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.
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 Crimson Crisis followed by ten packs, actually maybe 20 packs, of Raging Battle.
So yeah. Let’s just get to it.
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.
Nothing new here. Next.
Nothing new here. Next.
Again, nothing new. Next.
Still nothing new. Next.
… Yeah. You know it. Nothing new. Next.
Alright! There we go. Something new, and it isn’t even just something, 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 extremely destructive. But maybe when I use it I can control some of that destruction somehow.
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.
Back to nothing new. Next pack.
Nothing new, next.
Well, Assault Armor is new. And it isn’t bad. Sure the boost it gives is … mediocre 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.
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 game 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.
Alien Dog is probably a good boy. I mean, 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.
Gigastone Omega 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.
Shura the Blue Flame 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 comes up, it will be perfect.
Next pack.
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 means.
It means next pack.
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.
Well, first Raging Battle pack with nothing new. Next pack.
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.
… 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.
Wonder Clover is new, and it allows a monster to do a double attack. … but it still sucks.
Next pack.
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.
Nothing new here, next.
Nothing new, next.
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.
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.
… Got a super rare, but it is one that I already had. Swallow Flip is also way too situational.
Next pack.
Nothing new here. Next.
Nothing new, next.
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.
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.