Might
14
Range
2
Том с силой 14 и дальностью 2. Если бой начинает противник или его HP не ниже 75%,
снижает ему Atk/Spd/Res на 5, наносит урон в размере 20% Res героя, ускоряет зарядку
Special и лечит 7 HP после боя. Эффектная ковка в начале хода при HP героя не ниже
25% накладывает на ближайших противников и тех, кто в пределах 2 клеток от них,
Atk/Res −7, Panic и Deep Wounds; в бою при HP не ниже 25% отменяет штрафы героя и
даёт гарантированную повторную атаку.
Формы и ковки
| Ковка | Might | Эффект |
|---|---|---|
| — | 14 | If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Spd/Res-5 on foe, deals damage = 20% of unit's Res (excluding area-of-effect Specials), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and restores 7 HP to unit after combat. |
| Atk | 14 | If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Spd/Res-5 on foe, deals damage = 20% of unit's Res (excluding area-of-effect Specials), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and restores 7 HP to unit after combat. |
| Def | 14 | If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Spd/Res-5 on foe, deals damage = 20% of unit's Res (excluding area-of-effect Specials), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and restores 7 HP to unit after combat. |
| Res | 14 | If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Spd/Res-5 on foe, deals damage = 20% of unit's Res (excluding area-of-effect Specials), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and restores 7 HP to unit after combat. |
| Effect | 14 | If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Spd/Res-5 on foe, deals damage = 20% of unit's Res (excluding area-of-effect Specials), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and restores 7 HP to unit after combat. At start of turn, if unit's HP ≥ 25%, inflicts Atk/Res-7,【Panic】, and【Deep Wounds】 on closest foes and foes within 2 spaces of those foes through their next actions. At start of combat, if unit's HP ≥ 25%, inflicts Atk/Spd/Res-5 on foe, neutralizes unit's penalties to Atk/Spd/Res, and unit makes guaranteed follow-up attack during combat. 【Panic】 Converts bonuses on unit into penalties through its next action. 【Deep Wounds】 Unit's HP cannot be healed through its next action. |
| Spd | 14 | If foe initiates combat or foe's HP ≥ 75% at start of combat, inflicts Atk/Spd/Res-5 on foe, deals damage = 20% of unit's Res (excluding area-of-effect Specials), and grants Special cooldown charge +1 to unit per attack during combat (only highest value applied; does not stack), and restores 7 HP to unit after combat. |