Arcane Compendium EntryEdit"Affinity represents a bond to a certain type of magic." You start with no affinity. Your affinity is represented as a small chart on the HUD, and can be viewed in more detail at an Occulus (craftable Block). Your affinity will shift based on what spells you cast, meaning as you cast certain types of spells more often, you will get better at them. Casting spells of a differing affinity will shift you toward that affinity. Once you reach 100% in an affinity, you become locked to that affinity and will need to read an opposing affinity tome to unlock your affinity, at which point normal progression will resume. Unlocking a full affinity will drop you down to 80% depth. Each spell component has an affinity. Components of the same affinity as you will cost less mana and depending on your affinity depth, may not even cost reagents. Components of opposing affinity: however, will cost more mana and again, depending on your affinity depth, may cost additional reagents. Affinities offer specific bonuses and disadvantages, described on the affinity-specific pages."
Casting an ability of a specific affinity will raise it slightly with use. If using an ability not of the correct affinity, it will decrease all other affinities slightly. (E.g. Casting a heal spell will raise Life Affinity, but casting any other spell not associated with Life will decrease said affinity.) Note: Spell Components are a WIP(Work In Progress). Only the Utility tree's spell components remain to be tested for Affinities.
Click here for a link back to the Spells page.
Affinity Symbols Edit
|Earth||Stone Skin - Damage reduction at 25% depth(amount based on depth). Max reduction 10% at 100% affinity.||Solid Bones - Sink faster. Can't fall as far without Damage.||Air|
|Water||Expanded lungs - Slower breath loss.
Fluidity - Not pushed by water.
Enderman-Repellant - Attacking endermen are damaged.
|Fire Weakness - Damaged when exposed to fire. Does not occur below 75% Health.||Fire|
|Air||Agile - Jump boost and Feather Fall (1 block) start at 50% depth, upgrades to 2 blocks at 75% and 3 Blocks at 100%.||Light as a Feather - Rain and Storms Move and slow you, Sneak or Gravity Well to Negate movement. This disadvantage is removed once at 100% depth||Earth|
|Fire||Resistant to Fire - Damage Reduction in Fire/Lava based on depth 60% at 100% depth.
Fire Punch - Punching enemies light them on fire 100% depth.
|Weakness to Water - Take damage when touching water at 50% depth. Does not occur below 75% Health.||Water|
|Nature||Harvester - more seeds and saplings
Thorns-aura - gain Thorns enchantment at all times starts at 50% depth. Increases at 75%, and 100%
Photosynthesis - Slowly regenerate hunger in direct sunlight 100% depth.
Rooted - Climb certain surfaces like a spider 100% depth
|Photosynthesis - lose hunger at night or dark areas 100% depth
Rooted - Move slower due to roots
|Ice||Frozen Footsteps (Water) - Freeze water when sneaking at 50% depth
Frozen Footsteps (Lava) - Turn lava to obsidian when sneaking at 100% depth
|Cold Blooded - move slower unless on ice or water||Lightning|
|Lightning||Lightning Reflexes - Speed Increase 1-30% based on depth. Step up 1 block ledges at 50% depth
Thunderpunch- You punch things and they get struck by lightning.
|Fulmination - at 20-89% depth and above, you have a small chance to supercharge creepers nearby. At 20-44 you also have a very small chance to ignite nearby TNT..at 50%+ depth
Short circuit-you "short out" when in water or rain, causing rapid mana loss (but no damage is done to you).
|Life||Fast Healing - Regeneration based on Depth (even without hunger)||Pacifist - Nausea after a kill at 60% depth||Ender|
|Arcane||Clear Caster - chance that a spell cost 0 mana at 100% depth
Magic Focus - Spells cost 5% less mana to cast
|Magic Weakness - Magical damage does more to you.||Nature|
|Ender||Resistant to Poison - No Poison damage at 50% depth
Darkvision - Gain permanent night vision in dark areas at 75% depth
|Weakness to Water - Max health reduced 100% depth
Weakness to Sunlight - Max health reduced
Spells by Affinity: Edit
|Earth||Dig, Physical Damage, Knockback, Gravity Well, Place block|
|Water||Drown, Knockback, Watery Grave, Swift Swim, Mana shield|
|Air||Flight, Levitate, Leap, Knockback, Fling, Slowfall|
|Fire||Fire Damage, Ignition, Forge, Fury|
|Nature||Entangle, Wizard's Autumn, Grow, Plant, Regeneration|
|Ice||Ice Damage, Freeze, Slow|
|Lightning||Lightning Damage, Storm, Haste, Fury|
|Life||Heal, Regeneration, Life Tap, Life Drain, Summon|
|Arcane||Shield, Magic Damage, Mana Drain, Chrono Anchor, Reflect, Telekinesis, Recall|
|Ender||Lifetap, Blind, Magic Damage, Astral Distortion, Gravity Well, Summon|
|None||Void, Accelerate, Repel, Dispel, Disarm|
Spells by Multi Affinities: Edit
|Magic Damage||Ender, Arcane|
|Knock back||Water, Earth, Air|
|Live Tap||Life, Ender|
|Gravity Well||Earth, Ender|
|Mana Link||Arcane, Lightning, Ender|
|Mana Shield||Water, Earth, Life|
|Place Block||Earth, Ender|
In the Occulus you can hover over some spell components to see their types of affinity in the latest versions of Ars Magica 2.
Both the Occulus and the GUI show only the symbols of each element, and not their respective names.