Palworld Guide

Palworld Salvaging Guide: How to Salvage and Best Loot

How salvaging works in Palworld — both Fishing Magnets and what they cost, the full rank 1 and rank 2 wreck loot tables with exact amounts, the Legendary schematics and Applied Handbooks only rank 2 pays out, and how it compares to oil rigs.

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Palworld Salvaging Guide: How to Salvage and Best Loot — Palworld Database

Salvaging is Palworld's way of letting you pull sunken supplies off the ocean floor, and it runs on one cheap consumable: a Fishing Magnet. This guide covers both magnets and what they cost, the complete loot tables for rank 1 and rank 2 wrecks with exact amounts, and where salvaging beats the oil rigs and where it doesn't.

Salvaging at a Glance

There are exactly two magnets and they map onto the two ranks of wreck. The Fishing Magnet is the entry-level one and it is astonishingly cheap — a single Ingot crafts ten of them, with no technology unlock standing in the way at all. The Powerful Fishing Magnet is the late-game one, and its own description says what the upgrade buys: a stronger pull that brings up better resources and supplies. Both are consumables rather than equipment, both weigh 0.1, and both stack to 9,999, so there is no reason to ever leave home with fewer than a full stack.

MagnetOpensTech gateMaterials per craftYou getRarity
Fishing MagnetRank 1 wrecksNone — no technology unlock1 Ingot×10Common
Powerful Fishing MagnetRank 2 wrecksLv 62, 3 Technology Points1 Hexolite, 1 Cryogenic Coolant, 1 Bio Battery×10Uncommon

That ten-per-craft yield is the number that matters. The basic magnet costs one Ingot for ten pulls, which makes rank 1 salvaging effectively free the moment you can run a furnace — and the powerful version, despite the level 62 gate, is still three single materials for ten hauls. Nobody rations these. The real cost of rank 2 salvaging is the crafting chain behind those three materials, not the magnets themselves.

How to Salvage

The loop is short. Craft magnets, get out over open water, and work the wrecks — the magnet does the retrieving and is spent doing it, which is why you carry stacks rather than a couple. The one rule that trips people up is that the ranks are not interchangeable: a basic Fishing Magnet pulls from the rank 1 pool no matter where you use it, and the rank 2 pool — the one with Legendary schematics and Applied Handbooks in it — only opens up once you are carrying the Powerful Fishing Magnet.

Three habits make a salvage run pay properly:

  • Bring both magnets. They pull from different tables, not the same table at different quality, so a stack of each means no wreck is wasted.
  • Clear your weight first. Rank 1 pays out in bulk consumables and 1,000-1,500 Gold at a time, and a full bag turns a good run into a sorting session.
  • Pair it with a fishing trip. The same waters that hold wrecks hold the fishing spots, and the fishing guide covers what else is biting out there.

Can You Even Do It Yet?

Rank 1 salvaging has essentially no requirements — if you can smelt an Ingot, you can salvage. Rank 2 is a different animal, and the level 62 unlock is not the hard part. The three materials each sit behind their own technology unlock and their own workstation, so a fresh level 62 character with an empty base is still some way from their first Powerful Fishing Magnet.

RequirementRank 1Rank 2
Character levelNone62
Technology points03
Materials chainIngot — a furnaceHexolite (Lv 58, Gigantic Furnace), Cryogenic Coolant (Lv 31), Bio Battery (Lv 44)
Best single payout1,000-1,500 GoldA Legendary weapon or armor schematic
Worth farming forGold, spheres, technology manualsEndgame gear schematics and Applied Handbooks

The awkward link in that chain is Hexolite. It is an alloy of Chromite and Hexolite Quartz, it only refines at a Gigantic Furnace, and the quartz itself is a late-game node — there are 635 Hexolite Quartz nodes on the map if you need to go stock up. Cryogenic Coolant and Bio Battery are far easier by comparison, unlocking at levels 31 and 44 off the Production Assembly Lines you have probably already built.

Best Possible Loot from Salvaging

Rank 2 is where salvaging stops being a novelty. Four Hexolite armor schematics and two weapon schematic lines run all the way to their Legendary versions in that pool, and all twelve Applied Handbooks are in there too — the permanent +1 work suitability books that otherwise cost 300 Dog Coins apiece. Rank 1 is humbler but genuinely useful early: it is a steady Gold and sphere faucet with technology manuals mixed in. These are the pulls worth planning around.

LootRankPer pullWhy it matters
Hexolite Armor Schematic 1-421The Legendary tier of the game's heaviest armor — one pull can end your armor progression
Laser Rifle Schematic 1-421Same deal for guns; the Legendary schematic is the version worth crafting
Applied Handbooks (all 12)21Permanent +1 work suitability on a Pal — the alternative is 300 Dog Coins each
Coralum Ore26-11The deep-sea metal behind Coralum Ingots and the upgraded fishing rods
Ultimate Sphere21-2Top-tier capture rate, and you never have enough of them at level 60+
Giant Pal Soul21The big one for pushing a Pal's rank up without grinding Small Souls
Dog Coin210-20Medal Shop currency — the same books and accessory boxes you'd otherwise farm Mimog for
Ancient Technical Manual11-3Ancient Technology Points outside of tower bosses, from a magnet that costs one Ingot
Gold Coin11,000-1,500The most reliable payout in the rank 1 pool
Gold Key21-2Opens the locked chests you have been walking past all game

Everything a Rank 1 Wreck Can Pay Out

Eighteen entries, and the shape of the pool is clear: currency, spheres, consumables and manuals. It is the pool you farm at mid level while you are out fishing anyway. The two technology manuals are the sleepers — Ancient Technical Manuals especially, since Ancient Technology Points are otherwise something you pry out of tower bosses one fight at a time. The Gold is the workhorse though: at 1,000-1,500 a pull it is not enemy-camp money, but it costs a tenth of an Ingot and no fight.

Everything a Rank 2 Wreck Can Pay Out

The rank 2 pool is not the rank 1 pool with bigger numbers — it is a different list. Gold vanishes from it entirely, and in its place you get the endgame currencies: Ultimate and Ultra Spheres, a Giant Pal Soul, Gold Keys, and 6-11 [[item:ManganeseOre|Coralum Ore]] a pull, which is roughly a Whalaska hunt's worth of ore without the hunt. The Dog Coin payout triples to 10-20 as well. Schematics and handbooks get their own tables below because there are 25 of them.

Every Schematic in the Rank 2 Pool

Seven schematic lines, and six of them run from Schematic 1 (Uncommon) all the way to Schematic 4 (Legendary) — that is 25 distinct schematics a rank 2 wreck can hand you, one at a time. Every schematic in the game shares the same rolled-scroll icon, so the table below shows the gear each line actually unlocks instead. The Hexolite set is the prize: four separate lines covering the body armor, the helmet and both temperature-resistant variants, all craftable at a Production Assembly Line II once the schematic is in your bag. If you are hunting a specific one, our schematic database lists every rank and its craft cost.

Schematic lineRanks in the poolPer pull
Hexolite Armor Schematic1-4 (Uncommon → Legendary)1
Hexolite Helmet Schematic1-4 (Uncommon → Legendary)1
Cold Resistant Hexolite Armor Schematic1-4 (Uncommon → Legendary)1
Heat Resistant Hexolite Armor Schematic1-4 (Uncommon → Legendary)1
Laser Rifle Schematic1-4 (Uncommon → Legendary)1
Flamethrower Schematic1-4 (Uncommon → Legendary)1
Advanced Fishing Rod (Depresso) SchematicLegendary only1

That last row is a neat piece of circular design: the best fishing rod in the game is a Legendary schematic you fish out of the sea, and it costs Coralum Ingots to craft — which the same wrecks also supply. Once you have the schematic, the schematic upgrade rules explain why the rank you pull matters more than the item itself.

All 12 Applied Handbooks

Every one of the twelve Applied Handbooks is in the rank 2 pool, one per pull. Each is a permanent +1 to that work suitability on whichever Pal reads it, which is the only way to push a worker past its natural rank ceiling. The Medal Shop sells them at 300 Dog Coins each — 3,600 for the set — so pulling them out of wrecks instead is the cheapest route there is, especially since the same wrecks pay 10-20 Dog Coins on the side. Which Pal should read which book is a longer conversation, and the handbook guide settles it job by job.

Salvaging vs Junk Hauls vs Oil Rigs

Salvaging is one of three ways the water pays you, and they are not equivalent. Junk hauls — the debris you reel in while fishing — scale with how dangerous the region is, and in the late-game regions they out-earn a rank 2 wreck on Dog Coins outright. The oil rigs are the volume play for Coralum Ore. What salvaging owns is the schematics and handbooks nothing else on this list drops.

SourceDog CoinCoralum Ore
Salvaging wrecks — rank 13-81-2
Salvaging wrecks — rank 210-206-11
Junk hauls while fishing — Grasslands2-8
Junk hauls while fishing — Snowfields12-16
Junk hauls while fishing — Sakurajima16-20
Junk hauls while fishing — Dark Island / Sky Island18-22
Crates on the small oil rig5-10
Crates on the oil rigs15-208-12
Crates on the large oil rig15-20

Read that table as a routing decision rather than a ranking. If you want Dog Coins, fish the Dark Island and Sky Island water — 18-22 a haul with no level 62 requirement anywhere in sight. If you want ore in bulk, the large rig's 15-20 a crate is the best per-container rate going, and the Coralum Ore guide has the expedition numbers that beat both. Salvage when what you want is gear.

Where to Go

Wrecks sit out in open water, which makes a flying mount the practical way to work them — you want to cover coastline, not swim it. The map's two Fishing Spots layers are the best guide to where the game concentrates its water content: 469 marks across the main region and 77 more in the World Tree region, 124 of which are flagged as rare spots. There is even a fast travel point named Feybreak Shipwreck, which tells you what the game thinks is worth sinking out there.

Useful map views for a salvage trip:

TipCraft magnets in bulk before you leave — one Ingot is ten rank 1 pulls, and there is no scenario where you regret carrying 200 of something that weighs 0.1 each. The mistake to avoid is heading out with only the Powerful Fishing Magnet: the two magnets pull from separate pools, and rank 1's 1,000-1,500 Gold and technology manuals are not in the rank 2 table at all.

The Short Answer

Craft Fishing Magnets immediately — one Ingot, ten magnets, no unlock — and salvage rank 1 wrecks for Gold, spheres and technology manuals whenever you are near water. Then get to level 62, spend 3 Technology Points on the Powerful Fishing Magnet, and treat rank 2 wrecks as a gear source: Legendary Hexolite armor and Laser Rifle schematics, all twelve Applied Handbooks, 6-11 Coralum Ore and 10-20 Dog Coins a pull. If Dog Coins are all you want, junk hauls in the Dark Island pay more for less effort.