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**Far Cry Primal skills: all eight branches and the village that unlocks them**

· Games / Far Cry Primal

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**Far Cry Primal skills: all eight branches and the village that unlocks them** Takkar's next useful upgrade often starts with a person. Find the specialist, finish the recruitment, build the hut and suddenly a section of the skill menu becomes available. Wandering Oros for experience while ignoring those people can leave you rich in points and short of things to spend them on. This is the **normal campaign's complete eighty-entry skill catalogue**, including the starting abilities. Numbers in parentheses are skill-point costs. “Story” means the ability comes through progression rather than a normal point purchase. Survivor mode changes availability and several costs, so do not use this as its price list. **Takkar: survival, fifteen entries** - **Primitive Takedown, Hunter Vision, Primitive Agility, Primitive Stealth, Primitive Fire:** starting/story abilities covering basic takedowns, enhanced sight, movement, distractions and fire. - **Primitive Heal I (1), Primitive Heal II (3):** improve manual healing. - **Extra Health I (1), Extra Health II (2), Extra Health IV (6):** increase maximum health. Extra Health III is in Karoosh's branch. - **Sprint Heal (1):** heal while running. - **Crouch Sprint (2):** move faster while crouched. - **Sprint Forever (3):** improve sustained running. - **Health Regeneration (3):** quicker automatic recovery. - **Quiet Sprint (4):** reduce movement noise. Early health and healing provide room to recover from mistakes. Quiet Sprint becomes especially useful when you want to approach animals or patrols without announcing every movement. **Sayla: gathering, twelve entries** - **Reveal Terrain I (1), Reveal Terrain II (3):** uncover a wider area of the map around you. - **Show Resources (1), Show Plants (1):** put the corresponding gathering information on the minimap. - **Find Resources I (1), Find Resources II (2):** improve ordinary material yields. - **Find Rare Resources (2), Find Rare Plants (2):** improve rare-material gathering chances. - **Search Takedown (2):** loot during a takedown. - **Skinning I (2), Skinning II (2):** improve animal-resource yields. - **Beast Reviving (2):** reduce the red leaves needed to revive a dead companion. Gathering upgrades have a broad payoff because every later expedition needs materials. Take one when it will save repeated collection trips; leave a narrowly useful upgrade until you actually need its resource. **Tensay: beast mastery, twelve entries** - **Owl Companion (story), Owl: Hunter Vision (story):** unlock the scouting bird and its enhanced sight through Vision of Beasts. - **Tame Canines (story):** the Beast Master mission teaches the first taming category. - **Tame Wildcats (1):** expands the companion selection to cats. - **Tame Apex Predators (2):** permits brown bears and sabretooths; first tame five beasts. - **Tame Cunning Beasts (3):** opens cave bears and badgers; first tame eight beasts. - **Owl: Weapon Drop (3):** deliver carried bombs from the air. - **Owl: Tagging Range (3):** extend its marking range. - **Owl: Attack I (1), Owl: Attack II (3):** add the dive attack, then the ability to kill stronger elite enemies. - **Owl: Cooldown I (2), Owl: Cooldown II (3):** shorten the wait between attacks. Recruit Tensay early. His abilities change how you scout and fight, while collecting different beasts advances the requirements for the stronger taming categories. **Jayma: hunting, eleven entries** - **Hunter Vision: Sacks (1), Hunter Vision: Plants (1):** reveal more gathering targets through enhanced sight. - **Craft Arrows I (1), Craft Arrows II (2), Craft Arrows III (4):** increase arrows made per crafting action without increasing that action's resource bill. - **Tag Enemies (1), Tag Animals (4):** mark targets while aiming. - **Reduced Fall Damage (1):** soften survivable falls; it does not make every cliff safe. - **Animal Wounds (6):** increase weapon damage against animals. - **Bow Sprint Reload (2):** ready another arrow while running. - **Bow Handling (3):** reduce aiming sway. If the bow is doing most of your work, its handling and ammunition economy deserve attention before an expensive specialty skill. Tagging also makes it easier to watch the patrol you are trying to pass. **Karoosh: fighting, ten entries** - **Death From Above (1):** perform an aerial takedown. - **Shard Takedown (2):** follow a takedown with a shard attack; carry the required shards. - **Heavy Takedown (3):** take down powerful chieftain enemies. - **Chain Takedown (4):** link nearby targets. - **Mammoth Rider (2):** ride young mammoths. - **Beast Rider (2):** ride eligible tamed companions. - **Club & Spear Handling (1):** steady thrown-weapon aiming. - **Weapon Agility (1):** quicker switching and aiming. - **Use Weapons While Moving Bodies (1):** retain a thrown-weapon option while carrying a corpse. - **Extra Health III (4):** another maximum-health increase. Heavy Takedown solves a specific problem ordinary takedowns cannot. Check that requirement before planning a silent assault around removing the largest enemy first. **Wogah: crafting, eleven entries** - **Double Clubs (2), Double Spears (3), Double Shards (3):** create two of the relevant item per crafting action. - **Double Sting Bombs (2), Double Traps (2), Double Bait (1):** improve those crafting yields too. - **Vicious Traps (1):** strengthen trap damage. - **Precision Sling (2):** let sling headshots penetrate enemy headgear. - **Food Boosts I (1), Food Boosts II (1), Food Boosts III (2):** extend temporary food effects. The doubling skills are worth matching to your habits. Someone throwing spears constantly gets more immediate use from Double Spears than someone mostly firing a bow. **Dah: Udam skills, four entries** - **Melee Resistance I (2), Melee Resistance II (4):** reduce damage from animal attacks and enemy melee; the first also helps resist knockdowns. - **Double Berserk Bomb (2):** improve berserk-bomb crafting yield. - **Primitive Heal III (4):** another manual-healing improvement. Dah is recruited through **Big Darwa Fort**, followed by his village progression. His defensive abilities help when a fight gets close, but should supplement cover and movement rather than replace them. **Roshani: Izila skills, five entries** - **Fire Resistance (2):** reduce incoming fire damage. - **Double Fire Bombs (3):** improve fire-bomb crafting yield. - **Fire Takedown (3):** incorporate a carried fire bomb into a takedown. - **Fire Master I (6):** remove the animal-fat cost of lighting weapons. - **Fire Master II (4):** carry the burning-weapon effect across subsequent weapon selections. Recruit him through **Fire Screamer Fort** and build his hut. Fire resistance and lighting weapons without spending animal fat are separate benefits; one protects Takkar, while the other changes resource use. **The village progression checklist** Recruitment and hut upgrades are additional gates. Having enough points does not override the condition displayed on a locked skill. - **Sayla and Tensay:** finish the opening Beast Master progression and construct their huts. - **Jayma:** complete On the Hunt. - **Karoosh:** complete Brother in Need. - **Wogah:** complete Trapped and Blood of Oros. His route also supplies the grappling claw. - **Dah and Roshani:** defeat their forts' defenders, confront the commanders and continue their village missions. For the first builds, gather these basic materials together: - **Takkar's cave:** 4 alder wood, 3 slate, 2 reeds, 4 goat skins. - **Sayla's hut:** 4 alder wood, 3 slate, 2 reeds, 2 deer skins. - **Tensay's hut:** 2 alder wood, 2 slate, 2 reeds, 2 wolf skins. Later upgrades need regional resources and population, so keep track of the awkward animal ingredients: - Takkar: four badger skins; Sayla: four mammoth skins. - Tensay: one rare black lion skin; Jayma: two rare white deer skins. - Karoosh: one rare stripe wolf skin; Wogah: three cave bear skins. - Dah's second hut: one rare two-horn rhino skin; Roshani's second: two rare red bitefish skins. The first six second-level buildings require forty villagers; Dah and Roshani's second levels require fifty. Check the full wood, stone and other material bill at the construction marker before leaving. These skin checkpoints supplement that bill rather than replace it. Finally, inspect mission rewards when experience stops supplying the points you still need. Activities that explicitly award skill points remain important to completing the trees. A hut, a point and a prerequisite skill are different requirements; check all three before deciding the menu is broken.

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