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Whitepaper — Abstract

The Convergence of AI, Gaming & Infrastructure (AGI)

Tokenomics

Sipher Vault

The 'AGI' Tech Stack

Roadmap

Vision for the Future

 DUNGEON AUGMENT

DUNGEON AUGMENT

Ather Labs Atlas

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]

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