Secrets
This page collects everything Sephiria keeps off the beaten path: the hidden rooms each floor can generate, the seven rare events and what they pay, the special objects with rules worth learning, and the 68 items held out of the normal pools (47 flagged hidden, 13 sold only by the witch hat merchant, 8 stocked in the pocket dimension). When each piece unlocks is on the chapters page.
Rare events
Seven events spawn rarely enough that whole runs pass without one. From most to least common: the lucky shrine, the dimensional rift, the obelisk, the blood donation altar, the wandering witch, the double doors and the magic fountain.
The lucky shrine is a straight pick between two statues: the heart adds 6 max HP, the shield adds 4 DEF. The dimensional rift is the portal into the pocket dimension and its sapphire shop, covered in its own section below.
Reading the obelisk grants one random buff: +4 or +7 physical damage, +3 or +6 fire, cold or lightning damage, +3 evasion, +7 DEF, +7% to +12% attack speed, +5 barter, 1 life steal, +4 luck, +3% move speed or 2 dice. Sometimes nothing happens at all.
The blood donation altar trades a third of your current HP for an artifact or tablet. A bat always hangs around it, and killing the bat can drop this:
The wandering witch is the witch hat merchant on the move: six items at a time from a pool sold nowhere else, and its rock-bottom barter keeps every price low. The full stock is in the witch hat section.
The double doors appear only on floor 3: the gold door opens for 500 leaf, the blue one for 4 sapphires, and either pays out a random reward. The magic fountain appears only on floor 1, and a drink rolls 100 leaf, 200 EXP, two dice, an enemy ambush or nothing. It is the one event on this list that can actively hurt you, so drink with an escape route in mind. Dice from either event feed the reroll system described under special objects.
Special objects
Four interactables do more than hand over a pickup, and each has rules worth knowing before you spend on it.
Dice reroll an item reward you don't like. They drop from hidden rooms, the obelisk and the magic fountain, and several destiny tree nodes raise your starting count, pay dice for boss kills or hand one back whenever you forfeit a reward.
The Mystic Pot rerolls and upgrades artifacts. Feed it one artifact and 50 leaf and it returns a different artifact of the same rarity; feed it two of the same rarity and it returns one of a higher rarity. A legend artifact only goes in alone, so two legends never merge into anything. Each pot survives eight uses per player, then shatters. Since the single-artifact mode is a straight reroll, a pot is also the cheapest reroll station in the game. It shows up as a stage reward, a hidden room roll and the odd merchant room, and it won't open unless you carry at least one artifact.
From the Wasteland onward, every safe zone puts a tablet combiner next to the merchant. For 200 leaf it fuses two tablets into one that carries both effects, with overlapping positive and negative tiles summing into a single value. An ingredient that rotates can still be rotated during the fuse, a placement constraint on either ingredient carries over to the result, two conflicting constraints refuse to combine, and the fused tablet can never enter another combiner. Each combiner works once, and you get to name the result.
The fruit skewer stand opens in the safe zone after finishing Kalle's snack side quest, itself a destiny tree unlock. Pick up to six fruits per run, or eight in the Farmer Squirrel costume. Each fruit steers one item set's appearance rate: its level runs from minus two to plus three, every step swings the rate by 50%, and the total is clamped between minus 100% and plus 150%. Picks that roll a sapphire icon also add 20% sapphire gain. The Carrot is the odd one out: a single pick that adds 25% more combo-matching items per combo artifact you hold, up to 75%, and it skips any set whose fruit sits at a negative level.
- PeanutSturdy
- Black KiwiShadow
- IceberryGlacier
- WatermelonLake
- Wind Spirit FruitWind Song
- Cross GrapeMystic
- PineappleMagitech
- PearFrost Relic
- Crescent FruitPlanet
- StarfruitPrecision
- StrawberryCompanion
- OrangeEmber
- PlumStorm Cloud
- Tri-TangerineElemental
- Guardian FruitGuardian
- BlueberryAcademy
- LemonNegotiation
- CherryCurse
- Prismatic ThornappleAlchemy
- Sun-Dried ChiliSolar Blade
The pocket dimension shop
Any floor can hide a pocket dimension: the chance is 7% per floor, raised to 10% on runs whose seed is divisible by 10. Inside, first-time purchases permanently unlock the item for the sapphire price listed below; buying an already-unlocked item again costs double. Restocks roll rarity at 54% uncommon, 24% rare and 2% legend, and the Exit tablet only appears once the destiny tree's Tablet node is active. Entering for the first time also grants the "Where the Blue Being Lives" achievement.
Bloodstone Earrings5 sapphires
Blue Wrist Guard5 sapphires
Exit3 sapphires
Ice Wings5 sapphires
Lightning Stone4 sapphires
Lizard Plate Armor4 sapphires
Pallas’s Cards3 sapphires
White Planet4 sapphires
The witch hat merchant
The witch hat trades from a fixed 13-item pool (11 artifacts and 2tablets sold nowhere else), shuffled per encounter, so two witch hats in the same run can carry different stock. Don't attack it: the moment it enters combat it stops trading, empties its stock and flees, and the trade orb breaks. The pool includes the three Tomes of Transmutation, which convert your attacks to the fire, ice or lightning element.
Cursed LetterArtifact
Diamond BadgeArtifact
Garnet BadgeArtifact
Lunch BoxArtifact
Red MushroomArtifact
RequitalStone tablet
Tome of Transmutation - FireArtifact
Tome of Transmutation - IceArtifact
Tome of Transmutation - LightningArtifact
Topaz BadgeArtifact
Toxic Spore PouchArtifact
WedgeStone tablet
Whirlwind StoneArtifact
Lore the journal tracks
The journal records 87 lore entries across 14 categories: the seven Journey chapters plus Tree, Old Records, Locations of the Tower, Record of a Scientist, Library Facility, Fanatic and a catch-all. Lore props are grouped, and only one prop from each group activates per run, so filling a category takes repeat visits rather than one sweep. The game also tracks reading separately from finding: an entry you triggered in the world still shows as unread until you open it in the journal. The full list is on the lore page.
Items the game retired
The item database still carries 51 entries that no longer drop anywhere: early throwing weapons, scrolls, spell items and gear the game moved past during development. They sit disabled in the files but keep their database pages, so builds and screenshots from older runs can still be looked up.
6th Batch: Shield Training Certificate
Air Slash
ATK Boost Buff
Bat Wings
Blasting Assistant Armband
Blasting Foreman Armband
Bone Decorative Tag
Bone Fragment
Brotherly Charge
Call Lightning
Crossbow Training Manual
Doll of the Great Snake, Minon
Droplet of Plitvice
Dynamite
Earth Bolt
Ekhati’s Doll
Explosion Proof Vest
Faded Sephirite
Fireball Scroll
Flame Boots
Giant’s Bracelet
Golem Part: Gatling
Golem Part: Laser
Golem Part: Pistol
Golem Part: Rifle
Great Slash
Guarantee of Identity
Hay
Hop Attack
Light Arrow
Lightning Scroll
Mole Claw- Mole Key
Raise Skeleton
Rapier
Red Decorative Tag
Red Wooden Decorative Tag
Ring of Protection
Robe of Yearning
Rock
Rock Bunny
Safety Hat
Spirit Rabbit Warrior
Stolen Food
Tempest
Throwing Knife
Tornado
Training Certificate- Training Grounds Key
Water Elemental’s Paw Wax
Wooden Decorative Tag