Move rank investment into the keeper
Select the Pal you intend to keep as the target. Add same-species material Pals, including a condensed or partly filled donor, and inspect the projected rank and progress. The resource picker excludes favorites and expedition assignments; the server also rejects imported material.
The donor’s saved rank and partial progress enter the conversion. Donors are consumed. The server changes rank and saved progress on the same keeper; its own nickname, potential, passives, active skills, level, Alpha/Lucky identity and Soul investment remain with that individual.
- Favorite and identify the keeper before opening the material picker. Remove protection only from a donor you actually intend to consume.
- Add the large donor first, then check the projected rank, partner rank and work-suitability preview before adding loose copies.
- Cancel if the target, materials or preview are wrong. False confirmation returns before the change request.
Prevent surplus waste
- Favorite and identify the keeper before selecting material. Same-species donors supply saved rank and partial progress and are consumed.
- The existing 4/8/12/24 plain-copy schedule totals 48 material Pals. Completed one-, two- and three-star keepers need 44, 36 and 24 additional plain copies respectively; those subtotals are not a condensed-donor formula.
- Add the condensed donor first and inspect the preview. Cancel the overflow prompt and reduce materials if that is not the result you intend.
- Recheck the keeper, projected rank, partner rank and work suitability before committing. The donor’s other identity, potential, passive and Soul fields do not replace the keeper’s.
What the official rank announcement establishes
The official 1.0 announcement reduces the maximum material cost from 116 to 48. The pinned v1.0.3 native CharacterRankUpRequiredNumMap independently supplies the missing schedule: 4, 8, 12 and 24 materials for successive stars. For a fresh project, 48 material Pals are consumed and the separate base Pal survives: 49 bodies including the keeper. This is arithmetic from the material table plus the separate base/material UI, not a claim that a maxed donor is worth 49 points.
| Result | Additional materials from previous star | Cumulative from zero | Fresh bodies including keeper |
|---|---|---|---|
| 1 stars / partner rank 2 | 4 | 4 | 5 |
| 2 stars / partner rank 3 | 8 | 12 | 13 |
| 3 stars / partner rank 4 | 12 | 24 | 25 |
| 4 stars / partner rank 5 | 24 | 48 | 49 |
Choose high-value transfers
An everyday mount, a permanent Ranch producer or a single-job worker can justify transferring investment sooner than a speculative raid project. Compare actual partner-skill rank effects and preview which job rises on a multi-skilled worker. Condensation, Soul ranks, potential fruits, passives and Awakening are separate upgrade layers; moving rank value does not move all of them.
Keep transferred rank separate from other upgrades
Potential fruit changes the named saved potential; Surgery changes the selected passive slot; Souls remain the keeper’s investment. Condensation uses the keeper’s same parameter record and refreshes derived rank effects.
An awakened donor is a specific exception: it can awaken an unawakened keeper. Plan that transfer before treating every upgrade layer as unrelated.
What stays with the keeper: five identity checks
The captured July 21 condensation guide says the target keeps its own passive set, individual values, Alpha/Lucky identity, level and current build, and Soul enhancements. The donor supplies rank investment and is consumed; selecting it as material does not turn its other qualities into those of the target.
Compare those five fields before opening the material picker. Protect breeding stock and Soul-invested Pals, choose the intended long-term individual as the base, then inspect the actual resulting rank and work-suitability preview.
| Target field | Check before confirming |
|---|---|
| Passives | The keeper already has the traits you want |
| Individual values | Compare the keeper’s own IVs |
| Alpha / Lucky identity | Choose the individual identity you intend to retain |
| Level and current build | Do not expect the material Pal to overwrite them |
| Soul enhancements | Keep the investment attached to the intended target |
Can a four-star donor feed a zero-star keeper?
Yes: choose the intended zero-star individual as the keeper, then select the same-species four-star Pal as material. The actual converter reads the donor’s saved rank and partial progress. Inspect the resulting rank meter and surplus prompt before confirming.
The donor is consumed while the keeper’s individual record survives. No numerical donor-points table or new calculator is needed to follow this transfer workflow.
An awakened donor can awaken the keeper
There is a specific transfer exception: an awakened donor can enable Awakening on a keeper that is not awakened. This does not copy the donor’s potential, passives or Soul investments. Check that exception before spending separate Awakening materials.
Read surplus carefully before confirming
The warning appears when the preview reaches maximum rank and still has a positive remainder. Cancel and reduce the selected materials when you do not intend that surplus. The actual cancellation returns before dispatch.
The older reference describes surplus as wasted. The official server still stores nonnegative rank-progress remainder at maximum rank and reads saved progress when converting a donor. That does not establish a universal permanent-deletion rule or a numerical recovery forecast. Use the actual preview; this guide supplies no guessed donor-points calculator.
Use the fruit for the intended potential
Life, Power and Stout Fruit add ten saved potential points to Health, Attack and Defense respectively, up to 100. Select the intended Pal, inspect that potential and use the matching fruit. Each successful use consumes one fruit. A value of 95 rises to 100, so the last fruit adds only five points. Stop at the cap.
| Fruit | Selected potential | Increase | Cap |
|---|---|---|---|
| Life Fruit | Health | 10 points | 100 |
| Power Fruit | Attack | 10 points | 100 |
| Stout Fruit | Defense | 10 points | 100 |