Items
Items are every object you can gather, craft, cook, brew, loot, or equip in Primal Idle. Everything you collect is stored in the Bank, and almost every item can be sold to the vendor for Amber — the game's universal currency.
This page is a hub: it explains the item categories, how items are obtained and used, and links to the detailed sub-pages. It does not list every single item — the specialised pages (Equipment, Food, Tonics, Fossils, and so on) cover individual entries in full.
How items work
[edit | edit source]Every item shares a small set of properties:
- Sell value — the amount of Amber the vendor pays per unit. Values climb steeply with tier: a Crimson Berry sells for 1, a Raw Gemstone for 120, and an endgame relic for thousands.
- Category — the broad group an item belongs to (see below). Categories drive how items are sorted in the Bank and which Skills produce them.
- Description — flavour text, often hinting at where an item is found or what it is used for.
Some items carry extra properties that unlock special uses:
- Heal — restores health when auto-eaten during Hunting. See Food.
- Equip — grants attack and/or defense in an Equipment slot when worn.
- Potion — grants a timed buff when drunk. See Tonics.
- Salve — instantly heals injured tamed creatures. See Tonics.
- Dino gear — saddles and bardings equipped to tamed creatures. See Dino Gear.
There is no numeric rarity stat, but items form clear tiers: within each skill the yield tree runs from cheap starter materials up to rare, high-value endgame goods. A handful of items are flagged in their descriptions as exclusive — never craftable or sold, only obtained from a specific source (for example the Ancient Amber Pendant from the Shop, or drop-only Relics, Artifacts and set pieces).
Item categories
[edit | edit source]| Category | What it covers | Representative items |
|---|---|---|
| Foraging | Berries, roots, fibres, mushrooms, farmed seeds and crops | Crimson Berry, Wild Honey, Glowcap, Primal Bloom, Gourd, Skyfruit |
| Logging | Wood and resin from trees | Fernwood, Ginkgo Log, Redwood Log, Ironbark Log, Cloudwood Log, Amber Resin |
| Mining | Stone, ores, gems and minerals | Stone, Copper Ore, Iron Ore, Coal, Obsidian, Moonstone, Raw Gemstone |
| Fishing | River, reef and deep-water fish | Minnow, Gar, Sturgeon, Icefish, Leedsichthys, Ammonite |
| Cooking | Cooked Food that heals during Hunting | Cooked Minnow, Lungfish Stew, Salmon Roast, Primal Banquet |
| Crafting | Cordage, baskets, and wood/bone/hide gear | Twine Rope, Fiber Tunic, Wooden Club, Hunting Bow, Torch |
| Smithing | Ingots and metal weapons and armour | Bronze Ingot, Iron Spear, Obsidian Blade, Obsidian Plate |
| Alchemy | Tonics, tranquilizers, elixirs and salves | Tranquilizer Brew, Focus Tonic, Titan Brew, Fern Poultice |
| Hunting | Kill drops and hunting trophies | Raw Meat, Hide, Bone, alpha Trophies, Fang Mark |
| Expedition | Biome relics, guardian trophies, cave loot, Fossils and Artifacts | Verdant Relic, Frost Heart, Cave Pearl, Sky Opal, species skulls |
Obtaining items
[edit | edit source]Items enter your Bank through several channels:
- Gathering Skills — Foraging, Logging, Mining and Fishing pull raw materials straight from the world.
- Production Skills — Cooking, Crafting, Smithing and Alchemy consume raw materials to produce foods, gear and consumables.
- Farming — crop plots turn seeds into produce used as worker feed, heal food and vendor stock.
- Hunting and Taming — fighting wild creatures yields meat, hide, bone and rare Trophies.
- Expeditions, caves and digs — biome patrols, cave delves and excavation sites drop relics, unique gear, gems, Fossils and Artifacts.
- The Shop and exchanges — the Amber Exchange, Mark Exchange and Contract Board sell or reward a few items that drop nowhere else.
Using items
[edit | edit source]- Sell for Amber — every item has a sell value; surplus and duplicate drops keep the economy flowing.
- Craft inputs — raw materials feed the production skills.
- Equip — Equipment (weapons, armour, shields, trinkets) and Dino Gear boost your and your creatures' combat and work output; full Sets add extra bonuses.
- Consume — Food heals in combat, Tonics grant timed buffs, tranquilizers gate Taming, and salves mend injured creatures.
- Keys and tribute — some items are consumed to unlock content: dig maps start digs, Artifacts pay Arena tribute, and tranquilizers enable Taming.
- Collections — Fossils and species skulls are handed in to build the Museum.
See also
[edit | edit source]- Equipment — player weapons, armour, shields and trinkets
- Sets — biome equipment sets and set bonuses
- Food — cooked healing food
- Tonics — potions, tranquilizers and salves
- Dino Gear — saddles and bardings for tamed creatures
- Relics, Artifacts, Trophies, Fossils — special drops and collectibles
- Bank, Shop — storage and trading