Choose a captured merchant by the missing job

The reference’s Legendary visitor census describes six level-four specialists with broader fallback work. That differs from selecting an ordinary shopkeeper solely for inventory. The current workforce candidate pool is Pal-only, so these humans are not silently included in its recommendations.

The reported six-worker brief

Legendary visitorLevel-four specialtyOther reported jobs
Game HunterCoolingPlanting 1; Handiwork 2; Lumbering 1; Mining 1
Ammo MerchantHandiworkPlanting 1; Lumbering 1; Mining 2
GrocerPlantingHandiwork 1; Gathering 2; Lumbering 1; Mining 1
PharmacistMedicinePlanting 1; Handiwork 1; Lumbering 2; Mining 1
GourmetKindlingWatering 2; Planting 1; Handiwork 1; Lumbering 1; Mining 1
Materials MerchantTransportingPlanting 1; Handiwork 2; Lumbering 1; Mining 1

Treat the visitor capture as a separate risky project

The six official human rows each have a capture correction of 0.1 and a recorded Hanging Trap compatibility flag. The capture equation multiplies that correction after its status stage, then applies the world capture multiplier and clamps 0–1; sphere, health and capture-power inputs remain separate.

The article recommends isolating the leader from its six escorts and using a Ring of Mercy as a final-hit safeguard. This is an attributed capture approach, not a guarantee of a scheduled caravan or a successful catch.

  • Move expensive workers and materials elsewhere; bring high-tier spheres, capture-power upgrades and the Ring of Mercy.
  • Stage a Hanging Trap on the leader’s expected path. Confirm the target is held before dealing controlled damage.
  • The article proposes a campfire for early damage. Remove it with a comfortable health margin: environmental burning is not protected by the player’s Mercy safeguard.
  • Finish health reduction carefully, take close-range throws, and keep area attacks or uncontrolled combat Pals away from the leader.
  • After capture, assign the worker to the intended level-four specialty and restrict weaker fallback jobs at the Monitoring Stand.

Separate the worker build from available surgery choices

The four-passive worker build still needs the correct traits or implants. The official Surgery table includes Demon’s Hand at 0 Gold with Disposable Implant: Demon’s Hand (PalPassiveSkillChange_Consumable_WorldTree_CraftSpeed); the choice appears only when that exact item is available, and one is consumed after success. That row does not prove an acquisition route. Artisan needs its retained implant and 50,000 Gold per successful operation; Remarkable needs one disposable implant and 0 Gold.

Native food units, replacement and active time

Food uses three independent channels: ordinary meal, HP regeneration and keep-full. The latest food replaces its own channel, even if weaker; eating the same food refreshes that channel to its full recorded duration. Ordinary meals do not stack with other ordinary meals. The three channels can coexist.

Durations count eligible natural updates. The acquired default player, mounted Pal, deployed AI-controlled Pal and basecamp paths update once per active game-time second. Timer phase, catch-up and native eligibility guards apply; these are not universal wall-clock expiry forecasts. Timing for stored or unsummoned individuals without a valid pawn is not established.

Attack, Defense and Work speed use separate food stat factors; ordinary passive sums are a different stage. EXP food follows the recipient in the traced party-award paths. Direct base-worker crafting awards use a separate route without this food lookup.

Recovery Meds restore flat 3/5/10/15 HP per eligible one-second activation, capped at effective maximum HP and requiring positive current HP. They do not revive. Nutrient Tonic stops the traced satiety drain through its own channel. Salt-Grilled Skutlass enables leanback/knockback resistance checks; its raw 1 is not a percentage chance. Seafood Pasta has zero eligible normal explosion damage factor, with the original damage guards.

The no-effect JamBun row has duration 0 and returns before overwriting a channel. It does not clear an existing meal. Food application does not establish an item recipe or availability.

Prepare an approach and compare a fixed work batch

The saved August 28, 2026 PalMods Team article proposes a disposable Meadow outpost with an exposed ground approach to its Palbox, separate from valuable workers and storage. It distinguishes that suggestion from a Sky Island base. The native selector does not make Meadow exclusive or promise an immediate visit.

The official caravan composition is one merchant leader at 63–67, three Pal Tamer / GuardianDog escorts at 68–75, and three Pal Tamer / WingGolem escorts at 70–76. Isolate the leader before attempting the separate capture workflow.

The pinned Dumud Chowder and Mozzarina Hamburger records each have WorkSpeed 50 for 600 seconds. Start with the worker’s level-four specialty, then compare a fixed batch using the same station, meal, mode and world settings. Record elapsed time and SAN cost. Research and world settings belong in that log.

Caravan roleCountOfficial level range
Merchant leader163–67
Pal Tamer / GuardianDog escorts368–75
Pal Tamer / WingGolem escorts370–76

The actual visitor pool and location rule

Grades 22–99 admit the six advanced caravans, each with raw selection weight 0.167. Five other eligible visitors each have weight 1, so these are eleven positive-weight choices. No caravan is guaranteed at base level 22, and 0.167 is not a standalone 16.7% event probability.

The table records Meadow as the caravans’ biome. The native visitor selector filters grade and weight, while its start-point workflow bypasses the enemy-only biome filter. A Meadow outpost is the article’s route suggestion; the inspected visitor code does not make Meadow an exclusive prerequisite. Valid camp, approach points and event scheduling still matter.

Eligible group at base level 22ChoicesRaw weight each
Advanced caravans60.167
SalesPerson, Recruiter, Ambassador01, Blacksmith01, Epicure0151

All six native human work profiles

The six advanced caravan leaders become eligible at base level 22. Each has native Craft Speed 100 and capture correction 0.1. The correction multiplies the capture calculation; it is not a final 10% chance. Every base suitability, including zero values, is below. Human workers remain separate from the Pal-only workforce optimizer.

WorkerKindlingWateringPlantingElectricityHandiworkGatheringLumberingMiningOil extractionMedicineCoolingTransportingRanch
Game Hunter0010201100400
Ammo Merchant0010401200000
Grocer0040121100000
Pharmacist0010102104000
Gourmet4210101100000
Materials Merchant0010201100040

Apply worker modifiers in their native stages

The four source passive values add 90 + 75 + 50 + 30 = 245 percentage points, for a nominal 3.45 passive factor. Souls, food and facilities are separate stages; they are not added into that passive total.

The native work-speed buff multiplies the passive, sickness, active food, Soul, other-container and basecamp facility factors. A Soul rank adds 0.03 to its own factor, so twenty ranks give 1.6. The active meal WorkSpeed value 50 gives its own 1.5 factor; this does not establish stacking two meals.

The toolbox’s 10% rate uses the highest registered toolbox value, so identical toolboxes do not add. Monitoring work modes use 1.5 / 1.25 / 1 / 0.7 for Very Hard / Hard / Normal / Easy. The source also attributes a 15% SAN-loss increase to Demon’s Hand; this does not enter the Work Speed total. Research and world settings retain their own scope. Suitability, assignment, SAN and station conditions still affect actual work; no captured worker is promised the source’s 761 screenshot.

Source layerNative stage
Demon’s Hand +90; Remarkable Craftsmanship +75; Artisan +50; Work Slave +30Total +245%; nominal factor 3.45
Twenty Work Speed Soul ranksFactor 1.6
Eligible active WorkSpeed 50 mealFactor 1.5
Toolbox +10%Factor 1.1; highest duplicate
Monitoring work modeSeparate mode factor