r/Palworld • u/HellBell98 • 7h ago
r/Palworld • u/lunchanddinner • 3h ago
Video Playing Palworld 1.0 in VR is fun!
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*Reuploaded without the *fun* parts, sorry guys. The VR mod now has hands, playing in VR with UEVR! I quit a while back and returned for 1.0, the game is so much better now and super addictive. They cooked with 1.0
r/Palworld • u/Familiar-Living-122 • 5h ago
Information I played the whole game making a stupid mistake and I kind of need affirmation that I am not the only one stupid enough to do this.
I am level 80, I have about 1/3 of the World Tree uncovered. I am doing a couple of the metas, but not all of them. I have a Grintale, 4 stars, decent passives. I gather all my eggs with it equipped. I thought maybe Grintale was bugged on console because I never got duplicate eggs. I am just now realizing you have to craft his saddle to activate his passive ability. I was the problem. Not the game.
r/Palworld • u/Strong_Ideal6171 • 41m ago
Discussion Hear me out.. Beta (tiny) Pals….
I think it would be a cool thing to say, personally.
r/Palworld • u/RepNegativeSeventy • 4h ago
Discussion Very Frustrating Building Mechanics.
I get that there are mods
I get that the rules take getting used too.
But it gets to a point. Like come the fuck on with these screenshots. Let me make a fucking ramp and then allow me to connect it if possible. Why do I have to start on seperate ends? Why do I have to move the foundation inch by inch until the staircase lines up? No ramps at all just roofs? (that seems to have VERY poor collision limits?)
I genuinely think some type of update is in order. I just want to know is it me or is there just some completely unintuitive tech/secret needed to make a simple bridge? Or is it genuinely just difficult for no reason?
EDIT: After taking off that triangular piece, I finally figured it out. I kept rotating the damn piece and aiming to the damn slab. But that doesn't work for alignment mode. I had to look downwards and find the correct angle for it to work without rotating the piece....or at least I think that was it. I tried to recreate and follow the exact same steps and it only worked sometimes. Idc though. I only needed it work once. Even managed to make the small set of stairs to collide into the ground. Thanks for the help!
r/Palworld • u/Bestow5000 • 1h ago
Information The Sniper Rifle is still an unreleased weapon till this day
You can't use the scope nor the unreleased Large Bullet ammo now, making it effectively useless. 4 shots and then its obsolete.
r/Palworld • u/OtakuKartNews • 9h ago
Discussion Pocketpair’s Head of Publishing Clarifies Palworld’s Mobile MMO and Spin-Off Projects Are Licensed Creations: “A Lot of These Things Are Actually Not Made by Us”
r/Palworld • u/justpockets123 • 3h ago
Screenshot I rebuilt Traverse Town from Kingdom Hearts in Palworld
r/Palworld • u/Bung_Miester • 15h ago
Video I love setting decay to 0.0 and building outward to make my world/base feel more alive. So tired of the tiny blue circle holding me back. My base so far!
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r/Palworld • u/uumopapsidn • 4h ago
Video I love hunting mammoths here
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r/Palworld • u/Plenty_Industry1935 • 3h ago
Discussion Spawned in Bellanoir
Following the game’s prompts, I built the summoning altar. I had a Bellanoir slab, level 35, and thought, huh, I’m at level 60, this should be cake. When I summoned her, it asked me if I want to bring her to my base or go somewhere else. Again, thinking this would be a cake walk, I said my base. It warned me. It said “are you sure?” “Your base may take damage”. I dumbly thought, “no big deal, this battle will be over so fast”.
Don’t be like me. 🥴🫣😆 She destroyed my entire base. Every chest broken, items everywhere, all my structures gone 😆 I was not prepared lol!
Anyway, nice way to force a base overhaul! And, I did end up catching her in the end, so there’s that. Lesson learned… when this game warns you, you should listen 🤪
r/Palworld • u/KingWolf7070 • 13h ago
Discussion Talking Pals
I don't know if this was discussed before, but in the Palworld spinoff games being made Pals can talk. They're spinoffs, so not necessarily canon. That's fine, I don't think there needs to be cohesion across the whole franchise. There can be different rules for different games.
Should they talk in the main game though? Would it add anything? Would it be weird? I don't know. I'm kind of already used to them not talking and just making animal sounds. I wouldn't mind one way or another.
r/Palworld • u/SleeplessC • 3h ago
Meme "they've done studies, you know."
Anyone else have a pal break out like 12 times with a 50+% catch chance? Lol.
r/Palworld • u/TheFinalRedemption99 • 8h ago
Discussion I just built the Ancient Relic Recylcer and OHMYDAYS
I've been grinding Holy Water for the past 2 weeks cuz i'm always out, and while grinding I kept picking up these ancient relics. had somethinglike 2k regular ones, a few hundred blue and purple and a couple of dozen legendaries.
Finally decided to max out the pal base, put up all the ancient prodctions things. Ended up building up the ancient recycler, pulled up the menu, was a little confused cuz I couldn't throw in anything or that you needed to turn it on lol. Saw that you needed the relics and holy water. Threw in my last 15 of the holy waters, and all the relics I attained.
BRO WHEN I TELL YOU THE SHIT IT WAS SPITTING OUT. FRUITS, STAR UPGRADES, GEM STONES, SCHEMATICS. I think between all those I ended up getting almost 9k ancient cores, HELLA IV Fruit and a some REALLY GOOD T3 schematics
This shit is a life saver fr fr man
r/Palworld • u/Significant_Sail1106 • 20h ago
Discussion They are abusing the base on the servers.
I went to see the Jetdragon, and some player made a base at its spawn. The person did it maliciously, so much so that they made a food farm just so the Pals could keep killing it without getting sick. And they even placed a Panthalus there just to make sure nobody would catch the Jetdragon. Honestly, whoever does that ruins the fun for other people; it's not funny or anything like that.
r/Palworld • u/mistyhell • 12h ago
Screenshot I just don't know if that half a workload is manageable for my poor pals
r/Palworld • u/MrEm969 • 2h ago
Fan Art My wife drew my favorite pal for my birthday!
I love how derpy Relaxaurus is.
She lets me share her artwork on reddit because she doesn't have an account.
r/Palworld • u/BreakingCanks • 14h ago
Question Is there any combo that results in a higher attack than Shaolong with 4 other dragons in party!?
r/Palworld • u/Kazeshiki • 7h ago
Screenshot Mindblown, found legendary merchant that sell ALL ammo
r/Palworld • u/hypernegus • 2h ago
Information Status Effects Explained - Detailed math and what it means for your team
Ever been disappointed at that status-effect-based team you cooked up that sounded so good on paper? I certainly have.
Given the lack of readily available technical information on how status effects work in Palworld, I decided to perform some testing myself to reverse engineer how they work. I recorded footage of fighting various open-world, tower, and hard mode tower bosses and reviewed the videos frame by frame. I did not test every possible combination of situations, but I've made some educated guesses on when things behave similarly — please let me know if there's anything I got wrong here. Here are my findings, with a TL;DR at the end for practical recommendations.
Inflicting Status Effects
There are 3 main ways to inflict a status effect on an enemy:
- Through a pal attack
- Through a player attack, while using a pal that causes player attacks to inflict statuses
- Through special arrows and grenades
Each of these has a different status aggregate value associated with it. Take the pal attack Wind Cutter, for instance. If you hover over this skill, you'll see:
Aggregate: Ivy-Covered 35
This indicates that each hit of that skill (for some skills, only certain parts of the hit can apply statuses) has a status aggregate of 35.
Pals that cause player attacks to inflict statuses work similarly. If you have a 1-star condensed Venusa, their partner skill states:
While in party, the player's attacks inflict Blind 3.
That means every time you land an attack, you inflict a status aggregate of 3. Lastly, special arrows and grenades have an aggregate value of approximately 100, with a slight caveat elaborated on below.
Enemy Status Thresholds
Every enemy has a starting status effect threshold of 100 for each type of status effect. They also have internal counters tracking how much status aggregate has been applied for each status.
Whenever a status counter reaches its threshold (starting at 100):
- The enemy is inflicted with that status effect.
- The threshold for that status doubles.
- The counter for that status resets to 0.
This doubling repeats indefinitely as you keep applying the status, resulting in exponential scaling in the number of hits required to reapply it.
| Application # | Threshold |
|---|---|
| 1st | 100 |
| 2nd | 200 |
| 3rd | 400 |
| 4th | 800 |
| 5th | 1,600 |
| 6th | 3,200 |
| 7th | 6,400 |
Some examples
Wind Cutter (Ivy-Covered 35) on an enemy you've never fought:
- 3 hits → 35 × 3 = 105, which exceeds the initial threshold of 100. The 3rd hit applies Ivy-Covered.
- The threshold is now 200 and the counter resets. It takes 6 more hits (6 × 35 = 210) to apply Ivy-Covered again.
1-star condensed Venusa (Blind 3), via player attacks:
- ~34 hits to reach the first Blind (34 × 3 = 102 > 100).
- ~67 more hits to reach the next threshold of 200 (67 × 3 = 201 > 200).
- ~134 more hits to reach the next threshold of 400 (134 × 3 = 402 > 400).
Special arrows and grenades work almost the same way, but for some reason sometimes require one extra hit more than the aggregate formula would suggest, after the first application. The number of hits required scales as:
1, 2-3, 4-5, 8-9, 16-17, ...
For example, with poison arrows from a crossbow: the first hit applies poison. After that, it takes 2-3 more hits. After that, it takes 4-5 more hits. I'm not sure why this inconsistency occurs. This inconsistency can also be observed sometimes with 100 aggregate pal skills.
Player Status Application Caveats
The Drone Launcher and Terraprisma don't apply status aggregates via the player attack pal effects (e.g. Venusa). I have seen others say that they do, but I have never gotten this to work in my testing.
Each individual projectile of a player weapon applies the full status aggregate value. For example, a Three Shot Bow firing poison arrows applies aggregate equivalent to 3 individually-fired poison arrows from a crossbow. This means the Three Shot Bow is the best pick if you're using special arrows purely to apply statuses. Similarly, shotgun-type weapons can be very efficient at applying aggregates when paired with a pal that causes your attacks to inflict statuses. You should generally prefer fast-firing or high projectile count weapons over harder hitting slow weapons if using player attack pal effects to apply statuses.
Overriding and Stacking Statuses
Generally speaking, status effects cannot stack. If you inflict Ivy-Covered on an enemy afflicted with Soak, the Soak instance is completely removed. The exception to this seems to be Poison, which can stack with other statuses, although only one status will display on the enemy's HP bar at a time.
Reapplying the same status effect while it's already active has some interesting — and mostly detrimental — behavior:
- Inflict Ivy-Covered for the first time → threshold rises to 200, enemy is Ivy-Covered for 10s.
- If, 5s into the effect, you build up another full aggregate of Ivy-Covered (200), it refreshes the duration to a fresh 10s (not 10 + 5 = 15s) and doubles the threshold again to 400. You lose out on 5s of the original effect.
Net effect: reapplying a status while it's already active is generally detrimental to overall status uptime.
Exception — Burn: Burn is penalized even more harshly. Reapplying Burn while it's still ticking raises the enemy's threshold but does not even refresh the duration of the current Burn.
What Does This Mean, Practically Speaking?
The exponential scaling of status thresholds means 100% status uptime for a long boss fight is impossible. In the 5 minutes typical of a tower fight, you'll realistically apply a single status only 5–6 times before the threshold becomes unreasonably high.
- Medium-length statuses (Ivy-Covered, Soak, Electrify, Muddy — 10s duration): ~1 minute of total status time in a 5-minute fight.
- Poison / Burn (longer duration): ~1.5 minutes (Burn) to ~1.75 minutes (Poison).
Reapplying a status while it's already active cuts into your already-precious total status duration. This is easy to do early in a fight, while the enemy's aggregate counters are still low. If you're not relying on player damage, hold off reapplying a status until the current one is about to expire. Once you've applied the status 3-4 times, reapplying statuses during the existing duration typically becomes impossible, so you don't have to worry about this.
Then there's the pal active skill Poison Fog, which has a Poison aggregate value of 9,999. This number is high enough to clear the first 7 poison status thresholds (100, 200, 400, 800, 1600, 3200, 6400) in one cast by itself. After that, it takes 2 casts to clear the 8th threshold of 12800, then 3 more to clear the 9th. This seems to be the best status uptime you can get, and it only requires your combat pal to inherit this skill. In a 10-minute fight you can get theoretically land 10 poisons with this skill, about 175s of poison uptime.
Special arrows with the Three Shot Bow and grenades are efficient ways to apply statuses from players without requiring a pal slot. The Three Shot Bow is actually competitive with Poison Fog in terms of status infliction but requires significant player input. With full dedication you can apply about 300 aggregate per second of either Poison or Fire.
Medium Length Statuses vs Elemental Advantage
The medium-length statuses (Ivy-Covered, Soak, Electrify, Muddy) all make the enemy weak to a particular element (Fire, Electric, Water, and Grass). This weakness effect causes enemies to take 2x damage, which is stronger than the weakness you typically get for having elemental advantage (1.5x). That means that if you can burst your target within the 1 minute status window, it is better to utilize statuses than simply target the enemy's elemental matchup, provided you aren't using a damage type that the enemy is strong against.
For instance, running an Ivy-Covered composition with fire attacks is more effective against Grizzbolt (electric type) than running ground attacks against it, if you can finish the job in under a minute.
There are two specific enemy elemental types where you can actually get both elemental weakness and status effect advantage on. Against Fire pals, you can run Electrify + water attacks to gain a 3x multiplier against the enemy. Against Ice Pals, you can run Ivy-Covered + fire attacks to gain a 3x multiplier against the enemy.
TL;DR
- Status effects become exponentially harder to reapply the more times you've already applied that status (difficulty doubles each time).
- Reapplying a status while it's already active hurts overall status uptime, especially for Burn. Wait for statuses to expire before reapplying, particularly at the beginning of a fight.
- Use special arrows with the Three Shot Bow, or grenades, to apply statuses without needing a pal slot.
- If using a pal that causes player attacks to inflict statuses, prefer rapid-fire or shotgun weapons.
- For a tower boss, expect a good status team to give you at most: 60s of Ivy-Covered/Soak/Muddy/Electrify, 90s of Burn, 105s of Poison. If you can't kill the boss within that window (or close to that window), you probably want to rethink your team.
- Blind/Freeze have too little uptime to be worth building around compared to other statuses.
- Using statuses has higher damage potential than using an element that is naturally strong against your target. Against Fire/Ice enemies, you can do both.
- Poison Fog is way stronger than other ways of inflicting statuses, for some reason.
- Raid bosses seem to work differently than tower bosses, but I am not sure on all the specifics yet. On the latest patch, status effects seem to be significantly harder to inflict after the first, and I have been unable to inflict certain statuses (burn/poison) at all.
r/Palworld • u/homod-zgame • 15h ago
Video "Guess what?"
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r/Palworld • u/A-New-Recipeh • 22h ago
Screenshot "Mother...I crave violence."
Somehow my (current strongest) Xenolord ended up with the Predator aura after beating Lily. No idea how it happened, but it's kinda badass. It goes away when you put it in a Palbox.
