الوسم: Mind Over Magic

  • Exploring Every Biome, Area, and Boss in the Underschool

    Exploring Every Biome, Area, and Boss in the Underschool

    Mind Over Magic features an expansive underground dungeon that hosts most of the game’s non-management elements. As time goes on, managing your school will become more challenging unless you explore the various chambers and take on the bosses lurking in the underbelly of the school. The final showdown with the game’s last boss is located at the deepest levels.

    Not only is it essential to conquer this area to claim victory, but the underground also provides numerous valuable tools and ritual rooms that you cannot create on your own. To enhance wands, reroll relics, and trade surplus resources, you must venture deep into the depths.

    Overview of Underschool Facilities

    The underschool is organized into a variety of biomes, each providing unique crafting materials and useful rooms that are not available for personal construction.

    To make the most of your time, consider placing chests in the underschool rooms filled with everything needed for rituals: wands, motes, and portents are rendered useless above ground.

    Facility Biome Usage
    Wand Transfigurator Stone Ruins Upgrades for your mages require this; there’s one transfigurator for level two and another for level three wands, and they must be used in sequence.
    Voidcap Farm Fungal Cavern This room consistently produces voidcap mushrooms and is designed to keep mages from wandering through it accidentally.
    Warded Rooms Any These rooms let you refight challenges from that biome and level, making them ideal for combat and warding trials, with some appropriate loot dropping as well.
    Ember Dragon Roost Lava Mines The dragon will trade excess resources to help cover shortages with tough but manageable exchange rates; runewood is the easiest to farm at higher levels.
    Altar of Fate Nexus For a small fee, you can reroll the abilities of a relic, adjust trials on a student, or modify the relic slots on a mage, all of which become inexpensive later in the game.
    Infinite Halls Nexus These offer repeatable dungeons with varying levels; clearing these rooms within 24 hours rewards you with gnosis, mystic motes, and experience.

    The underschool also provides additional space for building your base, with rooms fittingly named with keywords like private, silent, and grounded for enhanced functionality. However, there are some restrictions:

    • Rooms cannot be resized or new walls and doors added.
    • Wall fixtures cannot be constructed, meaning you cannot create a room needing items like blackboards or incense burners.
    • Underground areas can reduce the morale of nature and darkness mages, who require natural light.

    Despite these limitations, you can utilize the space in several ways:

    • Store refining beasts that don’t need specific room types.
    • Keep storage rooms underground to prevent issues like oozes spawning from neglect.
    • Build a Sculpture Studio, which must be situated on or below the ground floor with no special wall requirements.
    • Early game simple workshops may not require wall fixtures or decorations, making space management less of a hassle.

    All Underschool Boss Fights

    Every boss battle in the game takes place in the underschool, allowing players to choose when to engage. Although urgency is necessary to manage the growing malice, you will have ample time to rest and prepare between fights.

    Each boss can be fought indefinitely, providing limited experience but offering a steady reward of loot with each victory. Particularly, the burrower larva is a reliable source of smokepearls, which are hard to harvest in bulk.

    To speed up farming a boss, consider placing a mana lantern right outside the effigy.

    Boss Location Strategy Elemental Weaknesses
    Burrower Larva Lava Mines This boss regenerates 5% of its health every round. If your team can’t defeat it quickly or maintain constant pressure, it could lead to defeat. It will burrow every few rounds and become untargetable, offering a chance to buff your team. Weak to water.
    Burrower Spitter Fungal Cavern The spitter summons frontline minions and can regenerate them when bloodied. Use a lightning mage to target it in the back to activate the second phase early, making the minions only need to be beaten once. Resists all (use abjuration to change resistances).
    Ancient Seal Nexus Collect four seal fragments to access the final boss fight. These fragments can be earned through dragon quests or crafted by level eight mages in different elements. Race seals are easier fights than most elemental guardians.
    Wretched Embodiment Nexus This boss can strike mages from any position and is invulnerable while its minions are present; so plan your attack scheme wisely. If you have level eight mages with powerful spells, you can breach its health quickly without worrying about defenses. No weaknesses or resistances (use the abjuration "nowhere to hide").

    Defeating the Wretched Embodiment frees all mages from the malice conviction penalty, lifting any time-based mood penalty. You will also receive a level 25 relic that any mage can use, enhancing their skills significantly and allowing them to float through walls like your founding ghost.

  • Ultimate Mind Over Magic Wand Ranking Guide

    Ultimate Mind Over Magic Wand Ranking Guide

    In Mind Over Magic, upgrading your wands is essential for making progress, but it also means dealing with more complex requirements. Ignoring these advanced needs can lead to mental breakdowns and traumas that may force you to retire your mages prematurely.

    The advantages of stronger wands justify the challenges. Upgraded wands elevate your level cap, enabling you to learn new spells and perform tasks more efficiently. Certain rituals have specific stat requirements, making them nearly impossible to accomplish without upgrading your wands first. This guide explores the various wands, their benefits and costs, and the optimal order for unlocking them.

    Understanding Wands

    You begin the game with access to only level one wands. These have no prerequisites, but their potential for growth is limited. Most students will likely not exceed level three in their primary skill.

    Level one wands are still beneficial. They are essential for enrolling new students, and those with poorly matched traits, quirks, and trials should remain at level one and graduate quickly.

    Level two and three wands provide additional power and opportunities:

    • In addition to increasing the skill cap of their primary school, these wands also offer a random boost in a secondary school of magic. A level three wand grants two additional random boosts.
    • The character’s level cap will rise, allowing for further growth and enhancement of their attributes for combat, especially multiplied when promoted to apprentice or staff.
    • They will unlock extra trials, which expedite their progress and yield better relics upon completion.

    However, there are a couple of drawbacks:

    • With the increased skill and level caps, you’ll need to invest more time in training them before they graduate.
    • They will gain a new status on their Conviction page with a unique requirement related to the wand’s magic school.

    These conviction requirements add complexity to how the wands compare against each other. Failing to manage these statuses can result in a loss of up to 30 conviction points, pushing almost any character to the brink.

    Wand Tier List

    Mind Over Magic's Jade Dragon is elevated from juvenile to adult by a group of ritualists.

    The tier classification of wands mainly measures how manageable their conviction requirements are, as well as their effectiveness in base building and combat.

    • A-Tier wands fulfill their own conditions simply by engaging in the game normally: You can distribute these freely without concern.
    • B-Tier wands come with social or structural requirements that impact your base and schedule management. Once properly established, they require minimal oversight but take longer to set up.
    • C-Tier wands demand constant micromanagement even later in the game. Limit their use to only one individual at a time.

    A-Tier Wands

    The Founding Ghost instructs a class in dark magic in Mind Over Magic.

    All three conviction requirements at this tier should be easily achievable, especially if you incorporate natural lighting through windows, which satisfies both nature and darkness wand needs.

    Wand Type

    Conviction Requirement

    Combat Use

    Base Use

    Earth

    Earth mages should spend time on or below the ground floor of your buildings.

    Earth mages are the best tanks in the game, especially once they learn their ultimate spell.

    Construction speed is always valuable, as your school should be expanding continually.

    Nature

    Nature mages require frequent exposure to sunlight.

    Nature magic provides a robust mix of percentage damage, healing, and forced movement.

    You’ll always need more farmers, and this setup ensures they receive enough sunlight.

    Dark

    Dark mages desire moonlight exposure (this can be achieved even while they sleep).

    Dark mages deal significant damage but spend HP to cast, requiring them to take breaks without combat healing.

    Quilting allows you to automate simple tasks, enabling dark mages to cover for light, earth, nature, and air mages.

    These three magic schools also have the most powerful applications in the early game, helping your school quickly establish itself and gather materials necessary for the more demanding wand types.

    B-Tier Wands

    A Lightning Mage conducts research in a secluded room in Mind Over Magic.

    B-tier wands have more specific requirements that can slow down their introduction. Giving them to your initial staff won’t cause problems, but you should be cautious when handing them out to students.

    Wand Type

    Conviction Requirement

    Combat Use

    Base Use

    Air

    Air mages become unhappy if they can’t move vertically, like climbing stairs or ladders.

    High damage and powerful buffs, but mana consumption is rapid.

    Air is essential for assembling furniture, which is important when creating more complex chambers.

    Lightning

    Lightning mages prefer solitary spaces and dislike sharing rooms or work areas.

    Lightning is one of the few reliable methods to hit enemies in the back row.

    Lightning is necessary for research. It’s best to have one excellent lightning mage rather than several average ones.

    Water

    Water wands foster extroverts who thrive in group settings. Communal living and dining spaces will keep them satisfied.

    Water magic offers versatility but doesn’t specialize as intensely as other schools.

    Water mages are essential for cleaning unless a dark mage can construct cleaning automata.

    Water magic is also crucial for potion crafting, which becomes increasingly important in the mid to late game.

    C-Tier Wands

    A Fire Mage throws a tantrum and begins destroying furniture in Mind Over Magic.

    Only one wand resides in the lowest tier, and it carries enough risk that you might prefer not to distribute it at all.

    Wand Type

    Conviction Requirement

    Combat Use

    Base Use

    Fire

    Fire wands instill a constant need for combat, requiring regular hunting or fighting.

    Fire offers high damage output but lacks defensive or healing tools.

    While fire is necessary for cooking, giving a fire wand to your cook can lead to chaotic behavior.

    Fire wands are especially risky to give to students who cannot engage in hunting activities. For those fragile, weaker students, combat is their only means of maintaining sanity. Since fire magic provides no defensive or healing capabilities, you’ll often have to supervise them with apprentices or staff.

    Deliberately allowing the wards in your underschool to fail can create low-level encounters for your fire mages.

    To avoid micromanaging a fire wand, train a student who is dual-classed and begins with a different wand. They will benefit from a slight boost to fire magic while using the conviction advantages of another wand.

  • Understanding Stats and Racial Traits in Mind Over Magic

    Understanding Stats and Racial Traits in Mind Over Magic

    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.