Buildcraft

Affinities and builds

The affinity chain is the heart of ANDY: one choice determines your curse, your rune and your ultimate.

5 min read

One choice, four consequences

An affinity is not a stat modifier. It is an identity. Bonding an affinity determines four things at once:

Your curse — each affinity owns exactly one curse, and that curse is what your build inflicts.

Your rune — each affinity has a matching rune. Equipping it with a matching affinity reaches its full bonded effect; otherwise it works at a weaker unbonded tier.

Your ultimate — ultimates are affinity-gated. Every one of the 16 affinities now has a matching ultimate, and you may carry at most one, which must match your bond.

Your harmony playstyle — triggering your own affinity's curse is one of the ways you build harmony, the resource that fuels ultimates.

The full chain

Reading the chain

Pick the affinity whose curse you want to be inflicting, then follow the row: that is your rune and your ultimate. Because the ultimate is gated on the affinity, you cannot mix — bonding Ember means Daybreak, never another row's ultimate.

What the build validator will stop

An ultimate that does not match your bond. Rejected, with the reason naming both affinities.

A rune without raid access. Runes are raid-exclusive; you need the Rune Master class.

Too many abilities or artifacts. Counted against the effective limit after class bonuses, not the base limit.