Palworld Stat Formulas Explained: Potential (IV), Base Values, and Multiplier Rules
Two Pals of the same species and level show different stats, and the difference is the hidden potential (IV). This guide takes the HP, Attack, and Defense formulas apart completely; every line verified against the internal logic of version 1.0.
The companion IV Calculator already implements every rule in this guide: pick a Pal, enter the base values, and it derives all three talents.
The Three Formulas
Each stat runs its own formula:
HP = 500 + Level × (5 + Species HP × 0.5 × (1 + IV%))
Attack = 100 + Level × (Species Attack × 0.075 × (1 + IV%))
Defense = 50 + Level × (Species Defense × 0.075 × (1 + IV%))
Piece by piece:
- Fixed intercepts 500 / 100 / 50: every formula starts with a constant that has nothing to do with species. A level 1 Lamball and a level 1 Jetragon share the exact same HP intercept of 500; the gap between species comes entirely from the level growth term behind it.
- Per-level growth: HP gains a flat +5 per level, then stacks
Species HP × 0.5 × talent factoron top; Attack and Defense gainSpecies × 0.075 × talent factorper level, with no flat bonus. - IV%: a 0~30% multiplier, the talent explained next.
Same species and level, 0 IV versus max IV (30%) is exactly one full 30% multiplier apart. At the level cap of 80, a Jetragon climbs from 5300 to 6620 HP, a gap of 1320 points. That is why egg breeding grinds for IVs.
What IVs Are: Three Talents from 0 to 100
Every Pal is born with three independent talent integers for HP, Attack, and Defense (shown in-game as Potential, range 0~100), which convert into the 0~30% multiplier of the formulas. The three are rolled separately, so a Pal with maxed HP talent and a bottom-tier Attack talent is a common sight.
- Talents are inherited from the parents when breeding, plus a small chance of mutation. That loop is the core of egg farming.
- Talent fruits add a fixed +10 each and are the only late-game way to patch a weak stat. Three fruits match the three talents, each feeding its own:Life Fruit (HP), Power Fruit (Attack), Stout Fruit (Defense).
- Two pairs of glasses display all three talent values directly, so you can cross-check them against the formulas in this guide: Ability Glasses (unlocked at Ancient Technology 34) and Pal Tamer's Glasses. The latter is the Ability Glasses fused with the Ring of Mercy: it keeps the ring's effect that attacks never reduce a target below 1 HP, so catching and IV checking happen in one trip. Its schematic comes from Sealed Tower T-64 (coordinates 8, 121); the Sealed Towers catalog maps every tower to its reward.
If you would rather skip the manual math, the IV Calculator reverse-derives all three talents from the panel's base values.
Which Column: Attack Uses Ranged Attack
The dex lists two attack columns: melee and ranged. The stat formulas use the ranged attack column, not melee. Don't copy the wrong column when looking up species stats.
Base Value: the Only Number You Need to Copy
Open the Pal panel in-game and hover over the HP, Attack, or Defense number to see a breakdown. The "base value" used for IV calculation is: the underlying number without passives, partner skills, or friendship bonuses.
Multipliers already inside the base value:
| Multiplier | Rule |
|---|---|
| Level | the level growth term of the three formulas |
| IV (talent) | ×(1 + IV%), independent for each stat |
| Pal Soul | +3% per level, fed separately for HP, Attack, and Defense, up to 10 levels (+30%) |
| Condensation stars | +5% per star, up to 4 stars (+20%) |
| Awakening | ×1.1, uses the matching element's awakening crystal, applies to HP, Attack, and Defense at the same time |
Not in the base value, listed separately on hover or to be removed yourself:
| Bonus | Notes |
|---|---|
| Passives | percentage bonuses such as attack passives |
| Partner skill | panel bonuses from riding or combat skills |
| Friendship bonus | small flat values from friendship rank |
The full stacking order:
Panel base value = formula value × (1 + 3% × soul level) × (1 + 5% × stars) × (awakened ? 1.1 : 1)
To reverse-derive an IV, divide out soul, stars, and awakening in the opposite order, then solve the formula. All of these multipliers are sliders in the calculator.
A Complete Worked Example
A Lamball (species ranged attack 70) at level 50, with Attack Soul 5, condensation 2 stars, not awakened, shows an attack base value of 500 on hover.
Step 1, divide out the soul: (1 + 0.03 × 5) = 1.15, so 500 ÷ 1.15 ≈ 434.8.
Step 2, divide out the stars: (1 + 0.05 × 2) = 1.10, so 434.8 ÷ 1.10 ≈ 395.3.
Step 3, solve the formula: 395.3 = 100 + 50 × 70 × 0.075 × (1 + IV%), where 50 × 70 × 0.075 = 262.5, so (395.3 − 100) ÷ 262.5 ≈ 1.125. The IV is about 12.5%, roughly a talent of 42/100.
For a sense of the HP scale: a Jetragon (species HP 110) at level 50 sits at HP = 500 + 50 × (5 + 110 × 0.5) = 3500 with 0 IV, and 500 + 50 × (5 + 55 × 1.3) = 4325 with max 30% IV. Same species, same level, 825 points apart. That is how much IVs matter.
FAQ
Why does the result carry a ≈ sign? The game floors stats internally, so the reverse derivation has an inherent ±1 ambiguity. That is normal. The higher the level, the less that same ±1 disturbs the IV, and the sharper the conclusion.
Do soul and condensation levels go into the calculator? Yes. Both live inside the base value; leaving them out attributes those bonuses to the IV and inflates the result.
Do talent fruits overflow the cap? The talent cap is 100 (that is, 30%). Fruits and naturally hatched talents share the cap; anything beyond it is wasted.
Verify with the Calculator
The IV Calculator turns every rule in this guide into a form: pick a Pal, drag the level, set soul and stars, paste the base values, and the three talents appear instantly. It supports the awakening toggle and ?pal= deep links, perfect for screening breeding candidates.