Use the resource bar to plan activities, build income through crimes and develop your battle stats through training.
| Resource | Main use | Base regeneration |
|---|---|---|
| Energy | Training and PvP attacks | 3 every 5 minutes |
| Nerve | Crimes and PvP attacks | 2 every 5 minutes |
| Focus | Focus-consuming activities | 5 every 15 minutes |
| Life | Health in combat | 5% of maximum every 5 minutes |
| Heat | Police attention | Falls by 2 every 10 minutes |
These are base rates. Active events can modify regeneration. A temporary resource regeneration boost affects Energy, Nerve and Focus, but not Life. Upgrades can change Heat decay. Donator Status and resource-cap upgrades increase capacity rather than the base refill rate.
Regeneration is processed when the game updates your state and accounts for elapsed time while offline. It stops at the resource maximum. If a reward pushes Energy, Nerve or Focus above the maximum, the overflow remains available to spend, but further regeneration waits until the resource is below the cap.
Life carries between fights. Starting an attack does not restore full health. Heat affects police risk; review the Crimes screen and use Lay Low when needed. Lay Low prevents you from attacking but does not protect you from another player's attack.
Player XP and Crime XP are separate progression systems. Crime Rank unlocks crime options; check each crime's current requirements and displayed effects.
Inspect inventory items for requirements, bonuses and usable actions. Rare and Epic weapons and armour are individual pieces with rolled bonuses.
Drugs live in city-specific stash storage and are sold to other players through the Street Market. Other eligible items can be listed globally, gifted or exchanged through a personal trade.
Mechanics checked against the game code on 16 September 2026.