Spare Charge — core¶
Spare Charge adds charges to one equipped normal active.
Status: Current. Availability: Source-defined; acquisition is build-dependent.
Evidence: statically inspected repository definitions. No new automated gameplay, Editor, network or human acceptance is claimed. See the evidence guide.
Identity: core:18 · Aliases: ReserveCell
Behaviour and interactions¶
Ranks are keyed by both core ID and chosen ability ID. Each rank adds one charge; new capacity is supplied once. Q/F/C only: ultimate and melee excluded. Sequential recharge and the ability's overlap/recast rules remain in force.
Tier: Rare · Categories: Abilities, Utility
Restriction: Selected equipped normal active; ultimate/melee excluded.
Rank scaling from source¶
n = rank, q = rank − 1, l = log2(1 + rank), h = log2(rank), for rank ≥ 1. The excerpt below is copied as text, not executed. Primary/secondary meaning is defined in the resolver description and behaviour notes.
v.Primary=n;v.Count=rank;break; // additional selected active charges
Acquisition ranks have no authored balance cap; integer/float representation and bounded runtime effect rules still apply. Spare Charge is ranked per selected normal active. Run upgrades survive stage travel and downing, and clear at final run end.
Eligibility and acquisition · Proc and stacking rules · Defenses
Where to change or verify¶
- Authoring: UpgradeCatalog.cs
- Runtime/design owner: RunEffectService.cs
Freshness: this page is generated from a hashed source snapshot. Run the documentation check after source edits. Edit catalog-notes.json for narrative; do not edit generated pages.