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DUNGEON AUGMENT

Overview

Default Dungeon Augments are special power-ups that automatically activate at the start of a dungeon run without requiring player selection. These augments provide baseline enhancements or gameplay modifications that apply throughout the entire run, creating unique experiences without forcing players to sacrifice their regular augment selections.

Core Function

Default Augments serve multiple gameplay purposes:

Introduce unique mechanics that alter standard gameplay

Provide baseline power boosts for specific game modes

Create variety between different dungeon types and difficulties

Enhance player experience without consuming augment selection opportunities

Activation Parameters

Game Modes

Default Augments are configured to activate in:

Story Dungeons

Endless Dungeons

[TBD] Boss Raid/Guild Boss Raid

[TBD] Other future game modes

Timing

Activate at the beginning of dungeon entry

Apply simultaneously with Passive Augments

Remain active for the entire dungeon run

Do not carry over between different dungeons

Applicability

Default Augments apply to:

All participating players in the dungeon

Bot AI companions

Technical Implementation

Structure

Implemented via data tables containing SBC (Sipher Boost Card) IDs

Each dungeon can have its own dedicated Default Augment data table

Separate configuration options for different dungeons and difficulty levels

Independent activation system that doesn't interfere with regular augment selection

Configuration Options

Game designers can control:

Which augments automatically activate in specific dungeons

Dungeon-specific augment pools for different experiences

Difficulty-based augment variations

Strategic Applications

Dungeon Differentiation: Create unique gameplay experiences for each dungeon type

Difficulty Scaling: Provide compensatory bonuses for higher difficulty levels

Gameplay Variation: Introduce temporary mechanics without permanent commitment

Balance Adjustment: Fine-tune specific dungeons based on player feedback

Future Enhancements

The system is designed to allow for future expansion:

Conditional Activation Groups

Default Group: Augments that apply universally to all vessels and equipment

Race-specific Groups: Augments that only activate for specific races (INU, NEKO, BURU, NEZUMI)

Subrace-specific Groups: Augments that only activate for specific subraces

Weapon-specific Groups: Augments that only activate when using certain weapon types

Potential Expansions

Time-limited seasonal default augments

Special event augments that activate only during specific time periods

Challenge modifier augments that adjust gameplay difficulty

[Last Updated: March 2, 2025]