Guides
Sephiria guides
These guides answer the questions that come up during a run: how a system works, what a choice costs and what to do when a floor goes badly. Each guide names the game build it covers and the date it was last checked.
22 guides
Getting started
The first few runs, and the things the game does not stop to explain.
- Beginner Guide: Your First Three Runs How a run works, what survives it, and where to check each system before choosing a route.
- Reading an item card before you take it Rarity marks, Unique, categories and condition lines, in the order worth checking.
- Dash charges, timing and invincibility Two dashes, a recovery timer, and the invincibility each charge provides.
- Level up or artifact: reading the floor What a level pays that an artifact does not, and how to route a floor.
- Why your runs keep ending on floor three The five causes of an early loss, and the concrete fix for each.
Systems
How the pieces work: the bag, tablets, artifacts, stats and status effects.
- Bag basics: six columns, 24 to 42 slots The grid, the sources of capacity, and why the slot you leave empty can decide the run.
- Tablet placement: why yours does nothing Condition range versus effect range, what stacks, and what happens to an artifact dragged below level 1.
- Ignore artifact constraints: what it waives The line between an artifact's placement requirement and the condition written into its effect, and which side each falls on.
- Artifact combos: when to commit or spread Categories, thresholds, and the cost of committing to a single combo.
- Stats, Defense and True Damage Explained A verified reading of combat stats, including the order that decides Defense, True Damage and later reductions.
- Status effects: which ones are worth it The debuff kit, how the effects chain into one another, and what makes them land harder.
- Damage math: increase versus amplify Increase versus amplify, what sums instead of multiplying, and where fixed damage lands.
Combat
Weapons, skills, enemies and the fights that end runs.
- Weapon Defence: Block, Parry or Neither Five starting weapons defend with a button. One defends with your feet.
- Weapon Upgrade Routes: Read Before You Pick Two upgrade tiers, with the first pick determining the available final forms.
- Active Skills and MP: Costs and Casting Where spells come from, what they cost, and which effects reserve MP.
- When a boss walls you: what to change Work out whether the boss is out-damaging you or out-reading you, then change the right thing.
- Reading the screen when it gets loud Overlapping timers, indicator spam and your own build, why late fights stop being readable, and what to do.
Progression
What carries between runs, what resets, and where to spend.
- Destiny Inscription vs talents explained Both are permanent, both live in the village, and one of them sells the currency for the other.
- Talent order: which of the eight first The eight talents, what each level adds, and which levels are worth stopping at.
- Destiny Inscription: what to buy first Free entries, then cheap talent points, then the unlocks that widen every future run.
- Root's Retreat rewards and hard mode tiers Root's Retreat rewards, shard prices and exact hard mode tier planning.
- Costume choice: every trade-off listed All 27 costumes, including what each one gains and what it gives up.