The Laboratory

Skills and wards

The hero's ten numbers: what each does and what counters it

The hero has 6 skills and 4 wards. A skill gives a move of its own; a ward dampens the opponent’s move. They work in fights with other mages; against a guardian only power matters.

Skills

SkillWhat it doesCountered by
PowerDamage of every hit—
HealthYour life pool in a fight—
AgilityChance to dodge a hitAccuracy
DefenseChance to block a hitPierce
FuryChance to hit twice as hardComposure
ReflexChance to strike backVigilance

Wards

WardWhat it doesCounters
AccuracyCuts the rival's dodgingAgility
PierceCuts the rival's blockingDefense
ComposureCuts the rival's furyFury
VigilanceCuts the rival's countersReflex

The chance of a move

The chance to dodge, block, land a furious blow or strike back is counted the same way: your skill against the opponent’s ward. A ward point weighs as much as 2 skill points.

The higher the skill, the higher the chance, but each next point adds less. The chance never goes above 60%.

Your skillOpponent's ward: 0Opponent's ward: 50Opponent's ward: 100
2512%7%5%
5020%12%9%
10030%20%15%
15036%26%20%
20040%30%24%
30045%36%30%

Blow and life

A plain blow80, plus 1 for every 10 power points
Life1000, plus 1 for each health point
A furious blow×2; for an orc — ×2.5
A counter-blowa plain blow in reply to the opponent's hit
A blockno damage; a dwarf returns 40% of the blow
A dodgeno damage; an elf always strikes back after a dodge — at 65% strength
A staff spell×3; cannot be dodged or blocked

Power and the guardian

Against a guardian only power works: the higher it is, the harder each chain hits.

Hero powerHit on a guardian
20×1
50×1.1
100×1.27
150×1.43
200×1.6
260×1.8
320×2

Skill points

Every new hero level and every step gives 10 points. You spend them in portions of 5 on the hero tab. Redistributing them is free the first time, then costs 300 sparks.