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Chapter 2 - Chapter II

[The Cyber Nexus is ready. Would you like to summon your troops, my Lady?]

Eliza grinned, slow and deliberate, like someone about to press the red button in a villain's lair. She didn't hesitate. Not even a blink. "Well then… let's not keep destiny waiting, shall we?" she purred in her crisp royal cadence, and pressed [Yes] without a second thought.

The Cyber Nexus emitted an eerie purplish-green glow that crawled across the stone like living code. The air hummed, thick and electric, like a storm building indoors. Light stretched outward in jagged lines before folding in on itself, forming a swirling vertical portal. The trio heard synchronized footsteps marching from within, heavy and disciplined, and then they saw what had been summoned.

Fifty skeletal figures stepped through in perfect formation.

Their bones were not brittle white but darkened steel-gray, reinforced with glowing cybernetic veins running through their frames. Crimson lights burned in their empty eye sockets, steady and disciplined. Each carried a longsword and shield with rigid military posture, their armor dented yet uniform, giving them an oddly elite presence.

"Why they look so damn badass though?" Gazei muttered, his voice low with impressed disbelief, that slight accent from his former home country sliding through naturally. He folded his massive arms, nodding slowly. "I ain't even gonna lie… they kinda clean with it."

Honey's golden eyes widened as she leaned forward, wings shifting behind her. "Well I'll be dipped in butter," she drawled in thick Southern ease. "They ain't rattlin' around like no Halloween decor neither. They look like they mean business."

Eliza smirked and lifted her glasses slightly, the sunlight flashing across the lenses as she inspected her troops with sharp calculation. Her posture straightened, chin lifting just a fraction. While she rarely played RTS games and had the least understanding of this world's mechanics, she had spent countless hours conquering continents in Risk with Gazei.

Thank goodness Rin had trained Gazei well in all types of gaming and warfare. From FPS to RTS to grand strategy, the man had been molded like a general forged in digital fire.

Eliza stepped forward, heels clicking against stone, and gestured toward her assembled troops with one elegant hand.

"Show me what you are made of, boys."

[Skeleton Swordsman]

[Race: Undead (Cyber Demon)]

[Role: Melee Frontline]

[Loyalty: 100%]

[Tier: 1]

[Level: 1]

[Strength: C-]

[Magic: G]

[Speed: C]

[Defense: B]

[Special Defense: B]

[Equipment: Tin Longsword (Grade–Common): P. Atk +30 | Physical Skill MP Cost -5% | Cooldown -5% (Physical) | Magical Skill MP Cost +5% | Casting Speed +4% | Physical Critical Rate +2% | Hit Rate -1%]

[Big Shield (Grade–Common): P. Def +35 | M. Def +20 | Damage Reduction +5% (Front-Facing Attacks) | Block Chance +8% | Movement Speed -3% | Taunt Duration +1 sec | Stability +10% | Knockback Resistance +5%]

[Rank: G+ (Limit: C+)]

[Note: Troop ranks include G, F, E, D, C, B, A, S, SS, SSS, X with - and + sublevels.]

[Race Passives — Undead Skeleton]

Gravebound Core:

Takedowns on Enemy Champions, Large Minions, and Large Monsters grant 1 Bone Reinforcement Stack.

Per Stack:

• +0.6 Physical Attack

• +0.4 Physical Defense

Scaling Bonuses:

• Every 10 stacks → +1% Attack Speed

• Every 25 stacks → +2% Skill Damage

• Every 50 stacks → +2% Damage Reduction

Undying Frame:

• Immune to Fear

• Immune to Pain effects

• Mana does not drain outside combat

• 50% reduced mana drain in combat

• HP < 15% → +10% Damage Reduction for 5s (60s cooldown)

Demonic Circuitry:

• +8% Shadow Damage

• Debuffs by this unit last +0.5s

• Each successful hit increases Encroachment application rate by +5% for 3s (stack up to 3)

[Skills]

Encroach [Passive]:

The Swordsman's demonic core continuously releases Shadow energy into its skeletal frame. Increases Shadow damage by 8% and extends debuff duration applied by this unit by 0.5 seconds per successful hit, stacking up to 3 times.

Dark Network / Encroach:

Attacks infused with Dark Network energy apply Corrosive Encroachment, reducing enemy movement speed and gradually lowering Physical and Magical Defense.

• -3% Movement Speed per stack

• -2% Physical and Magical Defense per stack

• Stacks up to 5 times

At 5 stacks, target becomes Encroached.

Black Plasma:

Each successful strike builds unstable Black Plasma within the target. If the target becomes Encroached, all stored Plasma charges detonate simultaneously, dealing burst Shadow damage based on accumulated stacks. If the target is not Encroached, Plasma remains dormant until triggered.

• 150% Shadow Damage scaling with Skill Damage modifiers

Contamination [Passive]:

All attacks inflict a curse dealing 1% Max HP as Shadow damage over 4 seconds. If a target dies while under Contamination and is equal or lower Tier than the Swordsman, the corpse automatically reanimates as a basic Undead unit under Cyber Nexus command.

Note: Will not affect units above the troop's Tier.

Deathman Long Sword Mastery [Passive]:

The Skeleton Swordsman possesses basic battlefield proficiency with longswords in the Deathman martial art style.

• +12% Physical Attack when wielding longswords

• +10% Melee Skill Damage

• -5% MP cost on sword skills

• +4% Critical Rate

• +15% accuracy with slashing attacks

• +10% attack speed when wielding swords

• Each successful strike increases damage by 2% for 3 seconds (stacking up to 5 times)

Scaling:

• +1% Skill Damage every 10 Levels

• +3% Physical Attack per Rank Up

Upward Slash:

A swift rising slash that launches enemies slightly into the air.

• 125% Physical Attack

• Launches target 0.5m into the air

• +15% damage to Encroached targets

Triple Drive:

A rapid three-hit combo delivered in quick succession.

Three sequential strikes:

• 1st: 70% Physical

• 2nd: 85% Physical

• 3rd: 110% Physical

Final hit applies +1 Encroach stack.

Guard:

Raises shield in defensive stance.

• -40% Physical damage from front for 3s

• Successful block restores 5% stamina

• +10% Counterattack speed for 2s after block

Auto Guard [Passive]:

8% chance to automatically block frontal attacks.

Increases by +1% per Rank tier.

Draw Sword:

A high-speed dash slash that closes distance instantly and strikes once with increased critical chance.

• Dash 4 meters

• +140% Physical Attack

• +10% Critical Chance

Flowing Stance:

Enters a battle stance that increases attack speed and movement speed for a short duration. While active, skill cooldowns are reduced slightly and Encroachment application rate increases.

Active for 6s:

• +12% Attack Speed

• +8% Movement Speed

• -10% Skill Cooldown Rates

Secret Sword Art:

An advanced combat protocol embedded within the Cyber Nexus combat data. When activated, the Skeleton Swordsman accesses a higher execution layer of the Deathman martial combat system, allowing precise and optimized sword movement patterns beyond its normal combat routines.

For a brief period, the unit's strikes follow pre-calculated trajectories designed to maximize damage output and minimize wasted motion.

Effects (Duration: 8 seconds):

• +18% Physical Attack

• +12% Attack Speed

• +10% Critical Rate

• +15% Hit Accuracy

Additional Effect:

Every successful strike during Secret Sword Art increases Encroach application rate by +8%.

Cooldown: 6 seconds

Overdrive (Buff):

The Skeleton Swordsman temporarily forces its cyber-demonic circuitry into an overclocked combat state. Dark energy surges through the skeletal frame, strengthening muscle motion and reaction speed.

The strain on the unit's structure causes increased energy consumption but greatly improves combat efficiency.

Effects (Duration: ♾ seconds):

• +20% Physical Attack

• +15% Movement Speed

• +15% Attack Speed

• +10% Skill Damage

Drawback:

• Mana consumption increases by +20% during Overdrive

Cooldown: 35 seconds

Charge Crash:

The Skeleton Swordsman lowers its shield and accelerates forward in a heavy impact charge. The attack is designed to break enemy lines and disrupt defensive formations.

The charge transfers the full momentum of the undead frame into a shield bash followed by a downward sword strike.

Charge Distance: 5 meters

Impact Damage:

• 90% Physical Attack (Shield Impact)

Follow-Up Strike:

• 120% Physical Attack (Sword Strike)

Additional Effects:

• 25% chance to stagger enemies for 1 second

• Applies +1 Encroach stack on hit

Cooldown: 10 seconds

Flowing Stance — Force:

An enhanced combat stance derived from the Flowing Stance system. The Skeleton Swordsman redirects kinetic momentum between attacks, allowing faster chaining of sword techniques.

While active, the unit's movements become smoother and more efficient, reducing skill recovery time.

Effects (Duration: 7 seconds):

• +10% Attack Speed

• +8% Movement Speed

• -12% Skill Cooldowns

• +10% Encroach application rate

Additional Effect:

Every second attack performed during Flowing Stance — Force has a 20% chance to trigger a bonus strike dealing 40% Physical Attack.

Cooldown: 25 seconds

Raging Abyss Slash:

The Skeleton Swordsman channels demonic shadow energy into a powerful horizontal slash designed to cleave through multiple enemies.

The blade releases a crescent arc of shadow force that travels forward and detonates accumulated Black Plasma on Encroached targets.

Damage:

• 160% Physical Attack

Area Effect:

• 3 meter frontal arc

Additional Effects:

• Applies +2 Encroach stacks

• If the target is fully Encroached, all Black Plasma stacks detonate immediately

Cooldown: 18 seconds

Charge Burst:

A follow-up technique often used after Charge Crash. The Skeleton Swordsman releases stored kinetic energy in a short-range explosive swing, sending a shockwave through nearby enemies.

Damage:

• 140% Physical Attack

Area Radius:

• 2 meters

Additional Effects:

• +1 Encroach stack to all enemies hit

• 20% chance to knock back enemies 1 meter

Cooldown: 14 seconds

Drive Slash:

A high-velocity lunging strike that propels the Skeleton Swordsman forward in a straight line.

Damage:

• 150% Physical Attack

Dash Distance:

• 4 meters

Additional Effects:

• +10% Critical Rate during the strike

• Applies +1 Encroach stack on hit

• If used on an Encroached target, damage increases by +20%

Cooldown: 8 seconds

Illusion Sword Dance:

The Swordsman unleashes a flurry of rapid slashes in a confined area, striking multiple times within seconds. Each hit applies Dark Network and builds Black Plasma stacks. If any target becomes fully Encroached during the dance, Black Plasma detonates instantly.

Damage Sequence:

• 12 Rapid Strikes

• Each strike deals 35% Physical Attack

Total Potential Damage:

• 420% Physical Attack if all strikes connect

Additional Effects:

• Every strike applies +1 Dark Network stack

• Every strike generates 1 Black Plasma charge on the target

• Targets hit 5 or more times suffer -10% Movement Speed for 3 seconds due to repeated Encroachment corruption

Encroachment Interaction:

If a target reaches maximum Encroach stacks during Illusion Sword Dance, all stored Black Plasma charges immediately detonate.

Black Plasma Detonation Damage:

• 150% Shadow Damage + 20% per stored Plasma charge

Area Radius:

• 2.5 meters around the Skeleton Swordsman

Target Limit:

• Up to 6 enemies simultaneously

Combat Effects:

• +20% Hit Rate during the skill

• +15% Attack Speed during the execution window

• Cannot be interrupted by minor knockback effects

Cooldown: 28 seconds

Gazei let out a low whistle, slow and impressed, hands resting on his hips as he stared at the stat panel floating in front of him. "All that… and they still bottom tier?" He'd played RTS games like a man training for war, so the undead information page wasn't shocking, but it definitely made him pause. "I ain't expectin' a level one skeleton to come loaded like a whole expansion pack. Loyalty at a hundred percent and they don't even get tired." He nodded once, slow and approving. "Yeah. Nah. That's dangerous dangerous."

Eliza's lips curved into a satisfied smile as she adjusted her glasses with one finger. "MMM… Mama likes," she purred, her refined royal cadence sliding into something darker as her demonic aura vibrated faintly around her shoulders. She stepped forward, heels clicking crisply against the courtyard stone, posture flawless. The air behind her shimmered and formed the faint outline of a massive mechanical skull wreathed in violet flame. "These are my troops," she said coolly, eyes gleaming. "And they are absolutely perfect fodder for testing~"

Normally, the undead horde would never feel fear.

They were constructs. Bound. Programmed. Obedient.

But when that robotic skull manifestation opened its jaws and released a distorted mechanical shriek, fifty Skeleton Swordsmen stiffened in perfect synchronized panic.

If they had throats, they would have gulped.

If they had spines capable of shivering, they absolutely would have.

"Stop standin' there like frightened little fanboys and get movin'!" Eliza barked, voice cracking like a whip across the courtyard. The cyber-demonic aura intensified, washing over her army in oppressive waves. "You will hunt. You will gather. And you will return with results. Am I understood?"

"YES, MY QUEEN!" the skeletons roared in unison.

Normally, speech development occurred after Level 5 when troops underwent a class change.

Apparently fear was a powerful motivator.

Giddy as a kid in a candy store, Eliza spun lightly on her heel and planted a quick, possessive kiss on Gazei's cheek. "Do try to keep up, darling," she teased smoothly. Then she glanced over her shoulder at Honey. "Your turn, love. Summon your troops and sweep the other side of the island. Let's not allow the wildlife to grow comfortable."

A new prompt shimmered into existence.

[The Draconic War Foundry is ready. Would you like to summon your troops, my Lady?]

Honey's grin widened, sharp teeth flashing just slightly. "Shoot, you don't even gotta ask twice," she said warmly, her confidence rolling off her like heat. She cracked her knuckles, wings stretching wide. "Let's see what kinda firepower y'all blessed me with."

She pressed [Yes].

The Draconic War Foundry ignited. The trio felt as if they were right next to the Foundry.

Molten light bled through the seams of the basalt structure as the ground trembled beneath their feet. A circular sigil flared open in the courtyard's far end, glowing bright orange and gold. The air heated instantly, wind whipping outward in a fiery spiral.

From the blazing portal marched compact reptilian figures in disciplined rows.

Gazei recognized them right away.

Kobolds.

They stood roughly five feet tall, lean but muscular, scaled in shades of red, bronze, and ash. Small horns curled from their foreheads. Their eyes burned sharp and intelligent. Each carried a reinforced hunting bow carved from dark wood, quivers packed with barbed arrows tipped in faintly glowing flame resin. Short curved blades hung at their hips for close combat.

[Kobold Hunter]

[Race: Dragonkin (Draconic)]

[Role: Ranged Assault / Scout]

[Loyalty: 100%]

[Tier: 1]

[Level: 1]

[Strength: C]

[Magic: D+]

[Speed: B]

[Defense: C]

[Special Defense: C+]

[Equipment: Reinforced Hunting Ranger Bow (Grade–Common): P. Atk +28 | Fire Damage +5 | Critical Rate +4% | Attack Range +5% | Attack Speed +6%]

[Barbed Flame Arrows: Burn Effect (Minor) | Bleed Chance +3%]

[Bone Arrowheads: Base Damage Modifier +5% | Armor Penetration +4%]

[Scaled Leather Armor (Grade–Common): P. Def +20 | M. Def +15 | Agility +2%]

[Rank: G+ (Limit: C+)]

[Race Passive — Dragonkin (Fire)]

Scalemail:

Takedowns on Enemy Champions, Large Minions, and Large Monsters grant 1 Scalemail Stack.

Per Stack:

• +0.5 Armor

• +0.35 Magic Resist

Scaling Bonuses:

• Every 10 stacks → +1% Damage Reduction

• Every 25 stacks → +2% Fire Damage

• Every 50 stacks → +3% Max HP

Predator's Discipline:

Dragonkin are formation hunters.

For every allied Dragonkin within 15 meters:

• +2% Attack Speed

• +1% Critical Chance

Stacks up to 5 allies.

At maximum formation bonus:

• +10% Attack Speed

• +5% Critical Chance

• +5% Accuracy

Bonuses deactivate if isolated for more than 5 seconds.

Ember Bloodline:

Red Draconic blood grants innate fire affinity.

• +10% Fire Damage

• 15% resistance to Fire Damage

• Burn effects applied by this unit last 1 second longer

Every Rank advancement increases Fire Damage bonus by +3%.

[Skills]

Red Dragon Longbow Mastery [Passive]:

The Kobold Hunter is trained in the traditional archery methods of lesser Dragonkin war bands. Their style emphasizes rapid arrow cycling, mid-range mobility, and constant harassment fire while advancing in pack formations.

• +10% Physical Attack with bows

• +8% Attack Range

• -5% Stamina cost

• +5% Critical Rate

• +6% Attack Speed while using bows

Scaling:

• +1% Physical Attack per 10 Levels

• +2% Attack Speed per Rank advancement

Draconic Marksmanship [Passive]:

The Kobold Hunter possesses innate battlefield proficiency with bows refined through generations of dragonkin hunting culture. Their shooting technique prioritizes speed, pressure, and precision strikes on vulnerable points.

• +12% Physical Attack when wielding bows

• +10% Ranged Skill Damage

• +6% Attack Speed when using bows

• +5% Critical Rate

• +12% Accuracy on ranged attacks

• +5% Armor Penetration on arrows

Momentum Effect:

Each successful ranged hit increases Attack Speed by +1.5% for 3 seconds.

Stacks up to 5 times.

Scaling:

• +1% Skill Damage every 10 Levels

• +3% Physical Attack per Rank Up

Stylish [Passive] (1):

The Hunter learned an ancient style of marksmanship. Skills can be canceled a certain number of times. This count is restored at regular intervals.

Cancelling a skill will grant a buff for 60 seconds, which increases Basic and Skill Attack Damage by a certain percentage. All active skills can be canceled into each other.

• +12% Attack Speed

• +10% Movement Speed

Pack Hunter Instinct [Passive]:

When two or more Kobold Hunters attack the same target:

• +8% Critical Chance

• +10% Hit Rate

• +6% Attack Speed

If five or more hunters focus the same target:

• +15% Damage vs that target

• +5% Armor Penetration

Jungle Stalker [Passive]:

Inside forests, jungles, or heavy foliage:

• +12% Movement Speed

• +15% Stealth Effectiveness

• First attack from stealth deals +20% bonus damage

Hunter [Buff]:

The Kobold enters a mobile hunting mindset optimized for battlefield tracking. Temporarily increases Critical Chance damage for Bow, Crossbow Guns, Hunting Rifles.

Active for — sec.

• +12% Attack Speed

• +10% Movement Speed

• -10% Skill Cooldown Rates

• +10% Accuracy

While active, Burn effects deal +15% damage.

Fast Shot Technique [Passive]:

Borrowed from ancient human gunslinger techniques and adapted for bow combat, this discipline trains the Kobold Hunter to fire arrows with relentless rhythm and lethal precision.

Effect:

Every successful ranged attack grants Gunslinger Momentum for 4 seconds.

Per Stack:

• +2% Attack Speed

• +1% Critical Rate

Maximum Stacks: 6

At Maximum Stacks:

• +12% Attack Speed

• +6% Critical Rate

• Every third attack fires an additional phantom arrow dealing 45% Physical Attack

Stacks refresh on hit.

Scaling:

• +1% Attack Speed per Rank Advancement

• Phantom Arrow damage increases +1% per 5 Levels

Quickshot [Active]:

The Kobold Hunter fires a rapid precision arrow with minimal draw time.

Damage:

• 110% Physical Attack

Additional Effects:

• +8% Critical Chance

• 25% chance to apply Burn for 4 seconds

Cooldown: 2 seconds

Stamina Cost: Low

Hunter's Mark [Active]:

The Kobold Hunter fires a specialized tracking arrow that embeds into the target and releases a faint draconic signal. Packmates can detect this signal instinctively, allowing them to focus fire with greater efficiency.

Damage:

• 95% Physical Attack

Debuff Effects:

• Target takes +8% damage from Dragonkin units

• Target loses 5% Movement Speed

• Duration: 8 seconds

Cooldown: 12 seconds

Suppressive Volley [Active]:

The Hunter rapidly fires a cluster of arrows toward a designated area.

Damage Pattern:

• 5 arrows fired

Each arrow deals:

• 70% Physical Attack

Additional Effects:

• Each arrow has 15% chance to apply Burn

• Area Radius: 2.5 meters

Cooldown: 14 seconds

Deadeye [Active]:

A rapid-fire finishing technique adapted for bow combat.

The Kobold fires six ultra-fast arrows in under two seconds, each strike targeting critical points.

• 6 hits × 70% Physical Attack

• +15% Critical Chance on each hit

• Final arrow deals 140% Physical Attack

If the target is affected by Burn or Bleed, final hit damage increases by +25%.

Rolling Reload [Active]:

A mobility technique borrowed from Ranger combat styles.

The Hunter performs a rapid evasive roll while instantly preparing another arrow.

• Dash 3 meters in chosen direction

• Next arrow fired within 2 seconds gains +25% damage

• +20% critical chance on next shot

Cooldown: 8s

Piercing Flame Arrow [Active]:

Inspired by Traveler techniques, this arrow pierces through multiple enemies while leaving behind a streak of lingering flame energy.

Damage:

• 135% Physical Attack

Pierce Limit:

• Up to 3 targets

Additional Effects:

• Leaves burning trail for 3 seconds

• Enemies passing through trail take 20 Fire Damage per second

Cooldown: 16 seconds

Predator's Finisher [Active]:

The Kobold Hunter targets an enemy suffering from Burn or Hunter's Mark and fires a lethal finishing shot aimed at vital points. Dragonkin hunters traditionally reserve this technique for weakened prey.

Damage:

• 180% Physical Attack

Bonus Damage:

• +25% damage if target is Burning

• +20% damage if target is Marked

Maximum Burst Potential:

• 225% Physical Attack

Cooldown: 20 seconds

"Well damn..." Gazei muttered, eyes wide as he studied the Hunters before him. He wasn't 100% certain whether the Cyber Demons or Dragonkin were OP as hell or if the world was so filled with danger that these two were the baseline just to not die.

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