High-elf. Swimmer. Controls water. Swimmers must ask permission to swim. Water Bender gets 3 levels against Bloodborn.
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Art by: AI art / Ugnius Kiguolis
Elf - Champions and allies designated as elves gain bonuses or penalties on other card's special powers. Elves can be of any champion type. Any cards designated as elf (drow), half-elves, high-elves are considered to be elves, but might gain special bonuses or penalties on other card's special powers for their sub-class.
High-elf - High-elf champions and allies are considered to be both elf and high-elf for the purposes of cardplay. Champions and allies designated as high-elf gain bonuses or penalties on other card's special powers. High-elves have natural immunity to offensive magical items used against them. They do not sleep and can attack or defend the realms twice.
Swimmer - A swimming champion or ally can attack any realm in an opponent's formation that shows a coastline in its picture. This also includes realms with pictures instead of maps that depict coasts. The ability to swim is not automatically conferred to other cards, so a champion attacking a protected coastal realm must have the means to get his allies there if he intends to use allies in the round of battle. A flyer cannot choose to not fly. A swimmer cannot choose to not swim. An earthwalker cannot choose to not earthwalk. In situations where a champion or ally has several types of movement, the champion can choose which type of movement to use. For example, if a champion becomes a flyer and swimmer, they can choose how to move. The statement 'flyers cannot attack' does not restrict the champion from swimming to that realm, and 'only flyers can attack' does not mean that the swimming ability makes the champion unable to attack.