> For the complete documentation index, see [llms.txt](https://whitepaper.bountykinds.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://whitepaper.bountykinds.com/game-fi-elements/enhancement-system.md).

# Enhancement System

Character growth always succeeds, but Skill enhancement can fail.

There are two forms of enhancement in BOUNTYKINDS: Character growth and Skill enhancement. Character growth always succeeds. Skill enhancement can fail.

Each form requires its own enhancement materials. Materials are obtained in the Bounty Hall or exchanged for Bounty Points in the SHOP, and Bounty Points are earned in the MAP. See [Items](/game-fi-elements/items.md) and [SHOP](/game-fi-elements/shop.md).

## Character Growth

Raise a Character's Level by earning experience in the Bounty Hall or by using Experience Point Boost items. Levels are gained one at a time. Experience Point Boost items cannot be used on a Character that has reached its maximum Level.

### Level Caps by Rarity

| Rarity    | Max Level |
| --------- | --------- |
| Basic     | 20        |
| Common    | 30        |
| Uncommon  | 40        |
| Rare      | 50        |
| Epic      | 60        |
| Legendary | 70        |

The experience required for each Level rises as the Level increases. The requirement for the next Level, and the experience currently held, are shown on the Character screen in game.

## Limit Break

Consume duplicate copies of the same Character to break its limit. Each stage raises the Character's stats and the amount of BWP it earns. Characters consumed this way are burned and cannot be recovered.

Lower rarities require more duplicates to reach each stage, and there are three stages up to full Limit Break. The number of duplicates required and the bonus at each stage are shown on the Character screen in game.

Limit Break progress is lost through Re:Core, unless the Character set as Main and the resulting Character are the same Character. See [Re:Core](/game-fi-elements/re-core.md).

## Skill Enhancement

Skills have Levels from Lv1 to Lv5. A Character holds one Skill and one Passive from the start, at the Level corresponding to its rarity — a Common Character starts at Lv1, an Uncommon Character at Lv2, and so on.

Skill Levels are raised with Skill Crystals. The rarity of the Crystal determines which Levels it can be used on and the success rate. Crystals of a lower rarity cannot be used on higher Skill Levels.

| Material Rarity | Lv1 → Lv2 | Lv2 → Lv3 | Lv3 → Lv4 | Lv4 → Lv5 |
| --------------- | --------- | --------- | --------- | --------- |
| Common          | 80%       | 40%       | —         | —         |
| Uncommon        | 100%      | 80%       | 40%       | —         |
| Rare            | 100%      | 100%      | 80%       | 40%       |
| Epic            | 100%      | 100%      | 100%      | 80%       |
| Legendary       | 100%      | 100%      | 100%      | 100%      |

If enhancement fails, the Skill Crystal is consumed but the Skill Level does not drop.

Skills can also be added with Skill Cards, and removed and converted back into a Skill Card with an Extraction Crystal. See [Skills](/game-fi-elements/skills.md) and [Items](/game-fi-elements/items.md).

Re:Core inherits Skill and Passive Levels as they are. Re:Core cannot raise a Level, and a failed inheritance lowers it by one stage. See [Re:Core](/game-fi-elements/re-core.md).

{% hint style="info" %}
Note: Values are subject to change depending on the game balance.
{% endhint %}
