Chereads / Loonies and Landscapes / Chapter 4 - Opening stuff like a loonatic. Part 1.

Chapter 4 - Opening stuff like a loonatic. Part 1.

Zeke sits down and looks at the mess his Loonies made.

— Okay, i assume you both had something to do with this. But for now i want to just see what i got from the chests and packs they gave me on the city.

Zeke taps first on the Botany Upgrade Starter Chest and the three Epic Ability Chests. Fortunately, he checks that his energy doesn't deplete when doing so.

— So... I guess i should first reveal them. Right, took?

— I dunno. — Took says.

So Zeke reveals one of the ability chests first, and when he does, it begins to jump in its place and cracking open. From it, trails of light emerge and five new items appear in the air. First, from a trail of green light, a card that reads:

ECO FRIENDLY

JUICER ABILITY

25% Chance to produce double juice from a recycled card.

Another green trail shows another card that reads like this:

GRASSY ALLEGIANCE

TAMER ABILITY

5% chance to tame Grass element loonies if your level is greater than theirs. +1% chance based on the level difference on your favor.

Zeke quickly deduces from this card that his level may be 1. So it's useless for now, but may come handy later.

Now a trail of green suddenly becomes a blue light wich suddenly reveals another card:

GILDED SHOVEL

LANDLORD ABILITY

Active Ability

Cost: 25 NRG

Cooldown: 72 Hours.

50% NRG discount on shovel usage during the cooldown.

Zeke can see great potential in this card, tough he knows he should be careful, specially because he doesn't know whether getting too much terrain too fast may be troublesome or not.

Now a blue trail reveals yet another card.

QUICK DRAWER

FIGHTER ABILITY

When engaged in combat, you can draw 7 cards at no NRG cost.

And finally a purple trail reveals an item.

Landlord Ability Pack x 3

So, Zeke deduces that the difference between chests and packs is basically that chests can contain packs, so they may be even more valuable. That explains why people were given five packs but only one chest.

Zeke grabs the cards and saves them. Then he grabs the packs.

— Okay, that was awesome. — Anewbie comments.

— Yeah, I felt the same, and there's still more. — Zeke says, opening a pack. He expected to see yet another flashy spectacle, but they were preety normal card packs. Each contained three cards, so he got a total of nine Landlord Abilities, conveniently marked with coloured jewels to indicate their rarity and therefore their power.

He sorted them by that, surprised to see two purple jewels and an orange one. Again quick to assume that those were the rarest, he left them for the last and started with the green ones.

URBAN MASTERY

Grants a +10% boost to your stongest stat while you are near a structure you own (Stacks up to +50%)

ROAD RUNNER

Boosts your speed by +25% while you move in a road.

SAFE CONDUIT

Reduces 75% of any fall damage taken.

WORKING BARRIER

Prevents wild loonies from getting nearby you when you are nearby machines you own.

Nothing special it seems. Boosts for stats he doesn't really have that much of, and some security tools. After he reads them, he goes through the blue ones, there's only two of them.

THUNDER CATCHER

During thunderstorms, grants immunity to lightning. You will attract all nearby lightnings to you and get +20 NRG for each. (Can bypass your max NRG)

HASTY HEART

+ 2 to your base NRG Regeneration, Halves your NRG Regeneration period.

A few tools to manipulate energy consumption and recovery. As he remembers getting depleted of it, he realizes that this may be something usual between Landlord abilities. Then he reads the purple ones.

GREEN THUMB

Active Ability

Cost: 175 NRG

Choose one: Instantly grows and harvests all crops in a wide area. Or: Instantly spawns up to 50 loonies spread through a wide area.

LEADER CHARISMA

Loonies willing to join you will be instantly saved if they are wild and spawned in your territory.

This seems interesting, Leader Charisma could be great in the future, maybe even providing a reliable source of new loonies at no cost, if combines with some other cards. As long as said card exists.

Finally he reads the last, golden one.

DUNGEON DOMAIN

Active Ability

Cost: 500 NRG

Cooldown: 420 Hours

You can modify all dungeons in your terrain for free during the cooldown period of this Ability.

Dungeons? Well, it seems powerful. At 500 NRG it seems like it, specially because it's five times Zeke's maximum.

He then opens the other Ability chests. No packs this time, but he gets some interesting cards. Seven green ones, two blues and a purple.

This time he read the purple first

COVALENT CONVERSION

JUICER AND ALCHEMIST ABILITY

Active Ability

Cost: 1 NRG per 5 uses.

Transforms a card into another card from the same rarity, category and expansion. At random.

Useful. Maybe he could convert the scrap he got to something else, or even abilities he doesn't use. Also it seems like some of this abilities are shared by two classes, curious. Zeke then checks the blue cards.

FLUTTERY FLUTE

MUSICIAN ABILITY

5% chance for Wild Sound element loonies to will to join you if they like your music.

INVERT DISCOUNT

SHOPKEEPER ABILITY

ACTIVE ABILITY

Cost: 50 NRG

Cooldown: 24 HS.

Transforms 15% of the discounts you gave into earnings.

— Interesting! — Zeke says.

— What? — Took responds.

— This ability breaks some basic principles of logic, economics and thermodynamics.

— Do you know that most things you have seen in the last day do that, too. Right?

Zeke didn't want to admit it, but the bird had a point. Zeke had been accepting way weirder stuff without questioning, he had even been thinking about the juicing machine as if it were a normal thing.

Thinking about that, he forgets to read the rest of the cards and saves them.