
Quick answer: The best all-round base location in Palworld 1.0 is the peak above the Sealed Realm of the Guardian at roughly (180, -39): ore, coal and wood inside one Palbox radius, on high ground that blocks most ground raiders. Build your starter base on the Plateau of Beginnings (~233, -488), move to Golden Hills or west of Fort Ruins (~156, -396) for early ore, then add specialist outposts: Sakurajima (~-646, 270) for Crude Oil, Mount Obsidian (~-744, -442) for Sulfur, Feybreak (~-1234, -1482) for Hexolite Quartz, and Farcry Marsh in Sunreach (~-305, -1410) for Soralite. You get 4 bases by default (15 working Pals each), so plan them as a set rather than hunting for one perfect spot.
Base placement matters more in Palworld 1.0 than it did in Early Access. The map grew, raids were rebuilt, and new production buildings mean you no longer have to sit on every ore node to keep your forges fed. So the right answer to "where should I build?" changes as you level. This guide gives you the spots worth building at, in progression order, with coordinates, what each one actually produces, and when a production building makes it obsolete.
Everything here applies to the current live build, version 1.0.5 (released September 15, 2026, a texture and map-icon hotfix with no base changes), and is sourced from the IGN 1.0 base guide, the Palworld wiki and community 1.0 coordinate maps. Coordinates are in-game map readouts and are approximate: walk the area with the Palbox preview open before you place anything.
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How many bases can you have in Palworld 1.0?
You can run 4 bases on default world settings, with 15 working Pals at each one. Additional base slots unlock as your Base Level rises; per the Palworld wiki changelog, the cap went from 3 to 4 bases, with the fourth slot arriving at Base Level 25. Eurogamer confirms the other two numbers: "As of Palworld 1.0 the maximum level for a base is Level 35," and with custom World Settings you can raise the limits to 10 bases and 50 working Pals per base.
Three practical points before you pick sites:
- Base Level unlocks the slots. Clear the base missions shown on your Palbox to raise Base Level; each level adds worker capacity and, at milestones, another base.
- Moving is cheap. Dismantle your structures by hand before removing a Palbox and you get the materials back. Your first base is scaffolding, not a commitment.
- Base Level also matters for merchants. Legendary Merchants turn up as random base visitors; IGN reports visits from around Base Level 20 and more frequent ones at 25+. See our Palworld Legendary Merchant guide.
What makes a good base location in Palworld?
A good base spot has four things inside the Palbox radius, in this order of importance:
- Flat ground. Most crafting stations, Breeding Farms and production buildings need a big flat footprint. Steep slopes mean foundations and pillars everywhere, and Pals path badly on uneven builds.
- The resource you can't build yet. Wood and stone are solved early. IGN puts it plainly: "there is no build option that can generate Ore early - you'll have to wait until Level 24 for that." Until then, your base has to sit on natural ore.
- Defensibility. Raids in 1.0 are wave-based, and a Negotiator NPC can cancel an incoming raid for Gold Coins. High ground still blocks most ground raiders, but 1.0's flying attackers mean a peak is raid-resistant, not raid-proof.
- Easy access. Every Palbox doubles as a fast travel point once placed, so remote spots are fine; what hurts is a site you can't reach on foot or mount to build it in the first place.
Avoid ruins and scripted landmarks inside your radius: you can't remove them, so you'll be building around them forever. And don't drop a foundation directly onto an ore or stone node. Players consistently report that a covered node stops respawning.
Where should you build your first base? (levels 1–15)
Plateau of Beginnings, north flat, ~(233, -488). This is right where the tutorial drops you, and it is the right first home. It gives you stone, wood and Paldium Fragments with almost nothing dangerous nearby, and plenty of low-level Pals to catch for your first Capture Bonuses.
Its weakness is ore. There's little or none inside the radius, so you'll be flying or running out to mine. That's fine for the first hours: at Level 7 you unlock the Logging Site and Stone Pit, and at Level 8 the Crusher turns stone into Paldium Fragments, so your Pals can supply the basics anywhere. Treat this spot as temporary. Once you have a mount and a few Mining Pals, move your main operation somewhere with real ore.
Where is the best early ore base?
Ore is the first real bottleneck in Palworld, and it's the reason most players move base. Three spots stand out:
- Golden Hills (southwest of Small Settlement, Windswept Hills). A wide, flat clearing with clustered ore nodes and dense forest right beside it. Wild Pals here are roughly level 2–10, so you can mine in peace. It's the best large-layout early base in the game.
- West of Fort Ruins, ~(156, -396). About 7 ore nodes (Game8's count) on high, easily defended ground. Space is tighter, so it works best as a dedicated mining outpost.
- Behind the Desolate Church, ~(72, -400). Dense ore plus a big tree count, right next to a fast travel point. Space is cramped, but it's popular for a reason: one player in a recent r/Palworld thread said they built their second base there because "there are like 6 or so ore veins to work with."
If you're still on your first base at Level 24, unlock the Ore Mining Site and the pressure comes off: ore generates from a building, not a node. From then on, your base needs to be flat far more than it needs to be lucky.
What is the best main base in Palworld 1.0?
Peak above the Sealed Realm of the Guardian, Verdant Brook, ~(180, -39). If you only build one serious base, build it here. From the Sealed Realm of the Guardian fast travel point, climb the mountains to the east. The summit puts ore, coal and wood inside a single build radius, which is rare on the main island and exactly what a smelting setup needs.
Why it's the community default:
- Ore + coal together. Ingots and Refined Ingots stop being a two-base logistics job.
- High ground. Most ground raiders can't path up to your Palbox. Flying raiders and 1.0's anti-stuck fix mean you still need some defenses.
- Mid-level neighbors. Wild enemies on the approach sit around level 20–25, which is easy once you have a real team.
The catch is the slope. Expect to lay foundations or pillars to level the build area so your Pals path correctly. Staff it with strong Mining and Kindling workers. Our best base Pals guide ranks who to put there.
Where are the best bases for Sulfur, Pure Quartz and Coal?
These are specialist outposts. You build them for one material, staff them with a few miners, and visit to empty the chests.
| Resource | Best spot | Approx. coordinates | Why go there |
|---|---|---|---|
| Sulfur | Mount Obsidian, west side | -744, -442 | ~7 clustered Sulfur nodes for Gunpowder |
| Sulfur + High Quality Pal Fluids | Twilight Dunes plateaus | — | Build up high to avoid desert fights |
| Pure Quartz | Astral Mountains | -212, 250 | Dense Pure Quartz for Circuit Boards |
| Ore + Coal | Sealed Realm of the Guardian peak | 180, -39 | Best two-resource radius on the main island |
Mount Obsidian runs hot, so pack heat-resistant armor or a Cooler, and expect raids from the Eternal Pyre faction. The Astral Mountains are the opposite problem: bring cold resistance. IGN's advice on the Twilight Dunes is worth repeating: "you can make one up on the high plateaus and avoid combat entirely."
The Coal Quarry (Ancient Technology, Level 42, after clearing the Eternal Pyre Tower) and the Sulfur Quarry later in the tech tree eventually let you produce both inside any base, so these outposts matter most in the mid-game.

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Where is the best base for Crude Oil?
Sakurajima oil fields, ~(-646, 270). A wide flat shelf partly shielded by cliffs, sitting on an oil field big enough for two Crude Oil Extractors, with coal, sulfur and stone in range too. Crude Oil is refined into Plasteel and feeds late-game weapons, armor and Ultimate Spheres. Local enemies are around level 50, so bring a real team before you commit.
IGN prefers Oasis Island, which has "two sets of three oil patches each", if you want to stack extractors. Either way, place two extractors side by side on each patch for maximum output.
There's a 1.0 change that matters here: at Level 51 you can build a High-Pressure Crude Oil Extractor without an oil patch. It needs open ground with no structures beneath it and a lot more electricity, so plan a power line before you retire your oil outpost. Until then, an oil base is the bridge.
Where is the best Feybreak base for Hexolite Quartz and Chromite?
Southern Feybreak, ~(-1234, -1482). IGN's pick has three Hexolite Quartz nodes plus an oil patch in one radius. Hexolite is crafted from Hexolite Quartz, Chromite and Ore, and it goes into high-end weapons, armor and Exotic Spheres. At Level 62 the Hexolite Quartz Mine removes the need for this base.
Chromite is the Feybreak material players ask about most, and it doesn't work like other ores. Its nodes are hidden, and you need a Metal Detector or Smokie's Partner Skill (Dig, Dog! Dig!) to reveal them. They occur across Feybreak, including on the surface, but caves and underground Alpha lairs are the most reliable farms. The Palworld wiki notes that with Smokie, "a higher skill level yields greater amounts of Chromite per node." The best farm is Shield Dragon Tunnel, right by the fast travel point of the same name, where Silvegis also spawns. Players report around 4 nodes in that cave. Fast travel in, mine, fast travel out. You don't need a base on top of it.
Where is the best Sunreach base for Soralite?
Farcry Marsh, Sunreach, ~(-305, -1410). Soralite is the 1.0 endgame ore behind Soralite Ingots and Paloxite Ingots, which feed the top gear tier. This shelf packs about six Soralite clusters into one spot. IGN rates a high-vantage south-central Sunreach site as the best Soralite base for the same reason: clusters close together.
What you need to know before building:
- Getting there: beat the Feybreak tower boss, or fly over from Feybreak on a high-stamina mount such as Frostallion. The full route is in our Sunreach guide.
- Workers: Soralite needs a Pal with Mining Level 5 or higher (IGN lists Menasting, Palumba, Pierdon Cryst, Reptyro, Anubis and Tetroise Primo). You can hand-mine it with the Plasma Multicutter; hit the glowing spot for a bigger yield.
- No trees: the ground is bare rock, so ship wood in from your main base.
- Expiry date: the Soralite Quarry unlocks at Level 72, after which a Sunreach base becomes optional.
This is also where your base strategy feeds straight into the endgame. Sunreach and the World Tree are the Level 65–80 content, and Soralite gear is what makes them survivable.
What is the best 4-base setup in Palworld 1.0?
You don't need ten bases. Four well-chosen ones cover the whole game:
| Base | Location | Job | Retire when |
|---|---|---|---|
| 1. Main hub | Guardian peak (180, -39) | Ore + coal smelting, crafting, storage | Never |
| 2. Breeding/ranch | Any big flat, safe clearing | Breeding Farms, cakes, ranch Pals | Never |
| 3. Oil | Sakurajima (-646, 270) | Crude Oil → Plasteel | Level 51 (High-Pressure Extractor) |
| 4. Endgame ore | Farcry Marsh, Sunreach (-305, -1410) | Soralite | Level 72 (Soralite Quarry) |
When the oil and Soralite bases retire, convert them into whatever your tech tree needs next: Hexolite Quartz, a Sulfur outpost, or a dedicated breeding base for the best breeding combos. In 1.0 most bases end up specializing, so pick for flat, safe ground first and let production buildings do the mining.
Do base locations still matter after you unlock quarries?
Less than they used to, and that's the biggest 1.0 change to base strategy. Once the Ore Mining Site (Level 24), Coal Quarry (42), Sulfur Quarry, High-Pressure Crude Oil Extractor (51), Hexolite Quartz Mine (62) and Soralite Quarry (72) are unlocked, resource nodes stop dictating where you live. From then on, the best base is the one with the most usable flat space and safe surroundings.
That also reframes what a base is for. A well-staffed base is a passive EXP engine: crafting pays EXP to you and your party while you're out exploring. That's one reason base building is a core part of our fastest way to level up in Palworld.
What's next: on October 20, 2026, Pocketpair announced on Steam, "Our next update, 'Palworld: Side by Side,' is officially coming in Winter 2026!" No base changes have been detailed yet. We'll update this guide if the update moves any resource nodes.
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FAQ
What is the best base location in Palworld 1.0? The peak above the Sealed Realm of the Guardian in Verdant Brook, at roughly (180, -39). It's one of the only spots on the main island with ore, coal and wood inside a single Palbox radius, and its elevation blocks most ground raiders.
Where should I put my first base in Palworld? On the Plateau of Beginnings near where you start, around (233, -488). It has stone, wood and Paldium with almost no danger. Move to Golden Hills or west of Fort Ruins (~156, -396) once you need steady ore.
How many bases can you have in Palworld? Four on default settings, with 15 working Pals each, and a maximum Base Level of 35. Custom World Settings let you raise it to 10 bases and 50 working Pals per base, at a performance cost.
Where is the best place to farm Chromite? Shield Dragon Tunnel on Feybreak, next to its fast travel point. Chromite nodes are hidden (in caves and on the surface across Feybreak), so bring a Metal Detector or Smokie, whose higher skill levels give more Chromite per node.
Is building a base on a cliff still raid-proof? No. Cliffs and peaks still stop most ground raiders, but Palworld 1.0 added flying attackers and an anti-stuck fix for raiders. Treat high ground as raid-resistant and keep some defenses up.
Do I still need to build bases on resource nodes? Only early on. Once you unlock the Ore Mining Site (Level 24) and later quarries and extractors, you can produce ore, coal, sulfur, oil, Hexolite Quartz and Soralite inside any base.



