User:SoraZodia/Sandbox

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Affinities Buffs and Debuffs

 * Earth Affinity: Being at 25% depth, the caster will start to receive less damage from attacks, capping at a 10% reduction. Players aligned (achieved 100% depth) with Earth Affinity will sink faster water and are more prone to fall damage.
 * Water Affinity: Grant a greater swim speed and cause the player's oxygen meter to deplete slower. At a high enough depth, water flow will no longer affect the player and Enderman will take damage if they come into contact. Players aligned with Water Affinity will start to lose 25% of their health if exposed to hot climax like the Nether.
 * Air Affinity: The player become less prone to fall damage and is grant a boost in their jump height. At 50% depth, the player will be able to jump one block and one block farther. The boost will increase to 2 blocks at 75% and 3 blocks at 100%. Players aligned with Air Affinity will have difficultly moving in rain and thunderstorms. Casting a Gravity Well spell or sneaking will help negate the effect.
 * Fire Affinity: Grants fire and lava damage reduction which increases as the player gain more depth, maxing at a 60% reduction at 100% Affinity. Players aligned with Fire Affinity will become able to light enemies on fire via punching but will start to lose 25% of their health if in contract with Water.
 * Nature Affinity:Grants additional drops when harvesting seeds and saplings. At 50% depth, the player gains a build in Thorns ability (Works similar to the Thorns armor enchantment)- the damage increases at 75% and 100% Affinity. Players aligned with Nature Affinity become able to regenerate health in direct sunlight and climb certain walls similar to a Spider but will suffer slower movement speed and a increase speed in hunger lost during Night or in dark areas.
 * Ice Affinity: Cause a decrease in enemies' movement speed and at 50% depth, players will become able to freeze Water into Ice. At 100% depth, the player is able to freeze Lava into Obsidian. Players aligned with Ice Affinity will suffer slower movement speed unless they are in contract with Ice or Water.
 * Lightning Affinity: Causes a 1-30% incease in movement speed dependent on the player's depth. At 50% depth, player will become able to step over one block high walls similar to Thaumcraft's Boots of the Traveller. Lightning Affinity will cause the player to activate near-by TNT and supercharge nearly Creepers, the range will deceases as the player gain more depth.
 * Life Affinity:Increase a player's regeneration speed, the rate of regeneration is dependent on the player's depth. Players aligned with Life Affinity will be able to regain health regardless of their hunger but will suffer 4 second of Weakness II, Mining Fatigue II, Nausea II with 1 second of Hunger II if they were to kill a living mob (Undead mobs such as a Zombie won't trigger the negative effects).
 * Arcane Affinity: Reduce the Mana cost of spells by 5%. Spells casted by players aligned with Arcane Affinity will have a chance to grant them the Clarity effect, allowing the next spell casted to cost 0 Mana but will receive more damage caused by Magic-related sources
 * Ender Affinity:Grants poison resistance at 50% depth and Night vision at 75%. At 100% depth, Enderman will become neutral but the player will suffer health reduction in daylight and when they come into contract with Water.

Burnout is a indication of a mage's current fatigue level and cause spells to have a increase in Mana cost.

WIP Ars Magica 2 starter guide
Greetings, I'm the Sage of Six Paths(Not really) and today I stall teach you ninshu... All right enough with the manga shannngans, Hello my name is He-Who-Shall-Not-Be-Named-For-No-Reason-At-All and I'll be your guide in the magical world of Ars Magica 2.