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Players: skills and attributes

Skills are the foundation, but in a match what counts is the effective skill: the one modified by form, stamina, experience, loyalty, health and weather.

96.7%performance with "solid" form (100% = excellent)
59%energy at 90' with stamina 5 (88% with stamina 8)
+1maximum loyalty bonus (at "divine")
95%average performance of a bruised player

Form: how well the player performs

  • Form factor (from HO): ((form − 0.5) / 7)0.45. It applies to all skills.
  • There is a hidden (background) form that the visible form moves towards. To improve it: let players play once a week, train at high intensity, have a good form coach, coach and assistants.

Stamina: how much energy is left

Average over 90'At 90'At 90' with pressing
  • Stamina factor (from HO): ((stamina + 6.5) / 14)0.6.
  • With stamina 9 or more a player reaches 90' at 100%; extra time (120') needs very high values: with 9.4 he gets there at 92%.
  • Pressing uses more stamina: with 6 a player reaches 90' at 62% instead of 69%. That is why pressing works less well late in the match (ch. 11).

Stamina minute by minute

Player performance in % during the match, by stamina level. At half time he recovers part of his energy, but in the second half it drops faster.

40% → 90%performance at 90' from "poor" to "excellent" stamina: in the 2nd half about 5 points are lost every 5 minutes
+10 pointstypical recovery at half time (e.g. "inadequate": 80% at 45', 100% at 50')
Consistentwith the manual's current data: at 90' stamina 5 → 59–60%, 7 → 79–80%, 8 → 89–90%

Table by Danfisico and the DAC federation, published on NRGJACK (2008, updated 2020): an estimate in 5-minute blocks, not an official formula. The values at 45' and 90' match Schum's table quoted in the Unwritten Manual.

What stamina a player reaches: age × training %

Stamina level reached (and kept) by always training with that percentage. "+" = high, "−" = low within the level. Stamina grows until 23–25 years old, then drops: keeping it needs more and more training.

  • Rule of thumb: average squad age − 10 = stamina % to set.
  • The percentage comes out of the intensity: with 100% intensity and 20% stamina you train 20% stamina and 80% the chosen skill; with 90% and 20%, 18% and 72%.
  • Minimum you can set: 10% (it used to be 5%).
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49rows: stamina % · columns: age · click a cell

Training received by minutes played

Players who do not play still get 50% of the stamina training; 1 minute is enough to reach 75%, and 90 minutes in the week are needed for 100%. Between 1 and 90 minutes growth is assumed to be linear. A new signing counts as 0 minutes in his first week (ch. 15).

Source: NRGJACK table (2008, updated 2020), built on users' experience; some readers reported small differences in individual cells.

Experience: a bonus on the ratings

Wing defence and midfieldCentral defence and wing attackCentral attack
  • Experience is not added to the skills but to the sector rating (WesselV1's study): 0.36 × (1 − 0.85experience), with weights 7/8 for central defence and wing attack and 4/5 for central attack. It grows fast up to 10, then flattens.
  • It is earned per minute, up to 90 minutes per match. 1 level = 100 experience points.
  • It matters more in penalty shoot-outs than in penalties during the match.

TSI, HTMS, loyalty, injuries

  • TSI = (1.03·DEF³ + 1.03·PM³ + 1.03·SC³ + 1.0·PS³ + 0.84·WG³)² · STA0.5 · Form0.5 / 1000. For keepers: 3 · Goalkeeping3.359 · Form0.5. It also grows with form: do not pick your starters by TSI or by stars, but by the skills that matter for the position.
  • HTMS: shows a player's potential; HTMS-28 estimates how strong he will be at 28.
  • Since 2016 skills only drop with age; for high skills training is slower. Since 2024 skill drops happen in the training update.
  • Loyalty: up to +1 bonus at "divine" (about +0.05 per level). If you buy back a former youth player you do not get the mother club bonus again; if you list him for sale and nobody buys him he does not lose loyalty.
  • Bruised: performs at 95% on average, and if he gets injured again it is more likely in the same place and slightly worse. Injury length depends on age and medic; after 41 he no longer heals. Since 2024 injuries are shorter and there is a small risk of bruising in training.
  • The offensive central defender is the position with the lowest total contribution, but it can help when you only lack a little midfield. Inner midfielders' passing helps the attack, especially when offensive.