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Quests

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Revision as of 18:24, 26 July 2026 by Primal wiki (talk | contribs) (CI sync from cfb94bc36c35768bd842c1ff79cfc23d090acb22)

Quests are guided goal chains that double as the game's tutorial. Each chain is an ordered list of steps; only the next incomplete step is active, and steps complete automatically the moment their goal is met. Several chains run in parallel, so a new player works through "First Steps" while the others wait.

Rewards are Amber and items — and early chains are designed to fund themselves, with each step handing you the materials the next one needs. In the quest list, steps beyond the active one are hidden as "???" until you reach them.

The Chains

The six starter chains below (Act I — Roots) are the tutorial arc; the tables list each step's goal and reward. Beyond them lie three later Acts (see below) that carry the story to the endgame.

First Steps

Learn to live off the valley — from first berries to your first working dino.

Step Goal Reward
Fill your pouch Hold 10 Crimson Berries (Foraging) 25 Amber + 6 Plains Fiber
Learn the land Reach Foraging level 5 25 Amber
Twist a rope Hold a Rope (Crafting) 25 Amber + 8 Crimson Berries
Brew a Calming Tonic Hold a Calming Tonic (Alchemy) 50 Amber + 10 Crimson Berries
A first friend Tame your first creature (Taming) 75 Amber
Put it to work Assign a dino to a worker slot 100 Amber

Call of the Wild

Build a pack and take the fight to the biomes.

Step Goal Reward
A growing pack Tame 3 different species 100 Amber
March together Reach Taming level 10 (unlocks your pack) 100 Amber
Patrol the frontier Win 10 expeditions 150 Amber
Face the Matriarch Defeat your first biome guardian 300 Amber

Iron & Fire

From loose stones to a forged edge.

Step Goal Reward
Dig deeper Reach Mining level 30 100 Amber
First alloy Hold a Bronze Ingot (Smithing) 100 Amber
Arm yourself Hold a Bronze Spear 150 Amber
Iron age Reach Smithing level 55 300 Amber

Roots of Home

A camp becomes a homestead.

Step Goal Reward
Break ground Build 5 total structure levels 100 Amber
Feed the herd Raise the Feeding Trough to level 3 150 Amber
A working homestead Build 25 total structure levels 200 Amber
Raise the Thatch Hut Build the Thatch Hut 250 Amber

Into the Depths

The caves below the cleared biomes hold the valley's treasures.

Step Goal Reward
Light the way Hold 3 Torches (Crafting) 100 Amber
Into the dark Win your first delve 150 Amber + 5 Torches
A glint in the gloom Hold a Rough Garnet 200 Amber
Deep habits Win 25 delves 400 Amber

Legacy

What you build outlasts you.

Step Goal Reward
The next generation Hatch your first bred creature (Taming) 200 Amber
A twist in the line Breed a mutated creature 300 Amber
True mastery Raise any skill to level 99 500 Amber

Acts II–IV

Past the tutorial, the story continues in three Acts of nine chains total, each ending in a relic reward. Four of the six Act rewards are bank passives — kept in your Bank, they grant a standing bonus; the last two are cosmetic capstones.

Act II — The Valley Wakes

  • The Amber Circuit — the trade economy; rewards the Trader's Seal (bank passive: +1 Trading Post special-order slot).
  • Bones of the Valley — fossils and the Museum; rewards the Dig Compass (bank passive: fossil digs 10% faster).
  • Smoke on the Horizon — the Tribe arc.

Act III — The Long Watch

  • The Long Ladder — the road to high skill levels.
  • The Turning SkyWeather and seasons; rewards the Almanac (bank passive: all skills 2% faster whenever any weather effect is live).
  • An Age of Ash — the Tribe Material Ages; rewards the Warchief's Standard (bank passive: +5 kit score to every camp worker).
  • Blood and LineageBreeding and Imprinting.

Act IV — War in the Vale

  • War in the Vale — the Rifts and endgame combat; rewards the Primal Standard (a cosmetic banner).
  • The Grand Collection — full-collection goals; rewards the Monument Deed (a cosmetic Homestead pennant).

See Also

  • Achievements — milestone goals that share the same tracking system
  • Skills, Taming — the activities the chains guide you through