Dimraeth Co-op: Your Hero Travels, the World Keeps Its Progress
Level, gear, spells, and points follow your hero into any world. Story flags, recruited NPCs, romance, farms, and stronghold buildings stay locked to the world where you earned them. Pick a home world or lose hours of base work.
Treat one world as "home" and use other worlds only for XP, loot, and mats. If you recruit Manga in a friend's Earlwood, he is their blacksmith - your home world still has no Manga. The split is intentional, not a bug.
- Level (cap 25 in current EA)
- Equipment, inventory, materials
- Spells and the five-spell loadout
- Skill-tree and talent points
- Main story / Deeds turned in there
- Recruited NPCs (Manga, Befr) + facility upgrades
- Romance / personal quest progress
- Sanctum buildings, farms, quarries, chests, waypoints
- Map clears and region flags
1Set Up So You Don't Waste Work
-
1
Create your home world first and host it.
Name it something obvious. Play the opening spine there - Lost Caverns → Earlwood Village → Wildwood - and take Deeds there if you want those allies and buildings on your save. Everything you plant and recruit binds to that
.jrwffile. -
2
Decide the group's "owned" world before anyone spends mats on a Sanctum.
Regular group: pick one host (steadiest connection) and treat that world as the shared stronghold - everyone else brings their own hero. Pickup / random join: do not dump farms, chests, or NPC investments there. Take XP and loot only.
-
3
Join other worlds with a developed hero for farming, not story.
A high-level character can drop into a friend's earlier campaign and keep the levels and drops - but their story and buildings do not become yours. If your group is mixed-pace, the advanced player should not push the host's main story; use repeatable Guild Hall deeds and bounties for gear instead.
-
4
Feed alts by hand, not by new worlds.
Play one main 10+ hours, gather mats/tomes/gear, then give items to an alt in the same home world. Players who rolled five level-7 characters across five worlds regretted it - one main plus transfers is faster.
-
5
Host needs to change? Copy the world file, not the hero.
Windows:
%USERPROFILE%\AppData\LocalLow\Mudtek\Dimraeth\Worlds- each world is one<name>.jrwf. Close the game on both PCs, copy only that file, and on the new host delete any.bak1/.bak2first. The new host brings their own hero into that world. -
6
Respec lives on the hero, so it travels too.
Skill tree: Rahaner in the Guild Hall. Talents: Befr at Sanctum level 2 (Elixir of Rebirth, 500g, stock refreshes). Do it on whatever world you are in.
2Match Your Situation
| Situation | Choice |
|---|---|
| You care about your farms and romances | Host your own world. Join others only for combat. |
| Fixed friend group, one shared base | One designated host world; everyone's heroes visit it. |
| Friend is far ahead in story | Join for deeds and loot. Their cleared camps will not appear in your save. |
| Want a second character | Farm on the main, hand off gear/mats. Do not rebuild the stronghold unless you want two homes. |
| Host going offline long-term | Copy the .jrwf to the next host. Heroes stay on each player's account. |
Mistakes That Cost Real Hours
- Building farms and upgrading NPC shops in a random host's world. That work stays there when you leave.
- Assuming recruited allies or romance follow the hero home. They are world-bound.
- Starting five separate worlds to "try classes." Use one home world and transfer loot instead.
- Accepting Guild Hall board quests before the intro quest that unlocks the board. It can bug the board.
- Copying save files while the game is open, or forgetting to delete the
.bakfiles on the receiving PC. - Expecting to change world difficulty later. It is set at world creation.