5.3 Subroutines

Combat Primitives
Disc Primitive
Offensive Use Quickly pressing and releasing the Left Mouse Button will cause the disc to be thrown in the direction of the reticle.

If you instead hold down the Left Mouse Button, you can guide the path of the disc as it travels by moving the mouse. Pressing the Right Mouse Button, will cause it to return. If the disc strikes a surface, it will ricochet off in an angle.

The disc can also be used as a melee weapon by holding the Ctrl key while you click the Left Mouse Button, to "smack" your opponents.
Defensive Use Pressing the Right Mouse Button raises the disc with both hands, to block incoming discs only. Other weapon projectiles cannot be blocked by the disc (e.g. the Ball).
Energy Use None

Rod Primitive
Offensive Use The Rod Primitive (or PRod/prods) is a two-handed melee weapon, which is mainly used when sneaking up on an enemy and attacking from behind. This means you must get within arm's length of the enemy, before attacking. The attack takes a few seconds to overload and de-rezz an enemy program, which can leave you vulnerable to attack by another opponent.

A tip many players may not know about, is that more than one program can be zapped by the Rod Primitive at the same time. This can be an effective way of eliminating multiple enemies at once. While the rods are active, your opponent(s) will usually "lock up" and become completely helpless.

Using the rods is as simple as pressing and holding the Left Mouse Button. If you are interrupted before finishing the attack, your opponent will be able to fight back.
Defensive Use None
Energy Use Moderate

Ball Primitive
Offensive Use The Ball acts like a small bomb. The longer the Left Mouse Button is held, the farther the ball will be thrown. The ball explodes on impact when it hits an opponent, but will bounce two to three times before detonating if it impacts a surface instead.

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.
Defensive Use None
Energy Use Low

Mesh Primitive (Blaster Gun)
Offensive Use The Mesh Primitive (aka Blaster) is the equivalent of a small sub-machine gun with a rapid rate of fire. The blaster will continue to fire as long as the Left Mouse Button is held, until your energy runs out.
Defensive Use None
Energy Use Moderate




Combat Subroutines
Disc Primitive - Sequencer Disc
Offensive Use The Sequencer subroutine allows you to throw multiple discs simultaneously. Like the Disc Primitive, press and release the Left Mouse Button to throw a straight shot. Click and hold to influence the path of the last disc thrown.

Pressing the Right Mouse Button, will cause it to return. If the disc strikes a surface, it will ricochet off in an angle.

Again, pressing the Ctrl key while you click the Left Mouse Button, allows you to "smack" your opponents.
Defensive Use Same as the Disc Primitive. Holding the Right Mouse Button raises the disc, to block other incoming discs only. However, you cannot block until all the discs thrown have returned.
Optimizing
Alpha  Can launch up to 2 discs sequentially.
Beta   Can launch up to 3 discs sequentially.
Gold   Can launch up to 4 discs sequentially.
When Corrupted 50% less effective
Energy Use Low

Disc Primitive - Cluster Disc
Offensive Use The Cluster subroutine turns the disc into a deadly explosive weapon. Like the Disc Primitive, press and release the Left Mouse Button to throw a straight shot. Click and hold to influence the path of disc. If the Cluster hits an enemy before releasing the button, it will automatically explode on impact.

Not only does pressing the Right Mouse Button cause the disc to return . . . it will also cause the disc to detonate at its current position. Meanwhile, if the disc strikes a surface, it will ricochet off in an angle.
Defensive Use Same as the Disc Primitive. Holding the Right Mouse Button raises the disc, to block other incoming discs only.
Optimizing
Alpha  Explodes into a few deadly shards.
Beta   Explodes with an increased radius of deadly shards.
Gold   Explodes into a large radius of deadly shards.
When Corrupted 50% less effective
Energy Use Moderate

Rod Primitive - Suffusion (Shotgun)
Offensive Use The Suffusion subroutine turns the Rod Primitive into the equivalent of a shotgun. This weapon is best used on targets at a medium-to-close range. Quickly pressing and releasing the Left Mouse Button will deliver a small burst.

Holding down the button will cause the weapon to charge up. When the button is released, a powerful blast will be delivered with increased range and twice the normal amount of energy pellets.
Defensive Use None
Optimizing
Alpha  Shoots a low number of energy pellets, blast spread is wide.
Requires one or two blasts at close range to finish an opponent.
Damage is minimal at large distances.
Beta   Shoots a medium number of energy pellets, blast is narrowed.
Requires one blast at close range to finish an opponent.
Damage is greater at large distances.
Gold   Shoots a high number of energy pellets, blast is focused.
Requires one blast at close range to finish an opponent.
Damage is high at large distances, and enough to take out a group of opponents.
When Corrupted 50% less effective
Energy Use Moderate

Rod Primitive - LOL (Sniper Rifle)
Offensive Use The LOL subroutine (pronounced laughing-out-loud) changes the Rod Primitive into the equivalent of a sniper rifle. This weapon is best used on targets at long range. A shot to the head will typically bring down any enemy instantly. Quickly pressing and releasing the Left Mouse Button will fire one shot.

Holding down the button will cause the weapon to keep firing until your energy runs out.

Using the Mouse Scroll Wheel or the + and - keys will let you to zoom in and out. Having the Triangulate subroutine will allow the LOL to have multiple levels of zoom.
Defensive Use None
Optimizing
Alpha  Re-fire rate is slow.
Beta   Re-fire rate is moderate.
Gold   Re-fire rate is fast.
When Corrupted 50% less effective
Energy Use High

Ball Primitive - Ball Launcher
Offensive Use The Ball Launcher shoots small balls of corruption as fast-moving projectiles. A direct hit on an opponent will cause the most damage. The splash from a near-miss will cause a moderate amount of damage. Quickly pressing and releasing the Left Mouse Button will fire one shot.

Holding down the button will cause the weapon to keep firing until your energy runs out.
Defensive Use None
Optimizing
Alpha  Re-fire rate is slow.
Beta   Re-fire rate is moderate.
Gold   Re-fire rate is fast.
When Corrupted 50% less effective
Energy Use Moderate

Ball Primitive - Drunken Dims
Offensive Use The Drunken Dims Launcher shoots a group of small corrupted balls, travelling in a fast swirling pattern. A direct hit on an opponent will cause the most damage. The splash from a near-miss will cause a moderate amount of damage. Quickly pressing and releasing the Left Mouse Button will fire one shot.

Holding down the button will cause the weapon to keep firing until your energy runs out.
Defensive Use None
Optimizing
Alpha  Dims' flight path is erratic, and the launcher fires 3 projectiles.
Beta   Dims' flight path is slightly erratic, and the launcher fires 4 projectiles.
Gold   Dims' flight path is precise, and the launcher fires 5 projectiles.
When Corrupted 50% less effective
Energy Use Moderate

Mesh Primitive - Energy Claw
Offensive Use The Energy Claw turns the Mesh Primitive into a close-to-moderate range weapon that drains energy and health from targeted enemies, while recharging the player's energy cache. When an opponent is in range, the Claw will come alive with arcs of energy. Holding the Left Mouse Button will drain an enemy as long as he is in range.

If an opponent moves out of range, this weapon will consume - instead of replenish - your energy.
Defensive Use None
Optimizing
Alpha  Attack range is limited.
Beta   Attack range is moderate.
Gold   Attack range is great.
When Corrupted 50% less effective
Energy Use Low

Mesh Primitive - Prankster Bit
Offensive Use The Prankster Bit subroutine changes the Mesh Primitive into the equivalent of a powerful rocket launcher. This weapon is typically used for mid-to-long range attacks on groups of enemies. Using this weapon guarantees a one-hit kill on almost any opponent, even at the Alpha stage.

Pressing the Left Mouse Button will fire the projectile in the direction of the reticle.

Holding the button allows you to guide the Prankster Bit as it travels. The projectile will detonate either when you let go, or it impacts an enemy or surface.
Defensive Use None
Optimizing
Alpha  Blast radius is small.
Beta   Blast radius is moderate.
Gold   Blast radius is devastating.
When Corrupted 50% less effective
Energy Use High




Defense Subroutines
Submask (Head Armor)
Offensive Use None
Defensive Use Head protection.
Optimizing
Alpha  Provides 10% total body protection.
Beta   Provides 12% total body protection.
Gold   Provides 25% total body protection.
When Corrupted 50% less effective
Energy Use None

Truncate Plate (Chest Armor)
Offensive Use None
Defensive Use Torso protection.
Optimizing
Alpha  Provides 15% total body protection.
Beta   Provides 25% total body protection.
Gold   Provides 30% total body protection.
When Corrupted 50% less effective
Energy Use None

Peripheral Seal (Arm Armor)
Offensive Use None
Defensive Use Arm protection.
Optimizing
Alpha  Provides   8% total body protection.
Beta   Provides   9% total body protection.
Gold   Provides 12% total body protection.
When Corrupted 50% less effective
Energy Use None

Support Safeguard (Leg Armor)
Offensive Use None
Defensive Use Leg protection.
Optimizing
Alpha  Provides   8% total body protection.
Beta   Provides   9% total body protection.
Gold   Provides 12% total body protection.
When Corrupted 50% less effective
Energy Use None

Base Damping (Foot Armor)
Offensive Use None
Defensive Use Foot protection.
Optimizing
Alpha  Provides 5% total body protection.
Beta   Provides 6% total body protection.
Gold   Provides 8% total body protection.
When Corrupted 50% less effective
Energy Use None

Viral Shield
Offensive Use None
Defensive Use Helps block the viral component of a corrupting attack, from infected enemies. (e.g. Z-Lots and Rector Scripts.)
Optimizing
Alpha  Chance a subroutine becomes infected by a corruption attack, reduced by 30%.
Beta   Chance a subroutine becomes infected by a corruption attack, reduced by 50%.
Gold   Chance a subroutine becomes infected by a corruption attack, reduced by 75%.
When Corrupted 50% less effective
Energy Use None




Utility Subroutines
Fuzzy Signature
Offensive Use None
Defensive Use Decreases chance of player's movements being heard by enemies.
Optimizing
Alpha  Reduces player's footstep volume slightly.
Beta   Reduces player's footstep volume a moderate amount.
Gold   Reduces player's footstep volume to a whisper.
When Corrupted 50% less effective
Energy Use None

Power Block
Offensive Use None
Defensive Use Converts a disc block into a powerful blast that can be directed back toward an opponent.
Optimizing
Alpha  Inflicts a moderate amount of damage.
Beta   Inflicts a high amount of damage.
Gold   Inflicts an extreme amount of damage.
When Corrupted 50% less effective
Energy Use None

MegaHurtz
Offensive Use MegaHurtz can greatly increase the damage done by a weapon.
Defensive Use None
Optimizing
Alpha  Increases weapon damage and energy use slightly.
Beta   Increases weapon damage and energy use moderately.
Gold   Increases weapon damage and energy use significantly.
When Corrupted 50% less effective, but energy use remains the same
Energy Use High

Corrode
Offensive Use Creates a green corrosive haze around the opponent, that continues to do damage for a short period of time after a weapon hit.
Defensive Use None
Optimizing
Alpha  Inflicts a small amount of corrosive damage, and increases energy use slightly.
Beta   Inflicts a moderate amount of corrosive damage, and increases energy use moderately.
Gold   Inflicts a large amount of corrosive damage, and increases energy use significantly.
When Corrupted 50% less effective, but energy use remains the same
Energy Use Moderate

Primitive Charge
Offensive Use 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.
Defensive Use None
Optimizing
Alpha  Slightly increases the damage of your weapons.
Beta   Moderately increases the damage of your weapons.
Gold   Significantly increases the damage of your weapons.
When Corrupted 50% less effective, but energy use remains the same
Energy Use Low

Triangulate (Zoom)
Offensive Use Allows you to zoom in more than one level with any weapon, not just the LOL.
Defensive Use None
Optimizing
Alpha  One zoom level available, with a large amount of drift (unsteady).
Beta   Two zoom levels available, with a moderate amount of drift (somewhat steady).
Gold   Three zoom levels available, with a slight amount of drift (very steady).
When Corrupted 50% less effective
Energy Use None

Y-Amp (Jumping)
Offensive Use None
Defensive Use Increases the player's jump height.
Optimizing
Alpha  Jump height slightly increased.
Beta   Jump height moderately increased.
Gold   Jump height greatly increased.
When Corrupted 50% less effective
Energy Use None

Profiler
Offensive Use Enhances the reticle to show an opponent's identity, health, armor, and subroutines in use. The amount of information depends on the optimization level of the subroutine.
Defensive Use None
Optimizing
Alpha  Displays the identity and health of the targeted opponent.
Beta   Displays the identity, health, and armor of the targeted opponent.
Gold   Displays the identity, health, armor, and subroutines in use of the targeted opponent.
When Corrupted Information text is garbled
Energy Use None

Virus Scan
Offensive Use None
Defensive Use Detects the presence of corrupted subroutines when downloading from an Archive Bin or Core Dump.
Optimizing
Alpha  Notifies the player that a corrupted subroutine is present.
Beta   Notifies the player which subroutine is corrupted.
Gold   Notifies the player which subroutine is corrupted, and automatically disinfects it when downloaded.
When Corrupted Normal subroutines have a chance of being corrupted when downloaded
Energy Use None




Procedural Subroutines




  See the 5.4 System Memory section for information on procedurals.