Stable: Difference between revisions
Primal wiki (talk | contribs) Update page image to Icon-glyph-hatchling.png (PageImages) |
Primal wiki (talk | contribs) CI sync from eff6bd87bb1da55cc388cda61b259a5cd0e033aa |
||
| Line 8: | Line 8: | ||
* '''Send on activities''' — creatures join [[Expeditions]] and can be sent on [[Dispatch]] missions. | * '''Send on activities''' — creatures join [[Expeditions]] and can be sent on [[Dispatch]] missions. | ||
* '''[[Breeding]]''' — pair two stabled creatures of the same species to produce offspring with inherited stats. | * '''[[Breeding]]''' — pair two stabled creatures of the same species to produce offspring with inherited stats. | ||
* '''Equip [[Dino Gear]]''' — fit | * '''Equip [[Dino Gear]]''' — fit a saddle, barding, and trinket to improve a creature. | ||
== Finding a creature == | |||
Search by nickname, species, or ID number, or jump to a subset with one tap: '''All''', '''Pack''', '''Idle''', '''Working''', '''Hurt''', '''Locked''', or '''Keepers''' (creatures carrying a max-rolled stat). Switch the whole roster to a by-species view (strongest first), or sort a shelf by a single stat — Power, Guard, Swiftness, or Health. | |||
== Stable capacity == | == Stable capacity == | ||
You start with '''3 stalls'''. Capacity then grows with your [[Taming]] level (+1 stall every 10 levels) | You start with '''3 stalls'''. Capacity then grows with your [[Taming]] level (+1 stall every 10 levels), the '''Grand Stable''' [[Homestead]] upgrade, and the '''Extra Stall''' [[Shop]] upgrade. When space is tight, release surplus creatures to make room for better-bred or higher-tier ones — or use the '''Stasis Vault''' (Shop) to encase idle dinos so they don't take up a stall. | ||
Two settings stop a full Stable from interrupting your taming: '''Auto-release finished tames when full''' finishes the tame and releases the newcomer for half its input value in [[Amber]] instead of halting the action, and checking a creature's '''dupes''' box does the same for every future tame of its species once one is already stabled. | |||
== Locking a creature == | == Locking a creature == | ||
Tap the '''padlock''' next to a creature's name to '''lock''' it: the Release button disappears until you unlock it, so a favourite worker or packmate can't be released by a stray tap. Locked creatures still work, fight, [[Breeding|breed]], | Tap the '''padlock''' next to a creature's name to '''lock''' it: the Release button disappears until you unlock it, so a favourite worker or packmate can't be released by a stray tap. Locked creatures still work, fight, [[Breeding|breed]], go on [[Dispatch]] missions, or enter the Stasis Vault as normal — locking only guards against accidental release. | ||
== Injuries and healing == | |||
A rough [[Expeditions|expedition]], [[Hunting|hunt]], or [[Dispatch]] mission can send a creature home '''injured''' — it can't be put to work or sent on another Dispatch mission until it recovers. Injuries mend on their own over time, or tap '''Heal''' to spend your cheapest suitable [[Alchemy#The salve ladder|salve]] instead, reaching one creature, your marching party, or every hurt creature in the Stable depending on which salve you're carrying. | |||
== Veteran levels == | == Veteran levels == | ||
Any creature that fights becomes a '''veteran'''. | Any creature that fights becomes a '''veteran'''. [[Expeditions|Expedition]] runs, [[Hunting|hunt]] kills, and [[Dispatch]] missions all grant '''veteran XP''' to the uninjured creatures who took part: full XP on a win or success, half on a loss or failure, and — on a hunt — double when the kill was against an alpha. Veterans level up on their own, all the way to '''level 60'''; no management is needed, and rotating your party is never punished. | ||
Each veteran level adds '''+1% to all three combat stats''' (Power, Guard, Swiftness), up to '''+59%''' at the cap. That bonus applies everywhere the creature is used — expedition strength, [[Companions|pack]] hunts, [[Companions|worker]] buffs, and even [[Companions#Hired hands (background gathering)|hired-hand]] gathering speed — so a seasoned veteran is simply a better dino at everything. | Each veteran level adds '''+1% to all three combat stats''' (Power, Guard, Swiftness), up to '''+59%''' at the cap. That bonus applies everywhere the creature is used — expedition strength, [[Companions|pack]] hunts, [[Companions|worker]] buffs, and even [[Companions#Hired hands (background gathering)|hired-hand]] gathering speed — so a seasoned veteran is simply a better dino at everything. | ||
The Stable | The Stable groups your roster into three shelves, top to bottom: '''{{Icon|glyph-star}} Veterans''' (highest level first, each showing a level badge and XP bar), '''{{Icon|ui-mutation}} Bred''' ([[Breeding#The Nursery and Imprinting|Nursery-raised]] creatures that haven't fought yet), and '''{{Icon|glyph-paw}} Fresh Tames'''. A creature jumps up to the Veterans shelf the moment it earns its first level. Raising veteran levels feeds the '''Drillmaster''' [[Achievements|achievement]] track, and taking your first creature to level 60 earns the '''Old Guard''' title. | ||
== See also == | == See also == | ||
* [[Creatures]] · [[Taming]] · [[Companions]] · [[Breeding]] · [[Homestead]] | * [[Creatures]] · [[Taming]] · [[Companions]] · [[Breeding]] · [[Homestead]] · [[Alchemy]] | ||
{{Nav}} | {{Nav}} | ||
Revision as of 22:36, 23 August 2026
The Stable is where your tamed creatures live. Every creature you tame through Taming is delivered here, and from the Stable you manage what each one does.
Every tamed creature also has its own name, assigned automatically and kept forever. Names appear everywhere the creature does — the Stable, your pack, battles, and Dispatch squads — with the species and a number kept as a small tag so you can still tell your look-alikes apart. No two of your creatures share a name.
Managing your creatures
- Assign as a companion — put a creature to work boosting a skill.
- Send on activities — creatures join Expeditions and can be sent on Dispatch missions.
- Breeding — pair two stabled creatures of the same species to produce offspring with inherited stats.
- Equip Dino Gear — fit a saddle, barding, and trinket to improve a creature.
Finding a creature
Search by nickname, species, or ID number, or jump to a subset with one tap: All, Pack, Idle, Working, Hurt, Locked, or Keepers (creatures carrying a max-rolled stat). Switch the whole roster to a by-species view (strongest first), or sort a shelf by a single stat — Power, Guard, Swiftness, or Health.
Stable capacity
You start with 3 stalls. Capacity then grows with your Taming level (+1 stall every 10 levels), the Grand Stable Homestead upgrade, and the Extra Stall Shop upgrade. When space is tight, release surplus creatures to make room for better-bred or higher-tier ones — or use the Stasis Vault (Shop) to encase idle dinos so they don't take up a stall.
Two settings stop a full Stable from interrupting your taming: Auto-release finished tames when full finishes the tame and releases the newcomer for half its input value in Amber instead of halting the action, and checking a creature's dupes box does the same for every future tame of its species once one is already stabled.
Locking a creature
Tap the padlock next to a creature's name to lock it: the Release button disappears until you unlock it, so a favourite worker or packmate can't be released by a stray tap. Locked creatures still work, fight, breed, go on Dispatch missions, or enter the Stasis Vault as normal — locking only guards against accidental release.
Injuries and healing
A rough expedition, hunt, or Dispatch mission can send a creature home injured — it can't be put to work or sent on another Dispatch mission until it recovers. Injuries mend on their own over time, or tap Heal to spend your cheapest suitable salve instead, reaching one creature, your marching party, or every hurt creature in the Stable depending on which salve you're carrying.
Veteran levels
Any creature that fights becomes a veteran. Expedition runs, hunt kills, and Dispatch missions all grant veteran XP to the uninjured creatures who took part: full XP on a win or success, half on a loss or failure, and — on a hunt — double when the kill was against an alpha. Veterans level up on their own, all the way to level 60; no management is needed, and rotating your party is never punished.
Each veteran level adds +1% to all three combat stats (Power, Guard, Swiftness), up to +59% at the cap. That bonus applies everywhere the creature is used — expedition strength, pack hunts, worker buffs, and even hired-hand gathering speed — so a seasoned veteran is simply a better dino at everything.
The Stable groups your roster into three shelves, top to bottom: Veterans (highest level first, each showing a level badge and XP bar), Bred (Nursery-raised creatures that haven't fought yet), and Fresh Tames. A creature jumps up to the Veterans shelf the moment it earns its first level. Raising veteran levels feeds the Drillmaster achievement track, and taking your first creature to level 60 earns the Old Guard title.