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Shattered is great for Nature because Shattered are immune to all the plants, meaning they can safely harvest sporeshrooms and trapvines without any negative effects
Human is best for Fire because they can hunt pretty much forever without running out of mana
for combat:
due to the armor of shattered scaling with health, and health being increased by relics, shattered end up better tanks then vivified
I got a shattered that gains around 600hp from relics, which means that shattered also starts combat with way over 600 armor
Shattered is great for your front line in combat, you can give them pretty much any element you want (dark + lightning is amazing as this will doom random enemies every time you cast inspiration, earth + water is also nice, allowing you to passively generate armor with mana spend)
I would say, Wolf and Vivi are only useful early game, later on they have no purpose at all (which is sad because I like the appearance of the wolfs, they should buff these two)
Human is amazing for fire for the exact reason you already mentioned, they can also be decent for lightning, allowing you to recharge an insane amount of mana for another mage and just spamm out inspiration as you have near infinite mana (tho shattered can do the same if you boost mana with relics)
Raven is amazing at everything, especially at magic that hits often or multiple targets (air, nature. water, earth)
Though even fire is good, as the flamelash for a raven will always do high damage (due to the high power), even later on when you have barely any mana left
--------------------------
So I would say:
Nature -> In combat: Raven, outside combat: Shattered
Air -> Raven (pairs nicely with Nature as well)
Water -> Raven, unless you combine it with fire then Human
Fire -> Human (also pairs nicely with Water for triple crit damage)
Dark -> Shattered if standalone or paired with Lightning (dooming support), but it also pairs nicely with Fire (regenerative kills) on a Human
Lightning -> Human (high recharge) but Shattered and Raven are also great here if you prefer damage or armor
Earth -> Shattered with Health boosting relicts
Stacking relics with (1) hp bonus and (2) speed bonus (so they can cast taunt asap), although I might swap out the speed for secondary for power instead. Not sure.
It just seems that the starting health bonus matched against enemies who attack the mage with the lowest max hp might be a thing.
Haven't gotten around to trying it yet.
At the easy levels the Ravens are pretty much the best at everything because their negative mental stability really isn't going to be an issue. At middling difficulty you're going to need other races just to have someone to go calm those psychos down or rescue them. At the hardest difficulty levels, you can't even think about relying on Ravens until you've got bonuses in your rooms, the best meals constantly in supply, and probably a few relics to help too.
In specific response to your idea of Shattered being the 'best' dark mages, well, your own Fire mages get an ultimate attack that ignores armour and resistances... Think about how if an enemy had a similar attack that would affect your already fragile Shattered who'd cast half their very limited HP pool away...
Dark magic is a percentage of health, so it may seem like Raven Cult and Vivified pay more to cast, but they don't. It's a percentage thing. The entire point to remember is that if you cast 20% or 33% of your total health in one shot to cast, you want the remaining 80% or 67% to actually be as many HP in real numbers as possible, because incoming damage isn't a percentage, but absolute. A larger health pool is better for survival. Considering also that Dark Mages only ever use their Mana Points for shadow defense, or the ultimate attack, this is the one class where Vivified don't suffer from low mana pools.
With those thoughts out of the way, we need to consider whether you want a diverse set of races so that you have options for the random race debuff events to field a battle team that is all in good form, or whether you want to focus mainly on just one race to simplify your food production (because you need a much less varied diet if almost all are one race).
My thoughts are that you'll get random other races showing up as Runaways anyway, and that you may also want a more diverse race set if you are going to do the Jade Dragon missions, in addition to the random race buff and debuff events.
If you are going to have diverse races anyway, then it is more about finding the roles where their abilities and limitations don't make them suck.
So, if you are going to have some Vivified anyway, it makes the most sense for them to be Dark Mages where their small Mana Pools are not a handicap. Their high health points may also help them as Water Mages, where the buff given (increased armour) is entirely based on caster's health pool, and the healing effect of the ultimate Water spell is actually benefitting from not being on a character with so much speed the damage hasn't happened yet. Outside of combat, in the ordinary business of the school, Vivified need to recharge mana more often and are generally slow, ineffective staff members, compared to other races. But they are the easiest to feed.
Humans generally have the lowest Power stat, and pretty poor Speed. They generally suck in combat because of this, outside of having almost inexhaustible mana. That inexhaustible mana can be an advantage as an Earth Mage, but the slow speed may need to be offset or they'll be taunting only after the enemy has fired off its first attacks. As Fire mages they have the mana to keep fighting, but their intrinsic low attack power means that they have to, where a Raven or Shattered could have one-shot the enemy.
Outside of combat though, that inexhaustible mana makes them great hunters and cooks, and excellent teachers and or researchers. They just don't have to pause and go recharge as often. Fire and Lightning then are the two best wand types for Human mages overall, but as a Water Mage they can work longer at Alchemy too.
Wolfkin have the advantage of natural speed, so in combat they make the most useful buff casters in many ways. This is especially true for Air Mage Haste buffs and Wind Shields, but you could make a similar argument for any buffs from Nature, Lightning, or Water. All-around, Lightning mage attacks tend to get their damage bonuses from Speed just as much as from actual Power, so your Wolfkin can be excellent as Lightning wand mages.
Oddly, given the low HP and MP, Wolfkin can make useful Earth mage Tanks since they can usually get off their taunt long before a squishier member of the team gets hurt.
Outside of combat, in the day-to-day operation of the school, your Wolfkin can almost always eat for free by setting them to only eat Croa and Rats. Their speedy movement can make them great at hauling or simply going from task to task, but their low MP can make them need more recharge breaks than other races. At least they'll often be faster to do so.
Raven Cult mages are simply the best in combat regardless of the wand type, provided you can stop them having a psychotic break about it afterwards, or just before, or any other time. That said, having them as Dark wand mages will cause them to freak out about their lost health just from casting, so it is generally best to have them with Fire, Water, or Air, racking up the big hits with all that attack Power. (Just remember that Water magic Consecrated Drops also casts from HP, so avoid that one).
Outside of combat though, in the day to day operations of the school, these pesky psychos can drive you nuts managing their mental health, and do require the absolute most careful management of their mood. The higher the difficulty, the more you'll hate these attention seeking psychotic emos.
Shattered mages are probably the best all-round choices. They don't get bothered by sporeshroom rash, or attacked by vines when in the outside areas, or tending your greenhouses. They have enough MP to do tasks without excessive recharge breaks, and their race-based relic powers tend to be pretty good too.
Shattered have such low total health by default that they aren't the best choice for Dark wands in combat unless always in the back row and avoiding fights where they could take AoE attacks. They will also have about the worst possible Water magic armour buff since this is a number based on actual health points, but they are great with all the other powers. Lightning magic attacks are 50% based on Speed, so here the Shattered will need relics or buffs, and you'd likely be better with a Wolfkin.
So, that's my round-up. It's a long one, but I wanted to highlight the reasoning and strategy involved so that you can adapt the ideas to your own playstyle if it is different.
do ravens get more debuffs then the one scar effect on higher difficulties? tbh so far I found the ravens mood easier to manage then all the other races because scar effects are super easy to avoid, while quirks are an impossible nightmare to manage that just keeps on stacking negative mood effects
and ravens just have +1 scar -1 quirk right? so they are easier to manage mood wise, no? or do you have to rely on the finicky occasional mood buff of a quirk when playing the highest difficulty?
if the scar effect is to not eat a certain piece of food or cast a specific type of magic, you simply disallow the mage to do that stuff and they are going to be happy
if the scar effect is to have a lot of luxury, you simply add luxury
I d rather take a bunch of scars then a single quirk
but no enemy has such an ability
well the point is that they dont need as long to heal from combat, as they loose less health, so 20% health lost can mean an hour in the hospital for a shattered or half a day for a vivified^^
also since they have a shield, them loosing all their hp to dark magic doesnt really matter if they get attacked
and since they effectively gain double hit points from relicts (as each Health from a relict is also a point in armor) they instantly become your tankiest mage as soon as you give them even just a single low level health relict
They're saying that YOU'll cast half your very limited HP pool away through the ultimate spell (since dark uses HP rather than MP), I think.
For what it's worth, I've found a shattered with an HP relic or two makes a great Dark mage, but it can be rough to play without those relics available.
But since room HP is percentage-based and not absolute, it's going to take them exactly as long to heal. It takes a Shattered who has lost 10 of his 40 hit points exactly as long to recover in a hospital as a Vivified who has lost 100 of her 400 hit points, because room-based healing is based on percentage of max HP per hour. There's no time benefit to healing less HP if max HP is lower, too.
Wolves get hunting but yeah Thier natural speed makes them ideal lightning DMG. Unfortunately yeah a human would do better for supporting... But do you really need to do 900 DMG hits via two person combo of dark-lightning with a water-fire?
Shattered will be nature mages period, immune to harmful plants is vast. Nature magic can do hit two things at once which is helpful. So can earth but...
Human can get cooking relics so fire mages even more solidified
For starting a new game, I'm a fan of Wolfkin and Vivified for their bonuses in austere environments. Wolfkin can sleep on the floor and eat rats/croas. Vivified can avoid the "In Pain" debuff as well as eat anything without any Conviction penalty. Having a decent number of Wolfkin and Vivified is extremely valuable in situations such as being without a medical room, remodeling bedrooms and kitchens, being short on quality food, or having a Fog invasion of such a room.
Humans and Shattered have niche uses from the mid-game onward. For example, Shattered Nature Mages are immune to Sporeshroom Rash and being Bound by Trapdoor Vines. Overall, I don't use Humans and Shattered much.
Raven Cultists are fantastic in combat as pretty much any type of mage, but their Scars require a more advanced school with higher-quality rooms to manage their Conviction. Also, sometimes an event comes around that penalizes the Raven Cultists, and this makes it necessary to have a backup combat team.
When it comes to combat, assuming mid-game:
Air - Any race is fine for Air in my opinion. Higher Power is good for higher damage (Raven Cultists and Shattered), but the Shield spells make Air good in a front-line position, in which case it's also nice for the Air Mage to have higher Health or Armor (Vivified and Shattered). Higher Speed (Wolfkin and Raven Cultists) is also good for being able to act first to take out an opponent or to Shield when the Earth tank is too slow to taunt before the enemies attack. Since I usually cross-train my mages as conjurers (especially earlier in the mid-game), for Air/Lightning, I would probably choose Wolfkin first, Raven Cultist second, and Human for a support role. For Air/Water, I would choose Raven Cultist first, Vivified second, Shattered third.
Dark - Dark Mages are usually the highest damage in combat, and Raven Cultists make the best Dark Mages due to having the highest Power. Shattered are second, Wolfkin are third, and Vivified are fourth in terms of Power for backup Dark Mages. Humans are terrible as Dark Mages due to low Power and Mana being nearly useless, although there might be a bug which allows their Dark spells to occasionally cost no Health (need more info about this).
Earth - Vivified have the highest Health which goes well with Earth Armor for front-row tanking. Raven Cultists have the second-highest Health along with good Mana and Power for offensive Earth spells and good Speed for acting earlier in combat. Humans and Wolfkin are OK for an Earth/Fire combo. Wolfkin and Shattered are OK for Earth/Nature.
Fire - Fire Mages are mostly used as a back-row damage-dealer, but they can also be useful for putting Vengeance on a high-damage tank (i.e., a Raven Cultist Earth/whatever front-row tank/damage-dealer receiving Vengeance from the Fire Mage). Raven Cultists have the highest Power for using Fireball or Lance (the ultimate), whereas Humans have the highest Mana for using Flame Lash. Wolfkin have the highest Speed for a support role involving casting Vengeance before the enemies take their turn.
Lightning - Lightning attack spells are dependent on Power and Speed equally. Raven Cultists and Wolfkin are tied for having the highest combined Power and Speed, although the higher speed allows the Wolfkin to act earlier in combat. The Recharge ability is dependent on Mana, and Humans are by far the best for using Recharge. So I would say Wolfkin are the best pure Lightning Mages, whereas Raven Cultist and Human are the best cross-trained Lightning/Whatever Mage depending on their primary use being damage or support respectively.
Nature - Due to their plant immunities, Shattered are fantastic as Nature Mages. For backups, it again depends on whether prioritizing damage or support. Raven Cultists have the highest Power for damage, whereas Wolfkin have the highest Speed for acting first with support spells like Surging Strength.
Water - Consecrating Drops depends on Health, and so Vivified are best at maximizing this ability. The high health also makes a Vivified Water Mage decent in a front-row position to hit two rows of enemies with Torrent. Raven Cultists are similarly decent in this regard but with higher damage.
With all that in mind, here are my combat preferences for mid-game conjurers (I haven't yet progressed to late-game):
Fire/Lightning - Wolfkin for high Speed and Lightning damage, Human for Recharge and Fire Lash, or Raven Cultist for good all-around.
Lightning/Air - Wolfkin for well-rounded, Raven Cultist for damage, Human for support.
Air/Water - Raven Cultist best all-around, Shattered for backup damage, Vivified for support.
Water/Dark - Raven Cultist best all-around, Shattered for backup damage, Vivified for support.
Dark/Nature - Raven Cultists are highest damage, Shattered are well-rounded, Wolfkin are decent as support.
Nature/Earth - Raven Cultists are best all-around, Vivified are decent as tank/off-tank, Shattered are decent in a back-row damage position if hiring them for their out-of-combat plant immunities.
Earth/Fire - Raven Cultists are best all-around, Vivified are decent as tank/off-tank, Humans are decent with Fire Lash.
While Scars are mostly predictable and manageable, so are most quirks. The difference is that Quirks are a positive effect on Conviction. Ravens having one less way to get free and easy Conviction bonuses are, therefore, an opportunity cost.
If you get a fairly common quirk like "prefers sleeping in rooms with high luxury" then it is, as you just pointed out, pretty easy to reliably get that mage a predictable buff to conviction every single day. While your Raven's Scar effect only prevents them getting a debuff, while taking away one option for a free buff as well.
The amount of armour gained is always based on the total HP. On that basis, races with a high health pool get more armour per cast/spell than those with a low health pool. So, a mage with 800 max HP literally gets twice as much armour from every spell as a mage with 400 max HP does - but the mana to give that armour stays the same.
Now, sure, you can slot relics that gives a bonus 400 max HP, but the mage with 800 would then have 1200, while the mage with 400 now has only just reached the base HP of the other (800)... And again, opportunity cost - the relic you slot for HP could have been boosting Mana or Speed or Power more.
The only 'wrinkle' is healing that is fixed amounts (potions and the Ultimate Water Magic spell Tsunami). If you have a greater Rejuvenation Potion (heals up to 200 HP) then that's 50% of the total health of that 400 HP mage, but only 25% of the total health of the 800 HP mage. Tsunami is similar, but the absolute healing amount is based on the total damage of the Tsunami, and thus on the Power of the Water mage.
You could also consider the effects of Pain, where pain is felt after losing 20% of max HP, so a mage with 800 HP can take up to 160 points of damage/health before feeling pain (with conviction loss and chance for spell misfire) where the 400 HP mage can only take half as much damage before getting that penalty.
On which note, having the Jade Dragon missions, and getting Pain Immunity on non-Vivified Dark mages becomes something on every player's 'To Do' list.
That's a fair assessment, and also ties in with the relation to the base difficulty level of the playthrough too.
The above are all the pairings that have no 'cost' of losing a few points of cap, but miss out on the incredible benefits you get by taking the less common pairings.
For example:
Nature/Lightning - Everytime this mage recieves any kind of buff (haste, power, armour, etc) a random ally who didn't get that buff receives it. Since this combo has 2 buffs of its own - the power buff from Nature, and the Inspiration buff from Lightning - they are able to buff 3 mages at once every time they buff their own 'row', and make all other buff-casters similarly better too. Awesome to have in a team.
Fire/Dark - This mage starts every combat with a 25% dodge power, and every time they kill an opponent they get a 10% health heal for free. Additionally, if your run out of mana to cast Fire, you can start casting Dark from your health.
Those are just 2 examples of the ones I use often, with Relics to regain the level caps on their primary and secondary powers.
Every one of the wand types has 2 'oppositional' choices for their apprentice power that offer special extra powers/effects. When you consider that with any combo (rather than a pure 'Mancer' build) you are going to have to use Relics to get access to Ultimate Level spells, this is often the best choice for super-strong, role-specific mages, rather than 'Jack-of-all' ones.
Furthermore, taking the apprentice magic type slot between your 'no cost, no benefit' ones you listed, and the 'oppositional' super-buff ones, you gain a free extra relic slot. For example, if your Fire mage takes Air as his apprentice power choice, they get a free extra relic slot for Air affinity relics (or a free Rare Relic slot if they already had Air Relic affinity). This means that your 'gifted' mages can end up with 5 relic slots, and in the late game where you can adjust both the slots, and the relics, that can get you some incredibly powerful relic-boosted mages.
Just something to consider and explore. Right now, the late-game is super easy generally once you have mages with relics and their Ultimate spells, but the game is still developing and expanding, with placeholders for several expansions for the higher levels or later game.
I kinda disagree... Actually, yes, Shattered ARE an interesting choice for dark element because HP costs are percentage-based. When other races lose 20% of their EHP per cast, shattered lose only 10% since their armour is unaffected, so they can sustain more damage from AOE attacks in backline or even facetank. It could be a game-changer in a scope of a single fight but it is not since we don't have fights longer than 2-3 turns for a fully-prepared pack of mages in a current state of the game. So dark may be the worst element for shattered because the most useful thing about them is not having to be healed after every fight if their HP is untouched. Dark mages always have to be healed so shattered lose their main "economical" feature. If only the fights in this game were longer... :/
But your thoughts on Vivified Dark Mages being good because they don't need big mana pools... Wow, I haven't thought about that. This idea is really cool and makes so much sense. And they also can roll decent power stat compared to humans... But idk, their max power (D-B +5) on lvl 15 is 35 while other races except himans have ~70. This is kinda important since pure dark mage gets an ultimate which scales well with power. Maybe this can be a great CROSS-SPEC option. For example, our earth tanks can spam taunt spending mana and gaining BIG armor and then attack with tentacle spending their HP which is not really needed. Also dark magic is such niche skill so you can have your earth builder quilt for the school in their free time.
I'd also try to build Lightning-Dark... Humans? You get an interesting support ability and can spam inspiration/recharge shill having an option to deal damage after spending all of your pool. Remember that Dark magic has huge base damage compensating humans' hilariously low power stat. This combination can be especially useful with an air mage in backline giving haste to both themselves and this lightning-dark support so the former can insert an extra attack every turn or apply second x1.5 dmg mark. And again, economically, such mage will quilt lil bastards quick and return to researching cool chairs, carpets or whatnot.