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Weapon Upgrade Routes: Read Before You Pick

Two upgrades deep, and the first pick is the one that commits you.

  • Applies to 1.0.23
  • Checked August 5, 2026

A weapon in Sephiria upgrades exactly twice. Starting weapon, first upgrade, second upgrade — and that is the end of the line. There is no third tier, no hidden fourth form, and nothing you can do to a fully upgraded weapon except carry it. Once you understand that the whole tree is only three levels deep, the question “how do I get that weapon I saw in a video” becomes a question with a clean answer: find the one first upgrade it hangs off, and take that.

The shape of it

Six starting weapons, six branches, and 157 weapons hanging off them — 50 first upgrades and 101 second upgrades. Nothing crosses between branches: a weapon that belongs to the dagger cannot be reached from the staff, so your very first weapon decides which third of the roster you are playing with for the run.

Branch First upgrades Second upgrades Weapons in the branch
Great Sword 9 19 29
Sword and Shield 9 19 29
Crossbow 8 18 27
Staff 8 16 25
Dagger 8 15 24
Blade 8 14 23

Read the second column against the third and the commitment becomes obvious. Each branch offers eight or nine first upgrades, and each of those leads to only one, two or three second upgrades of its own. Take a first upgrade with a single child and your run’s final weapon is already decided. Take one with three and you still have a choice coming.

The branches beyond your starting weapon are opened permanently at the tree, through the weapon training entries on the Destiny Inscription. Until you buy those, a branch simply is not in your run.

What the first pick actually commits you to

The first upgrade is where the weapon stops being generic. Look at what happens on the great sword branch. Bone Gearblade replaces Whirlwind with Reassemble, raises the special attack’s MP cost, shortens its interval and makes the weapon transform — a different weapon in your hands, before you have taken a single second upgrade. Crimson Thorn, sitting right next to it in the same list, leaves every move exactly where it was and adds Wound to your attacks instead.

Both are reasonable picks. They are not remotely the same decision, because one asks you to relearn the weapon and the other does not. And each leads somewhere different: Bone Gearblade has one second upgrade, so that route is now fixed, while other first upgrades on the same branch fan out into three.

The rule to carry into every offer: the first upgrade chooses your ending, the second one only decorates it.

The one number no upgrade will change

Almost everything about a weapon is on the table across two upgrades — its moves, its timings, its element, even whether it is melee at all. One thing is not.

Every artifact that rolls a chance when you hit something reads a value that belongs to your weapon type rather than to the artifact: how much a single swing counts as an attack. The great sword counts a swing as 150%, the crossbow 120%, the sword and shield 100%, the staff 90%, the blade 82.5% and the dagger 68.75%. It is one of the largest differences between the six, and the game never shows it to you.

No upgrade in any branch moves it. All twenty-nine great sword weapons count a swing as 150%, from the Steel Greatsword to the last second upgrade; all twenty-four dagger weapons count one as 68.75%. So it is not something a route can fix or spoil — it was settled the moment you chose the branch, which makes it a reason to pick a starting weapon rather than a reason to pick an upgrade. Weapon defence covers what to do about it on each weapon.

How to read a route before committing

Each branch has its own map — Great Sword, Sword and Shield, Crossbow, Staff, Dagger and Blade — laid out from the starting weapon outward, with every node showing what it changes compared with the weapon it came from. Four kinds of change are worth stopping for.

Does it replace a move? This is the big one. An upgrade that rewrites your action set is asking you to play differently. Magic Wand turns the sword and shield’s attacks into Magic Missile; Troubling Delight turns the great sword into a laser; Alpine Edelweiss converts the dagger to thrown shuriken. Each of those is a genuinely different weapon wearing the same branch’s name.

Does it change your reach? A handful of upgrades take a melee weapon and give it ranged attacks. That is a large quality-of-life change and a large habit change at once, and the branch map flags it on the node.

Does it change the timing numbers? On the crossbow especially, upgrades rewrite magazine size, shot interval and reload time, and those three decide how exposed you are between volleys. Colossal Crossbow: Reload Device goes further and replaces the special attack with Advanced Reload outright.

Does it touch your defence? If the move being replaced is the one that keeps you alive, treat the upgrade as a warning rather than a reward. The blade’s Solis Ekli rewrites the sheathe action; Ilonica’s Spirit Staff stops you casting grimoires directly. Weapon defence covers which move that is on each weapon.

Families that run across every branch

One naming pattern is worth learning because it repeats everywhere: every branch has a Solis second upgrade. Solis Cineris on the great sword, Solis Missio on the sword and shield, Solis Iubar on the crossbow, Solis Braca on the staff, Solis Imber on the dagger and Solis Ekli on the blade. If you liked how a Solis weapon played on one branch, its sibling exists on whatever you pick next.

There is exactly one weapon that breaks the one-parent rule. Black Iron Halberd can be reached two ways: through Hypersensitivity on the great sword branch, and through the standalone Minimalism, which sits outside the six branches and carries its own upgrades — The Second and the halberd. Ten weapons in total live off the branch maps like this, so if you cannot find something on a branch page, search the weapon database rather than assuming you missed a node.

One more oddity: Mysterious Twig. Carry it down into the tower and it turns into one of the weapons you have unlocked, which makes it a very different proposition depending on how much weapon training you have bought.

The practical routine

  1. Before the run, open your branch’s map and pick the ending you want. There are only fourteen to nineteen of them per branch, and reading them takes a minute.
  2. Note the one first upgrade that leads there. That is the only pick that matters.
  3. When the offer comes, check the node’s changes rather than its rarity. A first upgrade that deletes the move you rely on is worse than one that adds a modest effect.
  4. Take the second upgrade on feel. By then the route is decided and you are choosing flavour.

If you are still fighting the basics rather than planning finals, spend that attention on weapon defence first — knowing your weapon’s defensive move is worth more than any upgrade on the map. And once your build starts leaning on spells, read active skills and MP, because a few upgrades change how your weapon and your grimoires share the same bar.