What it is

Each ship type owns exactly one passive ability that is always active during a run. The passive’s strength scales with the ship’s rarity tier: every passive defines five fixed magnitudes, one per tier (common, uncommon, rare, epic, legendary). Passives apply once at run start and persist for the entire run.

Stats / tables

Rarity tier index

TierIndex
common0
uncommon1
rare2
epic3
legendary4

Full passive catalog

PassiveEffectStat modifiedUnitCommonUncommonRareEpicLegendary
AfterburnerIncreases movement speedmaxSpeed%510162332
Fortune CoreIncreases luckluckflat36101522
Heavy PlatingIncreases max HPhpMax%510162332
Jack of All TradesIncreases all statsall%36101522
Organic RegenerationIncreases shield regen rateshieldRegenRate%510162332
Payload DeliveryIncreases fire ratefireRatePctflat48131928
Phase DriveIncreases accelerationthrust%510162332
Precision SalvageIncreases currency dropscurrencyBonusflat36101522
Predator InstinctIncreases weapon damageweaponDamagePctflat48131928
Prismatic AgilityIncreases turn speedturnSpeed%510162332
Ram ProwIncreases ramming damagemeleeMult%815243550
Reinforced HullIncreases damage reductiondamageReductionflat12357
Shield CapacitorIncreases max shieldshieldMax%510162332
Thermal VentsIncreases heat cooldownoverheatCool%510162332
Tractor ArrayIncreases magnet rangemagnetRange%815243550
Void SiphonRestores HP per secondhpRegenflat0.511.52.54

Magnitude curve groups

Passives share scaling curves grouped by stat impact.

CurveCommonUncommonRareEpicLegendaryMembers
Standard percent510162332Afterburner, Heavy Plating, Organic Regeneration, Phase Drive, Prismatic Agility, Shield Capacitor, Thermal Vents
Damage / fire rate percent48131928Payload Delivery, Predator Instinct
Economy / luck / multistat percent36101522Fortune Core, Jack of All Trades, Precision Salvage
Wide percent815243550Ram Prow, Tractor Array
Damage reduction flat12357Reinforced Hull
HP regen flat0.511.52.54Void Siphon

How it works

Each passive is a data record with these fields:

FieldPurpose
idUnique identifier referenced by ships
nameDisplay name
descriptionText template containing the placeholder {value}
statThe combat stat the passive modifies
isPercentWhether the magnitude is a percentage or a flat value
valuesFive magnitudes, indexed by rarity
effectsOptional triggered effects registered with the effect engine

A ship definition stores a passiveId string pointing at a record in the passive registry. At run start, the ship’s rarity selects one index in the passive’s values array, and that magnitude is applied as a stat modifier for the entire run. The passive’s description is rendered by substituting {value} with the rarity-resolved magnitude.

Passives are looked up by id; an unknown id throws an error. The trigger condition for every passive is the same: presence on the active ship during a run. There is no toggle, cooldown, charge, or proc condition.

Interactions

PassiveInteracts with
AfterburnerMovement / dodge timing
Fortune CoreDrop tables and any luck-gated rolls
Heavy PlatingHP pool used by damage and healing calculations
Jack of All TradesEvery stat that other passives also modify (stacks additively as a flat percent)
Organic RegenerationShield regeneration tick rate
Payload DeliveryWeapon fire-rate cadence
Phase DriveThrust used to reach max speed
Precision SalvageCurrency drop quantity
Predator InstinctOutgoing weapon damage on hit
Prismatic AgilityTurn rate used during steering
Ram ProwDamage dealt to enemies on collision
Reinforced HullFlat subtraction from incoming damage
Shield CapacitorShield pool absorbing damage before HP
Thermal VentsOverheat cooldown timer
Tractor ArrayPickup magnet radius
Void SiphonContinuous HP regeneration regardless of shield state

What it does NOT do

  • Passives do not stack across multiple ships in a run; only the active ship’s passive is applied.
  • Passives do not change rarity mid-run; the magnitude is fixed at run start by the ship’s rarity tier.
  • Passives do not trigger on events (kills, hits, low HP, level-ups); they are always-on stat modifiers unless an optional effects block is defined.
  • Passives do not affect other ships, allies, or summons; they modify the player ship only.
  • Passives do not roll random magnitudes; each rarity tier maps to one fixed value.
  • Passives do not unlock by progression; access depends solely on which ship is selected.
  • A passive value cannot exceed the legendary-tier value listed above.