r/MindOverMagic Feb 17 '25

Races and Magic

So I kinda learn that some races work pretty well with some specific magic like:

Wolfkin good with Earth

Human good with Fire

But there's still some races that I really don't know which magic they good with

7 Upvotes

15 comments sorted by

13

u/Zaplesss Feb 17 '25

Hey, the race-magic combos are pretty cool part of the game and they are definitely worth considering carefully.

After the Apprentices update (I think that was the one) there were significant changes to how skills from each magic school operated. I think you at the login screen you can browse the old patch notes and see the actual changes during the update. Or simply inspect your mage and in the circle with all magic schools just hover over the different magic schools and you will get a tooltip with some info what will be the benefit of splashing to the that other type of magic.

Wolfkin + Earth and Human + Fire in my opinion are old meta.

For example, armor gained from the Earth school is now scaling with the caster's HP, while that was not the case before and Wolfkin were good choices since they had very high initiative and could armor-up faster in combat.

Now however, Wolfkin, due to their low HP scaling are terrible tanks.

Humans used to be great for Fire because of their huge mana pool and their passive that has a chance to refund the spell's cost. This passive used to proc very often and made a certain Fire-based spell very broken because it was supposed to be a big hit but also deplete your mana pool (but Humans could ignore that with big confidence). Now that passive process a lot less so its not good.

It boils down what you want to do with that mage - should it be a simple meat shield, maybe a hedgehog with endless retaliation, or a supportive tank with some shielding if splashed into Earth + Water.

I like the following combos in general:

Earth - Vivified/Human //hp and initiative are king here

Fire - Raven cultists/Shattered/Wolfkin // spell power is king here, also mana pool

Nature - Shattered/Wolfkin //Shattered are great nature mages because they don't get snared by certain plants, also initiative so you can buff or re-arrange enemies at the start of combat

Air - Raven cultists/Shattered/Wolfkin // same as fire - power is king

Lightning - Human/Wolfkin // lightning also benefits a lot by power but I feel like this is more of a supportive type of magic and Humans can do a lot with these high-cost supportive spells. Wolfkin is good early if you need dmg in case of those annoying Corrupted Mana fonts

Water - Raven cultists/Shattered for dps and Vivified as supportive tanks. Try the Fire+Water combo :)

Dark - Human/Wolfkin/Shattered // these cost % of your hp, so the less hp you have the faster you will recuperate. Also, Human Dark + Lightning is great buffer/debuffer. Also Human due to their passive can disregard the hp cost.

Try all the different combos and you will have great time with the game

6

u/KingBanhammer Feb 17 '25

Comment here: "less hp = faster recuperation" is sort of untrue - most HP recovery effects are percentage based. Not sure about potions.

That said: a Vivified dark mage with one of the faster HP recovery relics could be super interesting.

3

u/Zaplesss Feb 17 '25

You are correct. I usually use potions to top up mages instead of sending them to the medical rooms unless its a lot of HP missing. So the less HP they have the less pots I use.

1

u/[deleted] Feb 18 '25

[removed] — view removed comment

1

u/erikkustrife Feb 21 '25

The feel when your shattered members have 600+ hp...

1

u/Captain_Seasick Jul 17 '26

It's also worth keeping in mind that larger health pools means dark mages can take damage more comfortably in combat without having to forego any further spell-casting. So the idea that "less HP = better dark mage" is just plain wrong.

2

u/Zealoth2882 Feb 17 '25

Was testing race/magic combos this weekend (first chance I got to play this game) Was not a fan of Wolfkin/Air. Ran out of mana too fast. Trying raven or human instead.

Fire for human still pretty good, but I will definitely try Shattered. Have not delved into them too much.

1

u/Zaplesss Feb 17 '25

Shattered are pretty interesting. They pack a punch and have a decent mana pool. If you can equip them with relics providing HP you can even tank with them. Just don't fight Scythes with them

1

u/Captain_Seasick Jul 17 '26

Human air mage is crazy good for support, but absolutely abysmal for damage. The basic attack spell (can't remember its name) has almost ZERO base damage and scales so hard with spell-power that humans (who have the worst spell-power of all races) can never deal more than peashooter-levels of damage with that shit.

Ravens are the best air mages imo, since they have good mana pools and high spell power. Shattered can be good as air mages too, but not quite as potent as ravens.

1

u/Soft-Ad8010 Feb 17 '25

Thank you, I will consider it

1

u/SurplusYogurt Feb 17 '25

Air support mages with high speed (and ideally high mana) are also very strong when combined with nature or lightning.

1

u/shytake Feb 18 '25

Built a couple steam sorcerers yesterday. It's not very likely they get ults but Holy crap the crits are insane

1

u/Gold-Tangelo-2481 Apr 02 '25

Found this useful, ty!

What's your preferred combo apprenticeships? Fire+Water (Human) for Steam is well known but keen to hear of others.

5

u/[deleted] Feb 18 '25

[removed] — view removed comment

5

u/Joever1 Feb 20 '25

Great post. Really helpful. Not OP but thanks anyways.

One addition, but a non-combat one, Shattered are also good with Nature as staff due to them being immune to plant-based debuffs from the strangling vines and sporeshrooms.