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Large War Axe

戦神の大斧

Might
16
Range
1

Топор с Mt 16 и дальностью 1, даёт Atk +3. В нечётные ходы герой получает Atk/Spd +10 и
отменяет свои штрафы к Atk/Spd, а первая его атака наносит урон, равный 15% его Atk; в
чётные ходы получает Atk/Spd +5. Ковки дают Atk/Spd/Def/Res +10 или +5, дополнительный
урон и восстановление 7 HP после боя; эффектная ещё добавляет HP +5 и усиливает
союзников рядом. Есть атрибутные ковки.

Формы и ковки

Ковка Might Эффект
— 16 Grants Atk+3. Grants Atk/Spd+10 to unit, neutralizes unit's penalties to Atk/Spd, and unit's first attack deals damage = 15% of unit's Atk during combat on odd-numbered turns. Grants Atk/Spd+5 to unit during combat on even-numbered turns.
Atk 16 Grants Atk+3. Grants Atk/Spd/Def/Res+X to unit (on odd-numbered turns, X = 10; on even-numbered turns, X = 5), neutralizes penalties on unit, and unit deals +Y damage during combat (on odd-numbered turns, Y = 30; on even-numbered turns, Y = 20; excluding area-of-effect Specials), and restores 7 HP to unit after combat.
Def 16 Grants Atk+3. Grants Atk/Spd/Def/Res+X to unit (on odd-numbered turns, X = 10; on even-numbered turns, X = 5), neutralizes penalties on unit, and unit deals +Y damage during combat (on odd-numbered turns, Y = 30; on even-numbered turns, Y = 20; excluding area-of-effect Specials), and restores 7 HP to unit after combat.
Res 16 Grants Atk+3. Grants Atk/Spd/Def/Res+X to unit (on odd-numbered turns, X = 10; on even-numbered turns, X = 5), neutralizes penalties on unit, and unit deals +Y damage during combat (on odd-numbered turns, Y = 30; on even-numbered turns, Y = 20; excluding area-of-effect Specials), and restores 7 HP to unit after combat.
Effect 16 Grants Atk+3. Grants Atk/Spd/Def/Res+X to unit (on odd-numbered turns, X = 10; on even-numbered turns, X = 5), neutralizes penalties on unit, and unit deals +Y damage during combat (on odd-numbered turns, Y = 30; on even-numbered turns, Y = 20; excluding area-of-effect Specials), and restores 7 HP to unit after combat. Grants HP+5. For unit and allies within 3 rows or 3 columns centered on unit, grants Atk/Spd/Def/Res+5, makes a guaranteed follow-up attack, and grants Special cooldown charge +1 per attack during combat (only highest value applied; does not stack). Reduces damage from foe's attacks by 15 during combat (excluding area-of-effect Specials).
Spd 16 Grants Atk+3. Grants Atk/Spd/Def/Res+X to unit (on odd-numbered turns, X = 10; on even-numbered turns, X = 5), neutralizes penalties on unit, and unit deals +Y damage during combat (on odd-numbered turns, Y = 30; on even-numbered turns, Y = 20; excluding area-of-effect Specials), and restores 7 HP to unit after combat.