Midnight Braid Recoups half of Damage taken as Mana. Temporalis can Recoup separate percentages of Damage taken as both Life and Mana. Each named resource receives its own recovery.
Related: Midnight Braid, TemporalisMechanic
Recouped
Recoup is recovery created by damage from a Hit. A percentage of eligible damage is recovered as the stated resource over eight seconds by default. Recoup does not prevent the original damage, does not trigger from damage over time, and cannot save a character from a Hit that is already lethal.Catalog version 0.5.4d
No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.
What Recouped does
Current rulesIf a mitigated Hit deals 1,000 damage and the character has 20% of Damage taken Recouped as Life, that Hit creates an independent effect recovering 200 Life over eight seconds, or 25 Life per second. Another Hit creates another overlapping effect. With 100% increased speed of Recoup Effects, the same 200 Life is recovered over four seconds, or 50 per second.
- Recoup starts after a Hit deals damage
- Ordinary Damage taken Recoup uses Hit damage actually taken after mitigation. Damage over time does not trigger it. Because recovery follows the Hit, Recoup is sustain for later damage and does not reduce the initial Hit.
- The default duration is eight seconds
- Each Recoup effect recovers its full stated amount evenly over eight seconds by default. Twenty percent Recoup from a 1,000 damage Hit therefore recovers 200 total, at 25 per second before speed modifiers.
- Every Hit creates an independent instance
- Separate eligible Hits create separate Recoup effects that overlap in time. Recoup is not limited to one active instance, so repeated Hits can produce a much higher combined recovery rate.
- Faster Recoup preserves the total
- Increased speed of Recoup Effects shortens the time without reducing the total amount. At 100% increased speed, an eight-second Recoup effect completes in four seconds and recovers twice as much per second.
- Taken and prevented damage are different bases
- Generic Damage taken Recoup is based on damage that reaches the character. Prevented or Blocked damage contributes only when an effect explicitly says that prevented, Blocked, or Deflected damage is Recouped.
- The stated resource matters
- Life Recoup restores Life, Mana Recoup restores Mana, and Energy Shield Recoup restores Energy Shield. A single effect can name more than one resource, but recovery for one resource does not automatically apply to the others.
- Damage type and condition scopes filter the base
- A modifier may apply only to Physical, Elemental, Cold, Fire, Lightning, or Chaos damage, only while Channelling, only during an item effect, or only against a particular enemy state. Include only the portion matching the exact wording.
- Recoup continues while the resource is full
- An active Recoup instance continues running even if its resource reaches Full. Recovery above the ordinary maximum is not retained unless the recovery also has valid Overflow permission.
Current Recoup cases
7 casesSacrosanctum Recoups part of Damage taken as Life and also Recoups that Life amount as Energy Shield. The second line does not convert the Life recovery away; it adds Energy Shield Recoup.
Related: SacrosanctumAlkem Eira Recoups Blocked damage as Mana. Wandering Reliquary Recoups a percentage of prevented Physical Damage as Life. Forsaken Bangle uses prevented Chaos damage during its Charm effect.
Related: Alkem Eira, Wandering Reliquary, Forsaken BangleBlood of the Warrior grants Life Recoup only for Damage taken during its flask effect. The Master's Reach applies its high Life Recoup only to damage from enemies with an Open Weakness.
Related: Blood of the Warrior, The Master's ReachSpiteful Floret grants Life Recoup in steps for every five Rage. The amount updates with the Rage-dependent modifier and remains subject to Recoup's ordinary Hit and duration rules.
Related: Spiteful Floret, RageEstazunti's Soul Core of Convalescence can add Recoup speed in boots or Life Recoup in helmets. Speed changes how quickly the total is delivered, while the Recoup percentage changes the total recovered.
Currency: Estazunti's Soul Core of ConvalescenceEssence of Hysteria can guarantee Life Recoup on an amulet. Rebirth Runes and several Perfect Essences provide slot-specific Life Recoup or damage-type Recoup outcomes.
Currency: Essence of Hysteria, Rebirth Rune, Perfect Essence of Grounding, Perfect Essence of Insulation, Perfect Essence of ThawingLimits and exceptions
5 rules- Recoup is recovery after damage and does not mitigate the original Hit.
- Damage over time does not create ordinary Recoup effects.
- Prevented damage counts only when the modifier explicitly names prevented, Blocked, or Deflected damage.
- Recoup speed changes duration and rate, not the total amount.
- Life, Mana, and Energy Shield Recoup are separate recovery destinations.




















