> For the complete documentation index, see [llms.txt](https://harvest-vale.gitbook.io/harvest-vale-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://harvest-vale.gitbook.io/harvest-vale-docs/player-progression/energy-and-stamina.md).

# Energy & Stamina

**Every action has a cost—and every resource has its own recovery rule.** Plan your farming, fishing, mining, and combat sessions around **Energy**, **Stamina**, **HP**, and **MP** instead of assuming all meters behave the same way.

{% hint style="info" %}
**RESOURCE BASICS:** New accounts begin with **100 Energy** and **100 maximum Stamina** at Player Level 1. Energy uses a daily global reset; Stamina regenerates **while online**. HP and MP have separate RPG regeneration rules.
{% endhint %}

## 1. Energy vs. Stamina

| Resource    | Purpose                                                                             | Recovery                                                                                          |
| ----------- | ----------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------- |
| **Energy**  | The activity budget for farming, fishing, and mining actions that have Energy costs | Daily reset to the account's maximum Energy; supported Energy Packs may restore additional Energy |
| **Stamina** | Tool actions, running, attacks, certain interactions, and activity costs            | **+0.75 every 30 seconds while online**, capped at maximum Stamina                                |
| **HP**      | Health for combat encounters                                                        | Online out-of-combat RPG regeneration, consumables, level-up restoration, or respawning           |
| **MP**      | Magical attack resource                                                             | Online RPG regeneration, MP consumables, level-up restoration, or respawning                      |

### When Does Energy Reset?

The game's Energy reset is scheduled at **14:00 UTC every day** (**10:00 AM EDT / 9:00 AM EST in Canada's Eastern Time zone**; other Canadian time zones differ). An eligible resource sync refills Energy to your account's set **maximum Energy** once per reset period. Energy does **not** recover continuously like Stamina.

{% hint style="warning" %}
**Energy is not refilled by a Player Level increase.** Actual Player Level-ups refill HP, MP, and Stamina—but leave Energy unchanged.
{% endhint %}

## 2. Action Resource Cost Reference

| Action                                                                                                                                                                                                                                              | Energy | Stamina | Notes                                                               |
| --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -----: | ------: | ------------------------------------------------------------------- |
| <img src="https://3304301293-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FbQIqdwAW3pBEuDAr0Fmo%2Fuploads%2FcU7Qwi3kEv2TTXUDtg4Y%2Fstarter-hoe.png?alt=media" alt="Hoe" data-size="line"> **Prepare Soil (Hoe)**              |      3 |       2 | Valid eligible tile/action                                          |
| **Plant 1 Seed**                                                                                                                                                                                                                                    |      3 |       2 | Consumes one seed                                                   |
| <img src="https://3304301293-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FbQIqdwAW3pBEuDAr0Fmo%2Fuploads%2Fgju4tkloNOkD7YyY8nDm%2Fstarter-watering-can.png?alt=media" alt="Watering Can" data-size="line"> **Water Crop**    |      3 |       2 | Valid watering action                                               |
| <img src="https://3304301293-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FbQIqdwAW3pBEuDAr0Fmo%2Fuploads%2FjG6lfP6AI3JuzICREbAg%2Fstarter-sickle.png?alt=media" alt="Sickle" data-size="line"> **Harvest Crop**              |      3 |       2 | Crop must be mature and freshly watered                             |
| <img src="https://3304301293-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FbQIqdwAW3pBEuDAr0Fmo%2Fuploads%2FcnqzWT3eGBZZaGGZkAe2%2Fstarter-hammer.png?alt=media" alt="Hammer" data-size="line"> **Reset Empty Prepared Soil** |      0 |       1 | Hammer soil-reset action; nighttime adjustment can apply            |
| <img src="https://3304301293-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FbQIqdwAW3pBEuDAr0Fmo%2Fuploads%2Fz1rIJcQ2HNAYI5lVnPbV%2Fstarter-fishing-rod.png?alt=media" alt="Fishing Rod" data-size="line"> **Fishing Cast**    |    0.5 |       2 | Successful cast initiation; bait rules also apply                   |
| <img src="https://3304301293-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FbQIqdwAW3pBEuDAr0Fmo%2Fuploads%2F0XYUmUw2j1iy9dzro6Cs%2Fmineral-iron.png?alt=media" alt="Iron Bar" data-size="line"> **Mining Attempt**            |      5 |      10 | Separate mine-node system, 10–20-second timer                       |
| **Rock-Clearing Hit**                                                                                                                                                                                                                               |     10 |      15 | Dedicated multi-hit rock-clearing mechanic, not a soil-reset action |
| **Hunter Attack**                                                                                                                                                                                                                                   |      0 |       1 | Staff also requires 3 MP; bow/gun use ammo                          |
| **Feed Livestock**                                                                                                                                                                                                                                  |      0 |     0.5 | Feed item/animal eligibility applies                                |

For upgraded multi-tile tool actions, eligible tiles are processed within the current tool area; the usual Hoe/Water/Harvest **action costs are charged once per action**, not separately for every affected tile. Rock clearing has its own rules.

## 3. Stamina Recovery & Maximum Capacity

| Mechanic                    | Value                                                             |
| --------------------------- | ----------------------------------------------------------------- |
| **Level 1 maximum Stamina** | 100                                                               |
| **Capacity growth**         | +2.5 maximum Stamina for each Player Level beyond 1               |
| **Online regeneration**     | +0.75 Stamina every 30 seconds                                    |
| **Offline regeneration**    | **No passive offline Stamina regeneration**                       |
| **Sprint movement charge**  | 0.05 Stamina per 8 pixels of running movement                     |
| **Run recovery threshold**  | Running resumes after Stamina recovers to at least 20% of maximum |

**Maximum Stamina = 100 + (Player Level − 1) × 2.5**

| Player Level | Maximum Stamina | Run Resume Threshold (20%) |
| -----------: | --------------: | -------------------------: |
|            1 |             100 |                         20 |
|            5 |             110 |                         22 |
|           10 |           122.5 |                       24.5 |
|           20 |           147.5 |                       29.5 |
|           40 |           197.5 |                       39.5 |

Regeneration is processed through the game; the game cannot accumulate a free offline Stamina windfall after a disconnection.

## 4. Restore Your Resources

{% tabs %}
{% tab title="Energy Packs" %} <img src="https://3304301293-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FbQIqdwAW3pBEuDAr0Fmo%2Fuploads%2FgvHW50NRFbWl05hfcLSF%2Fstarter-energy-pack.png?alt=media" alt="Energy Pack icon" data-size="line">

**Energy Pack +10** is a consumable in the Gold Shop catalog, with a base bundle price of **2,500 Gold** and a default daily purchase limit of **10**. New players receive one starter Energy Pack +10.

Read the item use prompt and your current inventory before consuming it. An Energy Pack is not the same as the daily Energy reset.
{% endtab %}

{% tab title="Stamina Potion" %}
The Hunter Shop catalog includes **Stamina Potion +10**, sold through **Dr Bree's Potion Shop** with a base price of **500 Gold** for one potion. The effect restores **10 Stamina** with a set **5-second cooldown**, subject to in-game use rules.
{% endtab %}

{% tab title="HP & MP Potions" %}
**Potion Normal HP 20** and **Potion Normal MP 20** restore 20 of their matching resource and have **2-second use cooldowns** in the game catalog. The Potion Shop lists each as a **100-item bundle for 3,500 Gold**.

HP/MP also regenerate while the player is online and alive, according to the character's current level, stat allocation, and equipment.
{% endtab %}

{% tab title="Level-Up" %}
An actual **Player Level increase** recalculates capacities and restores **HP, MP, and Stamina to their new maximum**. It does **not** restore Energy.

A Farm Level increase is a separate land-unlocking progression event, not a character resource refill.
{% endtab %}
{% endtabs %}

## 5. Plan a Productive Session

{% stepper %}
{% step %}

### Check Your Meters

Look at Energy and Stamina before planting, fishing, or entering the mine. Monitor HP and MP before a fight.
{% endstep %}

{% step %}

### Budget Higher-Cost Activities

A mining attempt costs **5 Energy and 10 Stamina**. Repeated rock clearing also has a substantial resource cost. Avoid committing all of your resources before a quest objective you plan to finish.
{% endstep %}

{% step %}

### Use Recovery Intentionally

Keep the next daily Energy reset in mind, remain online for Stamina regeneration, and use supported consumables when the situation justifies them.
{% endstep %}

{% step %}

### Watch the Run State

If the game forces you to walk, allow Stamina to recover to at least 20% of its current maximum before attempting to sprint again.
{% endstep %}
{% endstepper %}

## 6. Important Special Cases

* **Nighttime:** Selected actions such as Hammer soil-reset actions can have a **20% Stamina surcharge** at night. Do not apply that surcharge automatically to Hoe, Water, or Harvest; the current action code treats them differently.
* **No eligible tile:** Farm actions that make no valid changes do not spend the ordinary tool cost.
* **Combat defeat:** A dead character cannot be passively healed back to life by online regeneration; use the game-controlled respawn flow.
* **Insufficient resources:** The game rejects resource-consuming actions when Energy, Stamina, MP, or another required resource is unavailable.
* **Shop settings:** Listed Gold prices are base catalog values, not promises that live store settings will never change.

For related rules, see [Levels & Experience](https://harvest-vale.gitbook.io/harvest-vale-docs/player-progression/levels-and-experience), [Mining & Minerals](https://harvest-vale.gitbook.io/harvest-vale-docs/adventures-and-activities/mining-and-minerals), and [Combat & Monsters](https://harvest-vale.gitbook.io/harvest-vale-docs/adventures-and-activities/combat-and-monsters).
