Active Matter: How Revive Cost Scales With Harvested AM
Revive cost is not tied to how much Active Matter you harvested. It is a per-teammate death counter inside that raid: 10, then 50, then 150 AM. The 300 AM cap is the budget you manage around those jumps.
The mechanic: cost scales per teammate per raid, not with your harvest total. The game tries to take AM from the person being revived first - the reviver's AM is only used if the downed player cannot cover it. Old numbers (5 / 25 / 150) are outdated; the live ladder is 10 / 50 / 150.
The Revive Ladder
| Revive on that teammate this raid | AM cost |
|---|---|
| 1st | 10 AM |
| 2nd | 50 AM |
| 3rd | 150 AM |
1Manage the Ladder in Order
-
1
Treat the first 10 AM as "free," not the bank
Grab early globules and anomaly kills so the first pickup is instant. Do not sit at 8 AM and assume you can rez.
-
2
After the first rez, immediately farm the next 50
The cost jump is the real timer - you cannot chain-rez in the same fight. Scatter to anomalies, flower-nests, or dropped AM on bodies, then come back.
-
3
Before a second death, decide if a third rez is even possible
The math players use: 10 + 50 + 150 = 210 AM if one person eats all three. Two teammates who each die twice = 120 total, leaving room. If the aggressive player already used two lives, do not promise a third unless the squad sits on 150+ extra.
-
4
To actually revive: pick up their Mindvault (watch), right-click it in inventory, Use
Short animation, needs enough AM on the pair or it fails. They come back without gear - plan a body run or they are a pistol.
2Farm AM Fast Enough for the Jumps
-
1
Absorb glowing globules
2 seconds each and nearby globules chain. Gathering chronogene speeds this up.
-
2
Kill anomalies, flowermen, and nest packs
Drop rates and gather speed were buffed in the same patch that hiked revive cost.
-
3
Loot AM off dead operators
Killed players drop the AM they were carrying as free samples.
3Decision Points
Common Mistakes That Strand Teammates
- Banking on wiki numbers. Live costs are 10 / 50 / 150 - the patch raised both the cap and the ladder.
- Assuming harvested total unlocks cheaper revives. Harvested amount only decides whether you can pay, not the price.
- Burning the third rez on a player who keeps pushing. 150 AM is most of a raid's farm.
- Hacking a downed enemy to stop their squad's rez. It does not work - strip the primary instead.
- Sitting on 300 AM and still dying twice. The cap does not refund spent AM.