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Tools / Palworld

Palworld Pal Box Inspector

Drop your Level.sav and read the box: every Pal you own with its level, IVs, passives and alpha flag, which duplicates to cull, which lines a bad passive has already got into, and the best worker you own for each of the twelve jobs. The save is read in this tab and never uploaded.

Drop Level.sav here, or a .zip of the world folder

Nothing is sent anywhere. Stop the server or close the game before copying the file.

What this reads, and what it deliberately does not

Every Pal in Level.sav is stored as an entry in CharacterSaveParameterMap with a nested blob holding species, nickname, level, gender, rank, the four talent values, soul upgrades, passive list, owner and container slot. This reads all of it, plus the alpha flag that the BOSS_ species prefix encodes, and joins each Pal to our Pal data for its name and work suitability.

It does not show elements, drop tables or spawn locations, because the open dataset we build on does not carry a Pal-to-element mapping and we would have to invent one. The same reason those columns are missing from the Pal database: an absent fact is stated, never guessed.

Xbox Game Pass saves are stored in a container format rather than as a plain Level.sav, and this page does not unpack them. The Save Rescue tool does, and will hand you a normal save folder to bring back here.

Where your save lives

Where you playPath to the world folder
Single player or co-op, Windows%LocalAppData%\Pal\Saved\SaveGames\<your-id>\<world-id>\
Dedicated serverPal/Saved/SaveGames/0/<world-id>/
Xbox Game PassContainer format, not a plain folder. Use Save Rescue first.

Copy the folder with the game closed or the server stopped. A save copied mid-write is usually short of the length its own header declares, and every tool that reads it will correctly refuse it.

Reading the numbers

IVs are the four talent values, 0 to 100 each, fixed when the Pal is caught or hatched and unchanged by levelling. The IV total shown here is their straight sum out of 400, with no weighting of our own applied, and the individual values are in the next column so you can apply your own. A Pal reading 0 in a column is almost always a genuine 0: Unreal omits a property that still holds its default, so absence in the file means the default rather than a failed read.

Only inheritable passives matter for breeding. The game data marks 85 of its 1,837 passives as inheritable, and those are the only ones that reach the children. That is why this page splits them: a negative passive that can be inherited is a reason to keep a Pal out of the pen entirely, while a negative one that cannot is a drawback for that single Pal and nothing more. Inheritable passives are marked ↧.

Duplicates are ranked, not just counted. For each species you own more than one of, the top row is the keeper on IV total with positive passives as the tie-break, and everything under it is a release, sell or cake-fodder candidate.

Breeding from what you already own

Name a Pal and the inspector lists the pairs in your box that produce it, best parents first by combined IV. That is the question a calculator working from Pal names alone cannot answer, because it does not know which specimens you have or how good they are.

Every result is a lookup in the game's own 44,850-pair table, not a calculation. The distinction matters: the old closest-breeding-power formula, which most calculators use, disagreed with the game on 17.7% of pairs. Nothing here computes a child; it reads one.

One pair in the whole table depends on which parent is which sex: Katress and Wixen give Katress Ignis for a female Katress and a male Wixen, and Wixen Noct the other way round. A save records each Pal's gender, so the inspector answers that pair exactly for your specimens, which a name-only calculator structurally cannot do.

Staffing a base from the Pals you own

Pick what a base is for and the inspector picks the crew out of your own box, filling the worker slots your config allows. Jobs the base cannot run without are weighted an order of magnitude above the nice-to-haves, so a Kindling specialist beats two good gatherers on a smelting base. It reports the weakest core job as the bottleneck, names any job nobody can do at all, and lists species worth catching to fix the worst gap.

What it does not model, deliberately. Work suitability levels and your worker cap are real data. Food, sanity, pathing, whether a Pal wanders off to eat, and actual production rates are not in any dataset we have, so none of them is in the recommendation. A crew that looks right here still has to eat.

Turning a roster into a plan

Knowing which Pals are worth breeding is half of it; the other half is how long the plan takes on the server you are running it on. Egg hatching is set by PalEggDefaultHatchingTime, which is a number of hours rather than a multiplier, so the difference between the default 72 and a value of 6 is a fortnight against a weekend. Work out what your own config does to it in the difficulty calculator, then plan the pairings in the breeding calculator.

If you would rather not go near the save file

Everything above starts with stopping a server and copying a folder. On a managed Palworld server the world is backed up before every game update and on a daily rolling schedule, the save directory permissions are set so a stray delete cannot reach it, and rates like the hatch time are form fields rather than a hand-edited OptionSettings line.

Every Pal and what it is good at → · Move this world to a server → · Check the server config →

Your save never leaves your browser Read-only - never edits a byte Pal facts from the pinned palcalc bundle

Frequently asked questions

Where is my Palworld Level.sav?

On Windows for single player and co-op it is %LocalAppData%\Pal\Saved\SaveGames\<your-id>\<world-id>\Level.sav. On a dedicated server it is Pal/Saved/SaveGames/0/<world-id>/Level.sav. Stop the server or close the game before copying, because a file copied while the world is being written is usually incomplete.

What are IVs in Palworld and where are they stored?

Each Pal carries four talent values in the save - Talent_HP, Talent_Shot, Talent_Melee and Talent_Defense - each from 0 to 100. They are fixed at capture or hatching and never change with levelling, which is why breeding for them is worth doing. A Pal showing 0 is usually genuine rather than unread: Unreal omits a property that holds its default value, so an absent talent is a real zero.

Which passive skills actually pass to the children?

Only the inheritable ones, and there are 85 of them in the game data out of 1,837 passives in total. That is the distinction that matters when you are culling a breeding line: an inheritable negative passive spreads through every generation that Pal is bred into, while a negative passive that cannot be inherited is a problem for that one Pal and no reason to keep it out of the pen.

Can I see which Pals I already own can breed a specific Pal?

Yes. Name the Pal you want and the inspector lists the pairs in your own box that produce it, strongest parents first by combined IV. Results are read from the game’s own 44,850-pair table rather than calculated from breeding power, because the closest-power formula disagrees with the game on roughly one pair in six. Katress and Wixen is the only pair whose result depends on which parent is which sex, and because a save records gender the inspector resolves that one exactly.

Is my Palworld save uploaded anywhere?

No. The save is read in your browser and never leaves the tab. The page makes two requests of its own and neither carries anything from your save: a GET for the Pal reference data it joins your roster against, and, only if you use the pairing panel, a GET for the breeding table. You can confirm that with the network tab open.

This tool: v1.47 · updated 5 Oct 2026