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	<title>Endgame Guide - Revision history</title>
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	<updated>2026-09-14T12:55:08Z</updated>
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 21:11, 9 September 2026&lt;/td&gt;
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		<author><name>Primal wiki</name></author>
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	<entry>
		<id>https://wiki.primalidle.com/index.php?title=Endgame_Guide&amp;diff=1038&amp;oldid=prev</id>
		<title>Primal wiki: CI sync from c7016500719a85216dc7b3da93793783a6a7c6a3</title>
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		<updated>2026-07-19T21:23:43Z</updated>

		<summary type="html">&lt;p&gt;CI sync from c7016500719a85216dc7b3da93793783a6a7c6a3&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;By the endgame you&amp;#039;ve cleared the [[Biomes|biome]] chain up to the [[Sundered Vale]], you&amp;#039;re breeding and imprinting, and your skills are climbing toward 99. This guide covers the deep systems — most of them added in the &amp;#039;&amp;#039;&amp;#039;Great Rebalance&amp;#039;&amp;#039;&amp;#039; (game v0.36.7–v0.36.10) — and how they fit together. For the earlier stages see the &amp;#039;&amp;#039;&amp;#039;[[Mid-Game Guide]]&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
== The endgame frontier: the Rifts ==&lt;br /&gt;
&lt;br /&gt;
Defeat the &amp;#039;&amp;#039;&amp;#039;Sundered One&amp;#039;&amp;#039;&amp;#039; (the [[Sundered Vale]] Guardian) and the &amp;#039;&amp;#039;&amp;#039;[[Rifts]]&amp;#039;&amp;#039;&amp;#039; tear open — three expedition-only zones past the Vale with repeatable boss fights. Rifts are the deepest [[Expeditions]] content:&lt;br /&gt;
&lt;br /&gt;
* Patrols and bosses pay &amp;#039;&amp;#039;&amp;#039;Rift Shards&amp;#039;&amp;#039;&amp;#039;, an unsellable currency spent only at the &amp;#039;&amp;#039;&amp;#039;Rift Bazaar&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Each zone&amp;#039;s boss is gated behind 25 patrol wins, then farmable.&lt;br /&gt;
* The boss-only &amp;#039;&amp;#039;&amp;#039;Riftforged&amp;#039;&amp;#039;&amp;#039; [[Sets|set]] bridges the Sundered and Primal sets.&lt;br /&gt;
* The Bazaar sells a permanent &amp;#039;&amp;#039;&amp;#039;Rift Standard&amp;#039;&amp;#039;&amp;#039; (+10 expedition score), a &amp;#039;&amp;#039;&amp;#039;Riftbound Trinket&amp;#039;&amp;#039;&amp;#039;, and egg crates for thin stables.&lt;br /&gt;
&lt;br /&gt;
== Guardian Heat ==&lt;br /&gt;
&lt;br /&gt;
Farming one Guardian or rift boss over and over now &amp;#039;&amp;#039;&amp;#039;heats its biome&amp;#039;&amp;#039;&amp;#039; (+8% difficulty per stack, up to 10). Heat cools over time, and — more usefully — &amp;#039;&amp;#039;&amp;#039;each patrol win in that biome vents a stack&amp;#039;&amp;#039;&amp;#039;. In practice this turns boss farming into a boss-and-patrol &amp;#039;&amp;#039;&amp;#039;rotation&amp;#039;&amp;#039;&amp;#039;: interleave patrols to keep difficulty (and your losses) down. See [[Expeditions#Guardian Heat|Guardian Heat]].&lt;br /&gt;
&lt;br /&gt;
== Forging with Blueprints ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Blueprints]]&amp;#039;&amp;#039;&amp;#039; are the endgame gear path. Find a blueprint sheet, study it in the [[Bank]], and its recipe appears on [[Smithing]] or [[Crafting]] permanently. Forged pieces:&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;roll their stats&amp;#039;&amp;#039;&amp;#039; (a max roll wears a gold ★; an all-max piece earns &amp;quot;Perfect Cast&amp;quot;),&lt;br /&gt;
* live in your &amp;#039;&amp;#039;&amp;#039;Gear Locker&amp;#039;&amp;#039;&amp;#039; and can be &amp;#039;&amp;#039;&amp;#039;salvaged&amp;#039;&amp;#039;&amp;#039; back into ~half their rare materials,&lt;br /&gt;
* are &amp;#039;&amp;#039;&amp;#039;bound to you&amp;#039;&amp;#039;&amp;#039; — they never drop where you die.&lt;br /&gt;
&lt;br /&gt;
An average forged piece beats the best craftable gear; max rolls chase the [[Sets|expedition sets]]. Ten rare materials feed the forge, spread across the whole valley and its rifts.&lt;br /&gt;
&lt;br /&gt;
== Perfect tames: kibble and eggs ==&lt;br /&gt;
&lt;br /&gt;
Idle stabled creatures &amp;#039;&amp;#039;&amp;#039;[[Breeding#Passive egg-laying|lay eggs]]&amp;#039;&amp;#039;&amp;#039; passively (an Oviraptor in the stable speeds every egg timer). Cook eggs into six tiers of &amp;#039;&amp;#039;&amp;#039;[[Taming#Kibble and premium tames|kibble]]&amp;#039;&amp;#039;&amp;#039; — feeding a tame its matching kibble makes the attempt faster and the result better, the food behind &amp;#039;&amp;#039;&amp;#039;perfect-quality tames&amp;#039;&amp;#039;&amp;#039;. Three new species round out the roster: &amp;#039;&amp;#039;&amp;#039;[[Moschops]]&amp;#039;&amp;#039;&amp;#039; (25), &amp;#039;&amp;#039;&amp;#039;[[Basilosaurus]]&amp;#039;&amp;#039;&amp;#039; (93, the first [[Delving]] companion), and &amp;#039;&amp;#039;&amp;#039;[[Yutyrannus]]&amp;#039;&amp;#039;&amp;#039; (99, the best taming-worker buff in the game).&lt;br /&gt;
&lt;br /&gt;
Endgame [[Hunting]] also adds &amp;#039;&amp;#039;&amp;#039;[[Hunting#Nemesis hunts|nemesis hunts]]&amp;#039;&amp;#039;&amp;#039; — named alphas lured with surplus alpha trophies, paying a second artifact stream — and cull [[Contracts]] now reach Hunting 92.&lt;br /&gt;
&lt;br /&gt;
== The Tribe: Material Ages ==&lt;br /&gt;
&lt;br /&gt;
Your &amp;#039;&amp;#039;&amp;#039;[[Tribe]]&amp;#039;&amp;#039;&amp;#039; camp advances through six &amp;#039;&amp;#039;&amp;#039;Material Ages&amp;#039;&amp;#039;&amp;#039; (Stone → Bronze → Iron → Silver → Obsidian → &amp;#039;&amp;#039;&amp;#039;Moonstone&amp;#039;&amp;#039;&amp;#039;), each granting permanent, tribe-wide multipliers. Founding an Age costs &amp;#039;&amp;#039;&amp;#039;Age Catalysts&amp;#039;&amp;#039;&amp;#039; (2/4/6/8/10 across the five advances), a building-level floor, and a bill of goods — and retires your workers and buildings for the power. Age Catalysts come from sieging the ten &amp;#039;&amp;#039;&amp;#039;rogue-clan outposts&amp;#039;&amp;#039;&amp;#039; (including the new Skyreach Roost and Sundered Bastion). The &amp;#039;&amp;#039;&amp;#039;Foreman&amp;#039;s Ledger&amp;#039;&amp;#039;&amp;#039; auto-banks the camp stockpile so long offline stretches don&amp;#039;t idle at the cap.&lt;br /&gt;
&lt;br /&gt;
== Mastery: the long tail ==&lt;br /&gt;
&lt;br /&gt;
Late game, &amp;#039;&amp;#039;&amp;#039;[[Mastery]]&amp;#039;&amp;#039;&amp;#039; becomes a major power source:&lt;br /&gt;
&lt;br /&gt;
* Every action&amp;#039;s 1–99 ladder pays perks at 25/50/75/99; the &amp;#039;&amp;#039;&amp;#039;mastery-99&amp;#039;&amp;#039;&amp;#039; perk is now &amp;#039;&amp;#039;&amp;#039;+25% output&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
* Each skill&amp;#039;s &amp;#039;&amp;#039;&amp;#039;pool&amp;#039;&amp;#039;&amp;#039; grants checkpoint bonuses as it fills (roughly 9–13 days per skill).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Mastery#Skill Mastery Milestones|Skill Mastery Milestones]]&amp;#039;&amp;#039;&amp;#039; at 20/45/75% of a skill&amp;#039;s total mastery grant standing bonuses — rewarding broadly levelling every action.&lt;br /&gt;
* On [[Expeditions]]/[[Arenas]], the mastery score perks now &amp;#039;&amp;#039;&amp;#039;scale with difficulty&amp;#039;&amp;#039;&amp;#039;, so they keep growing on the hardest content.&lt;br /&gt;
&lt;br /&gt;
== Late-game economy ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Exotic Broker]]&amp;#039;&amp;#039;&amp;#039; — a second [[Shop]] tier unlocks at &amp;#039;&amp;#039;&amp;#039;600 total skill levels&amp;#039;&amp;#039;&amp;#039; or an &amp;#039;&amp;#039;&amp;#039;Alpha [[Arenas|arena]] win&amp;#039;&amp;#039;&amp;#039;. Its &amp;#039;&amp;#039;&amp;#039;Master Vault&amp;#039;&amp;#039;&amp;#039; (+8 [[Bank]] slots × 49 ranks) is the reason a maxed bank holds &amp;#039;&amp;#039;&amp;#039;623 slots&amp;#039;&amp;#039;&amp;#039; — one of every item.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Tool Ladders]]&amp;#039;&amp;#039;&amp;#039; — per-skill gathering tools from Flint up to Starfall; each rank shaves 4% off that skill&amp;#039;s action time (up to 24%).&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Ancestral Monument]]&amp;#039;&amp;#039;&amp;#039; — an Amber-priced [[Homestead]] capstone (unlocks at your first skill 99) that raises the Amber value of everything you sell, +1% per level to +10%.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Gathering capstones&amp;#039;&amp;#039;&amp;#039; — eleven new level-80+ actions extend [[Foraging]], [[Logging]], [[Mining]] and [[Fishing]] all the way to 99.&lt;br /&gt;
&lt;br /&gt;
== Chronicles and the Amber Door ==&lt;br /&gt;
&lt;br /&gt;
Completing all 40 &amp;#039;&amp;#039;&amp;#039;[[Chronicles]]&amp;#039;&amp;#039;&amp;#039; notes grants &amp;#039;&amp;#039;&amp;#039;The Sigil&amp;#039;&amp;#039;&amp;#039; — and the Sigil is the &amp;#039;&amp;#039;&amp;#039;key to the [[Caves#The Amber Door|Amber Door]]&amp;#039;&amp;#039;&amp;#039;, an eleventh cave hidden in the [[Sundered Vale]] at [[Delving]] 95 (it burns a Deeplight Lantern per delve). Its unique relic makes roughly every fifth [[Excavation|dig]] run itself for free. A dry streak on cave [[Museum|artifacts]] is also capped now, so the last few always come.&lt;br /&gt;
&lt;br /&gt;
== Endgame priorities ==&lt;br /&gt;
&lt;br /&gt;
# Beat the &amp;#039;&amp;#039;&amp;#039;Sundered One&amp;#039;&amp;#039;&amp;#039; and open the &amp;#039;&amp;#039;&amp;#039;[[Rifts]]&amp;#039;&amp;#039;&amp;#039; — the deepest expedition content and the Riftforged set.&lt;br /&gt;
# Push &amp;#039;&amp;#039;&amp;#039;[[Blueprints|forging]]&amp;#039;&amp;#039;&amp;#039; for best-in-slot rolled gear.&lt;br /&gt;
# Advance the &amp;#039;&amp;#039;&amp;#039;[[Tribe|Material Ages]]&amp;#039;&amp;#039;&amp;#039; for permanent tribe-wide multipliers.&lt;br /&gt;
# Grind &amp;#039;&amp;#039;&amp;#039;[[Mastery]]&amp;#039;&amp;#039;&amp;#039; — the +25% output capstone and milestones are huge late-game power.&lt;br /&gt;
# Unlock the &amp;#039;&amp;#039;&amp;#039;[[Exotic Broker]]&amp;#039;&amp;#039;&amp;#039;, max the &amp;#039;&amp;#039;&amp;#039;[[Bank]]&amp;#039;&amp;#039;&amp;#039; (623), and buy the &amp;#039;&amp;#039;&amp;#039;[[Tool Ladders]]&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
# Finish the &amp;#039;&amp;#039;&amp;#039;[[Chronicles]]&amp;#039;&amp;#039;&amp;#039; for the Sigil and the &amp;#039;&amp;#039;&amp;#039;[[Caves#The Amber Door|Amber Door]]&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
# Chase &amp;#039;&amp;#039;&amp;#039;perfect tames&amp;#039;&amp;#039;&amp;#039; with [[Taming#Kibble and premium tames|kibble]] and imprinting.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Mid-Game Guide]]&amp;#039;&amp;#039;&amp;#039; — the stage before this.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Leveling Guide]]&amp;#039;&amp;#039;&amp;#039; — skill-by-skill training.&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;[[Rifts]]&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;[[Tribe]]&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;[[Mastery]]&amp;#039;&amp;#039;&amp;#039;, &amp;#039;&amp;#039;&amp;#039;[[Blueprints]]&amp;#039;&amp;#039;&amp;#039; — the core endgame systems.&lt;br /&gt;
&lt;br /&gt;
{{Nav}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Primal wiki</name></author>
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