at will, even if they aren't the ones who stored the spells in the first place. Not even sealing arrays work on the Cube because it is a living complex of arrays that supersedes all others. Those conjured by the Cube are supposed to cast their spell and disappear.

It is widely believed that once it stores a spell, the Cube remembers it and is capable of casting it indefinitely as long as its power core has enough energy. However, this is merely a rumor spread by the Royals to confuse their enemies and reassure their allies.

The first spell ever stored in the Cube was True Griffon, a Blade Spell. It was forbidden to cast unless the people of the Kingdom were in danger. It also stored Tessa the Titania's When All Are One array, which empowered the First King's guard to the point that they nearly killed Baba Yaga and destroyed her tower. However, the Cube, just like the Saefel relics, still belong to Valeron and bear his will. His permission is needed to use them (and thus was not used against people like Balkor, whom Valeron deemed a consequence of the Kingdom's own actions, whereas Valeron condemned Dawn's undead army). The Cube is also able to Warp back to the Royal treasury of its own will.

The secret of the Spell Hoarding Cube lies in memory crystals. It is thanks to them that not only the mana, but also the will of the mage can be stored inside of it along with their spells and keep them indefinitely.

### Small World

One of the Griffon Kingdom's treasures, the **Small World** creates an extended space that jams the connection between pure mana and world energy. Within the one that holds its keystone is able to change the rules of magic at will, disabling dimensional and communication amulets, elemental magic, and even first magic. Light and darkness magic can be freely used inside, but magic and magic objects don't work. The holder is immune to its effects and can grant privileges to others, but every time a privilege is used, the holder is immediately notified.

The artifact neutralizes fake magic, but merely blocks true magic, like plastic wrap separating world energy from the mana core. As a result, since mana constantly flows through the bodies of Awakened, Awakened beings inside the array can feel like they are carrying weights, draining their strength. However, Spirit Magic and Fusion Magic still function, though the former's effects are slightly slowed by the arrays.

The artifact is activated through numerous rune markings embedded onto the holder's eye which act as a giant holographic keyboard. Countless runes of power envelop every single millimeter of space, its magic permeating even the items and bodies of all those under its influence. In order to allow certain magic or items to be used, the holder must rewrite entire strings of runes to make even the slightest change.

## References

1. ↑ Chapter 289: Bonding (Part 1)
2. ↑ Chapter 290: Bonding (Part 2)
3. ↑ 3.0 3.1 Chapter 970: Time to Move (Part 2)
4. ↑ Chapter 1355: Parents and Gifts (Part 1)
5. ↑ 5.0 5.1 Chapter 1573: Growing Power (Part 1)
6. ↑ 6.0 6.1 Chapter 1091: Facts and Legends (Part 1)
7. ↑ Chapter 57: A New Lesson (2)
8. ↑ Chapter 85: Lith’s Surprise
9. ↑ Chapter 1343: From Blackest Day (Part 1)
10. ↑ Chapter 897: Back Home (Part 1)
11. ↑ Chapter 1111: Blood for Blood (Part 1)
12. ↑ Chapter 1021: A New Path (Part 1)
13. ↑ Chapter 1153: Shadows of the Past (Part 1)
14. ↑ Chapter 1572: Breach of Trust (Part 2)
15. ↑ Legion on discord
16. ↑ 16.0 16.1 Chapter 1390: High-Master (Part 2)
17. ↑ 17.0 17.1 Chapter 1391: The Third God (Part 1)
18. ↑ Chapter 1392: The Third God (Part 2)
19. ↑ Chapter 1393: One Mind, Five Bodies (Part 1)
20. ↑ 20.0 20.1 Chapter 1394: One Mind, Five Bodies (Part 2)
21. ↑ Chapter 1396: Downfall of the Conceited (Part 2)
22. ↑ Chapter 738: Menadion's Story (Part 2)
23. ↑ Chapter 1477: Lost Magus (Part 3)
24. ↑ Chapter 640: Teks (Part 2)
25. ↑ Chapter 642: Perfect Array (Part 2)
26. ↑ Chapter 1073: Foolishness and Wisdom (3)
27. ↑ Chapter 704: Tyrant (Part 2)
28. ↑ Chapter 661: From Bad to Worse (Part 3)
29. ↑ Chapter 689: Conflicts (Part 1)
30. ↑ Chapter 713: Despair (Part 1)
31. ↑ Chapter 1584: The Pain of Loss (Part 2)
32. ↑ Chapter 544: Past vs Present (Part 2)
33. ↑ 33.0 33.1 Chapter 502: Fury (Part 2)
34. ↑ Chapter 1577: The Suneater (Part 1)
35. ↑ 35.0 35.1 35.2 Chapter 1579: Ten Tails (Part 1)
36. ↑ Chapter 1090: Darkness Versus Chaos (Part 4)
37. ↑ Chapter 503: Hollow Victory (Part 1)
38. ↑ Chapter 774: Trickster (Part 2)
39. ↑ Chapter 559: Man in Black (Part 1)
40. ↑ 40.0 40.1 40.2 40.3 40.4 Chapter 1621: Life and Death (Part 1)
41. ↑ Chapter 1636: Call of Duty (Part 2)
42. ↑ Chapter 1661: Void Flames (Part 1)
43. ↑ Chapter 1663: Soul Feather (Part 1)
44. ↑ Chapter 736: Prodigal Daughter (Part 2)
45. ↑ Chapter 1544: Quality Time (Part 2)
46. ↑ Chapter 948: Dreams and Nightmares (Part 2)
47. ↑ Chapter 1605: Odd Friends (Part 1)
48. ↑ 48.0 48.1 Chapter 942: A Magus’ Might (Part 2)
49. ↑ Chapter 1108: Demons of the Fallen (Part 2)
50. ↑ 50.0 50.1 Chapter 943: Creation and Chaos (Part 1)
51. ↑ Chapter 845: Hard Times (Part 1)
52. ↑ Chapter 1272: Family and Gifts (Part 2)
53. ↑ Chapter 1654: Players and Pawns (Part 4)
54. ↑ Chapter 254: Learning (Part 2)
55. ↑ Chapter 257: Gala (Part 1)
56. ↑ Chapter 264: New Accomodations (Part 2)
57. ↑ Chapter 597: Overpowered (Part 1)
58. ↑ Chapter 923: Birthdays (Part 1)
59. ↑ Chapter 606: Arrangements (Part 2)
60. ↑ Chapter 621: Loot (Part 1)
61. ↑ Chapter 629: Sudden Death (Part 1)
62. ↑ Chapter 646: All are One (Part 2)
63. ↑ Chapter 634: A Fair Trade (Part 2)
64. ↑ Chapter 955: Raiders of the Lost Academy (Part 3)
65. ↑ 65.0 65.1 65.2 Chapter 1124: Scalewalker Armor (Part 4)
66. ↑ Chapter 1315: Weak Points (Part 1)
67. ↑ Chapter 1378: Ancestral Powers (Part 2)
68. ↑ Chapter 1163: Puppeteer Abominations (Part 1)
69. ↑ Chapter 1202: Drawing Conclusions (Past 2)
70. ↑ Chapter 945: Hostile Takeover (Part 1)
71. ↑ Chapter 1337: The Prodigals’ Return (Part 1)
72. ↑ Chapter 1409: Awakened Blood (Part 1)
73. ↑ Chapter 1412: Golden Dragon (Part 2)
74. ↑ Chapter 1578: The Suneater (Part 2)
75. ↑ Chapter 658: Flesh and Stone (Part 2)
76. ↑ Chapter 674: Paying the Price (Part 2)
77. ↑ Chapter 712: Green Array (Part 2)
78. ↑ 78.0 78.1 Chapter 760: Diamond in the Rough (Part 2)
79. ↑ Chapter 761: Fright Night (Part 1)
80. ↑ Chapter 769: Ruin (Part 1)
81. ↑ Chapter 1188: Long Awaited Reunion (Part 2)
82. ↑ Chapter 546: Eyes and Wings (Part 2)
83. ↑ Chapter 543: Past vs Present (Part 1)
84. ↑ Chapter 473: Overwhelming Power (Part 1)
85. ↑ 85.0 85.1 85.2 85.3 Chapter 1444: Master Plans (Part 2)
86. ↑ Chapter 472: Royal Pains (Part 4)
87. ↑ Chapter 780: Dominance (Part 2)
88. ↑ Chapter 1410: Awakened Blood (Part 2)
89. ↑ Chapter 475: Overwhelming Power (Part 3)
90. ↑ 90.0 90.1 Chapter 478: Night's End (Part 2)
91. ↑ Chapter 479: Night's Aftermath (Part 1)
92. ↑ Chapter 1565: Awakened Madness (Part 2)
93. ↑ 93.0 93.1 Chapter 829: Heartless Monster (Part 1)
94. ↑ 94.0 94.1 Chapter 1363: Corpse, Feather, and Nest (Part 1)
95. ↑ Chapter 965: The Arisen (Part 1)
96. ↑ 96.0 96.1 Chapter 1476: Lost Magus (Part 2)
97. ↑ Chapter 1564: Discoveries and Plans (Part 2)
98. ↑ 98.0 98.1 Chapter 460: Foul Moon (Part 2)
99. ↑ 99.0 99.1 Chapter 1146: White Cores and Crystals (Part 2)
100. ↑ Chapter 1593: Training Time (Part 1)
101. ↑ Chapter 964: The Fallen (Part 2)
102. ↑ Chapter 1397: Blade Tier Spells (Part 1)
103. ↑ 103.0 103.1 Chapter 1398: Blade Tier Spells (Part 2)
104. ↑ Chapter 1452: Endless Training (Part 2)
105. ↑ Chapter 1399: When All Are One (Part 1)
106. ↑ Chapter 1400: When All Are One (Part 2)
107. ↑ Chapter 1456: All Work and No Play (Part 2)
108. ↑ Chapter 137: Plague
109. ↑ Chapter 140: Regrets
110. ↑ 110.0 110.1 Chapter 145: Search for the Cure (2)
111. ↑ Chapter 157: Consequences (2)