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Affinities

The Affinity Wheel

Stellarch's eight affinities are the elemental allegiances every non-Neutral card belongs to. They shape ability distribution, race lineup, and deck-building filters. Click any affinity for its full breakdown.

The wheel

The eight affinities form a closed wheel — Neutral at the center, then Fire, Earth, Wind, Water, Light, Dark, Divine around the rim. Rulesets often restrict matches to a single affinity plus Neutral, so each affinity has to be self-sufficient: a tank, a ranged attacker, a magic dealer, a healer, and a utility piece all need to exist within the same affinity to clear most rulesets.

Synergy and mixed decks

Outside affinity-locked rulesets, decks can mix freely. Pairings emerge mechanically — Fire's burns chain into Wind's slows, Water's magic protection covers Light's heals, Dark's life-steal funds Earth's tanks. There is no in-engine bonus for stacking one affinity; the bonuses are emergent from which abilities sit next to which.

Signature abilities

Each affinity carries a signature set of abilities. Fire leans into Blast, Bloodlust, and Inferno; Water into Phase, Slow, and Heal; Earth into Plate, Armor-Plate, and Bulwark. The per-affinity pages list the canonical signatures.

Pick an affinity