FAQ
Sephiria questions and answers
Short answers to the questions a run raises again and again — one fact, no hedging, and a link to the guide that goes further. Everything on this page is checked against the current game build.
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Which version of Sephiria does this site cover?
Everything here — database pages, planners and guides — is written against game build 1.0.23. Each guide also states the build it was checked against and the date of that check. That matters more than usual with this game: the 1.0 release reworked weapons, costumes, artifacts and hard mode, so older advice frequently describes something that no longer exists.
Read more Sephiria guides -
Do artifacts need to be equipped?
No. An artifact works from the moment it is in your bag — the game says so itself: their effects are triggered by having them in your inventory. Some artifacts add a placement condition on top of that, such as triggering only from the top row or from an outermost slot, and the artifact's own card is where that line appears.
Read more Bag basics: six columns, 24 to 42 slots -
Do items in the Side Bag still work?
No. The Side Bag is temporary storage, and the game states it plainly: items in the Side Bag do not function. Use it to park something that is in the way, and treat anything sitting in it as switched off until you move it back into the bag.
Read more Bag basics: six columns, 24 to 42 slots -
How large does the bag get?
The bag is always six columns wide. A run starts with 24 slots — four full rows — and the ceiling is 42, which fills seven rows. Capacity arrives one slot at a time, so a partly filled last row is normal; the number of rows is the slot count divided by six, rounded up.
Read more Bag basics: six columns, 24 to 42 slots -
Do tablets have a level of their own?
No — levels belong to artifacts. A tablet changes the level of the artifacts in the directions its pattern points, and you move and rotate it to aim that pattern. So a tablet never gets stronger by itself; it only gets better placed.
Read more Tablet placement: why yours does nothing -
What happens to an artifact pushed below level 1?
Its effect switches off completely — not weakened, off. Tablets that point negative numbers at a slot are the usual cause, and the bag planner marks such a slot as inactive. The tablet effect labelled Disable Artifacts does the same thing directly, and it hits artifacts only: a tablet inside that range keeps applying its own pattern.
Read more Tablet placement: why yours does nothing -
What does Ignore artifact constraints actually waive?
It lifts an artifact's restriction line — the requirement about where the artifact has to sit. It does not grant a level, it does not undo Disable Artifacts, and it does not remove a condition written inside the artifact's own effect, such as a bonus that only applies to enemies within a few tiles. A tablet's own placement condition is a separate thing again, and is not waived either.
Read more Ignore artifact constraints: what it waives -
Does a higher rarity mean a stronger artifact?
Not on its own. Rarity is a tier label — Common, Advanced, Rare and Legendary on artifacts, with Eternal appearing only on tablets in this build — and what an artifact is worth depends on its effect, its current level and the combos it belongs to. Rarity does decide one concrete thing: how much room the artifact takes in the Wishing Fountain, at 3, 4, 5 and 6 respectively.
Read more Reading an item card before you take it -
Do duplicate artifacts stack?
Only when the artifact carries no unique effect. The game states that unique effects do not stack and refuses the second copy outright, and most artifacts in this build carry one. The Wisdom talent rewrites the rule at level 10: every artifact is forced to have a unique effect, and picking up a copy merges it and raises the artifact's level by one.
Read more Reading an item card before you take it -
How many weapon branches are there, and how deep do they go?
Six branches, one for each starting weapon. Every branch is exactly two upgrades deep — starting weapon, first upgrade, second upgrade — and nothing in the game goes deeper than that. Your first upgrade is therefore the committing choice: it decides which second upgrades are still reachable.
Read more Weapon Upgrade Routes: Read Before You Pick -
Is there a cap on Defense?
The stat itself is uncapped, but its payoff flattens: reduction follows a logarithmic curve, so 40 Defense takes about 31% off a hit, 80 about 49%, 200 about 80%, and 339 reaches 100%. Negative Defense works the other way and increases the damage you take. Evasion behaves differently — it is capped at a displayed 100, worth roughly 77% dodge.
Read more Damage math: increase versus amplify -
Can more than one miracle be active at a time?
No. The game's own tutorial is explicit: only one miracle can be active at a time, so accepting a new one replaces what you are carrying. Weigh a miracle offer against the miracle you already have rather than treating it as a free extra.
Read more Level up or artifact: reading the floor -
How many hard mode points are there, and what does a clear pay?
Seventeen modifiers exist, and raising every one to its maximum costs exactly 60 points. Your tier is the total you have spent, and 13 reward thresholds sit at 3, 6, 9, 12, 15, 18, 21, 24, 27, 30, 35, 40 and 50 points. A cleared run pays one tier's reward only — 1 talent point up to tier 30, then 2, 3 and 5 — so climbing one tier at a time is what eventually collects all 20.
Read more Hard mode points: how to spend 0 to 60 -
How many talents are there, and can I move the points later?
Eight talents, each capped at level 20, each adding one stat per level plus a larger perk at levels 5, 10 and 20. Five are available from the start and three are unlocked later. The talent panel has a Reset, so an allocation is not permanent — but it cannot be changed while you are exploring, so settle it before you go down.
Read more Talent order: which of the eight first -
Where do talent points come from?
Two places. The Destiny Inscription in the village sells them: five nodes, five purchases each, 25 points in total. Clearing hard mode tiers pays the rest — 20 points across the full ladder, one tier's reward per cleared run.
Read more Destiny Inscription vs talents explained