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IMPOSSIBLE BOSSES SC II

Passive Soul

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Passive Souls, as their name suggests, grant base stats or an ability that applies as part of a large action or automatically throughout the game. Each player can carry a total of 4 passive souls but there are two passive soul slots that take priority in placing the soul in your inventory. On the other hand, each player can only carry two active souls which have their own assigned item slots. (Num. 4, Num. 5)

List of passive souls (notation of x / xx / xxx refers to having base / upgrade / upgradex2 of the soul):

Name Description
Ai's Fluidity If you haven't taken damage for 5 seconds, your movement speed will be increased by 10/15/20%.
Arcane Soul If you haven't taken damage for 5 seconds, your abilities will cooldown 8/12/16% quicker and mana will regenerate at 0.5/1/1.5 mana per second.
Brave Soul Life is increased by 500/750/1000, but movement speed is slowed by 4/6/8%.
Fairy's Soul Basic attacks have a 30/45/60% chance to summon a fairy that will heal you or an ally for 500 life instantly. Prefers low life targets.
Gaia's Grace The potency of slows is reduced on you by 50/70/90% and damage you take is reduced by 5/7.5/10%.
Gaven's Fortitude After using mystic guard, damage you take is reduced by 20/30/40% for 6 seconds.
Gaven's Might Landing basic attacks increases the damage of your next basic attack by 10/15/20. This can stack up to 4 times. If you do not land an autoattack for 3 seconds, the damage boost will reset to 0.
Guardian Soul If damage taken in a single attack is 250 or higher, automatically activate mystic guard preventing the damage and all further damage for 1 second. This will not trigger mystic guard's cooldown. Has a 65/55/45s cooldown.
Lord's Madness Every 15/10/5 seconds a random effect will occur. This can be positive or negative.
Molten Soul Enemies that deal damage to you from any distance will take 100 damage. This effect has a 6/5/4 second cooldown. On death you will explode, dealing 500/750/1000 damage in a large area. The death effect can only occur twice per boss fight.
Necromancer's Soul Units killed by you have a 30/45/60% chance to come to life as skeletons that will attack nearby enemies. Skeletons prefer low health targets and have a ranged attack. They live for 3 seconds.
Prophet's Foresight While mystic guard is active, 40/60/80% of the damage prevented is converted to life.
Radiant Soul Restores 30/45/60 life per second to yourself and allies around you. On death explode with light, restoring 1000/1250/1500 life to all allies.
Reckless Soul You damage output is increased by 14/21/28%, but at the cost of 250/375/500 max life.
Rogue's Soul Greatly lowers the likelyhood that you will be targeted by boss abilities and attacks and increases your attack speed by 12/18/24%.
Varenel's Shadow Your life is restored by 50/75/100% of the damage you deal and your damage output is increased by 6/9/12%.
Zephyre's Instability Whenever you deal damage, you have a 20/30/40% chance to unleash a lightning strike on your target for 20 magic damage. This effect has no cooldown.

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