Passives

This is a list of passive abilities in the game. The data is up to date as of patch 1.0.2.

Each character can have a total of 4 passives. 2 passives are automatically set from the character's current class, as long as they have spent the AP to unlock that passive ability. The remaining 2 can be selected from any passive the character has learned, regardless of their class.

Base Classes
Passive abilities that can be gained from the 20 base human classes.

Special Classes
This list contains all passives from character-specific classes and badge classes, as well as passives unique to monster classes.

Extra explanation
Leech Life leeches 33% of the damage dealt.

Leech Mana recovers 10% MP from the damage dealt to a maximum of 15MP.

Dual Wield does not add ATK stats together when the character makes a regular attack. Instead, the character attacks once per each weapon, each time counting as if the other weapon is not equipped.

Versatile recovers 5% of max MP when landing a critical hit (minimum 5, maximum 15). Despite the description, it works on abilities in addition to Skills and Spells.

Lucky increases accuracy, crit chance, EVA, and Steal chance by 5% each. Also increases the likelihood of beneficial outcomes for Wildcards.

Double Cast and Double Cast II reduce Exp earned for each action by 50%.

Boon will not trigger if the target was revived from. The buff allows Skills, Spells, and Special abilities to crit, even if the character doesn't have Versatile.

Elemental Mastery does not reduce the target's elemental resistance if it is over 100. If the target has between 0 and 100 resistance, it will lose 50. If the target has less than 0 resistance, it will lose 25. Resistance cannot be brought lower than -150. Penumbral Mastery is the same for Dark and Holy resistance.

Bloodlust provides a maximum of .8x increased damage at the lowest level of HP.

Side Effects healing and damage is added onto the base scaling of the ability/attack. If the ability has no scaling (such as the Alchemystic's Haste spell, which just applies Haste to the target), the healing/damage from Side Effects will be based on the character's MND stat. The healing/damage does not change based on the number of buffs/debuffs applied. The damage from Side Effects cannot kill a target, only bring it to 1 HP.

Into the Fray increases damage by .125x with one adjacent enemy, .32x with 2 adjacent enemies, .55x with 3 adjacent enemies, and .85x with 4 adjacent enemies.

Blood Mark cannot exceed .8x bonus damage.

Hallowed Body and Health Expert use base stats for calculating their bonus. They won't include the Atk/Mnd/HP gained from equipment and other Passives.

Chilling Touch, Deep Wounds, and Sunder have reduced odds of inflicting their debuff for each target of an ability. The odds to inflict a status effect are 150%/(n+1), where n is the number of targets. As such 1 target has a 75% chance of inflicting the debuff, 2 targets has a 50% chance, and so on. When paired with Malice, the odds of at least one target being inflicted with the debuff increases by 10% instead of each individual target having a +10% chance of being inflicted with that debuff.

Stampede cannot provide more than a .6x bonus.

Arcane Engine results in 10% of overflow HP being converted into MP.

Execute and Pain Points affect the damage of both Regular Attacks and Abilities, despite the description.

Bat Form and Shadowstep effectively give the unit flight, allowing height and obstacles to be ignored when moving.

Submariner grants a .1x bonus to damage while submerged instead of the .1x penalty which is usually applied.

Focused Rage gives the unit a command to active it, and can be combined with any ability that functions as a Regular Attack. The units MP will not automatically be spent when making a Regular Attack.