Shield |
The Shield allows you to break through a single Light Cycle trail. The part of the trail behind where you broke through, will then quickly disappear. One a trail has been broken, the Shield will be gone. It's possible to activate a Shield which will free your inventory slot and then pick up another powerup. A Shield has an unlimited lifetime and will always remain active, until you break through a trail. |
![]() Turbo Boost |
Turbo Boost will greatly increase your Light Cycle speed for a limited time. However, travelling on a Fast or Slow Zone will override this powerup. |
![]() Trail Spike |
The Trail Spike will create small temporary walls, that stick out from either side of your trail, at the point which you activated this powerup. These perpendicular walls can catch unaware opponents travelling closely behind you, and cause them to crash. |
![]() Missile |
Missiles travel quickly in a straight line from the front of your Light Cycle, and will break through multiple trails or destroy any Light Cycle in its path. |
![]() Turbo Curse |
All Light Cycles receive a massive speed boost for a limited time, including the player that activates it. Turbo Curse is meant to catch other opponents off-guard, and cause them to crash. Like the Turbo Boost, players travelling on a Fast or Slow Zone will override this powerup. Of course, only a Slow Zone will have any real effect, since the Turbo Curse causes Light Cycles to travel even faster than a Fast Zone does. |
![]() Grab |
Grab steals the powerup that the nearest Light Cyclist is carrying. If no Light Cycle currently has a powerup, it will grab the nearest one in the arena. |
![]() Trail Reset |
Trail Reset reduces the length of all the current Light Cycle trails in the arena, down to nothing. All Light Cycle trails then start over, from that point forward. |
![]() Force Use |
Force Use immediately activates all the powerups that every Light Cyclist is currently carrying. This powerup is a double-edged sword, which could either help or hinder the player that uses it. As a precaution, be sure that you're not too close to any opponents when activated. |
![]() Trail Extender |
The Trail Extender will extend every Light Cycle's trail by a fixed length, until each one crashes. As each player crashes, their trail length will be reset back to the default. Trails can continue to be extended, by picking up and activating additional Trail Extender powerups. |
![]() Random |
This powerup will give you a new one which is randomly chosen, based on the current powerups in the arena. No existing powerups are taken. |
Sequencer |
The Sequencer subroutine allows you to throw up to 4 discs simultaneously. |
![]() Cluster |
The Cluster subroutine turns the disc into a deadly explosive weapon. |
![]() Suffusion (Shotgun) |
The Suffusion subroutine turns the Rod Primitive into the |
![]() LOL (Sniper Rifle) |
The LOL subroutine (pronounced laughing-out-loud) changes the Rod Primitive into the |
![]() Ball Primitive |
The Ball acts like a small bomb. Standing close to a wall and throwing the ball, will cause it to stick and become a proximity bomb which will detonate as players pass. |
![]() Ball Launcher |
The Ball Launcher shoots small balls of corruption as fast-moving projectiles. |
![]() Drunken Dims |
The Drunken Dims Launcher shoots a group of 5 small corrupted balls, travelling in a fast swirling pattern. |
![]() Mesh Primitive (Blaster Gun) |
The Mesh Primitive (aka Blaster) is the |
![]() Prankster Bit |
The Prankster Bit subroutine changes the Mesh Primitive into the |
![]() Submask (Head Armor) |
Provides head protection, and 25% total body protection. |
![]() Truncate Plate (Chest Armor) |
Provides torso protection, and 30% total body protection. |
![]() Peripheral Seal (Arm Armor) |
Provides arm protection, and 12% total body protection. |
Support Safeguard (Leg Armor) |
Provides leg protection, and 12% total body protection. |
![]() Base Damping (Foot Armor) |
Provides foot protection, and 8% total body protection. |
![]() MegaHurtz |
MegaHurtz can greatly increase the damage done by a weapon, at the cost of a large amount of energy. |
![]() Corrode |
Creates a green corrosive haze around the opponent, that continues to do damage for a short period of time after a weapon hit. Costs a fair amount of energy. |
![]() Primitive Charge |
Increases the damage produced by a hit from any of the four Primitives (Disc, Rod, Ball, Mesh). This also carries over into the forms of any primitive modified by subroutines. Almost as effective as MegaHurtz, but consumes less energy. |
![]() Triangulate (Zoom) |
Allows you to zoom in more than one level with any weapon, not just the LOL. |
![]() Profiler |
Enhances the reticle to show an opponent's identity, health, armor, and subroutines in use. |
![]() Health/Energy Patches |
There are three types of patch routines.
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