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The '''Recovery''' Bay is the [[Relay Network]] Bay that helps active play. It burns [[Salvage]] to build charge, and that charge gives your Fish, Hunt, Explore and Mine actions a chance to cut their own cooldowns. | {{Relay Network sidebar}} | ||
The '''Recovery''' Bay is the [[Relay Network]] Bay that helps active play. It burns [[Salvage]] to build charge, and that charge gives your Fish, Hunt, [[Explore]] and Mine actions a chance to cut their own cooldowns. | |||
{| class="wikitable" | {| class="wikitable" | ||
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== Fuel and charge == | == Fuel and charge == | ||
Recovery needs fuel to do anything. Salvage in its tank burns into a charge meter. With an empty tank the Bay does nothing and makes no heat. Overclocked mode burns fuel four times as fast. There is nothing to claim from a Recovery Bay; its effect happens when you act. | Recovery needs fuel to do anything. [[Salvage]] in its tank burns into a charge meter. With an empty tank the Bay does nothing and makes no heat. Overclocked mode burns fuel four times as fast. There is nothing to claim from a Recovery Bay; its effect happens when you act. | ||
== Cooldown cuts == | == Cooldown cuts == | ||
Every time you use a Loot Action, Recovery rolls for a '''cut''': | Every time you use a [[Loot Action]] while that action is still on cooldown, Recovery rolls for a '''cut'''. A cut removes a share of the action's full cooldown: 5 minutes for Fish, 7 minutes for Hunt, 10 minutes for Explore and 20 minutes for Mine. A 10% cut on Mine removes 2 minutes. Cuts are rounded down to whole seconds and can never reset a cooldown completely. | ||
* | |||
* | Three things decide how well Recovery works: | ||
* '''Total Module levels.''' Add up the levels of all your unpaused Recovery Modules. Five Modules at level 15 make 75 levels; 25 Modules at level 15 make the maximum of 375. More levels raise the chance of a cut, the size of a cut and how many actions one roll can reach. | |||
* '''Charge.''' The numbers below assume a full charge meter. At half charge both the chance and the size of a cut are halved. With no charge there are no cuts. | |||
* | * '''Mode and Heat.''' The numbers below assume Normal mode and a Bay that is not running hot. Underclocked mode halves the chance; Overclocked mode doubles it, up to a limit of 50% per roll. Once Heat passes Unstable the chance starts to fall, and it is lowest at Critical. | ||
=== Chance of a cut === | |||
The chance of a cut grows with your total Module levels, up to a ceiling set by your Recovery Cut Potency [[Bay Upgrades|upgrade]] tier. Every Bay with a Module has at least a 1% chance. The ceiling is reached at 225 total levels; more levels after that do not raise the chance further. | |||
{| class="wikitable" | |||
|+ Chance of a cut per roll (Normal mode, full charge) | |||
|- | |||
! Total Module levels !! Potency 0 !! Potency 1 !! Potency 2 !! Potency 3 !! Potency 4 !! Potency 5 | |||
|- | |||
| 25 || 1.2% || 1.4% || 2% || 2.6% || 3.1% || 5.3% | |||
|- | |||
| 75 || 1.5% || 2.3% || 4% || 5.7% || 7.3% || 14% | |||
|- | |||
| 150 || 2% || 3.7% || 7% || 10.3% || 13.7% || 27% | |||
|- | |||
| 225 or more || 2.5% || 5% || 10% || 15% || 20% || 40% | |||
|} | |||
=== Size of a cut === | |||
Each cut that lands is either a '''small trim''' or a '''bigger cut''': | |||
* A small trim removes 8% to 10% of the cooldown (as little as 5% on a Bay with very few levels). | |||
* A bigger cut lands anywhere between the small trim's lowest value and a maximum that grows with your total Module levels. Bigger values are rarer: split that range into four equal parts and a cut lands in the lowest part 40% of the time, then 30%, 20% and only 10% in the top part. | |||
* More levels make bigger cuts more common. Overclocked mode also makes them a little more common, and Underclocked mode a little less. | |||
{| class="wikitable" | |||
|+ Cut size at each milestone (Normal mode, full charge) | |||
|- | |||
! Total Module levels !! Small trims !! Bigger cut range !! Average cut !! Biggest Mine cut | |||
|- | |||
| 25 || 50% of cuts || 5.8% to 11.6% || 7.9% || 2 min 18 s | |||
|- | |||
| 75 || 50% of cuts || 7.2% to 18.7% || 10.1% || 3 min 44 s | |||
|- | |||
| 100 || 50% of cuts || 8% to 22.2% || 11.2% || 4 min 26 s | |||
|- | |||
| 150 || 44% of cuts || 8% to 29.3% || 12.9% || 5 min 52 s | |||
|- | |||
| 225 || 34% of cuts || 8% to 40% || 16.2% || 8 min | |||
|- | |||
| 300 or more || 25% of cuts || 8% to 40% || 17.3% || 8 min | |||
|} | |||
The average cut is the share of the cooldown removed by an average landed cut, counting both small trims and bigger cuts. | |||
=== More than one action per roll === | |||
The action you just used is always rolled first. Total Module levels add extra rolls for other actions: | |||
{| class="wikitable" | |||
|- | |||
! Total Module levels !! Actions rolled each time | |||
|- | |||
| up to 75 || 1 | |||
|- | |||
| 76 to 150 || 2 | |||
|- | |||
| 151 to 300 || 3 | |||
|- | |||
| 301 or more || 4 | |||
|} | |||
Each extra roll picks a [[Loot Action]] and has its own chance of a cut, from the same table above. An action that is not on cooldown is skipped. Without the '''Recovery Targeting''' [[Research]] node and the Focus Slots upgrade, extra rolls can only pick the action you just used, so they stack more cuts onto it. With them, extra rolls can reach your other actions: each Focus Slots tier adds one more action in the order Fish, Hunt, Explore, Mine, and the top tier lets you choose them yourself. | |||
When one roll cuts the same action more than once, each repeat is weaker: the second cut is half size, the third a quarter. With the '''Cross-System Recovery''' [[Research]] node, repeats lose less between 300 and 375 total levels, ending at three quarters of the previous cut. | |||
=== Lockout === | |||
After a cut lands, Recovery pauses for 30 to 60 seconds before it can roll again. Rolls that land no cut do not start a pause. The Lockout Reducer upgrade shortens the pause, and total Module levels shorten it a little more: | |||
{| class="wikitable" | |||
|- | |||
! Lockout Reducer tier !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 | |||
|- | |||
! Pause after a cut (375 total levels) | |||
| 27 to 54 s || 21 to 42 s || 15 to 30 s || 10 to 21 s || 6 to 12 s || 3 to 6 s | |||
|} | |||
Even fully upgraded, the pause is at least 3 seconds, so cuts cannot land on every single action. | |||
== Quest Bank == | == Quest Bank == | ||
With the '''Quest Banking''' Research node, Recovery banks loot you find beyond your current quest's requirement and carries it into your next quest, instead of wasting it. '''Quest Bank Control''' adds settings for it, and '''Quest Bank Auto-focus''' steers cuts toward the loot your active quests still need. The Quest Storage upgrade raises how much can be banked. | With the '''Quest Banking''' [[Research]] node, Recovery banks loot you find beyond your current quest's requirement and carries it into your next quest, instead of wasting it. '''Quest Bank Control''' adds settings for it, and '''Quest Bank Auto-focus''' steers cuts toward the loot your active quests still need. The Quest Storage upgrade raises how much can be banked. | ||
== Beyond Loot Actions == | == Beyond Loot Actions == | ||
The '''Cross-System Recovery''' Research node, available once your Recovery Modules reach a high combined level, adds occasional cuts to your Farm watering and Buddy swap cooldowns. | The '''Cross-System Recovery''' [[Research]] node, available once your Recovery Modules reach a high combined level, adds occasional cuts to your [[Farm]] watering and [[Buddy]] swap cooldowns. Each [[Loot Action]] gives each of them a chance of up to 6% at full charge. A cut removes 5% to 18% of that cooldown, with the top of the range growing between 300 and 375 total levels, and never more than 3 minutes. After a cut lands, that cooldown cannot be cut again for 5 to 15 minutes. | ||
== Costs == | == Costs == | ||
Late Recovery Modules, high Module levels and the top tier of every Recovery upgrade cost [[Gemeralds]], including Pluperfect | Late Recovery Modules, high Module levels and the top tier of every Recovery upgrade cost [[Gemeralds]], including [[Pluperfect Gemerald]]s. [[Transmutation]] can convert Gemeralds you have into the colours you need. | ||
== Changelog == | |||
{{Update history/recovery}} | |||
{{Guide link|Recovery and Quest Banking|Recovery and Quest Banking}} | {{Guide link|Recovery and Quest Banking|Recovery and Quest Banking}} | ||
{{Bconomy navbox}} | |||
[[Category:Relay Network]] | [[Category:Relay Network]] | ||
Latest revision as of 00:09, 4 November 2026
The Recovery Bay is the Relay Network Bay that helps active play. It burns Salvage to build charge, and that charge gives your Fish, Hunt, Explore and Mine actions a chance to cut their own cooldowns.
| Takes in | Salvage fuel (required) |
|---|---|
| Produces | Charge, spent as cooldown cuts on Loot Actions |
| Also does | Banks surplus quest finds (Quest Bank); with Research, cuts Farm watering and Buddy swap cooldowns |
| Affected by | Heat and operating mode, Relay Research, Bay Upgrades |
Fuel and charge
[edit | edit source]Recovery needs fuel to do anything. Salvage in its tank burns into a charge meter. With an empty tank the Bay does nothing and makes no heat. Overclocked mode burns fuel four times as fast. There is nothing to claim from a Recovery Bay; its effect happens when you act.
Cooldown cuts
[edit | edit source]Every time you use a Loot Action while that action is still on cooldown, Recovery rolls for a cut. A cut removes a share of the action's full cooldown: 5 minutes for Fish, 7 minutes for Hunt, 10 minutes for Explore and 20 minutes for Mine. A 10% cut on Mine removes 2 minutes. Cuts are rounded down to whole seconds and can never reset a cooldown completely.
Three things decide how well Recovery works:
- Total Module levels. Add up the levels of all your unpaused Recovery Modules. Five Modules at level 15 make 75 levels; 25 Modules at level 15 make the maximum of 375. More levels raise the chance of a cut, the size of a cut and how many actions one roll can reach.
- Charge. The numbers below assume a full charge meter. At half charge both the chance and the size of a cut are halved. With no charge there are no cuts.
- Mode and Heat. The numbers below assume Normal mode and a Bay that is not running hot. Underclocked mode halves the chance; Overclocked mode doubles it, up to a limit of 50% per roll. Once Heat passes Unstable the chance starts to fall, and it is lowest at Critical.
Chance of a cut
[edit | edit source]The chance of a cut grows with your total Module levels, up to a ceiling set by your Recovery Cut Potency upgrade tier. Every Bay with a Module has at least a 1% chance. The ceiling is reached at 225 total levels; more levels after that do not raise the chance further.
| Total Module levels | Potency 0 | Potency 1 | Potency 2 | Potency 3 | Potency 4 | Potency 5 |
|---|---|---|---|---|---|---|
| 25 | 1.2% | 1.4% | 2% | 2.6% | 3.1% | 5.3% |
| 75 | 1.5% | 2.3% | 4% | 5.7% | 7.3% | 14% |
| 150 | 2% | 3.7% | 7% | 10.3% | 13.7% | 27% |
| 225 or more | 2.5% | 5% | 10% | 15% | 20% | 40% |
Size of a cut
[edit | edit source]Each cut that lands is either a small trim or a bigger cut:
- A small trim removes 8% to 10% of the cooldown (as little as 5% on a Bay with very few levels).
- A bigger cut lands anywhere between the small trim's lowest value and a maximum that grows with your total Module levels. Bigger values are rarer: split that range into four equal parts and a cut lands in the lowest part 40% of the time, then 30%, 20% and only 10% in the top part.
- More levels make bigger cuts more common. Overclocked mode also makes them a little more common, and Underclocked mode a little less.
| Total Module levels | Small trims | Bigger cut range | Average cut | Biggest Mine cut |
|---|---|---|---|---|
| 25 | 50% of cuts | 5.8% to 11.6% | 7.9% | 2 min 18 s |
| 75 | 50% of cuts | 7.2% to 18.7% | 10.1% | 3 min 44 s |
| 100 | 50% of cuts | 8% to 22.2% | 11.2% | 4 min 26 s |
| 150 | 44% of cuts | 8% to 29.3% | 12.9% | 5 min 52 s |
| 225 | 34% of cuts | 8% to 40% | 16.2% | 8 min |
| 300 or more | 25% of cuts | 8% to 40% | 17.3% | 8 min |
The average cut is the share of the cooldown removed by an average landed cut, counting both small trims and bigger cuts.
More than one action per roll
[edit | edit source]The action you just used is always rolled first. Total Module levels add extra rolls for other actions:
| Total Module levels | Actions rolled each time |
|---|---|
| up to 75 | 1 |
| 76 to 150 | 2 |
| 151 to 300 | 3 |
| 301 or more | 4 |
Each extra roll picks a Loot Action and has its own chance of a cut, from the same table above. An action that is not on cooldown is skipped. Without the Recovery Targeting Research node and the Focus Slots upgrade, extra rolls can only pick the action you just used, so they stack more cuts onto it. With them, extra rolls can reach your other actions: each Focus Slots tier adds one more action in the order Fish, Hunt, Explore, Mine, and the top tier lets you choose them yourself.
When one roll cuts the same action more than once, each repeat is weaker: the second cut is half size, the third a quarter. With the Cross-System Recovery Research node, repeats lose less between 300 and 375 total levels, ending at three quarters of the previous cut.
Lockout
[edit | edit source]After a cut lands, Recovery pauses for 30 to 60 seconds before it can roll again. Rolls that land no cut do not start a pause. The Lockout Reducer upgrade shortens the pause, and total Module levels shorten it a little more:
| Lockout Reducer tier | 0 | 1 | 2 | 3 | 4 | 5 |
|---|---|---|---|---|---|---|
| Pause after a cut (375 total levels) | 27 to 54 s | 21 to 42 s | 15 to 30 s | 10 to 21 s | 6 to 12 s | 3 to 6 s |
Even fully upgraded, the pause is at least 3 seconds, so cuts cannot land on every single action.
Quest Bank
[edit | edit source]With the Quest Banking Research node, Recovery banks loot you find beyond your current quest's requirement and carries it into your next quest, instead of wasting it. Quest Bank Control adds settings for it, and Quest Bank Auto-focus steers cuts toward the loot your active quests still need. The Quest Storage upgrade raises how much can be banked.
Beyond Loot Actions
[edit | edit source]The Cross-System Recovery Research node, available once your Recovery Modules reach a high combined level, adds occasional cuts to your Farm watering and Buddy swap cooldowns. Each Loot Action gives each of them a chance of up to 6% at full charge. A cut removes 5% to 18% of that cooldown, with the top of the range growing between 300 and 375 total levels, and never more than 3 minutes. After a cut lands, that cooldown cannot be cut again for 5 to 15 minutes.
Costs
[edit | edit source]Late Recovery Modules, high Module levels and the top tier of every Recovery upgrade cost Gemeralds, including Pluperfect Gemeralds. Transmutation can convert Gemeralds you have into the colours you need.
Changelog
[edit | edit source]| Release date | Update | Changes |
|---|---|---|
| August 19, 2026 | v2026.08.19 |
|
| August 14, 2026 | v2026.08.14 |
|
| July 28, 2026 | v2026.07.28 |
|
| July 16, 2026 | v2026.07.16 |
|
| July 15, 2026 | v2026.07.15 |
New Features
Improvements
|
| July 14, 2026 | The Recovery Bay |
What it does
Feeding the bay
Aiming the cuts
Banking loot toward your next quest
Getting started
|