Every New Weapon in Palworld 1.0 (All 13 Explained)

 

    The 13 new weapons in Palworld 1.0 are the biggest single shake-up the arsenal has ever seen, and they arrived with the full 1.0 launch on July 10, 2026. The lineup stretches from a crude Primitive Sword you can swing in the early hours all the way to chain-lightning Plasma Rifles and area-nuking Beam Launchers meant for the very top of the tech tree. Here is every weapon, what it does, and how to actually get your hands on it.

 

The full 1.0 weapon list

 

    All 13 additions fall into two buckets: melee and ranged. Four are melee (Primitive Sword, Metal Bat, Laser Sword, Enhanced Lily's Spear); the other nine are ranged. The table below groups them by role and includes the tech-unlock levels reported by community databases — treat the exact numbers as provisional, since they currently trace back to a single source, but the ordering matches the "primitive-to-energy" progression Pocketpair confirmed.

 

Weapon Type Rough tier (unlock Lvl*) Role
Primitive Sword Melee Early (~17) Starter blade, cheap to craft
Metal Bat Melee Mid (~40) Blunt melee upgrade
Mechanical Bow Ranged Late (~67) Long-range, high projectile velocity + penetration
Combat SMG Ranged Late (~68) Suppressive fire, larger magazine
Enhanced Lily's Spear Melee Late (~68) Reach melee, themed variant
Prototype Shotgun Ranged Late (~69) Close-range burst damage
Heavy Assault Rifle Ranged Late (~70) Sustained mid-range DPS
Tactical Grenade Launcher Ranged Late (~72) Explosive area denial
Laser Sword Melee Endgame (~73) High-tech energy melee
Beam Scatter Ranged Endgame (~75) Compressed-energy close quarters
Drone Launcher Ranged Endgame (~77) Deploys up to nine autonomous combat drones
Plasma Rifle Ranged Endgame (~78) Electrical arcs that chain between enemies
Beam Launcher Ranged Endgame (~80) High-density beam with a large-area explosion

 

*Unlock levels are sourced from a single community archive and are not yet cross-confirmed. Use them as a guide, not gospel.

 

Early and mid-game melee

 

    If you are starting a fresh 1.0 save, the Primitive Sword is your first meaningful upgrade over your fists — it crafts from basic Stone, Ingot, and a Wooden Board, so it is available almost immediately. The Metal Bat follows in the mid-game, built from Refined Ingot and Hardwood for a heavier blunt-damage option that carries you toward the tech-heavy back half of the tree.

 

The high-tech energy tier

 

    This is where 1.0 gets loud. The Plasma Rifle releases electrical arcs from the point of impact that jump between multiple enemies, making it superb against packs. The Drone Launcher deploys up to nine autonomous combat drones that fight alongside you — effectively a second front. The Beam Launcher fires a single high-density energy beam that detonates in a large-area explosion, while the Beam Scatter compresses that energy into a shotgun-style close-quarters blast. The Laser Sword rounds out the melee side of the energy family. These endgame tools share a crafting-material DNA: late-game energy weapons lean on Soralite Ingot or Paloxite Ingot combined with an AI Core and an Ancient Civilization Core.

 

 

The ranged workhorses

 

    Between the primitives and the energy tier sit the conventional guns that will carry most of your late-game fights. The Mechanical Bow (a Soralite Ingot craft) trades a slower fire rate for improved projectile velocity and penetration, rewarding accurate long-range play. The Combat SMG runs an improved magazine for suppressive fire, the Prototype Shotgun and Heavy Assault Rifle cover close and mid-range, and the Tactical Grenade Launcher handles area denial and grouped enemies.

 

How to unlock and craft the new weapons

 

Getting the full set is a progression grind, but the loop is straightforward:

 

  1. Level up and spend Technology points. Each weapon sits at a fixed tech-tree node — roughly Level 17 for the Primitive Sword up to Level 80 for the Beam Launcher — so leveling is the gate on everything.
  2. Unlock the recipe at the corresponding tech node once you hit the required level.
  3. Gather the material family. Early weapons want Stone, Ingots, and Wood; the energy tier demands Soralite or Paloxite Ingots plus AI Cores and Ancient Civilization Cores, which pushes you toward endgame mining and dungeon loot.
  4. Craft at the appropriate workbench and equip it.
  5. Expand your loadout by crafting the new Extra Weapon Holster, which lets you carry up to six weapons at once instead of swapping constantly.

 

Practical tips

  • Save Soralite and Paloxite Ingots for the weapons you will actually main — the energy tier is expensive, so do not spread cores thin across every recipe.
  • The Plasma Rifle's chaining arcs and the Drone Launcher's swarm shine in crowded dungeon rooms; keep a single-target gun like the Heavy Assault Rifle for bosses.
  • Build the Extra Weapon Holster as soon as you can. Six slots means you can carry a melee opener, a mid-range gun, and an explosive without menu-diving mid-fight.
  • Bring the Beam Launcher for base raids and large groups — its large-area explosion clears clustered enemies fast.

 

Aerial combat and the Wing Pack

 

    Palworld 1.0 also introduced the Wing Pack, a gear item — not a Pal — that occupies an equipment slot rather than one of your party slots. That distinction matters: you keep a full five-Pal party while gliding. The Wing Pack enables aerial combat with one-handed weapons, Pal Spheres, and the Grappling Gun while you are in the air, and it is tied to the new Sky Island vertical biome. For Sky Island dungeon runs that demand sustained airborne fighting, it is effectively required kit. Exactly which of the 13 new weapons count as one-handed (and are therefore usable mid-glide) has not been spelled out weapon-by-weapon yet, so that detail is still emerging.

 

 

On your own Palworld 1.0 server

 

    Grinding to Level 80 for the Beam Launcher, farming Ancient Civilization Cores, and clearing Sky Island dungeons all go faster when your world is always online. A gamever dedicated Palworld 1.0 server stays up 24/7 so your base keeps producing while you are offline, supports crossplay so your whole group can gather materials together regardless of platform, and handles one-click backups and updates so you are never caught out by a 1.0 patch mid-raid.

 

 

Conclusion

 

    Palworld 1.0's 13 new weapons give the endgame the punch it was missing, from chain-lightning Plasma Rifles to drone swarms and beam artillery, while the Primitive Sword and Metal Bat smooth out the early climb. Pair the Extra Weapon Holster with a Wing Pack and you have a six-slot, air-capable loadout ready for whatever the Sky Island throws at you.

 

    Ready to run 1.0 your way? Rent a Palworld server at gamever.io — instant setup, one-click backups and updates, full crossplay, and 24/7 uptime. Start with a free trial and use promo code WELCOME.

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