Mind Over Magic’s underground dungeon contains most of the non-management gameplay. Running the school will become increasingly difficult as time passes unless you are also making progress through the various chambers and bossfights of the underschool. The game’s final boss awaits at the lowest levels.

On top of needing to clear it to win the game, the underschool also offers lots of useful tools and ritual rooms you can’t build for yourself. Upgrading wands, rerolling relics and trading your excess resources all require you to delve deep into the underground.

A player trades mystic motes with the Ember Dragon in Mind over Magic.

All Underschool Facilities

The underschool is divided into a sequence of biomes, each of which gives you an extra source of crafting materials and a few useful rooms you can’t build for yourself.

To avoid long walks, you canplace chests in the underschool rooms containing whatever is needed for their rituals: wands, motes and portents have no uses above ground.

A quilting workshop and refining beast are stored in the underschool of Mind Over Magic.

Wand Transfigurator

Stone Ruins

You’ll need these to upgrade your mages.There is one transfigurator each for level two and three wands and they need to be used in order.

Voidcap Farm

Fungal Cavern

This room will always grow a supply of voidcap mushrooms and is isolated toprevent mages accidentally walking through it.

Warded Rooms

Any

Warded rooms allow you to refight encounters from that biome and level range. They’re especiallyuseful for combat trials and warding trials anddrop some biome appropriate loot.

Ember Dragon Roost

Lava Mines

The dragon will trade your excess resourcesto cover up shortages. The exchange rates are steep but manageable (runewood is the easiest to farm at high levels).

The lava dragon is also able tosend your mages on questsbut will be unavailable for trades while travelling.

A team of mages in Mind Over Magic use the invert weakness abjuration to quadruple the damage taken by the burrower spitter.

Altar Of Fate

Nexus

For a modest price you canreroll the abilities of a relic,the trials on a student or the relic slots on a mage. When you’re at the late game this price is trivial and the benefits are astounding.

Infinite Halls

These two areas serve asrepeatable dungeons with different level ranges.Opening the halls gives you a sequence of rooms that you have 24 hours to clear in exchange for gnosis, mystic motes and experience.

Extra Uses For The Underschool

The underschool gives you extra space for building your base and therooms come pre-arranged with useful keywords such as private, silent and grounded.It does have downsides that limits your ability to use the space:

This curtails what you can do below ground but leaves several applications open:

Depending on your difficulty settings, therequired keywords for rooms may changemaking underground spaces more or less viable.

All Underschool Bossfights

All of the game’s bossfights occur in the underschool, giving the player full control over when to engage them. You’ll want to progress with some haste to keep up with the weight of malice, but will have enough time to rest between each fight and craft any consumables you need.

Allbossfights can be refought any number of times, but give limited experience. They will provide a small amount of encounter loot each time you win, so the bosses can be farmed if you have a team of mages able to quickly win the fight. Theburrower larva is a reliable sources of extra smokepearls, which are difficult to gather in large quantities.

If you plan to refight a boss repeatedly, it can help to place amana lantern right outside the effigy.

Burrower Larva

This boss heals five percent of its health every turn. It’ll win against any team that doesn’t have the power to kill it quickly or the mana to keep up the pressure. Will burrow every few turns and become untargetable. Use this time to cast buffs and prepare your front row to block the next attack.

Burrower Spitter

The spitter brings frontline minions and resummons them when bloodied. Using a lightning mage to hit it in the backrow can trigger the second phase early and means the minions only need to be defeated once.

Resists all (use abjuration to invert its resistances!)

Ancient Seal

The entranceway to the final bossfight requires you to collect four seal fragments. These can beobtained from the dragon questlines, or crafted by a level eight mage in each element.The seal fragments you use will determine the guardians you need to face: The shattered key will face you against a shattered mage, a nature guardian will use thorn spells, etc.

The race seals give an easier fight than most of the element guardians.Especially avoid elements that have area attacks or can hit the backrow. The guardians will closely mirror what your own mages are capable of, in terms of elements and spells.

Wretched Embodiment

The wretched embodimentcan attack mages in any positionand is invulnerable while its minions are present. Plan accordingly.

If you havelevel eight mages with strong combat spells, such as polarise, lance or tornado,you’ll be able to chew through its hitpoints quickly enough to largely ignore your own defences. Its the final boss so there’s no reason to save those daily spells for later.

This boss has no weaknesses or resistances. Use the abjuration “nowhere to hide” to make it weak to everything.

Defeating the wretched embodimentlifts the weight of malice conviction penalty from all mages: You’ll no longer suffer a time based penalty to mood and will be free to continue running the school as you like. You’ll also obtain alevel 25 relic that any mage can equip, giving a large skill boost and letting them float through walls like your founding ghost.