Magic Research – Guide to Elements

Elements 101

There are 4 starting element and 3 unlockable one. Starting element get boost from certain storyline you might trigger if you have evocation school lv 25. Few spell with element become 50% cheaper if you pick same element.

Earth

This is pretty average element. Damage isnt good due to wide min and max damage (storyline boost increase min damage). Conjuration discount from rock and iron spell arent as useful as water.

But for starting run its the most useful. Conjuration + Earth let you hit higher mpl due to summon pebble 5 mana cost make it very easy to spam. Each cast give you 15 school xp.

Fire

Fire spell have big damage and big cooldown. Storyline boost add short burn dot. Sadly 3 unlockable element are better choice for damage than fire.

Wind

Wind spell have low damage and low cooldown. Storyline boost make this 4x accurate. Solid pick for higher difficulity NG+ world.

Water

Water doesnt have good damage but its arguably the more useful than other 3 starting element. Storyline boost give water spell slow debuff to enemy. Going physical for early – mid game require less investment than caster. Since you wont cast spell its better to pick water element for conjure discount.

Nature

Unlocked from beating forest 3F boss.

Nature give damage over time debuff to enemy. Due to this it ignore enemy defend and dodge. It bypass last challenge damage cap too.

Lightning

Unlocked from beating thunder tower 3F boss.

Lightning have good damage and fast cooldown. It have highest DPS but consume mana fast.

Darkness

Unlocked from beating tower of darkness 2F.

Darkness hit like a truck and very cost efficient. You might want to use it to easily collect ultimate school bonus. It get banned from magic tournament and challenge. But if you beat the game once something different can happen.

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