Armament

Armaments are Tokens that choose to manifest as weapons that the Master wields. Armaments have different stat scalings, which are represented as stats gained by the wielder. Armaments have a Base HP of 20.

The Weapon has an AP Attack Cost of 5, and a Precision of 2. Half of the Armament's Charisma is granted as a bonus to you. _________________________________________________________________________________

Ultimate Ability - Boon of Battle - Upon use, the Armament grants the bearer a bonus based on one of its highest attributes.

Endurance - Restores HP on bearer equal to the Bonus HP granted.

Strength - Doubles base weapon damage until end of turn.

Agility - Doubles Movement bonus until end of turn and restores AP equal to the Max AP bonus.

Intelligence - Doubles the Spell Effect Bonus until end of turn.

Charisma - Restores Max MP on bearer.

Insight - Doubles Spell Resist and MP Regeneration until you cast a spell next. You cannot be disabled while this is active.

Dexterity - Double the Roll Bonuses until your next turn.

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