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
| System | What it produces | Feeds |
|---|---|---|
| Farms | Food crops and cooking ingredients | Cooking station, hunger & thirst needs |
| Quarries | Stone and building materials | Crafting stations, base upgrades |
| Crafting stations | Potions, gear and cooking output | Your equipment loadout |
| Pets | 9 pet types at launch | Companionship 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. 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. First quarry. Stone and building materials gate every later structure. Quarries run passively — the sooner they start, the sooner the expensive stations unlock.
- 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. Expand farms and quarries in parallel. Once the three stations exist, everything else is throughput: more plots, more quarries, faster gear.
The Gear Loop
- Rarity tier beats raw numbers: every build guide agrees — upgrade the tier before the slot. A higher-tier piece out-stats a lower-tier piece of the "right" slot early on.
- Materials → station → tier upgrades: your gather loop is farms and quarries feeding crafting stations, which upgrade gear rarity, which carries the level-25 cap.
- Repair is part of the loop: gear upkeep matters over a long campaign — keep materials banked for repairs, not just upgrades.
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:
- Build the serious base in the host’s world — building upgrades, farms and stations do not follow you between worlds, so committing them to the world you play most saves duplicated work.
- Your gathered materials do travel — a guest who farms materials in another world brings them home, which makes joining friends’ sessions a legitimate farming route.
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
- Ignoring the base until late Act 1: the level cap means the base, not XP, is the power curve. Late builders hit the cap with weak gear and have to farm everything at once.
- Upgrading gear before tier: burning materials on a low-tier slot when the next tier would have out-statted it.
- No repair stockpile: keeping zero materials banked means a long session ends with broken gear and no way to fix it.
- Building the base in a friend’s throwaway world: buildings do not carry — commit them where you will actually play.


Related Pages
Solo Campaign Guide
Playing Dimraeth solo: the Act 1 region route (Lost Caverns to Goblin Caves), boss preparation, gear milestone…
Beginner Guide
The complete Dimraeth beginner guide: story setup, the 3 races × 3 classes playable now, souls-lite combat, cr…
Armors & Gear
Does Dimraeth have armors? Yes — gear and equipment sets drive the loot and crafting loops, with rarity tiers …
Endgame
Dimraeth endgame now: level cap 25, Act 1 of 3, region bosses, dungeons and elites — plus the higher ceilings …