Palworld beginner guide

Where to mine every resource in 1.0: spots, fast travel, and temporary mining bases

All twelve ores in one guide: region, nearest fast-travel point, and field-tested coordinates for each. Keep the main base put — run the second slot as a disposable mining outpost that stockpiles the next tier's ore in advance.

Is this the problem you have?

Ready to build a furnace and suddenly out of Coal? Always one batch short on Ingots, Pure Quartz, or Sulfur? Not sure where the second base should go, or when to move it?

Quick answer

A 1.0 essential: the main map's ore layout was reshuffled and watchtowers now double as fast-travel points. Early Paldium Fragments cluster around (217, -489) at the Hill of Beginnings; take your first Ore right beside the Desolate Church fast-travel point (60, -410); Coal is field-verified at (200, -114) and (190, -40); Pure Quartz blankets the slopes southwest of Unthawable Lake; Sulfur lives on Mount Obsidian. Do not move the main base: run the second slot as a temporary mining outpost — predict the next tier's ore, stockpile early, then dismantle and move on.

Pals mentioned in this guide

#107 Digtoise

Digtoise: the early mining workhorse — its partner skill turns it into a drill rig; rotate two at a temporary mine for steady output.

Paldeck
#139 Anubis

Anubis: the top-tier mining core for mid-to-late outposts, obtainable through breeding; once it arrives, mining and transport output jump a full gear.

Paldeck

Guide scope

FieldWhat this guide covers
Topic groupExplore/Move/Supply
CoversCovers only "which ore, and where to mine it": region, nearest fast-travel point, and coordinates for all 12 mineral resources in 1.0, plus the temporary-outpost rhythm of stockpiling the next tier's ore in advance.
Does not coverDoes not cover general base-site selection or build timing (see the base-location guide), nor base scheduling and Pal job assignment (see the base-Pals guide); Sunreach and World Tree boss fights and progression are out of scope.
Related guidesChoosing a base location, How to establish a reliable travel point, Early materials and which Pals to catch first

Why 1.0 makes you relearn the resource map

The official 1.0 notes changed mining in three ways: more ore spawn points on the main map, watchtowers you can climb that double as fast-travel points, and two new regions — Sunreach and the World Tree — with exclusive ores. The red-circle resource maps that circulated in 2024 still point in roughly the right directions, but the best spots have moved; running the old images wastes a lot of travel.

All coordinates here are in-game map coordinates (x, y): open the map and the readout follows your cursor. Every spot is located three ways — region, nearest fast-travel point, then exact coordinates. Climb every watchtower you pass: the top reveals the surrounding map and becomes a fast-travel point, and later mining routes are strung together through them.

The spot skeleton comes from a Bahamut forum megathread plus our own in-game testing, and every coordinate and node count has been re-clustered against 1.0 map data. Sunreach and World Tree spots currently rest on guide sources only; those paragraphs say so explicitly — do not treat them as verified coordinates.

From the start to level 20: Paldium Fragments and Ore

Paldium Fragments (the blue ore) are the core Pal Sphere material, and since 1.0 each Sphere needs just one fragment, so early demand is steady. The easiest patch is around (217, -489) near the Hill of Beginnings fast-travel point, with roughly 19 Paldium nodes scattered about; riverside blue pebbles cover emergencies. The megathread's old trick still works in 1.0: pick any dungeon entrance — there are usually two Paldium piles right at the door. Mine them and leave.

Ore is the early game's biggest appetite: Ingots, weapons, and building parts all eat it. Start beside the Desolate Church fast-travel point (60, -410) — five nodes sit right next to the statue, so you fill your bag and warp home with zero walking. The second tier is south of Mount Flopie Summit at (35, -52) with about 9 nodes, and the stretch south of Cinnamoth Forest around (-75, -315) with about 11.

Do not rush to build a base for ore at this stage: hand-carrying plus Digtoise's partner skill is enough. Once a standing demand appears — say, mass-producing Ingots — switch to the outpost rhythm in the next section.

Levels 20–35: Coal arrives — plant your first temporary mine

The moment Refined Ingots unlock, Coal becomes the new bottleneck. Two field-verified spots. First, (200, -114): six Coal nodes along a river valley — teleport to Mossanda Forest and head a short way west, or, as we verified in game, glide south from the watchtower on the Verdant Stream side straight onto it. Second, (190, -40): five Coal plus four Ore nodes in one arena — teleport to the Sealed Realm of the Mystic and go northeast. These are exactly the 2024 megathread's red circles, re-verified as still valid in 1.0.

(190, -40) is the first spot worth a temporary mining base: Coal and Ore share the frame, so one Palbox automates both at once. It is also the core demo of this guide's strategy — the base follows the ore, not the other way around.

Desert alternative: around (591, 155) southeast of Desert Backbone sit about 10 Coal nodes, plus 5 Nightstar Sand deposits in the same area (they only appear at night), so one base digs coal by day and sand by night; further north, southeast of Frozen Dune Cape at (319, 500), there are about 9 more Coal nodes.

Levels 30–45: Pure Quartz and Sulfur

Circuit boards demand Pure Quartz, and the densest field in the game runs west to southwest of the Unthawable Lake fast-travel point: a contiguous stretch of 30-plus nodes starting around (-133, 275). Second choice: northeast of Garden Beneath the Cliffs at (-199, 238), about 14 nodes. This snow range is exactly what the megathread circled, and it still holds in 1.0 — bring cold-resistant gear before climbing.

Sulfur's home is Mount Obsidian. The handiest patch is the 6 nodes due north of the Eternal Pyre Tower Entrance at (-598, -518) — you mine the moment you land. For volume, add the two clusters east (-739, -336) and southeast (-741, -443) of the Mount Obsidian Trail, about 7 nodes each. Heat-resistant gear is mandatory on the volcano.

Both ores suit a short-lease outpost: stockpile Pure Quartz until the current tech wave is covered, then dismantle; come back for Sulfur once ammunition demand ramps up.

After level 45: Crude Oil, Chromite, Hexolite Quartz, Nightstar Sand, Coralum Ore

Crude Oil: surface oil fields mostly sit in shallow coastal water. Try the east side of Sunlit Isle (398, -465) and the waters around Oasis Isle (900, 195), roughly six fields each. Once the High-Pressure Crude Oil Extractor unlocks late game, you can pump oil without occupying a field, and travel demand drops sharply.

Chromite lives on Feybreak. The official route is the Metal Detector (a level 56 technology) to locate buried deposits, though a few surface boulders can be cracked directly — for example west of Crimson Cliffs around (-739, -1005). Hexolite Quartz is also on Feybreak, but its 244 nodes are extremely scattered, two or three per cluster at best; rather than route-running, unlock the Hexolite Quartz Mine early and produce it at base.

Nightstar Sand is desert-only and night-only — invisible by day; the patch sharing ground with Coal at (581, 165) is the pick. Coralum Ore is not mined at all: carry a fishing rod and Powerful Fishing Magnets (a level 61 technology crafted with Hexolite ingots), ride a swimming Pal out to sea wreckage and salvage it — the golden salvage points around Sakurajima and Feybreak yield the most.

The endgame pair: Soralite in Sunreach and Paloxite at the World Tree

Soralite spawns only in Sunreach. You do not fly in: beat the Feybreak Tower boss, then take the portal on the tower's roof (level 58+ recommended). Guide sources give three spots: around the Azure Covenant tower (-438, -1380) with seven or eight nodes, south of it at (-483, -1539) with four or five, and the ridgeline at (-292, -1495) — all still awaiting our in-game verification, so treat them as bearings. Low-mining Pals cannot even dent Soralite; bring your best miners.

Paloxite exists only at the World Tree, and without a blessing the ore crumbles to dust as you approach. First find a Teafant Spring in the World Tree region — interacting with it hands you ten World Tree Holy Waters for free, and drinking one opens your harvesting window; Pals with World Tree passives skip the water entirely. A Paloxite Ingot smelts from 2 Paloxite plus 1 Soralite at the Ancient Civilization Furnace, so stock up in Sunreach before digging at the Tree.

Both regions also host the game's hardest fishing spots and self-production techs like the Soralite Quarry; before you go, make sure the previous tier's gear and ammo lines are fully fed — do not walk in empty-handed.

Temporary mining bases: predict the next tier instead of guarding a second home

Most players sit for a long time at two base slots. The main base carries production lines and breeding — leave it alone. The second slot should never become a second home; treat it as a disposable temporary mining base.

The rhythm is predict, stockpile, tear down. Read the tech tree for the next tier's staple ore — Refined Ingots coming up means Coal, circuit boards mean Pure Quartz, the gunpowder era means Sulfur — plant the outpost on the matching cluster ahead of time and let mining Pals fill a chest. By the time the level arrives, the materials are already in stock. Then dismantle the Palbox and move the whole base on; most building materials are refunded.

Dual-resource spots always come first: Coal plus Ore at (190, -40), Coal plus Nightstar Sand around (591, 155) — one slot feeding two ores. When choosing, also weigh flat buildable ground and whether natural elevation shields you from raids.

From mid game on, let quarry techs take over field mining: as the Stone Pit, Ore Mining Sites I and II, the Coal Quarry, Pure Quartz Quarry, Sulfur Quarry, Hexolite Quartz Mine, and Soralite Quarry unlock in turn, temporary outposts shrink to covering only what your bases still cannot produce.

Common mistakes

  • Treating the 2024 red-circle maps as the 1.0 optimum — the official update reshuffled and added main-map ore spawns; re-verify against this guide's coordinates before digging in.
  • Building the second base as a permanent little home: fully decorated, producing no ore, and one level later it is dead weight occupying the slot.
  • Hunting Nightstar Sand in the desert by day and concluding the intel is wrong — it only materializes at night.
  • Charging at Paloxite without drinking World Tree Holy Water — the ore turns to dust before your eyes.
  • Bringing low-mining Pals to Sunreach: they cannot chip Soralite at all, and the trip is wasted.
  • Trying to pickaxe Coralum Ore — it is sea salvage, needing a fishing rod plus a Powerful Fishing Magnet.

Sources

Source typeReferenceHow it is used
Bahamut megathread (2024 red-circle spots)[Tips] Mass-production spots for Ore and Pure QuartzThe spot skeleton: two Coal points, the Pure Quartz snow-mountain circle, the volcano and sand-island Ore circles, and the dungeon-entrance Paldium trick. It is 2024-era information, re-verified point by point against 1.0 data for this guide.
Field-tested on this site (in-game, 1.0)owner field test 2026-07-14Coal at (200, -114) (reached by gliding south from the watchtower toward Verdant Stream) and the Coal-plus-Ore pair at (190, -40) are verified in game; the remaining main-map spots were recomputed from the dataset and cross-checked against these field points.
Recomputed from 1.0 map node datapalworld.th.gl 1.0 node data (snapshot 2026-07-14; coordinate conversion calibrated against in-game field tests)All main-map coordinates, node counts, nearest fast-travel points, and bearings were re-clustered from 1.0 interactive-map node data; fast-travel names come from in-game text. Sunreach and World Tree ore nodes are not yet in that dataset.
Official version 1.0 changelogsite/palworld/data/official-1-0-changelog.jsonVersion facts: more main-map ore spawns, watchtowers as fast-travel points, region-exclusive Soralite and Paloxite, the High-Pressure Crude Oil Extractor, and Pal Spheres now costing one fragment.
In-game item text (Traditional Chinese)Palworld 1.0 zh-TW item textEach ore's crafting role and official acquisition wording: Coralum Ore = deep-sea salvage, Chromite = Metal Detector, Paloxite crumbles without a blessing, Soralite is Sunreach-exclusive — all from item descriptions.
Guide-site cross-check (pending field test)Game8 / nexttier / Nodecraft / player community threads (retrieved 2026-07)The three Sunreach Soralite spots, World Tree Holy Water and the Teafant Spring, Powerful Fishing Magnets and golden salvage points, and the level-56 Metal Detector: consistent across multiple sites but not yet verified in game by us — flagged as such in the text.

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Content boundary

This guide covers an early-game problem. Exact values, shop stock, controls, and refresh times may vary with the game version, world settings, or server state. When sources conflict, use the current in-game screen and recent well-supported player testing.

Applicable versionPalworld 1.0
Updated
SourceLudbase beginner-guide source matrix
UpstreamSRS v1.14 / beginner-guide plan v0.3