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
| Human | Elf | Dwarf | Orc | |
|---|---|---|---|---|
Power | 20 | 10 | 15 | 35 |
Health | 20 | 15 | 30 | 20 |
Agility | 20 | 35 | 5 | 10 |
Defense | 20 | 5 | 40 | 5 |
Fury | 20 | 10 | 5 | 35 |
Reflex | 20 | 25 | 5 | 10 |
Accuracy | 15 | 20 | 10 | 10 |
Pierce | 15 | 10 | 20 | 10 |
Composure | 15 | 10 | 15 | 5 |
Vigilance | 15 | 10 | 5 | 10 |
| Total | 180 | 150 | 150 | 150 |
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 round | The hero plays the best chain on the board: up to 7 potions |
|---|---|
| In an arena fight | A precise blow: ×1.8 of a plain one. |
Arrow · Elf
| In a round | An arrow pierces a whole row where the task needs it most |
|---|---|
| In an arena fight | A ×1.6 blow that cannot be dodged. |
Powder Keg · Dwarf
| In a round | A keg bursts in a cross: 2 cells each way |
|---|---|
| In an arena fight | A ×1.5 blow that cannot be blocked. |
Fists · Orc
| In a round | Fists smash two-by-two squares: 2 of them |
|---|---|
| In an arena fight | Plain blows in a row: 2. Each has its own dodge, block and fury roll. |
| Score for a gift hit | as 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 arena | a gift is a move; charge — 24 potions |
See also

Power
Health
Agility
Defense
Fury
Reflex
Accuracy
Pierce
Composure
Vigilance