Introduction to Rewards
In Sipher Odyssey, rewards are the lifeblood of progression, providing the resources needed to strengthen your Vessels and expand your arsenal. This wiki explains the various reward systems, their sources, and strategies to maximize your gains.
Reward Categories
Rewards in Sipher Odyssey fall into six primary categories that contribute to either vertical progression (direct power increases) or horizontal progression (expanded options):
- Hero XP: Used for leveling up Vessels
- In-Game Currencies: Bytes (soft currency) and ROM (premium currency)
- Equipment Upgrade Materials: Chips and other materials for leveling equipment
- Crafting Components: Rarity Cores, Weapon Parts, and Software
- Crafting Blueprints: Recipes for creating new equipment
- Cosmetics: Visual customizations with no direct power benefits
Reward Sources
Dungeon Content
Dungeon content provides the most consistent source of rewards through:
- Level completion rewards
- Enemy defeating rewards
- Boss defeating rewards
Reward Generation Process:
- Rewards are generated when a level is created
- Players must clear the level to claim these rewards
- Each level has its own reward table with specific drop chances
Individual Reward Parameters:
- Fixed rewards: XP, Currencies
- Variable rewards: Items with drop chance percentages
- Quantity range: Minimum and maximum amounts for each item
First Time Completions
Completing a dungeon for the first time provides special one-time rewards:
- Significantly higher value than regular rewards
- Includes rare crafting materials, software, and rarity cores
- Often contains blueprints for higher rarity equipment
- Increases in value with dungeon difficulty
Reward Collection Points
Players can collect rewards at several checkpoints:
- When completing a level in a dungeon
- When completing an entire dungeon
- When completing a match in any game mode
- When claiming rewards from the Mailbox
- When claiming rewards from Missions/Achievements/Leaderboards
- When claiming rewards from Season Pass/Event Pass
- When purchasing packages from the In-game Store
Reward Distribution Rules
Solo Play
- Rewards are collected up to:
- End of the dungeon if completed successfully
- The last completed level if the player dies
Co-op Play
- All players receive the same reward opportunities
- Random drop chances are calculated individually for each player
- Players who disconnect or crash receive rewards via mailbox
- Players who quit early receive rewards up to their last completed level
- Spectating after death does not affect reward distribution
Endless Dungeon Reward Structure
Endless dungeons feature a special scaling reward system:
Power Score Scaling
- Rewards are based on the average power score of all players
- Each power score range corresponds to a specific difficulty level
- Higher difficulties provide better base rewards
Progressive Rewards
- Room Clear Rewards: Increase with each level cleared
- Boss Clear Rewards: Special rewards for defeating bosses
- Scaling Formula:
- Room Reward = Base Reward × (1 + Reward Multiplier × (Current Level - 1))
- Boss Reward = Base Boss Reward × (1 + Reward Multiplier × (Total Bosses Cleared - 1))
Special Milestone Rewards
Certain boss levels offer fixed reward bundles:
- Level 10 bosses may drop Power Cores T1 and Race-specific shards
- Level 20 bosses may drop Power Cores T2 and Sub-race specific shards
- Higher tiers contain progressively more valuable materials
Item Drop System
Item Randomization Levels
Items can be randomized at several levels:
- Equipment Category: Random equipment of specified rarity and tier
- Equipment Type: Random weapon or gear of specified type
- Race-Specific Equipment: Random equipment for specific races
Item Type Table for Random Drops
Item Type | Rarity Applicable | Tier Applicable | Description |
Equipment Blueprint | Yes | Yes | Random equipment blueprint |
Weapon Blueprint | Yes | Yes | Random weapon blueprint |
Gear Blueprint | Yes | Yes | Random gear blueprint |
Ranged/Melee Weapon Blueprint | Yes | Yes | Random weapon blueprint of specified style |
Specific Gear Blueprint | Yes | Yes | Random blueprint for specific gear slot |
Equipment Part | Yes | Yes | Random equipment part |
Equipment Software | Yes | Yes | Random software |
Specific Equipment Part | Yes | Yes | Random part for specific equipment type |
EM Shards | No | No | Random shards for specific race categories |
Reward Example Tables
Standard Level Rewards (Example: Dopamis 1)
- 10 XP (100% drop rate)
- 100 Bytes (100% drop rate)
- 2-3 ROM (10% drop rate)
- 1 Random Common T1 Blueprint (5% drop rate)
First Completion Rewards (Example: Dopamis 1)
- 10,000 Bytes (100% drop rate)
- 300 ROM (100% drop rate)
- 1 Rare T1 Assault Rifle Blueprint (100% drop rate)
- 3 Random Rare T1 Assault Rifle Parts (100% drop rate)
Strategic Considerations
- Focus on First Completions: Prioritize completing new dungeons for their high-value one-time rewards
- Calculate Risk/Reward: In endless dungeons, weigh the risk of continuing against potential rewards
- Power Score Optimization: Maintain optimal power score for efficient farming of specific difficulties
- Co-op Coordination: Coordinate with teammates to maximize dungeon completion rates
- Disconnection Recovery: Check mailbox after disconnections to ensure rewards are claimed
System Safeguards
To prevent excessive grinding from unbalancing progression:
- Aggressive experience curves require increasingly higher XP for levels
- Unique crafting components for each dungeon tier
- Graduated currency systems
- Some rewards have daily or weekly drop limits
By understanding the reward delivery system, you can optimize your progression in Sipher Odyssey and make the most efficient use of your playtime.