Short answer: in 1.0 you no longer need breeding alone for passives. Put the target Pal in your party, pay gold plus the matching implant at the Surgery Table, and the passive is applied deterministically — no failure rate, no egg rerolls. Implants are consumed on use, but the passive on the Pal is permanent. This guide covers the operation steps, the cost rules, how surgery splits duties with breeding, and a full table of every surgery-capable passive generated from our 1.0 data.

What the Surgery Table does

The Surgery Table is one of the headline facility reworks in the 1.0 release, and its role is deterministic passive rework. Before 1.0, four ideal passives meant one route: chain breeding, hatching and filtering over and over — sometimes hundreds of eggs. The Surgery Table turns "add one passive" into a priced transaction: gold + implant = the passive lands.

It can do three things:

  • Fill an empty slot: if the Pal has fewer than four passives, add a new one directly.
  • Replace a passive: swap out an unwanted trait — a negative passive for an offensive one, for example.
  • Patch across sources: it does not matter whether the Pal was caught, bred or condensed; the table works on any of them.

What it cannot do matters just as much: no active-skill changes, no species changes, no IV edits. Offspring species remain fully determined by the breeding matrix, and the probabilistic systems outside passives are untouched.

Unlock and operation steps

  1. Unlock and build the Surgery Table (a base facility on the normal tech tree).
  2. Put the Pal you want to modify into your current party — Pals outside the party cannot be operated on.
  3. Interact with the table and browse the list of applicable passives with their prices.
  4. Confirm a passive: it fills an empty slot, or replaces an existing one if the slots are full.
  5. Pay gold plus the matching implant. The passive applies immediately — no waiting, no confirmation rolls.

There are no hidden mechanics: no failure rate, no cooldown, no level gate beyond the list itself. The entire cost is the price tag.

How costs work: gold + implants

Every passive costs two things: gold and its matching implant. Common passives charge by rank — the higher the rank, the higher the fee. World Tree–tier passives flip the model: they cost no gold but require exclusive implants that only drop in the endgame region. A few passives charge gold alone, with no implant required.

The table below is generated directly from our 1.0 passive skill catalog and covers all 54 surgery-capable passives in the current data:

Surgery-capable passives (1.0 local data)

54 passives can be acquired via surgery; a cost of 0 means only the matching implant is needed, and some passives charge only gold with no implant. Implants are consumed on use.

PassiveRankEffectGoldImplant source
Twin-Edged Holy Blade5Attack +50% Defense -30% World Tree resources will not vanish when approached.0World Tree implant
God of Destruction5Attack +40% Defense +20% Max Health -50% World Tree resources will not vanish when approached.0World Tree implant
Demon’s Hand5Work Speed +90% SAN dreceases +15.0% faster World Tree harvestables won't vanish when approached.0World Tree implant
Sanctified Meat Shield5Defense +50% Attack -30% World Tree resources will not vanish when approached.0World Tree implant
World Tree Seedbed5Decrease Hunger depletion rate by +50.0% HP -20% World Tree resources will not vanish when approached.0World Tree implant
Dimensional Leap5Movement Speed +50% Increases Hunger depletion rate by +15.0% World Tree resources will not vanish when approached.0World Tree implant
Hermit Sage5SAN depletion rate -50.0% Work Speed -20% World Tree resources will not vanish when approached.0World Tree implant
Remarkable Craftsmanship4Work Speed +75%0Matching passive implant
Diamond Body4Defense +30% Immune to Flinch Immune to Knockback0Matching passive implant
Swift430% increase to movement speed.0Matching passive implant
Babysitter4While at a base, increases egg production speed by +30% and incubation speed by +30% for Pals assigned to a Breeding Farm.0Matching passive implant
Heavily Armored4Immune to Explosion Damage0Matching passive implant
Immortality4Life Steal +5% Pal Auto Health Regeneration Rate +100% Attack +15%0Matching passive implant
Idiosyncratic4Pal and Player Auto Health Regeneration Rate +50% Defense +25% Immune to Poison Damage Immune to Burn Damage0Matching passive implant
Demon God4Attack +30% Defense +5%0Matching passive implant
Mastery of Fasting4Hunger decreases +20.0% slower.0Matching passive implant
Heart of the Immovable King4SAN drops +20.0% slower.0Matching passive implant
Skymarcher4Mounted Jump Count +20Matching passive implant
Eternal Engine4Max stamina +75% *This effect is only valid for rideable pals.0Matching passive implant
King of the Waves450% increase movement speed on water.0Matching passive implant
Vampiric4Absorbs a portion of the damage dealt to restore Health. Does not sleep at night and continues to work.0Matching passive implant
Healing Coach3Player Auto Health Regeneration Rate +5%50000Matching passive implant
Serenity3Active skill cooldown reduction 30% Attack +10%50000Matching passive implant
Artisan3Work Speed +50%50000Matching passive implant
Burly Body3Defense +20% Immune to Flinch50000Matching passive implant
Runner320% increase to movement speed.50000Matching passive implant
Ferocious3Attack +20%50000Gold only (no implant)
Diet Lover3Hunger decreases +15.0% slower.50000Gold only (no implant)
Workaholic3SAN drops +15.0% slower.50000Gold only (no implant)
Wellness Watcher3Player Stamina Consumption -5.0%50000Matching passive implant
Reload Master3Player Reload Speed +4%50000Matching passive implant
Noble3Increases the value of items when sold by +5%50000Matching passive implant
Infinite Stamina3Max stamina +50% *This effect is only valid for rideable pals.50000Matching passive implant
Ace Swimmer340% increase movement speed on water.50000Matching passive implant
Philanthropist3When assigned to a Breeding Farm, breeding speed is increased by 100%.50000Gold only (no implant)
Vanguard310% increase in Player Attack.50000Matching passive implant
Stronghold Strategist310% increase in Player Defense.50000Matching passive implant
Logging Foreman325% increase in Player Logging Efficiency.50000Gold only (no implant)
Mine Foreman325% increase in Player Mining Efficiency.50000Gold only (no implant)
Motivational Leader325% increase in Player Work Speed.50000Matching passive implant
Musclehead2Attack +30% Work Speed -50%50000Matching passive implant
Impatient1Active skill cooldown reduction 15%10000Gold only (no implant)
Serious1Work Speed +20%10000Gold only (no implant)
Hard Skin1Defense +10%10000Gold only (no implant)
Nimble110% increase to movement speed.10000Gold only (no implant)
Insomnia1Does not sleep and continues to work even at night.10000Gold only (no implant)
Brave1Attack +10%10000Gold only (no implant)
Work Slave1Work Speed +30% Attack -30%10000Gold only (no implant)
Dainty Eater1Hunger decreases +10.0% slower.10000Gold only (no implant)
Positive Thinker1SAN drops +10.0% slower.10000Gold only (no implant)
Fine Furs1Increases the value of items when sold by +3%10000Gold only (no implant)
Fit as a Fiddle1Max stamina +25% *This effect is only valid for rideable pals.10000Gold only (no implant)
Sleek Stroke130% increase movement speed on water.10000Gold only (no implant)
Mercy HitPacifist. Will not reduce the target's Health below 1.10000Gold only (no implant)

Three things to know when reading it:

  • A cost of 0 is not free — those rows need World Tree implants, and the implants themselves are endgame rewards.
  • The rank column doubles as a priority hint: rank 4–5 passives are generally only worth taking via surgery or high-tier breeding.
  • The table shares one source with every build page on this site: the "surgery (X gold)" paths you see there come from the same catalog.

Implants are consumable (the key 1.0 change)

The official 1.0 notes list implants as disposable: one use consumes the implant, while the passive on the Pal is permanent. In other words, giving the same passive to five Pals takes five implants.

This is worth stressing because some older guides still say implants are reusable — that describes pre-1.0 behavior and is outdated. If you stockpile implants expecting reuse, your real consumption will be far higher than planned. Budget gold and implants assuming every use is consumed.

Surgery vs breeding: who does what

The two routes are not competitors; they divide the work:

  • Surgery Table (deterministic): the passive always lands, and the cost is gold plus implants. Best for the last one or two slots, fixing negative passives, and fine-tuning a finished Pal.
  • Breeding inheritance (probabilistic): cheap in materials and scalable, but it means hatching and filtering. Best for building a passive pool from scratch and outfitting a whole team with the same set.

The efficient loop is breed for the pool, surgically patch the end: use chain breeding to stack three or four ideal passives on one Pal, then buy the one stubborn passive that never hatches. Compared with pure breeding, total time drops sharply; compared with all-surgery, gold and implant spending stays sane.

A reusable training workflow

Take a main attacker that needs offense, survivability, mobility and a Legendary passive:

  1. Enter the target Pal in reverse search to lock down its parent pairs — solve "how do I get this Pal" first.
  2. Breed for the passive pool: give each parent two target passives and hatch until an offspring merges three or four.
  3. Open that Pal's build page and compare it against the target setup to see what is missing.
  4. Look up the missing passive in the cost table above and patch it at the Surgery Table.
  5. Finish with same-species condensation for star levels.

Steps 1 and 3 run directly on this site: species comes from the 1.0 matrix, surgery paths come from the passive catalog, and only the passive odds stay inside the game.

Data boundaries

The cost table and the surgery paths on build pages all come from this site's 1.0 local data snapshot — reproducible and checkable. Passive odds and future balance patches are outside the data's coverage; after a game update, trust in-game values and check the version badge and update date above.