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SERESGENUS EPHEMERALITY Development Cards: Every Card Seen So Far, Its Text and When It Was Offered

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Every development card seen so far in Seresgenus: EPHEMERALITY — IMPACT RESISTANCE I, IRON RESOLVE I, FLURRY I, DASH CHARGE I, EXECUTIONER I and EXPERT CLIMBER I — with the exact text on the readable cards, when the BECOME SOMETHING MORE screen appears at a level-up and a later selection screen follows, and where cards are listed in the menus.

Quick answer

Development cards are the run upgrades you pick from the BECOME SOMETHING MORE screen that appears at a level-up in Seresgenus: EPHEMERALITY. Six cards have been seen on screen so far — IMPACT RESISTANCE I, IRON RESOLVE I and FLURRY I on the first recorded level-up screen, then DASH CHARGE I, EXECUTIONER I and EXPERT CLIMBER I on a later selection. Your cards are listed under the development section in a tab.

  • IMPACT RESISTANCE I — Take 40% less fall damage.
  • IRON RESOLVE I — While below the low-health warning threshold (30% health), take 8% less enemy damage. Does not apply while downed.
  • FLURRY I — Your spirit punches, or flings its bolts, 8% faster.
  • DASH CHARGE I, EXECUTIONER I and EXPERT CLIMBER I — names confirmed on screen; their effect text was not captured.

When development cards are offered

Development cards arrive during a run, through mid-run selection screens. At a level-up during a run, a card-selection screen titled “BECOME SOMETHING MORE” appears and shows three development cards, and you choose one of the three. The documented example comes from a Spiritbound class run: its first card screen appeared about three and a half minutes into the run, so card picks are part of a run from its early minutes rather than a late-game extra.

In the same run, a second selection screen appeared a few minutes later with a completely different trio, and that player took DASH CHARGE I from it — after picking FLURRY I from the first screen. A run therefore gradually stacks up development cards, and each new selection screen is another chance to steer your build.

Official Seresgenus: EPHEMERALITY (Open-Beta) artwork of the BECOME SOMETHING MORE card-selection screen showing the THOR I, CURSED ENERGY I and QUICKSTEP I development cards

Every development card seen so far

Six card names have been captured on screen in recorded gameplay. Three were readable down to their full effect text; the other three were caught by name only. All six come from that one Spiritbound run, and the material does not establish whether the card pool looks the same for other classes.

Data table

Data table
CardEffect textWhen it was offered
IMPACT RESISTANCE ITake 40% less fall damage.First level-up screen, about 3:35 into the run
IRON RESOLVE IWhile below the low-health warning threshold (30% health), take 8% less enemy damage. Does not apply while downed.First level-up screen, about 3:35 into the run
FLURRY IYour spirit punches, or flings its bolts, 8% faster.First level-up screen, about 3:35 into the run
DASH CHARGE INot captured — name confirmed on screen only.Second selection screen, about 8:11 into the run
EXECUTIONER INot captured — name confirmed on screen only.Second selection screen, about 8:11 into the run
EXPERT CLIMBER INot captured — name confirmed on screen only.Second selection screen, about 8:11 into the run

A little more on the three cards whose text is known:

  • IMPACT RESISTANCE I is the plain survivability option.
  • IRON RESOLVE I is the conditional one: it is built for surviving a fight you are already losing, and it switches off completely in the downed state.
  • FLURRY I is the offense option — the card the recorded player locked in at the first screen.

For DASH CHARGE I, EXECUTIONER I and EXPERT CLIMBER I, only the names were legible on the second screen, so their effects are not established by the available material. Treat the table above as the cards seen so far, not a confirmed complete list of the game's card pool.

Where your cards live in the menus

Development cards are not just a pop-up you approve and forget. In-game, they are found under a development section in a tab, so you can open that tab and review the cards attached to your build. Other players clearly notice the difference they make: in one stream conversation, a player described watching a berserker-style build suddenly become very strong while using development cards.

Some cards carry a penalty — read the whole card

Not every card is a flat upgrade. One streamer described a yellow-bordered card that pairs a buff with a minus: roughly 30% higher damage, in exchange for taking about 15% more damage from enemies. The same speaker admitted they never read the full buff text and did not name the card, and the numbers are as they quoted them, so treat this as one player's account rather than verified figures. The takeaway holds either way: before locking in a pick on the BECOME SOMETHING MORE screen, read the entire card, downside included, because a tempting damage buff can arrive bundled with a penalty that changes how you should play the fight. For the wider fighting picture, see the combat guide.

Spirit colors and forms are a different system

If you are comparing notes or screenshots from a Spiritbound run, do not mistake the other choice screens for development cards. A Spiritbound run separately offers a branch screen with three spirit colors — PINK SPIRIT, BLUE SPIRIT and PURPLE SPIRIT — and a form screen with PHANTOM FORM, BRUTE FORM and BOUND SOUL. In the recorded run, the player chose PINK SPIRIT and then BRUTE FORM. Those are class progression choices on their own screens, not development cards, and they never show up on the BECOME SOMETHING MORE selection. For how the classes compare, see the classes guide or the Spiritbound class page — and if you have not settled on a class yet, the how to choose a class guide is the place to start.

What this means for your run

Expect your first three-card choice early: the recorded run reached its first level-up screen about three and a half minutes in, with another offer at a later selection screen in the same run. Judge each offer by its full text and its conditions rather than the headline number — IRON RESOLVE I does nothing above 30% health, and one reported card pairs its buff with a damage-taken penalty. When you want to double-check what you are running, the development tab has your picks. If you are brand new to the game, the beginner guide covers a run from the very start.