Sanity basics
- 1 Sanity every 6 minutes. Regen stops at cap.
- High-level accounts sit at 180. Edit the cap if your client shows something else.
- Cap ETA: Sanity timer. Natural regen only — potions are Add 60 / Add 80 after you drink them.
- Originite Prime into potions is a last resort, not a farming plan.
Where Sanity goes
| Activity | What it is for |
|---|---|
| Main story / event stages | Progress and one-time first-clear rewards. Event shops beat random Headhunting. |
| Chip stages (LS / CE / CA / SK / PR) | Exp, LMD, skill books, class chips. Cost is usually 18–36 — confirm the tile in-game. |
| Skill summary / chip catalyst | E2 and M3. Farm the class that matches the operator you are raising, not a wishlist 6★. |
| Module stages | After E2. Modules are operator-specific — do not farm a type until you own the unit. |
| Annihilation | Weekly Orundum cap. Runs use a separate weekly budget, not leftover Sanity. |
Spend order
- Keep Sanity off cap. Overnight waste is the expensive mistake.
- E1 and skill 7 on the operators you deploy: vanguard DP, one medic, one defender, one DPS.
- E2 the carry and the medic you actually use. Then modules if the stage needs them.
- Event shops while they are open. Skip filler Headhunting if the shop has chips / books / LMD.
- Annihilation every week until the Orundum cap, then stop.
Public recruitment is free operators: tag calculator. Early account order: beginners.
