Mint Announcement Batch 10 — Affinities Explained!

This article is part of a series, third part of three. Part 1 can be found here, part 2 here.

As we draw ever closer to the big day, finally we explore the affinities! Who’s excited!? :) Without delay, let’s dive right in!

AFFINITIES
Remember in part 2 when we stated that roars happen before anything else? While this is technically correct it’s good to know that teams arrive into combat with their affinity bonuses already set. So while they don’t technically “happen”, they are in place before roars happen.

Let’s quickly review the facts about affinity bonuses:
- Applied at the start of combat, before roars take place.
- Passive affinity bonuses are never removed, they are in effect throughout combat regardless of what happens to units.
- Affinity bonuses have 3 levels of effects.
- To achieve a level bonus of an affinity you need to have more than one unit of the same affinity.
- When 2 units share an affinity you get the level 1 bonus.
- When 4 units share an affinity you get the level 2 bonus.
- When 6 units share an affinity you get the level 3 bonus.

Not representative of in-game graphics.

Left team
Affinities: 4 Wind (level 2 bonus), 2 Nature (level 1 bonus).

Right team
Affinites: 6 Metal (level 3 bonus).

Now, onto some juicy, juicy stuff …

AFFINITY BONUSES
Here are the current designs for affinity bonuses. Keep in mind that –as always– this is work in progress and might change.

Earth
- Increases your team’s Physical Power by 15%.
- Increases your team’s Physical Power by an additional 15%.
- Increases your team’s Physical Power by an additional 20%.
(Total bonus at level 3 is 50%)

Energy
- Increases your team’s Elemental Power by 15%.
- Increases your team’s Elemental Power by an additional 15%.
- Increases your team’s Elemental Power by an additional 20%.
(Total bonus at level 3 is 50%)

Fire
- Your team has a 15% chance to deal 100% more direct damage.
- Your team starts combat with 1 duration of Flurry.
- Your team has an additional 15% chance to deal 100% more direct damage.
(Total bonus at level 3 is 30%)

Ice
- Your units start with X amount of Block.
- Your team gains 1 duration of Defensive Stance.
- Your units start with an additional Y amount of Block.
(Total Block at level 3 is X+Y)

Metal
- Increases your team’s Armor by 15%.
- Increases your team’s Armor by an additional 15%.
- Increases your team’s Armor by an additional 20%.
(Total bonus at level 3 is 50%)

Nature
- Increases your team’s Max HP by 15%.
- Increases your team’s Max HP by an additional 15%.
- Increases your team’s Max HP by an additional 20%.
(Total bonus at level 3 is 50%)

Psychic
- Increases your team’s Spellcasting by 15%.
- Increases your team’s Spellcasting by an additional 15%.
- Increases your team’s Spellcasting by an additional 20%.
(Total bonus at level 3 is 50%)

Void
- Enemy team loses 1 affinity bonus.
- 1 enemy unit at random starts combat with 1 duration of Banish.
- Enemy team loses 1 more affinity bonus.
(At level 3 enemy team has 2 fewer affinity bonuses)

Water
- Increases the healing your team receives by 25%.
- Your units start combat with 1 duration of Destiny!
- Increases the healing your team receives by an additional 25%.
(Total bonus at level 3 is 50%)

Wind
- 1 random friendly unit has its Cooldown Skill’s cooldown reduced by 1 at the start of combat.
- 2 random friendly units have their Cooldown Skill’s cooldown reduced by 1 at the start of combat.
- 3 random friendly units have their Cooldown Skill’s cooldown reduced by 1 at the start of combat.

Now, before you read about the Light and Dark affinity bonuses, remember how important it can be to keep buff and debuff durations up! Here we go!

Light
- Your units start with 1 duration of Dragon Shield.
- Buffs your units receive have their duration increased by 1.
- Buffs your units receive have their duration increased by 1.
(Total of 2 more durations at level 3)

Dark
- Enemy units begin with 1 duration of Doom!
- Debuffs enemy units receive have their duration increased by 1.
- Debuffs enemy units receive have their duration increased by 2.
(Total of 2 more durations at level 3)

But that’s not all! Here’s the kicker …

The roars of units that have Light or Dark affinities buff in all directions!

WHAAT!!?

Yup, you read that right, all directions!

Now, you might immediately think, “Holy cow, Batman! They can buff so many units!” While this is true (and quite beneficial) remember that not all units make good use of every buff in the game. The true potential of Light and Dark units lies in their complete freedom of placement and if there’s anything to be learned from these article series it is that placement is power!

That’s it! Until next time, stay safe and happy minting! ❤

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You thought we forgot, didn’t you? Hell nah! :) You are now allowed to copy the following line:
*\*exclaims\** I am **Dragoneer**, I am the darkness, I am the light!… into our Discord’s #general_chat channel.

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