Unless stated otherwise, everything here is Diablo II: Resurrected build 3.3.93847, Reign of the Warlock.
Unless stated otherwise, everything here is Diablo II: Resurrected build 3.3.93847, Reign of the Warlock.

When active, aura increases the damage done by you and your party.
Might is the Paladin's level 1 Offensive Aura, with no prerequisite; it opens Holy Fire and Blessed Aim. While it is the active aura, you and every ally in its radius get a damage bonus. Two numbers decide it: the bonus, +40% at level 1 and +230% at level 20, and the radius, 10 2/3 yards at level 1 and 36 yards at level 20.
| Level | Radius | Damage: + |
|---|---|---|
| 1 | 10.67 yards | 40% |
| 2 | 12 yards | 50% |
| 3 | 13.33 yards | 60% |
| 4 | 14.67 yards | 70% |
| 5 | 16 yards | 80% |
| 6 | 17.33 yards | 90% |
| 7 | 18.67 yards | 100% |
| 8 | 20 yards | 110% |
| 9 | 21.33 yards | 120% |
| 10 | 22.67 yards | 130% |
| 11 | 24 yards | 140% |
| 12 | 25.33 yards | 150% |
| 13 | 26.67 yards | 160% |
| 14 | 28 yards | 170% |
| 15 | 29.33 yards | 180% |
| 16 | 30.67 yards | 190% |
| 17 | 32 yards | 200% |
| 18 | 33.33 yards | 210% |
| 19 | 34.67 yards | 220% |
| 20 | 36 yards | 230% |
| 21 | 37.33 yards | 240% |
| 22 | 38.67 yards | 250% |
| 23 | 40 yards | 260% |
| 24 | 41.33 yards | 270% |
| 25 | 42.67 yards | 280% |
| 26 | 44 yards | 290% |
| 27 | 45.33 yards | 300% |
| 28 | 46.67 yards | 310% |
| 29 | 48 yards | 320% |
| 30 | 49.33 yards | 330% |
The damage bonus is Param3 40 as the baseline and Param4 +10 a level: +230% at level 20 and +330% at level 30. The radius is Param1 16 plus Param2 2 a level in the table's units, times two thirds for yards: 10 2/3 yards at level 1, 36 at level 20, 49 1/3 at level 30. Both lines read lvl, so +skills from gear count, and so does the level of an Aura When Equipped item. An aura costs no mana to keep up (the row's mana is 0), and the row's InTown flag is set, so it runs in town.
Might is an aura: the row's aura flag, a might state on the caster and a might target state on every ally in range, refreshed on the aura's period (perdelay 50 frames, every 2 seconds). It has no target, no hit check and no damage of its own. Its one stat is damagepercent (aurastat1), the same +% damage that Enhanced Damage off the weapon and Strength give: it is added to that pool and the whole pool is applied once to the weapon's damage (Dealing Physical Damage). It therefore raises physical weapon damage, not spell damage; the Basin's Blessed Hammer page says Might does not apply to the hammer at all.
Might is additive with every other +% damage source off the weapon, including Strength: +230% on top of +200% from Strength is a pool of +430%, not a product.
The Basin's page lists the other suppliers: the Act 2 Offensive mercenary hired in Nightmare or, in the current game, Hell carries Might, and an Aura Enchanted unique monster carries a Might of level max(mlvl ÷ 6, 1).
No synergies: Might has no dsc3 lines and no …SymPerCalc column. Might in turn feeds Charge: +20% damage a hard point, read as blvl, so only hard points in Might count for Charge. Both of Might's own lines read lvl, so a +skill from gear raises the aura exactly as a hard point does.
Might is a party aura and never touches a player directly; it raises its wearers' hits, and a player's hit on another player is cut to 17% of its value (difficultylevels.txt PlayerDamagePercentVSPlayer) before anything else, see Player versus Player. The Basin's page adds nothing else about players.
Written from the game's tables (build 3.3.93847) and the cited pages; a per-level table is computed from skills.txt and skilldesc.txt by the same evaluator the skill pages use. A “legacy rule” is a published engine rule no table proves; a “game table” is read from the table named. · Report incorrect data