Why Base Location Matters in RuneScape Dragonwilds
Picking the right spot to build isn't cosmetic — it decides how many pointless trips you make every single play session. A base tucked far from water or fishing means dozens of wasted walks over time, while a base dropped in a high-level zone invites raids you're not ready for. The best RuneScape Dragonwilds base locations balance three things: nearby resources, safety from enemies, and access to the wider map through paths, teleports, or burrows. Get that balance right once, and you'll rarely feel the urge to relocate.
Because progression changes what you need, there's no single "best" spot for every stage of the game. A good starting base looks very different from a good permanent one, and the community has settled on a handful of locations that consistently come up as favorites.
Best Starting Base Locations
Early on, you don't have fast travel or strong combat, so your base should optimize for what you can physically walk to. Water is the biggest early bottleneck — it's used constantly for farming and cooking, so a base without it nearby turns into repeated back-and-forth trips. Building near Temple Woods, along the water bordering the starting regions, solves this immediately while keeping you close to fishing and basic resources.
The Steam community echoes this with a slightly different pick: the ground between the two lakes near the starting church or temple. One player described it simply as "cozy" with a beautiful view, and pointed out that since you can place as many teleporters as you want, there's little reason to obsess over a "strategic" location this early — comfort and looks are a fair priority once your basics are covered.
| Starting Location | Why Players Like It | Best For | |---|---|---| | Temple Woods water's edge | Immediate water access for farming and fishing, low danger | New characters still learning the map | | Between the two lakes (starting church/temple) | Scenic, peaceful, close to unlimited teleporters | Players who want a comfortable early hub | | Bramblemead Valley | Starting region familiarity, easy to reach | Players who prefer never leaving the tutorial area |
Bramblemead Valley itself also shows up repeatedly in community discussion as a safe, easy first base — several players say they built there simply because it's where they started and never felt a need to move.
Best Mid-Game and Endgame Base Locations
Once your character can handle tougher enemies, the calculus shifts. Being physically next to every resource stops mattering as much, because fast travel and burrows close the distance for you. This is where Witch Willow Range stands out as a strong pick for a permanent base. The build site sits beside a small pond with no enemies immediately around it, and offers usable water, two net fishing spots, a standard fishing spot, nearby runes, berries, trees, and coal, plus a wide stretch of flat ground for building.
A nearby cave system adds iron and more coal, and another Nether cave is only a short trip away. The standout feature, though, is the nearby Kebbit Burrow — once both ends are open, it works as a free long-distance travel route that doesn't cost runes the way other fast travel does. That makes Witch Willow Range more valuable the longer you play, since the burrow keeps paying off even after nearby resources stop mattering.
The tradeoff is danger: Witch Willow Range is a more challenging region with tougher raids than an early-game base would face. For a permanent base once you're equipped for it, most players consider that a fair trade, since the build site itself stays peaceful even though the surrounding region is not.
| Region | Standout Resources | Notable Risk | |---|---|---| | Witch Willow Range | Pond water, double net fishing, coal, iron via nearby cave, Kebbit Burrow travel | Tougher raids in the wider region | | Fractured Plains / Fractured Hills | Frequently used as a base entrance point by players | Higher-level zone nearby | | Stormtouched Highlands | Iron Mine Cave access | Exposed, weather-affected terrain |
Fractured Plains and Stormtouched Highlands both come up as base regions in PC Gamer's coverage, and the Steam community backs this up — one player specifically bases "at the entrance of Fractured Hills, as soon as you walk in," and another keeps a base "in Stormtouched by the Iron Mine Cave," treating the cave itself as the draw rather than the surrounding terrain.
Community-Recommended Base Spots
Beyond the major regions, players on the Steam forums have flagged smaller, quest-linked spots that make surprisingly good bases because they combine safety with a memorable landmark. These aren't official "best" locations so much as player favorites that keep surfacing in discussion threads.
- The top of the Fractured Hills mountain, where the Heartstrings quest begins
- Near the old RuneCrafting Guild in the north section of Bramblemead, by the statue tied to the Highlighting the Problem quest
- The cave in Bramblemead across the windstep gap, where you find the ghost for the Restless Ghost quest
- Near the entrance to Bloodblight Swamp
- In Whisper, near the Vault
One player summarized their own setup as a network rather than a single home base: a main base at the Fractured Hills entrance, plus smaller bases near Bramblemead, Bloodblight Swamp's entrance, the Whisper Vault, and Stormtouched's Iron Mine Cave. This spread-out approach trades a single "best" location for several small, purpose-built ones near specific resources or quest lines.
| Community Pick | Landmark Tied To It | |---|---| | Fractured Hills mountain top | Heartstrings quest start | | North Bramblemead near the statue | Old RuneCrafting Guild, Highlighting the Problem quest | | Bramblemead cave across windstep gap | Restless Ghost quest (ghost NPC) |
How to Choose the Best Base Location for Your Playstyle
There's no wrong answer here, but the choice usually comes down to what stage you're at and how much you value convenience versus challenge. If you're new, prioritize water and low danger over everything else — Temple Woods or the twin-lakes spot near the starting temple both fit that need. If you're geared up and want one permanent home, Witch Willow Range offers the strongest long-term mix of resources, safety at the build site itself, and a free travel route through its Kebbit Burrow.
If you'd rather not commit to one base at all, the multi-base approach some Steam players use — a main hub plus smaller outposts near Bramblemead, Bloodblight Swamp, the Whisper Vault, and Stormtouched's Iron Mine Cave — spreads out risk and keeps you close to whatever region you're currently working in. Since teleporters are cheap to place in unlimited numbers according to community feedback, there's little downside to building more than one base if a spot simply looks good to you.
FAQ
What are the best RuneScape Dragonwilds base locations for a new player? Water-side spots near Temple Woods or between the two lakes near the starting church are the top picks, since they give immediate access to water and fishing without pushing you into a dangerous region too early.
What is considered the best overall base location once I'm more geared up? Witch Willow Range is frequently named the best overall pick because its build site is peaceful despite the surrounding region's difficulty, and it includes water, fishing, coal, iron access, and a Kebbit Burrow for free long-distance travel.
Do I need just one base? No. Several experienced players run a main base plus smaller outposts near regions like Bramblemead, Bloodblight Swamp, and the Whisper Vault, since teleporters can be placed freely.
Are there good base spots tied to quests? Yes — the Fractured Hills mountain top (Heartstrings quest), the north Bramblemead statue area (Highlighting the Problem quest), and a Bramblemead cave (Restless Ghost quest) are all community favorites for their scenery and safety.