Trail: Difference between revisions
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'''The Trail''' is the way an [[Expeditions|expedition]] run is shown to you: instead of a single result, each run plays out as a '''four-stage gauntlet''' across the [[Biomes|biome]], fronting the wild [[Creatures|creatures]] that live there and, on a Guardian run, ending at the boss itself. The Trail is how expeditions are presented and narrated — the outcome of a run is still one combat resolution. | '''The Trail''' is the way an [[Expeditions|expedition]] run is shown to you: instead of a single result, each run plays out as a '''four-stage gauntlet''' across the [[Biomes|biome]], fronting the wild [[Creatures|creatures]] that live there and, on a Guardian run, ending at the boss itself. The Trail is how expeditions are presented and narrated — the outcome of a run is still one combat resolution. | ||
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[[Category:Expeditions]] | [[Category:Expeditions]] | ||
[[Category:Trail]] | [[Category:Trail]] | ||
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Latest revision as of 21:01, 9 September 2026
The Trail is the way an expedition run is shown to you: instead of a single result, each run plays out as a four-stage gauntlet across the biome, fronting the wild creatures that live there and, on a Guardian run, ending at the boss itself. The Trail is how expeditions are presented and narrated — the outcome of a run is still one combat resolution.
The four stages
[edit | edit source]Every expedition run advances through four stages as its timer fills, with one of your companions taking point at each stage:
Patrol runs:
- Approach
- Skirmish
- Clash
- Showdown
Guardian runs swap the finale for the boss's own stand:
- Territory's Edge
- The Roar
- The Rampage
- [the Guardian's name]
At each stage a wild creature from the biome steps up. Early stages tend to front the biome's weaker species; the Showdown leans toward its strongest. On a Guardian run, the final stage shows the boss instead of a wild creature.
Wins and flees
[edit | edit source]Since v0.39.0 there's no coin flip and no outright loss: a run you're strong enough to attempt always finishes as a win eventually, clearing all four stages and taking the loot. Coming in under-geared doesn't fail the run — it just runs longer (more exchanges, more food burned), and grinding it out well past the intended gear line can leave your survivor injured even on a win.
- Win — you clear all four stages and take the run's loot. The normal outcome.
- Flee — not a choice to bail on a losing fight (there isn't one); it's the automatic swiftness-boosted escape your party attempts when you'd otherwise run out of food mid-fight. If the flee itself fails, you die instead (see Death and reclaiming gear).
Guardian bosses
[edit | edit source]Each biome's Showdown is ruled by one Guardian. Defeating a Guardian unlocks the next biome; they remain repeatable afterward.
| Biome | Guardian |
|---|---|
| Grasslands | Thunderfoot Matriarch |
| Redwood Wilds | Old Growth Tyrant |
| Murkwater Swamp | Murk Sovereign |
| Cavern Depths | Hollow King |
| Scorched Badlands | Scorched King |
| Coral Shallows | Tide Leviathan |
| Frozen Wastes | Frostmaw |
| Ashen Peaks | Ash Tyrant |
| Skyreach Plateau | Sky Sovereign |
| the Sundered Vale | The Sundered One |
Wild creatures on the Trail
[edit | edit source]The creatures you meet along the Trail are the feral cousins of that biome's tamable species.
| Biome | Wild creatures (weaker → stronger) |
|---|---|
| Grasslands | Terror Bird, Raptor, Gastornis, Triceratops |
| Redwood Wilds | Megaloceros, Dire Wolf, Stegosaurus, Allosaurus |
| Murkwater Swamp | Dimetrodon, Baryonyx, Kaprosuchus, Sarcosuchus |
| Cavern Depths | Giant Bat, Forge Salamander, Doedicurus, Cave Bear |
| Scorched Badlands | Moros, Ankylosaurus, Carnotaurus |
| Coral Shallows | Archelon, Plesiosaurus, Dunkleosteus |
| Frozen Wastes | Elasmotherium, Woolly Rhino, Smilodon, Woolly Mammoth |
| Ashen Peaks | Ceratosaurus, Spinosaurus, Tyrannosaurus |
| Skyreach Plateau | Pteranodon, Argentavis, Hatzegopteryx |
| the Sundered Vale | Titanoboa, Therizinosaurus, Quetzalcoatlus, Giganotosaurus |
Party roles
[edit | edit source]You can assign each companion in your party a role that shapes how the Trail resolves:
- Attack — takes point on more stages and counts for extra party strength.
- Guard — reduces the damage your survivor takes each fight.
- Scout — improves flee chance and raises the Trail Cache drop rate.
Feeding and the battle report
[edit | edit source]- Auto-eat. During a run your survivor automatically eats your best food to stay in the fight. You can toggle auto-eat off, and you can "Eat now" to heal manually whenever your health is below full. These controls appear on the encounter panel for both hunts and expeditions.
- Battle report. A collapsible panel above the action list keeps a running tally of your recent fights — wins, losses, the pack that fought, and everything they've brought home — rather than a per-run recap. See Battle Log for the full breakdown.
Trail Caches
[edit | edit source]Roughly one expedition win in a handful turns up a Trail Cache (a Scout in your party raises the odds). A cache pays out one of:
- Craftable companion gear tiered to the biome — saddles and bardings (most common outcome).
- A pile of Amber, scaling up with the biome.
- A relic gear piece (rare) — Wayfarer's Saddle, Sunfeather Saddle, Stormfang Barding, or Bulwark Barding, which appear only from caches and shift from saddles in the early biomes to bardings later.
| Biome | Amber pile | Relic pool |
|---|---|---|
| Grasslands | 150 | Wayfarer's Saddle |
| Redwood Wilds | 250 | Wayfarer's Saddle |
| Murkwater Swamp | 350 | Wayfarer's Saddle |
| Cavern Depths | 450 | Wayfarer's Saddle, Sunfeather Saddle |
| Scorched Badlands | 600 | Wayfarer's Saddle, Sunfeather Saddle |
| Coral Shallows | 750 | Sunfeather Saddle, Stormfang Barding |
| Frozen Wastes | 900 | Sunfeather Saddle, Stormfang Barding |
| Ashen Peaks | 1100 | Stormfang Barding, Bulwark Barding |
| Skyreach Plateau | 1300 | Stormfang Barding, Bulwark Barding |
| the Sundered Vale | 1600 | Bulwark Barding, Stormfang Barding |
See also
[edit | edit source]- Expeditions — how runs are chosen and resolved.
- Biomes — the regions and their Guardians.
- Creatures — the species you meet and tame.