Before I get out of the dungeon core room, I need to check the skills I got both from evolving and from the loot crates.
I'm gonna die from this thing. I imagine getting into the halls of Valhalla and the other heroes asking 'Hey, what did you die from?' And I answer, 'I died because a bugged skill they gave me broke my soul.' This could be possible but there is no such thing as valhalla and if my soul breaks i won't just die, I'll become nothing.
I should check the details of the skills I earned through evolution this time. I have 967 SP to spend.
Toughness, Prowess, Endurance will be raised to level 10. That will cost 162 SP. Colossal Might, Growth, and Siege monster will receive level 6 for 20 SP each. 222 SP on all the colossus' skills.
Now the skills from the last ever loot crate session I'll make.
There are some fusions to make. I'll bump the skills to level 5 using SP to improve the odds of getting a grade up.
A total of 145 SP was spent to raise the skills and make these fusions. 600 SP to spend. I'll ignore drain life. I don't need HP and dealing damage is faster with other methods.
Now this is a surprise. The skill that disembodied head flaunted so much came. Dual job. I can set two jobs as active so long one of them is of a tier low enough, depending on the skill level. Level 6 allows me to set a tier 4 job, and I have no tier 5 available anyway. 20 SP.
First the fused skills. Summon Emperor, Remote Senses and Magic Puppet sounds awesome. Level 10 for them will cost 216 SP. Medicine King level 6 for 20 SP. Earthkeeper level 10 costs 49 SP. 285 SP spent, 295 to go.
Now the normal crate skills. Prince vitality and prince spellpower both level 10 for 108 SP. Move speed level 6 for a 197% increase, 20 SP. 177 SP left.
There is a lot of utility skills that I'll bump to level 6 now and try out before raising more. Spell Resistance, Dominate Arachnids, Cooldown Reduction. 60 SP, 107 left.
Dominate Arachnids is the ultimate solution for dust mites in pillows and beddings.
The magical schools, Transmutation Magic and Force Magic. I'll raise both to level 7 for 27 SP each.
And some neglected schools that never got a level up. Wind magic and Gravity magic. I don't know but I think I might be jinxed regarding these two. I'll bump them to level 7 too. Gravity costs 27 SP and Wind magic will be 22 because it is already at level 3.
I'm left with only 2 SP remaining. Lolz.
Now all that is left is to reduce my weight to a tenth of the original and teleport out. I'll use the demon hunting anchor. I don't want to crush anything.