Expeditions: Difference between revisions
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'''Expeditions''' are Primal Idle's core progression activity: auto-resolving survival runs into a chosen [[Biomes|biome]]. Each expedition is powered by your gear and your companion party, resolves as an automatic fight (shown stage by stage on the [[Trail]]), and pays out relics, materials, and — with luck — rare gear. '''Guardian''' expeditions are the milestone challenges that unlock the next biome. | '''Expeditions''' are Primal Idle's core progression activity: auto-resolving survival runs into a chosen [[Biomes|biome]]. Each expedition is powered by your gear and your companion party, resolves as an automatic fight (shown stage by stage on the [[Trail]]), and pays out relics, materials, and — with luck — rare gear. '''Guardian''' expeditions are the milestone challenges that unlock the next biome. | ||
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You can assign a role to each [[Creatures|companion]] in your party to shape how expeditions resolve: | You can assign a role to each [[Creatures|companion]] in your party to shape how expeditions resolve: | ||
* ''' | * '''Attack''' — leads more of the [[Trail]] stages and counts for extra party strength. | ||
* '''Guard''' — reduces the damage your survivor takes. | * '''Guard''' — reduces the damage your survivor takes. | ||
* '''Scout''' — improves flee chance and raises the Trail Cache drop rate. | * '''Scout''' — improves flee chance and raises the Trail Cache drop rate. | ||
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* [[Caves]] and [[Delving]] — the post-clear cave activity. | * [[Caves]] and [[Delving]] — the post-clear cave activity. | ||
* [[Weather]] — Storm boosts expedition strength. | * [[Weather]] — Storm boosts expedition strength. | ||
* [[Battle Log]] — the after-action report every patrol and Guardian run keeps. | |||
{{Nav}} | {{Nav}} | ||
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[[Category:Skills]] | [[Category:Skills]] | ||
[[Category:Progression]] | [[Category:Progression]] | ||
<div class="pi-pageimage" style="display:none">[[File:Icon-expeditions.png|128px]]</div> | |||