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. In the Missions and Monsters DLC, monsters can have up to 6 passives, 2 bound to their class and 4 extra bound to their two Variants. In the list below, those only available to Missions and Monsters DLC (either because the character only exists in DLC or because it requires an event in DLC) will have a  mark in front of it.

## 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, badge classes, and DLC classes, as well as passives unique to monster classes.

## DLC Classes

This list contains all new passives from the Missions and Monsters DLC.

## Enemy Classes

Passive abilities that only enemies have access to.

## Extra explanation

**Leech Life** leeches 33% of the damage dealt.

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

**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 **Special** 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 **Rebirth**. The buff **Boon** 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.

**Health Expert**, **Hallowed Body** and **Hallowed Bulwark** use base stats for calculating their bonus. They won't include extra stats gained from equipments, other Passives, nor Mastery bonuses.

**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**.