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
| Tier | Index |
|---|---|
| common | 0 |
| uncommon | 1 |
| rare | 2 |
| epic | 3 |
| legendary | 4 |
Full passive catalog
| Passive | Effect | Stat modified | Unit | Common | Uncommon | Rare | Epic | Legendary |
|---|---|---|---|---|---|---|---|---|
| Afterburner | Increases movement speed | maxSpeed | % | 5 | 10 | 16 | 23 | 32 |
| Fortune Core | Increases luck | luck | flat | 3 | 6 | 10 | 15 | 22 |
| Heavy Plating | Increases max HP | hpMax | % | 5 | 10 | 16 | 23 | 32 |
| Jack of All Trades | Increases all stats | all | % | 3 | 6 | 10 | 15 | 22 |
| Organic Regeneration | Increases shield regen rate | shieldRegenRate | % | 5 | 10 | 16 | 23 | 32 |
| Payload Delivery | Increases fire rate | fireRatePct | flat | 4 | 8 | 13 | 19 | 28 |
| Phase Drive | Increases acceleration | thrust | % | 5 | 10 | 16 | 23 | 32 |
| Precision Salvage | Increases currency drops | currencyBonus | flat | 3 | 6 | 10 | 15 | 22 |
| Predator Instinct | Increases weapon damage | weaponDamagePct | flat | 4 | 8 | 13 | 19 | 28 |
| Prismatic Agility | Increases turn speed | turnSpeed | % | 5 | 10 | 16 | 23 | 32 |
| Ram Prow | Increases ramming damage | meleeMult | % | 8 | 15 | 24 | 35 | 50 |
| Reinforced Hull | Increases damage reduction | damageReduction | flat | 1 | 2 | 3 | 5 | 7 |
| Shield Capacitor | Increases max shield | shieldMax | % | 5 | 10 | 16 | 23 | 32 |
| Thermal Vents | Increases heat cooldown | overheatCool | % | 5 | 10 | 16 | 23 | 32 |
| Tractor Array | Increases magnet range | magnetRange | % | 8 | 15 | 24 | 35 | 50 |
| Void Siphon | Restores HP per second | hpRegen | flat | 0.5 | 1 | 1.5 | 2.5 | 4 |
Magnitude curve groups
Passives share scaling curves grouped by stat impact.
| Curve | Common | Uncommon | Rare | Epic | Legendary | Members |
|---|---|---|---|---|---|---|
| Standard percent | 5 | 10 | 16 | 23 | 32 | Afterburner, Heavy Plating, Organic Regeneration, Phase Drive, Prismatic Agility, Shield Capacitor, Thermal Vents |
| Damage / fire rate percent | 4 | 8 | 13 | 19 | 28 | Payload Delivery, Predator Instinct |
| Economy / luck / multistat percent | 3 | 6 | 10 | 15 | 22 | Fortune Core, Jack of All Trades, Precision Salvage |
| Wide percent | 8 | 15 | 24 | 35 | 50 | Ram Prow, Tractor Array |
| Damage reduction flat | 1 | 2 | 3 | 5 | 7 | Reinforced Hull |
| HP regen flat | 0.5 | 1 | 1.5 | 2.5 | 4 | Void Siphon |
How it works
Each passive is a data record with these fields:
| Field | Purpose |
|---|---|
| id | Unique identifier referenced by ships |
| name | Display name |
| description | Text template containing the placeholder {value} |
| stat | The combat stat the passive modifies |
| isPercent | Whether the magnitude is a percentage or a flat value |
| values | Five magnitudes, indexed by rarity |
| effects | Optional 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
| Passive | Interacts with |
|---|---|
| Afterburner | Movement / dodge timing |
| Fortune Core | Drop tables and any luck-gated rolls |
| Heavy Plating | HP pool used by damage and healing calculations |
| Jack of All Trades | Every stat that other passives also modify (stacks additively as a flat percent) |
| Organic Regeneration | Shield regeneration tick rate |
| Payload Delivery | Weapon fire-rate cadence |
| Phase Drive | Thrust used to reach max speed |
| Precision Salvage | Currency drop quantity |
| Predator Instinct | Outgoing weapon damage on hit |
| Prismatic Agility | Turn rate used during steering |
| Ram Prow | Damage dealt to enemies on collision |
| Reinforced Hull | Flat subtraction from incoming damage |
| Shield Capacitor | Shield pool absorbing damage before HP |
| Thermal Vents | Overheat cooldown timer |
| Tractor Array | Pickup magnet radius |
| Void Siphon | Continuous 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
effectsblock 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.