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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.
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.
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.
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== 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. 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.
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 Gemerald]]s. [[Transmutation]] can convert Gemeralds you have into the colours you need.
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}}

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

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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

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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

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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.

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

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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.
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

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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

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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

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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

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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

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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

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Release date Update Changes
August 19, 2026 v2026.08.19
  • Mint and Recovery bays now burn fuel twice as fast.
August 14, 2026 v2026.08.14
  • Recovery Bay no longer generates heat when it has no fuel.
July 28, 2026 v2026.07.28
  • New research: Cross-System Recovery. Once unlocked, looting occasionally shaves time off your Farm watering and Buddy-swap cooldowns.
  • At highest Recovery Bay module investment, stacked cooldown cuts on the same loot action are stronger, the top of the bay is now worth pushing toward.
  • Both of these effects finish the previously empty gap from levels 300 to 375. As with other levels in this bay, each level starting from 300 and ending at 375 increase the chance/power of the effect.
July 16, 2026 v2026.07.16
  • The higher your Recovery Bay total level, the lower the chance to land in the small cut bracket.
  • A small cut minimum is no longer nearly zero. It now removes at least half of an action’s minimum cooldown (e.g. for Fish action, minimum cut is 10 seconds – half of 20 seconds of the red bar) at low investment, and scales up toward the full minimum as the bay levels.
  • A big cut will never be smaller than the guaranteed small-cut floor at low investment.
  • The lockout after a cut is shorter: now 30 to 60 seconds (used to be up to 2 minutes), with high level bay shaving the time to 3 to 6 seconds.
  • The Recovery Bay lockout timer now appears on mobile in the Actions menu, matching desktop.
July 15, 2026 v2026.07.15

New Features

  • A small Recovery Bay icon now appears in the Actions panel header indicating the cooldown/fuel state of the bay.
  • Hover or click that indicator to see a popover with the bay’s current status and exactly how much cooldown each action’s last Recovery Bay cut removed.
  • Your Recovery Bay module count is now visible in your profile’s Facilities section and on the Players → Facilities leaderboard, just like Mint/Refinery/Cooling.
  • The navbar overclock badge and the ‘Overclock timer bay’ setting can now target the Recovery Bay.
  • A new stat, ‘Recovery time saved‘, shows the total cooldown time your Recovery Bay has cut off your loot actions.

Improvements

  • Improvements
  • Yes. Nerf. Sad, but true.
July 14, 2026 The Recovery Bay
  • The Relay Network has a new bay to build, and this one works for your adventurer directly. The Recovery Bay shortens the cooldowns on your loot actions (Fish, Hunt, Explore, and Mine) so you spend less time waiting and more time out gathering.

What it does

  • What it does
  • Every time you perform a loot action, the Recovery Bay gets a chance to trim a loot cooldown. When it lands, it knocks time off one of your loot actions and lets you go again sooner. It might shorten the action you just did, or a different one. The action you take is only the trigger; the bay decides where the saved time goes.
  • You will not see a cut every time. At first, most of the time nothing happens and you carry on as normal. The more you upgrade, the bigger the chance for a cut to land, for a cooldown to jump forward, and for you to get an extra turn earlier than you would have. To be a bit more explicit, the very fresh bay with one level 1 module gives you a 1% chance to cut the cooldown. On the high end, the biggest cut is 40% in Normal mode, with Overclock going above, into the 50% territory.

Feeding the bay

  • Feeding the bay
  • Like the Mint and the Refinery, the Recovery Bay runs hot and burns fuel.
  • Fuel is Salvage. It draws from the same shared Salvage pool your other bays use, so a busy Recovery Bay is one more reason to keep the Refinery running.
  • It warms up. A freshly fuelled bay starts weak and builds to full strength as it burns. Let it run dry and it does almost nothing; keep it topped up and it works at full power.
  • It makes heat. The harder you run it, the hotter it gets, and an overheating bay quietly loses effectiveness until it cools.
  • You control how hard it pushes with its mode:
  • Off: dormant. No cuts, no heat, no fuel burn.
  • Under-clock: gentle. Smaller, rarer cuts, but it stays cool and sips fuel.
  • Normal: the baseline.
  • Over-clock: aggressive. Bigger, more frequent cuts, but it runs much hotter and burns much more Salvage.

Aiming the cuts

  • Aiming the cuts
  • The action you just performed always evaluates for a cut. As you invest in the bay’s modules, it starts making extra attempts on top of that one, and those extras are the ones you can aim.
  • Out of the box, those extra attempts have nowhere else to go, so they simply pile back onto the action you just performed. To send them at other loot actions, you unlock targeting and raise the bay’s Focus Slots.
  • Focus builds up in stages as you raise the Focus Slots upgrade. At the lower tiers the bay fills your focus automatically, adding one action at a time in the order Fish, then Hunt, then Explore, then Mine. When you reach the top tier the training wheels come off and you choose exactly which loot actions the extra cuts chase. If you want every cut concentrated on your slowest, most valuable cooldown, that is where you set it.
  • As a (maybe?) clearer example, if you fish, initially the bay only targets fish action for the cooldown. If you level up the bay enough, it will start evaluating actions for a second time, up to 4 times on the highest-level bay. The bay can target any action from the current pool. The more you level up the bay, the more actions are in this pool, with the top tier allowing to select only the specific actions.

Banking loot toward your next quest

  • Banking loot toward your next quest
  • The Recovery Bay has a second job: it helps with quests.
  • Normally, when a loot find pushes a quest past what it needs, the extra is wasted. With Quest Storage, that overflow is banked instead. When you finish the quest and roll into the next one, the bank gives you a head-start on the new set for free.
  • A few things worth knowing:
  • It scales with your quests. The bank holds a share of your current quest’s items, so the bigger your quests get, the more it can hold.
  • The storage upgrade sets that share. Its tiers hold 5-80% of a quest’s worth of items as you climb them.
  • Mode changes the room. Over-clock doubles how much the bank can hold and under-clock halves it. Anything you have already banked stays put even if you drop to a lower mode later, so a big over-clock haul is safe to keep.
  • A warm bay banks more. The same warm-up that powers the cuts also drives how much overflow gets captured and how much of the head-start is handed over, so a fuelled bay makes the most of it.
  • Once you research the bank controls, you decide how it behaves at each rollover. Leave it on hoard to carry leftovers forward, or switch it to flush to wipe whatever is left after the head-start is applied and start each quest clean. There is also a manual flush button for when you want to clear the bank on the spot.

Getting started

  • Getting started
  1. Build a Recovery Bay in the Relay Network and feed it Salvage.
  2. Set it to Normal and take a few loot actions to watch the cuts start landing. At first it may be rare, but…
  3. Invest in its modules to get bigger cut chance, higher cut ceiling, earn extra cut attempts, then research targeting and raise Focus Slots to aim them.
  4. When you are ready to lean on it for quests, research Quest Banking and buy the Quest Storage upgrade.
  • That is the Recovery Bay: less waiting between loot actions, and a steady head-start on your quests for the finds you used to throw away.