Lv. 1–20
Make exploration comfortable
Build Carry Weight, find a first flying mount, and get a small base running.
Lv. 21–40
Start replacing the starter roster
Bring in faster mounts, reliable fighters, and workers that remove obvious bottlenecks.
Lv. 41–60
Prepare for Frostallion and oil
Build a Fire roster, split base jobs, and set up for advanced production.
Recommended stats
Carry Weight and Stamina make a bigger difference than Attack early on. Longer gathering and exploration runs reduce return trips and downtime immediately.
- 1
First priority
1,000+ Carry Weight
Aim for 1,000 before spreading points around. If ore and loot still force an early trip home, adding more remains worthwhile.
- 2
Second priority
160–180 Stamina
Enough for climbing, gliding, dodging, and short gathering loops without constant pauses.
- 3
Then invest in
Health
Survivability can be prioritized once mobility is established. Work Speed and Attack remain build-specific.
Treat these numbers as a comfortable baseline, not a build that every character must copy exactly.
Leveling
Palworld 1.0 rewards the first five captures of each species with Paldeck experience. Once an entry reaches 5/5, moving on to a new habitat is much quicker than farming the same Pal again.
- 1
Fill nearby entries to 5/5
Capture easy species around the current route five times each. Additional captures remain useful for condensation, but no longer advance this capture checklist.
- 2
Move on as soon as an entry is complete
Unlock fast-travel points and enter the next habitat instead of repeatedly defeating the same wild Pals.
- 3
Stack objectives along the route
Capture new species while clearing dungeons, Alpha Pals, and exploration objectives so the same trip advances several experience sources.
- 4
Match the route to sphere production
If spheres run low, spend some time fishing. Fishing can yield schematics, spheres, and other useful items, making it a practical way to restock before moving into the next habitat.
Capturing an Alpha when practical can satisfy the species checklist and the Alpha objective together. If the player level begins to outpace equipment and the base, pause the checklist rather than forcing every entry immediately.
Base-building tips
Efficient bases start with worker routes, not the number of facilities. Short, unobstructed paths between jobs and storage reduce hauling time and idle workers.
Flat land selection
An open center gives large Pals room to turn without clipping into structures.
Shorten hauling
Place storage beside the resource or production station that fills it.
Separate traffic
Beds and food boxes positioned away from busy production corridors reduce pathing bottlenecks.
Define each base role
A main base, mining and logging base, and breeding and Ranch base are easier to manage when each has its own facilities and workers.
Base roles and expansion
Default progression unlocks the 2nd, 3rd, and 4th base slots at base levels 8, 15, and 25, subject to server configuration.
Default base slots: Base Lv. 8 → 2 · Lv. 15 → 3 · Lv. 25 → 4
- 1
Living base
Food, crafting, storage, and frequently used facilities.
- 2
Ore and oil base
Mining, power, Kindling, Transporting, and processing.
- 3
Breeding and Ranch base
Breeding Farm, incubators, Ranches, and food support.
Recommended base examples
When comparing sites on the map, start with terrain that looks broad and flat. The examples below include general-purpose starting sites and Crude Oil expansion sites. Walk each site once before placing the Palbox to check slopes and obstacles.
General base examples
Golden Hills
(0, -524)A broad, accessible starting area that looks relatively flat on the map, with nearby basic resources and room for a clean production layout.
Open Golden Hills mapEast Investigator's Fork
(-162, -188)A relatively open and central alternative when access to ore and travel routes matters alongside room for everyday facilities.
Open Investigator's Fork mapCrude Oil base examples
Sunlit Isle
(405, -483)The small circular island has a broad center that looks relatively flat on the map, with Crude Oil nodes gathered around the proposed Palbox position.
Open Sunlit Isle mapOasis Isle
(910, 194)Another compact island with a wide, level-looking center and a dense group of Crude Oil nodes, making it easy to compare facility placement before building.
Open Oasis Isle mapRecommended Pals by level
This is a shortlist, not a collection checklist. A Pal with good passives, condensation, trust, and useful active skills can stay in the party far longer than its field level suggests.
Start with the few Pals that make travel, capture, and the first base less awkward.
- How the party fits together
- Chillet serves as both primary combat Pal and mount. Foxparks and Daedream provide Fire and supplemental damage, Herbil offers revival support, and the final slot can feature Cattiva for Carry Weight or Wispaw for capture runs.
- How to build the base roster
- Fill
Ranching,
Handiwork,
Watering,
Kindling, and
hauling first. One flexible worker is more useful than several Pals waiting on the same job.
Mount Pals
Choose one for the terrain ahead. There is no reason to raise every mount in the list.

Fast ground travel
A quick, responsive first mount that stays useful for short gathering runs.
Early field capture

疾旋鼬
Versatile optionEarly all-terrain ride
The level 11 saddle arrives early, and the Alpha remains useful in combat long after the first trip.
Level 11 field Alpha

First flying mount
Flight removes terrain detours and makes statues, eggs, and fast travel points easier to reach.
Early field capture
Combat Pals
One or two well-built fighters are enough. An invested early Pal does not need replacing on schedule.

Player-controlled Fire damage
Its harness turns it into a flamethrower, giving a new character reliable Burn buildup on demand.
Starting-area capture

疾旋鼬
Versatile optionDragon and Ice coverage
Easy to build around early and useful against common Dark and Dragon matchups.
Early Alpha or field capture

企丸王
Versatile optionDurable all-rounder
Solid early stats and two elements make it a dependable answer to several fights.
Early field Alpha
Support Pals
Keep a slot open for the capture, recovery, Carry Weight, or revival effect the next trip needs.

Extra Carry Weight
Raises the player carry limit simply by staying in the party, useful until personal Carry Weight reaches 1,000.
Starting-area capture

Emergency revive
Revives the player when they are incapacitated, giving first-time players a valuable recovery window.
Starting-area capture

Non-lethal pursuit fire
Follows outside the sphere and fires Dark shots that cannot reduce a target below 1 HP, making captures safer.
Night capture near the start

Back-capture helper
Improves capture attempts that earn a back bonus while also covering early Handiwork at base.
Early night capture
Base Pals
These are ordered by field level, not strength. Add the worker that fixes the production line currently waiting.

Handiwork aura
Raises the Handiwork suitability of every other base Pal by one level, so one slot speeds up the whole early crafting line.
Early-island field capture

Ranch supplies
Produces useful items at the Ranch while the rest of the base focuses on construction.
Early field capture

企丸王
Versatile optionMulti-job starter
Covers Watering, Handiwork, Mining, Cooling, and Transporting with one roster slot.
Early field Alpha

Kindling and Lumbering
A focused early worker for ingots, cooking, and the wood supply needed for expansion.
Level 15 confined boss or later field capture