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What is innate potential?

What innate potential is remains unsettled: it is described both as the number of stat points an Aniimo gains per level and as the fixed set of baseline stats it starts with on capture or birth, working much like individual values and raisable only with special items such as fruits.

This one is not settled.

Both versions are shown because the disagreement is itself information — usually it means the mechanic changed between beta builds.

Every Aniimo has six attributes: HP, Attack, Physical Defense, Regen, Magic Defense, and Break. Each of these attributes is determined by combining innate potential and acquired potential. Innate potential (IP) sets the baseline value for each stat from the moment of catch or hatch.

Value Limits and Astranite Costs

Nine is the highest innate potential value an Aniimo can roll naturally. Ten is the highest innate potential value an Aniimo can have in total, meaning the absolute cap cannot be hit on a wild catch or hatch alone.

Starting values directly affect your resource economy. An Aniimo's innate potential value scales its enhancement costs, so higher starting potential lowers the total Astranite needed to max out a stat.

Adjusting Fixed Values

Acquired potential is trained afterward in the capability awakening tab by spending enhancement materials. Innate potential does not grow through regular training and requires special items like fruits to alter.

An Aniimo can consume only one Capability Fruit. Capability Fruit is a scarce resource, so plan its use carefully rather than spreading it across temporary party members.

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From the closed beta, not measured. How measured figures work, and why this is not one