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== How items work == 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).
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