> For the complete documentation index, see [llms.txt](https://moow.gitbook.io/moow-whitepaper/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://moow.gitbook.io/moow-whitepaper/move-to-earn/energy-system.md).

# Energy System

> <mark style="color:blue;">**All the game modes consume energy, the supply of which is limited**</mark>

All the Trackers have their own independent energy. There are no more energy stairs.

### Each Tracker of any rarity has 2.4 energy points!

These 2.4 energy points allow you to claim 12 minutes of daily activity to earn $TIC or $TAC.

**Example 1**: \
You have 60 minutes of eligible activity time and 7 Pulse Trackers - you will be able to spend 12 energy and claim $TIC or $TAC for all the 60 minutes of eligible activity time, and 4,8 energy left

**Example 2**: \
You have 60 minutes of eligible activity time and 3 Pulse Trackers - you will be able to spend 7,2 energy and claim $TIC or $TAC for the 36 minutes of eligible activity time.

{% hint style="info" %} <mark style="color:blue;">**There will be many reasons to keep Pulse Trackers that you can't use because of a lack of eligible time. We will announce them later, it will be cool for sure.**</mark>
{% endhint %}

Immediately after receiving the first Pulse Tracker, energy begins to accumulate.&#x20;

Energy restores every 6 hours by 25% at the same time for all the existing Trackers:

+25% at 06:00 UTC&#x20;

+25% at 12:00 UTC&#x20;

+25% at 18:00 UTC&#x20;

+25% at 00:00 UTC&#x20;

If the player has the maximum amount of energy, then at the time of accrual, the energy will be lost.


---

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