**Far Cry Primal weapons: building the toolkit and finding the skins to carry it**
A spear buried in a charging animal can save Takkar. The same spear sitting in the crafting menu cannot. Primal makes you think about the weapon, its ammunition and the supplies needed to replace it. Unlock a useful tool, make enough to carry, then replenish before the next long trip.
This covers the normal campaign's weapon families, their main unlocks, every ordinary carrying-capacity upgrade ladder and practical material hunting. Survivor changes the supply pressure; its rules deserve separate treatment.
**The bows and sling**
- **Bow:** your opening ranged weapon. Building Takkar's cave opens its upgrade, including faster follow-up shots.
- **Long Bow:** build Jayma's hut. Its slower draw buys better long-range precision and a closer aiming view.
- **Double Bow:** advance Jayma and upgrade her hut to level two. It launches two arrows together, so remember that each shot spends two.
- **Sling:** another Jayma-hut unlock. It gives thrown rocks a lethal role, with Precision Sling later helping against headgear.
Carry the ordinary bow into a running fight and use the long bow when you can choose the first shot. The double bow suits a close, dangerous target better than a distant guard whose head is already exposed. Spending twice the arrows to solve an easy shot just means stopping to gather sooner.
After a fight, recover arrows you can reach safely. A successful hit does not make walking into the remaining enemies a sensible recovery plan.
**Clubs and spears**
The **club** comes from the opening journey. Early village construction and later crafting improve it. It swings quickly enough to suit a panicked close encounter, and throwing one can interrupt an enemy while you close the distance.
**Karoosh's hut** unlocks the **two-handed club**. Its heavy swing needs room. Start the attack while an enemy is approaching rather than waiting until several attackers surround Takkar.
The **spear** becomes available through **Deep Wounds** and has five crafting levels. Thrown spears supply a heavy opening hit against a large animal; keeping one in hand gives useful reach when you need space.
Watch the terrain before throwing your last spear. Across a ravine, into deep water or onto an inaccessible ledge, a recoverable weapon can become a lost resource. Against a predator, pick a retreat path before you commit to the throw.
**Shards, bombs and traps**
The smaller tools fill very different jobs:
- **Stone Shard:** complete Blood of Oros and advance Wogah's crafting. The later upgrade penetrates most enemy masks.
- **Berserk Shard**, also described as a poison shard: Wogah's hut and the required materials. It turns a human target against other enemies.
- **Sting Bomb:** build Takkar's cave. Bees disrupt a group, buying time to move or attack.
- **Berserk Bomb:** acquire Dah through Big Darwa Fort and continue his progression. It applies the berserk effect to an area.
- **Fire Bomb:** acquire Roshani through Fire Screamer Fort. It starts a fire where it lands.
- **Trap:** Wogah's hut. Put it on the enemy's approach, then fight from a position that makes that approach tempting.
- **Bait:** unlocked through early beast-master progression. Use it to distract a predator or begin a valid taming attempt.
A berserk attack is most useful while the camp still has enough enemies to fight each other. Save it until the last isolated guard and most of its value disappears. Fire is effective for disruption, but grass and wooden surroundings can turn your own escape route into the dangerous part of the fight.
The owl's Weapon Drop skill lets it deliver compatible bombs. Unlocking the owl alone does not provide that ability, and a reconnaissance flight should come before a bombing run if you still need to locate captives or alarms.
The **Blood Shasti Club** belongs to bonus-edition content. The **Kapala Shard** originated as a Ubisoft Club reward, as the [archived game-menu text](https://t.co/BXYgwzITMi) records. Neither should be mistaken for a missing ordinary village recipe; check your edition's installed extras and available rewards rather than following an old promise that a particular login will grant everything today.
**Every carrying-capacity recipe ladder**
Each arrow below means the next upgrade, with a separate material payment. These are skin requirements, not a claim that having the skins bypasses specialist or hut gates.
- **Arrow Quiver:** 3 dhole skins → 2 feathers → 4 brown bear skins → 4 rare feathers.
- **Guts Bag:** 2 boar skins → 4 dhole skins → 5 yak skins → 5 tall elk skins.
- **Club Belt:** 3 dhole skins → 3 jaguar skins → 4 leopard skins → 4 sabretooth skins.
- **Spear Belt:** 3 wolf skins → 4 cave lion skins → 2 bitefish skins → 5 woolly rhino skins.
- **Pack:** 2 goat skins → 3 tapir skins.
- **Hunter Belt:** 2 white wolf skins → 3 mammoth skins → rare jaguar skins; check the final quantity in your crafting menu.
- **Throwing Shard Belt:** 3 goat skins → 3 badger skins → 4 monkey skins → 4 sabretooth skins.
- **Bomb Belt:** 3 cave bear skins plus 10 deer skins → 3 bitefish skins plus 10 boar skins. Its first upgrade needs Wogah's level-two hut.
Start with the pack, the ammunition you actually use and the guts bag if feeding your beast keeps emptying it. There is little benefit in carrying extra bombs before you have the bomb recipes.
**Winter Clothing** comes from Karoosh: the first upgrade costs **four wolf skins**; the later one costs **two white wolf and two rare yak skins**, giving full cold protection in normal mode.
Use the [recipe reference](https://t.co/tyUiIYr24v) for a visual cross-check, then check any locked conditions in-game.
**Gather by destination**
The western starting region supplies **alder wood, slate and reeds**. The north supplies **north cedar, north black rock and north clay**. The south supplies **south maple, south stone and south rock dust**. Look near water for reeds, clay and rock dust. Rare wood and stone can come while gathering their common equivalents.
For repeat ammunition and supplies, collect hardwood, flint and animal hides. Skinning also provides animal fat; larger animals provide bone. Bee clusters come from hives, while enemies and loot caches are sources of clay pots. These everyday ingredients are different from the regional materials used to unlock or upgrade a recipe.
Check the village reward stash before leaving. Its contents may save a trip for an ingredient you were about to hunt down. Carry a short list of the next two upgrades you want instead of remembering every recipe in Oros.
Animal map icons identify hunting territory, not a guaranteed creature standing on a precise spot. Search the habitat, use Hunter Vision and change your approach if the animal you need is absent. Rare variants require patience; an ordinary skin with a similar name will not satisfy the rare recipe.
For dangerous prey, prepare the killing ground. Find solid cover, avoid backing into water and have healing ready before the first arrow. If your purpose is a skin, keep the fight controlled instead of burning a whole patch of forest. And if your companion needs feeding, keep enough meat for the trip back as well as the next attack.
**Far Cry Primal weapons: building the toolkit and finding the skins to carry it**
· Games / Far Cry Primal