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This guide picks up where the '''[[Beginner's Guide]]''' leaves off — once your gathering and processing skills are rolling, you have a few tames, and you've met your first [[Expeditions|Guardian]]. The mid-game is about turning a pile of skills into a '''party''' and a '''base''', and pushing through the [[Biomes|biome]] chain. == The mid-game loop == Where the early game is one action at a time, the mid-game runs on '''several engines at once''': * your '''active action''' (whatever skill you're training), * '''[[Companions#Hired hands (background gathering)|hired hands]]''' gathering in the background (from [[Taming]] 25), * '''[[Homestead]]''' structures passively producing food and materials, * '''[[Dispatch]]''' squads out on missions, * and '''[[Expeditions]]''' pushing your frontier. Your job shifts from "what do I click" to "is every engine pointed somewhere useful?" == Expeditions and clearing biomes == [[Expeditions]] are the spine of progression. Each run auto-resolves into a [[Biomes|biome]], powered by your '''gear''' and your '''companion party'''. Two things matter: * '''Patrols''' farm a biome for materials, [[Sets|set pieces]], and dig maps. * '''Guardians''' are the milestone fights that '''unlock the next biome'''. Beating a Guardian opens a new region — new resources, creatures, and content. Shape your party with '''roles''': * '''Attack''' — leads more stages and adds party strength. * '''Guard''' — cuts the damage your survivor takes. * '''Scout''' — improves flee chance and Trail Cache drops. Keep your gear current (craft/forge the best you can, equip [[Sets|expedition set]] pieces as they drop) and match companions to the fight. When a Guardian is close but not quite beatable, farm its patrol for a set piece or two and upgrade a weapon. After a biome falls you also unlock its '''[[Caves|cave]]''' (run through [[Delving]]) and its '''[[Arenas|Arena]]''' — both are optional side-progression you can circle back to. == Deeper taming and breeding == Mid-game [[Taming]] means '''better companions''', not just more: * Higher tames want '''[[Cooking|cooked food]]''' and stronger '''[[Alchemy|tranquilizers]]''' — keep both stocked. * Tamed creatures gain '''[[Stable#Veteran levels|veteran levels]]''' from use, getting stronger over time. * At '''[[Taming]] 50''' you unlock '''[[Breeding]]'''. [[Breeding]] pairs two of the same species so offspring inherit their parents' best stats, plus occasional '''mutations''' that push a stat above the wild cap. Bred hatchlings mature in the '''[[Homestead|Nursery]]''' and can be '''[[Imprinting|imprinted]]''' for permanent bonus stats. This is how you build creatures stronger than anything the wild offers — and idle stabled creatures also '''[[Breeding#Passive egg-laying|lay eggs]]''' you can cook into premium [[Taming#Kibble and premium tames|kibble]]. == Building the Homestead == Your '''[[Homestead]]''' is passive infrastructure: * '''House chain''' (Thatch Hut → Iron Keep) — raises your max HP for combat. * '''Passive producers''' — Tannery, Apiary, Fishery Dock, Quarry, Crop Plot — trickle materials on their own clock. * '''Farmland''' — unlocks [[Farming]] plots. * '''Storage Hut''' — more [[Bank]] slots; '''Grand Stable''' — more stable stalls. * '''Watchtower''' — boosts [[Expeditions|expedition]]/[[Dispatch]] strength. Build breadth first, then deepen the structures that serve your current bottleneck (HP for combat, storage for hoarding, stalls for a growing stable). == Passive income streams == * '''[[Companions#Hired hands (background gathering)|Hired hands]]''' — set tamed dinos gathering in the background. They can only gather what you've unlocked yourself. * '''[[Dispatch]]''' — send idle dinos on timed missions for loot (and veteran XP). Stronger squads haul more (up to ×2) and can score a '''frontier find''' from beyond your current tier. * '''[[Contracts]]''' — the Contract Board pays '''Fang Marks''' for cull/supply/patrol tasks; spend them at the '''Mark Exchange''' on exclusive gear and crates. * '''[[Trading Post]]''' — unlocked by the Trader's Charter ([[Shop]]); sells surplus at a daily-rotating markup, with '''special orders''' that pay above the usual spread. == Collections that pay off == * '''[[Museum]]''' — donate fossils and skulls to fill biome '''wings'''; a completed wing grants a permanent, always-on bonus. Skull-less digs bank Field Journal pages you can trade for a chosen skull, so the collection can't dead-end on bad luck. * '''[[Mastery]]''' — every action carries its own 1–99 mastery ladder plus a skill-wide '''pool'''. Perks are quiet individually but stack into a real edge; passing 20/45/75% of a skill's total mastery grants standing '''[[Mastery#Skill Mastery Milestones|milestone]]''' bonuses. * '''[[Chronicles]]''' — lore notes surface as you play, each firing a short double-XP burst. == Mid-game priorities == # Keep pushing the '''[[Expeditions|Guardian]] chain''' — new biomes gate almost everything. # Get '''[[Breeding]]''' running once you hit [[Taming]] 50; imprint your best stock. # Turn on every '''passive engine''' (hired hands, Homestead, Dispatch) so idle time compounds. # Bank the '''[[Contracts|Fang Marks]]''' and '''[[Trading Post]]''' income toward [[Shop]] upgrades. # Chip at the '''[[Museum]]''' and '''[[Mastery]]''' collections — they never expire and always help. == Where to go next == * '''[[Endgame Guide]]''' — the Great Rebalance systems: [[Rifts]], [[Tribe|Material Ages]], [[Mastery]] milestones, the [[Exotic Broker]], forging, and perfect tames. * '''[[Leveling Guide]]''' — a skill-by-skill look at the fastest way to train each skill. * '''[[Beginner's Guide]]''' — the early-game walkthrough this follows on from. {{Nav}} [[Category:Guides]] <div class="pi-pageimage" style="display:none">[[File:Icon-ui-tab-frontier.png|128px]]</div>
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