Affinities

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Description
Affinities are the core mechanic that most functions are built off of. Affinities are the magical "symbol" or element that every user will have. After leveling up a certain amount, every player will be able to choose between 2 of 24 listed affinities.

Arcana:
The affinity of Arcana is magic in its purest form. Powerful to use, but hard to learn, Arcana is a great tactical offense and support. Arcane users will gain a boost in any areas of heavy magical focus, as well as areas that are calm, serene, and give no distractions. On the other hand, areas void of magic as well as areas with heavy distractions will take away from this affinity's effects. Arcana takes an insane amount of focus, and when distracting an Arcane user, their power may be weakened. Arcana is effective against all other intangible affinities and less effective on those that it becomes distracted by. With a given boost to Power, Defense, and Stamina, Arcana draws away from Strength and Hp.

Creation:
Creating, shaping, and mending matter is what Creation is all about. This affinity is very versatile and can be used in a number of ways in combat, such as offense, defense, and support. Confined by space, the Creation Affinity is proficient when in large, open spaces and inept when in small, enclosed areas. Creation has greater effects on affinities that seem to be of dark or inherently evil nature; also less effective on affinities that can change or effect its form. While giving a boost to Hp, Speed, Stamina, and Wizardry, Creation also lowers Power and Strength.

Darkness:
An affinity mixing physical and intangible magic, Darkness encompasses the lack of light, powers of the night, and even dark matter. Not being used as an attacking class, Darkness is most useful as a strategic support. Empowered by the night and dark areas, this affinity is also weakened in the day. Effective against affinities that use light to function, and less effective against those that create light. Darkness also gives advantage to Power, Hp, Speed, and Stamina, while taking away from Strength.

Destruction:
Destroying, withering, corroding, and more are the powers of Destruction. Used as a slow, but effective infiltrator, users with this affinity can destroy anything, given the time. While empowered in small, enclosed spaces, as well as areas with lots of destructible matter, Destruction is weakened by open areas with little amounts of material to destroy. As its nature, Destruction is effective against all physical affinities, and weakened by those it cannot touch or see. Destruction also gives a bonus to Power, Strength, Defense, and Wizardry, while lowering Speed and Stamina.

Earth:
With powers over the terra itself, the Earth Affinity commands rocks, ground, and much more to its use. Built to be tanky, the Earth Affinity is mainly used as a heavy hitter and support class. Given a boost in mountains, crags, deserts, caves, sandstorms, and tornados, Earth also gets debuffed while in aquatic regions, dense forests or jungles, as well as when in the air. Earth is only effective against affinities that can be quenched or resisted by the ground. On the other hand, any affinities that naturally degrade earth are resilient to the Earth Affinity. While Power, Strength, Hp, and Defense are upgraded, Speed, Stamina, and Wizardry are lessened by Earth.

Energy:
Gaining elemental power from other magical and energy sources, the Energy Affinity is an insanely powerful offense. Energy users will gain a boost when around large energy or magical sources. Similarly, a disadvantage will be given when around no sources of energy. While being effective against all affinities that use physical magic to operate, Energy has the drawback of being less effective against those it cannot physically absorb. With a bonus to Power, Defense, Speed, and Wizardry, Energy also takes away from Strength, Hp, and Stamina.

Fire:
Controlling all heat and the reaction of combustion, the Fire affinity is often used as a quick, offensive attacker with powerful skills. Given an advantage when near any fire or large heat source, volcanoes, regions with magma present, as well as areas with lots of flammable material. The Fire Affinity also debuffs when in dry or rocky regions, aquatic or marshy regions, windy areas, regions with little oxygen, as well as areas with little flammable materials. While the Fire Affinity is effective against any others that would naturally be destroyed by it, any affinities that would quell fire, it is weak against. Gaining a boost in Power, Strength, Speed, and Wizardry, Fire has a disadvantage to Defense and Stamina.

Form:
With control over matter itself, Form is used to change the physical nature of any object to its will. While not being adept at attacking, Form is often used as a support class to other players. Having no areas of strength or weakness, Form users never have to worry about the battlegrounds in which they fight. Similar to Destruction, the Form Affinity is effective against all physical affinities, and less so on those it cannot touch. With the only bonus of Wizardry, Form has no negative stats.

Gravity:
The way Gravity works is by shifting the mass of objects of a specific area, changing the gravitons in the air. Sometimes used in attacks, Gravity is more often used for mobility and support. Gaining a boost when around objects that may be lifted and used, Gravity also gets a debuff when no objects to lift are around. Buffed against affinities that are unable to operate without gravity, this affinity is also less effective against those that surpass the need for gravity. With Gravity, players gain a boost to Strength, Hp, Stamina, and Wizardry, while getting a debuff to Defense.

Ice:
Controlling ice, sleet, snow, and all temperature at or below freezing, Ice is used as an offensive striker and as a support class. Advantageous in all areas at, near,  or below freezing, Ice is also at a disadvantage in areas of very high temperature. Being effective on affinities that do not function at lower temperatures, Ice is also less effective on those that destroy Ice with ease. Giving a bonus to Hp, Stamina, and Wizardry, Ice also downgrades Power, Defense, and Speed.

Illusion:
Creating mirages and holograms, the Illusion affinity creates moveable objects that will pass through anything except players with this affinity. When used in combat, the Illusion Affinity is purely used for support. Having no areas of strength or weakness, Illusion users never have to worry about the battlegrounds in which they fight. Powerful against affinities that give Illusion its ability to work, weak against those that make it unable to function. Giving a boost to Stamina and Wizardry, Illusion also lessens Power, Strength, and Defense.

Light:
With control of photons and light energy, This affinity can be classified as a blitz offensive. Emboldened by day and in places of excess light, this affinity is weakened at night and in extremely dark locations. Effective against affinities dispelled or destroyed by light, and ineffective against those that are faster than light or use light to its advantage. Giving an additional boost to Power, Hp, Speed, Stamina, Light also reduces Strength and Defense.

Lightning:
With reign over clouds, storms, lightning, and all electricity, the Lightning Affinity is a powerful offensive force, dealing mass damage and several status effects. Given power when in rainstorms, thunderstorms, hurricanes and when near large electric sources, Lightning also takes a buffer when in small, enclosed spaces, such as small caves or cramped buildings. While boosted against physical affinities or those that are dispelled by light, Lightning is less effective against those that use it to grow stronger, or move faster than it. Giving a boost to Power, Speed, Stamina, and Wizardry, Lightning also decreases Defense.

Metal:
Reigning over all metals, ores, and rare underground substances, the Metal Affinity can be most effectively used as an offensive tank. While Metal users will gain an advantage when in mines, caves, and around ore deposits, they will also debuff in aquatic regions, thunderstorms, and volcanoes. More effective against magics that are destroyed by metals, this affinity is less so against those that metals are resisted by or that destroy it. With an addition to Power, Strength, Defense, and Stamina, Metal also draws back on Speed.

Mind:
With powers including the consciousness, willpower, thoughts, and functions of the brain, the Mind Affinity is used purely as a support type. Battlegrounds proficient to the Mind Affinity include anywhere that is naturally calm and serene, and allows the user to focus. Disadvantageous battlegrounds include sporadic, distracting areas that allow no focus to the user. Similarly, the Mind Affinity is effective against those that it may distract or control, and less so against those that blind the sight of mind. With a given bonus to Hp, Defense, Stamina, and Wizardry, Mind also debuffs Strength.

Nature:
With control over all living flora, Nature is used as an offensive tank, as well as a support class. Forests, Jungles, anywhere with large amounts of flora or arcane essence will give Nature a boost, while places such as deserts, crags, areas devoid of water or flora, as well as areas with zero arcane essence will give a disadvantage. Gaining powers against those that Nature absorbs, and less effective against those that will kill nature. While the Nature Affinity buffs Strength, Hp, and Defense, it also lowers Power and Speed.

Poison:
Poisons, toxins, acids, gasses, and more are included in the Poison Affinity. A class that can be used as a strategic offense, defense, and as support, poison is good all around. Gaining a boost when around corrosive, poisonous, acidic, and radioactive materials, the Poison Affinity also debuffs where poisons or acids may be dispersed easily. Effective on those that are faltered by poisons, this affinity is debuffed on others that resist or naturally destroy or disperse poisons. With boosts to Power, Hp, and Defense, Poison also takes away from Strength and Stamina.

Shadow:
The darkness of blocked light, the Shadow Affinity is very versatile and mobile, proving to be good at tactical offense and support. Gaining a boost when around large objects that cast shadows as well as at night time, the Shadow Affinity will suffer when around large, open spaces with no shadow-casting objects. While Shadow is effective on affinities that require light to function, other affinities that produce light are less effective for Shadow. Giving an additional bonus to Power, Hp, Speed, Stamina, the Shadow Affinity also debuffs Strength and Defense.

Smoke:
Controlling the gas and particles of burnt substances, the Smoke affinity is extremely mobile and is good at tactical offense and support. User will boost around any fire source or existing smoke, and will debuff in areas which smoke may be dispersed with ease. Similar by some aspects to Shadow, Smoke is effective against those that need light to function. In addition to being weak to those that create light, Smoke is also weak to affinities that may disperse it with ease. Buffing Hp, Defense, Speed, and Stamina, Smoke also lowers Power and Strength.

Sound:
Taking use of sounds, and listening to the feintest of noises, this affinity is mainly used for support and tactical reconnaissance. Taking advantage in areas of low noise, this affinity is also weakened by areas of extremely loud and sporadic noises. Effective only on affinities that are distracted by noise, this affinity has no others that is is less effective to. While gaining stats in Hp, Defense, Speed, Wizardry, Sound also takes away from Strength and Stamina.

Speed:
This affinity refers to the acceleration of matter. Used as a quick offense and relative support, speed is not used as a means of attacking for the most part. While users will buff in large, open areas, a debuff will be given when in areas that are tricky to use speed. While only effective on affinities that get dispersed by quick movements, the Speed Affinity is less effective on those that hamper its abilities. With a given boost to Hp, Speed, and Stamina, the Speed Affinity also draws away from Power, Strength, and Defense.

Water:
With control over water or water-based substances from any source, the Water Affinity is exemplary at offense, defense, and support, whichever it shall be used for. With a given boost around ponds, rivers, lakes, seas, oceans, rainstorms or any large body of water, this affinity will also be debuffed in areas devoid of water, have high electric content, or are extremely cold. With greater effect on all magics that would naturally be degraded by water, this affinity is also less effective on any affinities that take water to their advantage or naturally beat water. Gaining effects in Power, Hp, Speed, and Stamina, the Water Affinity only lessens Strength.

Wind:
The displacement and control over air currents, the Wind Affinity is mainly used for offense and tactical support. This affinity gains a boost with battlegrounds that are open-air or are at high altitudes. Opposing this, battlegrounds in caves or closed areas as well as areas of very low altitude will give this affinity a disadvantage. Taking effect over those that are faltered or dispersed by wind, this affinity also sinks in effect on affinities which overpower or use wind to their advantage. With a given boost to Defense, Speed, and Stamina, the Wind Affinity also draws away from Power and Strength.

Amber:
One of two special affinities, Amber belongs to only one player in the entire game at a time. With the power of Amber, whoever wields this affinity has the potential to hold the powers of every single affinity type. While only able to use two affinities at a time like all other players, the user is able to change out the affinities they have selected at will. To gain the powers of a certain affinity, the user simply has to touch someone with it and they will gain not only the affinity, but the same skill set as well. If the user touches multiple people of the same affinity, they will have all skills of the affinity from all users at their disposal. The battlegrounds of which this user is on will give advantages or disadvantages depending on what affinities the user has selected at the time. The same goes for what affinities the user is more or less effective against, as well as how their stats are affected at the time.

Time:
The second of two special affinities, Time is only limited to one user at a time. With control over the flow of time as well as the strands of time, this affinity is not used to attack or defend, purely support. Having no areas of strength or weakness, Time users never have to worry about the battlegrounds in which they fight. With hold over time, this affinity becomes more effective on the affinities known to be quick in nature, yet less so on those that outlast it or are not effected. While buffing Speed, Stamina, and Wizardry, the Time Affinity also lowers Defense.