Guides
Sephiria guides
Written answers to the questions a run actually raises — how a system works, what a choice costs you, and what to do when a floor stops going your way. Each guide says which game build it was written against and when it was last checked.
22 guides
Getting started
The first few runs, and the things the game does not stop to explain.
- Your first three runs, and what they do The hub, a floor, the boss — and what the first few runs are actually for.
- Reading an item card before you take it Rarity marks, Unique, categories and condition lines, in the order worth checking.
- Dash is a resource, not a movement key Two dashes, a recovery timer, and the invincibility you are really paying for.
- 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 capacity ladder, and why the slot you leave empty is the one that decides 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: stack one, don't spread Categories, thresholds, and what committing to a single combo actually buys you.
- Stats explained: what each one changes Every stat on the panel, what it actually feeds, and the ones your build is wasting.
- 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 upgrades deep, and the first pick is the one that commits you.
- Active Skills and MP: Costs and Casting Where spells come from, what they cost, and what is quietly spending your 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.
- Hard mode points: how to spend 0 to 60 How a layer is priced, how the tier is computed, and how to land exactly on a paying tier.
- Costume choice: every trade-off listed All 27 costumes, what each gains and — the part usually left out — what each gives up.