Every Base Defence Structure in Palworld 1.0 (Walls, Traps, Mines & Turrets)

Base raids are the fastest way to lose a week of progress in Palworld, and most players respond by building walls — which is the least effective of the three things the game actually offers. There are seventeen defence structures, split into barriers, traps and mounted weapons, and two of them do something unexpected: Electric and Ice Mines increase your capture rate when they trigger, which makes them catching tools rather than defences. Here is the full list and what is worth building.
Walls and Gates
| Structure | Tech | Materials | Description |
|---|---|---|---|
| Sandbag | 7 | 10 Wood, 10 Stone | Cover |
| Wooden Defensive Wall | 8 | 10 Wood | "Made from wood, it breaks easily" |
| Wooden Gate | 8 | 10 Wood | "Made from wood, it breaks easily" |
| Defensive Wall | 19 | 10 Stone | "Made from stone, it is reasonably sturdy" |
| Stone Gate | 19 | 10 Stone | Reasonably sturdy |
| Metal Defensive Wall | 30 | 10 Ingot, 1 Cement | "Extremely durable" |
| Iron Gate | 30 | 10 Ingot, 1 Cement | "Extremely durable" |
Three tiers, and the game tells you plainly which is which. Wood "breaks easily", stone is "reasonably sturdy", metal is "extremely durable". At 10 Ingot and 1 Cement, the metal tier is cheap enough that there is little reason to stop at stone once you are at Technology 30.
The Alarm Bell (Technology 7, 5 Paldium Fragment and 20 Stone) sits alongside these and controls how your Pals react to an alert. It is trivially cheap and easy to overlook.
Traps: Read the Size Restriction

| Trap | Tech | Materials | Works on |
|---|---|---|---|
| Hanging Trap | 8 | 10 Wood, 5 Stone | "Only effective on small Pals" |
| Bear Trap (Small) | 10 | 5 Ingot | "Only effective on small Pals" |
| Bear Trap (Large) | 21 | 20 Ingot | "Only effective on large Pals" |
The size restriction is absolute and it is the most common mistake here. A Small Bear Trap will do nothing whatsoever to a large Pal, and vice versa. If you are trapping a specific target, check its size first — a large trap costs four times the ingot of a small one and is useless on the wrong quarry.
Bear traps are a catching tool, not just a defence. Palworld's capture formula multiplies your chance by status effects, and a bear trap is worth ×1.14 — the largest status multiplier documented, ahead of Freeze at ×1.09. If you are trying to catch something difficult, trapping it first is a real improvement on your odds, stacking on top of your sphere tier, your Sphere Module and the Statue of Power.
At 5 Ingot for the small version at Technology 10, this is one of the cheapest capture upgrades in the game.
Mines: The Ones That Help You Catch

| Mine | Tech | Materials | Effect |
|---|---|---|---|
| Mine | 30 | 5 Ingot, 2 Flame Organ | "Deals damage to a wide area" |
| Electric Mine | 33 | 5 Ingot, 2 Electric Organ | Increases capture rate when triggered |
| Ice Mine | 38 | 5 Ingot, 2 Ice Organ | Increases capture rate when triggered |
This is the detail worth taking away from the whole guide. The Electric and Ice Mines are listed as defences, but their stated effect is raising your capture rate — they apply a status condition that feeds directly into the capture formula, the same way a bear trap does.
That makes them a catching setup, not a base defence. Place them where you intend to fight something you want alive, trigger them, and throw. At 5 Ingot and 2 organs each they are cheap, and organs are among the easiest drops to farm — the Ignis and Cryst elemental variants drop Flame and Ice Organs, several at a 100% rate.
The plain Mine at Technology 30 is the actual weapon of the three: wide-area damage, useful against the grouped human raiders that base raids send.
Mounted Weapons Need a Pal

| Weapon | Tech | Materials | Requirement |
|---|---|---|---|
| Mounted Crossbow | 26 | 10 Ingot, 3 Wooden Board, 15 Stone, 5 Nail | Handiwork Pal |
| Mounted Machine Gun | 40 | 15 Ingot, 10 Nail, 15 Cement | Handiwork Pal |
| Mounted Missile Launcher | 50 | 20 Refined Ingot, 5 Computer, 3 Bio Battery, 30 Cement | Handiwork Pal, 1,000 energy/sec |
All three need a Handiwork Pal assigned. A mounted weapon with nobody on it is scenery — this is the single most common reason a base with visible defences still gets flattened.
And here is where work priority bites. Defense is priority 1, the highest in the game, so a Pal will drop everything to man a turret. The problem is capability rather than willingness: if your Handiwork Pals are all busy elsewhere on a large base, or if you have too few, the weapons sit idle at the moment they matter.
The Mounted Missile Launcher consumes 1,000 energy per second, which puts it firmly behind a serious power setup. At Technology 50 with 5 Computer and 3 Bio Battery in the recipe, it is an endgame build.
Two structures are listed as in development — Moving Panels and an Ancient Turret described as "fully automated" at 10 energy per second. A genuinely automated turret would remove the Handiwork requirement that limits every current option, so it is worth watching for.
The practical defence build, in order of value per effort:
- Metal walls and gates at Technology 30 — cheap and "extremely durable".
- A Mounted Machine Gun or two at Technology 40, with enough Handiwork Pals to actually crew them.
- Plain Mines at Technology 30 for the grouped raiders.
- An Alarm Bell, because it costs almost nothing.
And remember the non-structural options: Aegidron's partner skill gives the party 60% less explosive damage and immunity to Stun, and the Advanced Shield (Technology 60) is 1,800 self-repairing shield HP.
Practical tips
- Three wall tiers: wood breaks easily, stone is reasonably sturdy, metal is extremely durable at just 10 Ingot and 1 Cement.
- Bear traps are size-locked. Small traps do nothing to large Pals and vice versa.
- A bear trap multiplies capture chance by ×1.14 — the biggest status multiplier in the game.
- Electric and Ice Mines raise your capture rate. Use them for catching, not defending.
- Every mounted weapon needs a Handiwork Pal. Unstaffed turrets are decoration.
- The Mounted Missile Launcher draws 1,000 energy/sec — plan the power first.
Running your own Palworld 1.0 server
Base raids arrive on a schedule the world keeps whether you are watching or not, which is exactly why defences matter more on a persistent server than in a save you close between sessions. A gamever Palworld 1.0 server keeps your turrets crewed and your walls standing around the clock, supports full crossplay so a group can defend together, and — for the raid that does get through — protects everything with one-click backups and automatic updates.
Conclusion
Palworld has seventeen base defence structures across three families. Walls and gates come in wood (Technology 8), stone (19) and metal (30), and the metal tier is "extremely durable" for only 10 Ingot and 1 Cement. Traps are strictly size-locked — a Bear Trap (Small) at Technology 10 does nothing to a large Pal — and double as capture tools, since a bear trap is worth a ×1.14 multiplier on capture chance. Mines split the same way: the plain Mine is a weapon, while the Electric and Ice Mines increase your capture rate when triggered, making them catching equipment rather than defences. And every mounted weapon — Crossbow at 26, Machine Gun at 40, Missile Launcher at 50 — requires a Handiwork Pal to operate, which is why so many well-walled bases still fall.
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