Mechanic

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.
0.5.4d
Current data

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 rules

If 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 cases
01
Damage taken as Life and Mana

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, Temporalis
02
03
Blocked and prevented damage

Alkem 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 Bangle
04
Temporary Recoup

Blood 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 Reach
05
07
Crafting sources

Essence 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 Thawing

Limits 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.