Reopening but retaining some of Pal's core bridges also depends on whether the server allows import/export.
AFK catch-up
What will happen to Palworld after I'm gone?
Replenish the interrupted memory according to the point when the player left, without having to watch all the official announcements and videos again.
Principle of make-up lessons
Only the public and traceable version history and player impact will be compiled. All undisclosed 1.0 details are fields only and results are not pre-written.
Version timeline
| version/node | Date | Classification | player influence sentence |
|---|---|---|---|
| Early Access | 2024-01-19 | launch / baseline | The old files and strategies of early players start from this version; all subsequent make-up pages must first determine whether the player has left the breakpoint. |
| v0.3.1 Sakurajima | 2024-06-27 | new_content / pals / building | Added island, palu and building content; players who left before Sakurajima need to first update the map, base and information page usage. |
| v0.4.11 Feybreak | 2024-12-23 | new_content / pals / features | New islands, paru and functions have been added; players who left before Feybreak should review high-end materials, production chain and breeding status. |
| v0.5.0 Crossplay | 2025-03-19 | multiplayer / global_palbox / server | Crossplay and Global Palbox have entered the current version baseline; reopening, retaining Pal and private server switches need to be judged individually. |
| v0.6.0 Tides of Terraria | 2025-06-25 | collaboration / new_content / qol | The focus of player remedial lessons after Tides of Terraria turned to QoL, fishing, Global Palbox and pre-1.0 preparation. |
| v0.7 Home Sweet Home | 2025-12-17 | new_content / base / qol | The last large-scale current version baseline before 1.0; when referring to pitfall pages and tool pages, the conclusions of subsequent 1.0 cannot be hard-coded in advance. |
| 1.0 | 2026-07-10 | official_release / new_pals / new_regions / world_tree | It is officially announced that 1.0 will exit Early Access on 2026-07-10, previewing new Palu, new areas, new threats and World Tree; no complete guide can be pre-written before specific patch notes are made public. |
1.0 Change Forecast: What to learn now and what not to invest in
We're only days away from 1.0 (2026-07-10), but a lot of it can be determined now whether it's worth the investment. Next, the content is divided into three buckets according to "Will it be changed in 1.0":A Feel free to study now、B. Look at the framework first and don’t invest deeply.、C Be prepared. This is the siteStrategy inference(Based on the official 1.0 public features and EA’s previous change modes), it is not an official confirmation; the confidence, basis and barrel exchange conditions of each label will be written back after 1.0 goes online.
A · Most likely not to change
| Topic | what should you do now | Interpretation basis and barrel changing conditions |
|---|---|---|
| Attribute conflicting framework | Now you can rest assured to control each other and practice team attribute matching; this set of knowledge will not be invalidated in version 1.0. | |
| work suitability system | Now it is safe to plan the base division of labor according to job suitability and select job Pals. You can just add entries after the new Pal is online. | |
| Resource chain and production framework | The existing resource chain will be built as expected; new regional resources will be incrementally supplemented after they go online, without affecting the current foundation. | |
| Capture cycle mechanism (health reduction / back attack / field control operation) | Now it is completely effective to practice the capture operation skills (blood line control, back attack, abnormal status control); but don't memorize the current capture rate number. | |
| Serviceability of breeding systems and breeding calculators | Now that we understand how breeding works and use a calculator to check the combination, it will be effective; the specific optimal value will not be determined until the 1.0 formula is finalized. | |
| Technology tree unlocking logic and technology tracking | Now it is effective to click on technology and use technology to track and save progress; click on the nodes that will change the base operation and capture efficiency first. | |
| Material cost and production bottleneck calculation | Now it is effective to use the material cost tool to calculate stockpiles and boss consumption before the battle; stocking up on general base materials is the most stable. | |
| Abnormal status and medicine/recovery system | Now it is effective to learn symptomatic medication, prepare medicine tables and restore facilities; the principle of food and rest to reduce the frequency of illness remains unchanged. | |
| Basic Survival/Construction/Tech Tree Getting Started Cycle | Newbies can now learn the basic loops and get started without any fuss; just don’t think of the “fastest brushing order” as the permanent best. |
B · There is a high probability that it will be changed or added
| Topic | what should you do now | Interpretation basis and barrel changing conditions |
|---|---|---|
| World Tree Endgame and Sky Islands | Know that there is this piece of endgame content first and put it on the to-do list; don’t make a guide in advance or hoard the so-called best equipment to wait for it to be completed online. | |
| New area and second main island (map doubled) | Exploration and resource gathering plans are left until launch; don't plan 1.0 exploration routes based on the old map now. | |
| New Palu (largest number ever) | Know that the existing 226 are not all, and the difference will be added in the picture book tracking; don't think that it is finished now that the picture book is full. | |
| Genetic Recombination New layer of genetic recombination breeding | Don’t invest too much in EA breeding for “Perfect Gene” now; 1.0 will have a new legendary gene recombination layer that will rewrite the endgame breeding meta. | |
| Wing Pack air movement, PvP and new weapons/armor | Just understand that there will be air movement and PvP; equipment builds and PvP strategies will be online. | |
| Tower Boss and Wildlife Sanctuary reworked, Raid mechanism adjusted | Don’t take the tower master order/Boss strategy before 1.0 as final; the Boss order cards will be rearranged after going online. | |
| Alpha Enhanced Pal and Level Cap Increase | First push the character to the current upper limit as a foundation; don't train a single build for the current endgame, develop a universal strong passive team to resist changes. | |
| Offshore base construction and new construction content | Just know that there will be a sea base; don't stock up on materials or change the land base plan for it now until it comes online. | |
| Story Quests and Palpagos Puzzles | As a new experience after launch, do not prepare a guide in advance; those who want a complete story experience can consider opening a new file. | |
| Experience is no longer shared between bases (minor change confirmed) | The breeding layout can be expected: After 1.0, the breeding Pal will not be accidentally upgraded due to the experience of the base next door; there is no need to change the method for this now. |
C · Unsure (50-50)
| Topic | what should you do now | Conservative/Radical Lines |
|---|---|---|
| The value of the breeding formula and the value preservation of the old high-input breeding schools | Be prepared with both hands: if you want to be stable, stop investing heavily and wait for the final version; if you want to play, play, don't regard EA's perfect value as a 1.0 asset. | |
| Capture rate value | Stock up and take the general route; don’t treat the current capture rate number as 1.0 based on Shenzhen Investment. | |
| Final Pal Value and Build Value Preservation | In the end, develop a dispersed, all-in, current value that is optimal. | |
| Archive migration (EA → 1.0) | No matter which one, back up the archive first - this is a zero-risk preliminary action. | |
| Mod Compatibility in 1.0 | Heavy mod players: Back up first, don’t let 1.0 directly impact the main base that relies on mods. | |
| Old weapons/equipment build value preservation | As long as the equipment is sufficient, don't bet on rare materials for the extreme build of the current tier. | |
| Old technology point method efficiency | Prioritize general utility nodes; use technology tracking to save, and adjust according to the new upper limit after 1.0. | |
| The old optimal progress route is invalid | Learn the framework and principles, and don’t memorize the optimal route; the route will be rearranged after 1.0. |
1.0 Preparation Checklist before Going Online (2026-07-10)
1.0 is only a few days away, and the focus of preparations is to prepare for "no matter how the patch is implemented, there will be no loss." Officials also recommend that flexible preparation is better than sticking to a single optimal plan. Where relying on deep investment in 1.0's new values (perfect IV health, stocking specific orbs at current capture rate) is risky, see the change-forecast C bucket.
P0 Archive backup (zero risk front-end, highest priority)
It is officially confirmed that if the 1.0 files are not updated, you can continue to play the old files; however, a complete backup before upgrading to a major version is a zero-risk action, and you can roll back if there is a problem.
| what to do now | how to do | Why (reason for not losing money) | Hierarchy |
|---|---|---|---|
| Manually back up the stand-alone archive directory | Copy the entire %USERPROFILE%\AppData\Local\Pal\Saved\SaveGames folder to a safe location (external drive/cloud). Do this before upgrading. After upgrading, make sure the new files are normal before considering cleaning. | If character/base/map abnormalities occur on the old file during the upgrade, you can use the backup to roll back without loss. | Confirm information |
| Private server/dedicated server with additional backup | Private servers need to back up world files, player files and server settings; stop the server before upgrading and back up again to avoid copying to damaged files during writing. | The upgrade area of private servers is larger than that of stand-alone servers: setting diff, Mod compatibility, and player data may all be affected (see T0-05). | Confirm information |
| Don’t delete old files just because you want to open a new one | The official report recommends opening a new file to experience the full 1.0 experience, but the old files still have value: as a backup, as a testing ground, and as a return visit point. Opening new files and keeping old files can coexist. | Deleting files is irreversible; keeping old files costs almost nothing. | official report |
P1 Stock up (take the general route, don’t bet on a single value)
After the major update, general resources will always be useful; however, the capture rate and breeding formula have been significantly adjusted by the official (Bucket C). Do not stock up on targeted materials based on the current values.
| what to do now | how to do | Why (reason for not losing money) | Hierarchy |
|---|---|---|---|
| Stock up on general base ingredients | Ammunition raw materials (gunpowder), food, medicine, metal ingots, stones, and cakes (for breeding) are all commonly consumed across versions, so prepare a batch first. | No matter how 1.0 is changed, these underlying resources will continue to be consumed; they belong to Bucket A for stable investment. | Strategy inference |
| Ball storage is universal, buffer storage is high-level targeted | Low-level universal ball materials can be prepared in advance; but do not make a large number of high-level targeted balls based on the current capture rate - the capture rate of 1.0 will change, and the stocking may be in vain or not enough. | The capture rate has been significantly adjusted by the official (C barrel FC-02); the general stocking resistance and targeted stocking gambling values. | Strategy inference |
| Only stock up on cakes for breeding, don’t stock up on perfect blood lines | Cake is a general consumption for breeding and can be stocked; but don’t buy Perfect IV/Perfect Passive Bloodline for the current formula - the 1.0 breeding formula has been significantly adjusted and a new genetic recombination layer (C Barrel FC-01) has been added. | Cake is resistant to change; the optimal value of the perfect blood line is 1.0 and may fail. | Strategy inference |
P1 Characters and Teams (Practice to guarantee the bottom, don’t bet on the final value)
It is safe to push characters and teams to the current minimum strength; however, the endgame Pal value is significantly adjusted, and it is not possible to all-in the current endgame optimal.
| what to do now | how to do | Why (reason for not losing money) | Hierarchy |
|---|---|---|---|
| Level up and skill trees | Train the character to the current upper limit (approximately Lv65 according to the community), and fill up the skill tree and ancient skill tree as the basis for entering the new 1.0 content. | Levels and unlocked skills are guaranteed assets; 1.0 is expected to increase the level cap, reaching the current top first and then going up. | community experience |
| Raise a team that is resistant to change and passive | Prioritize developing team members with universally powerful passives (such as attack/defense/damage enhancement) rather than training a single Pal for a current endgame build. | Endgame Pal values significantly adjusted (C barrel FC-03); universal strong passive is more resistant to change than extreme builds for the current tier. | Strategy inference |
P2 Base (organize and clean, don’t over-pre-build)
Just organize the base so that the production line can run smoothly; don’t over-pre-build according to the old map/old route before going online.
| what to do now | how to do | Why (reason for not losing money) | Hierarchy |
|---|---|---|---|
| Clean up and reorganize existing bases | Clear out redundant buildings, organize warehousing, and confirm that the production line of collection → processing → output is really running and not stuck in a certain link. | A clean and operational base is a stable asset in bucket A and will still be used after 1.0. | Strategy inference |
| Don’t over-prebuild for 1.0 | The map will be doubled, offshore base construction, and progress routes will all change (B/C bucket); the perfect base planning done before going online may have to be redone. | The official reminder is that the old optimal route will become inefficient in 1.0; excessive pre-construction is a bet that it will not change. | Strategy inference |
P1 Private server/dedicated server owner’s preparation
The main server interface is larger than that of a single player: settings, mods, and player data may all be affected by 1.0. Fix the controllable items before going online. Don’t put out fires while launching the server on the first day.
| what to do now | how to do | Why (reason for not losing money) | Hierarchy |
|---|---|---|---|
| Complete three-piece backup after stopping the service | Back up world files, player files and PalWorldSettings.ini (server settings); stop the server and back up again to avoid copying to damaged files during writing. Keep at least one pre-upgrade snapshot. | 1.0 If you change the setting fields or archive structure, you can use snapshots to roll back losslessly without rebuilding the entire server. | Confirm information |
| Record current settings and Crossplay platform switches | Save a copy of the key fields of PalWorldSettings.ini (difficulty, drops, number of bases, Global Palbox / import-export switch, CrossplayPlatforms) first; after upgrading, check whether 1.0 has added or renamed fields (set diff to wait for T0-05). | New setting fields are often added in larger versions; having old settings for reference allows for quick alignment, and your rules will not be overwritten by default values. | Strategy inference |
| Mod server first naked server verification | 1.0 High probability of breaking Mod compatibility (Patch 27). After upgrading, first confirm that the world can be loaded normally on a naked server without Mods, and then add back Mods one by one; do not let the main world that relies on Mods be updated directly on the first day. | Naked server verification can separate "1.0 itself problems" and "Mod incompatibility problems" to avoid mixing them together and making it difficult to troubleshoot. | Strategy inference |
| Reserved rollback path on the first day | Before upgrading, make sure you can go back to the pre-upgrade version and backup with one click; official hot fixes may be continuous on the first day, and setting a rollback is more stable than chasing each hotfix. | Server congestion and patch fluctuations are common in first releases; the rollback path is the server owner's insurance. | Strategy inference |
P2 Action sequence on the first day of launch (7/10)
The focus on the first day is not to rush into progress, but to first confirm that the environment is stable, understand what has been changed, and then decide whether to use the new file or the old file.
| what to do now | how to do | Why (reason for not losing money) | Hierarchy |
|---|---|---|---|
| Confirm backup first, then update | Before updating the client, make sure the archive backup is completed (single-player SaveGames/private server three-piece set). This is the first step on the first day and is not something to be skipped. | Once the new version is loaded and covered on the first day, you cannot go back without a backup. | Confirm information |
| In order to read the official patch notes | The official patch is 27 pages long; read the sections that are directly relevant to you first: save migration terms, breeding/capture value adjustments, server configuration changes, and then look at the new content. The 1.0 supplementary lesson page on the site will organize the queryable parts according to player tasks. | Read the parts that affect existing assets (archiving, breeding, capturing) first to know whether what you hoard and practice still counts. | Strategy inference |
| Expected crowds and hot repairs on the first day | Common server queues, match congestion and continuous small patches are common in the first release. Don’t rush to push the endgame on the same day; first confirm that the character, base, and Pal are normal, and go through a process to confirm that there are no obstructions. | The stability of the game on the first day is uncertain, and rushing to push the final game can easily lead to content that was hot-fixed on the same day. | Strategy inference |
P1 Open a new file or renew the old file (conditions are enumerated, I will not decide for you)
The official confirmed that the old file can be replayed, and it is recommended to open a new file to experience the complete 1.0. This is a choice, not right or wrong; choose according to your needs.
| what to do now | how to do | Why (reason for not losing money) | Hierarchy |
|---|---|---|---|
| Want the full 1.0 experience → tend to open a new file | World Tree, new areas, new stories, reworked tower owners and Wildlife Sanctuary have the most complete experience in the new process; back up the old file first and then open the new one. | The official report suggested that the new file experience is complete; the new content will have a more correct rhythm in the new process. | official report |
| Reluctant to invest again → Renew old file + Global Palbox | If there are a large number of high-investment Pals/bases in the old file, you can renew the old file; if you want to keep some of them but also want to open a new one, use Global Palbox to bring key Pals into the new world (transfer details will be awaited in T0-02). | The playability of old files is officially confirmed; Global Palbox is a bridge that has been reopened but retained. | Confirm information |
6 categories of systems to remember first
Each cluster below is the hardest hit area for players who return to the game "thinking they know how to play, but in fact the system has changed." Entries are organized by the community (distilled from players’ long videos). Values, drops and specific rewards are subject to verification at the site’s data layer.
Backpack, storage and daily operations
| Why is it important | How to use | Common mistakes | 1.0 Risk |
|---|---|---|---|
| This cluster first reduces friction: if backpacks, teams, technology trees, and building categories are still operated using early memory, players will spend time scrolling through the interface instead of re-advancing progress. | In the first round of returning to the pit, clear your backpack, set team defaults, and add commonly used technologies and buildings to your tracking/collection rhythm, and then fight bosses or rearrange bases. | Read the long guide or restart a new file at the beginning, but do not organize the existing items, teams and technology nodes first. | If new technologies or adjustments are unlocked after 1.0, the old memory will become invalid again; the tracking table will be updated as an external memory. |
| System/Function | What players should know when returning to the game |
|---|---|
| Quick batch storage | Items that are "already in the base box" in the backpack can be put into the box with one click. You can set exceptions first; use it first when you return to the pit to clear the backpack. |
| Pal team default | Save the capture, battle, and base teams as presets, and the Pal can be recalled with one click after the Pal is placed back in the Palbox. |
| Tech tree search | Enter the name to directly locate the technology node, without having to rely on memory to browse the entire tree. |
| Backpack bag (pouch) classification | The carrying slot is upgraded with bags, and the materials come from cores dropped by predatory Pals. |
| Architecture Favorites Tab | Add your favorites to commonly used building components, so you don’t have to browse through categories repeatedly when building large projects. |
Base, work allocation and production rhythm
| Why is it important | How to use | Common mistakes | 1.0 Risk |
|---|---|---|---|
| The base has changed from "putting a few high-level work Pals" to a production line management problem: work allocation, research institutes, expedition stations, collection points and medicines will all change bottlenecks. | First set the base mission, then use the monitoring station to limit work, use the research station to supplement efficiency, use the expedition station to handle later resources, and finally change to Pal. | Only look at the highest job level, ignoring size, paths, SAN, food, handling and server performance. | 1.0 If new resource points, maps and settings change, the optimal base and resource rhythm must be re-examined. |
| System/Function | What players should know when returning to the game |
|---|---|
| Pal monitoring station | Assign Pal to a specific workstation, turn off specific work suitability, and adjust work intensity; whether the base is useful or not depends mostly on it. |
| Labor Research Institute | Invest resources to unlock production efficiency upgrades: production speed, ball and ammunition production, egg hatching time, expedition rewards, etc. (specific values are subject to the data layer). |
| expedition station | Passively obtain resources, an important entrance to later resources; no conclusion on the optimal farming method is made. |
| Dedicated collection point | Ore, coal, sulfur, quartz, Hexolite, and crude oil all have dedicated nodes, and the resource chain is much more complete than that of early EA. |
| medicine cabinet | Keep the medicine in stock, and the medicine will be taken automatically when the Pal status is abnormal, so there is no need to feed it manually. |
| Building QoL | Six sets of building materials, free coloring, and direct structural replacement (such as replacing wood with metal without disassembly). |
Capture, Exploration and Map Activities
| Why is it important | How to use | Common mistakes | 1.0 Risk |
|---|---|---|---|
| The exploration loop thickens: players not only need balls and attributes, but also know how activities such as blood control, back attack, weaknesses, ball modules, unlocking, and oil fields change the amount of preparation. | Before going out, estimate the ball consumption and materials, and then decide whether to bring a mercy ring, a field control pal, a lockpick, and salvage/oil field supplies. | Just look at the catch rate numbers and ignore the risk of manslaughter, ball mods, back-up starts and target value as not being worth catching. | New areas and new activities may change points and drops; specific benefits will have to wait for the data layer or actual measurement. |
| System/Function | What players should know when returning to the game |
|---|---|
| Mercy Ring | After wearing it, the attack will not be fatal, the target will retain 1 HP, and capturing and controlling blood will change from a technical job to an equipment position. |
| Individual value glasses | The strength of the individual can be directly determined in the wild, and pre-judgment of breeding and capture is required without catching it. |
| Ball Mods and Hitting Techniques | The sphere workbench can be used to create modules that affect trajectory, range and capture rate; weak point hits and stealth back attacks also increase the probability. |
| lock pick | Key props can be used unlimited times. Unboxing no longer relies on key inventory. |
| Bounty/Treasure Map/Salvage/Oil Field | Four types of new map activities; check the specific drops and income and other information, and do not write rankings of grinding methods. |
| aerial lift | Vertical movement no longer requires flying mounts, greatly increasing the feasibility of ground teams. |
Pal Growth, breeding and individual strengthening
| Why is it important | How to use | Common mistakes | 1.0 Risk |
|---|---|---|---|
| Players' old memories often equate enhancement with breeding; now the entry source, operating table, trust, suitability book and batch QoL will change the order of investment. | Keep high-investment individuals and clean parents first, and then decide whether to use breeding, capture, entry sources, or fitness books; do not bet all resources on a single route. | Chase 1.0 graduation entries in advance, or write the community probability into a fixed formula. | The breeding formula, entry value and reinforcement source must be written back after T0-03 or the data is entered into the database. |
| System/Function | What players should know when returning to the game |
|---|---|
| Rainbow Passive | A new first-level rare passive; the source includes special fishing shadows (green light guarantee, Lunker is better), pending data verification. |
| Yakumo Partner Skills | When fighting side by side, you have a chance to passively pass yourself to the wild Pal you capture. |
| Pal operating table | Specific passives can be purchased directly, and some require bounties or arena tickets; the specific list is yet to be verified. |
| Trust system and bondage peach | Improve the base value. The worse the base, the greater the benefits; low-level Pal can also bring the final level closer. |
| Work suitability letter | Adaptability +1 level; social skills are first upgraded to 4, and the full star concentration will naturally reach 5 (behavior shall be subject to actual measurement). |
| Batch QoL | 10 Egg incubators and concentrators can be selected from the entire page and specific combinations can be used to shorten breeding time. |
Battle, Tower Master, Raid and Endgame
| Why is it important | How to use | Common mistakes | 1.0 Risk |
|---|---|---|---|
| If returning players only remember the original five towers, they will underestimate the current end-game level; tower masters, difficult towers, Raid, cooperative content, and fortresses have different preparation rhythms. | Use Boss cards to queue up the stage first, and then put high-cost battles into material tools and tracking tables to avoid finding out about insufficient ammunition, recovery, and base production capacity halfway through the fight. | Use the old tower master order to represent the entire ending, or use community play as the only answer. | World Tree and 1.0 new threats only retain waiting slots, and bosses or rewards cannot be written in advance. |
| System/Function | What players should know when returning to the game |
|---|---|
| Tower Master 5 → Tower 7 | Add one Sakurajima and Feybreak each, and the difficulty jumps significantly; beat them all to unlock the difficulty mode of each tower. |
| Hard mode rewards | Including appearance and new expedition unlocking (specific rewards to be verified); it is one of the unlocking chains for later resource farming. |
| Raid six games + mutated version | Bellanoir, Bellanoir Libero, Blazamut Ryu, Xenolord, Moon Lord, Hartalis; the list is compiled by the community. |
| Prey Pal | Uncatchable high-strength wild targets that drop bag cores and huge souls. |
| Cooperation content | Terraria dungeon equipment and ULTRAKILL V1 armor, etc.; only directions are listed, not the strongest recommendation. |
| camp fortress | Rescue Pal to get the bond peach, which hides camp-limited designs and decorations. |
World setting and restart experience
| Why is it important | How to use | Common mistakes | 1.0 Risk |
|---|---|---|---|
| Restarting does not just select a new file; egg hatching, death drops, number of bases, hardcore/random and other settings will directly change the 1.0 experience. | First decide whether you want a complete new experience, retain the results or continue the friend server, and then adjust the settings and Global Palbox strategy according to this goal. | By following the old world settings, the new experience is adjusted to a rhythm that I don't want. | Setting fields, default values and Palbox switches need to wait for 1.0 docs or actual testing for verification. |
| System/Function | What players should know when returning to the game |
|---|---|
| Frequently tuned options | Egg hatching time and death drop are the two most frequently adjusted items by players; adjust them according to the experience they want, and there is no standard answer. |
| mode switch | Hardcore mode, random mode (disrupting the Pal distribution), etc. are all world settings, which are most worth reviewing one by one when restarting. |
| Number of bases | The upper limit of the base can be adjusted in the world setting; it is different from the default upper limit of the progress unlock (the value is checked in the game). |
| Interlocking with Global Palbox | Restart strategy = world settings + Palbox transfer rules, look at them together, don’t make decisions separately. |
Operation
The server owner first backs up, stops the server, and checks the settings, then upgrades and retains the rollback path.
Use short answers to answer frequently asked questions and then direct them to specific function pages.
How to choose your departure time
| last thing you remember | Suggested entrance | What to do after finishing |
|---|---|---|
| Only played early EA | 0.1 Early return | First rebuild the version timeline, and then organize the archives and Palbox strategies. |
| Leave before Sakurajima | Sakurajima went back to the pit | Prioritize the use of islands, bases and data pages. |
| Leave before Feybreak | Feybreak before returning to the pit | Revisit high-end materials, production chains and breeding status. |
| Leave before Tides | Return to the pit before Tides | Focus on QoL, Global Palbox and 1.0 readiness. |
| Not sure at all | 1.0 Supplementary Course Page | Look at the Confirmed and Waiting fields first, then come back and select a breakpoint. |