Skip to content
Palworld Level 80: What to Do After the Credits

Palworld Level 80: What to Do After the Credits

Fred
Fred · · 6 min read

The credits rolled. You’re level 80, the World Tree is behind you, and the game is now sitting there quietly waiting to see what you do next.

Most endgame guides answer this by handing you a checklist and assuming you want all of it. I want to do something slightly different: lay out everything that exists, tell you roughly what each piece costs, and then be straight about which parts are worth it for someone who plays a few hours a week.

Some of you should keep going. Some of you should stop, and nobody’s going to say that out loud, so I will.

First, the good news

There’s no New Game+. Nothing locks, nothing expires, no content gets taken away. You return to the same save with the final boss available for repeat runs whenever you want it.

Pocketpair’s John Buckley described the World Tree as the close of one chapter rather than “the end of Palworld,” which is developer-speak for more content later. So there’s no urgency here. Your save will keep.

The five things that actually exist

1. Awakening

The headline 1.0 endgame system, and the most straightforward.

Awakening permanently raises a Pal’s stats by somewhere in the range of 7 to 10%, marks it with a golden glow, and that’s it. One upgrade per Pal, no repeating track. It doesn’t change the species or touch its passives.

The cost is the part to know before you start. Each Awakening Crystal is crafted at the Ancient Workbench from 50 element-matched Radiant Gems, 10 World Tree Holy Water, and 30,000 Gold.

Radiant Gems only drop inside the World Tree, and the gem’s element matches the element of the Pal you defeat or capture. Want Fire, hunt Fire. Alphas are the most efficient targets. So each Awakening is a focused farming project, not something you stumble into.

Two things to bring: a Gas Mask helmet, since part of the zone is a radiation biome that drains your health without one, and the knowledge that Teafant Spring statues dotted through the region restore you and your party Pal between fights.

Time cost: a few sessions per Pal. Worth it if: you have two or three Pals you genuinely use and want to keep using.

2. Mutation breeding

The other new power system, covered properly in our mutation odds breakdown. Short version: roughly 1% per egg, 3% with the mutation cake, and 76 eggs to be 90% sure of one.

Time cost: a real project. Worth it if: breeding is something you enjoy rather than tolerate.

3. Hard Mode towers

Clearing all eight normal towers unlocks harder rematches. Bosses sit around level 70 with health near half a million, still inside five minutes.

The trophy is an exclusive cosmetic hat per boss, purely visual. Training Crystals are guaranteed on top, and some bosses can drop legendary rewards. A Training Crystal levels a Pal outright rather than granting experience, so this isn’t a pure vanity run.

Worth it if: you want to prove the build works, or you want fast Pal levels. Come back once your gear is finished.

4. Raid bosses and oil rigs

This is where the endgame gear economy lives.

Ancient Civilization Cores are the bottleneck resource behind nearly every top-tier Ancient Technology recipe. Three sources. High-level dungeon raid bosses drop them reliably. Oil rigs stock them. And Pal Expeditions bring them in from routes your Pals run in the background.

Oil rigs are Rayne Syndicate offshore strongholds and there are three, pitched at roughly level 30, 50 to 55, and 60. None have a fast travel point, so you’re flying or swimming in. Anti-air lasers will shred a flying mount on approach, which is the mistake everyone makes once. They drop high-level equipment schematics, Cores, and crude oil.

Worth it if: you want the best gear. This is the most repeatable, most “just play the game” endgame loop, and it’s the one I’d point a normal person at first.

5. Completion

The Paldeck at 287. Region discovery points, Watchtowers, Great Eagle Statues. Steam lists 75 achievements for 1.0.

Worth it if: you’re the kind of person who already knows the answer to this.

What each track actually costs

Rough hours, so you can pick rather than drift.

Endgame track Time cost Gives you
Oil rigs and raid bosses 5 to 15 hours Best gear, schematics, Cores
Awakening (per Pal) 2 to 4 hours About 8% stats, golden glow
Hard Mode towers 1 to 3 hours each A hat, plus Training Crystals
Mutation breeding 10+ hours Strongest possible version of a species
Full Paldeck (287) 30+ hours The number going up
Ranked arena Open-ended Other people

The ranked arena is the one I’ve said least about, since it’s the only piece of the endgame that needs other humans. 1.0 turned the arena into an online ranked mode. If competitive Pal battling appeals, it’s there. It’s the part of Palworld least likely to hold up, given that balance has never been the game’s strength.

Look at that table and notice the shape of it. The cheapest track gives you the most, and the most expensive track gives you a bigger number.

The sequencing mistake

Here’s the one that costs the most hours, and it’s worth internalising before you do anything else.

Don’t start completion goals before your build is finished.

People come out of the credits and immediately start filling the Paldeck, since it’s a visible bar and bars are satisfying. Then they hit the hard content later and have to gear up anyway, having spent 20 hours catching things at a power level they’ve since outgrown.

Sensible order: settle on a permanent team, get the Ancient Furnace and Soralite gear chain going, run oil rigs and raid bosses for Cores and schematics, then Awakening, then breeding projects, then completion last. Completion rewards a prepared account far more than an unprepared one.

Three things your old knowledge gets wrong

If you played early access, some of what you know is now actively misleading.

Accessories changed completely. They’re crafted from schematics now. The old +1/+2 accessory ladder is gone. Schematics come from chests, Ancient Ruins, oil rigs, and other high-value activities, so don’t sell them before you understand what they build.

Effigies aren’t just Lifmunk anymore. 1.0 replaced the single-effigy system with effigies of multiple Pals that boost player stats, including regional sets. Your existing Lifmunk Effigies carried over. The trap is ignoring a new effigy type that an older map guide doesn’t happen to list.

Some weapons left the tech tree. Dedicated fire and poison arrow weapons were removed, and compatible bows switch arrow types instead.

Permission to stop

Now the part other guides skip.

You just spent something like 60 hours getting to the credits. You beat a level 80 final boss. That is the game. Everything above is optimisation of a game you’ve already won.

Awakening makes a strong Pal about 8% stronger. Mutation gives you the best possible version of a species. Hard Mode gives you a hat and some levelling material. None of it unlocks new story, new regions, or anything you haven’t seen. The World Tree was the destination and you got there.

So if you’re reading this hoping someone will tell you there’s a second act, there isn’t. There’s a very good optimisation sandbox, and optimisation sandboxes are wonderful if that’s your thing and a slow grind toward nothing much if it isn’t.

If you’ve got a stack of unplayed games and a few hours a week, put Palworld down at the credits. It’ll still be there, unchanged, whenever a content update gives you a reason to come back. That’s not quitting. That’s finishing.

If you are staying

For the people who want more, here’s the shortest path to a meaningfully stronger account:

  1. Pick three Pals you actually enjoy using. Not the tier list, the ones you like.
  2. Run oil rigs and raid bosses until you’ve got the schematics and Cores for a full Ancient gear set.
  3. Awaken those three Pals, one element at a time.
  4. Raise trust to 10 and condense them.
  5. Only now, if you’re still enjoying it, start a breeding project.

That’s maybe fifteen hours to a team that trivialises everything left in the game, and it skips the two traps: chasing completion early, and gambling on mutations before you’ve got something worth mutating.

Either way, the credits already rolled. Everything from here is yours to take or leave.

Finished 1.0 and stopped, or finished it and kept going? Both camps are in the TAG Discord, and they do not understand each other at all.

More in this hub
Finishable Games

Not everything needs to be an 80-hour open world or an infinite live-service loop. Sometimes you just want a beginning, a middle,…

Written by

Fred
Fred LEVEL 1

Fred has been gaming since his dad brought home a recycled PC from work and installed Hugo's House of Horrors as a toddler. He continues to play games almost daily across PC, console and mobile and may have a slightly addictive personality.

MORE LIKE THIS