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rdfs:label
Recharge Recharge
rdfs:comment
Recharge is a port service provided at all inhabited ports throughout the galaxy that recharges a ship's energy status back to 100%. Recharging costs 100 cr per jump worth of energy. Partial recharging is not possible unless the pilot has fewer credits than the recharge would cost. Recharging is done automatically for ships equipped with an auto-recharger, with the cost deducted from the pilot's account upon landing. The alternative to recharging in port is to charge a ship's batteries in space with solar panels or some form of reactor. Recharge is a 6th-level Red Element. Recharge (Japanese: リチャージ Recharge) is an Electric-type Status move introduced in Generation V. A master of martial arts, Recharge spent several centuries studying various fighting styles, from Metallikato to Jiu-Jitsu to Teras Kasi. He then discarded all the spiritual aspects of those styles, and focused solely on their ability to disarm, disable, and if necessary, dismantle an opponent. It's a good thing he is such a talented fighter, because his gung-ho attitude has gotten him into quite a few bar room brawls. His motorcycle form allows him to get into combat quickly, and would allow him to get away just as fast, if he ever actually surrendered. Indeed, Recharge would rather be carried out of a fight than run. It is this "never say die" attitude that is one of his greatest strengths and simultaneously his greatest weakness. While he can be reckless and is certainly fond of fightin Recharge is a Tier 2 Light power in the Support tree. "Recharge" is the 18th episode of Thunderbirds Are Go!. It was broadcast on November 28th, 2015. Skill recharge time (as noted by the Image:Recharge.png icon in the game) is the amount of time until a skill can be activated. Successfully activating a skill or having a skill interrupted during activation will cause it to begin recharging for its listed recharge time (a skill with no recharge listed will be available immediately). When a skill begins recharging, the skill's icon on the Skill Bar is darkened, and brightens in a clockwise motion, giving an indication of when that skill can be activated again. Adrenal skills cannot gain adrenaline while recharging and will lose any accumulated adrenaline if they begin to recharge. Because of the volatile nature of the weapon’s ammunition or due to the way it fires, the weapon needs time between shots to Recharge. The weapon must spend the Round after firing to build up a charge, and cannot be fired again—in effect the character can only fire the weapon every other Round. Weapons with the Maximal quality gain the Recharge quality when they are fired on maximal. Recharge refers to the time, in seconds, between two uses of a given power. This length of time may be shortened in several ways: * slot one or more Recharge Rate Enhancements in a power; * use another power (such as Hasten) or an Accolade Power (such as Geas of the Kind Ones); * receive a buff (such as Speed Boost or Accelerate Metabolism); or any combination of these. Reductions to recharge rate do not apply intuitively. If something reduces your recharge time by 100%, it doesn't recharge instantly. Instead, use this formula: RechargeTime = BaseRechargeTime / ( 1 + Enhancement )
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dbr:Volvo_ReCharge n26: dbr:Groundwater_recharge
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Magic Electric
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2016-05-15 2015-11-28 2015-11-29
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Recovers a used Element for re-use The user regenerates expended energy, restoring its own HP by up to half of its maximum HP.
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10"
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Innate red only
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One Ally self
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Recharge
n5:abstract
Because of the volatile nature of the weapon’s ammunition or due to the way it fires, the weapon needs time between shots to Recharge. The weapon must spend the Round after firing to build up a charge, and cannot be fired again—in effect the character can only fire the weapon every other Round. Weapons with the Maximal quality gain the Recharge quality when they are fired on maximal. Recharge is a Tier 2 Light power in the Support tree. Recharge refers to the time, in seconds, between two uses of a given power. This length of time may be shortened in several ways: * slot one or more Recharge Rate Enhancements in a power; * use another power (such as Hasten) or an Accolade Power (such as Geas of the Kind Ones); * receive a buff (such as Speed Boost or Accelerate Metabolism); or any combination of these. Reductions to recharge rate do not apply intuitively. If something reduces your recharge time by 100%, it doesn't recharge instantly. Instead, use this formula: RechargeTime = BaseRechargeTime / ( 1 + Enhancement ) where Enhancement includes the effects of enhancements, powers, and buffs. A 100% enhancement thus cuts the recharge time in half. A 200% enhancement cuts it by two thirds. Since the enhancement is in the denominator, it is subject to diminishing returns -- the more you add, the less each new amount helps. Recharge is a port service provided at all inhabited ports throughout the galaxy that recharges a ship's energy status back to 100%. Recharging costs 100 cr per jump worth of energy. Partial recharging is not possible unless the pilot has fewer credits than the recharge would cost. Recharging is done automatically for ships equipped with an auto-recharger, with the cost deducted from the pilot's account upon landing. The alternative to recharging in port is to charge a ship's batteries in space with solar panels or some form of reactor. "Recharge" is the 18th episode of Thunderbirds Are Go!. It was broadcast on November 28th, 2015. Recharge is a 6th-level Red Element. Recharge (Japanese: リチャージ Recharge) is an Electric-type Status move introduced in Generation V. Skill recharge time (as noted by the Image:Recharge.png icon in the game) is the amount of time until a skill can be activated. Successfully activating a skill or having a skill interrupted during activation will cause it to begin recharging for its listed recharge time (a skill with no recharge listed will be available immediately). When a skill begins recharging, the skill's icon on the Skill Bar is darkened, and brightens in a clockwise motion, giving an indication of when that skill can be activated again. Adrenal skills cannot gain adrenaline while recharging and will lose any accumulated adrenaline if they begin to recharge. After a skill has been successfully activated or interrupted, it begins recharging for the specified amount of time (or until a Morale Boost). Some skills, as stated in their descriptions, will disable themselves after activation. Some skills will cause skills to become disabled for "an additional" amount of time. In that case, the specified time is added to the normal recharge time of the affected skill. When a skill's activation is stopped by intentionally cancelling it or by skill failure, the skill will not begin recharging and will be available immediately. Any energy or adrenaline cost paid to begin activation is not refunded, and any exhaustion incurred will not be removed. Receiving a Morale Boost will recharge all of a player's skills. This is the only way to recharge Resurrection Signet, Sunspear Rebirth Signet, and the celestial skills. Morale boosts will not charge adrenal skills. Recharge time will not stack to exceed -50%. Recharge times cannot be reduced below 1 second. Such effects will also not affect the recharge time when a skill is disabled. When an effect such as Mantra of Recovery and Ritual Lord says they cause something to "recharge faster" by a certain percentage, they actually mean recharge time will be reduced by that percentage. Recharge time stacks multiplicatively, meaning Glyph of Swiftness (25%) and an Essence of Celerity (20%) will reduce your recharges by 40% rather than 45%. A master of martial arts, Recharge spent several centuries studying various fighting styles, from Metallikato to Jiu-Jitsu to Teras Kasi. He then discarded all the spiritual aspects of those styles, and focused solely on their ability to disarm, disable, and if necessary, dismantle an opponent. It's a good thing he is such a talented fighter, because his gung-ho attitude has gotten him into quite a few bar room brawls. His motorcycle form allows him to get into combat quickly, and would allow him to get away just as fast, if he ever actually surrendered. Indeed, Recharge would rather be carried out of a fight than run. It is this "never say die" attitude that is one of his greatest strengths and simultaneously his greatest weakness. While he can be reckless and is certainly fond of fighting, he is also a model soldier - at least when compared to his teammates. Of the team, he is the most fiercely proud and defensive of his status as an Autobot, and the prospect of the war ending without every last Decepticon dead or imprisoned is laughable to him. In his superbike form, Recharge is one of the fastest land Autobots in a straight line, although his cornering leaves a bit to be desired. In robot mode, his only ranged weapon is a heavy sniper rifle that breaks down inside his forearm shield. The rifle is extremely powerful and accurate at long ranges, but utterly useless in close-quarters combat. This limitation suits Recharge just fine, however, as he'd much rather face his enemies with his fists and feet anyway. It is fortunate that he is extremely agile in both modes, as he is lightly armored and relatively small by Cybertronian standards. Despite his physical weaknesses, he has a remarkable tolerance for pain, making him capable of withstanding injuries that would send lesser warriors into stasis lock without going down. It is unclear whether this is due to some sort of error in his pain receptors, or if he simply incredibly stubborn. Like his teammates, Recharge is overly fond of high-grade Energon, and needs to fill up at least once a cycle or else he enters a depressed state. Occasionally, he over-indulges, with results ranging from bar fights to minor revolutionary uprisings. While his robot mode is fairly durable, his tires are extremely vulnerable to damage, easily crippling his vehicle mode.
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