Beginner Guide: Your First Three Runs
How a run works, what survives it, and where to check each system before choosing a route.
Sephiria becomes easier to read once you separate one run from the progress made between runs. You prepare in Bunnyville, choose rooms on each floor, arrange what you find in your bag and face the boss at the end of the route. When the run ends, some progress stays with you and the rest begins fresh.
How a run works
A run starts in Bunnyville. After choosing your weapon and other available preparations, you enter a chapter and move through its floors. The route presents room or node choices, so taking one path can mean passing another reward. Your bag changes as you collect items, Artifacts and Tablets, and the chapter closes with a boss.
There are 6 chapters in the current release. Finishing a chapter or losing a run both return you to the village, where you can check permanent progress before leaving again. The version answer in the FAQ explains the site’s release label if your game and this guide appear to show different numbers.
What carries over after a run?
Sapphires and the Destiny Inscription unlocks bought with them persist between runs. The bag assembled during a run does not. Weapons, Artifacts and other finds in that bag are part of that attempt, so returning to Bunnyville means building a new bag next time.
This distinction keeps two kinds of progress separate. The Destiny Inscription directory records the permanent board, while Destiny Inscription versus talents explains why those two village systems are not interchangeable. Neither page supplies a universal purchase order because the useful choice depends on what is currently unlocked and what you want to learn next.
What to check in Bunnyville
Sword & Shield is the default starting weapon branch. The other 5 starting branches are tied to Weapon Training inscriptions and their Moro quests. The weapon overview shows all 6 branches, their verified unlock steps and the upgrade pages that follow them. For a shorter answer, see how weapon branches unlock.
The talent panel contains 8 talents. Five are available initially and three appear later; each can reach level 20, with perks at levels 5, 10 and 20. Check what talents do and where talent points come from before treating a talent level as an in-run item upgrade.
Costumes are the playable character choices and can change stats. Use the editorial characters and costumes overview to understand that role, then the costume directory for individual records. No single costume is prescribed for a first run here.
Floors, rewards and healing
Room choices determine which rewards you see on a floor. The right choice is therefore a question of the current run, not a fixed room ranking. Floor rewards explains the verified reward types and what to inspect before entering a room.
Gaining a level restores HP and awards a Sapphire. Every 2 levels also adds one inventory slot. Those effects make experience relevant to survival and space, but they do not decide a route by themselves. If a run keeps ending at the same point, why runs end early separates damage, defence, movement and bag problems without promising one prescribed solution.
Artifacts, Tablets and your bag
The main inventory is 6 columns wide. It starts at 24 slots and can grow to 42 during a run. An item must be in that main bag to function; the equip answer, Side Bag answer and bag-size answer cover the common edge cases.
Artifacts provide effects, but being present in the bag is only one requirement. An Artifact can still be inactive because of its placement condition, a weapon requirement, a level below 1 or a Disable Artifacts rule. The Artifacts overview keeps those boundaries visible and links to the individual records.
Tablets have no Artifact level of their own. Their patterns change the levels of covered Artifacts, and many Tablets can rotate. The FAQ has a short Tablet level answer. Category thresholds also vary instead of following one universal ladder, so use the combo ladders when a real choice depends on the next rung.
A three-run learning checklist
- First run: learn the controls, read reward cards and notice how a room choice changes the rest of the floor. Try the default weapon before deciding which branch you want to unlock.
- Second run: compare what remained in Bunnyville with what disappeared from the previous bag. Inspect the available inscriptions, talents and weapon quests without assuming that every resource must be spent immediately.
- Third run: watch one Artifact category and one Tablet pattern closely. Check whether each effect is active, then move the pieces and read the result before calling a layout better.
This checklist is for observation rather than a route to copy. Different rewards can make the same lesson appear in a different run.
Where to go next
Use the weapon overview when the next question is about combat style, the Artifacts overview when it is about bag effects, and floor rewards when it is about routing. For permanent village choices, continue with Destiny Inscription versus talents. These pages keep the beginner guide focused on the loop while giving each system enough room for its verified details.