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Trust is the mechanic that adds flat HP, Attack, and Defense to a Pal before any other bonus is calculated, and it caps at level 10. Palworld‘s Trust system rewards time spent with a Pal, not combat performance, and it quietly rewrites which Pals are worth building around. This guide breaks down exactly how the math works, where the points come from, and the one detail — squad time versus base time — that most players never check.
Mechanically, Trust works by adding a Trust stat value, referred to as ‘Friendship_Stat’ in the game files, to the Pal’s own base stats, per trust level. That addition happens at the base-stat layer, which is why it interacts so cleanly with everything else in the stat system. As the wiki documentation puts it, Trust levels add a certain amount to the base stats of a Pal before all other bonuses are factored, meaning the bonus stats gained from Trust will be increased by bonuses such as Pal Enhancement, Passive Skills, and Condensing. In practice that means a maxed Trust Pal that’s also fully condensed with strong passives gets its Trust bonus multiplied right alongside every other percentage bonus, instead of the flat number getting swallowed by them.
The second part is the counterintuitive one. The stats gained by Trust are inversely proportional to a Pal’s own base stats, meaning the higher a Pal’s base stats are, the less stats they will gain from Trust — this means a weaker Pal, such as Chikipi, will gain a greater boost to its stats than a stronger Pal like Jetragon will from Trust alone. The official patch notes framed this as deliberate design: the more time you spend with your Pal, the more trust you will gain, and stats will be increased, and the weaker a Pal’s original stats are, the greater the trust adjustment will be, so even weaker Pals will be able to shine. The wiki’s own worked example shows the scale of that gap: Lamball has a base HP stat of 70, and a friendship HP stat of 5.5 — every time Lamball gains a Trust level, it will add 5.5 to that 70, up to +55 at level 10 for a total of 125 base HP stat. That’s close to doubling Lamball’s HP from Trust alone. Compare that to a sturdier Pal: Caprity has a higher base HP stat of 100, but its friendship HP stat is 4, meaning a Trust level 10 Caprity will have a final HP stat of 140. Same mechanic, smaller relative payoff, because Caprity started stronger.
TL;DR
- Trust runs from level 0 to 10 and adds a flat stat bonus to a Pal’s base HP, Attack, and Defense before condensing, passives, or the Statue of Power apply
- The bonus is inversely proportional to base stats, so weak Pals gain proportionally more than strong ones
- A Pal riding in your active squad earns roughly 100 Trust points an hour; the same Pal parked at base earns roughly 1 point an hour
- Petting adds 10 points instantly, a Little Kinship Peach adds 2,000, and a full Kinship Peach adds 20,000
- Trust launched in the 0.6.0 “Tides of Terraria” update, not with the 1.0 release
Where to Get Trust Points in Palworld
Trust builds through ordinary play more than through any dedicated grind. According to community testing on the mechanic’s inputs, Trust goes up three ways in the game’s code: in your party over time, actively summoned over time, and summoned at base over time, and a separate breakdown of the current version confirms the same split, noting that Trust comes from three sources — Pals with you or at base gain points on a timed tick, and petting pays a flat amount each time. The gap between the party tick and the base tick is the whole story here: a Pal sitting in your active squad earns points passively just for existing there, while the same Pal assigned to base work earns at a rate close to a hundred times slower. Base intensity settings do adjust the worker rate slightly — worker gains scale with the camp work intensity setting: x0.6 on very hard, x0.8 on hard, x1 on normal and x1.2 on easy — but that adjustment is nowhere near enough to close the gap with squad time. If a base Pal doesn’t seem to be gaining anything at all, low Sanity is the usual culprit, and that’s worth checking against the broader list of reasons Pals stop working at base in the first place.
Warning
Passive Trust gain requires decent Sanity. Community data-mining on the current build notes pals need their sanity at 50 or higher for the passive tick to apply, so an exhausted or overworked base Pal can sit at Trust 0 indefinitely no matter how long it’s assigned.
Step-by-Step: Trust Farming Walkthrough
Follow this sequence to get it done fast.
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1
Pick your priority Pals
decide which two or three Pals you actually plan to use long-term, since Trust is per-Pal and grinding every catch wastes time.
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2
Keep them in your active party
swap them into your carried squad slots instead of parking them on base duty; this is the single biggest lever on gain speed.
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3
Pet them when idle
the Pet interaction adds points instantly, but only once the pet animation finishes playing.
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4
Spend a Little Kinship Peach on a mid-priority Pal
it's the cheaper item and a solid jump for a Pal that isn't quite worth a full peach yet.
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5
Save full Kinship Peaches for your mains
they're rare enough that using one on a Pal you'll bench next week is a waste.
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6
Rotate maxed Pals out
once a Pal hits Trust level 10, swap it home and bring in the next candidate so squad slots aren't gaining Trust a Pal no longer needs.

Best Trust Farming Methods
Whichever methods you use, they stack. Petting a squad Pal every so often while it also earns the passive party tick is normal, and dropping a peach on top of that just accelerates the same bar.
On sourcing the peaches themselves, one confirmed route is straightforward: a single peach will cost you 15 Successful Bounty Tokens, acquired after defeating various syndicate bosses throughout the map. The wiki also lists a max-out figure that lines up with the 20,000-per-peach rate: it takes 10 Kinship Peaches to fully max out a Pal’s Trust level from 0 to 10. Beyond bounty tokens, peaches also drop from cleared enemy bases and rare world spawns, though none of those routes are dense enough to fully bankroll every Pal in a roster — you’ll always be leaning on squad time for most of them.
| Method | Speed | Effort | Best For |
|---|---|---|---|
| Carry in active squad | About 100 pts/hour, passive | Low — just keep them equipped | Everyday Trust building on any Pal you actually use |
| Leave on base duty | About 1 pt/hour, passive | Zero | Pals you have no plans to field in combat |
| Petting | 10 pts per action, instant | Low — repeatable, animation-gated | Topping off a Pal that's close to the next level |
| Little Kinship Peach | 2,000 pts, instant | Medium — needs bounty tokens or loot | Mid-priority Pals you want to fast-track partway |
| Kinship Peach | 20,000 pts, instant | High — rare drop or costly purchase | Your core combat or mount Pals near the level cap |
Trust Rewards and What You Unlock
Flat combat stats that compound with everything else
The core reward is straightforward: more effective HP, Attack, and Defense on the exact Pal you’re already running, layered underneath condensing stars, passive skills, and Statue of Power bonuses rather than competing with them for the same multiplier slot.
A path for underused Pals to stay relevant
Because gains are inverse to base stats, a common early-game catch that would otherwise fall off in the midgame can close a meaningful chunk of the gap to a rarer Pal, purely from time spent carrying it around.
A small quality-of-life marker
The first Trust rank-up also flags the Pal as a favorite in your roster list, which is a minor but genuinely useful sorting aid once your Palbox fills up with dozens of catches.
Common Misconceptions About Trust
Myth: Trust only matters if you’re chasing endgame raid teams
Trust helps any Pal you use for anything, since the flat bonus applies before combat math runs. It’s genuinely relevant whether you’re clearing an early tower boss or gearing up for the harder fights covered in a full raid boss walkthrough, not just top-end content.
Myth: Trust arrived with the 1.0 release
Trust is not a 1.0 feature. It launched with the 0.6.0 “Tides of Terraria” update, and one contemporary report on that patch described it plainly: the Pal Trust Mechanic means that as you spend time with your Pals, they’ll start trusting you more, and that trust boosts their stats over time, especially for weaker Pals. Version 1.0 added Awakening, Mutation, and a big balance pass on top of the existing systems, but Trust itself predates all of that by several major updates.
Myth: The Trust bonus gets diluted once you add condensing or passives
It’s the opposite. Because the bonus is added at the base-stat layer before other multipliers apply, condensing and passive skills scale the Trust bonus right along with everything else instead of shrinking its relative contribution.
Our Take: Is Farming Trust Worth It?
Our Take
Worth doing for your actual combat lineup, not worth chasing on every Pal you own.
Look at the math and the decision practically makes itself: a Pal riding along in your squad earns Trust roughly a hundred times faster than one sitting at base, so assigning a Pal to a job and forgetting about it is actively the slowest way to raise its stats. If a Pal matters to your build, it needs to be in your active party, not parked on a production line. That’s the whole grind hiding in plain sight — nobody explains it because Trust reads as passive background fluff, when it’s really gated behind a squad-versus-base decision most players never think to make.
Where this gets genuinely grindy is chasing level 10 on a full roster. The passive rate on even your favorite Pals is slow enough that peaches and petting exist for a reason, and peaches are rare enough that spreading them thin across every catch is a worse use of them than concentrating on two or three Pals you’ll actually field. Treat Trust the way you’d treat condensing materials: pick your mains first, then grind.