Passives · page 2
Class passives, upgrades and disorders.
| Dirty ClawsYour physical attacks on Poisoned or Bleeding enemies inflict +1 Poison and/or Bleed. | Colorless | Colorless |
| DistemperAt the end of each battle gain +10% crit chance, +25% crit damage, and +5% miss chance. Permanently. You can't equip face armor. | Disorder | Disorders |
| Double ThrowYour basic attack hits twice for half damage. | Thief | Thief |
| Down's Syndrome | Disorder | Disorders |
| DragUnits that you knockback take 1 damage for each tile they pass through. | Psychic | Psychic |
| Druid's SoulDruid abilities are offered when you level up. | Colorless | Colorless |
| Dual WieldWhen you use your weapon, automatically use it again for free. | Fighter | Fighter |
| Duct TapeItems you craft stay with you between battles, but become cursed. | Tinkerer | Tinkerer |
| Duke of FliesAt the end of the battle, all food pickups become allied flies. Allied flies stay with you between battles. | Butcher | Butcher |
| Dumb MuscleLose 1 each time you take damage. If you have 4 or less , gain +2 and your basic attack inflicts Bruise. at 0 , gain +100% critical hit chance. | Fighter | Fighter |
| Dwarfism+10% dodge chance. | Disorder | Disorders |
| Dysentery50% chance to make a burning poop directly behind you when you end your turn. | Disorder | Disorders |
| DyskinesiaWhen you end your movement, knockback all adjacent units 1 tile. | Disorder | Disorders |
| DyslexiaSwap 3's and 5's in the mana costs and damage values of your spells while in a battle. 6's and 9's are also swapped. | Disorder | Disorders |
| E-TankStart each battle with +20 unfilled max health. | Colorless | Colorless |
| Eating DisorderDouble the effects of your consumables but you are confused on how to eat them. | Disorder | Disorders |
| EbolaStart each battle with Bleed 3. Your basic attack inflicts Bleed 2. 5% chance of recovering at the end of each round. Contagious. | Disorder | Disorders |
| Eldritch VisageAt the start of your turn, inflict Magic Weakness 1 on all enemies in your line of sight. | Psychic | Psychic |
| Elemental AttunementCasting elemental spells imbues your basic attack with those elements and relevant effects for the rest of the battle. | Mage | Mage |
| ElephantiasisAt the end of each battle, gain -1 and +2 starting permanently. After 8 battles, gain Trample. | Disorder | Disorders |
| EMPYour explosions are Electric element and deal +2 damage. Instead of knockback, explosions have a chance to inflict Stun. +2 Blast Resistance. | Tinkerer | Tinkerer |
| EmpathTake 1 damage when you deal damage. Your heals heal for 1 extra. | Disorder | Disorders |
| Empty VesselsFamiliars you spawn have +3 Health Regeneration and +10 max health. | Druid | Druid |
| Enchanted RelicYour trinket's passive and active effects are doubled. | Medic | Medic |
| EncoreWhen you use a musical ability, refresh your basic action. | Druid | Druid |
| EnergizerWhen you cast a spell, your weapon gets +1 Damage. | Tinkerer | Tinkerer |
| Energy FistsEmit a Sparkle when you use your basic attack. | Monk | Monk |
| EnlightenedWhile at full mana, the first spell you cast each turn is free. | Psychic | Psychic |
| Epiphany+5 starting mana. +5 Mana Regeneration. Lose all unspent mana at the end of each of your turns | Mage | Mage |
| Escape SequenceWhen you take damage, explode and get launched to a random tile. This explosion doesn't damage you. | Tinkerer | Tinkerer |
| EternalWhen you are downed for the 1st time each battle, take no injuries and revive with half HP. | Medic | Medic |
| Eternal HealthSuffer only Jinxed when downed. When your party wins a battle, if you were downed, heal to full. | Necromancer | Necromancer |
| Eternal YouthYou are a kitten... forever! +1 , +1 , +1 | Disorder | Disorders |
| Evil PatronYour healing abilities deal damage to enemies. Gain +2 range on tile-targeted healing spells. | Medic | Medic |
| Fast FootsiesYou are immune to negative tile effects. | Colorless | Colorless |
| Fatty LiverWhenever you lose HP, you permanently lose 1 . | Disorder | Disorders |
| Feline AidsYour basic attack inflicts Poison 3 and Weakness 1. Inflict Poison 3 and Weakness 1 on units that contact you. Gain -1 and -1 at the end of each battle permanently. | Disorder | Disorders |
| FeralYour bonus ability is Feral Attack. | Druid | Druid |
| FervorWhen you down a unit, you heal 5 HP. | Fighter | Fighter |
| FidgetyWhen you end your turn, automatically use your weapon on a random unit in range, for free. | Disorder | Disorders |
| Fighter's SoulFighter abilities are offered when you level up. | Colorless | Colorless |
| Fire AspectFire immunity. Inflict Burn 1 on units that contact you. Your Fire element damage is increased by 1 and inflicts +1 Burn. | Mage | Mage |
| First ImpressionStart each battle with +1 Bonus Attack. | Colorless | Colorless |
| First StrikeGain an extra turn at the start of the battle. | Thief | Thief |
| FiveWhen you end your turn with exactly 5 mana or HP, gain +5 and temporarily gain +5 Kinetic Spikes until the end of your next turn . | Mage | Mage |
| Flaming FistsYour basic attacks inflict Burn 1. Start with Burn 1. | Disorder | Disorders |
| FleabagAt the end of your turn, spawn Flea familiars equal to the number of enemies you've killed this battle. | Hunter | Hunter |
| Flip a CoinWhen you gain a coin, you have a 50% chance to spawn a coin on a random tile and a 50% chance to gain +2 and +2 . | Thief | Thief |
| FlourishGravity element abilities do not harm allies. Gravity element abilities give a random positive status effect when used on allies. When you inflict a positive status effect, inflict +1 of that status effect. | Psychic | Psychic |
| Flow StateWhen you deal damage to another unit, gain +1 and +2 until the end of the turn. | Monk | Monk |
| Flower PowerUnits on flower tiles have +2 and +2 Brace. When you move, plant flowers on the tile you moved from. | Druid | Druid |
| Follow UpAfter you use your basic attack, dash forward as far as you can. | Tank | Tank |
| Force FieldAt the start of every third turn, gain +1 . | Mage | Mage |
| Fossilized+2 Brace. Slide like a rock whenever you get hit. | Disorder | Disorders |
| FourWhen you end your turn with exactly 4 mana or HP, gain +1 and +1 Magic Damage. | Mage | Mage |
| FrenzyWhen you down a unit, gain +2 . | Fighter | Fighter |
| Fresh MeatWhen you eat food, gain +1 . | Butcher | Butcher |
| Full PowerWhile at full mana, your basic attack deals triple damage and has +3 Knockback. | Psychic | Psychic |
| FuriousGain +1 Damage each time you land a critical hit. +5% critical hit chance. | Colorless | Colorless |
| Fuzzy FeetWhen you end your movement, deal 1 Electric Damage to all adjacent units for each tile you moved. | Tinkerer | Tinkerer |
| Gambling Addiction+33% miss chance. 100% critical hit chance. | Disorder | Disorders |
| GargantuanYou are permanently immobile. | Disorder | Disorders |
| GassyWhenever you take damage, knock back all adjacent units. | Colorless | Colorless |
| GastritisAt the end of your turn, fart and Poison all adjacent units. | Disorder | Disorders |
| GIGACHAD | Disorder | Disorders |
| GigantismTrample. | Disorder | Disorders |
| GlowYour basic attack inflicts Blind. | Psychic | Psychic |
| GluttonWhen a food pickup spawns within 2 tiles of you, move to it. | Butcher | Butcher |
| God WarriorWhen you kill an enemy, gain +1 . | Medic | Medic |
| GodspeedWhen you heal something, gain +2 . | Medic | Medic |
| Golden ClawsGain +1 Damage for each coin you collect. | Thief | Thief |
| Good VibrationsAllies have +1 Health Regeneration and +1 Mana Regeneration. | Druid | Druid |
| GoofballTake an extra turn at the start of each round. | Jester | Jester |
| Grappling HookYour hook pulls you toward knockback-immune objects. | Butcher | Butcher |
| Gravity FallsYour basic attack deals +1 damage for each tile you shoot beyond range 3. | Hunter | Hunter |
| Gravity WellWhen a unit is knocked through a tile adjacent to you, stop it and inflict Stun. | Psychic | Psychic |
| GurgitatorWhenever you heal over your max HP, gain +1 . | Butcher | Butcher |
| HackYour basic attack is always critical against enemies with . Your basic attack's critical hits remove buffs from units. | Butcher | Butcher |
| Hamster Style+1 Health Regeneration. Start with 2 Bonus Moves. | Fighter | Fighter |
| Hard HeadYou block attacks from the front. | Tank | Tank |
| HardenWhen you gain , also gain temporary Brace 1. | Monk | Monk |
| HardyHeal to full HP at the start of each battle. | Tank | Tank |
| HarpoonerWhen an enemy moves in range, hook it. | Butcher | Butcher |
| HazardousTile damage and effects are doubled. | Hunter | Hunter |
| Head TraumaYou can't equip head armor. Your Collarless spells cost -2 mana. | Disorder | Disorders |
| Healing Aura+1 Health Regeneration Your Health Regeneration also applies to your allies. | Medic | Medic |
| Heathens!At the start of the battle, inflict Weakness 3 on all enemies. | Medic | Medic |
| Heave HookYour hook can target tiles. Units pulled by your hook gain trample while being hooked. | Butcher | Butcher |
| Heavy Handed+2 Knockback Damage. | Tank | Tank |
| Hit MeWhen you take damage from an ally, basic attack in the direction you're facing. Damage you take from allies is reduced to 1. | Fighter | Fighter |
| Home RunKnockback you deal is increased by 10. | Tank | Tank |
| HookedYou can use your hook 2 additional times on your turn. | Butcher | Butcher |
| HostStart each battle with 2 tiny spider familiars. A spider egg parasite is added to your inventory. You can unequip parasites freely. | Hunter | Hunter |
| Hot-BloodedBurn you inflict is increased by 1. | Colorless | Colorless |
| Hulk UpWhen you take damage, gain +2 . | Fighter | Fighter |
| Hunter's BoonThe first time you kill a unit each turn, gain 5 mana. | Hunter | Hunter |
| Hunter's SoulHunter abilities are offered when you level up. | Colorless | Colorless |
| HypersomniaStart each battle asleep and with full health. | Disorder | Disorders |
| HypomaniaStart each battle with 3 bonus turns, then never take a turn. | Disorder | Disorders |
| Ice AspectIce immunity. You can damage frozen units. Units that contact you take 1 Ice Damage, Slow 2, and have a 5% chance to Freeze. | Mage | Mage |
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