Abilities
Passives
Light-Footed
- Unlock : Level 1
Elves large feet, great balance, and low weight make it so that they naturally make very little noise from footsteps.
Fragile
- Unlock : Level 1
Elves have naturally very weak bones and skin, making them somewhat susceptible to physical injuries.
Green Thumb
- Unlock : Level 25
Because of the relation between elves and nature, most plants and plant-based creatures will naturally feel neutral towards Elves. Elves are able to converse with most plants or plant-based creatures to a limited capacity.
Actives
Agronomy
- Unlock : Level 10
Cooldown : 20 turns Enchant a small area (around half a meter in diameter) for a full day (20 turns), making it suitable for plant growth1 as well as healing most plants within it at an unusually high speed.
Impatience
- Unlock : Level 25
Cooldown : 10 turns While touching a plant, you are able to forcibly increase the speed of its2 metabolism, to make it grow, age, rot, bloom, heal, etc. at speeds comparable to what would happen to it in one year each turn. This spell can be canceled mid-turn but will still count as a full action to use.
Heal Roots
- Unlock : Level 50
Call upon nature to come to your aid. This spell, which takes 1 turn to cast before it can start being used and that has to be continuously cast to stay in effect calls for magical roots to come out of the earth and wrap around chosen targets3. These roots stop any bleeding, close external wounds after 3 turns of healing, and heal its targets at a rate of LVL * 5
4 per turn if you are in a biome that isn’t considered to be of the nature element, or LVL * 10
4 per turn if you are in a biome that is considered of the nature element. This spell can last as long as the caster’s focus isn’t broken, and the target doesn’t try to move. The number of targets that can be affected by this spell is equal to the caster’s INT/40
. This spell cannot be used if you are currently not in a nature element tile or next to one.
Winds of Change
- Unlock : Level 100
Cooldown : 80 turns
Demand help from the earth itself, changing the current weather to windy and the time to Day
in the tile you are in for the next 5 turns.
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Depending on your location, this can mean different thing, like watering the location, creating a small light in that area, making the area darker, fertilizing the location, increasing the moisture in the air, etc. ↩
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This affects the plant you are touching and any non-intelligent living being that grows on it, like parasitic plants, fruits, mosses, mushrooms, bacteria, etc. ↩
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This spell can be used on yourself too. ↩