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  • Charging
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  • Charging was the action of bestowing a weapon with some temporary improvements. It was implemented with the Summer Update 2016 and it was removed with the Summer Update 2017 to be unified with the Imbuing system. You could charge a weapon with Critical Hits, Hit Points Leech or Mana Leech, it was done by Yana and you could charge a weapon for 5 Gold Tokens, heavily charge it for 10 Gold Tokens, and overcharge it for 15 Gold Tokens. Overcharging came with a fairly high breaking risk. Former chargeable weapons:
  • Charging is the 231st chapter of Akira Amano's Katekyō Hitman Reborn!.
  • Some items, like wands, magic harps, horns of plenty, brass lanterns, tinning kits, cans of grease, and the Bell of Opening, are only effective for a finite number of uses. Each potential use is called a charge, and charging is the process of adding more charges to an item. The most common methods of charging are the scroll of charging and the Platinum Yendorian Express Card. If you were thinking of magically improving weapons and armor, you want a scroll of enchant weapon or scroll of enchant armor instead.
  • Charging is a special Ability for most Image:Titan.PNG. A Seal that has a Charging Ability can make its own Charge Counter. There are two ways to make a Charge Counter. 1. * Receiving a Charge Counter from a Charging Ablilty: A Seal with Charging Ability will get a Charge Counter at the start of its owner's Attack Subturn. If Charge Counter exceed the amount that indicates at the Charging Ablilty, it doesn't get Charge Counter from Charging anymore. 2. * Receiving a Charge Counter from another card: Receiving a Charge Counter in this way won't get a Charge Counter at the start of its owner's Attack Subturn.
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Story Romaji Title
  • Jūden
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Chapter Title
  • Charging
Story Kanji Title
  • 充電
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Chapter
  • 231
Volume
Arc
abstract
  • Charging was the action of bestowing a weapon with some temporary improvements. It was implemented with the Summer Update 2016 and it was removed with the Summer Update 2017 to be unified with the Imbuing system. You could charge a weapon with Critical Hits, Hit Points Leech or Mana Leech, it was done by Yana and you could charge a weapon for 5 Gold Tokens, heavily charge it for 10 Gold Tokens, and overcharge it for 15 Gold Tokens. Overcharging came with a fairly high breaking risk. Former chargeable weapons:
  • Charging is the 231st chapter of Akira Amano's Katekyō Hitman Reborn!.
  • Charging is a special Ability for most Image:Titan.PNG. A Seal that has a Charging Ability can make its own Charge Counter. There are two ways to make a Charge Counter. 1. * Receiving a Charge Counter from a Charging Ablilty: A Seal with Charging Ability will get a Charge Counter at the start of its owner's Attack Subturn. If Charge Counter exceed the amount that indicates at the Charging Ablilty, it doesn't get Charge Counter from Charging anymore. 2. * Receiving a Charge Counter from another card: Receiving a Charge Counter in this way won't get a Charge Counter at the start of its owner's Attack Subturn. This special Ability first appeared in Ekklesia Version. An Example of a Seal that has a Charging Ability is Golden Light Golem.
  • Some items, like wands, magic harps, horns of plenty, brass lanterns, tinning kits, cans of grease, and the Bell of Opening, are only effective for a finite number of uses. Each potential use is called a charge, and charging is the process of adding more charges to an item. The most common methods of charging are the scroll of charging and the Platinum Yendorian Express Card. When identified, such items are shown with two numbers at the end of their description - a wand of magic missile (0:5) - the first number is how many times the item has been recharged, and the second is the number of charges remaining. The recharge counter stops at (7:y), though the item can still be recharged further if applicable. A discharged item is (x:0), and a canceled item is (x:-1). If you were thinking of magically improving weapons and armor, you want a scroll of enchant weapon or scroll of enchant armor instead. Repeated charging is potentially problematic. A wand charged more than once might explode; this is why nearly all players will reduce a wand to 0 charges before charging it. A wand of wishing charged the second time will always explode; thus players with a wand of wishing (1:0) always wrest the last wish (zap the wand repeatedly) instead of charging.
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