What it is
Organic Regeneration is a stat-modifier ship passive that increases the carrier’s shield regeneration rate by a percentage. It is one of sixteen passives registered in the passive index and uses the standard five-tier rarity scaling shared by every percent-stat passive in the game. It is purely an uptime/sustain bonus — it does not change the shield pool size, the post-damage regen delay, or the fill-time window.
Identity
| Field | Value |
|---|---|
| Display name | Organic Regeneration |
| Description template | +{value}% shield regen rate |
| Stat target | shieldRegenRate |
| Unit | percent |
| Scaling curve | Defensive percent (5 / 10 / 16 / 23 / 32) |
The stat target is the ship’s shieldRegenRate field, which governs how fast the shield pool refills once regeneration is allowed to run. Shield regeneration is gated behind a separate post-damage timer (shieldRegenDelay, baseline four seconds) and shaped by a separate fill-time window (shieldRegenFillTime, baseline two seconds); this passive does not touch either of those gates — it only scales the rate field. The percent bonus is multiplicative against the ship’s base shieldRegenRate and applies once at run start through the standard passive-resolution path.
Per-rarity values
| Rarity | Value |
|---|---|
| Common | +5% |
| Uncommon | +10% |
| Rare | +16% |
| Epic | +23% |
| Legendary | +32% |
The five values come straight from the passive’s values tuple, indexed by rarity. Step sizes are +5, +5, +6, +7, +9 — the same defensive-percent curve used by max HP, max shield, armor, and the other percent-stat sustain passives.
Which ships use it
At the verified commit, no ship in the roster declares Organic Regeneration as its passiveId. The passive is registered and resolvable through the helper functions in the passive index, but the baseline ship stats default to a different passive and no per-hull override in the ship roster file assigns Organic Regeneration. The passive is available content awaiting a ship assignment.
How it stacks with other effects
Organic Regeneration modifies a single named stat (shieldRegenRate) by a percent value, so it slots into the same stacking path as any other percent-stat passive. The bonus is applied at run assembly through the shared passive applier — no custom handler or triggered effect is attached to the definition. Other sources of shieldRegenRate modification (mods such as the Core Reactor flat bonus, the shield-bundle modifier path which gives a percent shield-regen-rate component per rank, the standalone shield-regen modifier rated around +12% per rank) combine with the passive’s contribution according to the run-assembly layer’s stacking rules, not anything intrinsic to this passive’s data. The passive only scales the rate field; it does not shorten the post-damage delay before regeneration starts, and it does not change the fill-time window.
EXTRACT-CANDIDATE: “no ship uses Organic Regeneration” is true at the verified commit because a full-tree search for the string organic_regen finds only the passive’s own definition file, its registration in the passive index, and unrelated wiki mentions — no passiveId: 'organic_regen' reference exists in the ship roster file. If a future patch wires this passive onto a hull, the “Which ships use it” section will need a ship table.
EXTRACT-CANDIDATE: exact multiplicative-vs-additive interaction between this passive’s shieldRegenRate bonus and other shieldRegenRate sources (the shield-bundle modifier rated around +7.5% per rank, the standalone shield-regen-rate modifier rated around +12% per rank, the Core Reactor mod that grants a flat +2 to shield-regen rate alongside its flat shield-max bonus, artifacts, upgrades) is not specified in the passive data file. Confirm against the run-assembly service before adding a stacking-order claim.
EXTRACT-CANDIDATE: whether the percent bonus operates on the ship’s pre-mod base shieldRegenRate or on a post-mod intermediate value is not specified in the passive data file. The five-value tuple and the isPercent flag are the only computation inputs declared here; the order of application against other shield-regen sources lives in run-assembly code, not in the passive definition.
EXTRACT-CANDIDATE: the relationship between the shield-regen-rate scalar and concrete in-game shield-per-second output is not specified in the passive data file. The baseline shieldRegenRate of 6 and the two-second fill-time window are declared in the run-config and engine state files, but how those values are combined into a per-frame shield-restore amount lives in engine code, not in the passive definition.
EXTRACT-CANDIDATE: certain affix runtimes (sealed-arena phasing windows, hardened-rampup peaks) reference doubling the regen rate under specific in-arena conditions. Whether those affix-time doublings stack additively or multiplicatively with this passive’s percent bonus is not specified in the passive data file. Confirm against the affix runtime before adding an interaction claim.