The Pal Expedition Station in Palworld 1.0: Every Expedition & Firepower Needed

The Pal Expedition Station is the only structure in Palworld that produces loot while you are not playing and not even at your base — you send Pals out, they fight and gather somewhere else, and they come back with materials. It unlocks at Technology 22, you may build only one per base, and the thing nobody warns you about is that the good expeditions demand twenty Pals of a single element. Here is the complete ladder and what it actually takes to run it.
The Station
| Field | Details |
|---|---|
| Technology Level | 22 |
| Build cost | 10 Wooden Board, 100 Stone, 20 Paldium Fragment, 20 Cement |
| Limit | One per base camp |
| Function | "The dispatched Pals engage in battles and gather items, bringing back resources to the base" |
The one-per-base limit is the important constraint. If you want more expeditions running in parallel, you need more bases — which makes the station one of the better arguments for a multi-base layout, alongside splitting extraction onto its own site to escape the work priority problem.
And bases are gated by base level, not character level. You get 1 base at base levels 1 – 7, 2 at 8 – 14, 3 at 15 – 20 and 4 at 21+ — four is the maximum. So the ceiling on parallel expeditions is four, and reaching it means completing base-level construction objectives rather than simply levelling up.
Cement is the gate on building it. At 20 Cement plus 100 Stone, this is a mid-game structure rather than an early one.
Every Expedition

| Expedition | Duration | Firepower | Pal requirement |
|---|---|---|---|
| Verdant Hollow | 30 min | 25,000 | — |
| Secret Realm of the Forest | 30 min | 56,000 | 15 Grass |
| Blazing Cavern | 45 min | 144,000 | 20 Fire |
| Hidden Sanctum of the Desert | 45 min | 209,000 | 20 Ground |
| Astral Frost Cavern | 60 min | 286,000 | 20 Ice |
| Celestial Sakura Cavern | 60 min | 375,000 | 20 Water |
| Dark Cave of Feybreak | 60 min | 476,000 | 20 Dark |
| Sunreach Isle | 60 min | 589,000 | 20 Dragon |
| World Tree Subterranean City Ruins | 60 min | 851,000 | — |
Two things jump out.
First, the element locks. Six of the nine expeditions require 15 or 20 Pals of one specific element. That is not a party — it is a warehouse. Twenty Fire Pals sitting in your Palbox purely to unlock one expedition is a genuine roster commitment, and it is why most players run only Verdant Hollow and then stop.
Second, the firepower curve is brutal. From 25,000 to 851,000 is a 34-fold increase, while the duration only triples from 30 to 60 minutes. The top expedition asks for nearly twice the firepower of the one below it.
Verdant Hollow and the World Tree Subterranean City Ruins have no element requirement — which makes them the two you can actually run without building a themed collection. The World Tree ruins at 851,000 firepower is the endgame expedition and the one worth working toward.
Building Firepower

Expedition firepower is the combined strength of the Pals you send, so everything that makes a Pal stronger raises it:
- Level. The 1.0 cap is 80, and Level 80 stat ranges run past 6,000 HP and 1,000 Attack on the strongest Pals.
- Condensing. 4, 8, 12 and 24 duplicates give +5% through +20%. This is the most reliable multiplier and it applies to every stat.
- Radiant Gem awakening. Where most late Pal power comes from — and the Level 80 World Tree spawns drop 10 – 20 gems per kill at 100%.
- Passive skills. The largest single difference between two Pals of the same species, and since Palworld 1.0 you can buy them outright at the Pal Surgery Table — Musclehead at Attack +30% for 50,000 gold, or Brave at +10% for 10,000.
- Stat fruits. Life, Power and Stout Fruit each add +10 to an IV, which is otherwise fixed at capture.
The practical route to a themed twenty. Element-locked expeditions do not care about individual quality as much as total strength, so breeding is the efficient path — a Breeding Farm producing eggs of the element you need will fill twenty slots far faster than catching will. That means Cake, which means a Wheat Plantation, a Mill, a Berry Plantation and a Ranch all running together.
Do not neglect the element boosters while you build the collection. Every element has a drop-rate booster giving +40~80% more items from that element — Blazehowl for Grass, Penking for Fire, Cryolinx for Dragon — so the farming you do to build a themed roster is also the farming that stocks your materials.
What Expeditions Return

Expeditions return spheres, Pal Souls, ores, oils and specialty items including Slab Fragments for summoning legendary Pals.
Several of those are genuinely awkward to get otherwise, which is where the station earns its slot:
| Reward | Why it matters |
|---|---|
| Pal Souls | Feed condensing — 4/8/12/24 duplicates for +5% to +20% |
| Coal | Desert, Forest Hard and Desert Hard boxes contain it |
| Cavern Mushroom | Volcano, Desert, Forest Hard, Grass and Forest expeditions — feeds every tier of Recovery Meds |
| Kinship Peach | Hard-difficulty expeditions drop it at 100% — and ten peaches max a Pal's trust |
| Slab Fragments | Legendary Pal summoning |
The Kinship Peach line is worth highlighting. At 20,000 trust each against a 200,000 cap, ten peaches take a Pal from nothing to maximum — and hard expeditions provide them at a 100% rate. That is the cheapest reliable route to the item, since its alternative is a 10% per-in-game-day spawn on four specific islands.
Treat expeditions as background income, not a strategy. A 60-minute expedition running while you do something else is free; a 60-minute expedition you sit and wait for is a bad use of an hour.
Practical tips
- Technology 22, and only one station per base. Bases cap at four, gated by base level (1/2/3/4 at levels 1/8/15/21) — so four parallel expeditions is the ceiling.
- Six of nine expeditions need 15 – 20 Pals of one element. Plan a themed collection or skip them.
- Verdant Hollow (25,000) and the World Tree ruins (851,000) have no element lock — the two anyone can run.
- Firepower rises 34× across the ladder while duration only triples.
- Breed rather than catch when building a themed twenty — which means Cake, and four base systems.
- Hard expeditions drop Kinship Peach at 100% — the cheapest route to maxed trust.
- Start one before you log off. That is the entire point of the structure.
Running your own Palworld 1.0 server
Expeditions are the clearest case in the game for a persistent world: they are timers that run whether or not you are watching, and a 60-minute expedition produces nothing at all on a save that is closed. A gamever Palworld 1.0 server keeps your station dispatching around the clock, so the Pal Souls, Coal and Kinship Peaches accumulate between sessions instead of during them. Full crossplay lets a group pool a themed roster across platforms, and one-click backups protect a collection that took weeks to breed.
Conclusion
The Pal Expedition Station unlocks at Technology 22 for 10 Wooden Board, 100 Stone, 20 Paldium Fragment and 20 Cement, and you may build only one per base. It runs nine expeditions from Verdant Hollow at 25,000 firepower and 30 minutes to the World Tree Subterranean City Ruins at 851,000 and 60 minutes — a 34-fold climb. The barrier most players hit is not firepower but the element lock: six of the nine demand 15 or 20 Pals of a single type, which is a breeding project rather than a party. Rewards include Pal Souls, Coal, Cavern Mushroom, Slab Fragments and — from hard expeditions at a 100% rate — Kinship Peach, the item that takes a Pal to maximum trust in ten uses.
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