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Passives
Passives are the core of build customization and power progression in Idleology. They provide permanent or situational bonuses from gear, companions, emblems, tomes, potions, blood rituals, jewels, and more.
There are two main ways players interact with passives:
- /passives — Allocate passive points earned from leveling.
- /mod_details — The single best command for viewing exact effects, scaling, and all available passives (highly recommended for every player).
Passives stack across systems and are a major reason why gear choices, companion investment, and endgame systems feel impactful.
Players earn passive points as they level. These are spent in the /passives interface (or via the allocation flow in /allocate_stats context) to unlock or improve various bonuses.
These points feed into combat stats, resource find rates, and other quality-of-life improvements. Exact trees/options are visible in-game via the command.
Every piece of equipment can roll or be upgraded with powerful passives. These are the foundation of most builds.
Standard weapon passives come in families (tiered 1–5):
- Burning: On equip, gain % of total ATK as bonus ATK (8/16/24/32/40%).
- Poison: On miss, deal % of ATK as damage.
- Debilitate: Combat start, reduce enemy DEF by %.
- Shocking: On hit, damage floor based on % of ATK (even on non-crits).
- Sturdy: On equip, gain % of total DEF as bonus DEF.
- Piercing: Flat Crit Chance bonus (+5/10/15/20/25%).
- Cull: Attempts to instantly kill low-HP enemies (threshold %).
- Deadeye: Flat Hit Chance bonus.
- Echo: Extra hit for % damage on non-crits.
- Arcane: Gain Ward on hit.
Infernal Passives (applied via Infernal Engrams from Uber bosses — very strong, high-risk theme):
- Soulreap, Inverted Edge, Gilded Hunger, Cursed Precision, Diabolic Pact, Perdition, Voracious, Last Rites, and more.
Standard:
- Impregnable (PDR cap +10%), Piety, Transcendence, Treasure Hunter, Unlimited Wealth, Alchemist.
Celestial Passives (via Celestial Engrams):
- Ghostreaver (Ward generation), Glancing Blows (block changes), Wind Dancer (evasion), Sanctity, Vow (survive fatal), Fortress (PDR scaling).
Standard families (level-scaling):
- Obliterate, Absorb, Prosper, Infinite Wisdom, Lucky Strikes.
Void Passives (via Void Engrams):
- Entropy, Void Echo, Unravelling, Void Gaze, Fracture, Nullfield, Eternal Hunger, Oblivion.
These use a potential/enchant system (up to certain levels) plus Essences for stat boosts.
Glove examples: Ward-Touched, Instability, Deftness, Adroit, Equilibrium, Plundering.
Boot: Speedster (combat cooldown reduction — huge QoL), Skiller (gathering synergy), Treasure-Tracker, Hearty, Cleric, Thrill-Seeker.
Helmet: Juggernaut, Insight, Volatile, Divine, Frenzy, Leeching, Thorns, Ghosted.
Essences (normal + corrupted from Uber content):
- Normal essences provide flat or % stats (Power, Protection, Insight, etc.).
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Corrupted Essences (Aphrodite, Lucifer, Gemini, NEET — permanent and powerful, applied to one piece):
- Aphrodite (glove/boot/helmet): Ward interactions, lucky drops, ward immunity to modifiers.
- Lucifer: Ward-to-damage, gold from modifiers, PDR on ward break.
- Gemini: Extra strike on crit, pet drops, damage split.
- NEET: Accuracy 0 (intentional drawback?), double resources on victory.
Essences are managed in inventory and provide the "essence bonus" layer on top of base passives.
Companions provide strong passive stat bonuses (Attack %, Defence %, Hit, Crit, Ward gen, Rarity, Damage Reduction, etc.).
- Tiers 1–5.
- Awakening via Gemini Engram adds a second "Balanced Passive" of a different type, massively increasing value.
- Higher level companions give stronger effects.
- Active companions also generate passive loot over time.
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Companion Mastery (✨ button in
/companions) scales passive values (Bonded branch) and massively boosts loot (Forager's Pack / Loot Affinity branches). Kinship Points come from overflow companion XP.
Detailed in the Slayer page. 5 slots with tiered passives (Slayer Damage, Boss Damage, Gold/XP Find, Crit, Task Progress, Material Drops, Corrupted Find, etc.). Upgraded with Violent Essence and Imbued Hearts.
The Slayer Mastery Tree (also in /slayer) provides additional task/XP/material bonuses and choice-based combat passives vs your current task species (Hunter branch). See Slayer.
Permanent progression from Codex runs. Up to 5 slots unlocked with Codex Pages.
Tome passives (tiered 1–5):
- Vitality (Max HP)
- Wrath (DEF → ATK)
- Bastion (ATK → DEF)
- Tenacity (chance to halve damage)
- Bloodthirst (crit HP drain)
- Providence (Rarity)
- Precision (Crit Chance)
- Affluence (XP & Gold)
- Bulwark (PDR)
- Resilience (FDR)
Apply everywhere (normal combat, Ascent, Codex, etc.).
Detailed in the Alchemy page. Powerful "on potion use" effects obtained via the 9-step Distillation process (using Cosmic Dust).
Examples: Panacea (cleanse + immunity), Eclipse Strike (guaranteed crit damage), Astral Aegis (shield + survive lethal), Void Tide (monster debuff), Blood Pact (leech), and many more (healing amplification, stat buffs, ward interactions, etc.).
Detailed in the Consume page. Body slots unlocked with Primordial Blood; passives upgraded with Evolutionary/Mutative Blood.
High-risk, high-reward permanent effects (Reverberation, Iron Momentum, Ward Inoculation, Spectral Waltz, mutations to T6/T7, etc.). Tied to Consume monster parts and the Hatchery.
From the Jewel of Paradise system (detailed in Paradise).
- 8 active combat skill jewels (Surge, Cataclysm, Acrimony, Wardforge, Bastion, Siphon, Onslaught, Draught) with charge/unleash mechanics.
- Up to 5 passive slots that give global jewel bonuses (Rapid, Force, Compression, Mirage, specializations).
- Rerolled with Cosmic Dust.
- Mastery passives for extra levels/power.
Partners have Combat skills (up to 10, effects in fights) and Dispatch skills (up to 5, improve dispatch rewards).
- 6★ partners have unique Signature skills (extremely strong: survive fatal blows, corrupted essence buffs, double damage, extend dispatch, double gathering, etc.).
- Upgraded/rerolled with Partner Shards.
- Active partner contributes to combat.
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/mod_details is your best friend — it shows every category (weapon, armor, accessory, glove, boot, helmet, essence, companion, slayer, codex, partner, paradise, hematurgy, monster modifiers) with exact scaling and descriptions. Mastery trees are viewed in their respective hubs (
/companions,/slayer,/gather). - Test everything in the Dojo (
/dojo). - Synergies matter enormously: Celestial + Ward, Infernal + Soulreap for Ascent, Gemini awakening for companions, Skiller boots + Gathering Mastery, etc.
- Corrupted essences and high-tier Infernal/Celestial/Void passives are endgame-defining.
- Passive points from leveling should be spent thoughtfully as they compound.
- Many passives have combat-start, on-hit, on-crit, on-miss, on-victory, or turn-based triggers — timing and build-around is key.
Passives turn raw stats and gear into unique playstyles. The depth comes from mixing systems (gear + companions + tomes + jewels + emblems + blood + potions).
Build your legend through layers of power.
Last updated: June 2026 (added Companion Mastery and Slayer Tree notes; sourced from passive data + core/companions/mastery.py, core/slayer/mechanics.py, system files, and /mod_details)