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Passives

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. -