
Best Palworld Base Locations
Quick answer: where to put each of your four bases
Every coordinate on this page is current for Palworld v1.0, released 10 July 2026 and patched to v1.0.1 on 15 July 2026. That matters more than usual. Version 1.0 increased ore distribution across the overworld, rebalanced Pal habitats and spawn levels, stopped predator Pals appearing at fixed locations, moved enemy camps, and renamed regions. A coordinate list written before July 2026 can send you to ground that no longer holds what it promised.
You get four base camps. If you want the short version and nothing else, this set covers a full playthrough:
| Slot | Job | Location | Coordinates |
|---|---|---|---|
| Base 1 | Home, food, wood, stone, first ore | Golden Hills | 0, -524 |
| Base 2 | Dedicated ore | West of Fort Ruins | 156, -396 |
| Base 3 | Ore and coal in one radius | Near the Sealed Realm of the Guardian | 180, -39 |
| Base 4 | Sulfur, or Soralite once Sunreach opens | Mount Obsidian West, or Crystalline Archipelago North | -744, -442 or -356, -1422 |
What makes a good base site
Four things decide whether a plot deserves a Palbox, and they are not equally weighted. Node density wins early, flat ground wins later, and threat level is the one most players read wrongly.
- Flat ground: a level site lets you cover the whole footprint in foundations, which removes the elevation changes that produce long detours and stuck workers. Pocketpair has patched base Pal navigation in successive updates, and v1.0 shipped another round of it, fixing base Pals that could not resume work, clipped through the ground, or would not recover from abnormal states. Terrain is a real constraint, not a cosmetic one.
- Nodes inside the radius, not near it: the build circle is fixed the moment you place the Palbox. A node three metres outside it is worth nothing to your miners. Walk the site first, then plant the box in the middle of the cluster.
- Shoreline, since 1.0: the Aquatic Construction Kit added in 1.0 lets you build "along shorelines and at sea", and the playable boundary at the edge of Palpagos Island was adjusted to match. Coastal plots that used to waste half a radius on open water now use it.
- Threat level: the enemy levels quoted for each site below describe the wild Pals in the area, which decides how dangerous the commute is. Raid difficulty is a separate number. Since 1.0, "the level of raiding enemies now automatically scales according to the level of Work Pals assigned to the deployed base", so a peaceful hillside packed with condensed level 50 workers pulls harder waves than its neighbourhood suggests.
- Fast travel proximity: base camps are fast travel points in their own right, and since 1.0 you can travel from the map while inside base range without touching the Palbox. You cannot build directly on a Great Eagle Statue, because the bBuildAreaLimit setting blocks construction near fast travel points, but sitting a short walk away gives you both.
How many bases you get, and when
Four, by default. That is confirmed by Pocketpair's own dedicated server documentation, where BaseCampMaxNumInGuild reads "Maximum number of bases per guild. Default: 4 (max 10). Increasing this value raises processing load."
The slots open as your base camp level rises: the second at level 8, the third at 15, the fourth at 24. The fourth slot is not new, the Sakurajima update lifted the cap from three to four back in 2024, but older tables list its unlock a level later, so trust the Palbox in front of you over a guide.
| Base camp level | Bases you can have |
|---|---|
| 1 to 7 | 1 |
| 8 to 14 | 2 |
| 15 to 23 | 3 |
| 24 and above | 4 |
Base radius: the Palbox decides, not the plot
The build circle is set when you place the Palbox and no technology, level or setting enlarges it. Community measurements put it at roughly nine foundations from the centre to the edge, with about eight usable because the area is circular, and a vertical limit of roughly sixteen tiles. Pocketpair has never published exact figures, so treat those as approximations rather than a blueprint.
The practical consequence is the single most useful thing on this page: where you drop the box decides which nodes are inside it. Players lose two or three ore nodes by planting the Palbox at the edge of a flat patch instead of in the middle of the ore.
One more radius effect worth knowing: structures inside the circle are protected from decay, and structures outside it rot unless a server owner has zeroed the decay rate.
Raids and threat after the 1.0 rework
Version 1.0 rebuilt base raids into a wave system: enemies attack in successive waves and you get rewards for clearing all of them. Two details change how you pick a site.
- The attacking faction now depends on the environment. The Free Pal Alliance raids Crescent Moon Shore, the Eternal Pyre Faction raids Mount Obsidian.
- Defense structures no longer consume ammo, a Gold Coin Assembly Line triggers a dedicated raid event of its own, and a negotiator now visits bases and will cancel an upcoming raid for gold coins.
What v1.0 changed for base building
The line that matters most in the official v1.0 changelog is short: "Increased ore distribution in the overworld, expanding viable base location options." Any ore node count published before 10 July 2026 is potentially low, and sites that were rejected pre-1.0 for thin ore may now be fine.
The rest of the update that touches where you build:
- Pal habitats were rebalanced across the whole map, and for random spawn mode, placement data from v0.7.3 and earlier is no longer carried over. Predator Pals no longer sit at fixed locations, they spawn at a low rate everywhere.
- Enemy base positions on land were adjusted, and enemy bases no longer spawn too close to player bases. A plot that used to share a hill with a syndicate camp may be cleaner now.
- Watchtowers were added across the map. Reaching one reveals the surrounding area and turns it into a fast travel point, which makes scouting for a base far cheaper than it used to be.
- Seven new small islands were added across volcano, desert and ruins biomes, and the outer boundary of Palpagos Island was moved outward to accommodate building at sea.
- Two new regions arrived: Sunreach, a set of floating sky islands, and The World Tree. Both hold buildable ground and both are gated, covered further down.
- If you carried a save from v0.7.3 or earlier you can spawn outside the updated boundary. Pocketpair's fix is Emergency Escape in the Options menu.
The Free Pal Alliance tower moved
One relocation is worth calling out because it invalidates a lot of older writing, including ours. The v1.0 changelog states plainly that the Free Pal Alliance tower moved to Crescent Moon Shore. If you are planning a base as a staging post for that fight, our Free Pal Alliance tower guide still describes the boss and the counters accurately, but its location section predates 1.0. Check the tower marker on your own map before you commit a base slot to it.
When ore locations stop mattering
Be honest with yourself about how long a mining base needs to exist. The Ore Mining Site unlocks at technology level 24 for 2 Ancient Technology Points, and Ore Mining Site II at level 38. The Coal Quarry follows at level 37 and the Sulfur Quarry at level 46. Version 1.0 added the Ancient Material Synthesizer, which produces materials such as ore, and the High-Pressure Crude Oil Extractor, which extracts crude oil without an oil field.
So the ranking changes as you play. Node adjacency is close to everything for base one and base two. By the time the mining structures are built, flat space and raid geometry are worth more than a nearby vein, and a dedicated coal base in particular becomes hard to justify.
Best early-game base locations
Two candidates, and they are not equal. One is where you happen to wake up, the other is where you should actually settle.
Golden Hills, 0, -524
This is the strongest first base on the map and the only early site two independent 1.0-current guides both single out, at coordinates within eight units of each other (PC Gamer lists Golden Hills at 0, -524, Game8 lists the same shelf as southwest of the Small Settlement at 8, -528). Walk both and pick whichever one puts more ore inside your circle.
What you get: tightly clustered ore nodes and dense forest in one radius, a wide open area with room for a large-scale build, and terrain that is easy to defend during raids. Wild Pals sit at level 2 to 10, so the commute is survivable at any point after the tutorial.
The closest fast travel is the Windswept Island Watchtower. One caveat before you commit: PC Gamer rates its exact plot a tight squeeze for building, while Game8 calls the shelf eight units away a large, open area. The two coordinates are not the same ground, so stand on both before the box goes down.
Hill of Beginnings, 264, -548 and 233, -488
The starting region, called the Plateau of Beginnings in 1.0, holds two workable plots. The southern one at 264, -548 is large, coastal, sits next to ore and Paldium Fragment nodes with a dungeon nearby for extra ore, and has enemy levels of 1 to 3. The northern one at 233, -488 is smaller, offers stone, wood and Paldium, and its real value is the choke points around it that funnel raids into a killable line.
Neither is a destination. They are what you use if you want to start producing in your first hour without a hike, and both are within easy walking distance of Golden Hills when you want to upgrade.
Ore and coal locations worth a base
Ore is the bottleneck that decides how fast your gear and your base tier progress, and coal arrives as a second wall shortly after. These five plots exist to break both.
West of Fort Ruins, 156, -396
Seven ore nodes, on high ground, immediately west of the Fort Ruins fast travel point. That is one of the few plots where the node count is documented rather than described as "a lot of ore", which is why it is worth planning around.
Enemy levels run 2 to 11. The elevation makes it easy to defend. The catch is size: this is a small plot with little room to expand, so treat it as a dedicated mining outpost feeding your main base rather than somewhere you build a factory.
Behind the Desolate Church, 72, -400
At 72, -400, right beside the Desolate Church fast travel point, with a lot of ore nodes plus wood and mushrooms, and enemy levels of 2 to 10. It is larger than the Fort Ruins plot and has more nodes and trees, but that is also the drawback: the nodes and trees themselves eat the buildable space. For Cavern Mushrooms specifically you still need to go underground, so do not pick this site expecting a mushroom farm.
Near the Sealed Realm of the Guardian, 180, -39
The highest-rated resource plot on Palpagos, and the reason most players never build a separate coal base. At 180, -39, on one of the peaks in Verdant Brook east of the Sealed Realm of the Guardian fast travel point and southwest of Frostbound Mountain, ore and coal and wood sit inside a single build radius. Game8 describes it as a staggering amount of coal and ore deposits and gives it five stars. KeenGamer plots the same peak at 187, -37.
Node counts for this spot circulate widely and none of them come from a source worth repeating, so take the qualitative version: it is the densest mixed ore and coal site on the main island.
Two real costs. Enemy levels are 20 to 25, so it is not a place you settle at level 10. And the terrain is sloped, which is exactly the condition that produces pathing detours, so budget foundations to level the working area before you place a single production building.
North of Cinnamoth Forest, -33, -171
Coal, wood and Skill Fruits at -33, -171, with several ore nodes alongside. Enemy levels are 25 to 35 and the ground is sloped and medium sized, so it is a specialist rather than a main base: a coal supply with a Skill Fruit tree attached, useful in the window before the Coal Mine structure exists.
Mount Obsidian coal, -571, -648
A lot of coal nodes plus a Skill Fruit tree at -571, -648, with enemy levels of 35 to 37. The climate is Hot, so you need heat-resistant gear or a Cooler in the base, and this is Eternal Pyre Faction raid territory under the 1.0 environment rules. Worth a slot only if you hit a coal wall before unlocking the Coal Mine.
Best sites for the second and third base slots
The second base should do something your first one cannot. In practice that means oil, a different biome, or safety.
The Sunlit Isle, 405, -483
Six crude oil nodes scattered across a small island east of the starting area, with Pals under level 10 living on it. That combination is unusual: early crude oil normally means a long dangerous trip, and this is a short boat ride from your first base.
Build at the highest point along the island south side, or on the stone steps to the northeast, which work about as well. It is easy to defend during raids. There is no ore here at all, which is fine, because the point of a second base is to cover what the first one misses. The closest fast travel is the Sunlit Isle point itself.
East Investigator's Fork, -162, -188
A flat clearing just south of the Twilight Dunes at -162, -188, with plenty of ore nodes, nearby sulfur, and easy access to hardwood from the desert edge. The closest fast travel is Investigator's Fork.
It is the natural staging base for a player pushing into the desert, and its one weakness is that it has no natural raid protection at all. Nothing about the terrain helps you, so walls and turrets have to do the whole job.
Foot of the Frostbound Mountains, 249, 17
A cliff plot with a few ruins on it at 249, 17, near the Sealed Realm of the Swift fast travel point. Ore is a short commute rather than in-radius, and the appeal is position: it sits between several biomes, so it works as a hub.
The cliffside makes it hard to raid, and raiders spawning near the neighbouring enemy camp often get stuck on the house there. Building around the ruins is a tight fit, and there is another ledge to the northwest with more open ground if the first one frustrates you.
Land of Absolute Zero peninsula, 141, 416
The widest mix of materials in one radius anywhere on Palpagos: a crude oil node surrounded by quartz, ore, coal and stone, at 141, 416 on the snowy island. The peninsula itself is safe from the cold, which is what makes it liveable, and Thawtide Cape is the nearest fast travel point.
Two warnings. The eastern edge is steep, so settle closer to the mountain on the largest stretch of flat surface. And it is exposed: PC Gamer reports this base getting raided more than any other in their playthrough. Pure Quartz supply is a genuine mid-game bottleneck and 1.0 increased the amount obtainable in snowy regions, which is the argument for putting up with the raids.
Abandoned Ruins, -82, 190
An unusual one. At -82, 190, west of Icy Weasel Hill, there is a tall ancient ruin you build on top of. Game8 plots the same structure at -81, 193 and notes that you cannot lay foundations in the centre of it. There are no resource nodes, and the draw is four chest spawn points you can check repeatedly for random loot.
The reason it appears in every 1.0 guide is defensive. PC Gamer reports being untouchable during raids there and saw only one raid while building, which stopped after moving the Palbox to the centre of the ruin. Pocketpair has never confirmed that the site is raid-exempt, so treat it as unconfirmed rather than a rule. Even hedged, it is the best candidate on the map for a breeding and condenser site you do not want anything walking into, since enemy levels in the surrounding area run 36 to 41.
Flat, build-heavy locations
Once ore stops driving the decision, flat area is the resource. A Breeding Farm needs a large flat footprint inside the base bounds before it will place at all, and assembly lines, ranches and incubator rows all want to sit in one continuous plane rather than climbing a hill.
South of Cinnamoth Forest, -77, -310
Large, flat and ore-rich at -77, -310, with wood and some sulfur nodes alongside. Enemy levels are 16 to 25. This is the best main production base on the main island for anyone who values build space over the raw node density of the Guardian peak: everything sits on one level, so breeding farms, ranches and production lines all fit without terracing.
Sakurajima, -646, 270
The best-corroborated late-game site, listed by three separate 1.0-current guides within three units of each other (Game8 and KeenGamer at -646, 270, PC Gamer at -645, 273). Crude oil nodes plus coal and sulfur, a big flat area, water frontage, and a dungeon at the foot of a nearby waterfall. Secluded Cemetery is the closest fast travel point.
Your only real building obstacle is working around the oil nodes themselves. Enemy levels are 50 and up and there is no natural raid protection, so this is a base you build after your gear is finished, not while you are still earning it.
The World Tree entrance, -809, 683
Included for one reason: it is the quietest ground in the game. At -809, 683, outside the World Tree barrier, there is no wildlife, no nearby bosses, and nothing to gather. You will not even find wood or stone. You cannot build inside the World Tree region itself, so the entrance is as close as you get.
Reaching the region at all requires beating all eight tower bosses, six on Palpagos plus one each on Feybreak and Sunreach, and then catching Panthalus. Foot of the World Tree is the closest fast travel point. As a base it is pure scenery, and it only makes sense once you have fast Pals, unlocked teleports and the Wing Pack glider to make the total absence of local resources irrelevant.
Endgame: sulfur, Feybreak and Sunreach
Fourth-slot territory. Each of these solves exactly one supply problem, so pick the one matching whatever you are short of.
Mount Obsidian West, -744, -442
Seven sulfur nodes clustered together with four more nearby, at -744, -442. If you are making gunpowder and ammunition at any scale, nothing else on the map competes.
It is a small, hot, hostile plot: enemy levels 25 to 36, lava hazards that justify protective walls around the working area, and a Hot climate that needs heat-resistant gear or a Cooler. Under the 1.0 environment rules this is Eternal Pyre Faction raid ground.
West of Scorched Hill, Feybreak, -1340, -1285
Two Hexolite Quartz nodes and a crude oil spot at -1340, -1285 on Feybreak, with enemy levels of 52 and up. A narrow, specific base for a specific endgame material, and not somewhere you go for anything else.
Crystalline Archipelago North, Sunreach, -356, -1422
Soralite only spawns in Sunreach, which makes the sky islands the last genuinely new base region in the game. The plot to take is Crystalline Archipelago North at -356, -1422: a large circular open area near the centre of Sunreach with enough Soralite nodes to supply a base and one of the region's few concentrations of Hardwood trees. Enemy levels run 65 and up.
Farcry Marsh at -305, -1410, east of its fast travel point, is the pure Soralite alternative. It has a spacious field and choke points at both ends that help during raids, but no trees at all, so it only works as a mining outpost feeding somewhere else.
Two access notes. Sunreach opens after you beat the tower boss on Feybreak at -1294, -1669 and use the altar that appears at the top of that tower. And natural Soralite deposits need the Plasma Multicutter, a level 54 technology, before you can mine them by hand, so bring one or the base does nothing for you on arrival.
Every base location and its coordinates
All twenty-one sites in one place. Enemy level describes the wild Pals around the site, not raid difficulty, which scales with the level of the work Pals you assign.
| Location | Coordinates | Main resources | Enemy level | Best for |
|---|---|---|---|---|
| Golden Hills | 0, -524 | Ore, wood | 2 to 10 | First base |
| Southwest of Small Settlement | 8, -528 | Ore, wood | 2 to 10 | First base, adjacent shelf |
| Hill of Beginnings (south) | 264, -548 | Ore, Paldium, coastal | 1 to 3 | First base near spawn |
| Hill of Beginnings (north) | 233, -488 | Stone, wood, Paldium | 1 to 3 | First base, choke points |
| West of Fort Ruins | 156, -396 | Seven ore nodes, wood | 2 to 11 | Second base, ore outpost |
| Behind the Desolate Church | 72, -400 | Ore, wood, mushrooms | 2 to 10 | Second base, ore |
| The Sunlit Isle | 405, -483 | Six crude oil nodes | Under 10 | Second base, early oil |
| Near Sealed Realm of the Guardian | 180, -39 | Ore, coal, wood | 20 to 25 | Main production base |
| South of Cinnamoth Forest | -77, -310 | Ore, wood, some sulfur | 16 to 25 | Flat main base |
| East Investigator's Fork | -162, -188 | Ore, sulfur, hardwood | Not listed | Desert staging base |
| North of Cinnamoth Forest | -33, -171 | Coal, wood, Skill Fruits | 25 to 35 | Third base, coal |
| Abandoned Ruins | -82, 190 | Four chest spawns, no nodes | 36 to 41 | Raid-safe vault |
| Foot of Frostbound Mountains | 249, 17 | Ore a short commute away | Not listed | Defensive cliff hub |
| Land of Absolute Zero peninsula | 141, 416 | Oil, quartz, ore, coal, stone | Not listed | Widest material mix |
| Sakurajima | -646, 270 | Crude oil, coal, sulfur | 50+ | Oil and flat build space |
| Mount Obsidian West | -744, -442 | Sulfur, seven clustered plus four | 25 to 36 | Gunpowder and ammo |
| Mount Obsidian coal | -571, -648 | Coal, Skill Fruit tree | 35 to 37 | Coal before the Coal Mine |
| West of Scorched Hill, Feybreak | -1340, -1285 | Two Hexolite Quartz, crude oil | 52+ | Endgame Feybreak |
| Crystalline Archipelago North | -356, -1422 | Soralite, hardwood | 65+ | Endgame Soralite |
| Farcry Marsh, Sunreach | -305, -1410 | Soralite only, no trees | 65+ | Soralite mining outpost |
| World Tree entrance | -809, 683 | None | No wildlife | Scenery build |
Base layout principles that reduce Pal pathing problems
A good site badly laid out produces the same symptoms as a bad site: Pals standing still, work that never finishes, and ore piling up next to a furnace nobody feeds. Six rules cover most of it.
- Place the Palbox in the middle of the nodes, then build outward. The radius is fixed at placement and is the only decision you cannot undo without dismantling.
- Foundation the whole working area. Every elevation change inside the base is a chance for a worker to take a detour or stop. Pocketpair has shipped fixes for stuck base Pals in successive updates, which tells you how often the problem occurs even on good ground.
- Keep production on one level. A single continuous plane for the workbenches, furnaces and assembly lines removes the pathing cases that break most.
- Leave wide lanes between structures. Tight corners and narrow gaps between buildings are where Pals bunch up. Version 1.0 also adjusted the distance Pals keep from facilities while working, so cramming benches together no longer buys you anything.
- Put storage next to the work. Since 1.0, Pals with a higher Transport suitability collect nearby dropped items of the same type from a wider area at once, which only helps if the chest is somewhere sensible.
- Do not overload a base you cannot defend. Raid level tracks the level of the work Pals assigned there, so a remote outpost stuffed with your strongest workers invites waves your turret line was not built for.
Sharing bases on a multiplayer server
The rule that surprises people: the base limit is per guild, not per player. Four players in one guild share four base slots between them, not sixteen. Server owners can raise BaseCampMaxNumInGuild as far as 10, and Pocketpair notes that increasing it raises processing load.
The other structural difference is uptime. In co-op the world only exists while the host is playing, so your farms, breeding pens and assembly lines stop when they close the game. On a Palworld dedicated server, the world keeps running: guild bases persist, other members can keep playing when you are offline, and the base you left mid-build is exactly where you left it. Pricing is a flat €2.50 per GB of RAM per month, so a 4 GB server is €10 and an 8 GB server is €20. Full tiers are on the pricing page.
One setting to check before you build anything permanent: bAutoResetGuildNoOnlinePlayers deletes a guild's structures and base Pals if nobody from that guild logs in, on a timer set by AutoResetGuildTimeNoOnlinePlayers. On a server that sits idle over a holiday, that setting is how guild bases disappear.
Version 1.0 also added guild roles with per-role permissions, including structures that can be restricted to specific roles, the name of the player who placed a structure shown on it, and a shareable Guild Marker. In-game voice chat is dedicated-server only, and only when enabled in the world settings.
| Setting | What it controls | Default |
|---|---|---|
| BaseCampMaxNumInGuild | Bases per guild | 4, maximum 10 |
| BaseCampMaxNum | Total bases across the whole server | Set by the owner |
| BaseCampWorkerMaxNum | Pals per base | Maximum 50 |
| GuildPlayerMaxNum | Players per guild | Set by the owner |
| bAutoResetGuildNoOnlinePlayers | Deletes guild structures and base Pals when nobody logs in | Set by the owner |
| bBuildAreaLimit | Blocks building near fast travel points | Set by the owner |
| BuildObjectDeteriorationDamageRate | Building decay speed | Set by the owner |
Frequently Asked Questions
How many bases can you have in Palworld?
What is the best base location in Palworld?
Where is the best ore base in Palworld?
How big is a Palworld base?
Do Palworld bases keep working when you log off?
Can you move a base in Palworld?
Do stronger Pals make base raids harder?
Can you build a base on water in Palworld?
Where to go next
Start at Golden Hills, add West of Fort Ruins the moment your second slot opens, and hold the third slot until you can survive the level 20 to 25 neighbourhood around 180, -39. That single sequence carries most playthroughs to the endgame.
If you are building with friends and want the bases still standing when everyone logs back in, our Palworld server hosting runs on AMD Ryzen 9 9950X hardware with NVMe storage, DDoS protection, automatic backups and worldwide locations, and deploys in under a minute. Once the world is up, the Pals worth breeding for base work is the next thing that changes how fast your bases produce.



