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Whitepaper — Abstract

The Convergence of AI, Gaming & Infrastructure (AGI)

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ELEMENTAL SYSTEM

ELEMENTAL SYSTEM

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ELEMENTAL SYSTEM
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Contents

Overview

The Elemental System in Sipher Odyssey is a complex framework that encompasses both elemental damage and status ailments. This system is tied directly to the gods of Sipheria, with each god representing distinct elemental properties that influence combat mechanics and environmental interactions.

Elemental Damage vs. Status Ailments

The Elemental System operates on two separate but related mechanics:

  • Elemental Damage: Direct damage tied to a specific element (Fire, Water, Lightning, etc.)
  • Status Ailments: Ongoing effects that can debuff or damage targets over time

While these systems are connected thematically, they function independently, allowing for strategic depth and diverse build options.

The Six Gods and Their Elements

Each god governs specific elemental properties:

  • Andor: Fire element - Burn status ailment
  • Dopamis: Lightning element - Electric and Trap status ailments
  • Melatos: Water element - Chill and Freeze status ailments
  • Xytos: Plant element - Poison status ailment
  • Sera: Light element - Exposed status ailment
  • Kartizal: Dark element - Weaken status ailment

Elemental Relationships

The elemental gods follow a specific relationship pattern:

![Elemental Cycle: Fire → Earth → Lightning → Water → Fire]

This relationship primarily affects enemy vulnerabilities, with each element having natural strengths against specific enemies.

Status Ailments

Status ailments have unique effects and stacking rules:

Primary Status Ailments

  • Burn (Fire)
    • Deals damage over time
    • Refreshable duration
    • Stackable damage, up to maximum stack
    • Color-coded red with fire-like VFX
  • Chill (Water)
    • Slows movement speed
    • Refreshable duration
    • Stackable slow effect, up to maximum stack
    • Color-coded light blue with wind-like VFX
  • Electric (Lightning)
    • Deals damage and applies brief stun periodically
    • Non-refreshable duration
    • Stackable damage, up to maximum stack
    • Features lightning VFX
  • Poison (Plant)
    • Deals damage over time and slows movement
    • Refreshable duration
    • Non-stackable effect
    • Color-coded green

Secondary Status Ailments

  • Freeze (Water): Stuns target and increases vulnerability to damage
  • Stun (Earth): Prevents all actions for a duration
  • Trap (Lightning): Prevents movement but allows attacks
  • Exposed (Light): Increases damage received
  • Weaken (Dark): Decreases damage dealt
  • Blind (Dark): Reduces player camera visibility range
  • Disarm: Prevents use of specific abilities

Stacking Mechanics

Status ailments follow specific stacking rules:

  • Max Stack Cap: Each status ailment has a maximum stack limit
  • Refreshable Effects: Duration resets when re-applied, and effect stacks until max cap
  • Non-refreshable Effects: Duration cannot be extended but can still be stacked

Resistance System

Characters and enemies can gain resistance to status ailments:

  • Empower: Increases status ailment effectiveness for the player
  • Resistant: Reduces damage or effect by a percentage
  • Effect Applied: Receives full damage and effect
  • Vulnerable: Receives increased damage or effect

Resistance modifies status ailments following a priority order:

  1. Damage
  2. Status modification
  3. Status duration

Distribution

Status ailments can be found on:

  • Weapon parts during crafting
  • God-infused blueprints
  • Augments obtained during dungeon runs

When weapon parts with status ailments are used in crafting, there is a 100% guarantee of that status ailment appearing on the crafted item.

[Last Updated: March 3, 2025]

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