Sephiria Stages Guide: Stage List, Routes, and Boss Checks

Use this Sephiria stages guide to understand the five-stage route, stage themes, boss checks, chapter progression, and what to prepare before each area.

The Sephiria stages are the areas you travel through during a tower run. This stage list is separate from the chapter story route: a stage identifies the area and its boss pool, while a chapter changes the progression context, available encounters, and difficulty checks.

Sephiria Stage List

StageAreaMain checkpointRelated boss page
1Mole BaseLearn the room loop, movement, and first weapon planStage 1 bosses
2GrasslandStabilize the build before denser projectile patternsStage 2 bosses
3LibraryProtect board space and prepare for stronger ranged pressureLibrary bosses
4WastelandPreserve movement and a reliable single-target answerSephiria Bosses
5Root CavePrepare for late-game boss checks and chapter progressionSephiria Bosses

The exact encounter pool can depend on chapter progression and current version. Use the current room and boss information in-game when a route from an older build disagrees with the latest tooltip.

Stage 1: Mole Base

Mole Base is the opening stage and the first place to test whether the run has a coherent damage route. Keep one simple weapon plan, one recovery option, and enough open inventory space to react to early rewards.

The Stage 1 boss pool can change with chapter progression. Check the boss database instead of assuming the first boss remains the only possible encounter.

Stage 2: Grassland

Grassland is the second stage in the route. By this point, a build should start choosing between physical, elemental, magic, or companion-focused scaling instead of collecting unrelated effects.

Before entering the boss node:

  • confirm that the weapon can handle ranged pressure;
  • keep a movement or defense fallback;
  • avoid filling the board before checking Tablet adjacency;
  • reserve resources for a recovery choice if the ideal reward does not appear.

Stage 3: Library

The Library is a stronger check on projectile awareness, positioning, and board planning. A build that only works when enemies stay in one place can fail here even when its damage number looks good.

Review the Inventory Grid guide before moving items, and use the Combo Effects guide to confirm that the next threshold is realistic for the current reward pool.

Stage 4: Wasteland

Wasteland asks whether the run can survive longer patterns while still dealing reliable single-target damage. Keep a clear route through the room and avoid trading all defensive resources for a late upgrade that has no immediate uptime.

Use the Hard Mode Builds guide when the stage is being played under a higher difficulty modifier.

Stage 5: Root Cave

Root Cave is the late-stage area in the current stage reference. It connects directly to the later chapter and final-boss preparation checks, so the run should enter with a working core rather than a collection of unfinished combo pieces.

Before the final stage sequence, verify:

  1. The weapon branch and its current upgrade effect.
  2. The Artifact core and its Tablet relationships.
  3. A way to recover from a missed damage reward.
  4. The current boss and Hard Mode rules in the latest patch notes.

Stages vs. Chapters

Do not use the two terms interchangeably:

  • Stage: the area or biome, such as Mole Base, Grassland, Library, Wasteland, or Root Cave.
  • Chapter: the story and progression context that changes the route, boss pool, or difficulty check.
  • Room/node: the individual choice or combat space inside a stage.

The Sephiria Chapter Guide covers chapter checkpoints, while this page is intended for searches such as Sephiria stage list, Sephiria levels, and Sephiria dungeon stages.

Sources