Quick Links
You’ll be churning through students quickly inMind Over Magicbut that doesn’t mean you should neglect the individual needs brought about by their races and growth potentials. Pairing together the right combinations of race, element and stats can help you create the powerful mages you’ll want to hire into your staff and commit to exploration in the underschool.
This guide will go over the strengths and weaknesses of each of the different races you can recruit, along with the best way to employ their skills and counteract their weaknesses. Mastering these synergies is key to progressing quickly to overcome the weight of malice brought on by the fog.

How Stats Work
Each of your characters will have aseries of grades split between their four stats: Health, mana, speed and power.
These determine how high they’re able to grow, gaining points each time they level up. Maximum level is determined by theirwand level multiplied by their apprenticeship and staff position, so can range from three to 18.

This does mean that even if your early staff have amazing growth potentials, their maximums will still besurpassed by later hires that have also completed an apprenticeship.
For everyday work, these stats don’t matter as much. Power and speed don’t impact how well a mage can hunt, clean or farm so you canignore most stats when managing the school.

In combat, these attributes determine most of the characters performance. A character withgood attributes and only basic spells can frequently outperform a specialised casterusing their ultimate spell.
The potential grades are partially determined by their race but will vary within those categories. You may want tocheck your newly summoned students to see if their stats make them well-suited for combat, and if so you may put them on an apprentice track with the intent of becoming staff.
Once you encounter the Jade and Ember dragons you’ll be able to findrepeatable quests that can raise the grade of a particularly low stat.This lets you even out the rougher edges on your mages but won’t make them a match for natural talent or specialisation.
How Race Works
There are five different races that will appear in your student body. Each hastraits that impact how they function in combatand in managing your school. The severity of their traits' impacts will depend on how far you’ve progressed in the game.
Once you’ve got your relic archives set up, you’ll be able touse convocation rituals to select the race of the students you summon.This is useful when trying to get a specific pairing of element and race, and also lets you equip them with a relic too strong for them to attune normally.
Once you’ve encountered the two dragons you’ll also unlockquestlines associated with each race. These can give permanent boosts to the mages going on them, but you don’t have to match up the questing mages to the race of the questgiver. The culmination of each quest gives you a seal fragment needed to unlock the lowest level of the underschool.
Humans have achance to ignore mana costwhen casting.
High mana but otherwise average.
Fire damagescales to manaand benefits from the chance to ignore cost.
Nature magic dealspercentage damage that ignores power.
Humans aregood at jobs far from your crystal, since they rarely need to refill their mana.
High attribute grades butbegins with a scar.
Above average in all attributes.
High potentials allow them to fill just about any role, but requires you to check their individual stats beforehand.
Ravens requirespecialised schedules and accommodationsto avoid triggering their scars.
Take no conviction penalty from injuriesor poor quality food.
High health but low everything else.
Earth magicgrants shields based on max HP, making vivified tanks very effective.
Immunity to pain meansthey can keep working in emergencies.
Vivified need relics to improve their mana to function in combat.
Wolfkin
Will happily sleep without beds and eat wild animals for food.
High speed and above average power.
Lightning mages dealdamage that scales with the caster’s speed.
Their conviction is easier to manage in the early game, making themgood picks for starting staff.
Relics that improve mana pool or regeneration are needed to keep up in long fights.
Immunity to statuses like poison or vines.
Start combat with a shieldequal to their max HP.
Good strength and speed but abysmal health.
Strong potentials let shattered wield just about any school of magic effectively,except for earth magic.
Immunity to trapdoor vinesmake them great for harvesting resources.
Health-buffing relics are twice as effective, as they’ll also increase their shields.
How To Build Your Team
The ideal team composition changes between the early and late game. Keep the following points in mind both when you start and as you progress through the research tree and underschool.
As you progress into mid-game, you’ll want to retire and replace your early staff hires with more powerful and optimised ones. Vivified and wolfkin are less effective than shattered and raven cultists in the late game, when their downsides become easier to offset.Discrepencies in growth potential also become more pronounced as you increase your level capsthrough better wands and training, favouring specialised mages that make good use of their attributes.