Sephiria Wish Fountain: What to Carry Into a Run and Why
The Wish Fountain is the Bunnyville device that lets you start a run with artifacts you already own — and the single decision that most separates a documented high-tier build from a lucky one. Every serious Sephiria build guide we have read opens with what it puts in the fountain, and the choices cluster into three kinds: the piece the build cannot start without, the legendary you refuse to wait for, and the survival item you would otherwise spend a floor hunting. This page explains the mechanic as officially published, then goes through what five builds actually carry in and the reasoning behind each.
Older community writing, including earlier versions of this site, calls it the "Wishing Fountain"; the official English name in patch notes is Wish Fountain.

How capacity works — and where the numbers disagree
The fountain's base capacity is 4 since the 0.10.0 update, which raised it from 3. Extra capacity comes from the Willpower talent: +1 at level 5 and a larger bonus at level 20. How large is where the official record contradicts itself — the same 0.10.0 announcement says the talent's maximum was "reduced from 6 to 5" and, two lines later, lists the level-20 effect as "increase reduced from 6 to 4", which would make the total 4 + 5 rather than a maximum of 5. TEAM HORAY has not reconfirmed either figure in the 1.0 patches. The artifact system page quotes both lines verbatim, and the talents page prints the per-level values with the same flag; we do not pick a winner.
What is not in dispute: Willpower 20 is the talent that turns the fountain into a build tool. Three of the five guides below put 20 points there for that reason alone, and the Korean Blizzard Hammer guide says it in one sentence — Willpower 20 "so the two artifacts can be carried to the next adventure."
Capacity is measured in artifacts, not rarity, so a legendary costs the same slot as a common. That is why the carry-in lists below are short and almost all legendary or build-critical.
What five builds carry in
| Build | Carries in | The stated reason |
|---|---|---|
| Swift Regret tier 50 | Crown of Humility, Frostium Ring | The Crown is "a build-necessary legendary" the author "would rather not wait till the end of the run" for. The Ring supplies the Cold damage that switches on the Glacier items — a cheap enabler for a whole tag. |
| Fire Blade | Furnace | The Solar Blade katana consumes charges and the Furnace makes them; "without it the build simply will not start — bring it through the fountain." |
| Lightning spellbook | a lifesteal stone — or not | The author frames it as a trade: Ghost or Red Cloak costumes keep MP comfortable but have no lifesteal, so carrying Bloodstone Earrings in makes the early floors MP-starved while skipping it makes high tiers dangerous. "Weigh it yourself." |
| Blizzard Hammer (Early Access) | Blizzard Hammer, Ice Star | The whole build is two rare-grade artifacts; Willpower 20 exists to bring both. (The 0.7-era guide calls the carry-over mechanism the "dimension pouch" — the fountain's pre-rename form, as far as we can tell.) |
| Lazarion companions (Early Access) | Simple Contract, Multipurpose Belt | The Contract stops summoned crystals dying in a second (+150% companion HP when maxed); the Belt raises every element, which is what crystal damage scales on. Both "have no downside to taking first." |
Three patterns fall out of that table.
Carry the enabler, not the damage. Furnace, Frostium Ring and Simple Contract do no damage themselves; each one unlocks a family of artifacts that would otherwise be dead weight. A carried enabler also biases the drop pool — artifacts in the bag raise the chance of their own tag appearing, which the fire Blade guide puts at roughly +100% for the combo bonus and up to +75% more with a Carrot-modified Fruit Skewer.
Carry the legendary you cannot afford to find late. Crown of Humility is the model: a build that keys off it is a different build for every floor it is missing.
Survival items are a judgement call, not a default. Two guides warn that lifesteal taken before defence loses runs; the spellbook author turns the same warning into a costume decision instead.
Carried items and the Side Bag
Since 1.0.19 you also have a Side Bag for spare items, and its rule matters for fountain planning: items in the Side Bag are inactive. The fire Blade guide uses this deliberately — the Red-Clothed Cat's starting fire bolt goes into the Side Bag so it does not pollute the artifact pool until the mandatory pieces are in. A carried artifact you want to hold but not activate yet can be parked the same way. 1.0.23 fixed starting items from a costume or talent being kept after you parked them in the Side Bag and switched loadout, so the bag behaves consistently now.
What the fountain is not
It is not a rarity filter, and it does not replace the Destiny Inscription economy — Sapphires, dice, slots and the Willpower points that raise capacity all still come from the tree. The Chest of Possibilities (2 Sapphires for three merchant items, reroll cost doubling) and the Mystic Pot, re-worked in 1.0.19 into a converter, are the other two tools for shaping a bag, and they are documented on the artifact page rather than here.
If you carry only one thing, the guides' answer is consistent: whatever your weapon line cannot start without. For most melee lines that turns out to be an artifact, not a weapon upgrade — see the key artifacts by tag.
- Steam announcement 0.10.0 Update — Wish Fountain base capacity 3 → 4 and the Willpower capacity lines (quoted verbatim on the artifacts page)
- Steam Community Guides: 'How I Beat Hardmode Tier 50' (Crown of Humility, Frostium Ring); 火太刀 (Furnace); 雷法 (lifesteal stone vs costume trade-off); 눈보라 망치 (Willpower 20 to carry Blizzard Hammer + Ice Star); 仲間ビルド (Simple Contract, Multipurpose Belt)
- Steam announcement 1.0 Update — Side Bag rule (items in it are inactive)