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Details (SPOILERS)

I created this just because someone asked me to but tbh, I think its useless. There is just so much you need to know to understand some of these stuff that using it as anything other than a reference will just confuse you. If you're reading the novel, you can check this chapter to recall stuff you forgot. but if you've just started reading, don't use this to understand stuff. All these things are explained much better in the novel and in context, reading it like this will just confuse you.

Ranks

Ranks determine an awakener's current power level:

Awakener Ranks: Progression is simple based on raw attribute points. F-rank is the baseline (starting at least 5 points in every stat). Each rank thereafter doubles the necessary attribute points in a specialization: 10 points for E-rank, 20 for D-rank, 40 for C-rank, and so on.

Determining Rank: An individual's rank is determined by their single highest stat, which often aligns with their class specialization (e.g., 10 Intelligence makes one an E-rank mage).

True Rank: This rank accounts for an awakener's potential by adding any unallocated Stat Points to their highest existing attribute. Typically, Rank and True Rank match, as classes usually distribute points automatically, preventing hoarding.

Murim/Cultivation Equivalents: The system ranks align with power levels seen in other worlds. Most worlds use a similar power system but there are a few exceptions like the murim and cultivation worlds: C-rank roughly equates to Third-rate, B-rank to Second-rate, A-rank to First-rate, and S-rank to Grandmaster. Higher realms exist above SSS (Soul Formation), but me go into them later.

Stats

Stats govern raw capability and derived resources:

Primary Attributes: Strength, Stamina, Agility, and Intelligence. Most people start with at least 5 points in each.

Derived Stats:

Health (HP): Calculated as Stamina×100.

Mana: Calculated as Intelligence×10.

Raw Damage: Strength×10.

Stat Allocation: Upon awakening, individuals receive 5 initial Stat Points to distribute freely. After the initial allocation, leveling up typically grants stat increases tied to the individual's Class specialization (e.g., a mage might gain +2 Intelligence and +1 Stamina per level). Classless individuals typically receive one free Stat Point per level. 

Experience (EXP) is gained primarily through combat and dictates leveling progress:

EXP Calculation: The amount of EXP gained is determined by the difference between the user's True Rank and the enemy's rank. Defeating an enemy matching the user's True Rank yields enough EXP for one level. Each rank difference halves (below) or doubles (above) the required EXP: one rank below is half the necessary EXP, two ranks below is a quarter; one rank above is double, and two ranks above is quadruple.

Leveling Effects: Leveling up clears negative status effects (such as Despair, Mental Breakdown, or Bleeding) and fatigue. It does not automatically restore HP or Mana and most of these status effects will quickly return if you don't solve the underlying problem.

Party Contribution: When operating in a party, EXP is distributed based on contribution, where healing and support actions count toward overall contribution.

Skills are separated into three primary types, and are the source of most active power:

Skill Types:

Normal Skills: Graded F to SSS, acquired by meeting specific requirements, often related to one's class.

Unique Skills: Acquisition is often random luck or extreme desire; they are considered game-changers.

Intrinsic Skills (Traits): Abilities provided inherently by one's Class or Species.

Acquisition: Skills can be awakened by meeting certain requirements, such as focusing unallocated points into specific attributes (e.g., E-rank Strength/Agility leading to Assassinate), or achieving a deep level of understanding or determination.

Skill Scaling and Rank Cap: A skill's effectiveness is capped by its rank designation. A skill only calculates its bonuses based on the user's attribute points up to that rank's statistical threshold (e.g., an E-rank skill scales up to 19 points in the related stat; a D-rank skill scales up to 39 points). Any attribute points exceeding the skill's cap contribute only normal base damage/effect, not the amplified skill bonus. (this is explained so much better in the novel.)

Skill Advancement: Skills can advance ranks (e.g., D-rank Aura to C-rank Aura) either automatically upon reaching certain thresholds within one's class, or through the Cheater Class's modification cards (e.g., merging duplicate skills using the Merge Card).

Skill Modification: Through the Cheat Shop, skills can be manipulated using various cards:

(arguably the only important thing in this document)

Mod Cards: Apply specific Editions to a skill (e.g., Class Card applies Elemental edition; Seed Card applies Rigged edition to guarantee probability). Skills generally cannot hold multiple Mod Card editions unless combined using a Merge Card. (they're kinda like tarot cards from balatro)

Class Card: Adds the "Elemental" edition, allowing a skill to deal additional damage of a chosen element, such as fire, water, earth, wood, metal, wind, ice, lightning, light or dark. (five basic Chinese elements and five "mutated" elements. though this distinction doesn't matter unless its in the cultivation world.)

Malware Card: Adds the "Glitched" edition, which randomizes all numerical values in a skill one time permanently.

Seed Card: Applies the "Rigged" edition, turning all probability-based chances into guarantees (e.g., a 10% critical hit chance becomes 100%).

Blank Card: Applies the "Negative" edition, which allows a skill to not count toward the user's skill slot limit.

Mirror Card: Applies the "Inverted" edition, forcing a skill to perform the exact opposite of its intended function.

Rework Card: Applies the "Mutated" edition, which causes a skill to change in unpredictable ways.

Exploit Card: Applies the "Corrupted" edition, making a skill unstable and giving it dangerous side effects.

Soul Card: Applies the "Live" edition, which makes a skill alive and allows it to manifest as a summon if merged with a compatible soul.

Code Cards: Provide utility (e.g., Fork duplicates a skill; Merge combines skills/cards; Patch removes negative effects like costs or debuffs, turning Sacrifice skills into free abilities).

Merge Card: This card allows the user to combine two skills or two mod cards into one. It is also used to advance a skill to its next rank (e.g., from D-rank to D+) when merged with an identical duplicate.

Fork Card: Creates an exact duplicate copy of a target skill. This includes duplicating any existing editions or rank designations (like a "+" rank) currently on the skill.

Delete Card: Used to delete a specific skill or an edition. It removes editions in the order they were applied before it can delete the skill itself.

Commit Card: This card destroys a target skill completely and generates a new random skill of the same rank. All existing editions on the original skill are lost during this process.

Patch Card: Removes all negative effects from a skill, such as stat reductions, debuffs, or harmful conditions. While it does not remove mana costs, it can be used to remove the "sacrifice" requirement from sacrifice type skills, making them free to use.

Import Card: Allows the user to import a skill from another individual, provided that person gives their consent.

Export Card: Exports a skill into a skill book that can be given to another person to learn instantly. The original user loses the skill unless they have a duplicate.

Debug Card: Removes all randomized effects from a skill and forces them to their maximum possible value.

Optimize Card: Either reduces the mana cost of a skill by 20% or increases its efficiency by 20%. These effects can be compounded by applying multiple Optimize cards to the same skill.

Refactor Card: Allows the user to replace an existing edition on a skill with a different one from a new Mod Card without having to delete the old one first. 

Vouchers

Vouchers are permanent shop upgrades or bonuses that generally cost 1,000 Cheat Points.

(not all of them just ones we've seen in shop. same for the cards.)

Skill Merchant: Increases the spawn rate of skills in the card section by 25%.

Code Merchant: Increases the spawn rate of Code Cards in the shop by 25%.

Overstock: Grants an additional card slot in the shop, allowing for more options during resets or rerolls.

Reroll Surplus: Permanently reduces the cost of rerolling the shop by ten points.

Antimatter: Grants the cheater an additional skill slot.

Code DLC: Expands the pool of Code Cards that can appear in the shop.

Mod DLC: Expands the pool of Mod Cards available in the shop.

Rewind: Resets the current reroll price back to its base value.

Coupon: Reduces the price of the next voucher by 200 points.

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