By Palworld Gaming Team · Updated 9 November 2026 · Palworld 1.0
Quick answer: IVs — the game calls them Potential — are three hidden rolls, one each for HP, Attack and Defense, graded 0 to 100 and fixed the moment a Pal is caught or hatches. A perfect 100 multiplies the level-scaled part of that stat by 1.3, so the gap between a bad roll and a perfect one is worth hundreds of points by level 50. Read them with the Ability Glasses (Ancient Technology level 34), raise them with Life, Power and Stout Fruits (+10 per fruit), and breed for them — at least one line of a child is copied from a parent (palworld-db.com).
Every Pal in Palworld 1.0 carries three hidden numbers the game calls Potential and every player calls IVs (Individual Values): one for HP, one for Attack, one for Defense. Each is rolled once, from 0 to 100, when the Pal is caught or hatches — and then it never changes on its own. Two Pals of the same species at the same level can hit for wildly different numbers purely because of these three rolls (palworld-db.com).
What a roll is worth is a multiplier on the level-scaled part of the stat: a 100 roll means ×1.3 on that portion. The effect is small at low level and large at high level — on a 200 Attack line, palworld-db.com puts the gap between a 0 roll and a 100 roll at 45 points at level 10, 225 at level 50 and 270 at level 60. That is why IVs barely matter for a Pal you will never take past level 30, and why they are the whole game for a level 60 raid carry. They do not touch work speed or partner skills, so base workers are judged on suitabilities, not Potential (see our best work suitability Pals).
Here is the spread at level 50 for five Pals worth building, with everything else identical — the left number is a 0 roll, the right is 100 (palworld-db.com). The multiplier pays out biggest on the biggest base line.
| Pal | HP (IV 0 → 100) | Attack (IV 0 → 100) | Defense (IV 0 → 100) |
|---|---|---|---|
| Panthalus | 5,250 → 6,600 | 550 → 685 | 800 → 1,025 |
| Frostallion Noct | 4,250 → 5,300 | 625 → 782 | 556 → 708 |
| Bellanoir Libero | 3,750 → 4,650 | 662 → 831 | 425 → 537 |
The base stats check out against the 1.0 game files: Panthalus is 120 Attack / 180 HP / 200 Defense — the highest HP and Defense in the game — Frostallion Noct is 140/140/135 and Bellanoir Libero 150/120/100. Bellanoir Libero's 150 Attack is joint-highest in Palworld 1.0 (tied only with Bellanoir), so its Attack line gains the most — 169 points at level 50 (see our strongest Pals ranked by real game data).
The direct route is an accessory. Equip the Ability Glasses and every Pal you look at — in the overworld, in the party menu, in the box — shows its three Potential values on the 0 to 100 scale. They sit in the Ancient Technology tree at level 34 and cost 4 Ancient Technology Points, and the craft needs 30 Refined Ingot, 20 Paldium Fragment, 10 Ancient Civilization Parts and 5 Ancient Civilization Cores (palworld-db.com). The Pal Tamer's Glasses give the same readout and stop your attacks dropping a target below 1 HP — the better craft while you are still filling the Paldeck.
Before level 34 you can still get the number from the stat screen. Open a Pal stat calculator, pick the species and drag the level slider to your Pal's level: it prints what that Pal would have at Potential 0 and at Potential 100, and where your Pal's real stat falls between the two ends, as a percentage, is the roll.
Before level 34 you can still get the number from the stat screen. Open a Pal stat calculator, pick the species and drag the level slider to your Pal's level: it prints what that Pal would have at Potential 0 and at Potential 100, and where your Pal's real stat falls between the two ends, as a percentage, is the roll. Strip out the confounders first: passive skills multiply the finished stat, star ranks and soul ranks add on top, and Trust scales stats across ten ranks — so read a fresh Pal, ideally a newly hatched egg with no passives, no stars and no souls (palworld-db.com).
One consumable per stat line, +10 Potential each, with no cap-out until the line hits 100. A Pal reading 40 Attack needs six Power Fruits, a zero roll needs ten, and taking all three lines from nothing to perfect is 30 fruits (palworld-db.com).
| Fruit | Raises | Per use | Bounty Shop | Arena Shop | Medal Shop |
|---|---|---|---|---|---|
| Life Fruit | HP Potential | +10 | 25 Successful Bounty Tokens | 100 Battle Tickets | 200 Dog Coins |
| Power Fruit | Attack Potential | +10 | 25 Successful Bounty Tokens | 100 Battle Tickets | 200 Dog Coins |
| Stout Fruit | Defense Potential | +10 | 25 Successful Bounty Tokens | 100 Battle Tickets | 200 Dog Coins |
Maxing all three lines costs 750 Successful Bounty Tokens at the bounty counter, 3,000 Battle Tickets at the Pal Arena, or 6,000 Dog Coins at the Medal Shop — so work the bounty board first and save arena tickets for skill fruits. If you would rather not spend currency, every fruit can be crafted from stat lotuses, which grow wild. Power Fruit is the cheapest at nine lotuses instead of twelve; Life Fruit and Stout Fruit need twelve each — thirty fruits by hand means 330 lotuses, so most players mix the two routes: buy the Attack line, farm the rest.
Fruits close a gap; breeding is how you start from a better number. At least one of a child's three Potential lines is copied from one of its parents, and you don't get to pick which line or which parent — the other two either follow a parent as well or get rolled fresh. Every egg is a re-roll on two of three slots with a guaranteed floor on the third (palworld-db.com).
Pair the same species with itself and the child is that species too, which turns the Breeding Farm into a pure stat re-roller: keep whatever beats both parents, promote it into the pair, retire the loser, and the floor climbs every generation (see our breeding guide and best breeding pairs). Cakes bias the dice: Mushroom Cake makes talents grow more easily — the cake to run while hunting rolls; Extravagant Vegetable Cake adds a raised mutation rate; Special Cake gives better odds of inheriting multiple passives (see our cake guide). Don't hold out for a perfect pair — a line at 60 is four Power Fruits from capped, so stop hatching once your fruit supply can close the gap.
Half the systems in the game raise a Pal's displayed numbers without ever touching the 0–100 roll, so a heavily invested Pal reads far above the calculator's IV 100 column and a fresh one reads dead on it. Levelling up, passive skills, Pal Essence Condenser star ranks, the Statue of Power 20-rank soul ladder (52 souls end to end) and Trust all stack on top of Potential rather than into it. Only Potential fruits move the roll — they are the only thing that does (palworld-db.com).
So the order of operations is: settle the species, roll the passives, read and top up the three lines with fruit, then climb the star and soul ladders on the body you have decided to keep. The full soul ladder costs 52 Pal Souls, while fixing all three lines from zero costs 30 fruits — the rolls are the cheap part of a build (see our Pal Essence Condenser guide and passive skills tier list).
IVs — called Potential in-game — are three hidden rolls, one each for HP, Attack and Defense, graded 0 to 100 and fixed when a Pal is caught or hatches. A 100 roll multiplies the level-scaled part of that stat by 1.3. They don't affect work speed, elements or partner skills (palworld-db.com).
Craft the Ability Glasses (Ancient Technology level 34, 4 points; 30 Refined Ingot, 20 Paldium Fragment, 10 Ancient Civilization Parts, 5 Ancient Civilization Cores) and equip them — every Pal you look at shows its three Potential values (palworld-db.com).
Feed the Pal the matching fruit: Life Fruit for HP, Power Fruit for Attack, Stout Fruit for Defense — +10 Potential each, up to 100. One line from zero costs 10 fruits (250 Successful Bounty Tokens); all three lines from zero cost 30 fruits (750 tokens, or 3,000 Battle Tickets, or 6,000 Dog Coins) (palworld-db.com).