Dimraeth Base Building Guide — Farms, Quarries & Crafting

Your home base at Earlwood Village is Dimraeth’s long-game engine. With the level cap at 25, most of your late-campaign power comes from the base: farms, quarries and crafting stations that convert raw materials into top-tier gear. This guide turns the base systems into a plan.

Why the Base Matters More Than Levels

The launch build caps character level at 25 and covers Act 1 of 3 — so levels run out long before the campaign does. What keeps growing is your gear, and the base is the factory for it: farms, quarries and crafting stations convert materials into top-tier gear (see the endgame page). A player who builds the base early out-gears a player who rushed the story every time — the beginner guide’s own tip says to build it early because it "pays off across the whole campaign."

The Base Systems

SystemWhat it producesFeeds
FarmsFood crops and cooking ingredientsCooking station, hunger & thirst needs
QuarriesStone and building materialsCrafting stations, base upgrades
Crafting stationsPotions, gear and cooking outputYour equipment loadout
Pets9 pet types at launchCompanionship and base life

A Build Order That Works

There is no single official build order, but the community consensus follows one logic: income before spending. Every base structure is an investment that pays back in materials — so the structures that produce the most per hour should land first.

  1. 1. First farm plots. Food is the base’s baseline: hunger and thirst are survival needs in the launch build, and cooking turns farm output into buffs and upkeep. Farms also produce on a timer, so earlier plots mean more harvests over the campaign.
  2. 2. First quarry. Stone and building materials gate every later structure. Quarries run passively — the sooner they start, the sooner the expensive stations unlock.
  3. 3. Crafting stations (potion → gear → cooking). Potions first for sustain, gear second because that is the point, cooking third once farms are producing consistently.
  4. 4. Expand farms and quarries in parallel. Once the three stations exist, everything else is throughput: more plots, more quarries, faster gear.

The Gear Loop

Base Roles in Co-op

Co-op groups can split the base work into roles — gatherer, crafter, carry — thanks to split persistence: your gear and inventory travel with your hero, while the buildings stay in the host’s world (see the multiplayer guide). Two practical consequences:

When to Build vs Explore

Act 1 runs The Lost Caverns → Earlwood Village → Wildwood Forest → the Goblin Caves, with a zone boss in each of the last two regions (see the solo guide for the route). The rhythm that works: clear the opening region, then invest a session in the base before Wildwood — the potions and first gear upgrades from that one session make the first zone boss noticeably easier. From there, expand the base between regions rather than all at once: each boss down is a good moment to return, upgrade gear tier, and restock potions.

The Material Economy

Everything the base produces flows through two confirmed streams: farms (food crops and cooking ingredients) and quarries (stone and building materials). Food keeps your hunger and thirst meters handled and feeds the cooking station; stone and building materials gate base expansion and the crafting stations that produce potions and gear. The takeaway for planning: food is sustain, stone is progress — if you are choosing which plot to build next, ask whether you are short on staying power or short on upgrades, and build the stream you are missing.

Pets at Launch

The launch build ships 9 pet types, and pets are part of base life from the start. The wiki is compiling per-pet details from the live build — what is confirmed today is the roster size, not the individual mechanics. As the community documents each pet’s behavior, this section grows into a full pet guide; for now, expect pets to be a companion layer alongside the farms and stations rather than a progression system of their own.

Common Base Mistakes

Strategy guide — the systems cited (farms, quarries, crafting stations, hunger & thirst, 9 pet types, rarity tiers, split persistence) are verified from official materials and community testing as of Sep 2026. The build order and timing advice is our synthesis; it will be updated as the community settles the optimal routes.