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Player

From Primal Idle Wiki

Player is your character sheet — your own combat stats, active title, running buffs, and worn equipment, plus where you manage your fighting pack, review forged gear, and track your pet collection. It draws together pieces of many other systems in one place, so most of what it shows is documented in depth elsewhere; this page covers what's specific to the sheet itself.

Character stats

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You have your own Attack and Defense — separate from any creature's Power/Guard/Swiftness — which decide how you fare in Hunting, Expeditions, and Delving:

Stat Base Grows from Notes
Health 100 (fixed) Doesn't grow with level or gear. Drop below 25% and you're Wounded: your defense (below) is halved until you recover.
Attack 2 equipped gear + Gear Locker pieces + potion buffs
Defense 0 equipped gear + Gear Locker pieces + potion buffs Printed already halved if you're Wounded — the sheet always shows the number the game actually fights on.
Total skill level sum of all 13 skill levels (max 1,287 = 13 × 99) Gates the Exotic Broker: 600 total, or any Alpha-tier arena win. Your unlock status is shown right next to this stat.

Titles

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The top tier of most Achievements tracks — and a couple of one-off Trials — grants a cosmetic title. Everything you've earned goes into a picker at the top of the sheet; choose any one to display in the «...» pill above your stats. Titles carry no gameplay effect and can be swapped anytime. See Achievements for the full list of which track grants which title.

Active effects

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A live list shows every timed bonus currently running, with a countdown for each: potions drunk from the Bank, the current sky effect, and the standing seasonal passive. This is a read-only status view — see Tonics and Weather for what each buff actually does.

Equipment

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Your six gear slots — weapon, head, chest, legs, shield, trinket — sit here as a paper-doll, with buttons to equip and unequip. A forged piece from your Gear Locker (below) can fill the same slot as crafted or dropped gear, and takes over the slot's display while worn. See Equipment for what every weapon, armour piece, and trinket actually gives.

Fallen gear

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If you die, the piece you lost is tracked here: which biome it fell in, an instant Amber ransom button, and how many more wins in that biome will earn it back for free. See Death and reclaiming gear for how dying happens and what it costs. Reclaiming a piece this way is also the Live to Tell Trial; dying ten times over a save earns What Doesn't Kill You (see Achievements). Forged gear from your Gear Locker is never at risk this way — it's bound to you and can never drop.

Gear Locker

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Every piece you've forged lives here, in storage separate from the Bank — up to 24 pieces at once. From the Locker you can equip a piece over your slots above, fit a saddle or barding onto a dino or a compatible piece onto a Tribe worker, salvage it back into roughly half its rare materials, or spend Amber trying for a better roll.

Quality tiers

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Every forged cast rolls one quality before its stats, and that roll sets how far into the blueprint's range the stats can land — a stat that lands at the very top of its quality's window wears a gold , the same mark a max-rolled blueprint stat carries anywhere else in the game:

Quality Chance Stat-roll window
Common 70% Bottom 30% of the range
Fine 24% Next 35% (30–65%)
Masterwork 6% Top 35% (65–100%)

Deep into the endgame — after enough Primal Ascension progress — a fourth grade opens above Masterwork, and the Rite of Refinement unlocks alongside it. From that point every fresh cast (including a Rite) rolls this table instead:

Quality Chance Stat-roll window
Common 70% Bottom 30%
Fine 24% 30–65%
Masterwork 5% 65–96%
Primal 1% Top 4% (96–100%) — the rarest cast in the game

The Rite of Refinement re-casts a piece you already own for a flat 15,000 Amber plus either half its blueprint's rare-material bill (the same halving salvage uses) or one Quality Whetstone in place of the materials. It always keeps the better of the old piece and the fresh cast — grade first, then total stat roll — so a Rite can never make a piece worse, and it costs no XP.

Your pack

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Pack membership, roles, and healing are all managed from here. Add a tamed creature to your pack — it unlocks at Taming 10 and grows by one slot every 20 Taming levels, reaching its cap of 5 at Taming 80 — and it fights beside you, contributing to the Pack Power strip's bonuses to Hunting, Expeditions, and Delving; see Fighting alongside you for how those bonuses work. Give each member a role — Attack, Guard, or Scout — from Party roles, and heal an injured one instantly with a salve straight from its card. A pack member out on a Dispatch mission shows separately as Away until it returns.

Every pet you've found — up to all thirteen — appears in a strip near the bottom of the sheet, each showing its passive bonus; an undiscovered pet shows as a ??? egg naming the skill to keep working. See Pets for the full roster and find rates.

See also

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  • Achievements — the tracks and trials that grant titles
  • Equipment — every weapon, armor piece, and trinket you can wear
  • Blueprints — how forged gear, including everything in the Gear Locker, gets made
  • Companions — the full pack mechanics: Pack Power, health, veteran levels
  • Expeditions — party roles, and what happens when you die
  • Pets — the thirteen skill pets and how they're found
  • Tonics, Weather — the buffs shown in Active effects