Might
16
Range
1
Топор с Mt 16 и дальностью 1. Если HP героя не ниже 50%, в начале хода снижает
Atk/Def самого медленного противника на 5. Эффектная ковка даёт Atk/Def +4 пехоте
и коннице рядом, а при пехотинце или кавалеристе рядом и самому герою. Есть
атрибутные ковки.
Формы и ковки
| Ковка | Might | Эффект |
|---|---|---|
| — | 16 | At start of turn, if unit's HP ≥ 50%, inflicts Atk/Def-5 on foe on the enemy team with the lowest Spd through its next action. |
| Atk | 16 | At start of turn, if unit's HP ≥ 50%, inflicts Atk/Def-5 on foe on the enemy team with the lowest Spd through its next action. |
| Def | 16 | At start of turn, if unit's HP ≥ 50%, inflicts Atk/Def-5 on foe on the enemy team with the lowest Spd through its next action. |
| Res | 16 | At start of turn, if unit's HP ≥ 50%, inflicts Atk/Def-5 on foe on the enemy team with the lowest Spd through its next action. |
| Effect | 16 | At start of turn, if unit's HP ≥ 50%, inflicts Atk/Def-5 on foe on the enemy team with the lowest Spd through its next action. Grants Atk/Def+4 to infantry and cavalry allies within 2 spaces during combat. If unit is within 2 spaces of an infantry or cavalry ally, grants Atk/Def+4 to unit during combat. |
| Spd | 16 | At start of turn, if unit's HP ≥ 50%, inflicts Atk/Def-5 on foe on the enemy team with the lowest Spd through its next action. |