Growth
Each Sumer is like a growing seed, endowed with inherent growth attributes and limitless potential. Players can craft unique growth paths for their Sumers, adding depth and strategy to the game.
Sumer's growth is categorized into three paths: Leveling, Nurturing, and Devouring.
Regardless of the method, the levels and attributes gained by a Sumer will be fully retained during trades and ownership transfers, ensuring that players' time and effort translate into tangible, valuable returns.
The enhanced battle power of a Sumer will be fully reflected in all Capverse gameplay, allowing players to truly experience the growth and strength of their Sumers.
Different growth paths can enhance various attribute values. The Devour feature, which will be detailed in a later chapter, will be introduced in future game versions.
Leveling
Sumer's Level
Initial Level: A newborn Sumer starts at Level 1.
Maximum Level: Currently, the cap is set at Level 100, with plans to expand as overall player power increases.
Mechanism
Leveling up increases the Sumer’s HP, but other attributes (Speed, PHY, Wave, IQ) remain unchanged.
Under the influence of the damage formula algorithm, higher levels boost attack and defense in battle.
Method
Sumers gain experience points (EXP) through adventure challenges.
Accumulated EXP automatically levels up the Sumer upon reaching specified thresholds.
Nurturing
Mechanism
Strengthen Sumer's racial talent: enhances HP, PHY, Wave, and IQ attributes while Speed remains unchanged. There is an upper limit to talent growth.
The current cap for Sumer's racial talent is Level 15, with plans to expand.
Each successful nurture will increase the values of the four attributes to the next level.
Every Sumer has a unique growth pattern, so even Sumers of the same races and attribute levels may show different growth values after each increase.
Materials
Nurturing requires specific race cores, e.g., Monon cores for Dragon Sumers.
Higher talent levels require more cores.
Failure and Backlash:
Nurturing can succeed or fail.
Failure may cause a reduction in attribute values within a “penalty range.” However, backlash is not guaranteed.
For example, if a Sumer's current talent level is 8, its penalty range is "0-2". If nurturing fails, the talent level may decrease by 0 (no backlash), 1, or 2 levels.
Success and Cost
Nurturing a Sumer to different talent levels requires varying core quantities, success rates, and penalty ranges:
Talent Level | PHY | WAVE | IQ | Cores | Success Rate | Penalty Range |
---|---|---|---|---|---|---|
0 | 360 | 320 | 280 | |||
1 | 364 | 323 | 283 | 1 | 100% | - |
2 | 369 | 326 | 286 | 1 | 95% | - |
3 | 375 | 329 | 289 | 1 | 90% | - |
4 | 382 | 332 | 292 | 2 | 85% | 0-1 |
5 | 390 | 335 | 295 | 2 | 75% | 0-1 |
6 | 399 | 338 | 298 | 3 | 65% | 0-2 |
7 | 409 | 341 | 301 | 3 | 55% | 0-2 |
8 | 420 | 344 | 304 | 5 | 45% | 0-2 |
9 | 433 | 347 | 307 | 5 | 40% | 0-3 |
10 | 448 | 350 | 310 | 8 | 35% | 0-3 |
11 | 467 | 354 | 313 | 8 | 35% | 0-3 |
12 | 491 | 358 | 316 | 10 | 30% | 0-3 |
13 | 523 | 362 | 319 | 10 | 30% | 0-3 |
14 | 567 | 366 | 322 | 10 | 30% | 0-3 |
Current Cap: 15 | 617 | 370 | 325 | 10 | 30% | 0-3 |
Note: The above table is a simulation example based on a Dragon Sumer to illustrate the nurturing effects. Actual values in the game may vary. Please refer to in-game announcements and updates for the latest information.
Last updated