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Passives Skill Levels

Work in Progress

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    • Post in the dedicated Discord Forum called Theorycrafting.

Overview

  • The numeric value in the cell is what is gained per level. The number in '(#)' is the cumulative total up to that level.
  • A blank space means that we have no information on that entry.
  • A - means that nothing is gained at that level.
  • L refers to the level of the passive. Lv4 = Level 4.
  • Inherits with Name P refer to Potential inherits. Full list here.
  • Inherits with Name A refer to inherits from an alternative style.
  • Expectation Setting
    • Drecom does not publicly share any information on exact values or formulas. All data is from dedicated fans across multiple online communities and the unofficial Discord.
    • Even with perfect data there are going to be errors due to damage variance and RNG. Drecom uses sophisticated formulas, scaling, and weighted variables, which are difficult to parse even with advanced statistical tools.
    • This is not a definitive, 100% accurate source and should not be viewed in that way.
  • Confirmed
    • Any passive that gives a flat stat gain per level.
    • Level 1-3 on the vast majority of passives.
  • Approximations
    • Passives that have % values, proc chances, or scale off a Trait. We are actively working on scaling formulas to fit the collected data.
    • Drecom tends to use consistent per level patterns across similar passive families.
    • Some passives have no measurable change per level. Those are defaulted to +1 per level and are generally not worth further investment.
  • Testing
    • Most passives have at least 1-200 observations under controlled conditions. Several passives have 500-1,000 observations.
    • Testing is not "kill 10 enemies and call it a day". The community has many dedicated fans that use their free time to collect this information to benefit everyone.
    • A special thanks to our high-spending members (whales) that have generously used codexes to take certain skills to Level 7 for testing.

Class

  • Class passives that increase a stat follow the same exact progression with a total of 25 at Level 7.
  • For HP, MP, and SP are the same as well with a total of 60 at Level 7.
  • Class passives do not increase Traits, but derived stats.
  • Additional tabs are for passives that effect multiple stats or require a more in-depth explanation.

Fighter

Passive Name       Inherit         Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Accuracy Up Chloe P 2 2 (4) 4 (8) 4 (12) 4 (16) 4 (20) 5 (25)
Attack Up Gaston 2 2 (4) 4 (8) 4 (12) 4 (16) 4 (20) 5 (25)
Defense Up Chloe A 2 2 (4) 4 (8) 4 (12) 4 (16) 4 (20) 5 (25)
HP Up Benjamin 4 6 (10) 8 (18) 10 (28) 12 (40) 14 (54) 6 (60)
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Accuracy 7 1 (8) 1 (9) 1 (10) 1 (11) 1 (12) 1 (13)
Action Speed           7 1 (8) 1 (9) 1 (10) 1 (11) 1 (12) 1 (13)
  • Applies to only Dagger, Sword, Axe, Staff, Blunt, Throwing, Ninjato, and Katana.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Accuracy 9 1 (10) 1 (11) 1 (12) 1 (13) 1 (14) 1 (15)
Attack Power           9 1 (10) 1 (11) 1 (12) 1 (13) 1 (14) 1 (15)
  • Applies to only Sword, Spear, Axe, Staff, Blunt, Bow, and Odachi.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Proc Chance 15 2 (17) 3 (20) 2 (22) 3 (25) 2 (27) 6 (33)
  • Only procs after successfuly evading an enemy attack. Must be equipped with a close or mid-ranged weapon.
  • Table values are the base proc chance and does not include the scaling bonus for Luck.
  • Best estimate is that the Luck contribution is Luck/10.
Damage Modifier         Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Per Level 8% 1% 2% 1% 3% 2% 3%
Total 8% 9% 11% 12% 15% 17% 20%

  • Damage modifier for basic attacks and skills.
  • Only applies when using a short- or medium-range weapon. Does not apply to Bows or Kunais.
  • Inherit from:
    • Gandolfo P
    • Ophelia P
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Accuracy           15 2 (17) 3 (20) 2 (22) 3 (25) 3 (28) 7 (35)
Evasion 15 2 (17) 3 (20) 2 (22) 3 (25) 3 (28) 7 (35)
Surety 15 2 (17) 3 (20) 2 (22) 3 (25) 3 (28) 7 (35)
  • Activates at or below 50% HP. The HP threshold does not change with higher skill levels.
  • Inherited from Olive.

Knight

Passive Name       Inherit         Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Defense Up 2 2 (4) 4 (8) 4 (12) 4 (16) 4 (20) 5 (25)
HP Up 4 6 (10) 8 (18) 10 (28) 12 (40) 14 (54) 6 (60)
Magic Defense Up Barbara P     2 2 (4) 4 (8) 4 (12) 4 (16) 4 (20) 5 (25)
Resistance Up 2 2 (4) 4 (8) 4 (12) 4 (16) 4 (20) 5 (25)
  • The Knight class has the largest number of passives that scale off of Luck. Passives with a proc chance % that scale off of a Trait are the most difficult to test.
  • We have confirmed that all proc-based skills and passives have two parts.
    • Base % when Trait = 0
    • Scaling % linked to a specific Trait
    • Actual % = [Base %] + [Scaling %]
  • For testing we used low Luck units to approximate the Base %, which is what you see in the tables. Your actual rates will be higher, view these as minimum values.
  • We are in the process of collecting more data and deriving a Luck scaling formula per level, which will be added in the future.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Defense 30 5 (35) 7 (42) 5 (47) 6 (53) 4 (57) 5 (62)
Duration (turns)           2 2 2 2 2 2 3

  • Triggers on an ambush and lasts for 2 turns with an additional turn gained at Level 7.
  • Inherited from Barbara.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Proc Chance 20% 3% (23%) 2% (25%) 3% (28%) 2% (30%) 2% (32%) 3% (35%)
Defense (self)           - - 10 - (10) 10 (20) - (20) 10 (30)
  • As noted in the description the proc chance is not based off a Trait like Luck, it is static.
  • Defense is not added until Level 3, which is not how it is described in the passive description. You gain an additional 10 DEF at Level 5 and Level 7.
  • If building a long-term Knight, the main thresholds are at Level 3 (25% proc rate) and Level 5 (30% proc rate). Taking the skill to Level 6-7 becomes extremely expensive for only an extra 5% gain.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Base Proc Chance %         5% 6% 8% 9% 12% 14% 18%
  • The values in the table are the estimated base proc chance % if Luck = 0. The passive scales with Luck and provides an additional proc chance %.
  • The additional proc chance % from Luck is quite small. We are currently working on deriving a more clear formula.
  • Note: The base proc chance % is nearly identical to Unyielding Will to Fight. We suspect that they are using the same formula.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Magic Defense         10 2 (12) 3 (15) 2 (17) 3 (20) 2 (22) 3 (25)

  • Heavy Armor and Heavy Shield only.
  • Effect is per piece of equipment and stacks.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Base Proc Chance %       15% 18% 23% 26% 31% 35% 40%

  • Values are the estimated base proc chance % if Luck = 0. The passive scales with Luck and provides an additional proc chance %.
  • The additional proc chance % from Luck is quite small. We are currently working on deriving a more clear formula.
  • The Knight Trial exchange shop has 1 skill scroll (100 EXP). Strongly suggesting using it on MC.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Base Proc Chance %         5% 6% 8% 9% 12% 14% 18%
  • The values in the table are the estimated base proc chance % if Luck = 0. The passive scales with Luck and provides an additional proc chance %.
  • The additional proc chance % from Luck is quite small. We are currently working on deriving a more clear formula.
  • Inherited from Eulalia.
  • Note: The base proc chance % is nearly identical to the passive Cover Defense. We suspect that they are using the same formula.

Thief

Passive Name       Inherit         Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Action Speed Up Bakesh P       2 2 (4) 4 (8) 4 (12) 4 (16) 4 (20) 5 (25)
Detect Up 2 2 (4) 4 (8) 4 (12) 4 (16) 4 (20) 5 (25)
Evade Trap Up 2 2 (4) 4 (8) 4 (12) 4 (16) 4 (20) 5 (25)
Evasion Up Jean P 2 2 (4) 4 (8) 4 (12) 4 (16) 4 (20) 5 (25)
Surety Up Viviana P 2 2 (4) 4 (8) 4 (12) 4 (16) 4 (20) 5 (25)
  • For the Treasure Trap Detection Skill (Bakesh) and Treasure Trap Disarm Skill (Jean) see the dedicated section here.
  • Straight forward passive with only one level.
  • Reduces Fortitude loss from failing a chest by 2 (normally -4 or -5).
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Surety             10 2 (12) 3 (15) 2 (17) 3 (20) 2 (23) 2 (25)
  • Only procs if an enemy is debuffed or has a status ailment.
  • There is a risk that the translation is incorrect and it is only active when an enemy is debuffed. We have noticed inconsistencies with status ailments.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Proc Chance % 30% 5% (35%) 5% (40%) 5% (45%) 5% (50%) 5% (55%) 2% (57%)
# of Items             1 1 1 1 1 1 2
  • Only triggers if a treasure (sellable item) drops.
  • Stacks with the "Treasures of the Abyss" event blessing.
  • Per level gain is exactly 5% until Level 7, which is 2%. At Level 7 the number of items increases to 2.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Initiative Rate             2 1 (3) 2 (5) 1 (6) 2 (8) 1 (9) 2 (11)
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Proc Chance %         20% 25% 30% 35% 40% 45% 50%

  • Borderline usefulness in A3 if your primary chest opener is struggling and getting Traphophobia frequently.
  • Based on testing through Level 4 it seems like a flat +5% per level.
Lv0 Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Per Level - 20% 4% 6% 4% 4% 4% 3%
Total - 20% 24% 30% 34% 38% 42% 45%
Total with base SUR       175% 195% 199% 205% 209% 213% 217% 220%
  • SUR Damage = Damage x SUR Modifier
  • SUR damage modifier is 1.75x at Lv0.
  • No way to inherit to non-Thieves. Codexes are the only way to increase its level.

Priest

Passive Name       Inherit         Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Divine Power Up 2 2 (4) 4 (8) 4 (12) 4 (16) 4 (20) 5 (25)
Magic Defense Up 2 2 (4) 4 (8) 4 (12) 4 (16) 4 (20) 5 (25)
Resistance Up 2 2 (4) 4 (8) 4 (12) 4 (16) 4 (20) 5 (25)
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
% PIE Added             20% 24% 30% 34% 40% 44% 50%
  • The table shows the % of PIE added to ATK Power.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Damage Reduction %          10% 3% (13%) 3% (16%) 3% (19%) 3% (22%) 3% (25%) 5% (30%)
  • Only applies to Undead enemies. Reduces damage from all sources.
  • Must be in the Priest class for it to be active.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Divine Power           30 5 (35) 7 (42) 5 (47) 6 (53) 4 (57) 5 (62)
Resistance 45 5 (50) 7 (57) 5 (62) 6 (68) 4 (72) 5 (77)
  • Only triggers when ambushed.
  • Turn duration is 2 rounds. Higher levels do not increase the turn duration.
MP Reduction %       Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Per Level 10% 4% 4% 4% 4% 4% 5%
Total 10% 14% 18% 22% 26% 30% 35%
  • 10% reduction at Level 1.
  • All subsequent levels are an additional 4% and 5% at Level 1.
  • To calculate the exact value of a spell at different levels of the passive see the next tab.
  • Formula
    • MP Cost (Base MP, WL) = ⌊Base MP x (0.094 - (0.04*WL))⌋
  • Terms
    • Base MP = The cost of the spell at any level.
    • WL = The level of Way of the Priest on a unit.
  • Floor Function (⌊ ⌋)
    • The formula uses a floor function. The calculated value is rounded -down- to the nearest whole number independent of its decimal value.
    • For example, if the calculated MP Cost = 3.84, then the MP cost would be rounded down to 3.
    • MP cost can never go below 1.
  • Data
    • Base MP data from 63 spells from Lv1-7 against Lv1-7 Way of the Priest. Total of 441 data points.
    • The formula fit 437/441 observations. There is likely a small correction or a conditional override on a handful of spells.
    • The Way of the Mage uses the exact same formula.

Mage

Passive Name       Inherit         Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Detection Up 2 2 (4) 4 (8) 4 (12) 4 (16) 4 (20) 5 (25)
Magic Detection 6 2 (8) 4 (12) 2 (14) 4 (18) 2 (20) 5 (25)
Magic Power Up 2 2 (4) 4 (8) 4 (12) 4 (16) 4 (20) 5 (25)
MP Up 4 6 (10) 8 (18) 10 (28) 12 (40) 14 (54) 6 (60)
  • Note that Magic Detection is and does not apply if the unit has been class changed.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Damage Reduction %          10% 2% (12%) 4% (16%) 2% (18%) 5% (23%) 2% (25%) 5% (30%)
  • Damage reduction %s are the same across all Types (elements).
  • Largest gains are at Level 5 and Level 7.
  • Only applies to Type skill and spells, not normal attacks. The only exceptions are the Black Dragon, Fire Dragon, and Black Dragon of the Depths whose normal attacks also do Type damage.
MP Reduction %       Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Per Level 10% 4% 4% 4% 4% 4% 5%
Total 10% 14% 18% 22% 26% 30% 35%
  • 10% reduction at Level 1.
  • All subsequent levels are an additional 4% and 5% at Level 1.
  • To calculate the exact value of a spell at different levels of the passive see the next tab.
  • Formula
    • MP Cost (Base MP, WL) = ⌊Base MP x (0.094 - (0.04*WL))⌋
  • Terms
    • Base MP = The cost of the spell at any level.
    • WL = The level of Way of the Mage on a unit.
  • Floor Function (⌊ ⌋)
    • The formula uses a floor function. The calculated value is rounded -down- to the nearest whole number independent of its decimal value.
    • For example, if the calculated MP Cost = 3.84, then the MP cost would be rounded down to 3.
    • MP cost can never go below 1.
  • Data
    • Base MP data from 63 spells from Lv1-7 against Lv1-7 Way of the Priest. Total of 441 data points.
    • The formula fit 437/441 observations. There is likely a small correction or a conditional override on a handful of spells.
    • The Way of the Priest uses the exact same formula.

Ninja

Passive Name         Inherit         Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Evasion Up 2 2 (4) 4 (8) 4 (12) 4 (16) 4 (20) 5 (25)
SP Up 4 6 (10) 8 (18) 10 (28) 12 (40) 14 (54) 6 (60)
Surety Up 2 2 (4) 4 (8) 4 (12) 4 (16) 4 (20) 5 (25)
Critical Chance %         Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Weapon 2% 3% 4% 5% 6% 7% 8%
Bare-Handed 2% 3% 4% 5% 9% 10% 12%
  • Only activates on normal attacks. It is rolled per hit, so multi-hit gacha weapons like the Citrus-Blossom Hairpin (Yuzu) and Raven Daggers (Aldric) increase your chances.
  • We do not know the actual % chance because the formula has two parts.
    • Base % (Values in the table)
    • DEX Scaling % (Formula unknown)
    • Actual % = Base % + DEX Scaling %
  • Things become more complicated because each enemy has its own level of Critical Tolerance. For example, we do not know how much +20 Critical Tolerance reduces the Actual % value. Collecting this data is not practical or possible at this point since there are so many unknowns.
  • Other
    • Scales off Dexterity, not Luck.
    • Fixed cap of 50%.
    • "Bare-handed" means not having a weapon equipped in either hand.
Proc Chance %         Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Armor 8% 10% 12% 14% 16% 18% 20%
No Armor 15% 17% 19% 21% 23% 25% 30%

Mechanics

  • Only applies to physical attacks. If you fail the Evasion check, then Empty Husk will roll. It is completely independent.
  • Values are a fixed % and do not scale with any Trait.
  • Based on testing, the "No Armor" requirement means having no defensive gear equipped (Head, Hand, Body, Shield, Foot, Accessory).
  • Stacks with Concealment, which uses a similar mechanism.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Main-Hand DMG % Reduction 55% 51% 47% 43% 39% 35% 31%
Off-Hand ATK % Contribution %         20% 24% 28% 32% 36% 40% 45%
Evasion Penalty -15 -15 -15 -15 -15 -15 -15
Action Speed Penalty -15 -15 -15 -15 -15 -15 -15
  • Daggers and Kunai only.
  • Dual-wielding comes with a penalty to Main Hand (MH) damage. At Level 1, the penalty is 55%, meaning only 45% of ATK Power is being used. The penalty decreases as the skill level increases.
  • The Off-Hand weapon gives additional ATK Power, but only when skills are used. The ATK % contribution increases with skill levels.
  • The Evasion and Action Speed penalty is a flat -15 across all levels.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
ATK Power %         10% 11% 13% 14% 16% 17% 20%
  • Values are for 100% HP. The effect is roughly halfed at low HP.
  • Testing shows that the passive also applies to Spell damage. It is likely coded as a universal damage modifier versus ATK Power per its description.

Samurai

Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Attack Power 4 1 (5) 1 (6) 1 (7) 1 (8) 1 (9) 1 (10)
Magic Power 4 1 (5) 1 (6) 1 (7) 1 (8) 1 (9) 1 (10)
Total 8 2 (10) 2 (12) 2 (14) 2 (16) 2 (18) 2 (20)
Effective ATK         5 7 8 9 10 12 13
  • Must be under 50% HP to activate. HP% is evaluated at the start of each turn and can trigger multiple times in a fight.
  • The passive gives flat stat gains. It does not produce the damage values that would be consistent with a % modifier at higher skill levels. The listed values assume a +1 gain for both Attack and Magic Power.
  • The Effective Attack row is Total (Attack Power + Magic Power) x 0.65 for Level 1 of Divine Path.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
ATK per turn         15 1 (16) 1 (17) 1 (18) 1 (19) 1 (20) 1 (21)
MAG per turn 15 1 (16) 1 (17) 1 (18) 1 (19) 1 (20) 1 (21)
Estimated cap 30 30 30 30 30 30 30
  • Attack and Magic power increase each turn. The effect is negated if you change weapons.
  • Based on testing there seems to be a fixed cap of 30 per stat across all levels. At Level 1 it takes 2 turns to reach.
  • The Level 1 stat values are confirmed. Level 2-7 are estimates at +1 per level as Level 7 does not reach the stat cap on its own after one turn.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Modifier         65% 66% 67% 68% 69% 70% 71%
  • Samurai damage scales off both ATK Power and MAG Power.
  • Effective Damage = Modifier x (ATK Power + MAG Power)
  • At Level 1, Effective Damage = 0.65 x (ATK Power + MAG Power)
  • Higher levels increase the modifier % being used. Each level is a 1% increase.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Surety %         10% 1% (11%) 1% (12%) 1% (13%) 1% (14%) 1% (15%) 1% (17%)
  • Unique passive that operates as a Surety % modifier. It does not give flat Surety.
  • Formula: Base SUR + (1 + Surety %)
  • Tested through Level 5. Each level gives exactly 1%. It is possible Level 7 gives a larger bonus.
  • Note that this passive has several restrictions before it will activate.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Magic Power         30 3 (33) 5 (38) 3 (41) 5 (46) 3 (49) 5 (54)
  • Flat increase to MAG Power.

Ranger

Passive Name       Inherit         Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Accuracy Up 2 2 (4) 4 (8) 4 (12) 4 (16) 4 (20) 5 (25)
Detection Up 2 2 (4) 4 (8) 4 (12) 4 (16) 4 (20) 5 (25)
Evade Trap Up 2 2 (4) 4 (8) 4 (12) 4 (16) 4 (20) 5 (25)
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Attack Power           0.50x 0.50x 0.50x 0.50x 0.50x 0.50x 0.50x
Accuracy 1.50x 1.52x 1.54x 1.56x 1.58x 1.60x 1.62x

  • Ranger uses a completely different damage formula that other classes.
  • Formula: Effective Attack = (Attack Power x 0.50) + (Accuracy x 1.50)
  • The Attack power modifier is held constant at 0.50 for all levels. Only the Accuracy modifier increases.
  • Based on testing it is roughly 2% per level. Level 7 might see a 2-5% jump.

Inherited Skills

Legendary

Adam - Wisdom of Truth

  • Wisdom of Truth provides two benefits:
    • Nullifies the damage penalty of attacking an enemy with an element it is resistant to.
    • Fixed damage reduction (DR) % that procs off the Luck stat.
  • The DR % is fixed at all levels. It is 50% for Adam and 30% as an inherit. This DR applies to any source of damage.
  • Stacks with Way of the Knight, Sanctuary's Blessing, and the Knight Cloak accessory.
  • We do not currently know the exact proc rate formula. But, what we -do- know is that it roughly doubles at Level 4. This is one of the single most powerful things you can do to improve a unit's survivability.
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Damage Reduction       50% 50% 50% 50% 50% 50% 50%
MP Up - - - - - - 20
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6
Damage Reduction       30% 30% 30% 30% 30% 30%
  • The community-derived formulas for Level 1 are:
    • Adam: 10 + 0.30 x Luck
    • Inherited: 5 + 0.30 x Luck
  • Deriving a more accurate formula that scales with higher levels is being worked on.
  • We suspect that higher levels increase the flat (base) portion of the formula with 1-2% increases to the 30% Luck modifier. Many passives follow this split structure.

Aldric - Wisdom of the Crafty Dwarf

Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Detect 2 2 (4) 4 (8) 4 (12) 4 (16) 4 (20) 5 (25)
Disarm Trap 4 2 (6) 4 (10) 2 (12) 2 (14) 6 (20) 4 (24)
Evade Trap 2 2 (4) 4 (8) 4 (12) 4 (16) 4 (20) 5 (25)
Traphobia Resist       15 5 (20) 5 (25) 5 (30) 5 (35) 5 (40) 5 (45)

Lv1 Lv2 Lv3 Lv4 Lv5 Lv6
Detect 1 1 (2) 2 (4) 2 (6) 2 (8) 2 (10)
Disarm Trap 2 2 (4) 2 (6) 2 (8) 2 (10) 2 (12)
Evade Trap 1 1 (2) 2 (4) 2 (6) 2 (8) 2 (10)
Traphobia Resist       10 3 (13) 2 (15) 3 (18) 2 (20) 5 (25)

Alice - Blessings of Agora

Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Additional Turns       1 - 1 - 1 - 1
Total Turns 1 1 2 2 3 3 4
MP Up 10 4 (14) 4 (18) 4 (22) 4 (26) 4 (30) 4 (34)
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6
Additional Turns       1 - - - 1 -
Total Turns 1 1 1 1 2 2
MP Up - 4 4 (8) 4 (12) 4 (16) 4 (20)

Debra - Blessings of the Beastfolk Goddess

Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
SP Recovery 4 1 (5) 2 (7) 1 (8) 2 (10) 1 (11) 2 (13)
Attack Power       - - 6 2 (8) 4 (12) 2 (14) 4 (18)
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6
SP Recovery 2 1 (3) 1 (4) 1 (5) 1 (6) 1 (7)
Attack Power       - - 5 2 (7) 3 (10) 2 (12)

Lanaville - Queen of Love and War

Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
HP Recovery         12 10 (22) 12 (34) 10 (44) 14 (58) 10 (68) 17 (85)

Lv1 Lv2 Lv3 Lv4 Lv5 Lv6
HP Recovery         6 5 (11) 6 (17) 6 (23) 7 (30) 8 (38)

Yekaterina - Eye of Kalshum

Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Detect Up 2 2 (4) 4 (8) 4 (12) 4 (16) 4 (20) 4 (25)
Ambush Nullification         33% 36% 41% 45% 50% 54% 60%
Lv1 Lv2 Lv3 Lv4 Lv5 Lv6
Detect Up 1 1 (2) 2 (4) 2 (6) 2 (8) 2 (10)
Ambush Nullification         16% 19% 23% 26% 31% 35%

Anonymous

Name         Stat Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 L8 L9 Lv10 Lv11 Lv12 Lv13 Lv14
Beast-Thi Accuracy 2 1 1 1 2 1 1 1 1 3 1 1 2 2
Dwarf-Kni HP 4 2 2 2 4 2 2 2 2 6 2 2 4 4
Elf-Mag Magic Power 2 1 1 1 2 1 1 1 1 3 1 1 2 2
Elf-Pri Divine Power 2 1 1 1 2 1 1 1 1 3 1 1 2 2
Human-Fig Attack Power 2 1 1 1 2 1 1 1 1 3 1 1 2 2
Human-Nin Action Speed 1 1 1 1 1 1 1 1 1 1 1 1 1 1
Human-Pri MP 2 1 1 1 2 1 1 1 1 3 1 1 2 2
Human-Sam Attack + Magic Power       1 1 1 1 1 1 1 1 1 1 1 1 1 1
Name         Stat Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7 L8 L9 Lv10 Lv11 Lv12 Lv13 Lv14
Beast-Thi Accuracy 2 3 4 5 7 9 9 10 11 14 15 16 18 20
Dwarf-Kni HP 4 6 8 10 14 16 18 20 22 28 30 32 36 40
Elf-Mag Magic Power 2 3 4 5 7 8 9 10 11 14 15 16 18 20
Elf-Pri Divine Power 2 3 4 5 7 8 9 10 11 14 15 16 18 20
Human-Fig Attack Power 2 3 4 5 7 8 9 10 11 14 15 16 18 20
Human-Nin Action Speed 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Human-Pri MP 2 3 4 5 7 8 9 10 11 14 15 16 18 20
Human-Sam Attack + Magic Power       1 2 3 4 5 6 7 8 9 10 11 12 13 14

Other

Chest Opening

  • The two primary passives related to chest opening are Treasure Trap Detection Skill (Bakesh inherit) and Treasure Trap Disarm Skill (Jean inherit). They are both learned by the Thief class.
  • The passives increase the two stats - Find and Disarm - that you see when opening a chest.
  • It takes 32 copies of Jean and Bakesh to max out the passive. It is a significant investment. We suggest you think carefully about who you want to use as your long-term chest opener.
  • The exact in-game terms are used.

Treasure Trap Detection Skill

Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Flat Bonus 30 34 38 42 46 50 55
Multiplier         1.10x 1.10x 1.12x 1.12x 1.14x 1.14x 1.16x
  • Find Trap: A derived stat (from Detect) used to identify whether a chest contains a trap. If a trap is present and detected, then it will trigger the trap disarm mini-game. If not, then the trap will go off, causing damage or inflicting status effects.
  • Detect: Listed on a unit's Stat page. It is the primary input in the Find Trap formula. The Treasure Trap Detect passive modifies the Detect value, which results in the Find Trap number that you see when you open a chest.
  • The Treasure Trap Detection Skill at Lv1 provides a significant boost and should be inherited immediately if the unit is not a Thief.
  • Only the Thief class is able to reach Lv7. The maximum for other classes is Lv6.
  • Detect
    • Detect = (IQ x 0.70) + (Luck x 0.30)
    • Each class has a different set of modifiers for all of the primary Traits, including IQ and Luck.
    • The Detect value will change when a unit change's classes even if they are both at the same level.
  • Find Trap
    • Find Trap = (Detect x Multiplier) + Flat Bonus
    • If the unit does not have the Treasure Trap Detect passive (Lv0), then the multiplier is 1.0 and Detect = Find Trap.
  • Assumptions
    • Detect: 50
    • Treasure Trap Detection Skill Level: 0 (no passive)
  • Formula: Find Trap = (Detect x Multiplier) + Flat Bonus
  • Find Trap = (50 x 1.0) + 0 = 50
  • Result: Detect = Find Trap with no passive levels in the skill.
  • Assumptions
    • Detect: 50
    • Treasure Trap Detection Skill Level: 5
  • Formula: Find Trap = (Detect x Multiplier) + Flat Bonus
  • Find Trap = (50 x 1.14) + 46 = 103
  • Result: with Lv5 in the passives the MC's Find Trap is twice as large as his base Detect value.

Treasure Trap Disarm Skill

Lv1 Lv2 Lv3 Lv4 Lv5 Lv6 Lv7
Flat Bonus 10 12 16 18 24 26 30
Multiplier         1.10x 1.10x 1.12x 1.12x 1.14x 1.14x 1.16x
  • Disarm Trap: Located on the Stats page. Only comes into effect if a trap has been successfully identified. It governs the size of the yellow bars during the chest opening mini-game.
  • Treasure Trap Disarm Skill at Lv1 provides a moderate boost and should be inherited to your chest opener if the unit is not a Thief.
  • Only the Thief class is able to reach Lv7. The maximum for other classes is Lv6.
  • Disarm = (Disarm Trap x Multiplier) + Flat Bonus
  • The multiplier and flat bonus is based on the level of the passive.
  • If the unit does not have the Treasure Trap Disarm passive (Lv0), then the multiple is 1.0 and the flat bonus = 0.
  • Assumptions
    • Treasure Trap Disarm Skill Level: 0 (no passive)
    • Disarm Trap: 50 (from Stats page)
  • Formula: Disarm = (Disarm Trap x Multiplier) + Flat Bonus
  • Disarm = (50 x 1.0) + 0 = 50
  • Assumptions
    • Treasure Trap Disarm Skill Level: 5
    • Disarm Trap: 50 (from Stats page)
  • Formula: Disarm = (Disarm Trap x Multiplier) + Flat Bonus
  • Disarm = (50 x 1.14) + 24 = 81

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