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In Mind Over Magic, you’ll be bringing in students at a fast pace. However, it’s essential to pay attention to each student’s unique needs based on their race and potential for growth. By strategically pairing different races, elemental types, and stats, you can cultivate powerful mages who will enhance your team and aid in exploring the underschool.
This guide will detail the strengths and weaknesses of each race you can recruit, along with the best strategies for utilizing their skills while mitigating their downsides. Understanding these synergies is crucial for advancing quickly, especially against the malevolent fog that weighs heavily.
Understanding Stats
Each character has ratings in four key stats: Health, Mana, Speed, and Power. These stats determine their growth potential, allowing them to gain points when leveling up. The maximum level is influenced by their wand level, multiplied by their apprenticeship and staff position, resulting in a range from three to eighteen.
It’s important to note that even if your initial staff shows great growth potential, they may still be outperformed by later recruits who complete apprenticeships. For daily tasks, these stats are less critical, as Power and Speed do not affect a mage’s ability to hunt, clean, or farm.
However, these attributes heavily influence performance in combat. A character with solid attributes and basic spells can often outperform a specialized mage using their ultimate spell. Grade potential is partly determined by race but can vary significantly among individuals. Therefore, checking the stats of newly summoned students is important to ensure they are fit for combat. If they have combat potential, consider placing them on an apprentice track to eventually join your staff.
Once you encounter the Jade and Ember dragons, you’ll unlock repeatable quests that can enhance lower stats. These can help refine your mages, although they may not reach the level of those with innate talent or specialization.
The Role of Race
Your student body will include five distinct races, each with unique traits affecting their performance in battle and school management. The impact of these traits increases the further you progress in the game.
After setting up your relic archives, you can utilize convocation rituals to summon students of specific races. This is particularly beneficial when aiming for an ideal combination of element and race and allows equipping them with relics that would typically be too powerful for them to use alone.
After encountering the two dragons, you’ll gain access to questlines tied to each race. Completing these quests can provide permanent enhancements for participating mages, and you don’t need to align questing mages with the race of the quest-giver. Completing each quest grants you a seal fragment necessary for unlocking the initial level of the underschool.
| Race | Trait | Attribute Grades | Best Combat Spells | Academy Role | Relic Options |
|---|---|---|---|---|---|
| Human | Chance to ignore mana cost when casting. | High Mana, average performance overall. | Fire damage scales with Mana, and Nature magic deals percentage damage ignoring power. | Ideal for tasks far from the crystal due to low mana needs. | Power relics enhance combat damage. |
| Raven Cult | High attribute grades, starts with a scar. | Above average in all aspects. | High potentials enable versatility, requiring individual stat checks. | Need specialized schedules to manage their scars. | Conviction relics help maintain sanity. |
| Vivified | No conviction penalties from injuries or poor food. | High health, low other stats. | Earth magic provides shields based on max HP, making them effective tanks. | Can work through emergencies without pain issues. | Relics needed to improve Mana for combat. |
| Wolfkin | Comfortable without beds, will eat wild food. | High speed, above average power. | Lightning mages cause damage scaling with speed. | Easier sanity management makes them good early staff picks. | Relics improving Mana pool are essential. |
| Shattered | Immunity to poison and status effects, starts with a shield equal to max HP. | Good strength and speed, poor health. | Versatile in using most magic except earth. | Great for harvesting due to immunity to trapdoor vines. | Health-boosting relics increase shield strength. |
Building Your Team
The composition of your team will evolve over the course of the game. Consider these points both at the beginning and as you advance through the research tree:
- In the early game, opt for races that allow easier sanity management, such as wolfkin and vivified.
- Your initial recruits won’t be eligible for apprenticeships and can only cast a single element.
- Without access to convocation rituals, securing optimal race and element pairings can be challenging.
- You’ll start without relics to enhance strengths or compensate for weaknesses.
- Level eight spells have limited casts per day, necessitating rotation among team members even without injuries.
As you progress into the mid-game, consider phasing out earlier staff hires in favor of more capable and optimized recruits. In the late game, wolfkin and vivified become less effective in comparison to shattered and raven cults, as their disadvantages can be mitigated more easily. The differences in growth potential also become more pronounced as your level caps increase with better wands and training, putting specialized mages in a better position to leverage their attributes.





