Might
16
Range
1
Копьё с силой 16 и дальностью 1. Если бой начинает противник или его HP равно 100%,
герой получает Atk/Def/Res +5. Эффектная ковка снижает Atk/Def противника на 3 и
отменяет его бонусы к Atk/Def.
Формы и ковки
| Ковка | Might | Эффект |
|---|---|---|
| — | 16 | If foe initiates combat or if foe's HP = 100% at start of combat, grants Atk/Def/Res+5 to unit during combat. |
| Atk | 16 | If foe initiates combat or if foe's HP = 100% at start of combat, grants Atk/Def/Res+5 to unit during combat. |
| Def | 16 | If foe initiates combat or if foe's HP = 100% at start of combat, grants Atk/Def/Res+5 to unit during combat. |
| Res | 16 | If foe initiates combat or if foe's HP = 100% at start of combat, grants Atk/Def/Res+5 to unit during combat. |
| Effect | 16 | If foe initiates combat or if foe's HP = 100% at start of combat, grants Atk/Def/Res+5 to unit during combat. Inflicts Atk/Def-3 on foe and neutralizes foe's bonuses to Atk/Def (from skills like Fortify, Rally, etc.) during combat. |
| Spd | 16 | If foe initiates combat or if foe's HP = 100% at start of combat, grants Atk/Def/Res+5 to unit during combat. |