Might
14
Range
2
Лук с силой 14 и дальностью 2. Эффективен против летающих. В начале хода, если у
какого-то противника HP не выше HP героя −1 и рядом с ним другой противник,
накладывает на него Panic. Эффектная ковка добавляет: если максимальный HP героя не
ниже HP противника +1, герой получает в начале боя Atk/Spd/Def/Res +4.
Формы и ковки
| Ковка | Might | Эффект |
|---|---|---|
| — | 14 | Effective against flying foes. At start of turn, if any foe's HP ≤ unit's HP-1 and that foe is adjacent to another foe, inflicts【Panic】on that foe. 【Panic】 Converts bonuses on unit into penalties through its next action. |
| Atk | 14 | Effective against flying foes. At start of turn, if any foe's HP ≤ unit's HP-1 and that foe is adjacent to another foe, inflicts【Panic】on that foe. 【Panic】 Converts bonuses on unit into penalties through its next action. |
| Def | 14 | Effective against flying foes. At start of turn, if any foe's HP ≤ unit's HP-1 and that foe is adjacent to another foe, inflicts【Panic】on that foe. 【Panic】 Converts bonuses on unit into penalties through its next action. |
| Res | 14 | Effective against flying foes. At start of turn, if any foe's HP ≤ unit's HP-1 and that foe is adjacent to another foe, inflicts【Panic】on that foe. 【Panic】 Converts bonuses on unit into penalties through its next action. |
| Effect | 14 | Effective against flying foes. At start of turn, if any foe's HP ≤ unit's HP-1 and that foe is adjacent to another foe, inflicts【Panic】on that foe. 【Panic】 Converts bonuses on unit into penalties through its next action. At start of combat, if unit's max HP ≥ foe's HP+1, grants Atk/Spd/Def/Res+4 to unit during combat. |
| Spd | 14 | Effective against flying foes. At start of turn, if any foe's HP ≤ unit's HP-1 and that foe is adjacent to another foe, inflicts【Panic】on that foe. 【Panic】 Converts bonuses on unit into penalties through its next action. |