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 walking.
Fragile
- Unlock : Level 1
Elves have naturally fragile bodies, that are more prone to physical injuries.
Green Thumb
- Unlock : Level 25
Because of the relation between elves and nature, most plants, plant-based creatures, and animals will naturally be neutral towards Elves. Elves are able to converse with them to a very 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. The enchanted area also heals most plants within its boundaries.
Impatience
- Unlock : Level 25
- Cooldown : 10 turns
While touching a plant, you are able to forcibly increase the speed of its2 metabolism, causing it to grow, heal, bloom, age, and rot at about 60 times its usual rate. This spell can be stopped before the full 60 turns.
Healroots
- Unlock : Level 50
- Cast time : 1 turn
Summon Healroots from the earth to { +protect you and your allies. After the cast time is over, Healroots will pop out of the ground, and wrap around your target’s3 wound(s), healing them for (Caster LVL) * 25 HP, and causing skin to quickly grow back to close the wound(s). After having healed a target, Healroots can be moved onto a new target without having to wait for the cast time. This skill requires both the caster and target to be immobile for and can only be cast while a target has fresh wounds.
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Depending on your location, this can mean different thing, like watering ground, creating a small source of light, making the area darker, making the ground more fertile, making it colder or hotter, increasing the moisture levels, etc. ↩
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This skill will also affect plants that are connected to your target, like mosses, and mushrooms, and also causes diseases affecting your target to be sped up. ↩
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This skill can also target yourself. ↩