Chapter 337 Part 3

Goukame’s AGI increased automatically upon leveling up.
That’s a weird one…
I’ll choose VIT as his second stat increase.

Goukame Forest Tortoise Lv6 → Lv7 (↑1)
 DEX 4
 AGI 11 (↑1)
 INT 20
 STR 20
 VIT 34 (↑1)
 SPI 25

 Skills
 Bite Strong Defense Physical Resistance [Slight] (New!) Magical Resistance [Small]
 MP Recovery [Small] Earth Attribute Water Attribute Tree Attribute

He has acquired a new Skill.
Maybe because of that, the shape of his shell seems to have changed slightly?
It has a little more shine.
And the entire shell seems to be more rounded.
The overall impression of it hasn’t changed much though.

Besides that…
The Info screen continued.

《Summoned Monster『Couturier』 Level Up!》
《Please add 1 point to a desired stat.》

Just as expected.
She has been active in many ways utilizing her Lure Skill.

Couturier’s VIT increased automatically upon leveling up.
I’ll choose AGI as her second stat increase.

Couturier Giant Queen Lv6 → Lv7 (↑1)
 DEX 20
 AGI 36 (↑1)
 INT 13
 STR 10
 VIT 11 (↑1)
 SPI 10

 Skills
 Sting Bite Flight Evade Ambush Lure Poison Paralysis (New!)

She now has the Paralysis Skill.
I think this will make her even more reliable in terms of support.

And is this the end of the Info screen?

《Summoned Monster『Kurama』 Level Up!》
《Please add 1 point to a desired stat.》

Hmm…
With this many notifications, I think it all went better than expected.

Kurama’s STR increased automatically upon leveling up.
I’ll choose VIT as his second stat increase.
And he now has two new empty Skill slots?

Kurama Gohou Lv6 → Lv7 (↑1)
 DEX 23
 AGI 20
 INT 11
 STR 24 (↑1)
 VIT 24 (↑1)
 SPI 11

 Skills
 Sword Dagger Two-handed Spear Buckler Block Evade Hide Night Vision
 [ ] (New!) [ ] (New!)

What to do here?
I mean, the choices are kinda weird.
Punch, Kick, Throw, Joint Lock, Rope Arts, and Javelin.
This is the only way, isn’t it?

Kurama Gohou Lv6 → Lv7 (↑1)
 DEX 23
 AGI 20
 INT 11
 STR 24 (↑1)
 VIT 24 (↑1)
 SPI 11

 Skills
 Sword Dagger Two-handed Spear Punch (New!) Kick (New!) Buckler
 Block Evade Hide Night Vision

Outside of pinning techniques, would this make him a good opponent for standing techniques?
Is that a good standard?
Yes, it is.
It’s okay.
If I refrain from using any Magic skills, he’ll be a good rival for sparring sessions.
I want a good rival.
After all, Senki has grown too large as of late.
The difference in size is too much for me to spar with him now.
So I hope Kurama can become my new playmate.

What time is it?
It’s 11:10 AM.
Let’s check the new Skills my Summoned Monsters have obtained without changing the lineup.
Goukame, I know your MP bar is in a bit of a rough spot, but please bear with me for a little while.

I had a few battles until lunch.
Well, in the case of Kurama, the difference isn’t noticeable at all.
But for Goukame and Couturier, it’s easy to understand.

In Goukame’s case, the properties of his shell seem to have changed slightly.
It now can deflect attacks.
I can see that happening from time to time.
From the beginning, Goukame’s special trait was that he could act as a wall thanks to his high defensive power.
It’s reassuring to see that he is now able to repel attacks, even if only occasionally.

Couturier’s Skill was also easy to understand.
She stabs with her sting and delivers a Poison attack.
This attack now can also paralyze opponents, albeit with a much lower chance than afflicting them with Poison.
So this, too, is like a bonus, isn’t it?
But when the Paralysis does go through, it will significantly contribute to that fight.

These new Skills contribute to our increase in fighting power.
That’s what I think.

What time is it?
It’s now 11:40 AM.
Let’s have lunch.
I’ll deploy an Instant Portal.
I’m also recalling both Goukame and Couturier, and replacing them with Bunraku and Modulus.
Time to get some lunch prepared and some knitting done.

And what will I do in the meantime?
Let’s get to sparring right away.

The first few matches were just a warm-up.
My strengthening spells were still in effect.
The real thing happens after those effects wear off.
I use Physical Enchant: Wind and Physical Enchant: Aqua on Kurama.
Let’s fight with nothing but standing techniques!

There are various rules for fighting with standing techniques.
Sometimes they become too detailed to understand.
Take boxing, for example.
Detailed regulations have the potential to make matches more fair.
But, you know…
I can’t help but feel that the classification based on weight has become too detailed.
And there are differences between organizations.
I think that the status of being a champion has become relatively less relevant.
Does being called a 3-division champion get the same value now as they used to be in the past?
And there are differences in detailed rules.
The difference between fighting in your home country or your opponent’s.
All I can see is that the focus is on the show, and the actual content is neglected.

The same applies to karate, and while its rules take a different form, they’re just as nonsensical.
I understand that these rules were created because they wanted to spread karate as a sport.
But that’s no longer martial arts.
Even though they technically are martial arts, at the same time, they aren’t.
What about fouls?
I think that if a move does its job, it should be used.
But that would result in an extremely unpleasant outcome in modern society.

The same goes for fencing and kendo.
What is the value of mastering the art of killing people?
The secret techniques of these martial arts that have been passed down through the ages are being buried in dust without being used.
Some of them go unused for so long that they become obsolete.
Although, in a way, that might be something to rejoice about.

However…
There are some people who won’t accept it.
My grandfather was like that, too.

Whoops…
It’s time to fight Kurama.
Of course, we’re not going to use killing techniques from the beginning.
Punching, kicking.
That’s what we’ll start with.
We’ll use our elbows and knees too.
What about going easy on each other?
No, no mercy, even from the beginning.
We have to be able to choke the life out of enemy monsters.
Even if this is a sparring session, we’ll be serious about it.
So I’m targeting vital points.
It doesn’t always work out, though.

Kurama kicks me in the groin.
A shiver runs down my spine.
And a wild joy.
Good!
This is the tension I’ve been waiting for!

While I was eating, I thought about what I should do with my lineup for the afternoon.
Actually, I was thinking about moving.
It wouldn’t be bad to bring in Peptide to further increase our fighting power.
But it’s also appealing to move to another map during the day.
Besides…
I also wanted to fight monsters while riding on Aotsuki.
Yeah.
Although the full cooldown of my 【Heroic Summoning】 is not yet complete, It’s now usable, so perhaps I should aim for releasing the Area Portal?
The reduction in Bonus Points would be painful though, so maybe it’s better not to use them.
That’s right.
Let’s go to the S1W6 Map…
I want another Tokkosho, though!

First, let’s repair the equipment.
Then, let’s change the lineup.
I’ll recall Senki, Bunraku, Modulus, and Kurama.
I know you’re halfway through making another scarf, Modulus, but please bear with me for now.
Heather still has about half of her MP bar left.
I want her to give it her best for a little longer.
And let’s fill in the remaining four slots.
Who did I choose?
Obsidian, Aotsuki, Kotohogi, and Sputter.

Alright, let’s go.
What will the S1W6 Map look like?

Protagonist Keith
Race Human Male Racial Lv35
Job Arc Summoner Lv2
Bonus Points Remaining: 22

Set Skills
 Sword Lv14 Two-handed Sword Lv7 (↑2) Two-handed Spear Lv14 Joust Lv15
 Club Lv14 Dagger Lv15 Rapier Lv12 Rope Arts Lv14 (↑1) Javelin Lv14 (↑1)
 Pole Weapon Lv11
 Staff Lv26 Punch Lv23 Kick Lv23 Joint Lock Lv23 Throw Lv23
 Evade Lv23 Block Lv23
 Summon Magic Lv35 Spacetime Magic Lv23 Seal Magic Lv17 (↑1)
 Light Magic Lv21 Wind Magic Lv21 Earth Magic Lv21 Water Magic Lv21
 Fire Magic Lv21 Dark Magic Lv21 Ice Magic Lv21 (↑1) Lightning Magic Lv21
 Tree Magic Lv20  Dust Magic Lv21 Lava Magic Lv21 Steam Magic Lv21 (↑1)
 Heroic Summoning Lv2
 Alchemy Lv18 Pharmacy Lv11  Glassmaking Lv9 Woodworking Lv13
 Synergy Lv24 Appraise Lv24 Identify Lv24 Discern Lv7 Cold Resistance Lv13
 Grab Lv22 (↑1) Horsemanship Lv22 Precise Manipulation Lv24 Ropework Lv12 (↑1)
 Jump Lv15 Acrobatics Lv15 Heat Resistance Lv15 Climb Lv12 Balance Lv15
 Dual Wield Lv20 Disassembly Lv20 Swim Lv12 Dive Lv12 Throw Object Lv15
 Dash Lv16 (↑1) Endurance Run Lv15 (↑1) Hide Lv7 Conceal Lv7
 Physical Reinforcement Lv23 (↑1) Mental Reinforcement Lv23 Speedcasting Lv23
 Magic Effect Amplification Lv22 Magic Range Expansion Lv22
 Petrification Resistance Lv6 Sleep Resistance Lv6 Paralysis Resistance Lv10
 Confusion Resistance Lv8 Darkness Resistance Lv7 Unconscious Resistance Lv10
 Charm Resistance Lv2 Poison Resistance Lv7 Silence Resistance Lv5
 Instant Death Resistance Lv3

Equipment
 Tokkosho x2 Vajra Trident x2 Jeweled Sword x2 Indra’s Secret Sword x3 (↑1)
 Quartz Illuminated Sword x2 Akasagarbha Spear x2 Spirit Tree Staff x1
 Staff of Torture x2 Petrified Wood Staff+ x2 Tonfa of Torture x2
 Petrified Wood Tonfa+ x3 Capture Rod of Torture x1 Needlefish Spear+ x1 
 White Elephant Long Spear+ x1 White Elephant Javelin x2 Lion Sage’s Lance+ x2 
 Snow Beast Mace x1 Lion Sage’s Foil+ x2
 Snow Wyvern’s Estoc+ x1 Snow Wyvern’s Pike+ x1
 Lion Sage’s Kukri+ x2 Lesser Sword Dragon’s Short Sword+ x1
 Needlefish Javelin x1
 Guardian Treasure Hammer x1 Xiuyaojing Bow x1 Indra’s Halberd x1
 Enraged Pickaxe+ x2 Silver Necklace+ x1
 Snow Leopard Push Dagger x1 Gale Tiger Push Dagger x1
 Killer Scorpion Push Dagger x1 Snow Leopard Bagh Nakh x2
 Plains Lion Bagh Nakh x1 Bull and Horse Leather Armor+ Sets
 Einheral’s Armguards x2 Heavenly Zebra’s Misanga x1
 Bracelet of Torture+ x2 Anklet of Torture+ x2 Prison Guard’s Black Rope x1
 Battle Horse Belt + Rucksack Item Box x2

Summoned Monsters
Goukame Forest Tortoise Lv6 → Lv7 (↑1)
 DEX 4
 AGI 11 (↑1)
 INT 20
 STR 20
 VIT 34 (↑1)
 SPI 25

 Skills
 Bite Strong Defense Physical Resistance [Slight] (New!) Magical Resistance [Small]
 MP Recovery [Small] Earth Attribute Water Attribute Tree Attribute

Couturier Giant Queen Lv6 → Lv7 (↑1)
 DEX 20
 AGI 36 (↑1)
 INT 13
 STR 10
 VIT 11 (↑1)
 SPI 10

 Skills
 Sting Bite Flight Evade Ambush Lure Poison Paralysis (New!)

Florin Poisonous Bat Lv6 → Lv7 (↑1)
 DEX 20 (↑1)
 AGI 28 (↑1)
 INT 12
 STR 13
 VIT 13
 SPI 12

 Skills
 Bite Flight Echolocation Evade Ambush Suck Blood Poison
 Memory Lapse (New!)

Abyss Skeleton Fighter Lv7 → Lv8 (↑1)
 DEX 20 (↑1)
 AGI 20 (↑1)
 INT 13
 STR 16
 VIT 16
 SPI 13

 Skills
 Sword Club Buckler Block Evade Physical Resistance [Medium] (New!)
 Magical Resistance [Slight] (New!) Self-Repair [Medium] Dark Attribute

Yukiwa Wraith Lv6 → Lv7 (↑1)
 DEX 5
 AGI 5
 INT 28 (↑1)
 STR 5 (↑1)
 VIT 5
 SPI 25

 Skills
 Flight Shapeshift Physical Attack Permeability Magical Resistance [Slight] (New!)
 MP Absorption [Small] Dark Attribute Fire Attribute (New!) Water Attribute

Kurama Gohou Lv6 → Lv7 (↑1)
 DEX 23
 AGI 20
 INT 11
 STR 24 (↑1)
 VIT 24 (↑1)
 SPI 11

 Skills
 Sword Dagger Two-handed Spear Punch (New!) Kick (New!) Buckler
 Block Evade Hide Night Vision

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