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THE DEVELOPMENT WIKIPROJECT I SPACE FANTASY · CO-OP FPS · ROGUELIKE

Shield Recovery — core

Shield Recovery shortens the normal-shield recharge delay.

Status: Current. Availability: Source-defined; acquisition is build-dependent.

Evidence: statically inspected repository definitions. No new automated gameplay, Editor, network or human acceptance is claimed. See the evidence guide.

Identity: core:30 · Aliases: ShieldRecovery

Behaviour and interactions

Recharge delay is baseline divided by [1 + 0.10 × log2(1 + rank)]. This modifies the delay before normal recharge, not an overflow regeneration rate.

Tier: Uncommon · Categories: Survival

Restriction: Normal shield recharge only; no overshield.

Rank scaling from source

n = rank, q = rank − 1, l = log2(1 + rank), h = log2(rank), for rank ≥ 1. The excerpt below is copied as text, not executed. Primary/secondary meaning is defined in the resolver description and behaviour notes.

v.Primary=1+.10*l;break;

Acquisition ranks have no authored balance cap; integer/float representation and bounded runtime effect rules still apply. Spare Charge is ranked per selected normal active. Run upgrades survive stage travel and downing, and clear at final run end.

Eligibility and acquisition · Proc and stacking rules · Defenses

Where to change or verify

Freshness: this page is generated from a hashed source snapshot. Run the documentation check after source edits. Edit catalog-notes.json for narrative; do not edit generated pages.