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Mind Over Magic: Complete Guide To The Underschool

Linda Hamilton
Linda HamiltonOriginal
2025-03-22 02:39:15198browse

The Underground Maze of Mind Magic is the main non-management gameplay area of ​​the game. Unless you keep exploring the secret rooms of the underground school and defeating various bosses, it will become increasingly difficult to run a school over time. In the end, the boss lurks in the deepest part of the maze.

Mind Over Magic: Complete Guide To The Underschool

In addition to the level-through game, the Underground School also offers many useful tools and ritual rooms that you cannot build on your own. Upgrading wands, recasting relics and trading excess resources all require deep underground.

All underground school facilities

Mind Over Magic: Complete Guide To The Underschool

The underground school is divided into a series of biomes, each with additional sources of crafting materials and some useful rooms that you can’t build on your own.

To avoid long treks, you can place treasure chests in the underground school room where the items needed for the ceremony are stored: wands, aspirations and omens have no purpose on the ground.

facility Biome use
Magic wand transformer Stone ruins You need these to level up your mage. Each wand of Level 2 and 3 has a deformer, which needs to be used in order.
Void Hat Farm Fungal Cave This room will be planted with Void Hat mushrooms and are isolated from the world to prevent the mage from accidentally passing by.
Guarding the room Any Guardian Room allows you to re-challenge the biome and encounters within the level range. They are especially useful for combat and guardian trials and will drop some suitable loot.
Ashes Dragon Habitat Lava mine The dragon will trade your extra resources to make up for the shortage. The redemption ratio is high, but it can be affordable (runewood is easier to plant at higher levels).
Altar of destiny center At a small price, you can recast the skills of the relics, the trials of the students, or the wizard's relics trough. In the late game, this price is insignificant, while the benefits are amazing.
Infinite Hall center These two areas act as repeatable dungeons with different rank ranges. Opening the hall will give you a series of rooms that you need to clear within 24 hours in exchange for psychics, mysterious auras and experience.

Additional uses for underground schools

Mind Over Magic: Complete Guide To The Underschool

The underground school provides you with additional base building space, and the room is pre-set with useful keywords such as private, quiet and grounding. It also has some disadvantages, which limit your ability to use space:

  • You can't resize the room, nor can you place new walls and doors.
  • You can't build wall fixtures, which will prevent you from building rooms that require blackboards, incense burners, or windows.
  • Underground spaces will weaken the beliefs of nature and dark mages that require natural light.

This limits what you can do underground, but also leaves some applications:

  • Refining wild beasts, they do not need special rooms
  • The underground school room does not summon sludge monsters or similar monsters because of improper maintenance, so a messy storage room is best placed underground.
  • The sculpture studio needs to be on the ground or underground floor, but there are no wall requirements.
  • Simple studios do not require wall fixtures or decorations. In the early stages of the game, space is a scarce resource.

Depending on your difficulty setting, the keywords required for the room may change, making the underground space more or less feasible.

All Underground School Boss Battle

Mind Over Magic: Complete Guide To The Underschool

All boss battles in the game take place in the underground school, giving players complete control over when to engage them. You may need to push quickly to deal with the malice, but there will be plenty of time to rest between each battle and craft any consumables you need.

All boss battles can be re-challenged unlimited times, but the experience provided is limited. Each win offers a small amount of Encounter Robbery, so if you have a team of mages that can win quickly, you can challenge the boss repeatedly. Ground-digging larvae are a reliable source of extra smoke pearls, which are difficult to collect in large quantities.

If you plan to challenge the boss repeatedly, place a magic lantern outside the spirit statue.

Boss Location Strategy Elemental Weakness
Digging larvae Lava mine This boss recovers 5% of his health per turn. It will beat any team that doesn't have the ability to kill it quickly or doesn't have enough magic to keep the pressure on. Every few rounds, he will get into the ground and become unavailable to aim. Use this time to cast a buff spell and prepare your front row to resist the next attack. The weakness is water.
Ground-Digging Squirter Fungal Cave The Squirter brings the front line minions and resummons them when they are bleeding. Attacking its back row with a Lightning Mage can trigger the second stage ahead of time, meaning that the minion only needs to be defeated once. Resist all elements (use the forbidden spell to reverse its resistance!)
Ancient Seal center The entrance to the final boss battle requires you to collect four seal fragments. These can be obtained through the Dragon Mission Line or are crafted by level 8 mages of each element. The seal fragments you use will determine the Guardian you need to face: the broken key will put you in the face of the broken mage, the Guardian of nature will use the thorn spell, and so on. Race Seals are easier to deal with than most elemental guardians. In particular, avoid using elements that have range attacks or can attack the back row. The Guardian's abilities will be very similar to the abilities of your own wizard in terms of elements and spells.
Miserable incarnation center The tragic avatar can attack the mage at any position and is invincible when its minions exist. Make plans accordingly. This boss has no weaknesses or resistance. Use the forbidden spell "Nowhere to hide" to make it weak against all elements.

Defeating the tragic avatar will relieve all mages of the malice of the heavy belief punishment: you will no longer suffer from time-based mental punishment and will be free to continue running the school. You will also gain level 25 relics that any mage can equip, which will provide a lot of skill enhancements and allow them to walk through the walls like your founding ghost.

Mind Over Magic: Complete Guide To The Underschool

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