Open /d passives, or choose Passives in Class & Spells (/d class). Click a passive to equip or unequip it. Changes are free between runs; each class saves its own choices. Unequip all refunds every Star used by that class.
Passives unlock through class Mastery. Class passives work only on their class. Global passives unlock at Mastery 19 or 33 on the class listed below, then work on any class.
You start with 3 Stars and gain one more at Dungeon levels 10, 20, 35, 50, 70, and 90, for a maximum of 9. Each equipped passive uses 1 to 4 Stars. Choose any combination that fits your budget, including both class and global passives.
Conflicting passives cannot be equipped together. Unequip the conflicting passive first.
| Passive |
Mastery |
Stars |
Effect |
Conflicts |
| Riposte |
2 |
3 |
Block a hit within half a second of raising your shield, then swing within 1 second to deal triple damage. |
- |
| Shield Mend |
4 |
2 |
Hits your raised shield absorbs heal 2% of your maximum health, up to once every half second. |
- |
| Metronome |
8 |
1 |
Every third melee hit in a row, including your sword’s cleave, deals 50% more damage; a miss resets the count. |
- |
| Aegis |
13 |
4 |
While above half health, you take 35% of the damage from hits on allies within 8 blocks. |
- |
| Stagger |
22 |
2 |
Every third hit your shield absorbs knocks the attacker back and stuns it for 1 second. |
- |
| Tempered |
27 |
2 |
Your melee hits bank a little protection, and hits you take spend it to take less damage. |
- |
| Sidearm |
36 |
2 |
Once per 3 seconds, you may swing your weapon without lowering your shield. |
- |
| First Strike |
42 |
2 |
You gain a charge every 5 seconds, up to 3, and your next melee hit spends them all for 50% more damage each. |
- |
| Half-Sword |
46 |
2 |
While sneaking, your melee hits reach 40% less far but deal 50% more damage and do not knock back. |
Soft Strike |
| Passive |
Mastery |
Stars |
Effect |
Conflicts |
| Long Haft |
2 |
3 |
Your spear jabs reach 1 block farther. |
- |
| Colossus |
4 |
1 |
While sneaking, you are immune to knockback. |
- |
| Recovery |
8 |
3 |
Heal back 50% of the health you lose to damage over the next 5 seconds. |
- |
| Heavy Hand |
13 |
2 |
Your weapon swings at half speed, but every swing deals double damage. |
- |
| Nebula Conduit |
22 |
4 |
30% of each hit you take reaches you evenly over the next 3 seconds instead of at once; kills do not clear it. |
- |
| Challenger |
27 |
2 |
Each non-boss enemy within 8 blocks rolls once for a 50% chance to attack you instead of your allies. |
- |
| Scar Tissue |
31 |
3 |
You receive 50% less healing, but below half health you take 50% less damage. |
Ox Heart |
| Hold the Line |
36 |
2 |
Take 4% less damage for each enemy within 6 blocks, up to 24% less damage. |
- |
| Hunker |
39 |
2 |
Holding your shield up for more than 1 second cuts the shield cost of blocked hits, up to 50% less at 4 seconds. |
- |
| Ox Heart |
42 |
4 |
Your max health is 40% higher, but all healing you receive is halved. |
Scar Tissue |
| Crushing Sweep |
46 |
3 |
Your mace hits splash enemies up to 3 blocks away instead of 2, but the enemy you strike takes 25% less damage. |
- |
| Passive |
Mastery |
Stars |
Effect |
Conflicts |
| Still Mind |
2 |
2 |
Your mana regenerates twice as fast while you stand still. |
- |
| Cold Snap |
4 |
1 |
Every fifth wand or staff hit freezes a non-boss enemy in place for 1 second. |
- |
| Frostglass |
8 |
3 |
Slowed or frozen enemies take 20% more damage from you. |
- |
| Arc Bolt |
13 |
4 |
Wand bolts jump to one more enemy within 4 blocks for half damage. |
Broad Bolt |
| Battlemage |
22 |
1 |
Each staff hit restores 2% of your max mana. |
- |
| Bracing |
27 |
2 |
Standing still builds up to 35% damage reduction over 1 second, and moving or being knocked back resets it. |
- |
| Deep Well |
31 |
2 |
You have 50 more max mana, but it regenerates 40% slower. |
- |
| Broad Bolt |
36 |
4 |
Your wand bolt is 2 blocks wide but reaches 2 blocks less far. |
Arc Bolt |
| Battle Meditation |
42 |
2 |
Your mana regenerates 2 extra per second while an enemy is within 3 blocks of you. |
- |
| Clear Mind |
46 |
1 |
Casting three spells within 5 seconds refunds 5 mana; the count then starts over. |
- |
| Passive |
Mastery |
Stars |
Effect |
Conflicts |
| Bloodlust |
2 |
3 |
Each kill gives 3% more damage and 2% more speed for 6 seconds, up to 10 stacks; more kills refresh them. |
- |
| Slip Away |
4 |
1 |
When you take a hit, you move 30% faster for 2 seconds. |
- |
| Plague |
8 |
3 |
Poison your melee hits apply spreads once to enemies within 4 blocks. |
- |
| Momentum |
13 |
2 |
Every 3 seconds of sprinting adds 5% weapon damage up to 25%; stacks linger for 2 seconds after you stop, and taking a hit clears them. |
- |
| Flurry |
22 |
4 |
Your dagger swings twice as fast, but each hit deals 40% less. |
- |
| Precision Combo |
27 |
2 |
Each consecutive melee hit adds 5% damage up to 25% on the fifth hit; a miss resets the bonus. |
- |
| Finisher |
31 |
3 |
Your dagger and shortbow hits deal 50% more damage to enemies below a quarter of their health. |
- |
| Ricochet |
36 |
2 |
When one of your arrows lands a final blow, a weaker arrow ricochets to the nearest enemy, up to 3 times in a row. |
- |
| Trailblazer |
42 |
2 |
You move 15% faster while no enemy is within 8 blocks. |
- |
| Point Blank |
46 |
2 |
Your shortbow arrows deal 25% more damage within 4 blocks and 25% less beyond 8 blocks. |
- |
| Passive |
Mastery |
Stars |
Effect |
Conflicts |
| Altruism |
2 |
3 |
Healing you get from lifesteal and Reaper class abilities also heals allies within 12 blocks for a quarter as much. |
- |
| Bayonet |
4 |
2 |
Left-click with your crossbow to stab the enemy in front of you, once per second, for 100% of your crossbow’s DPS. |
- |
| Railgun |
8 |
2 |
Your crossbow bolts fly twice as fast in a straight line and pierce every enemy, but lose up to half their damage beyond 16 blocks. |
Shotgun |
| Deep Marks |
13 |
3 |
Enemies can carry up to 5 more marks. |
- |
| Haunt |
22 |
2 |
Marks you apply last 16 seconds instead of 8. |
Death’s Ledger |
| Death’s Toll |
27 |
4 |
When a marked enemy dies, its marks jump to the nearest enemy. |
- |
| Magazine |
31 |
4 |
Each crossbow load holds 4 bolts; after a shot, the next bolt loads itself in half your normal reload time. |
- |
| Shotgun |
36 |
2 |
Your crossbow fires a spread of 13 bolts instead of one, each dealing 11% of a normal bolt’s damage. |
Railgun |
| Dead Weight |
42 |
2 |
Marked enemies move 3% slower per mark, up to 30%. |
- |
| Death’s Ledger |
46 |
4 |
Your marks never fade on their own; only Reap removes them. |
Haunt |
| Passive |
Mastery |
Stars |
Effect |
Conflicts |
| Overcharge |
2 |
2 |
Holding your longbow at full draw for 2 more seconds gradually doubles its damage and arrow speed. |
Barrage, Zap |
| Charged Throw |
4 |
2 |
Each trident melee hit stores a charge, up to 4, and your next trident throw deals 25% more damage per charge. |
Skirmish |
| Heavy Arrows |
8 |
1 |
Your longbow arrows fly 25% slower and drop 25% more, but knock enemies back harder and push you backward when fired. |
Zap |
| Bowspammer |
13 |
4 |
Partly drawn longbow shots deal full damage, though they still fly slower. |
- |
| Pierce |
22 |
2 |
Your thrown trident passes through enemies and deals 20% more damage for each enemy it already hit, up to 50% more. |
- |
| Barrage |
27 |
3 |
Holding your longbow at full draw for 2 more seconds loads up to 7 extra arrows that fire in a quick burst for a quarter of base damage each. |
Overcharge, Zap |
| Spotter |
31 |
1 |
Enemies you hit with an arrow glow for 8 seconds. |
- |
| Zap |
36 |
4 |
Fully drawn longbow shots become instant rays that hit every enemy within 12 blocks up to the first wall. |
Barrage, Heavy Arrows, Overcharge |
| Sharpshooter |
42 |
2 |
Each consecutive longbow hit adds 10% of base damage to later shots, up to 50%, until you miss. |
- |
| Skirmish |
46 |
4 |
A trident melee hit primes your next throw to fire instantly. |
Charged Throw |
| Passive |
Unlock class |
Mastery |
Stars |
Effect |
Conflicts |
| Fearful Flight |
Assassin |
19 |
2 |
You move faster the lower your health is, up to 50% faster at half health. |
- |
| Tomb Sense |
Assassin |
33 |
1 |
Up to 8 unlooted chests near you glow through walls. |
- |
| Second Wind |
Knight |
19 |
3 |
Once per run, a hit that would kill you leaves you alive and recovering like a Totem of Undying. |
- |
| Fleet Guard |
Knight |
33 |
1 |
You move at half your normal speed while your shield is raised, instead of a fifth. |
- |
| Clear Head |
Mage |
19 |
3 |
After 5 seconds without dealing or taking damage, your mana refills twice as fast. |
- |
| Adaptive Shields |
Mage |
33 |
2 |
After 5 seconds without dealing or taking damage, you gain 1% of your max health as Overhealth each second, up to 20%. |
- |
| Headhunter |
Ranger |
19 |
2 |
Arrows and bolts deal 25% more damage when they hit the upper half of an enemy. |
- |
| Third Eye |
Ranger |
33 |
1 |
Enemies near you glow through walls, for you only. |
- |
| Soft Strike |
Reaper class |
19 |
1 |
Your weapon hits no longer knock enemies away. |
Half-Sword |
| Magnetic |
Reaper class |
33 |
1 |
Coins dropped for you fly to you from nearby. |
- |
| Deathwish |
Warrior |
19 |
3 |
You deal more damage the lower your health is, up to 50% more at 25% health. |
- |
| Intimidate |
Warrior |
33 |
2 |
Enemies close to you are slightly slowed. |
- |