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Rebirth and Second Chances 32 Research
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Rebirth and Second Chances 32 Research

I spent time trying to understand the minutiae behind the technology I was using. Uncovering the source code, trying to understand the logic behind concepts that ran on magic instead of science. Some of my findings highlighted the genius and innovation used by the Sidhe.

The computer used magic arrays and formations that actually cast low-level scries, illusion, and mind magic spells. Mana batteries and crystals used enchantments etched in microscopic detail. Mana conducting metals like Mithril, Silver, and Adamantium were etched into the crystal, creating a magic circuitry that allowed the crystal to store magical energy and connect t manufactured ley lines.

A ley-line construct that was permeated the ground and by raising towers were capable of being broadcast and connected via airwaves. This network of interconnecting energies that crisscrossed the territories was faction-specific. The Seelie and Unseelie each created an ether framework and was specific to them. There was only one place where the two disparate energy fields were allowed to intersect. Only one specific place.

The joint capital of the Sidhe. Even here, firewalls, restrictions, and protocols were so deeply layered and entrenched that only those Ranked with the highest security would ever gain access to the confluence of data from both sides.

Optic cables, sound waves, and satellite positioning instruments were replaced by an intricate and densely packed grid pattern that blanketed the planet in multi-tiers. Relay towers, what I would consider mage towers, were built and maintained at physical ley line intersections.

The energies were then siphoned off by magical formations. Each tower had its own unique vibration frequency that allowed it to connect to the continent-wide system. These unique energies allowed for the towers to broadcast in tessellating formations that allowed for the interconnecting of energies and assigned sui generis tied to Ranked.

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Enchanters, Inscriptionists, and Formation Masters were this Universes physicist, engineers, and scientists. They researched new ways to integrate metal inlays in a progression of innovation that mirrored technology found on Earth.

Of course, there were other fields of study that greatly contributed. Bio-conformists that worked closely with nature and created trees and crops that grew not only foods required to sustain a multi-billion population, but plants designed to provide unique products.


Fruits and Nuts provided the metals used in building and construction. A re-growable sustainable crop that had been bio-engineered using magic instead of mining to meet the demands of market forces without destroying the land or the need for pollutant heavy industries like strip mining.

Formation arrays were deployed in deep waters that encouraged Crystal reefs to grow. Allowing natural crystals to be ignored, and those crystals needed for commerce to be farmed from artificial reefs.

Professions consisted of the typical RPG craft classes. Blacksmiths, Tailors, Alchemists, and Enchanters. But these classes, especially Masterclass craftsmen were able to specialize as they advanced. Skimmers were a product that blended the skills of Blacksmiths, Leatherworkers, Enchanters, Inscriptionists, and Formation Masters. A blending of skill that allowed for the technology to rival anything found on Earth.

Research and development may have been a typical Gnomish preoccupation in games I'd played, but the Sidhe took tinkering and innovation to new heights. The ability to examine microscopic particles was enhanced with magic and spells. Those highly skilled in perception were completely capable of replacing any of the tools of man needed for imaging. X-ray machines, MRI, microscopes. All these devices were easily replaced with a well-formed and targeted spell.

Blacksmiths had evolved some of the most interesting skill sets I thought, even if those skills were not exactly what I expected. Certainly, they were capable of crafting individual weapons, but they also had adapted skills to allow for and use mass production and assembly line techniques. In order to mass-produce metal sheets that were used in construction or fabrication, a single Blacksmith had to be able to command and direct an entire labor force.

A Grandmaster Blacksmith was often also a Grandmaster Enchanter and Grandmaster Botanist.

Armor wasn't forged so much as grown. Blacksmiths encouraged metal producing plants to grow in weaves and patterns that allowed for more efficient inlays of enchantments, precious metals, and gems.

They created plant life that was almost a work of art, plants that had the ability to form a lattice of veins and mana currents. These features allowed ease of adaptability when working to create final products that were capable of growing and repairing itself. A great suit of armor adapted as much as it protected, and when damaged, not only repaired itself but reinforced the areas that were damaged, in essence, learning how to improve each time damage was taken.

Ancients battle suits existed that were artifact level. Armor that had been grown for eons.

The Sidhe had an advantage because of their long lives and System. They were able to earn Ranks in multiple crafts, and a truly talented individual might be a Master Class in five or six disparate fields.

Craft classes also included support roles. Merchants that were skilled in buying, selling, and anticipating market demand. Service industries that included stylists, maids, waiters, and assistants. And bureaucrats or businessmen that ran factories, while also dealing with the mechanics of actual government.

It was within these classes that you would find Majordomo's, Seneschal's, secretaries, and business tycoons.

It made sense. Why require a Lord that has spent his energies and time learning how to fight to protect his demesnes to micro-manage his fief? How much knowledge would they really have about garbage removal, street repair, and education programs? Better to fill these duties with individuals that have been System tested and promoted.

Species tended to fill roles that suited their talents. Brownies made great tailors, chefs, and household staff. Leprechauns often filled roles as merchants and bankers. Sprites and fairies, because of their small size were especially suited towards enchantments and formation creation, especially those on the micro-level. Kelpie made great farmers both on land and in the water. And Seelie and Unseelie often became bards, fighters, healers, and artists.

There was cross-over, of course, but historically each species chose skills and classes based on tradition.

One of the oth

er discoveries I made that excited me was that dungeon did exist.

Dungeons didn't work exactly how I thought they should. They did allow dungeon divers to farm resources and gain experience in a controlled and regulated fashion. But the Sidhe had developed dungeon farming to a business enterprise.

The most efficient mass-produced items were constructed in dungeons. Factories and workshops built-in safe areas, allowed for dungeon resources to be funneled directly to those business enterprises. Adventurers and guild members were more often corporate employees and stooges. Popular items that required more manufacturing resources, like Skimmers, could monopolize an entire dungeons production.

Three-dimensional holograms for some of the Dungeon's reminded me more of dwarven cities than dungeons. Great vats of bubbling and heated metals, filling molds, with conveyor lines pounding and forming these newly smelted materials into usable shapes and forms.

Although dungeons had been monetized, there still existed smaller instances that allowed for parties and solo adventurers to train. Occasionally, new dungeons formed in inconvenient places and needed to be destroyed. There were even funny anecdotes of spontaneous dungeons forming. Saint Crispin type speeches mocked by Demonic rifts. Ascension celebrations translocated to Mad Hatter tea parties.

An entire field of research was devoted to trying to understand why and how Dungeons formed. The most popular theory, that they were constructs created by System to relieve environmental pressure.

Too much bloodshed.

Too much magical ether.

Too much wealth.

The system reacted to pressures both societal and environmental as a release mechanism. Almost always creating an environment that responded in perfect opposition to surrounding variables.

Most of my surfing allowed me to discover the wonders this world had to offer. The innovation and magical that made the impossible a part of everyday life for most citizens.

Unfortunately, there was a dark side to Talahm.

Chapter end

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<<Prev
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Catalogue
176 Party Members
175 Not Worth Dying
174 Ryu
173 Exposed
172 Olympus Accused
171 Bloodies Gifts
170 Prologue - Book 4
169 Prologue - Revealed
168 Teigh vs. Mab
167 Life or Death
166 Battle Part 4
165 Battle Part 3
164 Battle Part 2
163 Battle Part 1
162 Curse of Beauty
161 Fire's Fury
160 Blood Calls.
159 Cathair-bhaile
158 Growth
157 Ranked: Queen
156 Interlude: Irvin
155 Ransom
154 Offer
153 Recruitmen
152 Bonus Chapter - Earth Aftermath
151 Parley
150 Liotonis
149 Finishing Touches
148 Saor Construction
147 Saor City
146 Iced
145 Golem
144 Coinchenn
143 Cu-sith
142 Rocket Man
141 Kingdom-Building
140 Danu's Kiss
139 Battle of Death
138 Obvious
137 Again?
136 Delar
135 Reindeer
134 Meala
133 Offer
132 Rescue Delayed
131 Rage
130 First Blood *Warning excessive violence and cruelty*
129 Blow Hard
128 Chess Piece Evolves
127 Ice Queen Una
126 Abhac Toss
125 Lost Innocence
124 Questions and Recriminations
123 Sh!t Happens
122 Abhaic
121 No Place Like Home
120 Children of Danu
119 Fusion
118 New Life
117 Soul Repair
116 Left Behind
115 Epilogue - Arc 2
114 The Divine
113 Benefice
112 Solution
111 Sithern Death
110 Sithern Death
109 Decision Made
108 Decision Made
107 Discussion with Gods
106 Meet the Parents
105 Integration
104 A place of worship
103 Duke Hawthorne
Chapter 102: Volar-Fey Part 2
102 Volar-Fey Part 2
Chapter 101: Volar-Fey Part 1
101 Volar-Fey Part 1
Chapter 100: Closing the Dungeon - Part 2
100 Closing the Dungeon - Part 2
99 Closing the Dungeon
Chapter 98: Through the Portal - Part 2
98 Through the Portal - Part 2
Chapter 97: Through the Portal - Part 1
97 Through the Portal - Part 1
96 Godhood or Idiocy
Chapter 95: God Particles - Part 2
95 God Particles - Part 2
Chapter 94: God Particles - Part 1
94 God Particles - Part 1
93 Dungeon Entrance
92 Mine Entrance
91 Maze
90 Practice
89 Unseelie Nature
88 Permissions
87 Knock Knock
86 The Inner Circle Increases
85 Trial's End.
84 Decision Made
83 Sacrifice
Chapter 82: Phase IV - Part 2
82 Phase VI - Part 2
81 Phase IV - Battle Begins
Chapter 80: Yuletide Part 2
80 Yuletide Part 2
Chapter 79: Yuletide Part 1
79 Yuletide Part 1
78 Phase III
77 Phase II
76 Battle Begins
75 Challenge Issued
74 Faith and Trus
73 Herd Haygen
72 Resolution
71 Inspector
70 Introspection
69 Who done it?
68 Murder most foul
67 Teddy Bear
66 Camp Site
65 The Journey Begins
64 Reality Check
63 Anger leashed
62 Slavery
61 Epilogue - End of Arc 1
60 Aftermath
59 Hard Truths
58 Land Grab?
57 Lord Kel's Fate
56 S-Prime
55 Deus ex Machine
54 Return
53 To Nerf or Not To Nerf
52 Reflections
51 Dead Again
50 Battle
49 Choices Made
48 Gwynn ap Nudd
47 Exposed
Chapter 46: Banquet Part 2
46 Banquet Part 2
Chapter 45: Banquet Part 1
45 Banquet Part 1
44 Plans
43 Anam Cara
42 Fated
41 The Plot Thickens
40 First Hires
39 Knighted
38 Ring Upgrade
Chapter 37: Level up - Part 2
37 Level up - Part 2
Chapter 36: Level up - Part 1
36 Level up - Part 1
35 Hired
34 Beginnings
33 The good, the bad, the ugly
32 Research
31 Planning stage
30 Figuring things ou
29 Kithain's
28 Techno-Magic
27 A Friend Found
26 Haves and Have nots
25 Return
24 Larger Problems
23 Gains
22 First Vassal
21 Victory?
20 Battle Begins
19 Exposed
18 Ambushed
17 Dangling bits
16 Staff
15 Secrets
14 The Real Power
13 Loo
12 Binding
11 Blood Shall Bind
10 Repercussions
9 I Put a Spell On You
8 Woke up
7 Ascended
6 Arrival
5 Magic
4 Creation
3 Race Selection
2 SYSTEM Choices
1 Death is not the end.
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