Skills: Difference between revisions
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! Skill !! Role | ! Skill !! Role | ||
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| [[Foraging]] || Collect berries, fiber, seeds, and plants — the base supply for [[Cooking]], [[Alchemy]], and [[Taming]]. | | {{Icon|foraging}} [[Foraging]] || Collect berries, fiber, seeds, and plants — the base supply for [[Cooking]], [[Alchemy]], and [[Taming]]. | ||
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| [[Logging]] || Fell trees for wood of rising tiers, feeding [[Crafting]] and the [[Homestead]]. | | {{Icon|logging}} [[Logging]] || Fell trees for wood of rising tiers, feeding [[Crafting]] and the [[Homestead]]. | ||
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| [[Mining]] || Extract stone, flint, ores, and crystal to supply [[Smithing]]. | | {{Icon|mining}} [[Mining]] || Extract stone, flint, ores, and crystal to supply [[Smithing]]. | ||
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| [[Fishing]] || Catch fish of increasing tiers as ingredients for [[Cooking]]. | | {{Icon|fishing}} [[Fishing]] || Catch fish of increasing tiers as ingredients for [[Cooking]]. | ||
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| [[Hunting]] || Fight wild creatures for hide, meat, bone, and trophies. Uses food to stay healthy, and opens the path to [[Taming]]. | | {{Icon|hunting}} [[Hunting]] || Fight wild creatures for hide, meat, bone, and trophies. Uses food to stay healthy, and opens the path to [[Taming]]. | ||
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| [[Farming]] || Plant seeds in plots that grow in real time, yielding crops on harvest. | | {{Icon|farming}} [[Farming]] || Plant seeds in plots that grow in real time, yielding crops on harvest. | ||
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! Skill !! Role | ! Skill !! Role | ||
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| [[Cooking]] || Turn meat and fish into food that heals during [[Hunting]] and is required for [[Taming]]. | | {{Icon|cooking}} [[Cooking]] || Turn meat and fish into food that heals during [[Hunting]] and is required for [[Taming]]. | ||
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| [[Crafting]] || Work hide, fiber, and wood into armor, tools, and creature gear. | | {{Icon|crafting}} [[Crafting]] || Work hide, fiber, and wood into armor, tools, and creature gear. | ||
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| [[Smithing]] || Smelt ores into ingots and forge metal tools and weapons across ascending tiers. | | {{Icon|smithing}} [[Smithing]] || Smelt ores into ingots and forge metal tools and weapons across ascending tiers. | ||
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| [[Alchemy]] || Brew berries and plants into tranquilizer tonics for [[Taming]] and buff potions. | | {{Icon|alchemy}} [[Alchemy]] || Brew berries and plants into tranquilizer tonics for [[Taming]] and buff potions. | ||
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! Skill !! Role | ! Skill !! Role | ||
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| [[Taming]] || The centerpiece skill. Each creature's taming action demands a minimum level, specific food, tranquilizer tonics, and a long timer. Tamed creatures join your [[Stable]] and can work skills or join expeditions. Unlocks [[Breeding]] at higher levels. | | {{Icon|taming}} [[Taming]] || The centerpiece skill. Each creature's taming action demands a minimum level, specific food, tranquilizer tonics, and a long timer. Tamed creatures join your [[Stable]] and can work skills or join expeditions. Unlocks [[Breeding]] at higher levels. | ||
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! Skill !! Role | ! Skill !! Role | ||
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| [[Expeditions]] || Send your party into a biome to auto-resolve fights, earning loot and clearing toward each biome's guardian. Defeating a guardian unlocks the next biome and its [[Arenas]] rematches. | | {{Icon|expeditions}} [[Expeditions]] || Send your party into a biome to auto-resolve fights, earning loot and clearing toward each biome's guardian. Defeating a guardian unlocks the next biome and its [[Arenas]] rematches. | ||
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| [[Delving]] || Excavation skill: run real-time digs at biome sites to unearth fossils and rare skulls, which are assembled into the [[Museum]]. | | {{Icon|delving}} [[Delving]] || Excavation skill: run real-time digs at biome sites to unearth fossils and rare skulls, which are assembled into the [[Museum]]. | ||
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Revision as of 15:25, 14 July 2026
Skills are the trainable disciplines at the heart of Primal Idle. Each runs from level 1 to 99 on its own experience curve, and each offers actions that resolve on timers to produce resources and unlock further content. This page lists every skill in the game, grouped by role.
For how leveling and actions work in general, see Gameplay.
Gathering
Gathering skills need no material inputs — they turn time into raw resources that feed the rest of the game.
| Skill | Role |
|---|---|
| Foraging | Collect berries, fiber, seeds, and plants — the base supply for Cooking, Alchemy, and Taming. |
| Logging | Fell trees for wood of rising tiers, feeding Crafting and the Homestead. |
| Mining | Extract stone, flint, ores, and crystal to supply Smithing. |
| Fishing | Catch fish of increasing tiers as ingredients for Cooking. |
| Hunting | Fight wild creatures for hide, meat, bone, and trophies. Uses food to stay healthy, and opens the path to Taming. |
| Farming | Plant seeds in plots that grow in real time, yielding crops on harvest. |
Processing
Processing skills consume the raw materials gathered above and refine them into finished goods.
| Skill | Role |
|---|---|
| Cooking | Turn meat and fish into food that heals during Hunting and is required for Taming. |
| Crafting | Work hide, fiber, and wood into armor, tools, and creature gear. |
| Smithing | Smelt ores into ingots and forge metal tools and weapons across ascending tiers. |
| Alchemy | Brew berries and plants into tranquilizer tonics for Taming and buff potions. |
Signature
The flagship system that defines Primal Idle's primal-survival theme.
| Skill | Role |
|---|---|
| Taming | The centerpiece skill. Each creature's taming action demands a minimum level, specific food, tranquilizer tonics, and a long timer. Tamed creatures join your Stable and can work skills or join expeditions. Unlocks Breeding at higher levels. |
Combat & Progression
These skills carry you outward into the world, unlocking new Biomes and endgame content.
| Skill | Role |
|---|---|
| Expeditions | Send your party into a biome to auto-resolve fights, earning loot and clearing toward each biome's guardian. Defeating a guardian unlocks the next biome and its Arenas rematches. |
| Delving | Excavation skill: run real-time digs at biome sites to unearth fossils and rare skulls, which are assembled into the Museum. |
See also
- Getting Started — the new-player introduction and core loop.
- Mastery — per-action progression layered on top of skill levels.
- Bank — where gathered resources are stored and sold.