Keyword Guide
Destiny Inscription is Sephiria's permanent connected upgrade tree: spend Sapphires or unlock free progress nodes to improve future runs and open new systems.
Direct Answer
Destiny Inscription functions as a skill tree for permanent character and run upgrades. The older source says nodes are either free or purchased with Sapphires, and connecting lines show the required route; a later node normally needs at least one upgrade in the previous node. A 1.0 gameplay transcript independently shows the tree after a failed run.
The documented tree includes stats, Talent points, dice, inventory expansion, recovery, experience, money, Artifacts, Weapon access, and village facilities. Because the detailed guide was written for 0.7.31–0.7.35, exact final-release costs and totals should be checked in the current interface. Where the 1.0 material does not confirm a value, it is To be confirmed.
Tree reference
The table below consolidates the node names and values that appear in the supplied guide. It is a research reference, not a claim that every old cost still matches the current client: exact Sapphire prices and the final visual order remain To be confirmed where the source does not show them.
| Node family | Documented effect or value | Cost / order status | | --- | --- | --- | | Home Repairs | Required village progress; unlocks Talents | Complete the connected prerequisite route; price To be confirmed | | Chapter II root | Free chapter-gated upgrade | Appears after Chapter II; source marks it free | | Weapon Unlocks | Three tree unlocks lead to base Weapons, followed by village training quests | Connected tree order; exact current Sapphire prices To be confirmed | | Talent Points | Up to 25 points; allocations can be reversed outside the dungeon | Four connected Talent branches; exact node prices To be confirmed | | Dice | Four upgrades: unlock +2 starting dice, boss reward +2, and two +1 starting-dice nodes | Fully developed total recorded as 6 starting dice; verify current patch | | Level Up Restoration | Restores 3% / 6% / 9% / 12% HP on level-up in the older guide | The first three values were marked as estimates in the source | | Rylie's Gift | One Restorative Potion at the start of each run after a village quest | Quest-gated; current cost and wording To be confirmed | | Increase HP | Two branches with +5 / +10 values, up to +20 in the older guide | Connected stat nodes; current values To be confirmed | | MP Regeneration | +3 / +6 regeneration values | Connected stat nodes; current values To be confirmed | | Seed Money | Starting Leaves increase to 200 / 400 | Connected economy branch; current costs To be confirmed | | New Artifacts | Adds additional Artifacts to dungeon reward pools | Unlock node; exact pool and cost To be confirmed | | Extra Experience Drop | +10% experience from mobs | Connected progression node; current cost To be confirmed | | Expanding Pouch | +1 / +2 / +3 slots, up to six additional slots in the older guide | Connected inventory branch; current total To be confirmed | | Chest of Possibilities | Three merchant items for 2 Sapphires; reroll cost doubles 4 → 8 → 16 | Pocket Dimension interaction; current prices To be confirmed |
Follow the visible connecting line, unlock the previous hexagon at least once, then check the node text in the current game before spending Sapphires. The older guide is useful for names and relationships, but it is not a final-release price sheet.
Currency
The guide says Sapphires are received when a dungeon attempt ends, with quantity related to progression depth and bosses defeated. The 1.0 transcript shows the player returning after defeat, receiving Sapphires, and choosing between Talents, inventory, recovery, experience, Weapons, and rerolls. This confirms the broad loop even if exact reward formulas have changed.
Sapphires also appear as Pocket Dimension currency in the older guide. SephiriaMod's documentation says its Add 500 Sapphires action saves the new total to the profile immediately, further distinguishing this meta-currency from run-only Gold. Current legitimate costs and any Pocket Dimension changes remain To be confirmed.
Path Rules
A visible line between hexagons represents the upgrade path in the documented tree. To move forward, the player upgrades the preceding node at least once; some branches have multiple levels before completion. One bottom upgrade highlighted in yellow appears after Chapter II and is described as free.
Village side quests can still be required after a tree purchase. The guide describes building repairs, a Potion Workshop adding storage for potions, and a Magic Workshop adding two special potion slots after their side quests. Current names, chapter gates, and slot counts are To be confirmed when not repeated by final-release evidence.
Weapons
The older guide records three Weapon unlocks in the tree and describes a village quest after purchasing the first one. The player speaks with Moro, enters the building on the right, selects the training grounds, and completes the task before the Weapon becomes usable in the dungeon. Dagger and Crossbow are described as using a similar procedure farther along the tree.
The newer Weapons research supports the broader distinction: base Weapons can require Destiny Inscription and village progress, while Anvil nodes only evolve a Weapon already held. It also says Staff has separate community unlock guidance. The precise current name and route of every base Weapon unlock are To be confirmed.
Talents and Dice
The guide records 25 Talent points available through Destiny Inscription and says Talent upgrades are reversible outside the dungeon through the mirror or the documented P shortcut. Talent allocations appear in the build library, including Will, Anger, Patience, Defense, and other branches. The current maximum and control mapping should be verified in game.
Four dice upgrade nodes are described. Dice reroll item rewards, one node unlocks them and gives two at the start, a boss-related node awards two after a floor boss, and two upper upgrades add starting dice. The guide calculates six starting dice when fully developed, but that exact total is version-sensitive and To be confirmed for the latest patch.
Stats and Recovery
Documented nodes increase maximum HP, MP regeneration, experience drop, and starting money. The guide states two HP branches can provide 20 total maximum HP, MP regeneration nodes provide 3 and 6, and experience gain rises by 10 percent. These numbers come from the older version and must not be presented as guaranteed current values.
A village side quest can provide a Restorative Potion at the start of each run according to the same source. Fresh-save footage contrasts this by showing no healing upgrade and a small backpack. The general progression direction is supported, but the current quest, item name, and exact reward are To be confirmed.
Inventory
Expanding Pouch is documented with one, two, and three-slot levels, calculated as six added slots or one extra line. Separate nodes add new Artifacts to dungeon rewards, while Chest of Possibilities offers merchant items for Sapphires and increasing reroll costs. Inventory growth is especially important because Artifacts and Tablets compete for physical space.
The 1.0 transcript confirms that extra inventory slots remain part of meta progression, but not the older exact count. Build footage also shows a side pocket introduced for 1.0, which may change how older space advice applies. Current pouch totals and side-pocket interactions are To be confirmed.
Priority
Choose the bottleneck that repeatedly ends runs: survivability, inventory space, rerolls, Weapon access, or Talent flexibility. Fresh-save footage shows the player debating Talents against inventory and dice after a failed attempt, which supports a needs-based approach rather than a universal order. A new Weapon has little value if its playstyle is not one the player intends to use.
Do not copy exact Sapphire costs from an old tree image without checking the current game. Follow visible connected paths, complete required village tasks, and confirm each node's current text before purchase. Any optimal full-tree order not present in the supplied sources is To be confirmed.
Related guides
Compare the six base Weapons before spending toward a new unlock. The Sephiria build library shows what each Weapon can become, while the beginner progression guide explains how to turn a new unlock into a stable first descent.
Verification note
Last verified against the supplied Sephiria research set. Version-sensitive claims retain their source version; missing paths, compatibility details, and current balance values are marked To be confirmed rather than guessed. See the site's research sources for the full method.