POLAPUP

Reference

Glossary

The words Palworld uses without ever defining them. Every number quoted here is one read out of the game's own data tables, except where an entry is marked, which means the game does not ship it and the figure comes from the community instead.

Stats

Attack

A pal has two attack stats, melee and ranged, and its moves use whichever they are typed as.

Every pal carries a separate Melee Attack and Ranged Attack value. A move is typed as one or the other, so a pal with high ranged attack and low melee gets nothing out of a melee move.

Where this site shows a single "attack" figure for comparison, it uses the higher of the two, because that is the one a build is usually leaning on.

Attack is not damage. Damage also depends on the move's power, the target's defense, and elemental matchup.

See also Element Defense Active skill

Defense

Reduces incoming damage. Raid bosses also carry their own multiplier on how much damage they take.

Defense reduces what a pal takes from an attack.

Bosses are a special case: alongside their defense stat they carry a separate "damage taken" multiplier that scales the whole fight. That is why a raid boss with ordinary-looking defense can still be spongy.

See also Raid boss Attack

Combat

Active skill

A pal's attacks. Each has an element, a power value and a cooldown.

Pals learn active skills at set levels, and can hold three at once. Higher-power moves generally carry longer cooldowns.

A move's element is its own, not necessarily the pal's, so a pal can carry coverage against something its own typing struggles with.

See also Element Attack

Element

Community figure

Nine elements. Being strong against something doubles your damage; being weak halves it.

The wheel is not symmetrical. Fire is strong against two elements, Grass and Ice; every other element is strong against exactly one, and Neutral is strong against nothing.

Full list: Fire beats Grass and Ice. Water beats Fire. Grass beats Ground. Electric beats Water. Ground beats Electric. Ice beats Dragon. Dragon beats Dark. Dark beats Neutral.

The reverse also holds: if something is strong against you, your attacks into it land at half.

Palworld ships no element table, so these relationships come from the community rather than the game files.

See also Attack Raid boss

Pal boost gun

Community figure

A gun that fires a temporary attack and defense buff at your active pal.

It consumes ammunition and buffs your pal for a limited time, which is why raid runs bring it.

The size of the buff is not in the data tables, so the builder treats it as an assumption.

See also Passive trait

Investment

Awakening

Community figure

A late-game upgrade using element-specific awakening materials.

Awakening consumes materials tied to a pal's element. The game ships one awakening item per element.

The size of the bonus is not in the data tables, so the builder treats it as an assumption and shows the value it is using.

See also Pal Condenser Element

Friendship rank

Rises as a pal fights alongside you, and raises its stats by an amount specific to that pal.

Unlike the condenser and souls, friendship gains are in the data, and they differ per pal.

Lamball gains 5.5% health, 3.7% ranged attack and 3.7% defense per rank. Bellanoir gains 3%, 1% and 2.5%. So the same rank is worth more on some pals than others.

This site reads those per-pal values directly, which is why friendship is one of the parts of a build it can state exactly.

See also Pal Condenser Pal Souls

Pal Condenser

Community figure

Feed duplicate pals into a condenser to raise one pal by up to four stars.

The condenser consumes copies of the same pal to add stars, up to four. Each star raises health, attack and defense.

The number of duplicates needed climbs steeply: reaching four stars costs far more than reaching one.

The exact percentage per star is not in the game's data tables. This site uses the community-documented figures and says so in the builder.

See also Pal Souls Talent

Pal Souls

Community figure

Consumable souls spent at a Statue of Power to raise one stat, to rank ten.

Souls come in small, medium and large. You spend them at a Statue of Power to raise a chosen stat by one rank at a time, to a maximum of ten.

Attack, defense and work speed are tracked separately, so a pal can be maxed for combat and untouched for work.

As with the condenser, the per-rank percentage is not shipped in the data tables, so the builder uses community figures and flags them.

See also Pal Condenser Work suitability

Talent

A hidden 0 to 100 roll per pal, fixed at capture or hatch, that nudges its stats.

Each pal is caught or hatched with three hidden rolls, one each for health, attack and defense, between 0 and 100.

You cannot change a pal's talent. Hatching eggs until you get good rolls is why breeding exists as an activity.

Two identical-looking pals can differ noticeably because of talent alone.

See also Breeding Pal Condenser

Traits

Partner skill

A pal's signature ability, ranked 1 to 5, and 133 of them buff you rather than the pal.

Every pal has one partner skill, and it strengthens through five ranks.

Many of them are player buffs. Blazamut Ryu's raises your damage against Dragon-weak targets from 25% at rank 1 to 40% at rank 5. Cattiva's adds up to 200 carry weight.

Of the 286 pals in the Paldeck, 133 have a partner skill that affects the trainer. If you are building a squad around what it does for you, this is half the answer and traits are the other half.

Some partner skills need a specific item equipped before they do anything.

See also Passive trait Work suitability

Passive trait

Up to four per pal. Crucially, some buff the pal and some buff you.

A pal can carry up to four traits, rolled at capture or inherited through breeding.

Every trait effect carries a target, and this is the part players trip over. A trait aimed at the pal raises the pal. A trait aimed at the trainer raises you and does nothing for the pal.

Vanguard reads "10% increase in Player Attack" and is easy to mistake for a pal buff. It is not: it raises your weapon damage. The same is true of Stronghold Strategist, Reload Master and Idiosyncratic.

A target is relative to whoever holds the trait. On an accessory you are the holder, so "to self" means you, while "to party" means your pals.

Traits stack without a cap. Five pals each carrying Vanguard give you the full 50%, not a reduced figure.

See also Partner skill Accessory

Pals

Alpha

Community figure

A larger, higher-level version of a pal at a fixed spot on the map.

Alphas sit at fixed locations rather than wandering, and respawn on a timer. They are higher level than the wild version and hit harder.

The map on this site marks them separately from ordinary spawns.

How much of a stat premium an alpha carries is not in the data tables, so the builder treats it as an assumption.

See also Raid boss Rarity

Breeding

Community figure

Two pals in a breeding pen produce an egg, decided by a hidden rank on each parent.

Each pal carries a breeding rank. The child is worked out from the average of the two parents' ranks rounded up, landing on whichever pal sits closest to it. Ranks are all distinct, so there is only ever one answer.

When the average falls exactly between two ranks the game consults a second field, which nine variant pals have set by hand so they win every tie.

Some pairs bypass the formula entirely and always produce a set result. The game ships 258 of these special combinations, 182 of which use pals that are actually in the game.

Children can inherit traits from either parent, which is how a pal ends up with a chosen set of four.

See also Talent Passive trait

Paldeck number

The catalogue number. A letter suffix marks a variant of the pal before it.

Numbers run from 1 to 204 in the current data. A suffix such as 200B marks an elemental variant: Frostallion is 200, Frostallion Noct is 200B.

Number 38 is empty. It belongs to an unreleased pal that has data but no name, so this site leaves the gap rather than renumbering around it.

See also Rarity

Raid boss

Summoned at an altar rather than found in the world, with huge health and damage multipliers.

Raid bosses do not spawn on the map. You summon them at an altar using slabs, which is why the habitat map has no pin for them.

The version you fight is a different entry from the one you can catch, and only the fight version carries the multipliers. Bellanoir Libero fights at 120 times health in its first form and 420 times in its second, dealing 2 times then 10 times damage.

Bellanoir Libero, Blazamut Ryu, Xenolord, Hartalis and Moon Lord all have a second form in the game data.

See also Alpha Defense Element

Rarity

A number from 1 upward marking how uncommon a pal is. It does not directly set its stats.

Rarity is roughly a tier marker. Lamball is 1; Jetragon and Frostallion are 20.

It is not a stat multiplier. A high-rarity pal usually has better base stats, but the stats are stored separately and are what actually matter.

See also Alpha Paldeck number

Gear

Accessory

Two slots. Accessories carry no stats of their own, only traits.

Unlike armour, accessories give no flat defense or health. Everything they do comes through the traits they grant.

Those traits split between you and your pals. A Blazehowl Ring gives you 35% Grass resistance and gives your party 20% Fire damage, from the same item.

When comparing accessories, compare the traits, not the item.

See also Passive trait Quality tier

Quality tier

Weapons and armour come in five tiers, from Common to Legendary, with real stat differences.

The same item exists as five separate entries. An Advanced Bow does 5800 damage at Common and 8700 at Legendary. An Ancient Helm gives 500 defense at Common and 650 at Legendary.

Durability climbs with tier too, so a higher tier lasts longer as well as hitting harder.

The crafting recipe is the same for every tier; which one you get is decided when it is made.

See also Accessory Technology points

Technology points

Earned on level-up and spent to unlock recipes, each with its own level requirement.

Every craftable item is gated behind a technology, which costs points and requires a level.

An Ancient Helm needs level 68 and 5 points. Cloth Outfit needs level 4 and 2 points.

Some technologies are locked behind defeating a tower boss rather than a level.

See also Quality tier

Base

Work suitability

Thirteen base jobs, each ranked 1 to 8, deciding what a pal can do at your base.

The thirteen are Kindling, Watering, Planting, Generating Electricity, Handiwork, Gathering, Lumbering, Mining, Extracting, Medicine Production, Cooling, Transporting and Farming.

A higher rank means the pal works that job faster, and some tasks require a minimum rank before a pal will take them at all. Ranks reach 8 in the shipped data even though the base-camp interface implies a smaller scale: 59 pals sit above 5, and Jetragon reaches 8 in Gathering.

A pal with no work suitabilities cannot be assigned to a base at all, which is true of most of the strongest combat pals.

See also Pal Souls Partner skill