There is no single best base location in Conan Exiles. The right site depends on whether you need a defensible PvP stronghold, a resource-rich PvE headquarters, a quiet solo camp or an easy first settlement. For most players, The Crevice is the strongest defensive choice, Gate of the Moon is the leading concealed PvP option, the area west of New Asagarth is the best all-around region, and the southern Noob River is the safest place to learn the game.
Use the recommendations below as a shortlist, then scout the exact building footprint in your server. Community guides disagree on rankings, grid references can vary, and the current 2026 patch was not verified against official Funcom notes.
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If you would rather scout and test these sites on a server you control, without public-server competition for the popular spots, Godlike.Host runs Conan Exiles servers with free DDoS protection and up to three free backups a day with restore, which is handy when you are experimenting with a base layout.
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Quick picks: the best location for each goal
| Goal | Location | Main advantage | Important cost or risk |
|---|---|---|---|
| Most defensible PvP base | The Crevice | One practical ground-level entrance, dense metal inside the chasm and caves that can be expanded | Cold tundra, and a popular spot on public servers |
| Concealed PvP base | Gate of the Moon (M5) | Hidden two-level jungle ruin with water, food and nearby metal | Iron is farther away; heat and humidity require preparation |
| Best general clan region | West of New Asagarth (F8/G8) | Balanced access to iron, wood, stone and strong thralls | Exact plots and availability vary by server |
| Best resource-heavy main base | Sepermeru and the Highlands | Heavy iron and coal access | City-edge construction can keep many NPCs loaded around your base |
| Best elevated desert base | Relicwatcher Rise (B7/B8) | Elevation, sightlines, metal, food, wood and water | Hot, dry climate |
| Best beginner start | Southern Noob River (G4/H4, near Sinner’s Refuge) | Reliable water, plant fiber and low-tier materials, with ironstone and coal nearby | Limited long-term defensive value compared with specialist sites |
| Quiet solo base | Riversend | Recommended by community guides for low-profile solo play | Fewer documented advantages for large clans |
| PvE resource and animal access | The Hand of the Maker | Resources and animals, with the Unnamed City close enough for leveling and thrall capture | Not designed around concealment or a single PvP chokepoint |
How to choose before you place a foundation
PvP players: prioritize approach control
In PvP, a spectacular view is less valuable than a predictable attack route. Look for a site where walls, gates, terrain or a narrow climb force an attacker into a small number of approaches. You also need room for redundant storage, defensive thralls and a fallback position if the outer wall is breached. The Crevice and Gate of the Moon fit different versions of this plan: one relies on a visible chokepoint, while the other relies on concealment.
#1 Best Overall
- EXPLORE A VAST WORLD: Explore a giant world, from the burning desert in the south to the snow-capped mountains in the north. Discover ancient cultures, ruins, and dungeons
- SURVIVE: Stay warm, cool yourself down, drink and eat, weather scouring sandstorms, prevent your mind from being corrupted when exploring dark dungeons, and battle vicious monsters to stay alive
- BUILD: Harvest resources to craft tools and weapons, then build anything from a small home to entire cities piece by piece. Build walls, traps, elevators, and more, then deck out your creations with a wide variety of different furniture, crafting stations, and NPC guards
- DOMINATE: Wage war against your enemies, use siege weapons and explosives and see their walls crumble to dust, then unleash your savage fury in violent and brutal combat
- BUILD AN ARMY OF THRALLS: Capture NPCs, drag them back to your base, and use the Wheel of Pain to break their will. Turn them into archers, crafters, entertainers, and more for your settlements
PvE players: prioritize routes and construction space
A PvE base should shorten repeated trips for ore, wood, stone, water, food and thrall hunting. A location that is slightly less dramatic but has a flat building area and several resource routes can save more time than a remote fortress. The west New Asagarth region, Sepermeru and the Highlands, and the Hand of the Maker are better long-term logistics choices than an isolated island.
Solo players: avoid maintenance that exceeds your play time
Solo builders usually benefit from a compact footprint, a nearby water source and a location that does not require a long climb every time they return from an expedition. Riversend is repeatedly recommended for a quiet solo setup. Relicwatcher Rise can also work if you are comfortable with a hot, dry environment and an elevated approach.
New players: choose supplies over perfect defense
Your first base should let you craft, cook, smelt and respawn without a dangerous expedition for every basic ingredient. The southern Noob River is the conventional starting area because water, plant fiber and low-tier materials are abundant, while ironstone and coal are close enough to support early progression.
The Crevice: the strongest conventional defensive site
The Crevice is the most frequently cited defensive location in current community guides. It is a tundra chasm with dense metal nodes inside and one practical ground-level entrance. A wall and gate can therefore turn the natural terrain into a funnel: attackers must commit to the same approach instead of spreading around a broad perimeter.
Why it works
- The chasm gives you natural vertical protection and limits the number of useful approaches.
- Metal inside the formation supports early and mid-game construction without an immediate mining commute.
- Caves can be expanded for storage, crafting or fallback rooms, subject to your server’s building rules and available space.
What you must solve
- The tundra climate is cold. Bring insulated gear or warming food before making long trips outside the base.
- Because the spot is well known, public servers may have competing claims, nearby structures or frequent visitors.
- Scout the full footprint before building. A narrow entrance is useful only if your gate, wall and internal movement routes do not trap your own thralls.
Build the first defensive line at the practical approach rather than sealing every cave immediately. Keep a second internal door and protected storage so one breach does not expose every valuable item.
Gate of the Moon: hidden PvP defense in the jungle
Gate of the Moon, identified around grid M5, is a concealed two-level jungle ruin. Dense foliage makes it harder to spot than an exposed plateau, while the site provides metal, water and food within the surrounding area. Guides commonly describe it as one of the better PvP bases for players who value discovery resistance.
Why concealment matters
A hidden base can avoid fights that a conspicuous fortress attracts. The ruin’s layered structure also gives you vertical separation for crafting, storage and defensive positions. Use foliage and the existing architecture to reduce the visible outline of your build rather than adding a large tower that advertises the location.
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- Iron is farther away than at the Crevice, so plan dedicated mining runs or a forward chest for ore.
- The jungle is hot and humid. Carry suitable cooling supplies and avoid assuming cold-region equipment will work here.
- Jungle terrain can make thrall movement, cart transport and emergency exits awkward. Test those routes before committing to a large clan layout.
Gate of the Moon is a strong choice when staying unnoticed is more important than having the shortest possible iron route. It is less attractive for a production base that smelts continuously and moves large quantities of ore.
Rank #2
- Includes a 6 inch Conan the Barbarian polyresin figurine, a custom comic book, 3 soundtracks featuring the music from Conan Exiles as well as the music from Age of Conan: Hyborian Adventures and Age of Conan: Rise of the Godslayer, an artbook, a map of the world of Conan Exiles, a code to unlock 6 full-color digital comic books from Dark Horse Comics, a code to unlock the digital rule book created by Modiphius for their Conan pen and paper RPG, and a code to unlock the “Coming of Conan” eBook!
- Dominate the Exiled Lands - Carve out your piece of the Exiled Lands, taking it from other players if you must! Build siege weapons and use explosives to break down the walls of your enemy’s city.
- Survive in a Savage Land - Dress well or light a campfire to stay warm and make sure to cool yourself down in the heat. Hunt, cook, eat, and drink to stay alive. Build a shelter to weather scouring sandstorms.
- Brutal, Bloody Combat - Fight vicious monsters and other players using an action-oriented, combo-based combat system. Dodge, block, and learn to master the true art of combat to become the greatest fighter in the Exiled Lands.
- Play Together or Alone - Play alone locally or fight for survival and dominance in persistent multiplayer on public servers. You can also host your own server and invite others to join you in a world where you have full control of the rules and settings. Want to play with just handful of friends? Try co-op mode!
West of New Asagarth: the balanced all-around region
The temperate area west of New Asagarth, around F8/G8, is repeatedly named as a strong general-purpose location. It combines iron, wood and stone with access to strong thralls, giving a clan room to expand from a first workshop into a full main base.
Best use case
Choose this region when you want one base to support gathering, crafting, thrall recruitment and regular travel without specializing entirely in concealment or a single chokepoint. The temperate environment is also easier to manage than the cold Crevice or the hot desert and jungle alternatives.
Scouting checklist
- Walk the proposed perimeter and mark where a wall can follow natural terrain.
- Check that your chosen plot does not overlap another player’s build or a path needed by nearby NPCs.
- Measure the travel time to iron, wood, stone and the thrall camps you expect to use most often.
- Leave a clear route for mounts, followers and hauling runs instead of filling every level surface with foundations.
Sepermeru and the Highlands: a production-focused main base
Sepermeru and the Highlands are recommended for players who want heavy iron and coal access near a permanent headquarters. That combination suits large crafting operations, especially when several furnaces, improved benches and storage rooms are running at once.
The city-edge problem
Building close to Sepermeru can keep many NPCs loaded around your structures. That may be useful for access, but it can also add visual clutter, pathing problems and extra activity near your doors. Before placing a large footprint, test whether NPCs walk through your planned entrances or become stuck on foundations.
Who should build here
This region favors established PvE groups and clans that can absorb a busy neighborhood. A solo player who wants quiet may prefer Riversend, while a PvP player who depends on concealment may prefer Gate of the Moon.
Relicwatcher Rise: elevated desert visibility
Relicwatcher Rise, around B7/B8 near the Oasis of Nekhet, offers elevation and long sightlines. Guides describe access to metal, food, wood and water, allowing a self-sufficient base with an early warning advantage: approaching players and creatures are easier to see from above.
Strengths
- Elevation can reduce the number of practical attack routes.
- Open sightlines help you spot trouble before it reaches your doors.
- The mix of basic resources supports a main base rather than only a watch post.
Desert preparation
The climate is hot and dry. Plan cooling equipment, water storage and regular resupply before expanding into a large settlement. A high position is only an advantage if your stairways, lifts or ramps are safe for followers and do not create a single fatal bottleneck inside the base.
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The southern Noob River, around G4/H4 near Sinner’s Refuge, remains the standard beginner area. Water, plant fiber and low-tier resources are plentiful, and ironstone and coal are nearby enough for early tools, furnaces and basic building materials.
Rank #3
- Explore a giant world, from the burning desert in the South to the snow-capped mountains in the North
- stay warm, cool yourself down, drink and eat, weather scouring sandstorms, prevent your mind from being corrupted when exploring dark dungeons, and battle vicious monsters to stay alive
- harvest resources to craft tools and weapons, then build anything from a small home to entire cities piece by piece
Use it as a launch point
Keep your first structure compact: a bed or bedroll, storage, a campfire, a furnace and the benches you can maintain. Learn the crafting and inventory loop here, then move the permanent headquarters when your resource demands and defensive needs outgrow the riverbank.
Why not stay forever?
The river is convenient rather than exceptionally secure. It does not provide the same natural chokepoint, concealment or elevated warning system as the specialist locations above. Treat it as a low-friction start, not an automatic best end-game base.
Riversend: a low-profile solo option
Riversend is recommended in community guides for solo players who want a quieter place to operate. Its appeal is not a famous resource cluster or a fortress-like formation; it is the ability to keep a smaller operation away from the busiest contested areas.
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The Hand of the Maker: PvE resources, animals and leveling access
The Hand of the Maker is suggested for PvE players who want access to resources and animals while staying near the Unnamed City for leveling and thrall capture. It is a useful regional base when your progression loop includes regular hunting and trips to the city.
Because this recommendation is about access rather than a single defensive feature, design the base around storage, animal handling and short loading routes. Keep valuable crafting stations behind an interior door if the surrounding terrain leaves several open approaches.
Island chains: excellent defense with logistical costs
Island chains are rated highly for pure defense because they are difficult to climb and inconvenient to assault. The same geography makes them awkward for you: hauling, resupplying and moving followers can take longer, and a single bad route can strand a character or mount.
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One free scan finds every outdated or missing driver and matches the right update for your exact hardware.Free scan · exact hardware matchUse an island base when defense is the overriding goal and you can tolerate transport friction. For a first settlement or a high-volume crafting center, a connected mainland route is usually easier to maintain.
Rank #4
- Explore a vast world: explore a giant world, from the Burning desert in the south to the snow-capped mountains in the north. Discover ancient cultures, ruins, and dungeons
- Survive: stay warm, cool yourself down, drink and eat, weather scouring sandstorms, prevent your mind from being corrupted when exploring dark dungeons, and battle vicious monsters to stay alive
- Build: harvest resources to craft tools and weapons, then build anything from a Small home to entire cities. Build walls, traps, elevators, and more
- Dominate: wage war against your enemies, use siege weapons and explosives and see their walls crumble to dust, then unleash your savage Fury in violent and brutal combat
- Play together or alone: play alone locally or fight for survival and dominance in persistent multiplayer on public servers. You can also host your own server and invite others to join you
Heliograph Heights: a promising but dated recommendation
Heliograph Heights has been described as possibly the safest location because of its height. However, the guide supporting that claim was about 1,565 days old at the time of the October 14, 2026 review. Treat it as a lead to inspect in your own version, not as proof that it remains the safest site after later map and system changes.
How to scout and claim a site safely
- Define the job of the base. Write down whether it is a PvP fortress, a production headquarters, a solo shelter, a temporary outpost or a beginner camp.
- Visit without building. Walk the area at different times, inspect entrances and note whether other players, NPCs or creatures already occupy the useful space.
- Check the resource loop. Travel to the iron, coal, wood, stone, water, food and thrall locations you will use repeatedly. Record the real travel time, not just the apparent map distance.
- Test movement. Bring a follower or mount through the proposed gate, ramps, stairs and interior rooms. A base that looks secure but blocks its own workers will become frustrating.
- Mark a compact first footprint. Place only the foundations needed for sleeping, storage, cooking, smelting and basic crafting. Expand after you have confirmed that the server allows the location.
- Build redundancy. Add a second entrance or internal fallback where the terrain permits it, and divide storage so one breach does not expose everything.
- Recheck after a server restart or patch. NPC loading, pathing and contested structures can change. Keep a temporary outpost until the main site proves reliable.
The Purge changes every base decision
The Purge was revamped with the Age of War – Chapter 2 update in September 2023, according to community documentation. Its difficulty depends on the value of your treasure hoard, and wave difficulty rises with the players and thralls in the area. A large, wealthy clan base can therefore face a more demanding event than a small starter camp.
Rules that affect construction
- You cannot build new structures or repair existing ones until the event ends.
- Your base must be serviceable before the event begins; do not rely on emergency wall placement during an attack.
- Keep the treasure area reachable by your defenders and separate it from ordinary storage when possible.
Unsettled pathing behavior
Community discussion disagrees about whether a wall or gate alone stops Purge attackers. One forum post claims that an obstruction prevents the event from reaching a base; a reply argues that the actual check is whether Purge enemies have a viable path to the treasure. These are player reports, not a confirmed rule. Design for the stricter interpretation: give enemies a controlled route to a defensible treasure room, then layer gates and walls around that route.
Anecdotal meteor report
One player reported that a Purge base in the Crevice was large enough that meteors did not strike building pieces, but a meteor destroyed the coffer. This is a single anecdote, not a guaranteed Crevice mechanic. Protect the coffer and do not treat terrain as immunity from every event effect.
Base layouts that fit each location
For a PvP chokepoint
- Put the first gate where terrain already narrows movement.
- Keep storage and beds away from the outer wall.
- Provide defenders with elevated firing or observation positions without exposing every crafting station.
- Create an internal fallback room and a route that does not depend on the main gate.
For a PvE production base
- Cluster furnaces and crafting benches near protected storage.
- Reserve a straight hauling lane for ore, coal, wood and animal products.
- Leave enough open space for followers and avoid building directly across NPC paths.
- Place water, food and respawn points where a returning character can reach them quickly.
For a solo or beginner camp
- Build vertically only when the climb is safe and repeatable.
- Keep the number of benches and containers small enough to maintain.
- Use a temporary outpost on long resource routes instead of making the main base enormous.
- Move valuable items into separated containers as soon as your production expands.
Common mistakes and how to correct them
Choosing a famous spot without checking availability
Popular locations are often occupied on public servers. If the Crevice or Gate of the Moon is claimed, do not force a poor build into the remaining space. Apply the same criteria—approach control, resources, climate and expansion room—to a nearby alternative.
Ignoring climate until the first long trip
Cold at the Crevice and heat in jungle or desert sites can turn a short gathering run into a death loop. Move the appropriate clothing, food and water into a staging chest before moving your entire base.
Building beside a resource while forgetting the route
A nearby node is not enough if cliffs, hostile spawns or blocked paths make it difficult to reach with a follower. Walk the complete round trip with the equipment you actually use.
Making the base too large before understanding Purge pressure
Purge difficulty is tied to treasure value and local players and thralls. Expand in stages, test your defenses, and avoid storing every valuable item in one exposed room.
Assuming old coordinates are exact
Grid references differ between guides, and map changes or server settings can shift what is buildable. Use the listed grids as search areas, then confirm the exact rock, ruin or riverbank in your game.
Final recommendation
Choose The Crevice when defense and a controllable entrance matter most, provided you can handle cold weather and public-server competition. Choose Gate of the Moon when concealment is worth a longer iron run. For a durable all-purpose clan base, scout the temperate area west of New Asagarth; for industrial PvE production, inspect Sepermeru and the Highlands. Start at the southern Noob River if you are learning, use Riversend for a quieter solo life, and consider Relicwatcher Rise or The Hand of the Maker when elevation, resource access or animal and leveling routes are your priority.
Quick Recap
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