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'''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 == 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 == {| class="wikitable sortable" ! Category !! What it covers !! Representative items |- | {{Icon|foraging}} Foraging || Berries, roots, fibres, mushrooms, farmed seeds and crops || Crimson Berry, Wild Honey, Glowcap, Primal Bloom, Gourd, Skyfruit |- | {{Icon|logging}} Logging || Wood and resin from trees || Fernwood, Ginkgo Log, Redwood Log, Ironbark Log, Cloudwood Log, Amber Resin |- | {{Icon|mining}} Mining || Stone, ores, gems and minerals || Stone, Copper Ore, Iron Ore, Coal, Obsidian, Moonstone, Raw Gemstone |- | {{Icon|fishing}} Fishing || River, reef and deep-water fish || Minnow, Gar, Sturgeon, Icefish, Leedsichthys, Ammonite |- | {{Icon|cooking}} Cooking || Cooked [[Food]] that heals during Hunting || Cooked Minnow, Lungfish Stew, Salmon Roast, Primal Banquet |- | {{Icon|crafting}} Crafting || Cordage, baskets, and wood/bone/hide gear || Twine Rope, Fiber Tunic, Wooden Club, Hunting Bow, Torch |- | {{Icon|smithing}} Smithing || Ingots and metal weapons and armour || Bronze Ingot, Iron Spear, Obsidian Blade, Obsidian Plate |- | {{Icon|alchemy}} Alchemy || [[Tonics]], tranquilizers, elixirs and salves || Tranquilizer Brew, Focus Tonic, Titan Brew, Fern Poultice |- | {{Icon|hunting}} 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 |} == Biome armour materials == Since v0.36.58 (re-anchored v0.54.9) most crafted armour and shields need a '''biome armour material''' on top of the usual Hide, Bone or ingots. Each one drops from its biome's [[Hunting|hunts]] — and more slowly from that biome's [[Expeditions|patrol]] — so a crafted piece is now tied to a '''place''': you cannot forge an Iron Helm without first hunting the [[Cavern Depths]] for Deepchitin. {| class="wikitable sortable" ! Material !! Biome !! Tier !! Sell !! Used by |- | {{Icon|ridgeplate}} Ridgeplate || [[Redwood Wilds]] || 2 || 5 || Copper Cap, Hide Vest, Hide Leggings, Bronze Helm, Wooden Shield, Bone Helm, Bronze Shield, Bronze Greaves |- | {{Icon|bogscale}} Bogscale || [[Murkwater Swamp]] || 3 || 8 || Fiber Tunic, Iron Plate |- | {{Icon|deepchitin}} Deepchitin || [[Cavern Depths]] || 4 || 12 || Iron Helm |- | {{Icon|slagplate}} Slagplate || [[Scorched Badlands]] || 5 || 16 || Mangrove-Frame Shield |- | {{Icon|reefshell}} Reefshell || [[Coral Shallows]] || 6 || 22 || Iron Greaves |- | {{Icon|rimepelt}} Rimepelt || [[Frozen Wastes]] || 7 || 28 || Iron Tower Shield |- | {{Icon|windquill}} Windquill || [[Skyreach Plateau]] || 9 || 46 || Obsidian Helm, Obsidian Bulwark |- | {{Icon|valehide}} Valehide || [[Sundered Vale]] || 10 || 60 || Obsidian Greaves, Obsidian Plate |} There is deliberately '''no''' material for the [[Grasslands]] or the [[Ashen Peaks]]: the Grasslands is grandfathered (nothing crafted at that level asks for more than plain Hide and Bone), and the Ashen Peaks has no craftable armour in its level band. The rarer biome drops that came before this system — Emberheart, Frostbound Hide and Apex Scale — are unchanged and still have their own recipes. == Obtaining items == 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. * '''[[Farm]]ing''' — 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 == * '''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 == * [[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 {{Nav}} [[Category:Items]] <div class="pi-pageimage" style="display:none">[[File:Icon-glyph-backpack.png|128px]]</div>
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