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2026-08-14

Work Speed Fundamentals: 3 Mechanisms and Multiplicative Math

Work speed is the underlying currency of base production: one article to understand the 3 mechanisms, the 10-factor multiplication chain, and where the gap between 3 seconds and 12.96 days comes from.

Intro: 3 Seconds vs 12.96 Days

The same player (work speed = 100) crafting different things:

ItemWork AmountSolo Time
Pal Sphere3003 s
Cloth Outfit2,00020 s
Metal Armor80,00013.3 min
Drone Launcher112,000,00012.96 days

The gap comes from two places: base work amounts and the speed multiplier chain that follows. The 11 work suitabilities look like one system, but underneath there are only 3 independent mechanisms, and 10 of the work types share a single time formula. This article is the shared foundation for the upcoming plantation, industrialization and other deep dives.

1. The 3 Underlying Mechanisms

Palworld's 11 work suitabilities run on just 3 mechanisms underneath:

MechanismWork TypesFormula Shape
A. Progress accumulation (per second)HandiworkHandiwork, KindlingKindling, WateringWatering, PlantingPlanting, CoolCool, Generating ElectricityGenerating Electricity, Medicine ProductionMedicine Production, Mining (facility)Mining (facility), Lumbering (facility)Lumbering (facility) — 9 in total (GatheringGathering — its action time also runs on this mechanism)Time (s) = work amount / Σ effective speed of assigned pals
B. Drop-count multiplierGatheringGathering (yield only; speed is in A)Yield = base count × drop multiplier (level)
C. Interval divisionGrazingGrazingNet interval = drawn interval / multiplier chain (base speed not used)

This article covers base facility work only. Players or pals attacking ore/tree nodes directly in the wild use a separate HP damage system — unrelated to base output and out of scope here.

2. Base Work Speed Values (by Work Suitability Level)

Work speed is determined by both the work type and the suitability level; every work type has an 11-tier value table (Lv0 no skill ~ Lv10 maxed). The table below is grouped by identical scales, listing all 11 tiers:

Work TypeLv0Lv1Lv2Lv3Lv4Lv5Lv6Lv7Lv8Lv9Lv10
HandiworkHandiwork, KindlingKindling, CoolCool, Medicine ProductionMedicine Production050801402404006801,1001,9003,2005,400
Generating ElectricityGenerating Electricity02503254005007501,0001,5002,0003,0004,000
WateringWatering, PlantingPlanting, GatheringGathering, MiningMining, LumberingLumbering050701001401902603705107201,000
TransportTransport02510204070120200320500
GrazingGrazing1012141618202224262830

3. The Effective Speed Formula (Multiplicative Math)

Actual progress is the product of 10 independent multiplier buckets:

FactorDescription
Base speedLooked up from the table by suitability level (see Section 2)
PassivesAdditive within the bucket: (1 + Σ passive %)
Food multiplierEach food is its own multiplier and can stack
SAN/fullnessLow SAN or an empty stomach slows work directly
Pal Soul upgrades+3% per level, +60% fully upgraded
Partner skillsSpecies-specific multipliers, an independent bucket (typically +20% to +120%; see the Sekhmet deep dive for BOSS outliers)
Inspiration auras Large Toolbox, Flame Cauldron, Water Fountain and 10 efficiency buildings in total, each +20% (×1.2); same type doesn't stack
Workbench multiplierVaries by workbench: Ancient Workbench (×8), Weapon Workbench (×1.5) → Weapon Assembly Line (×2) → Weapon Assembly Line II (×4) → Advanced Weapon Assembly Line (×6), etc.
Work intensityBase difficulty tier (Relaxed 0.7 / Normal 1.0 / Heavy 1.25 / Very Heavy 1.5), see Section 5
Server settingsThe work speed multiplier in the World Settings, default 1.0

Actual progress = the 10 factors multiplied together
Time (s) = work amount / actual progress

Grazing (Mechanism C) is the exception: ranch intervals don't use this 10-factor formula — they use a completely different interval division. See Section 8.

Two Multiplication Rules

1. Passives add together. Multiple passive entries sum, they don't multiply.

  • Example: Serious (+20%) + Artisan (+50%) = (1 + 0.20 + 0.50) = 1.70×, not 1.20 × 1.50 = 1.80×.

2. Everything else multiplies. Passive bucket × food × SAN × Pal Souls × partner skill × inspiration aura × workbench × work intensity × server — the buckets multiply with each other.

  • Example (full chain): passives 1.70× × Salad 1.30× × Normal intensity 1.0× × default server 1.0× = 2.21×.

Only one food is active at a time: although food is an independent bucket in the formula, the game allows only one food buff to be active at any moment — the latest meal overwrites the previous one, so multiple foods never multiply together.

4. Food Buffs (an Independent Multiplicative Bucket, Stackable)

Food is an independent multiplicative bucket — a different bucket from passives, and the two multiply. But the game limits you to one active food buff at a time (the latest meal overwrites the previous one), so in practice you pick just one. All 13 foods in the game that affect work speed:

FoodWork Speed BoostDurationFullnessSide Effect
Mushroom Stew+10%600s212Attack +10
Stir-Fried Vegetables+10%600s54Defense +10
Salad+30%600s84None
Pizza+30%600s184Hunger resistance 25
Chikipi Sauté+30%600s92None
Grilled Lamball+30%600s147SAN +20
Fried Chikipi+30%600s108SAN +25
Minestrone+40%600s146None
Mozzarina Hamburger+50%600s162Hunger resistance 25
Dumud Chowder+50%600s170Hunger resistance 25
Suspicious Juice+200%10sNoneSAN -25000
Strange Juice+400%10sNoneSAN -50000
Mysterious Mushroom Juice+600%10sNoneSAN -100000

In practice, long-running bases mostly pick Salad: a simple recipe ( Lettuce ×2 + Tomato ×2), a solid +30% bonus, and crucially a fullness of only 84 — pals get hungry fast and eat often, so the buff refreshes frequently with high uptime. High-fullness foods (like Mushroom Stew at 212 or Pizza at 184) tend to leave buff gaps between meals instead.

5. Work Intensity and Server Settings

Work intensity is a base-level difficulty tier that can be set to Relaxed / Normal / Heavy / Very Heavy. Each tier adjusts 4 fields at once:

ModeWork Speed MultMove Speed MultExtra SAN ChangeFullness Drain Mult
Very Heavy1.51.5-0.21.5
Heavy1.251.25-0.11.25
Normal1.01.00.01.0
Relaxed0.71.0+0.080.8

For extra SAN change, positive = SAN recovery, negative = SAN loss. Relaxed's +0.08 actually helps pals recover SAN, while Very Heavy's -0.2 accelerates the spiral. So Very Heavy isn't a free 1.5× output — it comes bundled with 1.5× movement, faster SAN decay and 1.5× hunger drain. To squeeze pals dry you have to keep supplying food, hot springs and medicine.

Server settings live in the World Settings panel, with an independent multiplier slider for each of the three mechanisms:

MechanismServer SettingRangeDefault
A (progress accumulation)Work speed multiplier0.1 ~ 5.01.0
B (gathering drops)Gathering item drop rate0.5 ~ 3.01.0
C (ranch interval)Ranch output speed0.1 ~ 10.01.0

The three don't affect each other. A private server cranking work speed to 5× only accelerates Mechanism A's progress bar — it won't drop extra gathered items or speed up ranch output.

6. Mechanism A: Progress Accumulation (per Second)

10 work types (HandiworkHandiwork, KindlingKindling, WateringWatering, PlantingPlanting, CoolCool, Generating ElectricityGenerating Electricity, Medicine ProductionMedicine Production, GatheringGathering, Mining (facility)Mining (facility), Lumbering (facility)Lumbering (facility)) share a single formula (Gathering's action time is on this list too; only its yield runs through Mechanism B instead):

text
Time (s) = work amount / Σ effective speed of assigned pals

The work amount comes from recipe tables or facility output tables, ranging from 300 ( Pal Sphere) to 112,000,000 ( Drone Launcher). With multiple pals on duty, effective speeds add together — no diminishing returns or sharing penalty: 2 Lv4 pals = 140 + 140 = 280.

Extreme Comparison: Crafting a Drone Launcher

Work amount = 112,000,000. The times below are all computed for a realistic setup: crafting on the Advanced Weapon Assembly Line (×6) with a Large Toolbox (handiwork aura ×1.2) in the base, Normal work intensity, default server.

SetupEffective Speed (incl. ×6 assembly line + ×1.2 aura)Time
Cattiva HandiworkHandiwork Lv1 (lowest tier)50 × 6 × 1.2 = 3603.60 days
Anubis HandiworkHandiwork Lv6 (no passives)680 × 7.2 = 4,8966.35 h
Anubis HandiworkHandiwork Lv6 + Remarkable Craftsmanship + Artisan + Serious + Salad2,166 × 7.2 = 15,5951.99 h
BOSS Sekhmet 5★ HandiworkHandiwork Lv6 (no passives)3,400 × 7.2 = 24,48076 min
BOSS Sekhmet 5★ HandiworkHandiwork Lv6 + Remarkable Craftsmanship + Artisan + Serious + Salad10,829 × 7.2 = 77,96923.9 min
BOSS Sekhmet 5★ HandiworkHandiwork Lv10 (maxed with books) + Remarkable Craftsmanship + Artisan + Serious + Salad5,400 × 5.0 × 2.45 × 1.30 × 7.2 = 619,1643 min

The extreme gap: Cattiva Lv1 (3.60 days) vs BOSS Sekhmet Lv10 fully built (3 min) = about 1,720×. That's why BOSS Sekhmet is called "the god of handiwork", and why "work speed" is a system worth studying in its own right.

Base Facility Production Rhythm

Stone Pit, Logging Site, Ancient Material Synthesizer, Pure Quartz Quarry — this class of facility also runs on Mechanism A, structurally identical to handiwork; the only difference is that the work amount comes from the facility output table instead of a recipe table. Below are the per-item work amounts of the key facilities, plus the solo time of a single pal at various suitability levels (computed from the base speeds in the previous section, no passive/food bonuses):
FacilityProductWork AmountLv3 (100)Lv4 (140)Lv6 (260)Lv10 (1000)
Ancient Material Synthesizer (Paldium Fragment) Paldium Fragment4504.5 s3.2 s1.7 s0.45 s
Stone Pit Stone8008.0 s5.7 s3.1 s0.8 s
Logging Site Wood8008.0 s5.7 s3.1 s0.8 s
Ore Mining Site II Ore1,60016 s11.4 s6.2 s1.6 s
Ore Mining Site Ore8,00080 s57 s31 s8 s
Coal Quarry Coal8,00080 s57 s31 s8 s
Sulfur Quarry Sulfur8,00080 s57 s31 s8 s
Ancient Material Synthesizer (Chromite) Chromite8,00080 s57 s31 s8 s
Logging Site II Hardwood8,00080 s57 s31 s8 s
Pure Quartz Quarry Pure Quartz10,000100 s71 s38 s10 s
Hexolite Quartz Mine Hexolite Quartz20,000200 s143 s77 s20 s
Ancient Material Synthesizer (Coralum Ore) Coralum Ore20,000200 s143 s77 s20 s
Soralite Quarry Soralite25,000250 s179 s96 s25 s

7. Mechanism B: Gathering Drop Multipliers

What makes Gathering (GatheringGathering) special is that it spans two mechanisms: the action time runs on Mechanism A (every crop has a "harvest work amount" between 1500 and 21000, which a pal grinds down to 0 to complete one harvest), while the yield per harvest runs on Mechanism B, this section. This section covers only the yield side — for the time formula see Section 6. Each harvest's yield goes through an independent multiplier:

text
Yield per harvest = base count × drop multiplier (by suitability level)

The drop multiplier scales linearly with suitability level, starting at 1.0 at Lv1 and gaining +0.5 per level:

Suitability LevelLv1Lv2Lv3Lv4Lv5Lv6Lv7Lv8Lv9Lv10
Drop Multiplier1.01.52.02.53.03.54.04.55.05.5

Plantation Loop: 10 × Multiplier

Every crop has a base yield of 10, so one field's yield per harvest is simply 10 × multiplier:

Suitability LevelLv1Lv2Lv3Lv4Lv5Lv6Lv7Lv8Lv9Lv10
Yield per Harvest10152025303540455055

The community long ago observed "5 more per level" — the underlying formula is just base count 10 × multiplier, with the +0.5 multiplier per level mapping exactly to +5 yield per level. A perfect match.

The three server multipliers from Section 5 don't affect each other: the work speed multiplier only governs Mechanism A's time, while Mechanism B's counts are controlled by the separate gathering drop rate.

8. Mechanism C: Ranch Interval Division

Grazing (GrazingGrazing) is the third exception. It has neither a progress bar nor drop-count multipliers — it's a fixed-interval timer loop: each round uniformly draws a base interval from [50, 80] seconds, shortens it by dividing through the multiplier chain, counts down, draws one product from the drop table when it hits zero, then starts the next round.

text
Net interval = randomly drawn interval (50~80 s) / multiplier chain

The Multiplier Chain: Only 4 Factors

text
Multiplier chain = (1 + Σ passive %) × food × SAN factor × Pal Souls

Compared with Mechanism A's 10 factors, ranching keeps only the 4 tied to the pal's own state. Bypassed are: base speed (the suitability-level table value), partner skills, inspiration auras, workbench multipliers and work intensity — none of them appear in the interval formula. So putting a high-suitability pal on ranch duty leaves the draw cadence completely unchanged; the only things that speed up ranching are passives, food, SAN and Pal Soul upgrades, plus the dedicated server setting from Section 5 (ranch interval multiplier).

Worked Example

Take the median base interval of 65 seconds:

SetupMultiplier ChainNet Interval
No passives, full condition1.065 s
Artisan + Serious1 + 0.50 + 0.20 = 1.7065 / 1.70 ≈ 38 s
Remarkable Craftsmanship + Artisan + Serious + full Pal Souls2.45 × 1.60 = 3.9265 / 3.92 ≈ 17 s

The Suitability Level Controls the Drop Table

Although base speed is skipped, the suitability level also controls another piece of data: the ranch drop table (10 tiers). The higher the level, the higher the row read from the drop table, unlocking different products and probabilities. Condensing raises suitability → a higher drop-table row → a different product distribution. Speed only affects "how often it drops", not "what drops or how many" — types and quantities are a weighted draw from the drop table, independent of any speed. See the Ranch Guide for the detailed ranch drop tables.

9. Summary

Behind the 11 work suitabilities there are only 3 sets of math:

MechanismWho Uses ItIn One Sentence
A. Progress accumulationHandiworkHandiwork, KindlingKindling, WateringWatering, PlantingPlanting, CoolCool, Generating ElectricityGenerating Electricity, Medicine ProductionMedicine Production, Mining (facility)Mining (facility), Lumbering (facility)Lumbering (facility), Gathering (action time)Gathering (action time)Time = work amount / Σ effective speed, 10 factors multiplied, multiple pals add
B. Drop-count multiplierGathering (yield — the only one)Gathering (yield — the only one)Yield = base count × multiplier (level), +0.5 per level, independent of speed
C. Interval divisionGrazing (the only one)Grazing (the only one)Net interval = random 50~80 s / 4-factor chain, base speed bypassed