Affinity is a unique stat first appearing in Fire Emblem: The Binding Blade and reappearing in all subsequent games until Fire Emblem: Shadow Dragon, in which it was removed along with most of the support system, which was the primary usage for Affinity. Despite the return of the support system in the next game, Fire Emblem: New Mystery of the Emblem, Affinity remains absent. Unlike other stats, it cannot be changed, and it only affects combat ability when special support conversations are activated or when the unit's affinity matches that of the level. The stat bonus mechanics for support conversations are as follows:
To calculate the affinity given by each support level, add the two stat boosts together given per affinity, then round down to the nearest whole number. Example: To calculate the damage boost given by an A support with Guy (Fire affinity) and Karel (Light affinity), add the two bonuses given... 1.5 + 1.5 = 3. The evasion bonus given by that support would be 7.5% + 0.0% = 7%, because decimals are rounded down.
In Fire Emblem: Radiant Dawn, different chapter maps were given an affinity. Any character on the map that held an affinity that matched the map's was given a slight advantage in combat. In addition, a player controlled unit with a map-matching affinity had a better likelihood of finding hidden items as opposed to units that did not. Chapter bosses usually held a map affinity.
The Blazing Blade Tactician Horoscope[]
In Fire Emblem: The Blazing Blade, at the onset of a new file you must enter Tactician data, including a birth month that determines which of the game's 7 affinities your Tactician character will have (in the Japanese version, blood type is also selectable and affects the affinity). It gives a bonus to hit and avoid to any unit with the same affinity as your Tactician.
- January: Light
- February: Ice
- March: Wind
- April: Thunder
- May: Wind
- June: Anima
- July: Fire
- August: Dark
- September: Fire
- October: Anima
- November: Ice
- December: Thunder
This is the formula for the Japanese version:
Birth Month | Type A | Type B | Type O | TypeAB |
1 | Ice | Wind | Fire | Ice |
2 | Wind | Fire | Thunder | Anima |
3 | Ice | Wind | Anima | Thunder |
4 | Anima | Fire | Thunder | Ice |
5 | Light | Thunder | Fire | Wind |
6 | Thunder | Anima | Wind | Fire |
7 | Anima | Wind | Ice | Thunder |
8 | Wind | Dark | Fire | Anima |
9 | Fire | Ice | Anima | Thunder |
10 | Ice | Anima | Wind | Fire |
11 | Anima | Thunder | Ice | Ice |
12 | Thunder | Fire | Wind | Light |
Types of Affinities[]
The first 7 Affinities were introduced in Fire Emblem: The Binding Blade, with each having an associated Divine Weapon (though this does not have any bearing on gameplay) and personality trait(s). These are Fire (for Durandal), Thunder (for Armads), Wind (for Mulagir), Ice (for Maltet), Dark (for Apocalypse), Light (for Aureola), and Anima (for Forblaze).
Every Affinity in the GBA games provides four out of six available stat boosts when used. Three provide all of the offensive boosts plus one defensive boost, three provide all of the defensive boosts plus one offensive boost, and Dark provides two of each. This results in three "mirrored" Affinity pairs: Fire-and-Ice (Evade/Hit), Wind-and-Thunder (Dodge/Crit), and Light-and-Anima (Def/Atk).
Affinity | Atk | Def | Hit Rate | Evasion | Critical Rate | Critical Evade |
---|---|---|---|---|---|---|
Fire | +0.5 | +0.0 | +2.5 | +2.5 | +2.5 | +0.0 |
Thunder | +0.0 | +0.5 | +0.0 | +2.5 | +2.5 | +2.5 |
Wind | +0.5 | +0.0 | +2.5 | +0.0 | +2.5 | +2.5 |
Ice | +0.0 | +0.5 | +2.5 | +2.5 | +0.0 | +2.5 |
Dark | +0.0 | +0.0 | +2.5 | +2.5 | +2.5 | +2.5 |
Light | +0.5 | +0.5 | +2.5 | +0.0 | +2.5 | +0.0 |
Anima | +0.5 | +0.5 | +0.0 | +2.5 | +0.0 | +2.5 |
Affinity | Atk | Def | Hit Rate | Evasion | Critical Rate | Critical Evade |
---|---|---|---|---|---|---|
Fire | +1.0 | +0.0 | +5.0 | +5.0 | +5.0 | +0.0 |
Thunder | +0.0 | +1.0 | +0.0 | +5.0 | +5.0 | +5.0 |
Wind | +1.0 | +0.0 | +5.0 | +0.0 | +5.0 | +5.0 |
Ice | +0.0 | +1.0 | +5.0 | +5.0 | +0.0 | +5.0 |
Dark | +0.0 | +0.0 | +5.0 | +5.0 | +5.0 | +5.0 |
Light | +1.0 | +1.0 | +5.0 | +0.0 | +5.0 | +0.0 |
Anima | +1.0 | +1.0 | +0.0 | +5.0 | +0.0 | +5.0 |
Affinity | Atk | Def | Hit Rate | Evasion | Critical Rate | Critical Evade |
---|---|---|---|---|---|---|
Fire | +1.5 | +0.0 | +7.5 | +7.5 | +7.5 | +0.0 |
Thunder | +0.0 | +1.5 | +0.0 | +7.5 | +7.5 | +7.5 |
Wind | +1.5 | +0.0 | +7.5 | +0.0 | +7.5 | +7.5 |
Ice | +0.0 | +1.5 | +7.5 | +7.5 | +0.0 | +7.5 |
Dark | +0.0 | +0.0 | +7.5 | +7.5 | +7.5 | +7.5 |
Light | +1.5 | +1.5 | +7.5 | +0.0 | +7.5 | +0.0 |
Anima | +1.5 | +1.5 | +0.0 | +7.5 | +0.0 | +7.5 |
In Fire Emblem: Path of Radiance and Fire Emblem: Radiant Dawn, Ice and Anima are replaced by Earth and Water, and Heaven was added. In addition, Affinities are put into more-distinct pairs that cleanly oppose each other based on what they have, specifically Fire-and-Thunder (offenses-versus-defenses), Wind-and-Water (attacking/blocking-versus-hitting/dodging), Light-and-Darkness (attacking/dodging-versus-blocking/hitting), and Heaven-and-Earth (hitting-versus-dodging).
Interestingly, both Heaven and Earth Affinities were made stronger in Radiant Dawn, but Heaven (the accuracy affinity) received more of a buff than Earth.
Affinity | Atk | Def | Hit rate | Evade |
---|---|---|---|---|
Fire | +0.5 | +0.0 | +2.5 | +0.0 |
Thunder | +0.0 | +0.5 | +0.0 | +2.5 |
Wind | +0.0 | +0.0 | +2.5 | +2.5 |
Water | +0.5 | +0.5 | +0.0 | +0.0 |
Earth | +0.0 | +0.0 | +0.0 | +5.0 |
Dark | +0.5 | +0.0 | +0.0 | +2.5 |
Light | +0.0 | +0.5 | +2.5 | +0.0 |
Heaven | +0.0 | +0.0 | +5.0 | +0.0 |
Affinity | Atk | Def | Hit rate | Evade |
---|---|---|---|---|
Fire | +0.5 | +0.0 | +2.5 | +0.0 |
Thunder | +0.0 | +0.5 | +0.0 | +2.5 |
Wind | +0.0 | +0.0 | +2.5 | +2.5 |
Water | +0.5 | +0.5 | +0.0 | +0.0 |
Earth | +0.0 | +0.0 | +0.0 | +7.5 |
Dark | +0.5 | +0.0 | +0.0 | +2.5 |
Light | +0.0 | +0.5 | +2.5 | +0.0 |
Heaven | +0.0 | +0.0 | +9.0 | +0.0 |
Trivia[]
- A Support conversation between Yoder and Dayan states that Elibe's Affinities are seven elements the gods put in the world.
- Regarding the personality traits in Binding Blade:
- Fire characters are hot-headed and ambitious, while Ice characters are cool and reserved.
- Wind characters are calm and one-note, while Thunder characters are brash and aimless.
- Light characters are idealistic and cheery, while Anima characters are cynical and rational.
- Dark characters are deeply troubled by something in their lives, which weighs on them as a person.