Automated Turrets
ARK and Rust-inspired defenses automatically track hostile players and party Pals. No worker needs to remain mounted, and every turret can be destroyed and countered.
8 per baseEvery system has a job: make seasons last longer, keep bases defendable and turn PvP into decisions instead of shortcuts.
Combat and raiding are rebuilt around readable rules, counterplay and defenses that actually matter.
ARK and Rust-inspired defenses automatically track hostile players and party Pals. No worker needs to remain mounted, and every turret can be destroyed and countered.
8 per baseStructure tiers, approved raid weapons and launcher rarity determine breach costs. Better gear matters, but raiding still demands ammunition and planning.
Open calculator →Player damage, weapons and armor are tuned separately to reduce unavoidable one-shots while preserving lethal, skill-driven fights.
Counterplay firstA hostile hit starts a 60-second lock for the players involved. Fast travel, repairs, dismantling and protected-instance escapes are restricted until it ends.
60 secondsKill a player 35 or more levels below you and become visible on the world map for 15 minutes. Wanted players lose travel, respawn and Pal-management escapes, then drop their party Pals when killed.
35 levels · 15 minutesActive guilds receive offline protection after their logout grace period. Combat logging extends vulnerability, while abandoned bases eventually lose protection.
Protection, not immortalityLinked guild members receive a private Discord thread when their base is attacked. Repeated damage is grouped so the warning stays useful instead of becoming spam.
Free for linked playersHigh-impact Pals are locked at wipe start, then unlock in controlled stages. This keeps ground and aquatic movement relevant before the strongest end-game options arrive.
Two unlock stagesParty Pals cannot erase structures through oversized attacks or damage through walls. Raiders need approved weapons and explosives to open a base.
Explosives do the breachingCaptures, loot and account progression are connected to a longer seasonal economy.
Pal Spheres are removed from chests and world-loot shortcuts. Every capture begins with resources, crafting and preparation.
No free world lootWild Pal levels vary by region. Explore for valuable low-level opportunities or hunt dangerous areas for captures already worth building around.
Search, capture, investFrostallion, Frostallion Noct, Neptilius, Paladius, Necromus and Shaolong unlock after 24h. Jetragon, Eidolon and Eidolon Ignis follow at 48h. Panthalus becomes capture-only; party, mount and base work remain disabled.
Capture · summon · work · partner skillsA new account-linked store is being developed around time played on the server. It will replace the discontinued Wipe Pass without selling combat power.
Planned for next weekThe shared guild chest has expanded capacity, making cross-base logistics useful without replacing personal storage.
10 slotsSelected high-impact weapons and schematics are removed from ordinary loot. Special events become contested routes to equipment that cannot be farmed normally.
Power creates conflictSeasonal content creates conflict beyond a fixed farming route or ordinary base raid.
Raidable reward containers and announced coordinates turn a temporary location into a server-wide fight for rare loot.
Scheduled custom encounters create public objectives and bring players into contested parts of the map.
Known duplication paths, abusive progression routes and suspicious behavior are restricted or reviewed as Palworld evolves.
Wipe dates, exact Pal lists, temporary restrictions, events and emergency balance changes are announced there first.