Almanauts
Mewgenics
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Passives · page 3

Class and colorless passives with both upgrade levels.

371 entries
Full page →Allies gain All Stats Up whenever you kill something.MedicMedic
Full page →When you kill a unit, refresh your movement action.ThiefThief
Full page →When you or an ally downs another unit, they become the Alpha. If you're the Alpha, take an extra turn at the end of each round.FighterFighter
Full page →Knockback immunity. Tiles you walk over become dirt and may spawn rocks.TankTank
Full page →Your explosions are larger and deal +3 damage. +3 Blast Resistance.TinkererTinkerer
Full page →All injuries you get are Broken Legs. If you have four broken legs, gain +4 Thorns, Trample, and adjacent allies have Toss as a bonus ability.TankTank
Full page →Gain +2 Diminishing Health Regeneration every time you take damage from an attack or spell.TinkererTinkerer
Full page →Your explosions inflict Burn 3 and light tiles on fire. +2 Blast Resistance.TinkererTinkerer
Full page →Your heals heal for 2 extra.MedicMedic
Full page →You have +1 Health RegenerationColorlessColorless
Full page →Allied familiars are immune to damage from tiles, knockback, thorns, and trample.DruidDruid
Full page →Necromancer abilities are offered when you level up.ColorlessColorless
You can heal over your max HP. Excess HP is lost between battles.ButcherButcher
Full page →Your basic attack deals 0 damage but its status and hit effects are tripled.NecromancerNecromancer
Full page →When you heal, deal 1 damage to each enemy.NecromancerNecromancer
Full page →You can see EVERYTHING. Line of sight restrictions are ignored.PsychicPsychic
Full page →When you end your turn, if you cast exactly 1 spell, double cast your next spell.MageMage
Full page →If you end your turn with 0 mana, your Mana Regeneration is doubled.NecromancerNecromancer
While at full HP, reduce the cost of your spells by 2, but take double damage. This can't reduce mana costs to less than 1.ColorlessColorless
Full page →While at full mana, gain +2 Brace and Flying Movement. Your mana is uncapped.PsychicPsychic
Full page →When you cast a spell, deal 3 random elemental damage to adjacent tiles.MageMage
Full page →Excess damage you deal to units makes them explode, dealing the excess damage to units around it, except for you.FighterFighter
Full page →When you gain health, spawn a leech familiar.NecromancerNecromancer
Full page →When a unit damages you, counter-attack dealing 1 damage and inflicting Bruise.FighterFighter
Full page →Grass tiles are free to move through for you and familiars you spawn. Plant grass as you walk.DruidDruid
If you end your turn without taking any actions, gain an extra turn at the end of the round. You don't regenerate mana on your main turn if you pass it.ColorlessColorless
Full page →Your basic attack is Magic Missile. (its damage scales with Intelligence).MageMage
Full page →Your basic attack passes through units and ignores shield. +1 Range.ThiefThief
Full page →While in ranged stance, You have +1 Range and +2 Magic Damage. While in melee stance, you have +1 Brace.MonkMonk
Full page →Rocks you spawn are alive!! ...and have +3 HP. Spawn a rock at the start of the battle.TankTank
Full page →Your critical hits inflict Marked.ThiefThief
Full page →When you knock back a unit, leave a rock where that unit was.TankTank
Full page →You and familiar you spawn are Poisonous.DruidDruid
Full page →Your basic attack inflicts Poison 1.ThiefThief
Full page →When you gain excess mana, gain +1 Magic Damage and +1 Intelligence.PsychicPsychic
Full page →Enemies will attack you instead of your allies if they can.TankTank
Full page →Allies with 5 or fewer HP gain +50% dodge chance.MedicMedic
ColorlessColorless
Full page →Your allies have Brace 1.TankTank
Full page →Units that attack or contact you get knocked back 10 tiles.PsychicPsychic
Full page →Knockback damage you and your allies deal is doubled.PsychicPsychic
Full page →Psychic abilities are offered when you level up.ColorlessColorless
Full page →When you kill a unit or destroy a corpse, it becomes meat.ColorlessColorless
Full page →Your basic attacks are critical if they hit the front of a unit.FighterFighter
Full page →Your basic attack removes debuffs from allies.MedicMedic
Full page →Your basic attack inflicts Rot 1.ButcherButcher
Full page →Save unused basic attacks for future turns.HunterHunter
Full page →Your basic attack is a ranged lobbed attack that heals allies and damages enemies.MedicMedic
Full page →When you take damage, gain +2 Temp Damage.ButcherButcher
Full page →Your basic action also gives temporary +4 Speed.DruidDruid
Full page →When you switch stances, do a spin attack that hits all adjacent units.MonkMonk
Full page →+10% dodge chance.FighterFighter
Full page →Your basic attack inflicts Bleed 1.ThiefThief
Full page →When you take damage, craft a Tinkerer weapon or armor piece and equip it in an empty slot.TinkererTinkerer
Full page →Gravity element abilities spawn Floating Glass.PsychicPsychic
Full page →At the end of each round, spawn a zombie kitten familiar onto a random tile.NecromancerNecromancer
Full page →When you spend mana, cast a random Psychic spell that costs less than the mana spent.PsychicPsychic
Full page →When you cast a spell gain +1 Magic Damage for the rest of the turn.MageMage
Full page →You can use your weapon an additional time each turn.TinkererTinkerer
Full page →Units that attack or contact you have a 10% chance to get Petrified.TankTank
Full page →Spawn 4 small rocks at the start of each battle.ColorlessColorless
Full page →Your projectiles bounce to another enemy within 3 tiles.HunterHunter
Full page →When you end your movement, automatically use your basic attack if an enemy is in range.MonkMonk
Full page →When you're downed, allies gain All Stats Up and take an extra turn.NecromancerNecromancer
Full page →When you switch stances, gain +2 Shield.MonkMonk
When you're downed, allies heal 12 HP. Excess healing is converted to Shield.ColorlessColorless
Full page →Gain +2 Shield when you take damage from an ability.TankTank
Full page →+1 Brace.FighterFighter
Full page →If your trinket slot is empty, equip a small consumable food item at the start of each battle.ColorlessColorless
Full page →Your Strength and Constitution are increased by 2 for each disorder your party has.ButcherButcher
Full page →Find an extra consumable item at the end of each battle. When you use up a consumable or trinket, equip a new consumable from your inventory if you have any.TinkererTinkerer
Gain a random stat up whenever you down a unit.ColorlessColorless
After you kill 3 units, gain +6 Speed and backstabs have 100% crit chance.ColorlessColorless
Full page →Destroy a random non-boss enemy at the start of each battle.NecromancerNecromancer
Full page →Your critical hits spawn a coin and a random pickup.ThiefThief
Full page →When behind and adjacent to an enemy, your basic attack is a melee attack that hits twice.ThiefThief
Full page →When you pick up a non-coin pickup, allies gain the same effects.MedicMedic
Full page →Your basic attack has +2 damage, +25% critical chance, and inflicts Bleed 1 when attacking a unit in melee range.ThiefThief
Full page →If you're facing a unit after you move, automatically attack it at 33% damage.FighterFighter
Full page →When you knock a unit into an ally, or knock an ally into an enemy, that ally uses their basic attack on the other unit. Your basic attack has +1 Knockback.TankTank
Full page →When you break an item, gain +1 Thorns.TinkererTinkerer
Your other passive ability is shared with the other cats in your party at the start of each battle.ColorlessColorless
Full page →Your basic attack inflicts Bruise.FighterFighter
Full page →If you end your turn with unused movement actions, gain 8 HP.TankTank
Full page →At the start of each battle, you and all allies that don't have weapons gains a temporary Sleep Dart.HunterHunter
Full page →Gain -2 Speed and +1 Range at the end of each turn. If your Speed is 0, you can attack an extra time each turn.TankTank
Full page →+1 Damage.ColorlessColorless
Full page →Your weapons deal triple damage, but they always break when you use them. Three Sticks are added to your inventory.FighterFighter
Full page →Your spells that spawn familiars cost -3 mana. Familiars spawned by your spells gain +2 Damage and +2 Movement, but die after their first turn.DruidDruid
Full page →Critical hits deal +100% more damage and have a 25% chance to inflict Stun.HunterHunter
Full page →Your basic attack inflicts Soul Link.NecromancerNecromancer
Full page →When you kill a unit, deal 1 damage to all enemies.PsychicPsychic
Full page →Your basic attack is a 3x3 tile spin attack with Cleave.ButcherButcher
Full page →Your basic attack deals 2 Magic splash damage.MageMage
Full page →Your basic attack has +1 area but deals 50% less damage.HunterHunter
Full page →Your basic attack can target tiles adjacent to allies.HunterHunter
Full page →When you inflict a debuff to an enemy, inflict that same debuff on another random enemy.NecromancerNecromancer
Full page →Deal 2 extra damage the first time you damage each unit each turn.MonkMonk
Full page →Start each battle with Stealth.ThiefThief
Full page →If you end your turn with unused movement actions, gain +2 Bonus Moves.TankTank