Health, normal shield, overflow and revives¶
Damage consumes overflow first, then normal shield, then HP. These resources have different regeneration, capacity and expiry rules.
Normal shield and overflow¶
Normal shield recharges at the source baseline of 20% maximum per second after a 5-second damage delay. Shield Recovery changes the delay channel; normal shield capacity is independent of HP.
Overflow is temporary and constrained by global capacity plus source/family budgets. Expiry removes unspent overflow, not ordinary shield already restored. Repeating a source refreshes/replenishes its bounded pool rather than stacking unlimited independent pools.
Ward Beacon restores normal shield over time. Overlapping team beacons use the strongest recipient-family rate, so four colocated supports do not provide four times the authored rate. Shared Shelter also respects recipient family budgeting.
Downing and revive¶
The prototype allows teammate revive through a living rescuer holding E within 3 metres and line of sight for 3 seconds, restoring 30% HP. There is no prototype bleedout timer. Run ranks remain while the run survives, while temporary effects clear on downing.
Rescue Link accelerates a valid interaction; it does not bypass range/LOS. Linked Recovery grants normal shield after the accepted revive, without overflow or revive-loop proc credit. Healing and shield grants cannot independently revive.
Emergency Shell triggers only after surviving a crossing below its HP threshold. Lethal damage remains lethal. Bulwark responds to actual HP damage, not shield-only damage.
Checkpoint and defeat¶
Checkpoint recovery belongs to the boss-clear/run flow. Final team defeat snapshots results and clears run state. Do not confuse a temporary downed state with the permanent-progression reset boundary.
Source: defense state, vitals, recipient budgets, support runtime.