Palworld 1.0 rebuilt the work suitability system from the ground up. Suitability levels were expanded to ten, every pal had its work values rebalanced, and the way a pal gains suitability changed so that investing in a base worker now pays off at every stage of the game. If your early-access base ran on a fixed roster of "best worker" pals, 1.0 rewards a much wider range of pals and makes your favourites genuinely worth training up.
Three changes drive it: a taller ten-level ceiling, a suitability boost on every condensation rank-up, and base-wide aura partner skills that hand out a free +1 to a whole job. Together they mean base building is no longer about catching one perfect worker, but about ranking up the pals you like and stacking a well-chosen aura on top.
The overhaul in three numbers
Ten levels, and every pal rebalanced
Work suitability now runs up to level 10, up from the lower ceiling of early access, and Pocketpair rebalanced the suitability values of all pals to fit the taller scale. The practical effect is that the gap between an average worker and a specialist is expressed across more levels, so there is almost always a better worker to hunt for as you progress. From the early game through the endgame, upgrading a base station is a matter of finding or training a pal a rank or two higher than the one you have.
Because every pal was rebalanced, it is worth re-checking your base crew against the new numbers rather than assuming your early-access mainstays are still optimal. Our best-workers guides rank every pal for each job on the current 1.0 data.
A suitability boost on every rank-up
The headline mechanic change is how pals gain suitability. In 1.0, each time a pal ranks up through condensation, one of its work suitability levels increases by +1. Reaching maximum rank raises all of a pal's suitabilities at once, exactly as before. This turns condensing from a purely combat-and-stats investment into a base-building one: a pal you condense for a fight also becomes a better worker along the way.
That mechanic dovetails with the other big 1.0 change to condensation. Reaching maximum rank now takes 48 pals rather than the old 116, so fully condensing a worker, and unlocking its full suitability spread, is realistic for a whole base team instead of one or two favourites. The two changes compound: cheaper condensing, and a tangible work payoff for every rank you buy.
Every work aura and its carrier
All 12 base-work auras in the 1.0 data, generated from the dataset. Each carrier's partner skill grants +1 suitability for that job to every other pal in the base. There is no aura for oil extraction.
| Work | Aura partner skill | Carrier |
|---|---|---|
| Kindling | Kindling Aura | Katress Ignis |
| Watering | Watering Aura | Amione |
| Planting | Planting Aura | Petallia |
| Electricity | Electricity Aura | Puffolt |
| Handiwork | Handiwork Aura | Ribbuny |
| Gathering | Gathering Aura | Clovee |
| Lumbering | Lumbering Aura | Eikthyrdeer Terra |
| Mining | Mining Aura | Tetroise |
| Medicine | Medicine Aura | Mycora |
| Cooling | Cooling Aura | Smokie Cryst |
| Transporting | Transporting Aura | Wumpo |
| Farming | Ranch Aura | Cinnamoth |
Aura partner skills: +1 to the whole base
Certain pals carry a partner skill that acts as a base-wide aura: while the pal is stationed at your base, every other pal there gains +1 suitability for one specific job. Our dataset carries 12 of these auras, one for each base work except oil extraction. Cinnamoth's Mysterious Scales grants the farming, or ranch, aura, and Ribbuny's Happy-Go-Lucky Bunny grants the handiwork aura, both quoted directly in the 1.0 patch notes.
The catch is that auras do not stack, so a second carrier for the same job adds nothing. The optimal base runs a single aura carrier per job you care about, then fills the remaining slots with dedicated high-level workers who each pick up the +1. Combined with the rank-up boost, a well-built base stacks base suitability, condensation rank-ups, and an aura on top of each worker.
Example aura carriers
A few of the base-wide aura carriers, each linked to its guide. Every carrier here is pulled straight from the dataset.
Applied Technique items, ranching, and Lucky Pals
Suitability is also easier to raise directly. Applied Technique items, which permanently add a suitability level to a pal, were made easier to obtain in 1.0, and a new "Applied Ranching Handbook I" was added specifically to raise ranch suitability. Ranching itself got more attention: several pals gained ranch suitability, the materials you get from ranching were adjusted, and Vaelet now drops seeds while ranching, which smooths out early farming and base setup.
Lucky Pals feed into the same loop. In 1.0 they now provide work suitability enhancement items along with large amounts of experience, and they start at a higher rank when captured, so catching a Lucky Pal is now a direct shortcut to a stronger, higher-suitability worker rather than just a shiny variant.