The Laboratory

Races and gifts

How the races differ in a fight and what gift each one has

You pick a race once, when the hero is created. Each has its own starting skills, its own fighting trait and its own gift.

Race and gender can't be changed afterwards.

Human

All-rounder: a bit of everything, slightly above the rest, and 15% more XP.

Elf

Dodger: agile and accurate; always strikes back after a dodge — lighter than a normal hit, but every time.

Dwarf

Blocker: shrugs off hits and sends two fifths of the blow back.

Orc

Bruiser: hits hardest, and his fury strikes land ×2.5.

What each race starts with

HumanElfDwarfOrc
Power20101535
Health20153020
Agility2035510
Defense205405
Fury2010535
Reflex2025510
Accuracy15201010
Pierce15102010
Composure1510155
Vigilance1510510
Total180150150150

Racial gifts

A gift is a racial skill. It opens at hero level 3 and charges from chains, like the staff: 40 potions. Tap it and it fires at once, without spending a move in a round.

Hunch · Human

In a roundThe hero plays the best chain on the board: up to 7 potions
In an arena fightA precise blow: ×1.8 of a plain one.

Arrow · Elf

In a roundAn arrow pierces a whole row where the task needs it most
In an arena fightA ×1.6 blow that cannot be dodged.

Powder Keg · Dwarf

In a roundA keg bursts in a cross: 2 cells each way
In an arena fightA ×1.5 blow that cannot be blocked.

Fists · Orc

In a roundFists smash two-by-two squares: 2 of them
In an arena fightPlain blows in a row: 2. Each has its own dodge, block and fury roll.
Score for a gift hitas for a chain of 7 potions
Against a guardian+600 more points of damage. The Hunch gift has no such bonus: its chain is a real one, and its score is what hurts the guardian.
In the arenaa gift is a move; charge — 24 potions