Palworld Pals leveling at timesaver.gg is played inside your own save — your Personal World or your Dedicated Server, solo or in co-op, on PC (Steam), PlayStation, Xbox or Microsoft Store — so the Pal you level, and everything caught, crafted or looted beside it, stays in that world when the run ends. Pick any Pal and any range between level 1 and level 80, the Palworld 1.0 Pal cap, at a per-level price opening at $0.759. One rule shapes every order on this page: a Pal can never exceed your own character level, so your level is the real ceiling on the boost.
What a Pals leveling order includes
One nominated Pal taken across any range from level 1 to level 80, played by hand in the world and on the platform you select.
- Any Pal you own, from a fresh dungeon Alpha capture to a Legend-passive field boss.
- Any range from 1 to 80, priced by the exact levels rather than as a fixed package.
- Personal World or Dedicated Server, both at the same base price, with 4-player co-op and 32-player dedicated hosting supported.
- All four platforms: PC (Steam), PlayStation, Xbox and Microsoft Store.
- Normal Mode at the base price, Hard Mode worlds for 25% more.
- Everything picked up while grinding the Pal — schematics, Slab Fragments, Ancient Civilization Parts, Gold Coins — is left in your save.
- 24/7 live support from checkout until the Pal hits its target level.
How the price works: four bands from $0.759 to $1.8975
Pal levels are priced individually across four bands — $0.759, $1.012, $1.265 and $1.8975 — with the last band covering the hardest stretch to 80.
| Band | Price per level | What that stretch involves |
|---|---|---|
| Up to 30 | $0.759 | Early growth: Grasslands and Ravine Grotto tier content, Bellanoir-level fights at 30. |
| Up to 50 | $1.012 | Mid game through the desert and snow towers and the level 45-52 cave tiers. |
| Up to 70 | $1.265 | Feybreak and Sunreach, level-63 to level-69 dungeons, Hartalis at 70. |
| Up to 80 | $1.8975 | World Tree endgame, where the Sealed Sanctum fight sits at level 80. |
The slider builds the total from the start and target levels you drag, so a 10-level top-up and a full 1 to 80 run share the same per-level maths. Hard Mode adds 25%; server type and platform add nothing. Pal levels are cheaper than character levels at every band, which is why most orders pair a full character climb with several smaller Pal top-ups rather than the other way round — and why it is worth checking your own level before dragging the right-hand handle to 80.
The rule that limits every Pal boost: your own level
A Pal can never exceed your character level, so a player at 52 cannot own a Pal above 52 — the boost stops there no matter which Pal it is.
This is the check to make before ordering, and it is the reason a Pals order and a character leveling boost are usually bought together, character first. It applies to Pals brought in through the Global Palbox as well, which copies a Pal’s genetic data from one of your worlds into another, cannot duplicate the same Pal into a world twice, is disabled in Hardcore in both directions and can be switched off entirely in World Settings. If your target is a level 80 Pal, your character needs to reach 80 as well — the same cap applies to both.
Which Pals are worth taking to 80
Seven Pals carry the exclusive Legend passive: Jetragon, Frostallion, Frostallion Noct, Paladius, Necromus, Neptilius and Panthalus.
Those are the usual targets, and 1.0 moved one of them: Jetragon now spawns on the Sunreach sky islands at level 70, not at Mount Obsidian, where most competitor copy still places it. Frostallion holds the Astral Mountains frozen lake at level 60, raised from 50, while Frostallion Noct is a new 1.0 fixed field boss in a Sanctuary dome and can also be bred from Frostallion and Helzephyr. Paladius and Necromus share a twilight crater south-east of the desert at level 60, one at a time. Panthalus is a level 70 story-gated capture in the World Tree. Below that tier, the mid-game workhorses worth levelling are Anubis, Knocklem, Jormuntide, Orserk, Lyleen and Beakon.
Work Suitability now runs to rank 10 across 12 types
Work Suitability caps at rank 10 in Palworld 1.0, up from 4-5 in Early Access, across 12 suitabilities.
The endgame World Tree specialists sit at level 8 in a single suitability each: Solenne for Handiwork, Shaolong for Watering, Dandilord for Planting, Renjishi for Kindling, Aegidron for Mining, Silvance for Medicine and Celesdir Noct for Lumbering. Combat levels and work ranks are separate systems — levelling a Pal raises its HP, attack and defence, it does not change its suitability rank — but a high-level worker survives base raids and keeps producing, which is why base builders level their Solenne and Aegidron anyway. Condensation is a third, separate axis: maxing it now takes 48 Pals in 1.0, not the 116 required in Early Access.
Where Pal experience comes from
Pals earn experience from the same content you do: 9 tower bosses, 6 raid bosses and roughly 11 dungeon cave types across about 139 sites.
- Tower bosses run on a 5-minute timer in 1.0 and ladder from Zoe and Grizzbolt at level 10 to Zenara and Astralym at level 80.
- Raid bosses — Bellanoir at 30, Bellanoir Libero and Moon Lord at 50, Blazamut Ryu at 55, Xenolord in the 60s, Hartalis at 70 — run on a 10-minute timer and cannot be captured, so they are pure experience and loot.
- Dungeons tier from Hillside Cavern at 13 to Sunreach Skies at 63-69, stay open for about 299 minutes and always end in a capturable Alpha Pal boss.
Those fights are also sold on their own as tower boss kills, raid boss kills and dungeon runs.
Your world, your server, all 4 platforms
Four platforms are selectable — PC (Steam), PlayStation, Xbox and Microsoft Store — and crossplay has covered Steam PC, Xbox Series X|S, Xbox One, PS5 and Mac since v0.5.0.
Crossplay is enabled by default on dedicated servers, so a booster can reach a hosted world whichever store you bought the game from. Personal World and Dedicated Server cost the same. Palworld saves are per-world, so the levelled Pal lives in the world you nominate; the only route to another of your worlds is the Global Palbox, and only for genetic data, one copy per world. Palworld is also on Game Pass, and Game Pass copies run through the Microsoft Store option at checkout. In co-op, up to 4 players share one world, and on a dedicated server up to 32 do — in either case the Pal is levelled where it already lives, so nothing has to be handed over, moved or re-caught.
Normal Mode, Hard Mode and Hardcore permadeath
Two game modes are sold here: Normal Mode at the base price and Hard Mode at 25% more, since Hard worlds hit harder and slow the grind.
Palworld’s presets are Easy, Normal, Hard and Hardcore, plus Custom with 40-plus sliders. Hardcore adds Pal permadeath and character permadeath on top of Hard’s multipliers, along with increased fall damage, harsher weather and a locked Global Palbox — a dead Pal in Hardcore is gone for good, and a character death deletes the character and returns you to the main menu. Nothing about that is risk-free, and we will not claim otherwise. Random Pal Mode is a separate world-creation setting — No Randomization, Randomize by Region or Completely Random — and changes spawns, not the level 80 cap.
Boosts that pair with a levelled Pal
Six related Palworld services build on the same save once your Pal is combat-ready.
- Character leveling — raise your own ceiling to 80 first, or the Pal cannot pass you.
- Pal Effigy leveling — Capture Power has 15 ranks at the Statue of Power and costs 100 Lifmunk Effigies in total.
- Base leveling — put your level-8 workers to use; bases unlock at base level 1, 8, 15 and 25.
- Dungeon runs — the fastest route to schematics, Slab Fragments and a guaranteed Alpha Pal.
- Gold Coins — earned inside your world, because Palworld has no market or player trading.
- Hourly boost — open-ended time for anything the fixed products miss.



