Palworld Guide

Makeshift Handgun Schematic Location and Stats

Where the Legendary Makeshift Handgun schematic drops in Palworld — the flat 3% roll off Alpha Fenglope at level 25, all four Grasslands supply drop rates from 11.45% down to 0.09%, the 320 Base Attack six-round stat card, and a craft that costs 70 Ore.

Updated 15 min read16 data tables
Makeshift Handgun Schematic Location and Stats — Palworld Database

The Makeshift Handgun unlocks at Technology Lv 24 and hits for 320 a shot, which is more per bullet than the proper Handgun you unlock four levels later. This guide covers the full stat card, the one Alpha that hands out the Legendary schematic at a flat 3%, every other pool the four tiers sit in, and a craft you can finish out of a starter base.

It also happens to be the earliest Legendary weapon schematic in the game. Alpha Fenglope sits at level 25, and no other Alpha that drops a Legendary weapon schematic is below level 27 — so this is the first top-tier gun schematic you can realistically own.

Makeshift Handgun Stats

The stat card explains the whole weapon in two rows. 320 Base Attack is the second-highest single-shot number of any handgun, beaten only by the Old Revolver nine tech levels later, and the 6-round magazine is the trade you pay for it. Everything on the cost side is cheap: 40,000 crafting work, built on the plain Weapon Workbench rather than an electrified late-game bench, and three materials that a Grasslands base already produces.

StatMakeshift Handgun
Weapon classHandgun
Base Attack320
Magazine6 rounds, single-fire
Damage per magazine1,920
Durability300
Weight10
Technology levelLv 24, 3 Technology Points
Crafting stationWeapon Workbench (unlocks at Lv 20)
Crafting work40,000
AmmoHandgun Ammo — Lv 28, 1 point
Legendary schematicMakeshift Handgun Schematic 4
Item value13,970 Gold

Attack figures only mean anything against weapons of the same class — a handgun round and a rifle round are counted on completely different fire rates, so 320 here says nothing about where it sits in the gun tier list. Inside its own class the honest read is that this is a burst sidearm: it out-hits the Handgun per bullet but carries two fewer rounds and 100 less durability, so it wins short fights and loses long ones. The reason people chase the Legendary version is that the boss handing it out is one of the easiest in the game.

Where the Legendary Schematic Drops

All four tiers share one wide pool of chests, camps and fishing spots, and each tier then picks up its own supply-drop rate. The column that decides your plan is the first one: Alpha Fenglope drops the Legendary schematic at 3%, and no other tier drops from it at all. That's roughly 33 times the odds of the same schematic falling out of a Grasslands supply drop, off a fixed boss you can walk back to and kill again.

SchematicCraftsAlpha FenglopeGrasslands supply dropTier 1 mapsChests, camps, fishing
Schematic 1Uncommon11.45%Yes
Schematic 2Rare2.29%YesYes
Schematic 3Epic0.46%YesYes
Schematic 4Legendary3.0%0.09%YesYes

Two more rows earn their place. Schematic 1 lands on 11.45% of Grasslands supply drops — roughly one in nine — so it's something you'll end up holding in stacks whether you want it or not, and the tiers step down by a clean factor of five each time. And Schematic 1 is the only tier locked out of treasure maps, which means digging tier 1 maps never wastes a roll on the tier you're already drowning in. Every schematic in the game uses the same rolled-scroll model in your bag, so the four icons above are each tier's own art — that's the only way to tell them apart at a glance.

Alpha Fenglope — the 3% Boss Drop

This is the farm. Alpha Fenglope is a level 25 Neutral field boss in the Grasslands, and it is the only Pal in the game whose loot table contains a Makeshift Handgun Schematic 4. It's a fixed spawn that respawns, so the 3% is a roll you can take over and over rather than a one-shot chest. The timing lines up almost perfectly: the gun's tech node is Lv 24 and the boss is Lv 25, so you unlock the recipe and walk straight at the thing that drops its best version.

FightAlpha Fenglope
Level25
ElementNeutral — bring Dark
Damage taken×0.24 (a 76% cut, the only thing making this fight long)
HP multiplier×1.0 — no bonus health
Damage dealt×1.0 — no bonus damage
Base Pal stats110 HP · 110 melee · 110 ranged · 90 defence
RegionGrasslands, the starting region
MapShow Alpha Fenglope's pin

The stat block is friendly for an Alpha: no HP buff and no damage buff, just the flat 76% damage reduction. Fenglope cannot burst you down — it quarters your DPS instead, so an under-geared run turns a two-minute fight into ten and eventually runs your ammo dry. Beat it with Dark damage rather than patience. The loot is worth the trip even on a failed schematic roll:

Three to five Ancient Civilization Parts every single kill is what makes this a repeatable farm rather than a lottery — those are the currency behind the whole ancient-tech branch, and getting them at level 25 is early. Capturing the Alpha pays out the same table, and a caught Fenglope is a usable mount in its own right at 1,050 sprint speed, ranked 53rd on the mount speed list. The wild version is a different table entirely: it pays Leather and Horn at 100% and no schematic. Only the Alpha counts.

What Fenglope Throws At You

At level 25 Fenglope has exactly four moves online, and the range bands are the whole fight. Three of the four need 500 units or more to fire — only Acid Rain works from 100 units out. Close the gap and you shut down its 120-power melee and both filler shots at once, leaving a single attack to dodge. That is exactly the range a 6-round handgun wants to be at anyway.

MoveElementPowerCooldownRangeWhat to do
Acid RainWater1208s100-5000The only move that follows you inside — dodge it, it never stops
Cloud TempestNeutral1208s550-2000Its charge; get inside 550 and it's off the table
Aqua GunWater502s500-5000Constant chip — ignore it and keep firing
Air CannonNeutral402s500-4000Same chip damage, shorter reach

The elements matter more than the numbers here. Half of Fenglope's kit is Water, and Water is the one element that hits Fire Pals harder — so the Fire team most players default to for Alpha farming is the single worst choice for this fight. The cooldowns give you a clean rhythm on top of that: everything dangerous sits on an 8-second timer while the 40-50 power filler fires every 2 seconds, so burst right after a Cloud Tempest and reposition before it comes back up.

The Team to Bring

Neutral takes extra damage from Dark, and with a 76% damage cut in play that multiplier isn't a nicety — it's the difference between a fight and a chore. The realistic level-25 answer is [[pal:Werewolf|Loupmoon]], which spawns from level 14 across 1,109 spots, more than any other Dark Pal in the game, so you can have one long before you walk up to Fenglope. If you're coming back later, Incineram Noct and Shadowbeak are the top Dark entries on the combat tier list and will end the fight in a fraction of the time.

PalElementsMelee / RangedSpawns atWhy bring it
LoupmoonDark130 / 100Lv 14-38The practical pick: 1,109 spawn spots and top melee in this band
HelzephyrDark100 / 125Lv 24-80Best ranged attack here; 1,099 spots and a flying mount
KatressDark100 / 105Lv 20-46605 spots — the easiest ranged Dark to find in numbers
TombatDark100 / 95Lv 10-45Catchable well before 25, so it's usually already in your box
VanwyrmFire/Dark100 / 115Lv 20-63Flying mount, but its Fire half eats extra from both Water moves
Incineram NoctDark150 / 105Lv 37-39A-tier and top melee of any Dark Pal — the return trip, 10 spots only

Helzephyr earns a second look for a reason that isn't damage. Because you're farming a 3% drop, the walk matters more than the fight — a Dark flying mount that carries you to the pin, fights, and carries you out turns a ten-minute round trip into three. Vanwyrm does the same job and is easier to find, but read its row carefully: the Fire typing that makes it convenient is also what Fenglope's Acid Rain punishes. Full stats and spawn points for each are on their Pal pages, and the Alpha Pals database lists every field boss with its own damage multipliers.

Grasslands Supply Drops — All Four Tiers

Supply drops give a real percentage for every tier, and this weapon's schematics only appear in the Grasslands table — the other seven regions don't carry them at all. That's convenient, because the Grasslands is where you already are at level 24. The curve is steep: each tier is roughly a fifth of the one below it, and the Legendary bottoms out at 0.09%, about one in 1,100 drops.

SchematicCraftsGrasslands supply drop chance
Schematic 1Uncommon11.45%
Schematic 2Rare2.29%
Schematic 3Epic0.46%
Schematic 4Legendary0.09%

Don't chase the bottom row — chase the top one. The gap between 11.45% and 0.09% is a factor of 127, which makes supply drops the feeder for the Drafting Table rather than a Legendary source in their own right. Camp a Grasslands drop circuit while you're levelling, bank Schematic 1s and 2s, and let Fenglope handle the Legendary at 3%. Every region's full pool is on the supply drops page.

Chests, Camps and Fishing Spots

All four tiers, Legendary included, sit in the same wide background pool — this is the loot you collect without going out of your way. Only two regions carry it in their chests, and the split is worth knowing: the Grasslands covers chests, enemy camp boss stashes and fishing, while the Forest carries chests, ordinary camp loot and fishing. Mount Obsidian only contributes camp loot, which is a long walk for a level 24 gun.

SourceRegionsTiersMap
Treasure chestsGrasslands, ForestAll four177 · 247 pins
Enemy camp boss stashesGrasslandsAll four58 enemy camps
Enemy camp lootForest, Mount ObsidianAll four58 enemy camps
Fishing spotsGrasslands, ForestAll four367 spots · 102 rare
Treasure map digs (tier 1)AnywhereSchematics 2, 3, 4

The fishing row is the one people miss. A weapon schematic turning up on a fishing line is rare enough that most players never try it, and both regions that carry this one are places you cross constantly in the first thirty levels — so leaving a rod at a Grasslands spot between Fenglope runs is free rolls. The fishing database has the full catch tables, and the fishing guide covers rod tiers and which spots are worth the walk.

Build It Instead: The Drafting Table Route

The Drafting Table unlocks at Technology Lv 45 for 4 Technology Points and combines five identical schematics into one of the next rarity up. This line supports the whole ladder with no gaps. The timing problem is brutal here though: the gun unlocks at Lv 24 and the table at Lv 45, so there are twenty-one levels where you can collect schematics but not upgrade a single one — the widest gap of any early weapon.

TargetCombine costEquivalent in Schematic 1s
Schematic 2Schematic 15
Schematic 3Schematic 225
Schematic 4 (Legendary)Schematic 3125

125 Schematic 1s is the paper worst case, and for once it isn't as silly as it sounds — at an 11.45% supply drop rate you genuinely will accumulate that many by level 45 without trying. Even so, the Drafting Table is the backup, not the plan: a 3% boss roll beats it by twenty levels. Bank Schematic 3s until you hold five rather than spending Schematic 1s the moment you can, because those are the rolls you'll wish you still had. Build cost for the table is 20 Refined Ingot, 10 High Quality Wooden Board and 30 Charcoal; the schematic upgrade guide has the full rules.

TipCraft the Uncommon version the day you hit Tech 24 and don't wait. Every tier of this line builds a working handgun that fires the same six rounds, the rarity only moves the numbers, and the whole gun costs 70 Ore — so a Makeshift Handgun you're actually shooting beats a Legendary schematic you haven't rolled. Kill Alpha Fenglope on the way past every time; even at 0% luck it pays 3-5 Ancient Civilization Parts a run, which is a lot of ancient tech at level 25.

How to Craft the Makeshift Handgun

Whichever schematic tier you're holding, the recipe never changes: three materials on the Weapon Workbench, for 40,000 work. Nothing in it is regional or late-game — no Refined Ingot, no Polymer, no ancient parts. If your base can smelt Ore and you've killed something with oil in it, you can make this gun.

MaterialQtyMade atFrom
Ingot35Primitive Furnace (Tech Lv 10)2 Ore each
Fiber30Workbench, or gathered1 Wood makes 2 — or chop bushes
High Quality Pal Oil10Pal dropsTable below, or 300 Gold each from merchants

Trace all three down to things you pick off the ground and one Makeshift Handgun works out to 70 Ore, 15 Wood and 10 High Quality Pal Oil. For comparison, the Handgun four tech levels later wants 100 Ore and 15 oil for *less* damage per shot, and the Old Revolver wants 120 Ore and 20 oil. This is the cheapest handgun in the game to build:

Raw materialTotal for one handgunWhere to get it
Ore701,632 nodes
Wood15 (milled into 30 Fiber)4,654 lumber nodes
High Quality Pal Oil10Digtoise at 2-3 per kill, 100%

Only the oil needs a plan. [[pal:DrillGame|Digtoise]] spawns from level 17 across 660 spots and drops 2-3 every kill at 100%, so four or five of them covers a gun — and it's the realistic source at this stage. Grintale works the same way at 1-3 a kill across 619 spots. Once you're past level 26, Mammorest pays 5-10 per kill and two of them finish the job. If you'd rather not hunt at all, wandering merchants sell it at 300 Gold, so a full gun's worth of oil is 3,000 Gold.

Fastest Fiber Farm

Fiber comes off bushes and small trees, but gathering is slow and several Pals drop it at 100% every kill. Hoocrates is the best of them at 5-10 a kill and spawns from level 4, so it's already sitting in your box before you unlock the gun. Hangyu pays the same and spawns across a wider level band if you're farming later.

PalFiber per killDrop rateSpawns at
Hoocrates5-10100%Lv 4-22 · 263 spots
Hangyu5-10100%Lv 9-40 · 144 spots
Tarantriss2-5100%Alpha at Lv 35 · 46 spots

Can You Even Build It Yet?

Technology Lv 24 is the headline number, but the bench and the ammo are what actually gate people. Work down this list before you go schematic hunting, because a Legendary schematic in your bag does nothing until the workbench exists to use it — and note the last-but-one row, because the gun arrives four levels before its own ammo node.

RequirementUnlocks atWhy you need it
Primitive FurnaceTech Lv 10, 3 pointsIngot — 20 Wood + 40 Stone + 3 Flame Organ to build
Weapon WorkbenchTech Lv 20, 3 pointsThe gun and its ammo both — 15 Ingot + 10 Wooden Board + 10 Nail to build
GunpowderTech Lv 21, 2 pointsEvery round of Handgun Ammo you'll ever fire
Makeshift HandgunTech Lv 24, 3 pointsThe weapon recipe
Fenglope SaddleTech Lv 26, 3 pointsOptional — lets you ride the Alpha you just caught
Handgun AmmoTech Lv 28, 1 pointSomething to fire — merchants sell it at 40 Gold until then
Drafting TableTech Lv 45, 4 pointsCombining schematics upward — twenty-one levels after the gun

The ammo gap is the genuine sequencing note and it catches people out: you can build the gun at 24 and have nothing to load it with until 28. Buy it instead. Caravan, Wander, Desert, Volcano and Dungeon shops all stock Handgun Ammo at 40 Gold a round, which is nothing next to the 13,970 Gold the gun itself sells for — full stock lists are on the merchants page. Every point here is an ordinary Technology Point rather than the Ancient kind you pry out of tower bosses; the full tree is on the technology page.

How It Compares to Every Other Handgun

Ranked on raw attack the Makeshift Handgun is second in its class, behind only the Old Revolver — which is a strange result for a gun called *makeshift* and the single most useful thing to know about it. On damage per magazine it slips to third, because the plain Handgun carries two extra rounds and edges it 2,000 to 1,920. That gap is small enough that the four tech levels between them mostly aren't worth waiting for.

HandgunTechBase AttackMagazineDurabilityDamage per magazine
Old Revolver3360064003,600
Makeshift Handgun2432063001,920
Handgun2825084002,000
Marksman Revolver32250400— (fires endlessly)
Boost Gun2525084002,000 (support tool)

Two entries need a caveat. The Boost Gun shares the handgun class but exists to buff your own Pal's attack and defence — the 250 figure only applies when you fire it at an enemy, so don't read that row as a weapon. The Marksman Revolver is a collab item with no magazine at all; it fires continuously and replaces your Pal Sphere throw with a coin toss, which is a different weapon concept rather than a better handgun. Against the two rows that are real comparisons, the Makeshift Handgun is the cheapest and the earliest, and where it sits in the tech-level upgrade path is the whole window from 24 to 33.

What a Legendary Version Actually Gains

Schematic rarity raises the crafted weapon's stats, and the plain Handgun is the one handgun whose five rarity tiers are all laid out end to end. It climbs 250 → 437 → 500 → 562 → 625, which works out to ×1.75, ×2.0, ×2.25 and ×2.5 of base, with the magazine gaining two rounds per tier and durability going 400 → 1,200 → 1,600 → 2,000 → 2,400. Handguns scale harder across rarity than any other gun family.

RarityHandgun attackHandgun magazineHandgun durabilityMakeshift (estimated)
Common2508400320
Uncommon437101,200~559
Rare500121,600~640
Epic562142,000~719
Legendary625162,400~800

Pocketpair has never published the per-rarity multipliers, and they aren't uniform across weapon families — launchers climb far more gently than handguns do — so the right-hand column is the Handgun's own in-class curve applied to 320 and should be read as a close estimate. 320 is the only number in that column that's certain. Whether the Makeshift also picks up rounds per tier is genuinely unknown, so don't budget for a 14-round version.

Here's the part worth being blunt about. At an estimated ~800 attack a Legendary Makeshift Handgun puts out roughly 4,800 per magazine, which would beat a Common Old Revolver nine tech levels later — that is a real weapon, not a novelty. But a Legendary plain Handgun would land near 10,000 per magazine off sixteen rounds, and it drops at the same 3% from Alpha Vaelet just two levels higher at 25→27. The correct plan is both: farm Fenglope at 25, then walk to Vaelet at 27.

Handgun Ammo and Running Costs

The ammo is the cheapest part of this weapon by a wide margin. Handgun Ammo is made on the same basic Weapon Workbench as the gun, one craft gives you twenty, and the same rounds feed the Handgun and Old Revolver later — so nothing you stockpile now goes to waste.

AmmoRecipePer craftStationUnlock
Handgun Ammo1 Ingot + 1 Gunpowder20Weapon WorkbenchTech Lv 28, 1 point

Traced all the way down, twenty rounds cost 2 Ore, 4 Wood and 1 Sulfur — it shares the exact recipe of Coarse Ammo, and no gun ammo in the game is built from cheaper parts. The Wood half is free forever once a Charcoal loop is running in your base. With a 6-round magazine you'll burn through them faster than you expect, so craft in batches of a few hundred and forget about it. Every other weapon's ammo cost is on the ammo database.

The Short Answer

Kill Alpha Fenglope, the level 25 Neutral field boss in the Grasslands: it's the only source of the Legendary schematic outside the wider loot pool, it drops it at a flat 3%, and it respawns. Bring Dark and stay off Fire — the fight has no HP or damage buff, only a 76% damage cut, and half its kit is Water. Back it up with Grasslands supply drops (11.45% for Schematic 1, 0.09% for the Legendary), plus chests, camps and fishing spots in the Grasslands and Forest. Build the Uncommon version at Tech Lv 24 immediately — the whole gun is 70 Ore, 15 Wood and 10 High Quality Pal Oil — buy ammo at 40 Gold until the Lv 28 node, and treat the Drafting Table at Lv 45 as the backup route, not the plan.