Energy, Nerve and Focus are separate resources. Planning their use helps you keep several progression tracks moving rather than running out of everything in one session.
| Resource | Base recovery |
|---|---|
| Energy | 3 every 5 minutes |
| Nerve | 2 every 5 minutes |
| Focus | 5 every 15 minutes |
| Life | 5% of maximum every 5 minutes, rounded up |
Recovery uses server-aligned time buckets. Applicable upgrades, personal boosts and events can change recovery amounts. Life has its own rules; an Energy recovery boost does not automatically affect Life.
Passive recovery stops adding to a resource while it is at or above its cap. Some consumables can push a resource above its normal cap. Those extra points can be spent, but passive recovery does not keep adding to an already over-cap balance.
Before a long break, spend resources on activities you want to progress. Training uses Energy, crimes use Nerve and career shifts use Focus. A PvP attack costs both Energy and Nerve, so leave room for it if combat is your next priority.
Training sessions have a separate availability counter. Enough Energy alone does not guarantee that a session is available.
Permanent cap upgrades increase storage. Active Donator Status multiplies maximum Energy, Nerve and Focus by 1.5 after applicable cap upgrades. Sports Career Mastery also increases maximum Energy.
A larger cap gives resources more room to accumulate while you are away. It does not increase the base recovery rate.
For 50 DP, refill one resource to its effective maximum. Each of Energy, Nerve and Focus has one refill per UTC day. Spend down the chosen resource first if you want to make the most of it. Refills require points, not active Status.
Mechanics checked against the game code on 17 September 2026.