90 passives
Passives
Beside its action list every unit carries three passive slots — one Reaction, one Support, one Movement. Unlike actions these are never rolled: you pick them at the muster and they hold for the whole battle. A sub-job lends you three of its actions and none of these, so a passive is only ever yours through the job that owns it. Every calling also carries one support free while it is your primary job — its innate, tagged below — on top of the one you pick.
90 shown
Reactions 24
Fire when something is done TO you — a blow landing, a lethal hit, a spell drinking your MP. Most roll a share of a stat rather than a fixed chance: 13 read your Brave, so a bold unit reacts more often than a timid one, and 5 read your Faith, so a devout unit reacts more often. The other 6 fire at a flat chance.
| Reaction | Job | Trigger | JP |
|---|---|---|---|
| Arrow Guard Deflect ranged shots aimed at you — counter at any distance; fires at half your Brave counter · pct 120 · any range true · physical only false | Windstrider | 50% of your Brave | 200 |
| Encore Sing through the strike — every ally beside you recovers 15% max HP; fires at half your Brave heal nearby allies · pct 15 · range 1 | Bard | 50% of your Brave | 250 |
| Auto-Potion Reflexively quaff a potion when struck — restore 15% max HP; fires at half your Brave heal self · pct 15 | Apothecary | 50% of your Brave | 200 |
| Foresight Glimpse the strike before it lands — apply Haste to self on hit; fires at half your Faith apply status to self · Haste | Chronomancer | 50% of your Faith | 260 |
| Scything Reel Answer the blow with a spinning step — every enemy beside you takes half your Brave; fires at half your Brave damage nearby enemies · brave pct 50 · range 1 · physical only true | Dancer | 50% of your Brave | 350 |
| Dragon Spirit Survive what would have been a lethal blow at 1 HP; fires at half your Brave survive lethal · min hp 1 | Dragoon | 50% of your Brave | 300 |
| Dragonheart The dragon's blessing — once per battle, gain Reraise when struck apply status to self · Reraise · until spent | Dragoon | 30% | 500 |
| Regenerate Answer the wound with a prayer — gain Regen when struck; fires at half your Brave apply status to self · Regen | White Seraph | 50% of your Brave | 250 |
| Iron Will Brace and counter through the pain counter · pct 120 · any range false · physical only false | Sworn Knight | 30% | 200 |
| Parry Block incoming physical attacks entirely block physical | Sworn Knight | 25% | 200 |
| Absorb MP Drain MP from the attacker on hit; fires at half your Faith drain mp · amount 8 | Arcanist | 50% of your Faith | 250 |
| Magic Counter Counter with same-tier spell; fires at half your Faith counter · pct 120 · any range false · physical only false | Arcanist | 50% of your Faith | 300 |
| Finger Guard Talk fast, duck faster — block physical strikes block physical | Orator | 30% | 250 |
| Chakra Counter Channel chi to counter at any range; fires at half your Brave counter · pct 120 · any range true · physical only false | Jade Fist | 50% of your Brave | 250 |
| Counter Answer any melee blow in kind — never a spell; fires at half your Brave counter · pct 75 · any range false · physical only true | Jade Fist | 50% of your Brave | 150 |
| Hex Recoil Strike the curse-marked and the curse strikes back — chance to poison the attacker; fires at half your Faith apply status to attacker · Poison | Cursebrand | 50% of your Faith | 240 |
| Mana Shield Convert incoming HP damage into MP damage 1:1 — until MP runs out; fires at half your Brave mana shield | Cursebrand | 50% of your Brave | 350 |
| Blade Grasp Catch the blade barehanded — block physical strikes; fires at half your Brave block physical | Ninja | 50% of your Brave | 700 |
| Fury Answer pain with passion — gain Attack Up when struck; fires at half your Brave apply status to self · Attack Up | Samurai | 50% of your Brave | 300 |
| Trap Bolt Answer any blow, at any range, with a bolt from the belt counter · pct 60 · any range true · physical only false | Snarewright | 25% | 300 |
| Counter Tackle Counter with physical tackle; fires at half your Brave counter · pct 120 · any range false · physical only false | Squire | 50% of your Brave | 100 |
| MA Save Arcane reflex — gain Magic Up when struck; fires at half your Faith apply status to self · Magic Up | Eidolon Caller | 50% of your Faith | 300 |
| Speed Save Quicken when struck — gain Speed Up; fires at half your Brave apply status to self · Speed Up | Shadowblade | 50% of your Brave | 300 |
| Harpoon Riposte Answer a blow within reach with the harpoon's butt counter · pct 80 · any range false · physical only true | Tidewarden | 30% | 300 |
A reaction that rolls a share of your Brave or Faith has no fixed number: both are rolled per match in the 45–90 band, so the same reaction is a different bet on a different day. At 50% a Brave-80 unit reacts 40% of the time, not 80% — and every Cheer that raises Brave, or talk that moves Faith, moves the odds with it.
Supports 45
Always on. They change what your numbers mean rather than giving you something to do — wider equipment pools, halved MP costs, damage multipliers on both sides of the exchange.
| Support | Job | JP |
|---|---|---|
| Concentrate innate to the Windstrider Steady aim — +1 accuracy per 4 Brave, and your strikes cannot be blocked | Windstrider | 450 |
| Equip Bows Field bows and crossbows, whatever your class | Windstrider | 500 |
| Equip Instruments innate to the Bard Field instruments and cloths, whatever your class | Bard | 450 |
| Equip Knives Field knives and ninja blades — Speed counts as much as Strength | Apothecary | 450 |
| Throw Item innate to the Apothecary Hurl draughts and plumes — consumable items reach 3 tiles | Apothecary | 350 |
| Short Charge innate to the Chronomancer Charged spells charge 30% faster | Chronomancer | 500 |
| Equip Cloths innate to the Dancer Field cloths and bags, whatever your class | Dancer | 400 |
| Equip Heavy Armor Field helms and heavy armour, whatever your class | Dragoon | 550 |
| Equip Polearms innate to the Dragoon Field polearms and their two-tile reach, whatever your class | Dragoon | 450 |
| Undying Your death countdown lasts 5 ticks instead of 3 | Dragoon | 550 |
| Elementalist innate to the Druid Elemental spells deal +25% damage | Druid | 500 |
| Equip Axes Field axes and flails — wild damage, whatever your class | Druid | 450 |
| Equip Staves Field staves and rods — swing with Magic instead of muscle | White Seraph | 500 |
| Magic Defense UP Magic damage taken -25% | White Seraph | 400 |
| Warded innate to the White Seraph Ailments inflicted on you last one turn less | White Seraph | 450 |
| Defense UP Physical damage taken -25% | Sworn Knight | 400 |
| Equip Shields innate to the Sworn Knight Field a shield, whatever your class | Sworn Knight | 400 |
| Equip Swords Field swords and knight's swords, whatever your class | Sworn Knight | 500 |
| HP Boost Maximum HP +20% | Sworn Knight | 600 |
| Arcane Battery innate to the Arcanist Maximum MP +50% | Arcanist | 550 |
| Equip Rods Field rods, whatever your class | Arcanist | 450 |
| Magic Attack UP Magic damage dealt +25% | Arcanist | 400 |
| Equip Books Field books and instruments — they swing on Strength and Magic together | Orator | 500 |
| Equip Guns innate to the Orator Field guns and books — damage that ignores your own strength entirely | Orator | 600 |
| Attack UP Physical damage dealt +25% | Jade Fist | 400 |
| Equip Gauntlets Field the Monk's gauntlets and claws, whatever your class | Jade Fist | 450 |
| Martial Arts innate to the Jade Fist Fight bare-handed — no weapon at all, but Brave hits far harder | Jade Fist | 400 |
| Vehemence Physical damage dealt +50%, but ALL damage taken +50% | Jade Fist | 400 |
| Equip Poles Field poles and rods — swing with Magic, at two tiles | Cursebrand | 450 |
| Zodiac Ward innate to the Cursebrand A hostile star sign can never be used against you | Cursebrand | 450 |
| Dual Wield innate to the Ninja A weapon in each hand — Attack strikes twice, each blow at 60% power, no shield | Ninja | 700 |
| Equip Ninja Blades Field ninja blades — Speed counts as much as Strength | Ninja | 500 |
| Doublehand Commit everything to one weapon — Attack lands one heavy blow at 150% power, no shield (guns and books excepted) | Samurai | 600 |
| Equip Katana Field katana and swords — Brave bites much harder through a katana | Samurai | 500 |
| Unbreakable innate to the Samurai Armor Break and Weapon Break never land on you | Samurai | 400 |
| Light Step innate to the Snarewright You never spring a trap — you laid half of them | Snarewright | 300 |
| Equip Flails Field flails and axes — wild damage that swings both ways | Squire | 400 |
| JP Boost innate to the Squire Earn 25% more JP per ability use | Squire | 250 |
| Last Stand Below 25% HP, damage taken -30% | Squire | 450 |
| Equip Robes Field robes — the magic-evasion line, whatever your class | Eidolon Caller | 500 |
| Half of MP innate to the Eidolon Caller All abilities cost half MP | Eidolon Caller | 500 |
| Equip Bags Field bags and knives — whatever is in it, it was not meant to be swung | Shadowblade | 400 |
| Killer Instinct Critical hits come 10% more often — with steel or with spellwork | Shadowblade | 500 |
| Opportunist innate to the Shadowblade Flank and back attacks hit even harder | Shadowblade | 500 |
| Sea Legs innate to the Tidewarden Water costs you nothing extra to cross — the tide is home ground | Tidewarden | 300 |
The Equip– family is worth reading twice: because equipment is drawn fresh every battle rather than owned, those supports widen the pool you roll from instead of handing you an item. Spending your one Support slot on Equip Guns means you are a gunner this battle — not that a gun is guaranteed.
Movements 21
Change how you cross the board: further, higher, over walls, or without touching the ground at all. Every one of them is read by the mover, so the highlight you see is the range you get.
| Movement | Job | Grants | JP |
|---|---|---|---|
| Jump +1 Increase jump by 1 | Windstrider | +1 JUMP | 200 |
| Marching Ballad A tune for the road — allies beside you recover 5 HP whenever you move | Bard | — | 350 |
| Move-Find JP A scavenger's eye — turn up 3-5 JP with every move | Apothecary | — | 200 |
| Stolen Seconds Every step borrows time — bank 10 CT toward your next turn whenever you move | Chronomancer | — | 400 |
| Razor Pavane A dance with knives in it — enemies beside you lose 10 HP whenever you move (never lethal) | Dancer | — | 350 |
| Crashing Descent Drop 2+ heights in one move — enemies beside your landing take 4× the drop in damage (never lethal) | Dragoon | — | 400 |
| Jump +2 Increase jump by 2 | Dragoon | +2 JUMP | 350 |
| Any Terrain +1 JUMP and ignore terrain height penalties | Druid | +1 JUMP · Levitate | 350 |
| Levitate Ignore terrain height | White Seraph | Levitate | 400 |
| Bulwark Stride Advance behind the shield — gain an 8-point barrier each move, up to 25 | Sworn Knight | — | 400 |
| Teleport Teleport to any tile in range | Arcanist | Teleport | 500 |
| Commanding Presence An argument that follows you — enemies beside you lose 5 CT whenever you move | Orator | — | 400 |
| Ki Stride Walking meditation — recover 3 HP and 3 MP with every move | Jade Fist | — | 350 |
| Witherstep Every step withers — enemies beside you lose 5 MP, and you take it | Cursebrand | — | 380 |
| Ninja Step +1 MOV, +2 JUMP — rooftop traversal | Ninja | +1 MOV · +2 JUMP | 300 |
| Move-HP Up Recover 10 HP whenever you move | Samurai | — | 350 |
| Trapper's Stride You know every ledge on the board — +1 Jump | Snarewright | +1 JUMP | 300 |
| Move +1 Increase movement by 1 | Squire | +1 MOV | 150 |
| Move-MP Up Recover 5 MP whenever you move | Eidolon Caller | — | 350 |
| Second Story End a move beside an enemy and pick their pocket for 1-2 JP | Shadowblade | — | 400 |
| Tidewalk The tide carries you — +1 Move | Tidewarden | +1 MOV | 300 |
Movement bonuses are folded in last, after your job's base and whatever boots you rolled — so Move +2 is two tiles on top of the gear, not two tiles instead of it.
Nothing matches that.