Identity

One choice decides four things

You bond exactly one affinity. That single decision fixes your curse, your rune and your ultimate — the rest of your build is arranged around the row you picked. These are the 16 Human affinities, each with its complete chain.

STEP 1

Affinity

One bond, chosen once. It is an identity, not a stat — two builds with the same class and different affinities play differently.

STEP 2

Curse

Your affinity owns one curse. It is the only curse your build can carry, so the affinity sets your damage-over-time language.

STEP 3

Rune

One rune per affinity. A matching bond reaches the stronger effect; a mismatch still works, at the weaker unbonded tier.

STEP 4

Ultimate

At most one ultimate, and it must match your bonded affinity. A mismatch is rejected outright, not weakened.

Runes are raid-exclusive. Equipping a rune needs the Rune Master class, which also widens artifact capacity. Every other class can bond an affinity but cannot carry its rune.

The full chain

All 16 rows at once. Every name links to its registry entry.

Each affinity in full

The same 16 rows as cards, with each affinity's own registry description and a direct route into a build.