Sephiria Weapons and Enhancements
A player-facing Sephiria weapon enhancement guide covering all six weapon families, upgrade paths, build roles, and removed enhancement trees.
How weapon enhancement works
Sephiria has six weapon families. Each weapon can be enhanced twice: the first enhancement chooses the main direction, and the second enhancement builds on that choice. Some paths only become strong when the matching artifact or combo is already available, so the safest rule is to choose the weapon path first, then shape artifact picks around it.
Weapon damage normally follows physical damage, but several enhancements convert attacks to fire, ice, lightning, chaos, or the highest attribute. If a path mentions a specific artifact, treat that artifact as part of the build plan rather than a bonus.







Weapon overview
| Weapon | Core style | Defensive tool | Best early read |
|---|---|---|---|
| Balanced melee, guard, sweep | Guard and perfect guard | Best for learning enemy timing and building safely. | |
| Slow, wide, high-stagger melee | None | Strong room control, but mistakes are punished harder. | |
| Fast multi-hit melee | Parry into Fury | High mobility and high input demand. | |
| Ranged magazine weapon | Distance and positioning | Safer spacing, but reload and recoil shape the run. | |
| Stance switching, strong slashes | Short invincibility during stance switch | Strong once you manage MP and stance rhythm. | |
| Counterattack weapon | Front guard during counter | Flexible hybrid weapon with counter timing. |
Sword and Shield
Sword and Shield is the default all-rounder. It uses a three-hit normal combo, a dash attack, and a guarded sweep. Holding special raises a forward guard; attacking while guarding spends MP on a sweep. A well-timed guard becomes a perfect guard and reduces the next sweep's MP cost.
| First enhancement | Main effect | Second enhancements | Build note |
|---|---|---|---|
| Guard MP cost is reduced after a successful guard. | Twinkle of Stars, Cold Anger, Rock Sword | Defensive guard tree. Use it when the run already has MP sustain, counter artifacts, or companion damage. | |
| Attack speed rises and normal attacks briefly auto-guard the front. | Flutter of Ash, Mugowon | Turns the shield into a more active melee weapon. Dash builds use Flutter of Ash; normal attack builds use Mugowon but lose Sweep. | |
| Special attack damage rises. | Tightening Fear, Guardian of the Return | Special attack tree. Tightening Fear stores Sweep damage; Guardian of the Return changes Sweep into bouncing Shield Throw. | |
| All attribute damage rises. | Carrot Caliber, Green Onion Root Sword | Hybrid attribute tree. Caliber favors five-hit normal attacks; Green Onion Root Sword leans into spellbook damage while keeping guard safety. | |
| Dash attack is disabled and normal attacks become thrusting dash-style attacks. | Rapier of Flash | Fast, narrow, forward-moving attacks. Strong with dash-attack support, but the movement can make close fights awkward. | |
| Weapon attacks become magic missiles. | Gaze of Flame, Breath of Ice, Wings of Lightning | Ranged shield tree. Pick the element that matches the run: fire for normal attacks, ice for dash/special setups, lightning for special attack and MP support. | |
| Ice damage rises. | Glacial Blade, Eve of a Blizzard | Dedicated ice weapon tree. Glacial Blade supports Barn Sheath; Eve of a Blizzard triggers Blizzard Hammer from dash consumption. | |
| Lightning damage rises. | Ballista Sword, Superconductor | Lightning tree. Ballista Sword improves Mini Ballista play; Superconductor turns Sweep into a Dark Cloud-consuming Lightning Spear. | |
| Fire damage rises. | Solis Mision, Fire-eating Haitai | Fire tree. Solis Mision supports Sun Sword guard play; Fire-eating Haitai spends burn stacks for burst damage. |
Steel Greatsword
Steel Greatsword is the heavy weapon. It has slow attacks, wide arcs, high stiffness, and a charged Vortex special attack. It is excellent for breaking enemy patterns and clearing clustered rooms, but it has no built-in defense.
| First enhancement | Main effect | Second enhancements | Build note |
|---|---|---|---|
| Special attack damage and Vortex charge speed increase. | Ignoring, Love's Gaze | Vortex tree. Ignoring makes Vortex fire instantly; Love's Gaze turns it into a crit-focused special attack. | |
| Vortex charges slower, but normal attack damage rises. | Short Self-Reproach | Normal attack tree focused on the final hit of the combo. Best with last-hit and attack-speed support. | |
| Weapon hits add fire damage. | Crushing of the Red Snake, Solis Kineris | Fire tree. Red Snake supports Red Snake Eyes; Solis Kineris spends Sun Sword stacks for heavier burst. | |
| Normal attack damage rises while dash attack damage falls. | Thorn Bat, Mischief | Physical normal attack tree. Thorn Bat wants critical damage; Mischief trades crit chance for stronger weapon damage. | |
| Vortex becomes Reassembly, a buff that extends the blade and adds defense-scaling damage. | Creaky Spine | Defensive physical tree. It rewards defense investment, buff duration, and stable normal attacking. | |
| Weapon hits add ice damage. | Ten-thousand Years of Sword, Icicle Sword, Greatsword of the Barn | Ice tree. Choose normal attacks, frostbite/freezing, or Barn Sheath recharge. | |
| Weapon hits apply Wound Aggravation, a stacking chaos debuff. | Crimson Vortex, Heretic Questioner | Debuff tree. Crimson Vortex adds multi-hit pressure; Heretic Questioner converts the special attack into Wound Explosion. | |
| Weapon hits add lightning damage. | Lightning Greatsword "E3G", Lightning Greatsword "S3G" | Lightning tree. E3G supports Dark Cloud consumption; S3G supports electric shock damage. | |
| Weapon attacks become lasers. | Illusionist's Legacy, Primordial Form, Lazarion | Ranged greatsword tree. Legacy supports spellbooks, Primordial Form improves laser size and damage, Lazarion summons Amethyst companions. |
Dagger
Dagger has the fastest normal attack rhythm and a five-hit combo, but individual hits are light. Its special attack is Parry; a successful parry grants Immersion, which can be spent on Fury for a short invincible rush.
| First enhancement | Main effect | Second enhancements | Build note |
|---|---|---|---|
| Dash attacks grant normal and dash attack buffs, but Fury is disabled. | Lightless Blade, Absolute Envy | Dash tree with a rough first stage. Lightless Blade changes dash into Sword Prison; Absolute Envy strengthens later normal hits. | |
| Fury damage rises. | Creeping Despair, Difficult Experiment | Fury tree. Creeping Despair rewards successful parry chains; Difficult Experiment removes parry and gains Immersion from weapon hits. | |
| Parry becomes Dagger Throw, firing five fire daggers. | Heated Blade, Blazing Teeth | Fire projectile tree. Heated Blade adds penetration; Blazing Teeth adds burn application. | |
| Weapon hits add lightning damage. | Dark Clouds Hanging Over, Lightning's Fury | Lightning tree. One branch improves Dark Cloud damage, the other applies electric shock. | |
| Weapon attacks become throwing shuriken. | Ice Bird Flower, Darkness | Ranged dagger tree. Ice Bird Flower adds crit damage; Darkness turns weapon hits into companion-support stacks. | |
| Parry is disabled, but Immersion charges automatically and scales with evasion. | Endless Sleep | Fury convenience tree. It needs a separate damage plan because the enhancement improves access, not raw damage. | |
| Parry costs no MP and restores MP on success. | Book of Imitation, Academy Magic Sword - Liberation | Spellbook tree. Book of Imitation repeats the previous spellbook; Liberation spends current MP to fire guided projectiles. |
Large Crossbow
Large Crossbow is a ranged magazine weapon. Basic shots consume arrows and can pierce enemies; when the magazine is empty, the weapon reloads. Special attacks fire a reinforced arrow, while dash attacks place mines. Recoil, reload time, magazine size, and movement speed decide how the weapon feels.
| First enhancement | Main effect | Second enhancements | Build note |
|---|---|---|---|
| Normal shot damage falls, magazine size rises, and special attack becomes Advanced Reload. | Acceleration Core, Crossbow: Twins | High-hit tree. Acceleration Core ramps attack speed; Twins fires two projectiles and likes movement speed. | |
| Normal attack becomes a close-range gunpowder blast with higher damage. | Gunpowder Herb Conversion, Explosive Device | Close-range crossbow tree. Herb Conversion wants crit and bullet refund; Explosive Device fires very fast but reload planning matters. | |
| Reinforced arrow gains more range and damage. | Rapid Fire Mechanism | Special attack tree. Works best when MP support lets you fire reinforced arrows repeatedly. | |
| Weapon damage is reduced but attacks convert toward fire damage. | Guidance Module, Mini Cannon | Fire tree. Guidance Module turns special shots into tracking explosives; Mini Cannon fires slower grenades with area damage. | |
| Normal shots can fire Lightning Arrows. | Mark Stabilization, Cloud Catcher | Lightning tree. Mark Stabilization supports shock damage; Cloud Catcher feeds Dark Cloud builds. | |
| Special attack becomes Frost Shroud, a buff that boosts normal attacks and converts them toward ice. | Quick-Freeze Crystal, Expansion Device | Ice tree. Crystal removes arrow consumption during the buff; Expansion Device fires stronger frostbite bullets. | |
| Weapon hits poison enemies and amplify debuff damage. | Form of Karim, Pallet Bee Palace | Debuff tree. Karim supports jellyfish-style companions; Pallet Bee Palace increases poison stacking. | |
| Normal shots pierce, deal more damage, and special attack condenses bullets. | XRA-9 | Last-bullet and cooldown tree. XRA-9 reduces spellbook and proc-artifact cooldowns when the last bullet is used. |
Katana / Do
The Katana switches between draw and sheathed states. It has fast, wide attacks and a stance rhythm built around strong slashes, short invincibility windows, and MP management.
| First enhancement | Main effect | Second enhancements | Build note |
|---|---|---|---|
| Strong Slash benefits from attack speed and attack speed rises. | Muramasa, Heavy Rain | Special attack tree. Muramasa makes quick slashes MP-free but removes parry-style stance safety; Heavy Rain turns strong slash into a ranged multi-hit attack that scales with evasion. | |
| Weapon hits add fire damage. | Seething Helbanus, Heidi, Solis Eckley | Fire tree. Helbanus improves burn stacking, Heidi creates Overheat burst windows, and Solis Eckley spends Sun Swords for an Eclipse weapon buff. | |
| Normal attacks build sword gauge and special becomes Iaido Slash. | Biryu, Pamu | Normal attack tree. Biryu upgrades the charged big slash into a screen-wide hit; Pamu replaces the slash with Rampage normal attacks. | |
| Draw stance continuously gains sword gauge; casting magic spends gauge for spellbook damage. | Yui's Small Dagger, Adamah's Oath | Magic tree. Yui adds spellbook crit chance; Adamah's Oath summons magic swords based on empty MP. | |
| Dash attack damage rises and a spirit repeats dash attacks. | Type 2 | Dash tree. Type 2 reduces the spirit cooldown and improves stance-switch guarding, but still depends heavily on player timing. | |
| Stance tool becomes Tackle; weapon hits add ice damage. | Perennial Snow Silence, Fragment of Nastrond | Ice tree. Silence turns the movement into an ice special attack; Nastrond triggers Skadi ice weapon attacks after tackle. | |
| Weapon damage falls but converts toward lightning. | A Flash of Light | Lightning tree. Electric shock damage builds stacks that fuel Flash slashes. | |
| Normal attack damage scales with defense. | Pagap Island | Defense tree. Pagap Island stores Hardening stacks and converts them into fan-shaped shock waves. |
Staff / Pole
The Staff is a counter weapon added in patch 0.11. It uses a four-hit normal combo and can cast Counterattack during normal attack delay. Counterattack guards the front while attacking, spending MP on cast and on successful guard.
| First enhancement | Main effect | Second enhancements | Build note |
|---|---|---|---|
| Normal attack becomes a spinning Hwagon attack and dash attack is disabled. | Daeryeokgon, Spirit Fusion Rod Ilonika | Continuous-hit tree. Daeryeokgon adds damage and defense; Ilonika converts normal attacks into random bolt spellcasting and requires bolt magic first. | |
| Weapon attacks grant Pole Extension, improving melee range and final combo damage. | Pendulum of the Sea, Muhwanseokjang | Range and final-hit tree. Pendulum starts normal combos from the final hit after guard; Muhwanseokjang rewards low crit-chance setups. | |
| Counterattack damage rises; high max MP grants all-direction guard during counter. | Part of Seonghae | Counter tree. Part of Seonghae turns successful guard into Crystal Explosion on the next normal attack. | |
| Adds Spear Strike normal and dash attacks. | Ruashulea Assault Spear, Assault Spear Puarska | Spear tree. Ruashulea favors faster normal attacks; Puarska gives dash spear guard and dash-stack burst. | |
| Weapon damage falls but converts toward fire. | Piola Gavel, Solis Braca | Fire tree. Piola creates a persistent ring of fire from burn; Solis Braca spends Sun Swords on forged sun spear specials. | |
| Weapon damage falls but converts toward ice. | Shaman's Prophecy, Malaspina | Ice tree. Shaman's Prophecy fires Voluspa-style spears; Malaspina applies frostbite and adds ice damage. | |
| Weapon damage falls but converts toward lightning. | Vidyuka, Neporax | Lightning tree. Vidyuka improves Lightning Chakram; Neporax turns dash attacks into Cloud Bottle throws. |
Removed enhancement trees
These weapon enhancements appear in the archived page as removed or disabled content. Keep them out of current build recommendations unless the game restores them.
| Removed tree | Former role | Former second enhancements |
|---|---|---|
| Greatsword Vortex outer-ring damage tree. | Second, Black Iron Halberd | |
| Dagger Parry damage and survivability tree. | Shadow of Hope, White Smile |
Build rules
Pick a first enhancement only when it matches the damage package you already plan to collect. A fire, ice, lightning, spellbook, companion, Sun Sword, Dark Cloud, debuff, or dash tree becomes weak if the run never finds its required support.
Do not mix too many damage plans. Sephiria's stronger paths usually stack one damage route deeply: normal attacks, special attacks, dash attacks, spellbooks, companions, debuffs, or elemental conversion. Hybrid paths exist, but they still need one main scaling target.
When an enhancement replaces a defensive action, respect the tradeoff. Dagger paths that remove Parry, shield paths that remove Sweep, or katana paths that spend more MP can gain damage but lose the tool that made the base weapon stable.