List of All Passive Skills and Effects (312)
Traits a Pal can have — rolled on capture or inherited via breeding. Higher rank = stronger; negative ranks are detrimental. Each passive is tagged by category, and where a Pal is born with one innately, its holders are cross-linked.
Items That Add a Passive (68)
Breeding is not the only route to a passive. Implants add one directly to a Pal you already own, which matters most for the passives no Pal is born with — you cannot inherit what nothing carries innately. Each is consumed on use, and it fills one of the four slots, so spend them on a Pal whose other three slots are already worth keeping.
Where Implants Come From
No Pal drops an implant and none of them are crafted, so every one you will ever own arrives by one of two routes: a vendor counter that takes a special currency, or the recycler that breaks ancient relics down. Which route a passive sits on is decided entirely by its rank, and the split is absolute.
Fourteen are simply on sale, and none of them is stronger than rank 3. The bounty desk takes 15 Successful Bounty Tokens for any of seven — Artisan,Burly Body,Motivational Leader,Musclehead,Stronghold Strategist,Vanguard andWellness Watcher — while thearena counter charges 50 Battle Tickets each forAce Swimmer,Healing Coach,Infinite Stamina,Noble,Reload Master,Runner andSerenity. Both prices are flat, so the cheapest way to plan a shopping trip is to decide how many tokens the passive is worth before you look at the shelf. Full stock lists sit on the merchant page.
Both counters are fixed posts, and only one of them is a single stop. The arena vendor stands essentially on the Arena Entrance fast travel point, so earning tickets and spending them is one journey — which is the whole reason the seven arena implants, Noble among them, are the easier half of the shop list to finish. The bounty desk is three separate officers scattered across the map: one just outside Small Settlement, one beside Fisherman's Point, and one a short ride out from Duneshelter. All three sell the same seven at the same 15 tokens, so there is nothing to be gained by travelling to a particular one — take whichever your fast travel network already reaches. The merchant layer on the map pins all twelve special-currency counters by name.
Four of the bounty seven do nothing for the Pal holding them. Motivational Leader (+25% work speed on you), Stronghold Strategist (+10% defense), Vanguard (+10% attack) and Wellness Watcher (−5% stamina drain) all point their numbers at the trainer, which makes them slot-for-slot the best value on a Pal you keep in the party for its partner skill and never actually fight with. Healing Coach and Reload Master from the arena list work the same way.
Everything above rank 3 comes out of the recycler, without exception. Twenty-one implants drop from breaking down ancient relics at the Ancient Relic Recycler — a level 74 unlock — and all twenty-one are rank 4 or rank 5, including all seven World Tree implants. Nothing that strong appears in any shop, which is why the relic pile and not your token balance is the real gate on a four-slot end-game set.
Relic grade decides the rate, and the top grade breaks the pattern. The chance of an implant doubles with each step up the relic ladder: 0.82% from a Decayed Ancient Relic, 1.63% from Dormant, 3.25% fromGorgeous, 6.5% from Glowing — and then 32.4% from a Glistening relic, roughly one in three. Recycling low relics for implants is close to pointless; it takes about 120 decayed relics to expect what a single glistening one gives you.
Five implants exist only in the glistening pool.Babysitter (+30% egg production and incubation at a base), Heavily Armored (explosion immunity),Idiosyncratic,Immortality andSkymarcher (+2 mounted jumps) never appear from a lesser relic at any rate, and each sits at about 3.9% per glistening relic. If one of those is what you are after, banking glistening relics until you have a stack to burn is the only approach that works — the other sixteen you can chip at with whatever grade you happen to be holding.
Rank 5 Is Seven Passives and Nothing Else
Filter the list to the top rank and you get exactly seven cards, all of them World Tree traits. No other passive in the game is filed that high, so this is not a tier you climb toward gradually — it is one themed set that either lands on a Pal or does not, and every entry in it is built the same way: one oversized number, one real penalty, and a third line the card cannot display.
That third line is the reason to run one at all. All seven cancel the rule that makes World Tree harvestables fade out as you walk up to them, and the effect is flagged at you as well as at the Pal, which is why a node stays solid for your own pick rather than only for the Pal's. It replaces World Tree Holy Water permanently, and since the clause is byte-identical on all seven there is never a reason to fit two — take whichever trade suits the Pal and the gathering utility comes attached free. What those nodes actually pay out is the other half of the calculation.
Two of them are the largest numbers in the entire list. Twin-Edged Holy Blade at Attack +50% is the biggest attack figure any single passive gives, and Sanctified Meat Shield mirrors it at Defense +50%; each pays 30% of the opposite stat, so they are pure specialisation and terrible on a Pal you want to be adequate at both. God of Destruction is the one that raises attack and defense together, +40% and +20%, and charges half the Pal's max HP for the privilege — worth it on a mount or a ranged fighter that never gets hit, ruinous on a front-line tank. The other four sell utility instead: Demon's Hand (+90% work speed, SAN drains 15% faster), Dimensional Leap (+50% movement, hunger drains 15% faster), Hermit Sage (SAN drain halved, −20% work speed) and World Tree Seedbed (hunger drain halved, −20% max HP).
For a maximum-attack build the ceiling is visible from here. The four largest attack passives in the list are Twin-Edged Holy Blade, God of Destruction, Musclehead and Demon God, and they read +50%, +40%, +30% and +30% — a full slate that costs −30% defense, −50% max HP and −50% work speed to assemble. Two of the four are recycler-only rank 5s, but Musclehead is 15 Successful Bounty Tokens off the shelf, so the cheap half of that set is available the moment the surgery bench is up.
The wild roll only happens inside the region, and it is very thin. None of the seven sits in the ordinary pool a caught Pal draws from — they are attached to World Tree Pals specifically, which is why no amount of catching on Palpagos proper will ever produce one. On a Pal that does qualify each is weighted 5 against a pool of 7,395, so a named passive lands on roughly 0.07% of the slots that get filled and any of the seven on about 0.47%. Pull the same trait out of the recycler instead and a glistening relic gives you a specific one 0.81% of the time — better than twelve wild slot-rolls, and it lets you choose which.
The Pal that can roll one is hatched, not caught. A qualifying Pal comes out of the egg nests under the tree itself, and only about one egg in ten produces the World Tree version — the other nine give you the plain Pal, which can never roll any of the seven no matter where you picked it up. A nest draws from a fixed roster of 42 species at equal odds, roughly 2.3% each, with alpha versions of those same 42 splitting about 2.9% of the pool between them; the roster runs from Shaolong and Renjishi through Selyne and Tetroise Primo up to Orserk, Solenne and Aegidron. A nest refills roughly three hours after you empty it, so this is a circuit you walk rather than a spot you camp.
Multiply that through and the nests stop looking like a passive farm. One egg in ten becoming a World Tree Pal, and each of the seven weighted 5 in that Pal's 7,395-point pool, puts a specific trait — God of Destruction, say — on about 0.007% of the slots an egg run fills, and any of the seven on about 0.05%. A single glistening relic gives you a chosen implant at 0.81%, better than a hundred eggs. Hatch the nests for the Pals, which are worth the walk on their own, and let the recycler supply the passive.
Lower relic grades are not wasted on this tier. Unlike the five implants that exist only in the glistening pool, all seven World Tree implants drop from every relic grade, halving as you step down: 0.81% glistening, 0.41% glowing, 0.20%gorgeous, 0.10% dormant, 0.05%decayed. Roughly 123 glistening relics is the expected cost of one named implant, so the honest advice is to recycle everything and take whichever of the seven appears rather than holding out for a particular one.
The implant is not shelved under the passive's name. Five of the seven arrive in a container labelled something else, which is why searching your box for the trait you want turns up nothing: Twin-Edged Holy Blade ships as Double-Edged Holy Sword, Sanctified Meat Shield as Sacred Flesh, Demon's Hand as Demonic Grasp, Hermit Sage as Hermit and World Tree Seedbed as World Tree's Bounty. OnlyDimensional Leap andGod of Destruction keep their names on both sides.
The Mutation Pool Is Five Traits at Twenty Times the Odds
The five implants that only fall out of a glistening relic are not five unrelated traits that happen to share a drop table. They are one pool, tagged in the game's own passive table for mutated Pals the same way the seven above are tagged for World Tree Pals — Babysitter, Heavily Armored, Idiosyncratic, Immortality and Skymarcher. None of the five is in the pool an ordinary catch draws from, so a sphere will never produce one no matter what you throw it at.
On a Pal that does qualify they are not rare at all, and that is the surprise. Every one of the five carries weight 100 — the figure a common rank-1 trait carries in the ordinary pool, not the weight 5 every other rank-4 headliner sits at. Against a mutated Pal's 7,860-point pool that is about 1.3% for each slot that gets filled and roughly 6.4% for any of the five, so a mutated Pal is nearly nineteen times likelier to hand you a named exclusive than a World Tree Pal is to hand you one of its seven. The gate is finding the Pal, not the roll afterwards.
Mutated eggs come off nests in the same five sizes as ordinary ones. The ladder runs from a plain Mutated Egg up through the large grades to aHuge Mutated Egg, and they are picked up in the world rather than laid at a farm, which makes an egg circuit the only route to the Pal side of this pool. The recycler is the other route and it is the reliable one: a glistening relic gives a chosen implant 3.9% of the time and no lesser grade gives any of the five at all.
Idiosyncratic is the only trait on this page that grants an immunity to a status. Burn and poison both stop landing outright — not reduced, zeroed — and it carries +25% defense and +50% auto health regeneration on top, with no penalty line anywhere. Nothing else in the 312 touches burn or poison; the elemental damage reduction ladder cuts damage from a type and does nothing about the effect that type applies. Only Sanctified Meat Shield and Diamond Body give a Pal more raw defense than this does, and both of those give you nothing else.
Half of it is pointed at you, and that half is worth more than the item it replaces. The regeneration is flagged at the trainer as well as the Pal, which puts Idiosyncratic in the small group that heals your own bar — and at +50% against the +5% that Healing Coachoffers, it is ten times the only other trait aimed at that stat. Just three entries in the whole list move auto regeneration at all, so there is no middle rung between them.
All five fire under different conditions, and that is the planning point. Idiosyncratic counts only while the Pal is in your party — the same gate the trainer buffs use — so it is dead weight on a base worker and pays in full from a bench slot you never deploy. Immortality (+100% regeneration, +15% attack, +5% life steal) and Heavily Armored are live always; Babysitter fires only inside a base camp; Skymarcher only while you are actually riding. Sorting a mutated Pal's slots is therefore a question of where that Pal will stand, not which number is biggest.
The Bench You Need Before Any of Them Work
An implant does nothing in your inventory. Fitting one is done at the Pal Surgery Table, a base structure behind a level 38 technology node that costs 3 points, and building it takes 30Refined Ingot, 20 High Quality Cloth and 10Corrosive Solvent. Put it up as soon as the node opens rather than when you find your first implant — the solvent is the only awkward line on the list, and you do not want to be sourcing it while a rank-5 relic drop sits unused.
The bench arrives long before the implants worth using do. Level 38 covers the whole shop list, so every bounty and arena purchase is installable the moment you can afford it. The recycler that produces everything rank 4 and up is a level 74 node — a 36-level gap in which the table is only ever handling the cheap end. That is an argument for spending tokens freely in the meantime: a rank-3 passive working for thirty-odd levels beats one banked for an end-game slot it was never going to win.
It also changes a Pal's sex, and that is the underrated half. The same table flips gender, which turns a breeding dead end into a fixable one — hatch a chain courier carrying the exact traits you spent four generations assembling, find it came out the same sex as the partner it was meant for, and you convert it instead of running the farm again. See the breeding pages for what to pair it with once it is pointed the right way.
Nineteen Passives Cost Gold and Nothing Else
The bench works from a fixed menu of 54 entries out of the 312 listed below, and that menu is the honest answer to how you get any given passive. Thirty-five of the 54 ask for an implant in your bag. The remaining nineteen ask for money and nothing else — choose the trait, pay, walk away. No token counter, no relic pile, no sphere, no breeding chain.
Ten thousand gold buys any of thirteen. Fine Furs (+3% on what you sell), Sleek Stroke (+30% swim speed), Fit as a Fiddle (+25% mount stamina), Dainty Eater (hunger drains 10% slower), Positive Thinker (SAN drains 10% slower), Impatient (cooldowns 15% shorter), Serious (+20% work speed), Hard Skin (+10% defense), Nimble (+10% movement), Brave (+10% attack), Work Slave (+30% work speed against −30% attack), Insomnia (the Pal never stops for the night) and Mercy Hit. Twelve of the thirteen are rank 1, which is the whole reason they are cheap — and also the reason this is the fastest way to finish a set rather than build one. A base worker with Serious and Insomnia both fitted for 20,000 is a Pal you decided to have rather than one you hatched fifty eggs for.
Fifty thousand buys six more, and two of them have no other door at all. Ferocious (+20% attack), Diet Lover (hunger 15% slower), Workaholic (SAN 15% slower), Philanthropist (+100% breeding speed on the Pal working the farm), Logging Foreman and Mine Foreman (+25% to your own logging and mining respectively) all install for cash. The two foreman traits point at you rather than the Pal, so they belong on whatever you keep alongside you for its partner skill; Philanthropist belongs in the farm and pays for itself in hatch time inside a single chain.
Everywhere else the gold is on top of the implant, not instead of it. Rank 2 and rank 3 rows charge 50,000 gold and consume the item, so the 50 Battle Tickets you spend at the arenacounter on Ace Swimmer or Noble is only half the bill — turn up at the bench short of 50,000 and the trait stays in your bag. Every rank 4 and rank 5 row charges no gold whatsoever: the implant is the entire price, which is another way of saying the recycler output is gated purely on relics and the shop output is gated on two currencies at once.
Fine Furs is the cheapest of the three money traits and it moves prices both ways. The in-game line only mentions selling, but the trait also takes 3% off what merchants charge you, and its rank-3 siblingNoble runs the same pair at 5%. Shabby is the mirror image at rank −1 — 10% worse on both sides, and a bigger swing than either bonus. No Pal in the game is born with any of the three, so there is no innate holder to open a chain from, and all three sit at weight 100 in the pool a caught Pal rolls from, roughly 1.4% for each slot that gets filled. That means a wild roll hands you the penalty exactly as often as it hands you the +5%.
Do the arithmetic before you fit either one. Fine Furs costs 10,000 gold and returns 3%, so it turns a profit once that Pal has moved about 333,000 gold of goods. Noble returns 5% but costs 50 Battle Tickets plus 50,000 gold, which needs a million in sales to clear — and the two-point gap between them takes two million in trade to justify the extra 40,000. Unless you are running bulk to the merchant countersregularly, the rank 1 is the only one of the pair that makes sense, and on any Pal that fights or works the slot is better spent elsewhere.
Thirty-three of the 68 implants below fit nothing. The bench accepts exactly 35 item IDs, so beyond the seven exclusive-Pal implants covered further down there are twenty-six more the table simply will not take — including Implant: Fine Furs itself, along with the Sleek Stroke, Dainty Eater, Diet Lover, Philanthropist and Mercy Hit versions. In every one of those cases the passive is on the cash menu instead, so holding the item is neither necessary nor useful. Owning an implant named after the trait you want is not the same as being able to install it.
The Rainbow Passive You Fish For
Every route above either spends a relic or asks a wild roll to land on a 0.07% outcome. One rank-4 passive sits outside both, and a rod reaches it — along with two more the same cast hands over for free. Lucky — Attack +15%, Defense +15%, Work Speed +20% — is not in the pool a caught Pal draws its traits from at all, so no slot roll will ever produce one. It arrives already fitted to the Pal instead, through one of two doors: a wild spawn the world flagged as Lucky, or a shadow on the water — and the water is the one of the two whose odds you can push on purpose.
The wild door is a spawn flag, not a slot roll. Any Pal the world places can come out Lucky, scaled up and wrapped in a permanent shimmer, and it is announced by a sparkle cue that carries its own volume slider in the audio options separate from ambient and Pal sound — the one signal that fires for something behind you. Eligibility tracks spawn points and nothing else: 258 of the 288 species have them and can therefore turn up glowing, while the 30 that exist only as boss fights, altar summons, dungeon encounters or base invasions never will. All eight rarity-20 legendaries sit in that 30, so there is no LuckyJetragon and no Lucky Frostallion to be patient about. Nothing raises the rate — no item, meal, weather or difficulty setting — which leaves encounters per hour as the only lever, so hunting one is a fast travel loop flown over the densest spawn pools rather than a place you go to.
Shadow size is the entire calculation. What surfaces at a spot is one of three silhouettes, and the chance the Pal on the end of the line carries Lucky is fixed by which one you hooked: 0.1% for the smallest, 0.8% for the mid-size, and 42% for the largest. Those three figures are identical for every fishable species, so nothing about the Pal you are chasing changes them — leave the small shadows alone and the 420-fold gap does the work.
Big shadows concentrate in the rare spots, and the rare spots get better the later the region. An ordinary spot floats one about 0.5% of the time, which is why casting at whatever water is nearest gets you nothing. The rare variant is where they pile up: roughly 2% of the pool in the starting zones, 14–17% around the mid-game islands, and 38–47% at the far end. The best two are the World Tree at 47.2% and the Sky Island at 44.2% — those are Grand Master and Master grade water respectively, so bring the rod and the partner Pal for it. Pull at random from a World Tree rare spot and roughly one Pal in five comes up Lucky; engage only the largest shadow there and it is nearer two in five.
The other two arrive with no roll at all. Every medium and large shadow in the game is an alpha: the fishable roster is 39 species as an ordinary small shadow and those same 39 again as alphas at the two bigger sizes, and an alpha out of the water comes with a fishing-only trait already fitted. A large shadow always hands over Lunker — Water +20%, Ice +20%, defense +20% — the same rank 4 that Neptilius is born with; a medium always hands over Whopper, identical in shape at 5% apiece and filed one rank lower. Both are flagged at 100%, so unlike Lucky there is nothing to farm here. Hook the size and you have the passive.
Neither of the two is in any lottery pool, which leaves the rod as the only door. They sit outside the 7,360-point pool a caught Pal rolls from, outside the World Tree and mutation pools, and neither appears at a counter or in a relic. Nothing in the game is born holding Whopper, so a medium shadow is the only thing that produces it at all, and Lunker's one other source is a Neptilius off a slab at the altar. Whatever the fish turns out to be, it is a courier — a chain walks either trait onto the species you actually field.
The implant wearing its name is a dead end at both ends.Disposable Implant: Lunker sits in the shelf list further up, so anyone hunting a route that skips the rod will find it and stop there. Nothing produces it: no counter stocks it, no relic grade rolls it, and the surgery table's 54-row menu has no Lunker line to spend it on even if one reached your bag.Disposable Implant: Lucky is the same story, and Whopper does not even have a shelf name — all three fishing traits are rod-only, whatever the item list implies. Being listed among the 68 is not the same as being obtainable.
On the largest shadow the two stack. Lunker is guaranteed and Lucky lands 42% of the time, so roughly two in five large-shadow catches leave the water carrying two rank-4 passives with no penalty line between them — half a four-slot set before you have recycled a single relic. Read the Lunker half against what the Pal actually throws, though: its Water and Ice figures key off the element of the attack rather than the Pal, so on a fighter that uses neither the +20% defense is the only part you kept.
The big shadow is built to make you wait, not to make the catch hard. Each of the 39 large shadows drifts at under a third the speed of the same species' small and medium versions and sweeps a search radius about a quarter wider, so it notices a cast from further out and gives you all the time in the world to place one. What it does not do is take it: a large shadow commits to bait 20% of the time it checks, exactly half the rate of the two smaller sizes. A Lunker session is therefore mostly recasting at a shadow that is ignoring you, which is worth knowing before you conclude you are doing it wrong.
That makes the cheap bait the right bait for this one job. Only three lift the bite rate, all by the same half again — Sweet Bait,High Quality Bait and Quick Bait — which takes a large shadow from 20% to 30% and cuts the recasting by a third. The expensive end does nothing for it:Deluxe, Alluring andRisky Bait widen the catch bar and pad the item drop instead, all of which only matters after the shadow has already bitten. Fish the low tier to get the bite and save the high tier for the ones you cannot afford to lose.
And the fight is one pattern no matter which species surfaced. Every large shadow moves the same jittery way once hooked, while the small and medium shadows of those same 39 species are spread across four calmer behaviours — steady, drifting, diving and rising. So the reel you learn on your first Lunker is the reel for all 39, and it is the only shadow size where practice transfers cleanly.
You only ever need one. A Lucky catch is a breeding template exactly like any other rainbow carrier, and the species it landed on is irrelevant — pair it toward what you actually want and the trait walks across. That makes a single good fishing session worth more than a long relic grind for anyone who has not reached level 74 yet.
Vampiric Is Two Passives Stapled Together and No Pal Uses Both
The card for Vampiric shows one figure — Life Steal +5% — and that is half of what the row underneath it holds. The other half is a clause stored at zero, and it is the same night-work flag that makes up the entirety of Insomnia: a Pal carrying Vampiric heals off the damage it deals and never stops working after dark. Nothing gates either half, so both are live whether the Pal is deployed, benched or standing at a base.
The trouble is that no one Pal is doing both jobs. A worker at a bench deals no damage, so the 5% never fires on it; a fighter or a mount is not stationed at a production line overnight, so the night clause never fires either. Whichever way you assign the Pal, one of the two halves is scenery — which is why the honest comparison for this trait is not the other life-steal entries but the rank 1 that does the cheap half on its own.
And that rank 1 costs 10,000 gold. Insomnia sits on the surgery table's cash menu with no item in the transaction at all — the 1★ Implant: Insomnia is another shelf name the bench will not take. Vampiric's row charges no gold whatsoever and consumes the disposable implant instead, which is recycler-only on the usual ladder: 0.81% from a glistening relic down to 0.05% from a decayed one, behind the level 74 node. For the night shift alone that is 10,000 gold against roughly 120 glistening relics for identical behaviour at the workbench, so spend the implant on something that fights.
Life steal is a three-row stat in the entire game, and two of those rows are the same 5%. Vampiric is one; Immortality is the other, and it carries +100% auto health regeneration and +15% attack alongside. The two are separate ids with nothing linking them, so a mutated Pal can wear both and drain 10% of everything it lands — the only way to move this stat past five points, and a combination that needs a mutated egg and a relic run rather than either one alone.
The third row is armor, and it heals you rather than the Pal. Blood Is Fuel is fitted to V1 Armor, a collaboration piece, and it is the only line in the game that returns health to the trainer from damage dealt — 1%, a fifth of what the Pal version gives. It carries on both the starting build and the upgraded one, so the drain is available long before that armor's defense figure is worth wearing. It also borrows Vampiric's description word for word, night clause included, while the row beneath it holds only the 1% — no night flag, no lottery entry, and no way for a Pal to roll or inherit it.
A sphere can hand you Vampiric, twenty times less often than the cheap half. It sits in the ordinary pool a caught Pal draws from at weight 5 against 7,360, about 0.07% for each slot that gets filled, the same thin figure every rank-4 headliner carries; Insomnia is weighted 100, roughly 1.4%. No Pal in the game is born with either, so there is no innate holder to open a chain from — one of them has to be bought or rolled before breeding can move it onto the Pal you actually field.
Element Damage Passives Are a Ladder You Cannot Climb by Catching
Two complete sets of element boosts sit in the list below. Nine of them add 10% to one element — Pyromaniac for Fire, Capacitor for Electric, Hydromaniac for Water, Coldblooded for Ice, Fragrant Foliage for Grass, Power of Gaia for Ground, Veil of Darkness for Dark, Blood of the Dragon for Dragon and Spirit of Zen for Neutral — and nine more cover the same nine elements at 30%. Every one of them reads off the element of the attack rather than the type of the Pal, so what decides whether the slot pays is which moves that Pal is actually throwing, not what its card says it is.
Only the 10% set is in the pool a caught Pal rolls from. Each of the nine is weighted 100 against 7,360, roughly 1.4% for every slot that gets filled, and no Pal in the game is born with any of them — a wild roll is the only door. The 30% tier is flagged out of that pool entirely. No sphere, on any Pal, at any rate, will ever hand you one, which is why the tripling between the two rungs is not a grind you can shorten.
The 30% tier is nine Pals holding one apiece. Flame Emperor belongs to Blazamut, Lord of Lightning to Orserk, Divine Dragon to Jetragon, Ice Emperor to Frostallion, Lord of the Sea to Jormuntide, Earth Emperor to Anubis, Spirit Emperor to Lyleen and Celestial Emperor to Paladius. Lord of the Underworld is the only one with two doors — both Necromus and Frostallion Noctcarry it. Owning the named Pal is the whole acquisition step; everything after that is breeding.
Five exclusives above them boost two elements at once, and none charges you for it. Eternal Flame is Fire and Lightning at 30% each on Blazamut Ryu; Invader is Dark and Dragon on Xenolord; Siren of the Void is Dark and Ice on Bellanoir Libero; Savior is Neutral and Grass on Hartalis; and Lunker gives Neptilius Water, Ice and defense at 20% apiece. All five are rank 4 with no penalty line of any kind, which makes them the biggest damage figures on the page that cost nothing — every rank 5 above them bills you in max HP, work speed or a drain rate.
No wild spawn exists for any of the five carriers. Each arrives from a slab at the Summoning Altar, so this tier is gated behind a boss fight rather than a map coordinate — the raid pages cover the summons. What you do with the Pal afterwards is the part worth planning: Blazamut Ryu paired with another Blazamut Ryu only ever produces Blazamut Ryu, so a mismatched pairing is exactly right when the goal is walking Eternal Flame onto something else.
Seven implants in the item list are decoration. Eternal Flame,Invader,Savior,Siren of the Void,Lunker,Lucky andLegend all exist as disposable implants with no shop counter, no relic pool and no recipe behind them. The recycler's twenty-one are a closed list and these are not on it, so finding the name in an item database is not evidence you can get one. For all seven, the Pal is the source.
A two-element boost is usually half idle on the Pal born with it. Blazamut Ryu is a Dragon and Fire Pal, so Eternal Flame does nothing at all for its Dragon attacks, and the Lightning half only starts paying once it has been fed an Electric skill fruit. Treat the carrier as breeding stock rather than a finished fighter: on a Pal whose damage is already Fire or Electric the same trait is a flat 30% with no conditions, and a chain is what gets it there. Siren of the Void is the same story aimed at Ice: Bellanoir Libero is a pure Dark Pal and every one of the eight active skills it learns is Dark, from Dark Cannon at level 1 to Dark Whisp at 70, so the Ice half of its own rank 4 never fires unless you feed it a fruit.
Dark is the deepest stack in the game, and it is the only element whose ladder fits the slots. Three separate passives add 30% to Dark damage — Lord of the Underworld, Invader and Siren of the Void — and Veil of Darkness adds the ordinary 10% on top. Four rows, four ids, nothing linking them, so one Pal can wear the lot and read +100%. Nothing else reaches it: Ice is nearest at +90% and has five entries competing for the four places, Electric manages +85%, the plain 30/30/10 elements stop at +70%, and Earth is the shallowest in the game at +40% — Anubis' Earth Emperor and Power of Gaia, with no second exclusive anywhere. Only the 10% rung is in the pool a sphere draws from, so the other three are three separate chains off three carriers that share no acquisition route at all.
Lord of the Underworld is the cheap rung of that stack and the only one with a spare door. It is filed a rank below the other two Dark 30% traits, and it is the one entry in the whole tier with two innate holders instead of one, so the chain opens from whichever of Necromus or Frostallion Noct you reached first — the latter turning up as a level 65 alpha with no ordinary spawn behind it. There is no implant version to fall back on either, which is true of the whole 30% tier but bites hardest here: the Dark ceiling is the one worth assembling, and every point of it past the first ten has to be bred.
On Frostallion Noct the trait misses most of what the Pal actually hits with. It is a pure Dark Pal, yet three of the four 700-power moves it learns are Ice — Crystal Wing at level 30, Double Blizzard Spike at 55 and Absolute Frost at 70 — and the boost reads the element of the attack, not the type of the Pal. Only Dark Wing at 45 matches. Left on its default late kit, the legendary is running its exclusive passive on one of its four heaviest skills. Necromus has no such gap: eight of its ten learnables are Dark, Twin Spears at 700 among them, and the exceptions are a level-7 Fire move and its two Ground hits. If the carrier is going to fight rather than sit in a farm, Necromus is the one the trait was built for — otherwise rebuild Frostallion Noct's bar in Dark and stop asking the Ice half to earn the slot.
The Defense Ladder Hides Two Clauses and One Rung Has No Price
Five traits raise a Pal's own defense and nothing else: Hard Skin at +10% and rank 1, Heavyweight at +20% and rank 2, Burly Body at +20% and rank 3, Diamond Body at +30% and rank 4, and Sanctified Meat Shield at +50% and rank 5 against −30% attack. Two of the five carry the identical number a rank apart, which is the tell that the card is not showing you everything.
What separates Heavyweight from Burly Body is a clause, not a percentage. Heavyweight cancels knockback; Burly Body cancels flinch; Diamond Body cancels both, and that second clause is as much of what buys it rank 4 as the extra ten points are. Those three are the only entries in all 312 that stop a Pal being staggered at all, and each clause is stored with a value of zero, which is exactly why the effect rows above are silent about them. Flinch is the hit reaction that interrupts a skill part-way through; knockback is the shove that moves the Pal out of the spot you left it in. On a fighter trying to land a long animation the Burly Body clause is the one that keeps the damage going out; on a Pal you ride or park in front of something, Heavyweight's is.
Heavyweight is the only rung on the ladder with no price tag anywhere. Hard Skin installs at the surgery table for 10,000 gold with no item in the transaction, Burly Body for 50,000 plus an implant that is 15 Successful Bounty Tokens at the bounty desk, and Diamond Body costs no gold at all — its disposable implant falls from every relic grade on the usual ladder, 0.81% from a glistening relic down to 0.05% from a decayed one. Heavyweight appears on no row of the bench's 54-entry menu and no implant in the game contains it. A sphere or a chain is the entire list of doors.
The roll itself is as generous as the rungs you can buy. Heavyweight sits at weight 100 in the 7,360-point pool a caught Pal draws its traits from — about 1.4% for every slot that gets filled, the same figure Hard Skin and Burly Body carry and twenty times Diamond Body's 0.07%. Defense is nonetheless the family the wild roll is worst at: 1,010 of those 7,360 points touch the stat, and 500 of them subtract it — Downtrodden, Brittle, Aggressive, Sadist and Conceited — against the 300 split evenly across the three straight gains. Masochist is the odd one, +15% defense for −15% attack at rank 1, which is a fair trade only on a Pal you are parking rather than swinging with.
Nineteen Pals are born holding it, and nothing else in the game comes close. Only 23 of the 312 passives have an innate carrier at all, 53 assignments between them, and Heavyweight alone accounts for 19; the next largest is Legend at six. Every one of the 19 carries Heavyweight as its only innate trait, which makes them unusually clean couriers — a chain opened from one of them starts with a parent that has nothing else to pass on. The roster is a body-type list rather than a power list: ten of them are XL, seven L, and only Pierdon and Pierdon Cryst are mid-size, so ten of the game's 28 XL Pals hold this passive. Fifteen of the 19 also take a saddle.
Which one you open the chain from is a spawn-count question. Mammorest and Broncherry are the two easy doors — several hundred spawn points apiece, plus an alpha at level 38 and level 23 respectively — while four of the 19 have no ordinary spawn whatsoever and turn up only as alphas: Kingpaca and Kingpaca Cryst, Silvegis and Aegidron, the last of those a level 79 fight. Broncherry Aqua and Dualith Noct are rarer still on the map. Catch the common one, breed off it, and let the species you actually wanted inherit.
Stacked with Burly Body it beats the rank above it. The two are separate rows with separate ids and nothing linking them, so one Pal can wear both and read +40% defense with both stagger clauses live — ten points more than Diamond Body for the same protection, at the cost of a second slot. Half of that pair is a token run and a bench fee, the other half a breeding chain off a Pal with hundreds of spawn points, which is a far shorter road than the relic pile. One caution when reading the list below: Defense Up Lv. 1 through 4 and the Pal Defense Up entries beside them are equipment lines the game keeps out of its own sorted display — no Pal can roll, inherit or be implanted with any of them.
How Passive Skills Actually Work
All 312 passives are listed with their rank, category and exact effect values. Rank is the shorthand the game uses for how strong a passive is, and it runs negative as well as positive — a Pal can roll traits that actively hurt it, which is why a high-stat catch is not automatically a keeper.
Four slots, and they are the whole game at the top end. A Pal carries up to four passives, so the question is never whether a passive is good in isolation but whether it earns one of those four places against the alternatives. Stacked attack passives on a combat Pal and stacked work-speed passives on a base worker are worth far more than a spread of mediocre ones.
Breeding is how you fix a bad roll. Passives pass down from both parents, so chaining pairs is the practical route to a four-slot set — see the breeding calculator for the pairings, and each passive card below lists the Pals that carry it innately, which is where a chain starts.
Related: best Pal builds,rainbow passive skills,Lucky Pals,exclusive passive skills,best Pals per job, active skills,partner skills, tier lists.
One Slot in Five Rolls a Penalty
The pool a caught or hatched Pal draws an ordinary passive from is 85 traits sharing 7,360 points of weight, and fifteen of those traits are penalties holding 1,500 of the points. Every slot that gets filled at random therefore comes back worse than empty about 20% of the time. That is not a run of bad luck you can wait out — it is the shape of the table, and it is the number every plan on this page is really working against.
Filtering the list to rank −1 shows more cards than there are penalties. Seventeen entries sit at that rank, but only ten of them are traits a Pal can roll. The five Hallowed Power lines, Hallowed Guard and Max Carrying Capacity Lv. 4 arrive on gear rather than on Pals and are perfectly good things to have; Mentally unstable is filed below zero as well and is not in the roll table at any weight. The penalties you can genuinely catch are those ten, plus Bottomless Stomach and Destructive at −2 and Brittle, Pacifist and Slacker at −3.
The penalties are common and the headliners are not, by a factor of twenty. All fifteen carry weight 100 — the same figure an ordinary rank-1 trait carries — while every rank-4 trait in the same pool is weighted 5. There are twelve of those, so any rank 4 at all lands on roughly 0.8% of filled slots against 20.4% for the penalties. Catching for a rank 4 means accepting about twenty-five junk traits for each one you wanted, which is why the shop and recycler routes above exist at all.
Night Owl and Insomnia are one entry with the sign flipped. Both are weighted 100, so each lands on about 1.4% of the slots that get filled; both carry an effect value of zero and are flagged to run at all times. Neither prints a figure on its card because there is no figure — the whole trait is a schedule. Insomnia keeps a Pal working through the night, Night Owl has it napping through the day instead, and a wild roll hands you the one that costs you daylight exactly as often as the one you would otherwise pay for.
You do not remove a penalty, you write over it. Insomnia is on the surgery table's cash menu at 10,000 gold with no implant needed, and the bench overwrites whichever of the four slots you point it at regardless of what is sitting there — so the fix for a Night Owl worker is 10,000 gold, not a re-catch. Night Owl itself never appears on the 54-entry menu, and neither does any other penalty except Mercy Hit, which is on the cheap tier at 10,000 gold because holding a target at 1 HP is something you sometimes want.
Spend the operation carefully — the bench has a refusal for repeat visits. It keeps a message for a Pal that has already been operated on, and the passive slot and the sex change come off the same table, so plan on one procedure per Pal and decide which of the two that Pal actually needs before you walk up to it.
In a breeding chain the 20% is the real cost of an empty slot. A courier stripped down to two traits leaves two places for the random table to fill, and each of those draws from the same fifteen penalties. Finishing a Pal at four chosen traits is not perfectionism — it is the only way to shut that table out of the egg entirely.
Passives That Only Pay Off in One Situation
Ranking passives by their numbers buries the handful that do nothing whatsoever until the Pal is put on one specific job, and then do more for it than any attack figure could. They are worth knowing by name because you will otherwise scroll straight past them.
Water speed has the flattest speed ladder in the game. Sleek Stroke already gives +30% movement on water at rank 1;Ace Swimmer gives +40%, andKing of the Waves tops out at +50%. The entire rarity climb is worth twenty percentage points, which makes the middle rung the only one worth going out of your way for.
Nine Pals carry you through water, and on everything else the slot is scenery. The whole ladder is spent on Neptilius, Jormuntide,Surfent, Ghangler,Ghangler Ignis, Solmora,Solmora Lux, Azurobe andAzurobe Cryst — the nine swimming mounts in the game, and nothing else has a water speed for the passive to multiply. Their unbuffed figures run 2000, 1800, 1440, 1350, 1350, 1300, 1300, 1000 and 1000; the mount speed table puts them beside the ground and flying lists. Note that none of it touches the same Pal's land sprint — Neptilius does 2000 in the water and 1120 out of it — so a swim passive on an amphibious mount pays on exactly half of what you ride it for.
+40% on a starter mount buys you an end-game one. Surfent swims at 1440 and takes a saddle at level 16; Ace Swimmer lifts that to 2016, which clears an unbuffed Jormuntide at 1800 (saddle 40) and edges an unbuffed Neptilius at 2000 (saddle 64). The whole point of the passive is that it collapses a 48-level saddle gap for one implant, so fit it early rather than saving it for the rare mount you have not caught yet — and if you do end up on Neptilius, the same trait reads 2800 there anyway.
The climb from rank 1 to rank 3 costs nothing in luck. Sleek Stroke and Ace Swimmer sit at identical weight in the pool a caught Pal rolls from — 100 each against 7,360, about 1.4% for every slot that gets filled — so a wild roll hands you the +40% exactly as often as the +30%, and there is no argument for leaving the rank 1 on a Pal you intend to keep. King of the Waves is the usual rank-4 cliff at weight 5, roughly 0.07%, twenty times thinner for ten more percentage points.
Nothing is born with any of them, and the bottom rung is the cheap one. Sleek Stroke needs no implant at all — it is on the surgery table's cash menu for 10,000 gold, which makes +30% on a swimming mount something you can simply decide to have the moment the bench is up. Ace Swimmer costs 50 Battle Tickets at thearena counter and 50,000 gold to fit on top of that, and King of the Waves is recycler-only — 0.81% perglistening relic down to 0.05% perdecayed one, behind the level 74 node. No Pal in the game holds any of the three innately either, so there is no chain to start from a holder: a purchase or a wild roll has to put swim speed into your line before breeding can move it anywhere.
The whole stamina ladder is mount-only, and the slot never tells you.Fit as a Fiddle (+25% max stamina),Infinite Stamina (+50%) andEternal Engine (+75%) are all inert on a Pal you never ride, so any of them on a base worker or a ground fighter is a wasted quarter of that Pal. Sickly reads the same way in reverse: it is filed at rank −1 for shaving 25% off max stamina, and on a Pal that will only ever stand at a workbench it costs nothing but the slot. Note also that none of the four does anything foryour stamina bar — Wellness Watcheris the one that points at the trainer.
Nothing is born with a stamina passive, and the top rung is not for sale. No Pal in the game carries any of the four innately, so there is no holder to breed off — the trait has to be installed or roll wild before your line has it at all. Both usable rungs are purchasable: Fit as a Fiddle is 10,000 gold on the bench's cash menu with no item involved, and Infinite Stamina is 50 Battle Tickets at the arena plus 50,000 gold to fit. Twenty-five extra percentage points for five times the gold and a token run is a fair trade on a mount you actually ride and a waste on anything else. The +75% exists only as a disposable implant out of the recycler at 0.81% per glistening relic — roughly 120 relics expected for twenty-five extra percentage points on one mount. Buy the middle rung and ride.
The drop-boost trio only fires when the Pal goes down. Sharing is Caring adds +15% to what that Pal itself leaves behind, Service-Minded +50%, and Lavish Hospitality +100% — nothing about them helps a Pal you intend to keep, and they are dead weight in a slot on any fighter or worker. None of the three has an implant, so a sphere is the only thing that can put one into your line and breeding the only thing that can move it afterwards, which limits them to a species you hatch in quantity and cash in rather than a one-off catch. See which Pals are worth that.
The ladder is really two rungs — the bottom one does not exist. Service-Minded is weighted 100 against the 7,360-point pool a caught Pal draws its traits from, about 1.4% for every slot that gets filled. Lavish Hospitality sits at weight 5, roughly 0.07%, the same thin figure every rank-4 headliner carries — twenty times the catching for twice the loot. Sharing is Caring is weighted zero and flagged out of that pool altogether, no Pal is born holding it and no implant contains it, so there is no route to the +15% at all. Plan around the rank 3 and treat the rank 1 as a name in the list.
Lavish Hospitality is one of three rank-4 traits the surgery table can never hand you. Twelve rank-4 passives sit in the ordinary catch pool at weight 5 apiece, so a filled slot comes up rank 4 about 0.8% of the time and lands on the specific one you wanted about 0.07%. Nine of the twelve — Demon God, Diamond Body, Remarkable Craftsmanship, Swift, Eternal Engine, King of the Waves, Mastery of Fasting, Heart of the Immovable King and Vampiric — also exist as implants, so bad luck there is something you can buy or recycle your way out of. Lavish Hospitality, Ranch Master (Farming suitability +2) and Lightfooted (one extra mounted jump) appear at no counter, in no relic pool and on no recipe. For those three the sphere is the only door in the game, and the odds above are the whole story.
Exactly two passives fire at a Breeding Farm, and nowhere else. Philanthropist and Babysitter are the only entries in the whole list whose effect is gated to base camp, so on a party Pal, a mount or a fighter both are a dead slot. Philanthropist is the blunter of the two: rank 3, breeding speed +100%, counted only for the Pal holding it, which means it has to be sitting in the farm to do anything at all.Babysitter is filed a rank higher but gives less on that axis — +30% — and it aims at the structure rather than the carrier, adding +30% incubation on top. The two are not competing for one slot: the rank-3 belongs on your breeding pair, the rank-4 on any Pal you keep at that base.
Philanthropist is one you buy rather than hunt. The surgery table installs it for 50,000 gold and no implant, which is the cheapest guaranteed rank 3 on the whole page and the only sane route given no Pal is born with the passive. The 3★ implant item named after it is a red herring — the bench does not accept that item. Failing the gold, it does sit in the ordinary pool a caught Pal draws from at full weight, 100 out of the 7,360 that roll is measured against, about 1.4% for each slot that gets filled, which makes it roughly twenty times likelier to land on a wild catch than any of the rank-4 headliners sitting at weight 5. Either way, put it on the Pal that will man the farm and letthe chain run faster from there. Babysitter runs the other way — it is not in the wild pool at all, arriving only on mutated Pals or out of theglistening relic implant above.
A negative rank is not automatically a bad passive. Mercy Hit is filed at rank −1 because it stops the Pal taking anything below 1 HP, which is a straight downgrade in a fight and exactly what you want from the Pal you bring to a capture. It removes the accidental kill entirely, so you can grind a target down to a sliver without watching the health bar. It is also the one negative rank on the surgery table's cash menu — 10,000 gold, no implant, despite a 1★ item of that name existing that the bench will not take — so keeping one Pal permanently set up as a capture partner is a decision rather than a grind.
Farming Is the Only Work Suitability a Passive Can Raise
Thirteen kinds of base work exist, and the game carries an effect that adds a rank to every one of them — but only Farming was ever wired to a passive skill. Farmhand holds the +1 at rank 3 and Ranch Master the +2 at rank 4, and that is the entire family. There is no Mining, Handiwork or Kindling equivalent anywhere in the 312 below, so a slot held open for one is a slot held open for a trait that does not exist.
The other twelve ranks are partner skills instead. Each is a single Pal stationed at camp lifting one job by a rank for everything else working there: Tetroise for Mining, Wumpo for Transporting, Ribbuny for Handiwork, Petallia for Planting, Amione for Watering, Katress Ignis for Kindling, Smokie Crystfor Cooling, Puffolt for Generating, Clovee for Gathering, Eikthyrdeer Terra for Lumbering and Mycora for Medicine Production. Oil Extraction is the one job with neither a passive nor a carrier. Every one of them reads a flat 1 at all five partner skill levels, so there is nothing to level up and no reason to hold out for a higher-ranked copy.
Cinnamoth is Farmhand for the whole base and it spends no slot doing it. Mysterious Scales is the Farming entry on that list, and it aims at every Pal in the camp rather than at the carrier — so one Cinnamoth standing at your base out-earns the passive bred onto four separate producers. It has no Farming suitability itself (Planting 2, Gathering 2, Medicine Production 2), which means it works a different station while the ranch runs a rank higher. Farmhand is the version you fit when the Pal has to carry the rank with it, away from that base or in a camp where Cinnamoth is not the Pal you want to spend a worker slot on.
Neither passive is for sale, and at rank 3 that is nearly unheard of. The surgery table works from a 54-row menu, and 19 of the 21 rank-3 traits a caught Pal can roll are on it. Farmhand is one of the two that are not; Ranch Master is missing as well. No gold price, no implant, no recipe, and no Pal in the game is born holding either, which leaves the sphere as the only door. Farmhand is weighted 100 against the 7,360-point pool a filled slot draws from — about 1.4%, the ordinary figure for a common trait — and Ranch Master sits at the rank-4 weight of 5, roughly 0.07%. Catch one, then chain it onto the producer you actually want it on.
A book gives the same +1 permanently and costs no slot at all. Applied Ranching Handbook I is 300 Dog Coin at the Medal Shop, and a Pal that reads it keeps the extra Farming rank for good — a flat purchase set against a one-in-seventy roll. Buy the book first and keep the four slots for traits nothing else supplies; the passive is worth a slot only once the book is already spent and you want the rank above it. The same shelf stocks the matching handbook for eleven other jobs at the identical price, so an entire base can be moved up a rank without a single lucky catch.
Seventeen of the twenty-nine Ranch Pals sit at rank 1, and that is where the extra rank shows. A Ranch will not accept a worker below Farming rank 1 and seats four at once; above that threshold the level is a speed figure, so a +1 on Chikipi, Lamball, Mau or Flambelle is a doubling while the same +1 on Dumud Gild or Sibelyx Primo — the only two filed at rank 4 — buys a quarter. Six more sit at rank 2 and four at rank 3; the ranch list has the full split beside what each one produces.
Ranch duty costs no sanity, which changes what the other three slots are for. The station is one of the few base jobs that charges nothing against SAN for the work itself, so Workaholic and Positive Thinker return much less on a Pal that only ever stands at a Ranch than on one feeding a furnace all day. Insomnia is the trait that pays there instead — 10,000 gold on the cash menu, no item involved — because a producer that does not stop at nightfall is worth more than any percentage you could stack next to it.
The Eight Passives That Buff You Instead of the Pal
Eight traits in the pool a caught Pal rolls from point their numbers at you rather than at the Pal, and all eight are rank 3:Motivational Leader (+25% work speed), Mine Foreman and Logging Foreman (+25% mining and +25% logging),Vanguard (+10% attack),Stronghold Strategist (+10% defense),Healing Coach (+5% health regeneration),Wellness Watcher (−5% stamina drain) and Reload Master (+4% reload speed). Everything else on this page changes the Pal. These eight change you, which is the only reason a trait is ever worth fitting to a Pal you have no intention of sending into a fight.
None of the eight is worth hunting for. All of them sit at weight 100 in the 7,360-point pool a caught Pal draws its traits from — about 1.4% for each slot that gets filled, and 800 of 7,360 taken together, so roughly one filled slot in nine on a wild catch comes up pointing at you rather than at the Pal. No Pal in the game is born holding any of the eight, so a sphere or the bench is the only door in, and the bench sells every one of them. A lucky wild roll saves you the fee, never the trip.
At one counter price the returns differ by five times. Motivational Leader, Vanguard, Stronghold Strategist and Wellness Watcher are 15 Successful Bounty Tokens apiece, and what sits behind those identical prices is +25%, +10%, +10% and −5%. Healing Coach and Reload Master are 50 Battle Tickets for +5% and +4%. Work speed is the outlier by a wide margin, so a first token run spent on anything else buys a rounding error. The two foreman traits dodge the counter completely — 50,000 gold at the bench with no implant in the transaction — which makes the pair that also returns +25% the cheapest of the eight to own outright.
Wellness Watcher is the entire category, top and bottom. Nothing else in the 312 touches your own stamina bar: there is no Lv. 2, no rank-4 version waiting in the recycler and no weaker cheap rung on the gold menu, so −5% is both the ceiling and the floor. What that buys is a sprint, a climb or a glide lasting a little over five percent longer, small enough that the honest case for fitting it is a spare slot rather than a stamina problem. It is also not the mount ladder described above — Fit as a Fiddle, Infinite Stamina and Eternal Engine raise the Pal's bar and leave yours exactly where it was.
It pays from a party slot, not from the field. The effect is gated on the Pal being in your party, the same condition the game uses for partner skill effects, rather than on the Pal being the one out of its sphere. The carrier can therefore sit in a slot for its partner skill or its element coverage and still hand you the discount without ever being deployed — a different gate from the mount stamina traits, which pay only while that Pal is the one you have out. Healing Coach and Reload Master are flagged the same way, so a fifth-slot passenger carrying all three is doing more for you than most fighters in the party.
One trait from outside that pool joins them and beats the lot. Idiosyncratic reads its health regeneration at the trainer as well, at +50% against Healing Coach's +5%, and it is gated on the party slot in exactly the same way. It is rank 4 and mutation-only, so no catch and no counter will ever produce it — but on a Pal you are already carrying for its partner skill it is the largest figure in the game pointed at your own health bar.
The Hunger Ladder Is Three Rungs and a Trap
Feeding is the tax you pay on every Pal you own, and there is a small family of passives that lowers it. Dainty Eater shaves 10% off the drain rate at rank 1, Diet Lover 15% at rank 3 and Mastery of Fasting 20% at rank 4. Ten percentage points across three rarity tiers makes this an even flatter climb than swim speed, and unlike the stamina passives above none of it is conditional — the number applies to a base worker, a mount and a party Pal identically.
The top rung asks twenty times the luck for five extra points. Mastery of Fasting sits in the ordinary pool a caught Pal rolls from at weight 5 against 7,360 — about 0.07% for each slot that gets filled, the same thin figure every rank-4 headliner carries. Diet Lover and Dainty Eater are weighted 100 each, roughly 1.4% apiece. The rank 3 is the one you can realistically farm for, and on a feed box the difference between them is a few extra berries a day.
You are forty times likelier to roll the penalty than the prize. Glutton (hunger 10% faster, rank −1) and Bottomless Stomach (15% faster, rank −2) sit at weight 100 each in that same pool, so a random fill hands you one of the two about 2.7% of the time against 0.07% for the good one. That is the whole tier in miniature: detrimental passives account for 1,500 of the 7,360, so a fifth of every slot inheritance leaves open comes back worse than empty. Relaxaurus is the only Pal born with a hunger trait at all and the one it carries is Glutton, which means there is no innate holder anywhere to start a chain from for the useful end of the ladder.
Two of the three are a cash purchase and the item versions are irrelevant. All three exist as items — a 1★ Dainty Eater, a 3★ Diet Lover and a 4★ Mastery of Fasting — and none of those three items appears on any counter or in any relic pool, but that does not matter for the bottom two rungs: the surgery table installs Dainty Eater for 10,000 gold and Diet Lover for 50,000 with no implant required at all. Sixty thousand gold puts the rank 3 on any Pal you like, which beats farming a 1.4% roll for it. The exception is Disposable Implant: Mastery of Fasting, which the recycler does produce: 0.81% from aglistening relic and halving with each grade down to 0.05% from adecayed one. If you want 20% on a specific Pal rather than whichever Pal the wild roll picked, that implant is the only route, and it is a level 74 route.
The rank 5 on the same stat is not an upgrade path. World Tree Seedbed halves hunger, but it is a World Tree trait — it never lands on an ordinary catch and it charges 20% of the Pal's max HP. For every Pal that will not be carrying one, the 20% is the ceiling on this stat.
The SAN Ladder Ends in a Passive That Undoes Itself
Sanity is the stat that decides whether a base worker keeps working, so the family that slows its drain is aimed squarely at Pals you never fight with. There are four useful rungs and they climb the whole rank range: Positive Thinker at −10% and rank 1, Workaholic at −15% and rank 3, Heart of the Immovable King at −20% and rank 4, and Hermit Sage at −50% and rank 5. Two penalties mirror the bottom of it — Unstable drains 10% faster at rank −1 and Destructive 15% faster at rank −2 — and Demon's Hand charges the same 15% as the price of its work speed. All seven are live wherever the Pal stands, with no party, mount or base-camp gate on any of them.
The top rung spends its bonus on the job it exists for. Hermit Sage takes 20% off work speed, which is the only reason a Pal with high sanity is standing at your base in the first place. Heart of the Immovable King gives 20% of the drain reduction with no penalty line whatsoever, and it comes out of exactly the same place at exactly the same rate: its disposable implant is in every relic grade at 0.81% from a glistening relic down to 0.05% from adecayed one, the same ladder the seven World Tree implants sit on. Same grind, same relic, no drawback — on a plain base worker the rank 4 is the better pull and the rank 5 is only worth the slot for the harvestable clause attached to it.
These two are the one pair of World Tree traits worth doubling up. The decay clause is identical on all seven, so fitting two of them is normally a wasted slot — except that Demon's Hand and Hermit Sage cancel each other. Demon's Hand is +90% work speed against 15% faster drain; Hermit Sage is half drain against −20% work speed. Together the Pal reads +70% work speed and 35% slower sanity loss, which is more of both than either trait manages alone and better than any combination the ordinary pool can produce. They fall from the same relic pile, so a long recycler run that hands you both has built a base worker rather than two half-answers.
Below rank 4 the roll is irrelevant, because gold buys it outright. Positive Thinker installs at the surgery table for 10,000 with no implant, and Workaholic for 50,000 — no token counter, no relic, no chain. The 1★, 3★ and 4★ shelf items named after the three lower rungs are all red herrings in the usual way: the bench asks for no item at the first two rows and wants the disposable version at the third, so none of the three Implant: items can be installed at all. Nothing in the game is born with any sanity trait either, so there is no innate holder to open a chain from.
A wild roll is close to a coin flip on this stat. Five of the seven sit in the pool a caught Pal draws from, 405 weight out of 7,360, so about one filled slot in eighteen comes back touching sanity. Split that and the good side is 205 and the bad side 200 — roughly 2.8% against 2.7%, near enough even, because Positive Thinker, Workaholic, Unstable and Destructive all carry weight 100 and Heart of the Immovable King carries the usual rank-4 weight of 5. That is a far kinder split than the hunger family above, where the penalties outweigh the prize forty to one, but it still means a catch is as likely to hand a worker Destructive as Workaholic. Buy the rank 3, and let the recycler decide whether the Pal ever gets past it.
Cooldown Is Two Working Rungs, a Mirror and a Blank
Four of the 312 entries below move active skill cooldown, and they are worth reading as a set because the numbers are small and the prices are not. Easygoing stretches cooldowns by 15% at rank −1,Impatient shortens them by the same 15% at rank 1, and Serenity shortens them by 30% at rank 3. None of the three is gated to riding, to the party or to base camp the way the stamina and farm traits are — they are live wherever the Pal is, so the only thing that decides whether the slot pays is whether that Pal throws active skills in the first place. On a Pal that only ever stands at a workbench, Easygoing is a penalty that never fires.
Easygoing and Impatient are the same fifteen points aimed in opposite directions. Both carry weight 100 in the pool a caught Pal draws its traits from — about 1.4% for each slot that gets filled — so a sphere is exactly as likely to hand a fighter the drawback as the bonus. Neither is innate to any Pal, and neither is Serenity, so nothing in the game carries this family for you to open a chain from: the first cooldown passive in your line has to be bought or rolled before breeding can move it anywhere.
Gold buys the bonus and never the deletion. Impatient sits on the surgery table's cash menu at 10,000 with no implant required, so the +15% is a decision rather than a hunt. Easygoing has no row on that 54-entry menu and no implant in the game contains it, which means there is nothing you can buy that points at it. An install fills a slot rather than clearing one, so a fighter that hatched with Easygoing is a Pal you either breed again or reassign to a job where cooldown never ticks. A 1★ Implant: Impatient does exist as an item, but the bench's row for that trait asks for no item at all and no counter stocks it — another name on the shelf that buys you nothing.
Serenity is two passives in one slot, and that is what the price is really for. It carries +10% attack alongside the 30%, the same figure Brave gives on its own, so fitting it is fitting Impatient and Brave together and getting a quarter of the Pal back. The bill is 50 Battle Tickets at the arena counter for the implant plus 50,000 gold at the bench to install it, against 10,000 for the rank 1 — five times the money for fifteen extra cooldown points and a free slot. On a four-slot combat build the slot is the part worth paying for; on anything you are not optimising, take the rank 1 and stop.
The rank 4 above it is a blank. Tempest Fury is filed at rank 4 and its own in-game line quotes both of its stats at 0%, which is exactly what the table holds. It has no lottery weight, so no catch can roll it; no Pal is born with it; no implant contains it; and the game keeps it out of the sorted list it shows you. It would do nothing if it did land. The ladder ends at Serenity, and 30% is the ceiling on this stat for every Pal in the game.
Chaining a Passive Onto the Pal You Actually Want
The Pal born with the passive you want is almost never the Pal you want fighting or working for you, and that does not matter. A passive only has to enter your line once. Breed the innate holder against anything, keep the child that came out carrying it, and that child is now your courier — pair it with a Pal one step nearer your target species, keep whichever egg passed the trait on again, and repeat. Three or four handovers walk a passive the whole length of the breed-rank ladder; the path finder gives you the pairings that get there.
No single handover is guaranteed. The child draws at random from the combined pool its two parents hold, and drawing none of it is a normal outcome, so plan each generation as several eggs rather than one. Putting the same passive on both parents shortens the odds without ever locking it in, which is why a chain is a farm you run and not a checklist you tick.
Empty slots do not stay empty. Any of the four places inheritance leaves unfilled can be given a random passive instead, and that roll can hand back the negative ranks. It is the reason a flawless-looking pairing still hatches junk, and the reason to strip your couriers down as you go: a parent holding nothing but the traits you are chasing has nothing else to pass on, so every slot it does fill is one you wanted.
Two things bend the odds your way, both late. Special Cake in the feed box makes several parent passives more likely to carry across in one egg, and the Ancient Hatchery — a level 76 structure that automates laying and hatching outright — raises the inheritance rate on rare skills specifically. Neither exists in an early base, so until then the lever is volume: more farms running, more eggs, more re-rolls.