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
- Unlock and build the Surgery Table (a base facility on the normal tech tree).
- Put the Pal you want to modify into your current party — Pals outside the party cannot be operated on.
- Interact with the table and browse the list of applicable passives with their prices.
- Confirm a passive: it fills an empty slot, or replaces an existing one if the slots are full.
- 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.
| Passive | Rank | Effect | Gold | Implant source |
|---|---|---|---|---|
| Twin-Edged Holy Blade | 5 | Attack +50% Defense -30% World Tree resources will not vanish when approached. | 0 | World Tree implant |
| God of Destruction | 5 | Attack +40% Defense +20% Max Health -50% World Tree resources will not vanish when approached. | 0 | World Tree implant |
| Demon’s Hand | 5 | Work Speed +90% SAN dreceases +15.0% faster World Tree harvestables won't vanish when approached. | 0 | World Tree implant |
| Sanctified Meat Shield | 5 | Defense +50% Attack -30% World Tree resources will not vanish when approached. | 0 | World Tree implant |
| World Tree Seedbed | 5 | Decrease Hunger depletion rate by +50.0% HP -20% World Tree resources will not vanish when approached. | 0 | World Tree implant |
| Dimensional Leap | 5 | Movement Speed +50% Increases Hunger depletion rate by +15.0% World Tree resources will not vanish when approached. | 0 | World Tree implant |
| Hermit Sage | 5 | SAN depletion rate -50.0% Work Speed -20% World Tree resources will not vanish when approached. | 0 | World Tree implant |
| Remarkable Craftsmanship | 4 | Work Speed +75% | 0 | Matching passive implant |
| Diamond Body | 4 | Defense +30% Immune to Flinch Immune to Knockback | 0 | Matching passive implant |
| Swift | 4 | 30% increase to movement speed. | 0 | Matching passive implant |
| Babysitter | 4 | While at a base, increases egg production speed by +30% and incubation speed by +30% for Pals assigned to a Breeding Farm. | 0 | Matching passive implant |
| Heavily Armored | 4 | Immune to Explosion Damage | 0 | Matching passive implant |
| Immortality | 4 | Life Steal +5% Pal Auto Health Regeneration Rate +100% Attack +15% | 0 | Matching passive implant |
| Idiosyncratic | 4 | Pal and Player Auto Health Regeneration Rate +50% Defense +25% Immune to Poison Damage Immune to Burn Damage | 0 | Matching passive implant |
| Demon God | 4 | Attack +30% Defense +5% | 0 | Matching passive implant |
| Mastery of Fasting | 4 | Hunger decreases +20.0% slower. | 0 | Matching passive implant |
| Heart of the Immovable King | 4 | SAN drops +20.0% slower. | 0 | Matching passive implant |
| Skymarcher | 4 | Mounted Jump Count +2 | 0 | Matching passive implant |
| Eternal Engine | 4 | Max stamina +75% *This effect is only valid for rideable pals. | 0 | Matching passive implant |
| King of the Waves | 4 | 50% increase movement speed on water. | 0 | Matching passive implant |
| Vampiric | 4 | Absorbs a portion of the damage dealt to restore Health. Does not sleep at night and continues to work. | 0 | Matching passive implant |
| Healing Coach | 3 | Player Auto Health Regeneration Rate +5% | 50000 | Matching passive implant |
| Serenity | 3 | Active skill cooldown reduction 30% Attack +10% | 50000 | Matching passive implant |
| Artisan | 3 | Work Speed +50% | 50000 | Matching passive implant |
| Burly Body | 3 | Defense +20% Immune to Flinch | 50000 | Matching passive implant |
| Runner | 3 | 20% increase to movement speed. | 50000 | Matching passive implant |
| Ferocious | 3 | Attack +20% | 50000 | Gold only (no implant) |
| Diet Lover | 3 | Hunger decreases +15.0% slower. | 50000 | Gold only (no implant) |
| Workaholic | 3 | SAN drops +15.0% slower. | 50000 | Gold only (no implant) |
| Wellness Watcher | 3 | Player Stamina Consumption -5.0% | 50000 | Matching passive implant |
| Reload Master | 3 | Player Reload Speed +4% | 50000 | Matching passive implant |
| Noble | 3 | Increases the value of items when sold by +5% | 50000 | Matching passive implant |
| Infinite Stamina | 3 | Max stamina +50% *This effect is only valid for rideable pals. | 50000 | Matching passive implant |
| Ace Swimmer | 3 | 40% increase movement speed on water. | 50000 | Matching passive implant |
| Philanthropist | 3 | When assigned to a Breeding Farm, breeding speed is increased by 100%. | 50000 | Gold only (no implant) |
| Vanguard | 3 | 10% increase in Player Attack. | 50000 | Matching passive implant |
| Stronghold Strategist | 3 | 10% increase in Player Defense. | 50000 | Matching passive implant |
| Logging Foreman | 3 | 25% increase in Player Logging Efficiency. | 50000 | Gold only (no implant) |
| Mine Foreman | 3 | 25% increase in Player Mining Efficiency. | 50000 | Gold only (no implant) |
| Motivational Leader | 3 | 25% increase in Player Work Speed. | 50000 | Matching passive implant |
| Musclehead | 2 | Attack +30% Work Speed -50% | 50000 | Matching passive implant |
| Impatient | 1 | Active skill cooldown reduction 15% | 10000 | Gold only (no implant) |
| Serious | 1 | Work Speed +20% | 10000 | Gold only (no implant) |
| Hard Skin | 1 | Defense +10% | 10000 | Gold only (no implant) |
| Nimble | 1 | 10% increase to movement speed. | 10000 | Gold only (no implant) |
| Insomnia | 1 | Does not sleep and continues to work even at night. | 10000 | Gold only (no implant) |
| Brave | 1 | Attack +10% | 10000 | Gold only (no implant) |
| Work Slave | 1 | Work Speed +30% Attack -30% | 10000 | Gold only (no implant) |
| Dainty Eater | 1 | Hunger decreases +10.0% slower. | 10000 | Gold only (no implant) |
| Positive Thinker | 1 | SAN drops +10.0% slower. | 10000 | Gold only (no implant) |
| Fine Furs | 1 | Increases the value of items when sold by +3% | 10000 | Gold only (no implant) |
| Fit as a Fiddle | 1 | Max stamina +25% *This effect is only valid for rideable pals. | 10000 | Gold only (no implant) |
| Sleek Stroke | 1 | 30% increase movement speed on water. | 10000 | Gold only (no implant) |
| Mercy Hit | — | Pacifist. Will not reduce the target's Health below 1. | 10000 | Gold 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:
- Enter the target Pal in reverse search to lock down its parent pairs — solve "how do I get this Pal" first.
- Breed for the passive pool: give each parent two target passives and hatch until an offspring merges three or four.
- Open that Pal's build page and compare it against the target setup to see what is missing.
- Look up the missing passive in the cost table above and patch it at the Surgery Table.
- 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.