Updated July 2026. Palworld 1.0 dropped on July 10 and redrew the map, so the old version of this list is retired. Every spot below was checked against the 1.0 world. Coordinates are the in-game (X, Y) readout and a couple of the newer ones may drift a few units, so treat them as “land here and look around.”
Palworld 1.0 quietly broke every base location guide on the internet, including mine. Pocketpair added the Sunreach sky islands, the World Tree, seven new small islands, and then relocated around 39 Alpha bosses for good measure. I spent the launch weekend flying laps around the map instead of doing literally anything productive, and this list is the result.
Here’s the short version of what changed for base builders. Resources are now scattered everywhere on the old map, so you no longer need to camp the volcano for sulfur or freeze in the snow biome for quartz. Quarry structures let you produce ore, coal, sulfur, and quartz with zero natural nodes nearby. And the new Aquatic Construction Kit lets you build on open water. Location is now less about node math and more about picking a spot you actually want to log into.
What Makes a Base Location Good in 1.0?
Same three-part filter as before, with updated weights.
Buildable space. Flat is king. This one got promoted to the top spot, since resources come to you now.
Resources. Still matters early. Nodes inside your base radius get mined by your Pals automatically, and that’s a huge head start before you can afford quarries. The Stone Pit shows up at tech level 7, coal and sulfur quarries around 30, the Pure Quartz Quarry at 52, and the Soralite Quarry way up at 72 in the Ancient Technology tree.
Safety. Raids got reworked into waves, defense structures no longer eat ammo, and a Negotiator NPC will cancel an incoming raid for gold. Terrain still blocks raid pathing, so cliffs and water bases stay quiet. You can flip raids off entirely in World Settings if you’d rather never think about it.
One more thing. You get 4 bases per guild by default now (up to 10 in World Settings), with your second slot at base level 10 and your third at 15. Spread them out. One production base, one breeding base, one mining base, one vanity project. That’s the meta.
New in 1.0: Sunreach and the Small Islands
1. Sunreach Crystal Pool (-540, -1361)
The prettiest base spot in the game right now, full stop. A shallow crystallized pool up in the sky islands where you can drop foundations straight into the water. No Aquatic Construction Kit needed, the water’s shallow enough for standard foundations. Glass flooring over that pool is going to be the screenshot everyone posts this month.
One warning. Jetragon lives next door. The Legendary got moved up to Sunreach and bumped to level 60, and his spawn sits around (-553, -1332). Build toward the far side of the pool so your work Pals don’t pick a fight they can’t win.
2. Flame Pulse Island (788, 457)
One of the seven new small islands, this one volcanic. The flat zone in the middle is the play, and it keeps a healthy distance from the island’s hidden world boss. There are no meaningful resource nodes out here, which would’ve been disqualifying in early access. In 1.0 it doesn’t matter. Build near the lava flow and let the quarries handle your ore.
3. The Sandstone Gate Sinkhole (-1281, -633)
A hole in the desert floor. That’s it. That’s the pitch. You build your actual base underground and leave one small structure topside with a stairwell going down. If you’ve ever wanted a Fallout vault in Palworld, this is the first real chance the game has given you, and it makes a shockingly good hidden mining base.
4. The Oasis Sinkhole (-259, -1398)
The Sandstone Gate hole but gorgeous. Water at the bottom, greenery on the walls, real verticality, and two mineshaft exits so it plays like a proper secret tunnel base. Between the two sinkholes, this is the one I’d commit a full build to. My co-op partner has already claimed it, which is a problem, since I run the server.
5. The Half-Built Village (-266, -1492)
Flat, open, and dotted with pre-built structures you can’t enter but can absolutely build around. Waterfalls on one side, a cool bridge on the other, tall grass everywhere. It has strong “walking through the wheat field at the end of Gladiator” energy. If you want a base that looks like a town instead of a factory, start here.
6. The Waterfall Terraces (-220, -1498)
Right next door to the village and even prettier, with multi-level pools and falls stacked on top of each other. Two honest caveats. The verticality makes construction genuinely annoying, and my framerate dipped hard here, presumably from all that water. Gorgeous spot, demanding build. Know what you’re signing up for.
7. Scouring Eyelet (409, -693)
A desert island with stacked rock pillars, ravines, and a little wharf-and-bridge setup that gives you an island within an island. There’s a world boss roaming the interior, so pick your plot with that in mind. The topography here is the whole appeal. Pillar-top base, hanging ravine base, wharf base. Take your pick.
Water Bases: The 1.0 Headliner
8. Foot of the World Tree (-841, 639)
Bad news first. The entire World Tree region is non-buildable at launch. Nobody knows if that’s permanent, but for now the closest you can get is this lake at the base of the trunk, and honestly, waking up to that view every session is not a bad consolation prize. You’ll need the Aquatic Construction Kit here, which is a one-time key item that opens up at level 66. Craft it once and you can build on water forever.
9. The Ocean Pillars (661, -60)
Northeast of the map near the arena, there’s a cluster of stone pillars rising out of the sea that were un-buildable for two years. Not anymore. Drop foundations on the open water, wrap them around the pillars, and build the ocean castle this game has owed us since launch. Technically you can now build anywhere on the ocean, but empty water gets old. Build where there’s something to look at.
Classics That Survived the Patch
10. Moonflower Tower Cherry Blossoms, Sakurajima (647, 273)
Still my pick for the best all-around late-game spot. Cherry blossoms, a triple waterfall feeding a pond, flat ground, two crude oil deposits, and sulfur nodes on top. Drop a Crude Oil Extractor on those deposits (tech level 50, needs a generator and an electric Pal) and you’ve got fuel income with a view. One flank is exposed to raids, so wall that side or pay the Negotiator.
Quick correction from the old version of this article, and one you’ll see wrong all over YouTube. Extractors produce Crude Oil. High Quality Pal Oil is a different item that comes from Pals, like Dumud on a Ranch. Don’t build here expecting the extractor to feed those recipes.
11. The Private Oil Island (403, 469)
Just east of the Plateau of Beginnings spawn area, there’s a small island with oil deposits, a pond, and a raised shelf begging for a second structure. It’s close enough to grab stupidly early, and having oil on tap before most players have found the volcano feels like cheating. Whole island to yourself. Name it something dumb. It’s tradition.
12. The Walled Beach near Mount Obsidian (-479, -80)
Flat, coastal, volcano views, and ringed by a natural rock wall that raid parties cannot path through. Un-raidable spots got slightly less reliable in 1.0 since the raid rework added some countermeasures, but this one held up through every raid cycle I’ve triggered so far. If you want a base you never have to defend, start here.
13. The Coal and Ore Ridge (-169, -221)
The classic early mining spot, and 1.0 made it better by enriching the surrounding region. Coal and ore nodes packed into one base radius, flat enough to build on, walled on one side. Park your best miners here and let them chew through nodes on repeat. Blazamut is still a top-tier pick with Mining 4 on the reworked 10-level work scale, tied with Astegon as the only Pals that clear Pal Metal Ore. Ignore any guide claiming “Mining 7,” that’s the old scale confusing people.
14. The Everything Spot (35, -51)
Ore, coal, sulfur, and pure quartz in one location. It’s not perfectly flat, and it won’t win any beauty contests, but as a pure resource base it covers every rare material you need until the Soralite tier. Set it up as base two or three, staff it with miners, and forget it exists until the chests fill up.
The Spot I Left Off
You’ll see a Soralite cluster at (583, 144) floating around in day-one guides. I couldn’t corroborate that coordinate against any reliable map, and I’m not sending you on a sky island scavenger hunt over a typo. If you find the real cluster, drop the coords in our Discord and I’ll update this list with credit.
Where I’d Actually Build First
If you’re starting fresh in 1.0, here’s the honest playthrough order. Grab the Private Oil Island early, move your main operation to the Walled Beach or the Coal and Ore Ridge mid-game, and save your last slots for Sunreach once you hit the level 60s. The Crystal Pool is the endgame trophy base. Everything before it is just funding the glass floor.
I track my Palworld sessions in SavePoint alongside everything else in the backlog, and 1.0 single-handedly wrecked my “finish three games this month” plan. Worth it. If your backlog is in a similar state of emergency, TAG Pro members get SavePoint’s full toolkit to figure out what to play after the Palworld hooks finally let go.
FAQ
What are the best base locations in Palworld 1.0?
The Sunreach Crystal Pool (-540, -1361) is the standout new spot, with the Oasis Sinkhole (-259, -1398) and the Foot of the World Tree (-841, 639) close behind. For pure resources, the Everything Spot (35, -51) covers ore, coal, sulfur, and quartz in one base radius.
Can you build inside the World Tree in Palworld?
No. The entire World Tree region is non-buildable at 1.0 launch. The closest option is the lake at the Foot of the World Tree (-841, 639), which requires the Aquatic Construction Kit.
How do you build a base on water in Palworld 1.0?
Craft the Aquatic Construction Kit, a one-time key item available at level 66 in the Technology tab. Once you own it, you can place foundations on any open water permanently. Shallow pools like the Sunreach Crystal Pool accept standard foundations without the kit.
How many bases can you have in Palworld 1.0?
Four per guild by default, expandable to 10 in World Settings. Your second base slot arrives at base level 10 and your third at level 15.
Do you still need to build near resource nodes in 1.0?
Less than ever. Quarry structures produce stone, ore, coal, sulfur, quartz, and eventually Soralite without any natural nodes nearby. Nodes inside your base radius are still a nice early boost, since Pals mine them automatically.
Found a spot we missed? Drop the coordinates in the TAG Discord and we’ll check it out.