Bank: Difference between revisions
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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. You can raise your slot count by: | 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. You can raise your slot count by: | ||
* buying '''bank slot''' upgrades in the [[Shop]], and | * buying '''bank slot''' upgrades in the [[Shop]] — the Reinforced Vault (up to +100) and, from the [[Exotic Broker]], the Master Vault (up to +392), and | ||
* building and upgrading | * building and upgrading the '''Storage Hut''' at your [[Homestead]] (up to +99). | ||
Fully upgraded, the Bank holds '''623 slots''' — 32 to start, +99 from the Storage Hut, +100 from the Reinforced Vault, and +392 from the Master Vault. That's comfortably more than the game's entire 574-item catalogue, so a maxed collector can keep '''one of everything''' banked at once. | |||
== Tabs and organization == | == Tabs and organization == | ||
Revision as of 15:34, 19 July 2026
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
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. You can raise your slot count by:
- buying bank slot upgrades in the Shop — the Reinforced Vault (up to +100) and, from the Exotic Broker, the Master Vault (up to +392), and
- building and upgrading the Storage Hut at your Homestead (up to +99).
Fully upgraded, the Bank holds 623 slots — 32 to start, +99 from the Storage Hut, +100 from the Reinforced Vault, and +392 from the Master Vault. That's comfortably more than the game's entire 574-item catalogue, so a maxed collector can keep one of everything banked at once.
Tabs and organization
The Bank page groups items into tabs so large inventories stay readable. Alongside an All tab, items are organized by the skill they belong to — Foraging, Logging, Mining, Fishing, Cooking, Crafting, Smithing, Alchemy, Hunting, and expedition goods — letting you jump straight to a category.
The page also offers a search box and sorting options (by value, quantity, or name). 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
Every item has a sell value — the amount of Amber you receive per unit when you sell it to the vendor from the Bank. Selling a stack simply removes the chosen quantity and pays you its sell value times the amount sold:
- Amber earned = item sell value × quantity sold.
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 for several times 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
An action only needs a free slot for its guaranteed drops. If it can't fit them, the action stops and a banner (with an "Open Bank" button) and a toast tell you why — so a full bank never silently stalls your progress.
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
A few progression items are too important to quietly turn into Amber, so they ignore the full-bank rule and squeeze into the bank one slot over capacity instead of converting:
- Age Catalysts — the spoils that gate advancing your camp's Material Age.
- Un-learned masterwork blueprint sheets — a sheet for a recipe you haven't studied yet.
- Worker gear returned by an Age advance — the plain pieces handed back when a new Age retires your camp.
The catch that this protects against: a blueprint sheet for a recipe you have already learned is dead weight, so it still converts to Amber like an ordinary bank-full drop.
See also
- Getting Started — the core loop and first steps.
- Gameplay — how actions fill the Bank and what happens when it is full.
- Shop — spend Amber on permanent upgrades, including extra bank slots.
- Trading Post — an alternate market for buying and selling goods.