Sephiria Damage Types: Chaos, Void and True Damage
One sentence reorganises this entire system: Chaos damage "now returns 'true' for all four attack type conditions: Fire/Ice/Lightning/Physical."
That is why Fire bonuses appear to fire on attacks that are not Fire. Chaos is not a fifth element sitting alongside the others; it satisfies all of them at once.
It comes from the 'Combo System' Public Beta announcement of 1 October 2025, the densest source on damage attributes TEAM HORAY has published — and one that needs a date stamp on every number taken from it.
The four attributes
TEAM HORAY's own text names four attack type conditions: Fire, Ice, Lightning, Physical. Those are the four flags an attack can satisfy, and they are what conditional bonuses check against.
There is no separate "magic" attribute anywhere in the material we checked. A guide that talks about magic damage in Sephiria is using shorthand for a spell-based weapon line, or vocabulary imported from another game.
Chaos counts as all four
The change is stated as a before and after:
(Previous) Chaos Damage: A separate attribute not corresponding to "Fire, Ice, Lightning, Physical" (Changed) Chaos Damage: An attribute that corresponds to all damage types including "Fire, Ice, Lightning, Physical"
The practical consequence: a Chaos source benefits from every elemental bonus you carry rather than none. Under the old rule, stacking Fire stats and then dealing Chaos damage was a dead end. Now Chaos is the attribute that cashes in whatever you specialised into.
This was not a clean switch. Patch 0.9.5 on 31 October 2025 shipped "Fixed an issue where the Chaos damage type was not applied properly in certain situations," a month after the rule changed — so the behaviour needed a follow-up. If you are reading a guide written before November 2025, assume it describes the old rule.
Void is where "unclassified" went
The same announcement continues:
The "Unclassified" attribute concept that previously corresponded to Chaos damage has been replaced with a new attribute type called "Void Damage", which has been applied to some elements.
Void's definition falls out of the old Chaos definition: it corresponds to none of Fire, Ice, Lightning or Physical. Chaos took the "counts as everything" role; Void inherited the "counts as nothing" role Chaos used to hold.
One effect is documented crossing that line. Patch 0.9.3, 24 October 2025: "Amethyst Summon attack attribute changed. (Chaos damage -> Void damage)." TEAM HORAY re-sorts effects between the two buckets, so an attribute you memorised in one patch can move in the next.
TEAM HORAY has not published a list of which effects are Void. "Applied to some elements" is the whole of it.
Execute stopped being a flat 400%
Also from the same announcement:
Previous: Deals 400% of damage. (Does not count as a critical hit) Changed: Critical hit damage multiplier is doubled. (Counts as a critical hit)
Two things changed: Execute became a function of your own critical damage, and it stopped being excluded from critical-hit status.
That reverses who Execute is good for. A flat 400% is worth the same to every build; a doubled critical damage multiplier is worth more the more critical damage you already stacked, and little to a build that never invested. What it resolves to in absolute numbers is not published, so there is no break-even point to give.
Enemies gain Defense as stages progress
As stages progress, enemies are now granted "Defense". (Instead, HP has been adjusted down to match the damage reduction rate.)
This is the structural change behind late-floor difficulty: enemies were not given bigger health bars, they were given a damage reduction stat with health pulled back to compensate. The 1.0 update added a related line under Combat Rules — "Travelers in the dungeon now grow stronger as stage progress advances."
The arithmetic is missing. TEAM HORAY has never published how a point of Defense converts into damage reduction, so nobody can say what a Defense value is worth. Our bosses page carries a base Defense figure per stage, but that column comes from a community compendium, not from TEAM HORAY. Hard Mode adds modifiers that push enemy stats further still.
True Damage and Ignore Defense: one sentence in the entire record
These are the two stats people ask about most and the two with the least documentation. In the whole published patch history, TEAM HORAY names them once, in 0.10.10 on 23 January 2026:
The player's True Damage and Ignore Defense stats now also apply to Companion.
That is it. Both stats exist and both propagate to your Companion. No formula, no scaling, and no statement of how they interact with the Defense system above.
There is one community account — a Steam guide describing each of the four attributes as having a base value of 20 modified by attack method, and stating that "regardless of the type, all damage types are added to the true damage level." It is a single source, not independently confirmed, last updated 19 May 2025 against version 0.7.35. We record that it exists rather than adopt its numbers: reprinting Early Access arithmetic as a 1.0 formula is how bad numbers spread.
Electrocute, and the date on the number
Electrocute — A debuff that deals 180% of lightning attribute damage after 2 seconds. (Replaces the previous "Erosion" debuff) Stacks up to 2 times, and stacking does not refresh the duration.
The last clause is the one that changes play: a second stack does not extend the timer.
Every figure in that quote was last publicly adjusted in the October 2025 beta announcement. TEAM HORAY has not restated the 180%, the two-second delay or the two-stack cap for 1.0. Treat them as the most recent published values, not as confirmed current ones.
Trance is the one number 1.0 restated
Trance appears in the 1.0 weapon upgrade text at two tiers, both trading away the same thing:
- "You can no longer use Special Attack: Parry, but Weapon Attack has a 20% chance to grant Trance. (Trance can be stacked up to 2 times)"
- "You can no longer use Special Attack: Parry, but Weapon Attack has a 30% chance to grant Trance. (Trance can be stacked up to 4 times)"
Because those lines are in the 1.0 announcement of 31 July 2026, they are current in a way most numbers on this page are not. Patch 0.9.6 carried 20% with a cap of 2, so the higher tier is a genuine 1.0-era increase on both the chance and the ceiling.
What Trance actually grants is not documented. The patch notes describe how you obtain it and how high it stacks, and stop there.
Which of these numbers is actually current
The announcement that defines Chaos, Void, Execute, enemy Defense and Electrocute describes itself as provisional:
we decided to first gather various data through a public beta, refine the system, and then transition it to an official update in the future
Its own Fruit Skewer section adds that parts "may be modified or removed depending on future development progress." So the correct way to read every figure taken from it is "last publicly adjusted in the October 2025 beta post", not "the 1.0 value." The mechanics — Chaos satisfying all four conditions, Void being unclassified, Execute keying off critical damage, Defense growing by stage — have not been contradicted since, and 0.9.3 and 0.9.5 behave consistently with them. The percentages have never been reconfirmed.
Only two things on this page carry a 1.0-dated source: the Trance values and the Travelers scaling line.
What we will not give you
No damage formula. TEAM HORAY has not published how attributes, True Damage, Ignore Defense and enemy Defense combine into a final number, and a wrong reconstruction is worse than none.
No element ranking. There is no first-party tier list and no community survey behind one — the same refusal our build routes page makes, and that page also notes nobody has published a damage benchmark for any route.
No enemy weakness chart: nothing we checked describes per-enemy elemental resistances. And no per-item attribute data — placement and level mechanics are on the inventory grid page, but which artifacts carry which attribute is not in the public record.
Sources checked for this page
- Steam announcement 'Combo System' Public Beta, 1 October 2025 — Chaos, Void, Execute, enemy Defense, Electrocute, and the beta caveat
- Steam announcement 0.9.3 Update, 24 October 2025 — Amethyst Summon moved from Chaos to Void
- Steam announcement 0.9.5 Update, 31 October 2025 — Chaos damage type application fix
- Steam announcement 0.9.6 Update — earlier Trance chance and stack cap
- Steam announcement 0.10.10 Update, 23 January 2026 — the only mention of True Damage and Ignore Defense
- Steam announcement '1.0 Update', 31 July 2026 — Trance values, Combat Rules
- Steam Community guide 'Basic Guide to Sephiria' by FireBrother, last updated 19 May 2025 — recorded, not adopted
- Steam announcement 'Combo System' Public Beta, 1 October 2025 — Chaos 'now returns true for all four attack type conditions: Fire/Ice/Lightning/Physical'; Void, Execute, enemy Defense and Electrocute all defined here
- Same announcement, self-description — 'we decided to first gather various data through a public beta, refine the system, and then transition it to an official update in the future'
- Steam announcement 0.9.3 Update, 24 October 2025 — 'Amethyst Summon attack attribute changed. (Chaos damage -> Void damage)'
- Steam announcement 0.9.5 Update, 31 October 2025 — 'Fixed an issue where the Chaos damage type was not applied properly in certain situations.'
- Steam announcement 0.10.10 Update, 23 January 2026 — 'The player's True Damage and Ignore Defense stats now also apply to Companion.'
- Steam announcement '1.0 Update', 31 July 2026 — Trance chance and stack caps in the weapon upgrade section; 'Travelers in the dungeon now grow stronger as stage progress advances' in Combat Rules
- Steam Community guide 'Basic Guide to Sephiria' by FireBrother, last updated 19 May 2025 — the only community account of True Damage; single source, Early Access era, not adopted here