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Bank

From Primal Idle Wiki

The Bank is where every item you gather, craft, or collect is stored. It is also where you convert surplus materials into Amber, Primal Idle's currency. Nearly everything the game produces flows through the Bank, making it your central inventory hub.

Item stacking

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The Bank stacks identical items together: each item type occupies a single stack no matter how many you own, and picking up more of an item simply increases that stack's quantity. There is no per-stack limit, so a stack can grow arbitrarily large.

What is limited is the number of distinct item types the Bank can hold — its slot count. When the Bank has no free slot for a brand-new item type, actions that would produce it stop with a "Bank full" notice (see Gameplay). Existing stacks always keep accepting more, so a full Bank only blocks new kinds of items. Four separate upgrades raise your slot count:

Source Bonus Max Total slots Paid in
Storage Hut +1 slot per level 99 levels +99 Materials, at your Homestead
Reinforced Vault +3 slots per rank 100 ranks +300 Amber, at the Shop
Master Vault +6 slots per rank 49 ranks +294 Amber, at the Exotic Broker
Museum Annex +4 slots per rank 6 ranks +24 Curator's Seals, at the Museum

The Museum Annex is the newest and smallest of the four: it sits on the Museum's Curator's Survey shelf, which only opens once a Museum wing stands complete, and it charges Curator's Seals rather than Amber — a currency the Museum mints from your surplus dig finds (maps, journal pages, and spare skulls) once that wing is done.

Fully upgraded across all four, the Bank holds 749 slots — 32 to start, +99 from the Storage Hut, +300 from the Reinforced Vault, +294 from the Master Vault, and +24 from the Museum Annex. That's comfortably more than the game's entire 612-item catalogue, so a maxed collector can keep one of everything banked at once.

Tabs and organization

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The Bank page splits its contents across eighteen tabs so a large inventory stays readable:

  • All — everything, unfiltered.
  • Rare — prized keepsakes you'd be sorry to sell by accident: relics, alpha trophies, biome artifacts, rival signature loot, and the game's rarest crafting materials.
  • Museum — finds the Museum wants: skulls, common fossils, and Field Journal pages.
  • Sell — pure sell-fodder with no other use in the game, safe to clear without a second thought.
  • Gear — anything you can equip.
  • Saddles — dino gear your tames wear.
  • Blueprints — learnable forge sheets.
  • One tab per skill or goods category — Foraging, Farming, Logging, Mining, Fishing, Cooking, Crafting, Smithing, Alchemy, Hunting, and Expedition finds.

The Rare and Sell tabs sort items by what they're for rather than which skill made them, so a rare material or a piece of sell fodder lands in the right tab automatically no matter which skill produced it.

The page also offers a search box and a sort dropdown: Default (your bank's own acquisition order), Value, Quantity, and Name, plus Type — which groups the All tab by shelf, or the Gear tab by equip slot (strongest piece first). The Gear tab adds two sorts of its own, Attack and Defense. Sorting only changes how items are displayed; your underlying storage order is left untouched.

Selecting a stack shows its details, including its description and its sell value.

Selling for Amber

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Every item has a sell value — the baseline Amber you receive per unit when you sell it to the vendor from the Bank. Selling a stack removes the chosen quantity and pays out:

  • Amber earned = item sell value × quantity sold.

That formula is the baseline: any permanent Amber-gain bonus you've unlocked — the Homestead's Ancestral Monument chief among them (+1% per level, up to +10% at its cap) — raises the price per unit above the raw sell value, and the number shown before you confirm a sale is always the number you're actually paid.

Selling is the primary source of Amber early on, funding Shop upgrades and other purchases. A sensible habit is to periodically clear out low-value or surplus gathering materials you no longer need while keeping anything a recipe, Cooking dish, or Crafting project might call for.

Note that buying goods back is deliberately expensive — the vendor sells items back at exactly their sell value — so it rarely pays to sell something you will need to re-buy later. When in doubt, hold materials that feed your active Skills.

When the bank is full

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Starting an action checks that every kind of item it's capable of producing has somewhere to go — not just its guaranteed output. A hunt that can roll a rare trophy needs a slot free for that trophy too, even with plenty of room for the meat; the same holds for every gathering, crafting, cooking, and taming action with a bonus chance drop. If any of those items has no existing stack and no free slot, the action won't start (or stops if it was already running), and a banner (with an "Open Bank" button) and a toast tell you why — so a full bank never silently stalls your progress.

Expeditions, cave delves, and arena runs work differently: only their guaranteed reward is checked before they launch, since a single run can turn up dozens of different rare finds and demanding room for all of them at once would make expeditions unplayable in a healthy bank. That's what the next rule covers:

Rare drops are never lost to a full bank: if a lucky rare (or any loot needing a brand-new stack) rolls while you have no room for it, it is automatically sold for Amber at its full sell value instead of being dropped. This applies to every loot source alike — hunts, expeditions, raids, Dispatch squads, villager gifts, and camp collections.

Special items are protected

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A few items are too important to quietly turn into Amber, so they skip the checks above and always land in the Bank, even over capacity:

  • Age Catalysts — the spoils that gate advancing your camp's Material Age.
  • Worker gear — the plain pieces handed back when a worker leaves your camp, whether you dismissed them or an Age advance retired the whole camp.
  • Dig-site skulls and Field Journal pages — every completed dig's find always banks, a first skull and a skull-less dig's pity page alike.
  • Quest rewards — the items a quest step hands you always arrive, which is also how completing one step can immediately fund the next.

Blueprint sheets are not on this list, despite appearances: even an unstudied masterwork sheet is an ordinary chance drop, and converts to Amber like anything else if you have no room when it rolls. The one guarantee sheets do carry runs the other way — a sheet for a recipe you've already learned is dead weight, so it auto-sells for Amber the instant it would be granted, whether or not the Bank has space.

See also

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  • Getting Started — the core loop and first steps.
  • Gameplay — how actions fill the Bank and what happens when it is full.
  • Shop and Exotic Broker — spend Amber on permanent upgrades, including extra bank slots.
  • Homestead — the Storage Hut and the Ancestral Monument.
  • Museum — the Museum Annex, and where skulls and fossils end up.
  • Trading Post — an alternate market for buying and selling goods.