Choosing your Library carefully is one of the most important, yet
most difficult parts of a cyber battle. One should never forget
that the Library represents you. It is the only barrier you have
to prevent physical damage to your deck or even your own body.
It is also your instrument to channel your procedures
through. So a library has to be extremely versatile. To make
comparison easier all libraries share a common template form.
Click to open sample library
in separate window.
First there is the name of the library.
Next you see the market price of a lib. A lib can be purchased at
various shops for this amount of money. No negotiating about the
price, sorry. One might however be able to buy a library used from another hacker.
There is also another 'legal' option to get a library for less money. Libraries by nature are designed with a heavy copy protection in effect. They also have to be encrypted for security in fight - so you won't find one without this sort of security. However every lock has it's key. For half the price of the original library various people offer hacks for them. So you can save 50% on your purchase if you somehow can get a hold of the library to copy it.
Then there is the school needed for a Library (the OS it uses). You need to
have at least basic knowledge in said hacking methods to use the
The next two fields are the upload cost and the upkeep cost.
Every library naturally consumes processor cycles of your deck.
These two fields denote how many of them. The upload cost is at
the name suggest the cost of the upload. Or in other words the
cost in the first turn only. So for the Sub-666 you start with 12
less processor cycles then you normally had. The upkeep cost on
the other hand is the cost needed to actually run the library. It
is deducted all while the library is in use. Unlike the upload
cost the upkeep cost is not an exact value. Depending on the
system state a library might consume more or less
computational power. The value in the list is the expected
cost/turn (100 process cycles).
Sockets are your life. They are probably the single most
important value of a library. They are your life points. Your
wounds. The more sockets the better. Once your sockets are
close to 0 you should get yourself out of the trouble.
A warning at this place: A library is only designed for a certain
amount of sockets. Overloading it with more connections won't
work. Instead it will result in a feedback loop destroying more then you got.
Infiltration is also a very important aspect of a library. It is
the only 'active' value. The percentage value denoted is the
expected intrusion percentage per turn. However
this only is true for an undamaged library. A half disconnected
library (only half of the sockets remaining) will also only
intrude half as fast.
Visibility is the 8th characteristic of a library. It represents
how hard it is to hit a library. A value of 100 is the average stuff. Against a 100% visible library all
procedures work as expected. A value of 200% on the other hand
would deem a library to twice the vulnerability as normal.
A visibility of 0% would equal invulnerability. A value that cannot be reached.
Note that visibility only affects targeting other libraries (no matter if
friend or foe). The own library can always be targeted easily (200%).
Armor is something similar as visibility, yet quite different as
well. Visibility determines how likely you are hit. However if an
enemy menages to target you are hit by full force. Armor tries to
compensate this. Unlike the visibility, an armor always works.
This property comes at a price however: Armor is only working
against direct attacks. It will not prevent target, unprotect or
other malicious procedures.
In principle an armor works just like the visibility value. Just
'reverted'. So an armor of 0%, like for the Sub-666, does not
absorb any damage. An armor of 50% would half the damage you
receive. Finally an armor of 100% makes one completely
invulnerable against direct attacks. Libraries with a rating of
100 are very very rare and expensive.
Resistance tries to do the same as armor. It does as well try to
lessen damage if it is not diverted up front by the visibility
value. As mentioned for the armor value it is not possible to
protect from all effects this way. As such resistance works exactly like armor, but for other types of
procedures. Namely target, soften and unprotect. It does so by
encrypting the library. Unfortunately that does not come for
free. It also prevents restore, evade, shield and protect
procedures. So a resistance of 50% would make a target procedure
only half as effective. It will also only restore half the
sockets when reconnecting to a library.
As a result a high Resistance value is only useful if you do not
want your library changed during a duel. For weaker
libs a low resistance value is often preferred.
The almost last of characteristics is the instability value of a
library. This value also represents a kind of stealthiness of a
library. When a fight is going on, one is not only attacked by
the enemy, but also by the system itself.
Instability shows the initial weakness of a library against the
system itself. A negative value notes a library that not
only hides perfectly, but actively tries to reclaim
This is only the initial instability, however. After a time a
system will slowly adapt better to a lib and target it more
efficiently. Thus even a regenerating lib will be detected eventually
Next you see a big block of Performance percentages at different
system states. It is a placeholder for very
special libraries to be created in the distant future.
Finally there is the description of the library. It is just a
text without impact on the function of a lib. It might
however have some useful info like tactics or such.