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Your first three runs, and what they do

The hub, a floor, the boss — and what the first few runs are actually for.

  • Applies to 1.0.23
  • Checked August 5, 2026

Your first runs are not really about reaching the boss. They are about walking out with more of the game switched on than you had going in: another weapon branch, one more permanent purchase, a costume you did not have. Sephiria is built so that the run you eventually win is assembled between runs as much as during them, and treating the early attempts as shopping trips gets you there faster than grinding the same wall.

Start in the village

Every run leaves from Bunnyville, and four things there decide more about the run than anything you will do in the first room.

The tree is the Destiny Inscription — permanent purchases paid for with Sapphires. It is where new artifacts and items enter the pool, where the village quests come from, where bag and dice upgrades live, and where the other five weapon branches unlock: the Weapon Training entries point you at the trainer east of the village, who teaches the weapon you paid for. Spend Sapphires the moment you have them. Nothing in a run can take an inscription back, so an early purchase is working for you in every run you will ever play. Browse the whole board on the Destiny Inscription pages.

The talent panel holds eight talents. Each one adds the same stat at every level up to level 20, and most of them unlock something extra at levels 5, 10 and 20 — that is where the real decisions are. Wrath, Wisdom, Endure, Survival and Swiftness are open from the start; Greed, Ingenuity and Willpower arrive later. Talent points come from the tree and from clearing hard-mode tiers, and the two systems are easy to confuse, which is why they have their own comparison.

The costume stand is your character select, not a wardrobe. A costume is a stat trade and several are severe — Fairy of Fortune buys Luck by giving up inventory slots, Scholar Lizard fixes your MP at 80 and your maximum HP at 20. Two ask for nothing back: Pink Bunny (Experience Drop +4%) and Forest Cat (800 Leaf at the start and Move Speed +10%). Start on one of those and read the rest on the costume list before you experiment.

Root’s Retreat is hard mode. Leave it alone until you have finished a chapter or two.

The shape of one run

The game runs across six chapters, and the story moves forward a chapter at a time. Inside a chapter you descend floor by floor. Each floor gives you a choice of which room to enter next and finishes at a boss room, so the map in front of you is a routing decision: you cannot take everything on a floor, and skipping a room means never seeing what it held this run.

Three currencies run alongside that. Leaf is in-run money, spent at merchants and pushed around by Barter. Sapphires are permanent — you collect them from treasure chests, from bosses, from levelling up — and they only ever leave your hands at the tree. Dice are rerolls: they let you throw back an item reward and ask for other items, weapons or miracles instead.

What survives the run is the Sapphires and everything you unlocked with them. What does not survive is the bag you built. That is the point, not a punishment.

The bag is the build

Your inventory is a grid six columns wide. A run starts with 24 slots and can grow to 42, one slot at a time, and levelling up hands you one of those slots every second level.

Artifacts do their work simply by being in the grid — the game’s own line is that their effects are triggered by having them in your inventory. Tablets do not have levels of their own; they change the level of artifacts in the direction they point, and many of them can be rotated to point somewhere better. That is the whole engine: artifacts supply effects, levels scale them, tablets and space decide how far the levels go. Lay a run out and check it on the bag planner if the grid still reads as noise.

One trap worth knowing on day one: the Side Bag is storage, not a second inventory. Items sitting in it do not function.

What to pick up, and what to leave

  • Artifacts that share a category with what you are already holding. Categories are the combo system, and combos pay at thresholds — two of a category, four, six, eight, ten. Two Precision artifacts are already Critical Chance +4%; ten of them turn into Critical Damage +30%. Two artifacts from two different categories are worth far less than two from one.
  • Tablets, even early, even plain ones. An Increase Artifact Level pointing at a real artifact is a direct upgrade to an effect you already own.
  • Levels. They restore HP, pay a Sapphire, and every second one widens the bag.
  • Leave rarity as a ranking. A Common artifact inside your combo does more than a Legendary outside it.
  • Leave the fifth combo alone. Spreading across many categories is the most common way a promising run quietly stops scaling.

What each of the first three runs is for

Run one: learn the loop. Take anything, look at every card, and find out where you die. Do not plan. Note which weapon you enjoyed holding, because the branch you commit to later changes how the whole game feels — the six branches are laid out on the weapon upgrade map.

Run two: commit to one category. Pick whichever combo the first two or three artifact rewards suggest, then take from that category whenever the choice is close. You should feel the difference at the second and third thresholds.

Run three: spend before you leave. Everything you banked goes into the tree first. Buy capacity and pools before you buy anything that only pays once — items you unlock are items that can appear in every future run.

By the end of that third trip the questions change shape: not “what is this” but “is this worth a slot”. That is the game proper, and the next things to read are how a floor’s rewards differ from each other in floor rewards, and why the early runs end where they do in why runs end early.