Abnormal
10% decrease in incoming Neutral damage.
Version 1.0 trait planning
Check whether the passives you want are present on the two individual parents you plan to breed. The planner deliberately reports coverage, not an unverified success percentage.
Choose up to four target passive skills and mark the skills visible on Parent A and Parent B. The planner reports whether each target is present in at least one entered parent pool. Its 115-skill version 1.0 directory includes regular, restricted, World Tree, and mutation labels. It does not show inheritance odds because the official 1.0 notes do not publish a complete numeric formula.
Trait coverage check
Select up to four target skills, then mark the passives visible on each parent. The result checks coverage only; it does not calculate inheritance odds.
10% decrease in incoming Neutral damage.
40% increase movement speed on water.
Attack +10% Defense -10%
Work Speed +50%
While at a base, increases egg production speed by +30% and incubation speed by +30% for Pals assigned to a Breeding Farm.
10% increase in Dragon attack damage.
10% decrease in incoming Grass damage.
Hunger decreases +15.0% faster.
Attack +10%
Defense -20%
Defense +20% Immune to Flinch
10% increase in Lightning attack damage.
30% increase in Neutral attack damage.
10% decrease in incoming Dark damage.
Work Speed -10%
10% increase in Ice attack damage.
Work Speed +10% Defense -10%
Attack -10%
Hunger decreases +10.0% slower.
Attack +30% Defense +5%
Work Speed +90% SAN dreceases +15.0% faster World Tree harvestables won't vanish when approached.
SAN drops +15.0% faster.
Defense +30% Immune to Flinch Immune to Knockback
Hunger decreases +15.0% slower.
Movement Speed +50% Increases Hunger depletion rate by +15.0% World Tree resources will not vanish when approached.
30% increase in Dragon attack damage.
Defense -10%
10% decrease in incoming Dragon damage.
30% increase in Earth attack damage.
10% decrease in incoming Earth damage.
Active skill cooldown extension -15%
Max stamina +75% *This effect is only valid for rideable pals.
30% increase to Fire attack damage. 30% increase to Lightning attack damage.
Ranching's work suitability +1
Attack +20%
Increases the value of items when sold by +3%
Max stamina +25% *This effect is only valid for rideable pals.
30% increase in Fire attack damage.
10% increase in Grass attack damage.
Hunger decreases +10.0% faster.
Attack +40% Defense +20% Max Health -50% World Tree resources will not vanish when approached.
Defense +10%
Player Auto Health Regeneration Rate +5%
SAN drops +20.0% slower.
10% decrease in incoming Ice damage.
Immune to Explosion Damage
Defense +20% Immune to Knockback
SAN depletion rate -50.0% Work Speed -20% World Tree resources will not vanish when approached.
Attack +15% Work Speed -10%
10% increase in Water attack damage.
30% increase in Ice attack damage.
Pal and Player Auto Health Regeneration Rate +50% Defense +25% Immune to Poison Damage Immune to Burn Damage
Life Steal +5% Pal Auto Health Regeneration Rate +100% Attack +15%
Active skill cooldown reduction 15%
Max stamina +50% *This effect is only valid for rideable pals.
Does not sleep and continues to work even at night.
10% decrease in incoming Lightning damage.
30% increase in Dark attack damage. 30% increase in Dragon attack damage.
50% increase movement speed on water.
Your Dropped Items + 100%
Attack +20% Defense +20% Movement Speed increases 20%
Mounted Jump Count +1
25% increase in Player Logging Efficiency.
30% increase in Lightning attack damage.
30% increase in Water attack damage.
30% increase in Dark attack damage.
Attack +15% Defense +15% Work Speed +20%
20% increase to Water attack damage 20% increase to Ice attack damage 20% increase to defense.
Defense +15% Attack -15%
Hunger decreases +20.0% slower.
Pacifist. Will not reduce the target's Health below 1.
25% increase in Player Mining Efficiency.
25% increase in Player Work Speed.
Attack +30% Work Speed -50%
Tends to nap through the day, due to being nocturnal.
10% increase to movement speed.
Increases the value of items when sold by +5%
Attack +10% Fire damage reduction 15% Lightning damage reduction 15%
Attack -20%
When assigned to a Breeding Farm, breeding speed is increased by 100%.
SAN drops +10.0% slower.
10% increase in Earth attack damage.
10% increase in Fire attack damage.
Ranching's work suitability +2
Player Reload Speed +4%
Work Speed +75%
20% increase to movement speed.
Attack +15% Defense -15%
Defense +50% Attack -30% World Tree resources will not vanish when approached.
30% increase in Neutral attack damage. 30% increase in Grass attack damage.
Active skill cooldown reduction 30% Attack +10%
Work Speed +20%
Your Dropped Items + 50%
Decrease the value of items when sold by -10%
Max Stamina -25% *This effect is only valid for rideable pals.
30% increase in Dark attack damage. 30% increase in Ice attack damage.
Mounted Jump Count +2
Work Speed -30%
30% increase movement speed on water.
30% increase in Grass attack damage.
10% increase in Neutral attack damage.
10% increase in Player Defense.
10% decrease in incoming Fire damage.
30% increase to movement speed.
Attack +50% Defense -30% World Tree resources will not vanish when approached.
SAN drops +10.0% faster.
Absorbs a portion of the damage dealt to restore HP. Does not sleep at night and continues to work.
10% increase in Player Attack.
10% increase in Dark attack damage.
10% decrease in incoming Water damage.
Player Stamina Consumption -5.0%
5% increase to Water attack damage 5% increase to Ice attack damage 5% increase to defense.
Work Speed +30% Attack -30%
SAN drops +15.0% slower.
Decrease Hunger depletion rate by +50.0% HP -20% World Tree resources will not vanish when approached.
No passive skill matches this search and category.
The skill names, effects, ranks, and availability flags come from the pinned version 1.0 game-data export listed below. The official changelog confirms that version 1.0 added new passive categories and that Special Cake raises the chance of inheriting multiple parent passives, but it does not provide the missing probability formula.
The Palworld 1.0 passive skill inheritance planner is designed for the decision you can verify before an egg is produced: whether the passive skills you want are present on at least one selected parent. Choose up to four target skills, mark the skills carried by Parent A and Parent B, and review the coverage summary. A target marked Covered is available in one or both parent pools. A target marked Missing is not present on either parent, so that pair cannot pass it directly from the traits you entered. This is a coverage check, not a promise about the next egg.
Version 1.0 added new passives, World Tree passives, and mutation-only passives while also adding cakes that influence breeding outcomes. The official release notes describe those effects qualitatively but do not publish a complete numeric inheritance formula. For that reason, this planner does not display a success percentage, an expected egg count, or a guaranteed combination. It keeps the useful planning step and leaves unsupported numbers out. If a future verified formula becomes available, probability can be added behind the same versioned data gate without changing what today’s coverage result means.
Start by choosing the final role of the Pal. A combat mount, a base worker, a ranch Pal, and a breeding carrier usually need different passive sets. Select only the skills that matter to that role and keep the target list at four or fewer. A shorter, deliberate list is easier to audit than a large wish list containing mutually unhelpful effects. Read each skill description rather than relying on rank alone. Some high-rank skills include a tradeoff, while a lower-rank skill may solve the exact movement, work, defense, or elemental problem in your build.
Next, enter the passive pool on each candidate parent exactly as it appears in game. Do not add a skill merely because that species can sometimes have it; the planner needs the traits on the individual Pal you intend to breed. When a target is missing, replace one parent with a carrier or breed an intermediate carrier first. When all targets are covered, the pair is ready for an inheritance attempt, but the child can still receive only part of the pool. Keep the parent names, genders when relevant, and passive lists together in your notes so you can reproduce the setup later.
The skill directory separates availability labels because not every displayed passive enters a breeding project in the same way. Regular skills are found in the standard Pal pool. Rare or restricted skills may require a particular acquisition method or species. World Tree passives belong to the new World Tree category and often combine a strong benefit with a drawback. Mutation passives are associated with mutated offspring. These labels describe where the current game data places the skill; they do not, by themselves, prove that every labeled skill can be inherited through an ordinary egg.
Treat a World Tree or mutation label as a prompt to verify the actual individual in your Palbox. If the parent visibly carries the skill, you may record it in that parent’s pool and use the planner to check coverage. If you have not obtained a carrier, do not assume the skill can be created by combining unrelated parents. The directory is intentionally conservative about eligibility and odds. It shows the skill name, rank, effect, and source class that can be checked in the pinned version 1.0 data, while inheritance probability remains unavailable until supported by reproducible evidence.
The version 1.0 changelog gives players several cake choices. Special Cake increases the chance of inheriting multiple passive skills from the parents. Deluxe Vegetable Cake increases the likelihood of mutation and makes stat growth more likely. Mushroom Cake slightly increases the likelihood of higher stats, while Vegetable Cake produces two eggs at once. Those statements are useful when deciding which resource to spend, but they are not a public probability table. A planner that turns “increases” into an arbitrary percentage would create false precision and could mislead a long breeding project.
Choose the cake that matches the current bottleneck. If the correct species is easy to produce but the child repeatedly misses parent passives, Special Cake is the relevant official option. If the goal is a mutation, Deluxe Vegetable Cake is the option explicitly connected to mutation likelihood. If throughput matters more than a particular inheritance event, producing two eggs may be useful. Record which cake was used when comparing attempts. Without that note, a small set of observations cannot tell you whether two parent setups behaved differently or simply used different breeding items.
The breeding calculator answers which child species a pair produces. The passive planner answers whether the desired traits are represented in the entered parent pools. Run those checks in that order. First confirm that the exact parents produce the target species in version 1.0, including any variant or gender condition. Then enter the individual passives on those parents and inspect target coverage. A pair can be correct for species and poor for traits, or excellent for trait coverage and wrong for the intended child. Combining both questions in one unqualified score would hide that distinction.
For a longer route, decide where each target passive enters the chain. An intermediate child can become a carrier for a later step, so save its actual passives rather than assuming the planned set appeared. If an intermediate loses an essential skill, either breed that step again or choose another carrier before continuing. The shortest species chain is not always the easiest inheritance chain. A route with one extra species step may let you reuse a prepared parent with two important passives, reducing the number of separate trait pools you need to maintain.
A simple breeding log makes the planner more valuable. Record Parent A, Parent B, their visible passives, the cake, the resulting species, the child’s passives, whether a mutation was shown, and the game build. Keep failed eggs in the record as well as successful ones. Selective notes that include only the best outcome cannot support a probability estimate. Even with complete notes, a personal sample may still be too small for reliable odds, but it can reveal input mistakes, such as using the wrong variant or replacing a prepared carrier with another individual of the same species.
Recheck the page’s data date after a hotfix. Skill effects, labels, and breeding rules can change independently, so a saved target list should always be interpreted against the current game build. If the in-game description differs from this directory, report the skill name, exact wording, platform, language, and build. That is enough to investigate the data without requesting account credentials or an entire save file. Until a verified probability model exists, the safest workflow remains straightforward: confirm species, confirm parent coverage, choose the relevant cake, and inspect every child.
No. Full coverage means every target you selected is present on Parent A, Parent B, or both. It does not guarantee that the child inherits every target, and this planner does not convert coverage into a percentage. Check the child in game and update the next breeding step from the passives it actually received.
The official version 1.0 notes say that Special Cake increases the chance of inheriting multiple parent passives, but they do not provide a complete numeric formula for all parent pools and cake conditions. Displaying a percentage without a verified model would be false precision, so the probability field remains unavailable.
Yes, the directory lets you record them when an actual parent visibly carries the skill. Their category label is a warning that acquisition differs from an ordinary passive. The label does not claim that the skill can be generated by ordinary parents or assign an inheritance chance.
The coverage checker will mark the target as present whether it is on one parent or both. It does not claim that duplication changes the odds because that numeric rule has not been verified for this model. Enter the parents accurately and evaluate the children you produce.
No. Passive coverage is separate from the species matrix. Use the forward calculator to confirm Parent A plus Parent B, or reverse search to choose a pair for the target, then use this page to audit the individual passives on those parents.