CH.471 Prototype Skill
“Alright kid. I have so good news. First of your new skills is ready to go.” Coby told as we once again t in the Factory.
“... first? I only designed one skill.” I pointed out.
“We split it in two for simplicity. It does essentially do two different things. One is Mana Coated Body Modification. That one is the body transformation skill you wanted. It isn’t ready to go yet, because we need to integrate the possibility of people of ‘wrong’ races gaining racial skills they shouldn’t have access to. But what we do have is the other skill. Magical Arms. You may already guess what it does.”
“The magical version of Multi-Ard.”
“Yes. It should have been added to your status in the Unique skill tab, though it is classified as a prototype skill. Test it out for a few days while we work on Mana Coated Body Modification.”
“... I feel like we may need to change that na. It doesn’t sound correct.”
“Rember, prototype skill. We can change the na later.”
“Yeah. I’ll try to co up with a better na. But at least Magical Arms is a decent na. … you can make things that aren’t arms with it right?”
“Arms, legs, tail. Any limb coming out of your body, other than a head.”
“Alright. Thanks. I’ll test it out and be in touch.”
I then watched as Coby’s Factory avatar disappeared from the Factory. I then also left the Factory, because while I could test the skill there, it won’t be the sa. The best testing will be done outside.
After getting to one of the training grounds which was currently empty, I began to feel the mana inside my body and outside of it. I then tried to solidify the mana outside of my body into arms, sothing there is no way I could have done before, but now it felt almost easy.
It wasn’t easy like breathing, or easy like walking, but about as easy as using Mana Flight or Telekinesis. Sothing I would have once struggled with, but after getting used to other similar skills, this one isn’t that big of a problem.
At first, I made just one extra arm. Controlling it was naturally no problem, so I quickly did a few tests with the arm and so practice dummies.
The dummies were sothing I made originally for Factory use only. They asure how much power your attacks have, and can even calculate how much HP damage attacks would do, as long as you fill in the target’s stats, mainly their Defense stat, and if they have any sort of damage reduction from armor or other tools.
But as HoBase got more and more students, I made a handful of them for real world use.
With the dummy, I sent my magical fist flying at it, and recorded the damage. As I was hoping, it was all physical damage, and not magical damage. Under normal circumstances it doesn’t really matter, but when enchanted gear and just monsters in general are considered, it makes a huge difference.
So monsters are completely immune to physical attacks, like sprites. While others resist the magical side, but are wide open for physical attacks.
And if I were to do sothing like slashing with a sword I hold with Telekinesis, it would still do mostly magical damage, because Telekinesis is a mana based technique. But these fists do physical damage, so that is nice.
I then redid the test a few tis, brought a few weapons out of Storage, and with all of them, the damage was calculated as expected.
I then used max power I could with Magical Arms to punch the dummy, just so I could get a reading on it. I then did the sa, but with my own fist, just to see if the skill lowered the power of my punch.
Which it did. The Magical Arms punch was only 60% of my regular punch. … But admittedly that might be because of skill level or sothing like that.
With that test done, it was ti for the next one. How many arms can I produce at the sa ti?
I first went from one to two, and two extra arms weren’t that difficult to handle. I am sowhat used to four arms because of Multi-Ard after all. The only difference is, my Magical Arms are not attached to my body.
I then made two more magical arms, controlling a total of four. It was a bit more difficult, mainly because the multi-tasking gets a bit more intense, but still, four was more than double.
I then went up to six arms in total, and that's where I ran into so difficulties. I could control the six arms fine if they were all focused on a single task, like maybe moving a heavy box or all attacking a single dummy. But if I tried to make each arm do sothing different, it was a bit too much and I ended up failing.
I could do three tasks at the sa ti, each pair of arms doing one of them, but yeah. Too much multitasking isn’t good.
I then generated one more pair of Magical Arms, but admittedly, that was too much. Soon after making them, I began to feel a headache and my mana began to drain way too quickly, so I had to call it quits and let go of the extra arms.
The arms made of mana then broke apart and disappeared.
Spoiler
Na: Brian Wood
Race: One without a Race - Spiritual / User or Rare Skills / r-folk ✯
Level: 180 [ 2]
HP: 8740 [ 140] ( 25,000)
Mana: 13,430 [ 140] ( 22,800)
Strength: 3645 [ 50]
Defense: 4325 [ 90]
Magic: 5530 [ 70]
Unique-Racial Skills *
Spoiler
One of Every Race LV.3 (unique-racial)
- Multi-Ard LV.2 (racial)
- Jack of All Trades LV.2 (racial)
- Draconic Body LV.4 (racial) [ 1]
- Draconic Magic LV.4 (racial) [ 1]
- Hardened Scales LV.2 (racial) [ 1]
- Swift Swimming LV.5 (racial)
- Tough Claws LV.2 (racial)
- Rending Claws LV.1 (racial)
- Advanced Summoning Magic LV.3 (racial)
- Spirit Magic LV.5 (racial)
- True Blood Magic LV.4 (racial)
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Unique Skills *
Spoiler
Pack Opener LV.8 (unique)
Different Dinsion Factory LV.9 (unique) [ 1]
Storage LV.10 (unique)
Magical Arms LV.N/A (prototype) [new]
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Extra Skills
Spoiler
Limit Break LV.1 (extra)
Spiritual Space Magic LV.5 (extra)
Spiritual Ti Magic LV.4 (extra)
Mana Vision LV.4 (extra)
Telekinesis LV.8 (extra)
Mana Flight LV.4 (extra)
Restraining Sword Barrage LV.2 (extra)
Dark Chain LV.3 (extra)
Summoner’s Unity LV.10 (extra)
Beast Union LV.2 (extra)
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Spoiler
ntal Visual Designing (extra)
Dungeon Founder (extra)
Summon Ti Spirit (extra)
Summon Space Spirit (extra)
Summon Light Spirit (extra)
Summon Dark Spirit (extra)
Summon Water Spirit (extra)
Summon Earth Spirit (extra)
Summon Fire Spirit (extra)
Summon Wind Spirit (extra)
Summon Nature Spirit (extra)
Summon Beast Spirit (extra)
Health Conscious (extra)
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Normal Skills
Spoiler
Sword Technique LV.6
Mana Blade LV.3
Shield Technique LV.5
Flickering Step LV.2
Strength Boost LV.2
Defense Boost LV.11
Advanced Mana Control LV.15
Fast Mana Recovery LV.4
Quick Cast LV.4
Instant Cast LV.2
Taming LV.2
Designing LV.5
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Titles
Spoiler
Dragon Life Dedication (Greater True Fire Dragon)
Language Comprehension (humanoid) (draconic)
Lachros’ Blessing
Iris’ Blessing
Eosther’s Blessing
Nyx’s Blessing
Thalassa’s Blessing
Gaia’s Blessing
Ninatia’s Blessing
Pan’s Blessing
Cailie’s Blessing (Wind Spirits Blessing (Greater))
Nature Spirits Blessing (Greater)
Friend of the Spirits
Skill Maker
SS-Rank Summoner
Honorary Baron of Ruiso Kingdom
Blood Sucker (racial)
Slave Master
Slaves: Rhianna
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Oh by the way, I didn’t level up my Draconic skills with Level Up! They just leveled up after the training in the last chapter.
And Different Dinsion Factory leveled up because I got to LV.180.
I then quickly wrote up a report about my findings with the prototype skill and had Laura send it to Coby.
And now, it is pack ti again. Yes, I know I’ve been doing it a lot, but I want to do more. I need more Synchro monsters. … okay, more like I want more, I don’t really need them.
And today on the opening block, ten packs of followed by ten packs, actually maybe 20 packs, of .
So yeah. Let’s just get to it.
Spoiler
CRMS 1
Blackwing - Sirocco the Dawn; Seed Cannon; Vengeful Servant; Telekinetic Power Well; Prevention Star; Trojan Gladiator Beast; Nightmare Archfiends; Ivy Shackles; Alien Overlord
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Nothing new here. Next.
Spoiler
CRMS 3
Hydra Viper; Ebon Arrow; Nightmare Archfiends; Blackwing - Sirocco the Dawn; Blackwing - Bora the Spear; Raptor Wing Strike; Morphtronic Map; Psychic Sword; Hyper Synchron
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Again, nothing new. Next.
Spoiler
CRMS 5
Ivy Shackles; Half or Nothing; Morphtronic Forcefield; Cross-Sword Beetle; Seed Cannon; Supernatural Regeneration; Morphtronic Boarden; Ebon Arrow; Assault Beast
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… Yeah. You know it. Nothing new. Next.
Spoiler
CRMS 7
Morphtronic Boarden; Trap Eater; Bee List Soldier; Morphtronic Slingen; Ebon Arrow; Morphtronic Mix-up; Assault Teleport; B.E.S. Big Core MK-2; Red Dragon Archfiend/Assault Mode
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Alright! There we go. Sothing new, and it isn’t even just sothing, it is the sets cover card, Red Dragon Archfiend/Assault Mode. … admittedly Red Dragon Archfiend/Assault Mode isn’t that great of a monster, because it is extrely destructive. But maybe when I use it I can control so of that destruction sohow.
Now I just need to hope that it won’t be the only great card I’ll get during this opening, as I open the next pack.
Spoiler
CRMS 8
Seed Cannon; Verdant Sanctuary; Dark Tinker; Descending Lost Star; Summon Reactor SK; Indomitable Gladiator Beast; Assault Counter; Hydra Viper; Wall of Thorns
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Back to nothing new. Next pack.
Spoiler
CRMS 9
Dark Tinker; Ivy Shackles; Bee List Soldier; Twin-Sword Marauder; Cross-Sword Beetle; Prevention Star; Assault Teleport; Psychic Sword; Wall of Thorns
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Nothing new, next.
Spoiler
CRMS 10
Verdant Sanctuary; Descending Lost Star; Mysterious Triangle; Prevention Star; Morphtronic Slingen; Twin-Sword Marauder; Assault Revival; Dark Tinker; Assault Armor
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Well, Assault Armor is new. And it isn’t bad. Sure the boost it gives is … diocre at best, but the destroy for a double attack effect is kind of nice.
So yeah. Great way to end the Crimson Crisis part of this opening. Let’s move onto Raging Battle.
Spoiler
RGBT 1
Supremacy Berry; Junk Box; Thorn of Malice; Miracle Locus; Phoenixian Seed; Master Gig; Morphtronic Videon; Against the Wind; Delta Crow - Anti Reverse
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And since this is a set I haven’t opened as many packs of, there are plenty of new cards.
Miracle Locus sounds like a cool ga ender card, until you read the part where the monster you boost with it cannot inflict battle damage that turn. Add to that the fact that your opponent gets to draw a card, and it is complete trash.
Phoenixian Seed is okay. I can use it to get myself copies of Phoenixian Cluster Amaryllis, a card which I don’t yet have.
Master Gig has good stats and a decent effect.
Against the Wind is graveyard recovery, but not that great.
And Delta Crow - Anti Reverse is fine, even if it is just a worse Feather Duster.
Next pack.
Spoiler
RGBT 2
Alien Dog; Overdoom Line; Morphtronic Videon; Emissary from Pandemonium; Morphtronic Scopen; Junk Box; Iron Core Imdiate Disposal; Light End Dragon; Against the Wind
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Alien Dog is probably a good boy. I an, all … most dogs are. Sure it might spread the alien disease known as A-Counters, but that is just the price you pay when you pet the Alien Dog.
And Light End Dragon is a new Synchro! And it is … decent. But the usability doesn’t matter, because it is a new Synchro I can summon for the Synchro challenge.
Next pack.
Spoiler
RGBT 3
Iron Core Imdiate Disposal; Phoenixian Seed; Vanguard of the Dragon; Mind Trust; Attack of the Cornered Rat; Wicked Rebirth; Alien Dog; Gigastone Oga; Calming Magic
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Gigastone Oga is new. And while it looks really cool, it isn’t actually all that amazing. It just doesn’t have the stats or the effect to really affect much.
Next pack.
Spoiler
RGBT 4
Blackwing - Shura the Blue Fla; Gigastone Oga; Natural Tune; Hedge Guard; Morphtronic Scopen; Junk Box; Alien Dog; Vanguard of the Dragon; Spell of Pain
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Shura the Blue Fla is a new Blackwing, and it is alright. Good stats and a decent effect.
As is Spell of Pain. Spell of Pain is also decent. Situational, but if the situation where it is useful ever cos up, it will be perfect.
Next pack.
Spoiler
RGBT 5
Natural Tune; Gigastone Oga; Phoenixian Seed; Gadget Arms; Double Tool C&D; Evil Thorn; Hedge Guard; Tree Otter; Power Tool Dragon
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Okay. Let’s get the Tree Otter out of the way first. It is alright. A bit weak, but the effect to give a Beast 1000 attack for a turn is nice.
But the real rarity of this pack is the ghost rare Power Tool Dragon. It is amazing, and I love it. Also, with it now in my Collection, I have three Synchro monsters that I’ve yet to summon. And my Synchro challenge is currently sitting at 12/15. I’m sure you can figure out what that ans.
It ans next pack.
Spoiler
RGBT 6
Phoenixian Seed; Reckoned Power; Vanguard of the Dragon; Evil Thorn; Morphtronic Bind; Blackwing - Kalut the Moon Shadow; Crimson Fire; Minoan Centaur; Snowman Eater
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Got a Kalut. It is almost like Honest, but for Blackwings and not as good as Honest. But it is still a good card.
Snowman Eater is also decent, because it has the Man-Eater Bug flip effect, but with a much better defense stat.
Next pack.
Spoiler
RGBT 7
Fake Feather; Proof of Powerlessness; Rose Tentacles; Double Tool C&D; Miracle Locus; rmaid Archer; Junk Box; Koa'ki iru Doom; Dark Verger
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Well, first Raging Battle pack with nothing new. Next pack.
Spoiler
RGBT 8
Emissary from Pandemonium; Koa'ki iru Guardian; Miracle Locus; Bone Temple Block; Wicked Rebirth; Gigastone Oga; Blackwing - Kalut the Moon Shadow; Morphtronic Repair Unit; Calming Magic
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Koa'ki iru Guardian is new, and it is actually pretty nice. … in the TCG, not so much for . Monster effects aren’t really … actually I don’t know. Maybe so boost type spells are treated as effects. I need to test that out. And with Koa'ki iru Guardian being able to negate a monster effect and destroy the monster, if it works, it will be a great card.
Next pack.
Spoiler
RGBT 9
Mind Trust; Vanguard of the Dragon; Supremacy Berry; Morphtronic Repair Unit; Mirror of Oaths; Natural Tune; Gigastone Oga; Phoenixian Seed; Ojama Blue
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… Ojama Blue, huh. I would say I hate it, but I have sowhat gotten over my Ojama hate. And Blue is probably the best Ojama, so I’ll take it.
Next pack.
Spoiler
RGBT 10
Mind Trust; Morphtronic Videon; Koa'ki iru Doom; Minoan Centaur; Natural Tune; Urgent Synthesis; Attack of the Cornered Rat; Wonder Clover; Ojama Country
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Wonder Clover is new, and it allows a monster to do a double attack. … but it still sucks.
Next pack.
Spoiler
RGBT 11
Urgent Synthesis; Koa'ki iru Guardian; G.B. Hunter; Miracle Locus; rmaid Archer; Gadget Arms; Fake Feather; Deep Sea Diva; Earthbound Immortal Aslla piscu
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Deep Sea Diva is new, and it is pretty nice. It can make new Sea Serpent monsters, which is good.
And let’s not ignore the ultra rare. I got my first Earthbound Immortal. And Aslla piscu is one of the better Earthbound Immortals because of its effect. But just being able to summon the ginormous bird monster is already good, but add to that the fact that no one can actually attack an Earthbound Immortal, and you have yourself one heck of a monster.
And now that I realize there are Earthbound Immortals in this set, I can hope for another one.
Next pack.
Spoiler
RGBT 12
Emissary from Pandemonium; Master Gig; Lava Dragon; Morphtronic Scopen; Proof of Powerlessness; Urgent Synthesis; Koa'ki iru Guardian; Rose Tentacles; Against the Wind
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Nothing new here, next.
Spoiler
RGBT 13
Alien Dog; Morphtronic Bind; Koa'ki iru Doom; Morphtronic Videon; Junk Box; Phoenixian Seed; Vanguard of the Dragon; Master Gig; Calming Magic
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Nothing new, next.
Spoiler
RGBT 14
Level Retuner; G.B. Hunter; Rose Tentacles; Thorn of Malice; Morphtronic Repair Unit; Blackwing - Shura the Blue Fla; rmaid Archer; Calming Magic; Phoenixian Cluster Amaryllis
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Welp, there is the Phoenixian Cluster Amaryllis. Didn’t even need to use Phoenixian Seed to get one. And it is decent enough. Didn’t it get banned at so point for so reason? So loop that burns soone to death?
Doesn’t matter. Let’s go to next pack.
Spoiler
RGBT 15
Black Whirlwind; Phoenixian Seed; Emissary from Pandemonium; Blackwing - Shura the Blue Fla; Koa'ki iru Doom; G.B. Hunter; Minoan Centaur; Attack of the Cornered Rat; Ojama Red
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And there is Ojama Red. Again, I’m not going to hate on it too much. I’ll just acknowledge that I got one and then ignore it.
Next pack.
Spoiler
RGBT 16
Minoan Centaur; Supremacy Berry; Spined Gillman; Rose Tentacles; Koa'ki iru Guardian; Morphtronic Repair Unit; Mind Trust; Calming Magic; Swallow Flip
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… Got a super rare, but it is one that I already had. Swallow Flip is also way too situational.
Next pack.
Spoiler
RGBT 17
Vanguard of the Dragon; Junk Box; Level Retuner; Phoenixian Seed; G.B. Hunter; Gigastone Oga; Fake Feather; Lava Dragon; Deep Sea Diva
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Nothing new here. Next.
Spoiler
RGBT 18
Attack of the Cornered Rat; Crimson Fire; Morphtronic Scopen; Trap Stun; Mirror of Oaths; Bone Temple Block; Master Gig; rmaid Archer; Spell of Pain
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Nothing new, next.
Spoiler
RGBT 19
Mirror of Oaths; Mind Trust; Emissary from Pandemonium; Evil Thorn; Crimson Fire; Urgent Synthesis; Master Gig; Koa'ki iru Drago; Iron Core of Koa'ki iru
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Koa'ki iru Drago and Iron Core of Koa'ki iru are both new.
The Core is … kind of bad, honestly. It is just … it doesn’t really do anything, except maybe get discarded because of the Koa'ki iru maintenance cost.
Koa'ki iru Drago on the other hand prevents all special summons of Light and Dark attribute monsters. Which should also prevent all Light and Dark attribute spells, so it is great.
Next, and last, pack.
Spoiler
RGBT 20
Wonder Clover; Rose Tentacles; Black Whirlwind; Automatic Laser; Alien Dog; Koa'ki iru Doom; rmaid Archer; Ojama Country; Magic Planter
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One more super rare for the road. A great way to end the opening. Magic Planter is also new, and it is … reasonable. It does produce Pack tokens after all.
But yeah. All in all, a great opening. Got new Synchro monsters, got my first Earthbound Immortal. Can’t complain at all.
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