Stable
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
edit- 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
editSearch 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
editYou 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
editTap 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
editA 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
editAny 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.