Map and Biomes

Each Tier area on the map is divided into three primary Biomes: Temperate, Artic, and Arid.

## Home Points

Players are able to set **one** of their beds/sleeping bags as their home point. From there, they will only be able to respawn at that bed/sleeping bag or any other bed/sleeping bag they own within the regional area (within a 200 meter radius of their home point bed/bag). This ensures players cannot be locked into only one respawn point in one area, but rather if owning various bases within a regional vicinity, can respawn between them at will, while still remaining localized.

In the event there is no valid sleeping bag or bed to respawn at, players may opt to respawn on the beach of the Tier and Biome in which they died, ensuring they aren't propelled across the world far from where they lived or recently died.

If a player wishes to move to a new area, they would travel there and set a new Home Point, allowing them respawns within a 200 meter radius of that new point. This would be akin to "moving" in the real world.

In the event of setting up a Raid Base for a War Declaration for example, a Clan would do so in advance of the raid as it normally works, but make sure to set their Home Point as well as perhaps even backup nearby respawns (within 200 meters as mentioned above) in order to be able to respawn at.

If traveling far across the world, players may for instance want to plan some type of logistics such as setting up temporary travel bases in which they can respawn at in that new region should they die, perhaps even setting them down as they go and then letting them decay once they served their purpose. This would be an example of a more nomad-type playstyle that uses their TC Allotment creatively as per their unique playstyle, whereas a more permanently-fixed character may set up all their TC's in a certain region because they have specific plans for all that real estate.

## Rivers & Lakes

Rivers and lakes are not available to directly build upon, as they are considered POIs and will be free to use for everyone. Smaller lakes provided around the map are available as sources to do fishing without having to go to the coast.

## Caves

Several different cave types are available to explore around the map.

* **Cave Dweller Caves:** A brutal, cannibalistic NPC Faction resides in these Caves that uses primitive weapons that they've highly tuned their skills for, but are very susceptible to non-primitive weapons such as Guns since they don't understand them.
* **Lawless Hideouts:** Criminal NPC's will frequent these Caves, attempting to lay low counting their bloody coins - will have a range of loot from all their various misdeeds.
* **Bear Dens:** Caves that serve as temporary homes for Bears taking shelter. Unlike on the open field, it will be hard to run from them here so new tactics will need to be employed.
* **Wolf Dens:** Same as above, though populated with Wolves.
* **Resource Caves:** Contain reliable clusters of various ore nodes for those seeking some subterranean ore gathering. Will eventually have Ores that differ from their above-ground counterparts.
* **Oil Caves:** Similar to the ones which exist in vanilla rust, though with revamped loot and NPC layouts.
* **Buildable Caves:** Caves with simply nothing in them, and build restrictions removed in certain areas, allowing for players to settle down in the dark depths.