At a glance
| |
|---|
| What gates a region | Gear and temperature resistance, not a boss. You go where you can survive. |
| Why tier matters | Higher tier means better ore and tougher enemies, human and beast. |
| The hidden axis | Climate. Each region sits somewhere from Searing Heat to Deep Freeze and needs the right clothing or buffs. |
The full tier table
| Tier | Region | Climate | Ore | Signature threats |
|---|
| T1 | Eastern Rainforest | Comfort to Mild Heat | Starter (wood, stone, clay) | Outcasts, jungle wildlife |
| T2 | Western / Northern Rainforest | Comfort to Scorching | Tin, Copper | Flint and Claw tribes, Jaguar |
| T3 | Mangrove / River / Rift Valley | Mild to Scorching Heat | Copper, Coal | Giant Alligator, Mechanical Cores |
| T4 | Rocky Bottomland / Pit Hill / The Wild | Comfort to Severe Heat | Copper, Tin, Sulfur | Fang Tribe, Elite Wolf |
| T5 | Wetland / Lakeside / Jungle Cave | Cold to Severe Heat (Poison) | Iron, Phosphate, Coal | Bear, Elite Alligator, poison |
| T6 | Table Mountain / Plateau Woodland | Cold to Comfort | Iron, Coal | Horned Eagle, Bison |
| T7 | Great Prairie / Giant Wood Forest | Severe Cold to Mild Heat | Iron, Nitrate, Salt | Elephant, Wasteland Wolf |
| T8 | Wastelands / Giant Crater | Icy Cold to Searing (Radiation, Sandstorm) | Iron, Nitrate | Wild Lion, Mutant Rat, Cores |
| T9 | Barren Meadow / Volcanic Forest | Mild to Searing Heat | Iron, Sulfur | Wild Lion, Plunderers |
| T10 | Scorching Volcano | Severe to Searing Heat | Iron, Sulfur | Monitor Lizard, Cores |
| T11 | Frostleaf Grove / Dark Forest | Extreme Cold to Cold (Snowstorms) | Crystal | Snow Leopard, Spider, Arctic Wolf |
| T12 | Alpine Land / Frost Canyon | Deep Freeze (Snowstorms) | Crystal, Meteorite | Mammoth, Central Core |
Hazards by tier
| Hazard | Where | Bring |
|---|
| Heat | T2 to T4 rainforest, T9 to T10 volcano | Light clothing, heat resist, water |
| Poison | T5 wetlands | Poison resist, antidotes |
| Radiation + Sandstorm | T8 wasteland | Radiation gear, cover |
| Snowstorm + Deep Freeze | T11 to T12 frozen north | Heavy cold gear, warm food |
Map location types worth knowing
- Pit / Mine: dense ore nodes, usually guarded. Your metal runs.
- Barbarian Barrack / Fortress: town-sized tribe sites. Recruiting pools and gear drops.
- Ancient Ruins / Holy Ruins: relic chests, Tablets, masks, portal pieces.
- Mysterious Ruins / Pyramid: repair mask nodes. Pyramids hold world bosses.
- Mysterious Portal: permanent fast-travel structures.
- Ancient / Divine Tablet: read for tech points.
Do this in order
- Start in the T1 to T2 rainforest, set a base near water, gather Copper and Tin.
- Push T5 to T7 for Iron once you have bronze gear and some cold protection.
- Gear up before the T8 wasteland; radiation and sandstorm will end an underprepared run.
- Save the T11 to T12 frozen regions for Crystal and Meteorite when you have Fine Steel and full cold gear.
Watch out for
- Climate kills faster than enemies in the wrong region. Check the band before you travel.
- A region’s tier is a level range, not a wall. An Elite in a low region can still flatten you.
Related: the tech tier cheatsheet for what each metal builds, and the deep region guides starting with the rainforest.