Biome Progression: Difference between revisions
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* '''Upgrade your gear.''' Equip the best weapon and armour you can [[Crafting|craft]], [[Smithing|forge]], or find; later, [[Blueprints|forged]] gear and [[Sets|expedition sets]] push far higher. | * '''Upgrade your gear.''' Equip the best weapon and armour you can [[Crafting|craft]], [[Smithing|forge]], or find; later, [[Blueprints|forged]] gear and [[Sets|expedition sets]] push far higher. | ||
* '''Farm the biome's [[Sets|set]].''' Patrols and its [[Caves|cave]] drop the biome set; a few pieces (or a full set's flat bonus) can tip a Guardian. | * '''Farm the biome's [[Sets|set]].''' Patrols and its [[Caves|cave]] drop the biome set; a few pieces (or a full set's flat bonus) can tip a Guardian. | ||
* '''Bring the right party.''' Fill [[Expeditions|expedition]] party slots with strong, [[Breeding|bred]] and [[Imprinting|imprinted]] creatures, and assign '''roles''' ( | * '''Bring the right party.''' Fill [[Expeditions|expedition]] party slots with strong, [[Breeding|bred]] and [[Imprinting|imprinted]] creatures, and assign '''roles''' (Attack for power, Guard to survive, Scout to flee). | ||
* '''Level [[Expeditions]].''' Running patrols raises the skill and unlocks the Guardian action in the first place. | * '''Level [[Expeditions]].''' Running patrols raises the skill and unlocks the Guardian action in the first place. | ||
* '''[[Mastery]] and [[Museum]].''' Expedition mastery perks and the Skyreach/Vale museum wings add score and yield. | * '''[[Mastery]] and [[Museum]].''' Expedition mastery perks and the Skyreach/Vale museum wings add score and yield. | ||