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Path

114. Power Up

113. Boss Fight

112. Our Party

111. Aggressive

110. Big Party

109. Sheathed

108. Wandering

107. Darwo's Son

106. Eswirl's Children

105. Demigods

104. Washing Up

103. Popular

102. Purified

101. A Pretext

100. Isolating

99. Recovered

98. Numbers

97. Sanctioned

96. Evil Spirits

95. A Crisis

Using the New Skill Points

avatar on 2025-06-21 05:20:33

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Fighting with the red oni in the river's edge was pretty cool. The incarnations were there with me. I was able to get them back. The shy and surly incarnations both got to the 65 kill milestone on my help. The shy one got 15% faster. The surly one got 15% stronger. At that point, it was time to leave. This was not for rewarding infighting. It was a reward for not doing so. I made sure that I got them all back home okay. Now that they got their milestone, I could see that his spiritual power could manifest all his own clothes. He finally looked like me. I gave him a little head pat and praised him for his bravery out there. He nodded and looked from side to side. It looked like he had something that he wanted to say. Once I was on my own, I had to think about where to put my skill points. All the levels had given me a ton of skill points. It was a chance to get some really cool perks. There were five very core disciplines for Blade Spirit: Reach, Power, Speed, Durability and Magic. I could split it for 5-5-7-25-25. That was going to be a great time engaging all of the perks that I just unlocked.

I got the first perks of Reach, Power and Speed. I got a 10% increase in length for my kusarigama. I got a 10% chance to stagger enemies in combat. I did not know how that would work exactly. I was a kunai on a chain. That did not seem like something that would really knock someone out of their ready stance. When fighting, my swing speed increased by 10%. With 3 perks in Durability, I would be powerful. The first perk was a big 10% to my HP pool. The second perk was a Last Stand perk. If an melee attack would down me, I would instead be left with 5 HP instead. It would work once per day. The third was a 10% reduction to all melee damage towards me. That was pretty good. The first perk that I took in Magic allowed me to specialize in healing magic. The second perk allowed the blade to be imbued with a spell that dealt that type of damage. Because I chose healing, I could choose a low level healing spell. Cure wounds was simple enough. The third perk choice would allow me to take 10% less damage from all magical attacks against me. I was way stronger.

Going on with this, I had really big attributes. I was not at the 445 kill milestone yet. One milestone gave me the 15% to Magic. The second boost was to my Durability. It was pretty cool for me. Reach was third and the fourth was Durability as well. That gave me a humongous 155% bonus to my HP pool. A 140% bonus to my MP pool was great too. I started the game with 100 in both. That meant I had 155 HP and 140 MP. Cure Wounds was a light spell for beginners. It only cost 25 MP to cast and it healed anywhere from 1 to 8 points of health. There was a bonus of half my level. That meant one cast healed between 34-41 HP. Since Cure Wounds was imbued into my weapon. I did not need a magic caster to wield it. Any one could cast the spell using me. They could also cast it 5 times because 5 times 25 was 125. Holding onto my chain healed 104 at maximum power. At the minimum, it only healed 67 points of HP. It went by my level and it was boosted by my bonuses to my MP. That worked once per person per day. It was a good alternative. My clones had 3%.




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