Artifact · Status-Conditional Power
ArtifactFeeding Bottle
Feeding Bottle is a status-active conditional Artifact: while Dylan is affected by Burn or Infected, Power Recovery is 30% higher. It is not a resistance Artifact — it waits for a negative status to already be active and rewards you for surviving it.
+30% Power Recovery while Dylan is affected by Burn or Infected.
- Type
- Artifact
- Role
- Status-conditional Power economy
- Scope
- Player while Burn or Infected is active
- Resource
- Power Recovery
- Trigger
- Burn or Infected active
- Source
- Panopticon Service Request
Feeding Bottle active
+30% Power Recovery
Panopticon Service Request
The bonus only applies while a status is active. Partial buildup is not treated as active without runtime confirmation.
Feeding Bottle Overview
Feeding Bottle does not resist status — it exploits it. While Dylan is affected by Burn or Infected, the Artifact raises Power Recovery by 30%. When neither status is active it does nothing. That makes it the mirror image of Lighter, Face Mask and Worn Eraser: they delay a negative status, while Feeding Bottle wants one to be active.
The condition is a status on Dylan, not on the enemy. Burning or infecting an enemy does not activate it.
What Does Feeding Bottle Do?
One conditional modifier on the Power Recovery axis.
The Artifact adds 30% Power Recovery while Dylan is affected by Burn or Infected. It changes how fast Power comes back; it does not increase Max Power, lower Ability Cost or grant Power instantly.
- 1 · Negative status active
The condition is a status on Dylan — Burn or Infected — not the target's class, your Health or a one-time trigger.
- 2 · Power Recovery +30%
While that status is active, Power recovers 30% faster.
- 3 · Burn OR Infected
Either status satisfies the condition. You do not need both at the same time.
- 4 · No status active
With neither Burn nor Infected active, the Artifact adds nothing.
Whether partial buildup counts, and how the 30% stacks with other Power modifiers, is confirmed against the shipped game before it is treated as fixed.
When Does Feeding Bottle Activate?
Status active, not status buildup.
The public description says the bonus applies while Dylan is affected by Burn or Infected. That reads as an active status, reached after the status meter fills past its threshold — not the moment buildup starts. This page treats the condition as an active status and flags the exact trigger boundary for runtime verification.
Burn active
Infected active
Feeding Bottle active
+30% Power Recovery
Buildup only / no status
No bonusA partial meter is not treated as an active status here, so the recovery bonus is not assumed to apply.
Status source → buildup → threshold → active
A negative status has to build up and cross its threshold before it counts as active. Feeding Bottle responds to that active state, not to the first tick of buildup.
Buildup versus active is the page's main truth boundary. If the production runtime proves the bonus starts during buildup, this model is updated — the page does not guess.
What Does +30% Power Recovery Mean?
Recovery rate is not Power capacity.
Feeding Bottle touches one part of the Power economy: the rate at which Power regenerates. It does not raise your maximum Power, reduce Ability Costs, refund a cast or hand you Power on the spot. Faster recovery helps most when your rotation is Power-hungry and the fight is long enough for regeneration to matter.
+30%
Faster regeneration while the status is active.
Unchanged
Unchanged
Faster recovery is not the same as more Power. Do not read the 30% as extra capacity, a cost cut or an instant refill.
Status Resistance vs Status Exploit
The resistance Artifacts pull in the opposite direction.
Lighter, Face Mask and Worn Eraser all slow negative status buildup. Feeding Bottle wants a negative status to actually become active. Equipping both is not a hard conflict — it is a tension: the resistance keeps you safer but can delay the activation the bonus depends on.
| Relation | Why |
|---|---|
Lighter Activation tension | Burn takes longer to reach the active state, which can delay Feeding Bottle's Burn-based activation. |
Face Mask Activation tension | Infected takes longer to become active, delaying the Infected path. |
Worn Eraser Broad activation tension | It slows all negative status buildup, so it can affect both the Burn and the Infected path at once. |
Burn and Infected: two ways in
Avoid status — Lighter / Face Mask / Worn Eraser
Exploit status — Feeding Bottle
Tension, not incompatibility: the resistance Artifacts still provide safety, and both can be equipped together.
Worn Eraser can also give you more control over when a status triggers. It may delay activation; it is not automatically anti-synergy.
Feeding Bottle vs Other Power Artifacts
Same economy, different mechanisms.
Several Artifacts help Power, but they act on different parts of the economy. Feeding Bottle raises the recovery rate conditionally; Bout Guard raises it always-on with a defense penalty; Ornate Buckle restores Power on an Execution event; Pickpocket's Tool removes the cost of the next Ability after a Perfect Dodge; Wallet substitutes Health when Power runs short.
| Aspect | Feeding Bottle | Bout Guard | Ornate Buckle | Pickpocket's Tool |
|---|---|---|---|---|
| Mechanism | Conditional recovery rate | Always-on recovery rate | Event Power recovery | Ability cost override |
| Trigger | Burn or Infected active | Always on | Execution | Perfect Dodge |
| Listed downside | Requires a negative status | Damage Taken penalty | Damage Taken penalty | Chance-dependent trigger |
| Control | Encounter-dependent | Constant | Execution-dependent | Dodge-dependent |
Do not assume these stack or that one replaces another. Combined Power results are confirmed against the shipped game before a number is published.
Feeding Bottle and Wallet
Faster Power can mean fewer Health substitutions.
Wallet pays for Combat Abilities with Health when Power is insufficient. Faster Power recovery can reduce how often Power runs short, which can in turn reduce how often Wallet has to spend Health. That is a systems relation, not a fixed conversion — this page does not claim Feeding Bottle cuts Wallet's Health cost by 30%.
- 1 · Status active
Feeding Bottle raises Power Recovery while Burn or Infected is active.
- 2 · Power returns faster
Power shortages are less likely during the status window.
- 3 · Fewer substitutions
Wallet may have to spend Health less often — but only as a tendency, not a guarantee.
This also interacts with low-Health setups: if Power pressure eases, Health may stay higher, which can shift when Mother's Locket or Medical Alert Bands activate. Treat it as a possible system interaction, not a calculated result.
Status, Power and Ability Rotation
Faster recovery supports Power-hungry rotations.
When Feeding Bottle is active, Power comes back faster, which can make a Power-intensive Ability rotation easier to sustain. It does not make any single Ability the best choice — Ability Cost, your build and other Power modifiers still decide that.
| Relation | Why |
|---|---|
Ignite Shared status | Ignite burns an enemy. Feeding Bottle needs Dylan to be Burned, so burning an enemy does not activate it. |
Inferno Shared status | Another outgoing Burn source; the same direction mismatch applies. |
Spore Burst Shared status | It infects an enemy, not Dylan, so it does not activate Feeding Bottle. |
Growth Shared status | Outgoing Infected has the same direction mismatch. |
Direction matters
Dylan is affected → activates
Enemy is affected → does not activate
Burning or infecting enemies is not a trigger. Only Dylan's own status counts.
These are relations from shared combat mechanics, not verified synergies.
Is Feeding Bottle Worth It?
Strong when the encounter applies status and you can survive it.
The real question is whether the encounter actually applies Burn or Infected and whether the status is safe enough to leave active. If it is, the recovery bonus is a free layer for a Power-hungry build. If not, the Artifact does nothing.
Good fit when
The encounter applies Burn or Infected
Every applied status is a chance for the bonus to apply.
Your rotation is Power-hungry
Faster recovery helps most when Power is the limiting resource.
You can survive the status safely
The bonus only helps if the status does not take you out first.
The status is hard to avoid
If you will be Burned or Infected anyway, the bonus is free value.
You understand the effect is conditional
It does nothing outside those active-status windows.
You want recovery without a listed penalty
Unlike Bout Guard, the listed effect carries no Damage Taken penalty.
Lower value when
The encounter applies neither status
No verified trigger, so the Artifact stays inactive.
You avoid statuses consistently
If you never let a status become active, the bonus never turns on.
You run heavy resistance
Strong resistance can keep a status from becoming active at all.
The status is too dangerous
The right answer may be to avoid it entirely, not to exploit it.
Power is not limiting your build
Faster recovery buys nothing if you are never short on Power.
Another Artifact solves the encounter better
When survival or utility is the real need, a conditional recovery bonus is the wrong slot.
Status Matchups
Value scales with incoming status, not a flat score.
There is no single number for how good Feeding Bottle is in a fight. What matters is whether the encounter actually applies Burn or Infected, how long the status stays active and whether you can survive it. The Artifact has no trigger in an encounter that applies neither status.
- No Burn or Infected
No verified trigger; the Artifact stays inactive for the whole encounter.
- Occasional status
Medium relevance: the bonus turns on only during those windows.
- Constant status pressure
High relevance if you can survive it, since recovery stays up through the fight.
Incoming status pressure is a decision aid, not a hidden score. The page gives the reason, not a fake precision value.
How to Get Feeding Bottle
A Panopticon Service Request reward, then an Artifact Formation craft.
Feeding Bottle comes from Langston's Panopticon Service Request in Central, not from exploration. Completing the request rewards the Untapped Feeding Bottle, which you then craft into the usable Artifact.
- 1 · Start Panopticon Service Request
Take up Langston's Side Quest in Central, at the Field Office / Panopticon.
- 2 · Repair and contain
Repair the security system and finish the containment tasks the request sets.
- 3 · Receive the Untapped reward
The request grants the Untapped Feeding Bottle alongside the Aramid Work Clothes.
- 4 · Craft at the Artifact Formation
Turn the Untapped Artifact into the usable Feeding Bottle before you equip it.
Panopticon Service Request Reward
The request is Langston's containment task in Central. The corrected containment ID is D-04; the full terminal and radio puzzle stays on the quest page.
- Quest giver
- Langston
- Region
- Central
- Reward
- Untapped Feeding Bottle
- Included with
- Aramid Work Clothes
The Artifact page owns the effect and the how-to-get summary. The full puzzle route lives on the Panopticon Service Request page.
Artifact Formation
Untapped Feeding Bottle to usable Artifact.
The request grants an Untapped Feeding Bottle, which is not equipped directly. Take it to the Artifact Formation in The Gap to turn it into the usable Feeding Bottle. Until you craft it, the Artifact has no effect.
- 1 · Quest reward
Panopticon Service Request grants the Untapped Feeding Bottle.
- 2 · Artifact Formation
Craft the Untapped Artifact at the Formation.
- 3 · Equip
Equip the finished Feeding Bottle in a Loadout slot.
The exact Formation materials are confirmed against the shipped game before they are published. Treat the untapped-to-usable step as fixed; treat the material list as unverified.
Feeding Bottle FAQ
- What does Feeding Bottle do?
- It adds 30% Power Recovery while Dylan is affected by Burn or Infected.
- How do you get Feeding Bottle?
- Complete Langston's Panopticon Service Request in Central to receive the Untapped Feeding Bottle, then craft it at the Artifact Formation.
- Do I need Burn and Infected at the same time?
- No. The public description is Burn OR Infected, so either status satisfies the condition on its own.
- Does partial Burn buildup activate Feeding Bottle?
- This page treats the condition as an active status, because the description says 'while affected by Burn or Infected'. Whether the exact trigger starts during buildup is confirmed against the production runtime.
- Does Ignite activate Feeding Bottle?
- No. Burning an enemy does not activate it — Feeding Bottle checks Dylan's own status, not the enemy's.
- Does Spore Burst activate Feeding Bottle?
- No. Infecting an enemy is the opposite direction from Dylan being Infected, so it does not activate the Artifact.
- Is Feeding Bottle bad with Lighter?
- Not incompatible, but tense: Lighter slows Burn, which can delay Feeding Bottle's Burn-based activation while keeping you safer.
- Is Feeding Bottle bad with Face Mask?
- The same tension: Face Mask delays Infected, and Feeding Bottle benefits once Infected is active.
- Is Feeding Bottle bad with Worn Eraser?
- Worn Eraser broadly slows negative status buildup, so it can reduce how often both the Burn and Infected activation paths occur.
- Does Feeding Bottle completely counter Burn's Power drain?
- That cannot be guaranteed. Without the real Burn drain rate and the Power recovery formula, do not assume the bonus fully cancels Burn's Power pressure.
- Should I stay Burned or Infected on purpose for the bonus?
- Feeding Bottle rewards surviving an unwanted status; it is not a reason to deliberately take avoidable hazard damage.
Feeding Bottle Authority
Feeding Bottle owns the status-active conditional Power Recovery intent: its effect, the 30% recovery bonus, the Burn-or-Infected condition, its comparison against other Power mechanisms, its build suitability and its Panopticon Service Request reward. The full quest route lives on the Panopticon Service Request page, the status systems keep their own authority, and the Artifact overview lives on the Artifacts hub.