HOME
ATLAS
Back to wiki

Augment Structure

Overview

Augments are the fundamental roguelike element in Sipher Odyssey, enhancing characters, weapons, and abilities during dungeon runs. This system allows for extensive customization of gameplay experience through temporary power-ups that activate based on specific conditions.

Augment Attributes

Every augment contains the following core attributes:

Augment Category

Augments belong to one specific category:

Melee weapon

Ranged weapon

Weapon types (shotgun, launcher, etc.)

Enemies (general, melee, ranged, bomber)

Environmental elements (traps, floor effects)

System mechanics (boost selection, boost mana)

Character abilities (skill, dash, race)

Augment Rarity

Six tiers of rarity determine an augment's visual representation and complexity:

Common

Uncommon

Rare

Epic

Legendary

Mythic

God's Favor

Augments may carry the favor of one god, which influences their effects:

Some augments require a specific number of God's Favor stacks to unlock additional effects

An augment can only carry favor from one god at a time

Level System

Augments can be upgraded across multiple levels:

Level 1 means the augment can be activated once

Higher levels provide enhanced effects

Each level may require different mana costs to activate

Activation Mechanics

Dungeon Activation

When entering a dungeon:

The augment pool consists of all augments from equipped gear and character abilities

After completing a set number of rooms, players are presented with three augment choices

Players have a fixed amount of mana to spend on activating augments

Selected augments remain active for the duration of the run

Trigger Conditions

Augments activate based on specific conditions:

Multiple conditions can be combined to trigger a single effect

Conditions apply consistently across all augment categories

Examples: dash completion, melee attacks, skill activation, taking damage

Trigger Effects

When conditions are met, augments produce specific effects:

Multiple effects can be triggered by the same condition

Effects can include visual and audio components

Effects may target the player, enemies, allies, or environment

Augment Types

Character Augments

Modify base character attributes:

Can be obtained from any equipment except weapons

Affect base stats like health, defense, and movement speed

Weapon Augments

Enhance weapon capabilities:

Can only be obtained from weapons

Modify damage, fire rate, magazine size, etc.

Skill Augments

Alter character abilities:

Can be obtained from base character or trinkets

Modify cooldowns, damage, area of effect, etc.

System Management

Boost Pool

A configurable table where designers can:

Add or remove augments from the list

Organize augments into named pools

Determine which augments appear during crafting

Boost Manager

Works with the session server to handle augment activation:

Loads player's augment deck at session start

Listens for trigger conditions

Updates player stats and abilities when augments activate

Manages the trigger and effect tables for the session

Technical Implementation

The game implements various character skills through combinations of trigger conditions and effects:

Inu Canis: Modifies weapon attack speed/fire rate when skill activates

Inu Bioz: Summons poison cloud objects that damage enemies and slow movement

Inu Cyborg: Deploys stationary turret puppets that attack enemies

Neko Felis: Creates movement effects and summons explosive objects

Neko Phasewalker: Grants invisibility and bonus damage on first attack after breaking stealth

Buru Inferno: Creates gravitational pull areas that damage enemies within range

[Last Updated: March 1, 2025]