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SERESGENUS: EPHEMERALITY Classes Guide: Known Classes and How Builds Grow

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Which classes you can play in SERESGENUS: EPHEMERALITY, what Spiritbound and the Elementalist game pass change, and how development cards, spirit branches and forms develop your build across a run.

Quick answer

You choose your class during run setup: pick solo or co-op first, then pick a class to set your playstyle. Spiritbound and the game-pass Elementalist are the two documented options; further class names circulate in player chatter without confirmation. After class choice, your build develops inside the run through level-up development cards, class branch choices and new weapon options that can unlock as your class levels.

  • Setup order: choose solo or co-op, then pick a class.
  • Spiritbound branches by spirit color (Pink, Blue or Purple), then offers a form: Phantom, Brute or Bound Soul.
  • Elementalist is a game-pass class (listed at R$450): choose up to four elements — Water, Air, Earth and Fire — each with its own route.
  • Every level-up opens a screen titled BECOME SOMETHING MORE offering three development cards.
A view from SERESGENUS: EPHEMERALITY.

How class choice works at the start of a run

SERESGENUS: EPHEMERALITY is a voxel roguelike adventure across six worlds, each with its own enemies, resources, secrets and a boss. Class choice is one of its stated progression pillars: the official description says you "choose from different classes to shape your playstyle", listed alongside collecting better equipment, gathering and crafting, and building a base.

The choice itself happens during run setup, not mid-run. You first choose solo play or co-op — inviting friends if you want a party — and then pick a class to set your playstyle. Third-party starter guidance recommends picking a class early, because it shapes how you fight. The game is still in beta and the developer warns that bugs should be expected, so expect an occasional rough edge while you experiment.

The step-by-step setup walkthrough lives in the how to choose a class guide.

The classes documented so far

The official description confirms several classes exist without naming them, and the gameplay footage behind this guide documents two in detail. Treat those two as the confirmed core of the roster — the game's complete class-selection list is not captured in the reviewed material.

Explore the options

Confirmed playable

Spiritbound

Played through an entire reviewed run. Its build branches by spirit color (PINK SPIRIT, BLUE SPIRIT, PURPLE SPIRIT) and then offers a form choice (PHANTOM FORM, BRUTE FORM, BOUND SOUL). The HUD shows SPIRITBOUND with the chosen combination, such as Pink/Brute, plus the Spirit Bomb skill. Livestream players describe it as the Jojo-style stand class.

Game-pass class

Elementalist

Sold as a game pass, listed at R$450 on third-party pass listings. Described as the master of all elements: choose up to four of Water, Air, Earth and Fire; each element has its own route, and some routes have subcategories, such as earth being able to bend metal.

Because the Elementalist is a purchase, the changing details belong on the maintained pages: the gamepasses page tracks the pass lineup, and how to unlock Elementalist covers the unlock route.

Class names players mention (unconfirmed)

One livestream session drops several more class names in casual voice chat: a zombie class said to be easy to get ("easy — eat rotten meat"), Black Dancer, and a list that sounds like purchasable classes — gun slinger, god slayer, dead wish, puppet master, demon arm and blood dancer. These are spoken mentions with a rough transcript, none verified against the class-selection screen, so treat them as leads to check in game rather than a confirmed roster.

What a class changes

The promised effect is playstyle: your class sets how you fight, which is why the starter tip is to choose one early. Concretely, the documented classes differ in three ways — attacks and skills, level-gated weapons, and build branches.

Attacks and skills. Spiritbound fights with spirit punches that can alternatively fling bolts — the FLURRY I development card names both modes in its own text — and its HUD carries the Spirit Bomb skill. Skill sets are not uniform across classes: in the livestream, one player complains that the class he picked, the one that "rages and stones its surroundings", cannot use the F skill at all. Check what your own class's buttons do instead of assuming every class shares the same toolkit.

Weapons tied to level. Streamer commentary describes new weapons unlocking per class as you level: "when you level up, a new weapon option appears on the card." Your character level is visible on the Tab screen. The commentary describes the flow rather than showing the menu clearly, so treat the new weapon option as something to watch for in your level and weapon screens as you play.

Build branches. Classes also define the paths your build can take. The Elementalist splits into element routes with subcategories (earth bending metal, for example), while Spiritbound splits into spirit colors and then forms — the subject of the next section.

How a run's build develops after class choice

After the class pick, the run itself keeps shaping your build. One full reviewed run played as Spiritbound shows the whole chain in action; the order below is that run's observed sequence rather than a guaranteed universal schedule.

  1. Level up to open the card screen. Levelling up opens a screen titled BECOME SOMETHING MORE that offers three development cards; you pick one and keep playing.
  2. Repeat at later levels. The reviewed run shows a second card choice later in the run, so the card screen recurs as you level.
  3. Choose a spirit color at the branch screen. Mid-run, a branch screen offers PINK SPIRIT, BLUE SPIRIT and PURPLE SPIRIT, described in the run commentary as healing/support, bubble/control and time-stop/damage traits respectively. The reviewed player picked Pink.
  4. Pick a form. After the spirit branch and further card picks, a form-choice screen offers PHANTOM FORM, BRUTE FORM and BOUND SOUL; the reviewed player picked Brute Form.
  5. Read your build on the HUD. The HUD then displays SPIRITBOUND with the chosen combination — Pink/Brute in that run — alongside the Spirit Bomb skill.

The demonstrated path, Pink Spirit into Brute Form, shows how the choices compound into a visible build state. One run cannot establish the full skill list, exact damage numbers, or whether other classes branch the same way, so hold those expectations lightly.

Development cards seen in a Spiritbound run

These six cards appeared in the reviewed run; on-screen text is quoted where it was legible.

Data table

Card
IMPACT RESISTANCE I
On-screen effect
Take 40% less fall damage.
Card
IRON RESOLVE I
On-screen effect
While below the low-health warning threshold (30% health), take 8% less enemy damage. Does not apply while downed.
Card
FLURRY I
On-screen effect
Your spirit punches, or flings its bolts, 8% faster.
Card
DASH CHARGE I
On-screen effect
Shown by name in the run; effect text not captured.
Card
EXECUTIONER I
On-screen effect
Shown by name in the run; effect text not captured.
Card
EXPERT CLIMBER I
On-screen effect
Shown by name in the run; effect text not captured.

Note that FLURRY I speaks of "your spirit punches" — card text can refer directly to the class you are playing, so your class choice shapes which upgrades apply to you. The development cards page keeps the fuller record as more cards surface.

What resets between runs

Because SERESGENUS: EPHEMERALITY is a roguelike, a run's class build is temporary. In the livestream session, players who died exited as an egg and could rejoin, and the group kept collecting wisp currency toward upgrades — one upgrade was described as costing 250. The pattern: class builds reset with each run, while currency carries forward into persistent upgrades.

For the death-and-return flow, see how to revive; the wisps guide covers the currency, while run rewards and how to win a run cover what a successful expedition pays out.

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