Guide Palworld

Palworld's expedition system is the early-game shortcut nobody explains

The Feybreak update let you send Pals out on expeditions for passive loot instead of parking your whole roster on base chores. Most players still do not use it.

Palworld key art showing a trainer with orange hair beside a fiery fox-like creature facing off against armed human hunters and a horned green Pal wielding a minigun, with a mysterious tower in the background.

Send your spare Pals on expeditions instead of leaving them idle at base. That is the single biggest efficiency gain the Feybreak update added, and most players skip it because it is buried behind content they associate with the new island rather than something worth doing from the moment they unlock it.

What expeditions actually do

Feybreak, the island roughly six times the size of Sakurajima, brought a new mechanic that lets you dispatch Pals to go gather supplies on their own, away from your base, without you manually walking them there or babysitting the loop. It functions as a passive income stream: you pick Pals who are not currently doing critical base work, send them out, and come back later to collect. It is the closest thing Palworld has to an idle-game layer, and it stacks cleanly on top of everything else you are already doing, breeding, base defense, boss fights.

The catch is that it is easy to undervalue early because the payout per trip looks small next to the loot from an active dungeon run or a tower boss fight. The value is in the fact that it costs you nothing but a Pal slot you were not using anyway.

The easiest way to set up a passive income stream is to put your myriad Pals to good use instead of leaving half your roster standing around a base doing nothing.

Getting the most out of it without breaking your base

Do not pull Pals off active jobs to send them out

The instinct is to grab your strongest Pals for expeditions because stronger Pals presumably do better. Resist that. Your best combat and work Pals should stay on base tasks or in your active party. Expeditions are for the Pals sitting in your box doing nothing, duplicates from breeding, Pals you caught for their Pal Essence but do not use, or ones with average stats you have not built around. If an expedition costs you base productivity, you have lost the actual advantage.

Build toward the new gear before Feybreak’s tougher content

Feybreak also introduced Hexolite, a new crafting material, and weapons and armor built from it that are noticeably stronger than anything available before, unlocked as you push toward the level cap raise to 60. Before you attempt the harder Feybreak content, the Xenolord raid against the mechanical dragon or the oil rig stronghold with its attack chopper, get your gear upgraded past your old late-game loadout. Both of those fights are built around the assumption that you are using Hexolite-tier equipment, not what carried you through the base game.

Use the Bjorn and Bastigor tower as your gear check

The tower boss on the new island doubles as a natural checkpoint. If you are getting wiped there, that is your signal to spend more time on expeditions and less on manual grinding, since expedition income compounds while you are off doing other things, including farming the Loess Plains and surrounding biomes for the resources that tower boss actually wants from you.

A quick priority order for a fresh Feybreak push

  1. Clear enough of the base game that you have a stable roster with spare, unused Pals sitting around.
  2. Unlock expeditions and immediately staff them with your bench Pals, not your active squad.
  3. Farm Hexolite as it becomes available and gear up before attempting Xenolord or the oil rig.
  4. Use the Bjorn and Bastigor tower fight as your checkpoint for whether your gear and levels are actually ready for the rest of the island.

Expeditions will not carry a struggling base on their own, but they are free value sitting on top of a system most players already have running. Turning it on costs you nothing.