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How to Upgrade Aniimo Potential

Potential is the one part of an Aniimo that levelling will not fix. Here is what raises it, what each attempt costs, and which numbers are actually reachable.

3 min read5 sectionschecked updated

The short version

  1. Innate potential is fixed at capture or birth and only special items such as fruits raise it
  2. 10 is the highest innate potential value an Aniimo can have, but 9 is the highest that rolls naturally
  3. Standard attributes cap at a combined maximum total of 20 between Initial Potential and Acquired Potential
  4. Every cultivation attempt consumes one Essence of Vanity, also called Vein Essence
  5. Confirming an inheritance transfer costs 20,000 Credits
  6. A crown icon means that stat has hit maximum potential

Aniimo are made stronger through several systems at once: standard levelling, traits, potential (Capability Points), resonance progression, carried equipment, and runes. Most of those reward time. Potential does not. It is the part of a creature that arrives already decided.

Innate potential is a fixed set of starting points an Aniimo has at capture or birth. It works like individual values in other creature games, and raising it takes special items such as fruits rather than experience. That is why two creatures of the same species and the same level are not the same creature.

This guide is about what you can actually do to move those numbers, and what each move costs you.

The three numbers to hold in your head

Ten is the highest innate potential value an Aniimo can have. Nine is the highest value that can be rolled naturally. Nothing you catch or hatch arrives at the top on its own, so the last step up is always something you pay for.

The other number is the ceiling. Standard attributes cap at a combined maximum total of 20 between Initial Potential and Acquired Potential. A weak starting roll therefore leaves more room to grow into, and a strong one leaves less, which is worth knowing before you dump rare materials into a creature that was already close to the line.

20

Combined potential cap on a standard attribute

Initial Potential and Acquired Potential share one ceiling of 20, so every point you add counts against the same total.

Reading the potential screen

Each Aniimo has two attributes the game marks as its recommended stats to raise, shown in priority order as 1st and 2nd. Treat that as the build telling you where the returns are. You are free to ignore it, but you will be spending scarce materials on a stat the creature was not designed around.

A crown icon marks a stat that has reached maximum potential. Players call it crowning, and doing it to both recommended stats is double crowning. The potential-grade ladder runs Common, Good, Elite, Perfect, and Perfect is the point where players start genuinely min-maxing rather than just improving. Our guide Capability Points, Fruits and Crowning Stats covers that ladder and the fruits in depth.

One trap while you are learning the icons: the sparkling potential aura is a separate marker from the Sparkling trait. An Aniimo can be Sparkling and show no aura at all. They are two different things that happen to share a word.

Potential grades
  1. CommonLowest grade on the potential ladder.
  2. GoodSecond grade, one step above Common.
  3. EliteThird grade, one step below the top.
  4. PerfectTop grade, and the point where players begin min-maxing their creatures.

What each attempt costs

Cultivation is the grind layer. Each cultivation or nurture attempt consumes one Essence of Vanity, which the game also calls Vein Essence. Your supply of that item is the real limit on how fast a roster improves, not your level.

On top of that, upgrading an attribute's potential to higher levels requires progressively rarer materials. Early gains are cheap and steady. The last stretch toward a crown is where the cost curve turns against you, which is the practical argument for picking one or two creatures to push rather than nudging twelve of them upward at once.

Not every fruit feeds this system, either. Psych Fruit is consumed to reroll or alter an Aniimo's personality, so it does nothing for a stat. Check what you are feeding before you feed it.

Inheritance transfers

Inheritance is the route that moves work you have already done onto a different creature, and it has a flat gate on it: confirming an inheritance transfer costs 20,000 Credits.

That cost is worth planning around. Credits spent confirming a transfer are Credits not spent elsewhere, and the confirm step is the point of no return, so line up the target creature and the stats you care about before you open the screen. Combined with the essence and rare materials cultivation eats, the honest read is that potential work is expensive in three currencies at once, and the cheapest version of it is deciding early which Aniimo deserve it.

20,000 Credits

Cost to confirm an inheritance transfer

The charge lands when you confirm, so decide on the donor and the target before opening the screen.

Where to start

Pick the Aniimo you actually intend to keep, check its recommended 1st and 2nd stats, then spend essence and Credits on those two only. Potential is the slowest thing in the game to fix and the one thing levelling will never fix for you.

Most of this page was re-checked against the released game on 18 September 2026. The rest has not been re-confirmed since release.