Palworld Expeditions Guide: Best Pals, Firepower, and the 10× Reward Cap
How to optimize Palworld expeditions: every site's unlock, duration, firepower and element requirements, the exact firepower and reward-rate formulas from the game files, the strongest Pals to send, and why condensation matters 30 times more than anything else.
Expeditions are Palworld's idle farming system: you send a squad of Pals into an expedition site, wait out a timer, and collect a crate of loot scaled by how strong the squad was. They are also one of the most optimizable systems in the game — reward payouts run from a sliver of the loot table all the way to a hard 10× multiplier, and the difference is entirely in which Pals you send and how they are built. This guide covers every expedition site and its requirements, the exact firepower and reward-rate formulas from the game files, the strongest Pals to send, and how to hit the reward cap.
How expeditions work
Expedition sites are fixed entrances scattered across every region (the game internally files them under dungeons). Interact with one, pick up to 100 Pals, and confirm — the Pals leave for the site's fixed duration and come back with loot. Three numbers on the launch screen decide everything:
- Recommended firepower — the squad's summed firepower is compared against this to set the reward rate. Below it, rewards scale down linearly; above it, they scale up along a curve to a 10× cap.
- Element requirement — most sites demand a headcount of a specific element (e.g. 20 Ice Pals). This is a count, not a strength check: any 20 Pals of the element satisfy it, no matter how weak.
- Duration — fixed per site, from 30 minutes to 2 hours. Overpowering a site does not shorten it; the duration function in the game files takes no input from team strength, and in-game tests at 100× the recommended firepower confirm the timer doesn't move.
Pals on an expedition are unavailable until they return, so the ideal expedition roster is one you weren't using anyway — and as you'll see below, breeding leftovers are genuinely perfect for the job.
Every expedition site and its requirements
Eighteen sites: nine standard, nine hard-mode. Each standard site unlocks by defeating a tower boss; hard-mode variants require the same tower boss on Hard difficulty, and most only appear after the Feybreak tower is cleared. Full drop tables for every site are on the expeditions page.
Standard expeditions
| Expedition | Unlock | Time | Firepower | Element |
|---|---|---|---|---|
|
Verdant Hollow
Grasslands
|
Defeat Zoe & Grizzbolt (Rayne Syndicate Tower) | 30 min | 25,000 | None |
|
Secret Realm of the Forest
Forest
|
Defeat Lily & Lyleen (Free Pal Alliance Tower) | 30 min | 56,000 | 15× Grass |
|
Blazing Cavern
Volcano
|
Defeat Axel & Orserk (Eternal Pyre Tower) | 45 min | 144,000 | 20× Fire |
|
Hidden Sanctum of the Desert
Desert
|
Defeat Marcus & Faleris (PIDF Tower) | 45 min | 209,000 | 20× Ground |
|
Astral Frost Cavern
Snowy Mountains
|
Defeat Victor & Shadowbeak (PAL Genetic Research Unit Tower) | 60 min | 286,000 | 20× Ice |
|
Celestial Sakura Cavern
Sakurajima
|
Defeat Saya & Selyne (Moonflower Tower) | 60 min | 375,000 | 20× Water |
|
Dark Cave of Feybreak
Feybreak
|
Defeat Bjorn & Bastigor (Feybreak Tower) | 60 min | 476,000 | 20× Dark |
|
Sunreach Isle
Sunreach
|
Defeat the Sunreach tower boss (Shaolong) | 60 min | 589,000 | 20× Dragon |
|
World Tree Subterrenean City Ruins
World Tree
|
Defeat the World Tree tower boss (Astralym) | 60 min | 851,000 | Any 20 Pals |
Hard-mode expeditions
| Expedition | Unlock | Time | Firepower | Element |
|---|---|---|---|---|
|
Rayne Syndicate Smuggling Warehouse
Grasslands
|
Defeat Zoe & Grizzbolt on Hard | 120 min | 1,600,000 | 20× Neutral |
|
Free Pal Alliance Illicit Trading Post
Forest
|
Clear the Feybreak Tower, then defeat Lily & Lyleen on Hard | 120 min | 1,600,000 | 20× Grass |
|
Eternal Pyre's Forbidden Market
Volcano
|
Clear the Feybreak Tower, then defeat Axel & Orserk on Hard | 120 min | 1,600,000 | 20× Fire |
|
PIDF Illegal Factory
Desert
|
Clear the Feybreak Tower, then defeat Marcus & Faleris on Hard | 120 min | 1,600,000 | 20× Ground |
|
PAL Genetic Research Laboratory
Snowy Mountains
|
Clear the Feybreak Tower, then defeat Victor & Shadowbeak on Hard | 120 min | 1,600,000 | 20× Ice |
|
Moonflower's Secret Hideout
Sakurajima
|
Clear the Feybreak Tower, then defeat Saya & Selyne on Hard | 120 min | 1,600,000 | 20× Water |
|
Ancient Feybreak Ruins
Feybreak
|
Defeat Bjorn & Bastigor on Hard | 120 min | 1,600,000 | 20× Dark |
|
Sunreach Dragon Husk
Sunreach
|
Defeat the Sunreach tower boss (Shaolong) on Hard | 120 min | 1,600,000 | 20× Dragon |
|
The World Tree's Forbidden Area
World Tree
|
Defeat the World Tree tower boss (Astralym) on Hard | 120 min | 2,100,000 | Any 20 Pals |
Notice no expedition ever requires Electric Pals, and only the two World Tree sites accept "any" Pals for their headcount. Every hard-mode site shares the same 1,600,000 recommended firepower except The World Tree's Forbidden Area at 2,100,000.
The firepower formula — what actually counts
A Pal's expedition firepower comes straight from
BP_CharacterTeamMissionFunctions in the game files:
firepower = ( ⌊HP / 5⌋ + Ranged Attack + Defense ) × (1 + condensation stars)²
The implications are bigger than the formula looks:
- Condensation is everything. The star term is squared: a 4-star Pal's stat total is multiplied by 25 (on top of the +20% stats condensation already grants). A fully-built 4-star Pal has roughly 30× the firepower of the same Pal uncondensed. No other investment comes close.
- Passive skills are ignored. The calculation reads base stats only — a Legend/Vanguard-perfect Pal and a zero-passive breeding reject are identical here. Send the rejects; in fact, condensing four spare copies into a fifth is precisely what your breeding overflow is for.
- Melee attack is ignored — only the ranged (shot) attack stat counts.
-
Souls are the second-biggest lever. Rank-20 Pal Souls on HP, Attack and Defense are roughly
+60% firepower. Expeditions themselves are a top source of
Large Pal Soul
and
Giant Pal Soul
, so the system feeds itself.
- Levels matter, IVs and trust are polish. A level-60 Pal has about three-quarters of its level-80 firepower. Perfect 100 IVs add ~28% over 0 IVs; max trust (rank 10) adds a few percent by mixing each species' hidden friendship stats into its base stats.
For scale: an uninvested level-80 Pal is worth ~3,000–5,000 firepower. The same species at level 80 with 4-star condensation, maxed souls, good IVs and full trust lands between ~150,000 (the weakest species in the game) and ~273,000 (the strongest). Even a fully-built Chikipi beats fifty uninvested legendaries.
The reward-rate curve and the 10× cap
The game divides your squad's total firepower by the site's recommended firepower and turns that ratio into a
reward multiplier. Below 1× the recommended value it is simply linear — send half the firepower, get half
the loot. Above it, rewards keep growing along a curve shipped in the game files (C_CharacterTeamMission_TimeRateByStrengthRate), up to a hard cap of 10× at 10× the recommended firepower. The curve is
sub-linear in the middle — overshooting the recommendation pays off, but at a discount until you approach the
cap:
| Firepower vs. recommended | Reward rate |
|---|---|
| 0.5× | 50% |
| 1× | 100% |
| 1.5× | 122% |
| 2× | 149% |
| 3× | 219% |
| 4× | 306% |
| 5× | 400% |
| 6× | 508% |
| 8× | 790% |
| 10× and beyond | 1,000% (cap) |
On top of this, five Lab research nodes (Logging Operations 2 and Mining Operations 2 tiers) grant a combined +35% expedition rewards, applied multiplicatively — a capped run with full research reads 1,348% in game. Since the multiplier applies to every run forever, these nodes are among the most valuable in the Lab.
Because duration never changes, the only correct strategy is: always send enough firepower to cap the site, if you can spare it. On early sites that's trivial — Verdant Hollow's cap is 250,000 firepower, i.e. one or two fully-built endgame Pals. The World Tree's Forbidden Area caps at 21,000,000, which needs the full 100-Pal squad averaging 210,000 each — essentially a Palbox of maxed top-tier species. That is the true endgame of the expedition system.
The best expedition Pals
Ranked by firepower at full investment (level 80, 4-star condensation, 100 IVs, rank-20 souls, max trust), computed with the exact in-game formula. Base stats — not passives — are all that separates species, so the list is stable no matter how your copies rolled:
| # | Pal | Elements | Max firepower |
|---|---|---|---|
| 1 |
Astralym
|
273,375 | |
| 2 |
Panthalus
|
water | 236,025 |
| 3 |
Frostallion Noct
|
dark | 206,450 |
| 4 |
Frostallion
|
ice | 203,100 |
| 5 |
Paladius
|
neutral | 202,475 |
| 6 |
Necromus
|
dark | 202,475 |
| 7 |
Shaolong
|
dragon / water | 201,550 |
| 8 |
Bastigor
|
ice | 200,450 |
| 9 |
Shadowbeak
|
dark | 198,100 |
| 10 |
Neptilius
|
water | 197,650 |
Two standouts: Astralym is nearly 16% ahead of everything else thanks to an enormous HP pool, and Panthalus holds a comfortable second. But note how flat the rest of the field is — ranks 3 through 10 sit within ~4% of each other, and even the median species maxes out around 176,000. Which Pal you condense matters far less than that you condense it. Build whatever you have spare copies of first.
Meeting element requirements
Element quotas are pure headcount, so you have two valid approaches: pad the squad with 20 throwaway Pals of the element (they still add their small firepower), or — better long-term — build your condensed carries from each required element so the quota fills itself. The strongest species per required element, same fully-invested model as above:
| Element | Required by | Best picks |
|---|---|---|
| Neutral | Rayne Syndicate Smuggling Warehouse | |
| Grass | Secret Realm of the Forest, Free Pal Alliance Illicit Trading Post | |
| Fire | Blazing Cavern, Eternal Pyre's Forbidden Market | |
| Ground | Hidden Sanctum of the Desert, PIDF Illegal Factory | |
| Ice | Astral Frost Cavern, PAL Genetic Research Laboratory | |
| Water | Celestial Sakura Cavern, Moonflower's Secret Hideout | |
| Dark | Dark Cave of Feybreak, Ancient Feybreak Ruins | |
| Dragon | Sunreach Isle, Sunreach Dragon Husk |
Dual-element Pals double-dip: Shaolong counts for both Water and Dragon quotas, Aegidron for Ground and Dragon, Moldron Cryst for Ice and Ground. A bench built around dual-types covers every site with fewer builds.
Optimization checklist
- Research first. Unlock the five Logging 2 / Mining 2 Lab nodes with expedition reward bonuses — a permanent +35% on every run.
- Condense a dedicated expedition crew. Every 4-star Pal is worth ~30 uncondensed copies of itself. Passives don't matter, so this is the one place your breeding rejects outperform their pedigree — feed spare copies into stars, not the wild.
- Soul them up. +60% firepower at rank 20 across the three stats, funded by the Pal Souls expeditions drop anyway. Prioritize your highest-firepower carries.
-
Feed them Kinship Peaches.
Kinship Peach
from hard-mode runs raises trust, which quietly adds firepower — another self-feeding loop.
- Always cap what you can cap. The timer is fixed, so anything less than the best multiplier you can field is loot left on the table. One maxed carry caps every Easy/Normal site by itself.
- Send everything. Up to 100 Pals fit, and every warm body adds firepower toward the cap. Idle Palbox Pals earn nothing; the same Pals on an expedition earn relics.
What to farm where
-
Pal Souls — Moonflower's Secret Hideout (hard Sakurajima) is the standout: 7–11
Large Pal Soul
and 5–10
Giant Pal Soul
per run before the multiplier.
-
EXP books — every site drops
Ancient Pal Manuscript
,
scaling from 5–7 at Verdant Hollow to 25–30 in every hard mode.
-
Ancient tech materials —
Ancient Civilization Parts
from
every standard site, and
Ancient Civilization Core
from Astral Frost
Cavern onward; The World Tree's Forbidden Area drops 9–11 Parts plus 6–9 Cores in a single slot.
-
Ancient Relics and Radiant Gems — exclusive to the two World Tree sites, which roll
multiple relic and gem slots per run (up to
Glistening Ancient Relic
grade). A capped Forbidden Area run is the
densest relic income in the game — see the
Ancient Relics guide
for what to do with them.
-
Trust food — every hard-mode site guarantees a
Kinship Peach
(the Free Pal Alliance Illicit Trading Post
gives 1–3).
-
Oddities —
Dog Coin
from The World Tree's
Forbidden Area,
Paloxite
from the standard World Tree
site, top-grade spheres like
Ancient Sphere
from every
hard mode, and region ores (Chromite, Soralite, Coralum Ore, Crude Oil) matched to each site's home region.
Full slot-by-slot drop tables for all eighteen sites — including the Bellanoir, Xenolord, Hartalis and Blazamut Ryu slab fragments — are on the expeditions page.