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This guide covers how to train each [[Skills|skill]] from 1 to 99 efficiently. It pairs with the stage guides — '''[[Beginner's Guide]]''', '''[[Mid-Game Guide]]''', and '''[[Endgame Guide]]'''. | This guide covers how to train each [[Skills|skill]] from 1 to 99 efficiently. It pairs with the stage guides — '''[[Beginner's Guide]]''', '''[[Mid-Game Guide]]''', and '''[[Endgame Guide]]'''. | ||
Revision as of 23:04, 26 July 2026
This guide covers how to train each skill from 1 to 99 efficiently. It pairs with the stage guides — Beginner's Guide, Mid-Game Guide, and Endgame Guide.
The one rule
For almost every skill: run the highest-level action you've unlocked. Higher actions give more XP per completion, and the extra time per action is more than paid back. The exceptions (noted below) are when a lower action feeds something you need right now, or a weather window opens a temporary bonus action.
Universal speed-ups
These help every skill, so buy/build them early and keep them current:
- Companions — assign a creature whose buff matches the skill you're training (a speed buff shortens actions; a double buff pays extra output).
- Mastery — each action's own mastery ladder and the skill pool quietly cut action time and boost output; the milestones reward broad levelling.
- Museum wings — a completed wing gives a permanent double-yield or speed bonus to its skill.
- Shop — Sharpened Tools (+2%/rank to all four gathering skills) and, late, the Tool Ladders (up to −24% action time per gathering skill).
- Weather — time the right sky (Rain for Fishing, Heatwave for Mining/Smithing, etc.); severe weather and weather-window gathers give the biggest bursts.
- Homestead — the Forge speeds Smithing; passive producers keep your processing inputs stocked.
Gathering skills
These need no inputs — just run the top action.
- Foraging — climb the ladder to Sky Grain, Primal Bloom, and the level-90+ capstones (Vale Nectar, World-Tree Fruit). Watch for the Tailwinds weather-window gather.
- Logging — up through Cloudwood, Worldroot and Dawn Sequoia. Logging also feeds rope, hafts, and building materials, so bank extra.
- Mining — up through Moonstone, Starfall Vein and Heartstone. Mining supplies every Smithing tier, so you'll often mine ahead of your forge.
- Fishing — up through Helicoprion and Leedsichthys. Fish feed Cooking; a Storm/Rain window opens the Stormfish gather.
Tip: once you have hired hands (Taming 25), park dinos on the gathers you're not actively training so all four skills tick at once.
Processing skills
These consume gathered inputs, so keep a buffer stocked — running dry stalls your training. Run the highest recipe you can supply.
- Cooking — turns fish and meat into healing food (and the six kibble recipes). You'll always want food for Hunting and Taming, so Cooking rarely goes to waste.
- Crafting — rope, armour, saddles, torches, and the endgame dino trinkets. Rope and torches are constant background needs.
- Smithing — smelt ore to ingots, then forge the tier ladder (Bronze → Iron → Silver/Gold → Obsidian → Moonstone). Smelt in bulk so forging never waits on ingots.
- Alchemy — tonics and, vitally, tranquilizers for Taming. Keep Calming Tonics and Potent Tranquilizers ahead of your taming plans.
Combat and progression skills
- Hunting — combat gathering; each kill costs HP, so bring cooked food and let auto-eat carry you. Climb to tougher prey as your gear and HP allow; endgame adds nemesis hunts.
- Taming — the longest grind (roughly 420–490 hours to 99). It levels from taming and from Breeding, imprint care, and Dispatch missions, so a running breeding/imprint pipeline is the fastest path. Feed matching kibble for faster attempts.
- Expeditions — trains by running patrols and Guardians; push new biomes for the XP jumps and gear. Watch Guardian Heat and interleave patrols.
- Delving — trains by running caves; each cave opens after you clear its biome. The Amber Door (Delving 95, needs the Sigil) is the capstone.
- Farming — plot-based rather than action-based: plant the best seeds you have across your Farmland plots and harvest on a cycle. Farming has no mastery ladder.
A practical order
You don't level skills one at a time — you keep all your engines pointed somewhere useful:
- Your active action on whichever skill you're pushing (usually the one gating your next goal).
- Hired hands on the gathers you're not actively training.
- Homestead producers topping up processing inputs.
- Dispatch squads out for materials and dino XP.
- A breeding/imprint cycle feeding Taming XP in the background.
See also
- Beginner's Guide · Mid-Game Guide · Endgame Guide — the stage-by-stage guides.
- Skills — every skill's own page with its full action list.
- Mastery, Weather, Tool Ladders — the big cross-skill multipliers.