CH.471 Prototype Skill
“Alright kid. I have some good news. First of your new skills is ready to go.” Coby told me as we once again met 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-Armed.”
“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 name. It doesn’t sound correct.”
“Remember, prototype skill. We can change the name later.”
“Yeah. I’ll try to come up with a better name. But at least Magical Arms is a decent name. ... 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 same. 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, something 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. Something 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 some practice dummies.
The dummies were something I made originally for Factory use only. They measure 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 HomeBase 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.
Some 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 something 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 times, 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 same, 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 something like that.
With that test done, it was time for the next one. How many arms can I produce at the same time?
I first went from one to two, and two extra arms weren’t that difficult to handle. I am somewhat used to four arms because of Multi-Armed 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 some 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 something different, it was a bit too much and I ended up failing.
I could do three tasks at the same time, 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.
SpoilerName: Brian WoodRace: One without a Race - Spiritual / User or Rare Skills / Mer-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 *
SpoilerOne of Every Race LV.3 (unique-racial) - Multi-Armed 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) [collapse]Unique Skills *SpoilerPack Opener LV.8 (unique)Different Dimension Factory LV.9 (unique) [+1]Storage LV.10 (unique)Magical Arms LV.N/A (prototype) [new]
[collapse]Extra Skills SpoilerLimit Break LV.1 (extra)Spiritual Space Magic LV.5 (extra)Spiritual Time 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) [collapse]SpoilerMental Visual Designing (extra)Dungeon Founder (extra)Summon Time 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)[collapse]Normal Skills SpoilerSword Technique LV.6 Mana Blade LV.3
Shield Technique LV.5Flickering Step LV.2 Strength Boost LV.2 Defense Boost LV.11Advanced Mana Control LV.15 Fast Mana Recovery LV.4 Quick Cast LV.4 Instant Cast LV.2 Taming LV.2 Designing LV.5[collapse]Titles SpoilerDragon Life Dedication (Greater True Fire Dragon)Language Comprehension (humanoid) (draconic)Lachros’ BlessingIris’ BlessingEosther’s Blessing Nyx’s Blessing Thalassa’s Blessing Gaia’s Blessing Ninatia’s Blessing Pan’s BlessingCailie’s Blessing (Wind Spirits Blessing (Greater)) Nature Spirits Blessing (Greater)Friend of the Spirits Skill Maker SS-Rank Summoner Honorary Baron of Ruiso KingdomBlood Sucker (racial) Slave MasterSlaves: Rhianna[collapse][collapse]
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 Dimension 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 time 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
Assault Revival; Desert Protector; Twin-Sword Marauder; Supernatural Regeneration; Night Wing Sorceress; Assault Overload; Descending Lost Star; Seed Cannon; Arcane Apprentice
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Arcane Apprentice is new, but it isn’t very good. Sure it is a LV.2 tuner, but the effect it has is so unnecessary for me. I have plenty of copies of Assault Mode Activate already.
Still, a new card is a new card, so a decent start. Next pack.
Spoiler
CRMS 2
Blackwing - Sirocco the Dawn; Seed Cannon; Vengeful Servant; Telekinetic Power Well; Prevention Star; Trojan Gladiator Beast; Nightmare Archfiends; Ivy Shackles; Alien Overlord
[collapse]
Nothing new here. Next.
Spoiler
CRMS 3
Indomitable Gladiator Beast; Assault Revival; Flip Flop Frog; Assault Mercenary; Dark Tinker; Assault Counter; Ebon Arrow; Nightmare Archfiends; Makiu, the Magical Mist
[collapse]
Nothing new here. Next.
Spoiler
CRMS 4
Hydra Viper; Ebon Arrow; Nightmare Archfiends; Blackwing - Sirocco the Dawn; Blackwing - Bora the Spear; Raptor Wing Strike; Morphtronic Map; Psychic Sword; Hyper Synchron
[collapse]
Again, nothing new. Next.
Spoiler
CRMS 5
Fake Explosion; Cross-Sword Beetle; Prevention Star; Assault Mode Activate; Dark Tinker; Twin-Sword Marauder; Night Wing Sorceress; Dupe Frog; Star Blast
[collapse]
Still nothing new. Next.
Spoiler
CRMS 6
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
[collapse]Spoiler[collapse]Spoiler[collapse]Spoiler[collapse]Spoiler[collapse]Spoiler[collapse]Spoiler[collapse]Spoiler[collapse]Spoiler[collapse]Spoiler[collapse]Spoiler[collapse]Spoiler[collapse]
Koa'ki Meiru Guardian is new, and it is actually pretty nice. ... in the TCG, not so much for me. Monster effects aren’t really ... actually I don’t know. Maybe some boost type spells are treated as effects. I need to test that out. And with Koa'ki Meiru 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 Omega; Phoenixian Seed; Ojama Blue
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... Ojama Blue, huh. I would say I hate it, but I have somewhat 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 Meiru 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 Meiru Guardian; G.B. Hunter; Miracle Locus; Mermaid 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 Meiru Guardian; Rose Tentacles; Against the Wind
[collapse]
Nothing new here, next.
Spoiler
RGBT 13
Alien Dog; Morphtronic Bind; Koa'ki Meiru Doom; Morphtronic Videon; Junk Box; Phoenixian Seed; Vanguard of the Dragon; Master Gig; Calming Magic
[collapse]
Nothing new, next.
Spoiler
RGBT 14
Level Retuner; G.B. Hunter; Rose Tentacles; Thorn of Malice; Morphtronic Repair Unit; Blackwing - Shura the Blue Flame; Mermaid 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 some point for some reason? Some loop that burns someone 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 Flame; Koa'ki Meiru 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 Meiru 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 Omega; Fake Feather; Lava Dragon; Deep Sea Diva
[collapse]
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; Mermaid Archer; Spell of Pain
[collapse]
Nothing new, next.
Spoiler
RGBT 19
Mirror of Oaths; Mind Trust; Emissary from Pandemonium; Evil Thorn; Crimson Fire; Urgent Synthesis; Master Gig; Koa'ki Meiru Drago; Iron Core of Koa'ki Meiru
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Koa'ki Meiru Drago and Iron Core of Koa'ki Meiru 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 Meiru maintenance cost.
Koa'ki Meiru 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 Meiru Doom; Mermaid 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.