The Efiria Handbook: how everything works
The rules of the game in the game's own words: the board and its stones, the circle of elements, rarities and breakthroughs, hero transfer, energy, resources, the Tower, the arena, secret trials, guilds and the daily loop.
The board and the fight
- Swipe the stones — match three in a row
- Stones empower your party heroes
- Runes charge a hero's ability
- Tap a hero to cast their ability
Board stones
- Sword — +1 to the hero’s attack.
- Shield — +1 to defence: soaks part of a normal attack.
- Boot — −1 to the attack timer: the hero strikes more often.
- Ether rune — +1 to the hero’s ability charge.
- A stone’s colour is the KIND of bonus, not a hero’s element. Bonuses go to the focused hero; with no focus, to a random living one. Attack and defence bonuses last 2 turns; a boot cuts the attack timer at once, a rune builds charge that never expires.
Special stones
- Costs a move, like any other
- Or match it — same effect
- Level 18 — Ether Stone unlocked!
- Level 45 — Spectral Stone unlocked!
Ether Stone
- Match 4 in a row to forge a stone
- Tap it — blasts the cross of neighbors
Spectral Stone
- Match 5 or more to forge a stone
- Tap it — shatters EVERY stone of its color
- Ether clears a cross — spectral clears the whole color
The numbers are on the reward pages:
The circle of elements
- Ether hits Order for ×1.5
- Order hits Life for ×1.5
- Life hits Chaos for ×1.5
- Chaos hits Ether for ×1.5
- The other way round the multiplier is ×0.66: the same pair, but weaker.
Rarities, levels and breakthroughs
- Common — stats ×1.0
- Uncommon — stats ×1.15
- Rare — stats ×1.3
- Epic — stats ×1.45
- Legendary — stats ×1.6
- A hero levels up to 100. Breakthroughs at 10, 30, 60, 100. The account levels up to 60.
The numbers are on the reward pages:
Transferring a hero
- What you invested in one hero goes to another: experience, gear ether and star dust. The donor drops to level 1 but stays in your collection.
- The rate depends on the element: 80% to the same element, 55% to another — ether remembers its colour, and repainting it costs.
- Experience is granted the usual way: levels and breakthroughs follow by themselves. Ether and dust go to your balance — gear and stars you buy as usual.
- Each transfer spends a transfer stone: 500 dust, 500 ether and 5 crystals in the shop, one per day at most. Crystals spent on the donor's stars do not come back.
- You see the outcome before confirming: what the recipient becomes and what exactly burns. Nothing is spent until the stone is attached.
Energy and bottles
- Regenerates over time.
- Campaign and Tower battles.
- A normal fight costs 3⚡ to enter, a boss fight 6⚡
Small Energy Bottle
- Double tap — restore 30 energy, but not above your cap.
Energy Bottle
- Double tap — restore 60 energy, but not above your cap.
Medium Energy Bottle
- Double tap — restore 90 energy, but not above your cap.
Large Energy Bottle
- Double tap — fill energy to your cap (nominal 120).
The numbers are on the reward pages:
Resources: where from and what for
Ether
- Campaign wins, idle rest, quests, arena.
- Hero gear upgrades, shop trades.
Stardust
- Idle rest, summon duplicates, Tower chests, shop.
- Raising hero stars.
Ether Crystal
- Ether Tower, arena, events and season.
- High hero stars (3★+), shop trades.
Scrolls
- Login, quests, events, shop.
- Hero summons (single and ×10).
The Tower of Ether
- Rank follows your best floor and stays forever.
- Above floor 30 ether and the chest reach their caps — from there on the rank is what grows.
The numbers are on the reward pages:
The arena and its leagues
- Your league follows your current cups.
- The one-time prize is granted once, for first reaching the league. A seasonal reset never brings it back.
- A lost defence costs half of the attacker's win — from Gold up, and never more than 50 cups a day.
The numbers are on the reward pages:
Secret trials
- Unlocked when an act is fully three-starred. Bosses only.
- Open — every boss of the act at once
- Open — the block's bosses at once
The numbers are on the reward pages:
The guild and its invader
- Guilds are available online
- Contribute (daily)
- Only the guild master appoints deputies.
- You left the guild. You can join a new one in 1 day.
Guild invader
- The master or a deputy chooses today's tier
- Choose the tier for today — it cannot be changed later
- You already struck the invader today — one attempt a day.
- The invader has fallen: the colour is freed for the whole guild.
Every day
- Complete quests and claim rewards. They refresh every day.
- Come back tomorrow for a reward
- An idle reward and a summon scroll await you here each day.
Why a fight was lost
- Moves ran out before the enemy did — not enough damage.
- Your party fell — not enough Power.
- This fight expects a finished party. Small steps will not take it.
- This fight expects a finished party. What helps here is a new hero, not one more gear level.