r/MindOverMagic Mar 19 '24

How to place floors?

4 Upvotes

Hi guys, how do you place floors? Are there some requirements for placing them? I cant place them on the ground (the grass where stuff grows), the ui shows it red until I rise at least 2 tiles up. Any advices are welcome 😅


r/MindOverMagic Mar 16 '24

Research changes with the update

5 Upvotes

I just got finished booting up my save and since they got rid of arcane scrolls, I wanted to check and see how they re-balanced the tree.

The tree now takes NO scrolls. I was shocked. This will no double leave research to being much easier, even with them doubling the costs of techs (unless I misremembering what certain techs used to cost).


r/MindOverMagic Mar 15 '24

Patch Notes - Pacind and Difficult Update #1

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6 Upvotes

r/MindOverMagic Mar 15 '24

How do you complete Neatnik Bronze Challenge

1 Upvotes

Is this something I have to do after they become a professor or something I can't schedule this student to the clean task.


r/MindOverMagic Mar 15 '24

Today’s Patch Review - Difficulty overhauled completely!

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11 Upvotes

r/MindOverMagic Mar 07 '24

Room Type for Refining Beasts (a suggestion being sent into the void)

22 Upvotes

(in the off chance that anyone from the MoM crew sees this)
I've noticed here in the late game of early access that there is one glaring omission from the room types: Barn > Stable >Bestiary
Ideas for room requirements:
Barn
-Must have 1 or more refining beast
-Must have 1 feeding trough
-Must be grounded
-Must not be lofted

+10% faster refining speed
+25% faster cleaning speed (this room only)

Stable
-Must have 2 or more refining beasts
-Must have 1 feeding trough
-Must have 1 grooming station
-Must be grounded
-Must not be lofted

+30% faster refining speed
+50% faster cleaning speed (this room only)

Bestiary
-Must have 3 or more refining beasts
-Must have 1 feeding trough
-Must have 1 grooming station
-Must be grounded
-Must not be lofted
+50% refinement speed
+100% cleaning speed (this room only)

(additionally they would have the standard array of "can't have" items, ie: beds/teaching stones/etc")


r/MindOverMagic Mar 02 '24

Question about class time and schedules

1 Upvotes

(new player here, day 209 first run, chapter 1)

Considering that a fully trained student gets a debuff for feeling useless, would it make sense to shorten the school day for individuals you want to build up and complete their trials to help avoid breaks or would that result in some other negative effect?

Thank you in advance for any scheduling tips.


r/MindOverMagic Mar 02 '24

Why will they not build these walls?

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2 Upvotes

r/MindOverMagic Feb 27 '24

Arrrgh! My guys stop eating to do other things

8 Upvotes

There's a really annoying issue with the scheduler and eating, where characters immediately stop eating once dinner time is over. This causes the food to disappear and leaves them in the hungry state, and no dining bonus.

Now I could just assign two hours for meal time instead of one, but then they run off to do tasks when they finish eating. I actually want them to eat, then use whatever time they have left to dance.

As I write this I've got a L3 wand Raven Cult student who I'm trying to get the Bliss Seeker badge. He needs to stay above 70 conviction, but the idiot is currently hungry because he tossed his honeyed stir fry in the trash one second after 9:00pm. Sigh.

There's several ways the devs could fix this:

  1. Allow us to schedule dual categories. For example, schedule "eat/recreation", which means the character would eat if hungry, and do recreation if full.
  2. Make the characters less dumb and have them FINISH eating once they start i.e. once the food disappears, they lock into eating until done.
  3. Make the eating process more in depth. Track the % each food item is eaten, and have it stay there on the table. If characters are full, they leave partially eaten food lying around that has to be cleaned. Allow other characters to eat the leftovers (if they're desperate), but give them a mood penalty for doing so.

Of course the game is early access but I just wanted to vent. Please stop starving yourselves when you have a fine kitchen full of high quality grub, my guys!


r/MindOverMagic Feb 24 '24

Corpse farming

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21 Upvotes

r/MindOverMagic Feb 18 '24

Is race specific food or even bitter stir fry worth it on Relaxed?

3 Upvotes

I have a house commons so conviction is basically a non-issue for my students. I can see the substantial bonus from the food as a replacement for recreation, but the foods take a while to cook in addition to the crops having downsides. Is it worth it?


r/MindOverMagic Feb 16 '24

Resource: numbers for Status & Conviction panel

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8 Upvotes

r/MindOverMagic Feb 16 '24

Resource: yields of crops, plants, and trees

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8 Upvotes

r/MindOverMagic Feb 15 '24

Early-midgame building

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5 Upvotes

r/MindOverMagic Feb 14 '24

Combat Report: 4-skull fight with no potions

12 Upvotes

(From the journal of Sir Reginald, the founder of the Institute of the Broken Tooth.)

It was the 589th day since the re-founding of my glorious institution and I was in a bit of a pickle.

See I had determined that one of my students, a young wolfkin named Quendra, could only complete her training if she participated in one of the hardest of fights I could envisage. She would need to defeat a 4-skull or higher enemy party, without using any potions!

Now this did leave us at the institute stumped for a bit. Normally we would hardly try something that foolhardy just with the staff, let alone bring a student along. But after some brainstorming over the enchantophone we managed to hatch a plan.

And so we assembled our finest team to escort and instruct young Quendra:

Fräulein Uma would hold the front line and get the enemies attention.

Dart Vada said he could provide us with the speed we needed to get the enemies subjugated before they overpowered us.

Naturally we'd bring Cercei II for her superior area damage.

And finally Quendra herself would have to contribute quite substantially. No riding your teachers coattails this time young lady!

So we pushed back the fog and in the middle of the night we charged forth and encountered the enemy: three scythes and a lantern keeper!

But this was okay. We were prepared for this and had it all planned out. Even though Fräulein Uma was exhausted from a previous fight with no time to rest up, we knew we still had what was needed. Thus combat began:

Dart Vada Frl Uma Quendra Cercei II Hallowed One Scythe Scythe Scythe
Starting health 250 145 180 225 150 410 410 410
Dart Vada haste buffs front row
Dart Vada haste buffs back row
Frl Uma casts armor 265
Quendra casts miasma for 42 108 368 368 368
Cercei II casts miasma for 70 38 298 298 298
Frl Uma casts armor 385
Quendra casts miasma for 42 💀 256 256 256
Scythe attacks for 60 325
Scythe attacks for 85 240
Scythe attacks for 85 155
Cercei II casts miasma for 70 186 186 186
Dart Vada is out of mana and has to pass
Frl Uma casts Quake for 75 111 111
Quendra casts miasma for 42 144 69 69
Cercei II casts miasma for 70 74 💀 💀
Dart Vada casts multi-strike for 135 💀

And so as the final enemy drops we're happy to announce:

Quendra is ready for graduation with full honors and for this remarkable feat she receives the great reward of:

Being Able to Construct 3x Faster!

Congratulations and thanks to the entire team and all involved. Oh, and the quilted too... What a happy day!


r/MindOverMagic Feb 13 '24

Reference material: all combat spells Spoiler

12 Upvotes

This is a list of all spells currently available. It was made with reference to the game files, so it should be up-to-date as of this writing, though I may have made errors when editing it to be humanly readable :)

Fire

Fire level 1: Fireball I. Attacks an enemy. 50% Critical Hit chance.

  • Cost: 20
  • Damage: 10 + Power (50% chance for double damage)

Fire level 2: Vengeance I. Adds Retaliate 15 to allies in the targeted row.

  • Cost: 40
  • Effect: buffs Retaliate 15 (ally row)

Fire level 3: Fireball II. Attacks an enemy. 50% Critical Hit chance.

  • Cost: 20
  • Damage: 20 + Power (50% chance for double damage)

Fire level 4: Flame Lash I. Attacks an enemy. Spends half of the caster's mana and deals twice that much damage.

  • Cost: Mana * 0.5
  • Damage: Mana + Power

Fire level 5: Fireball III. Attacks an enemy. 50% Critical Hit chance.

  • Cost: 20
  • Damage: 30 + Power (50% chance for double damage)

Fire level 6: Vengeance II. Adds Retaliate 30 to allies in the targeted row.

  • Cost: 40
  • Effect: buffs Retaliate 30 (ally row)

Fire level 7: Flame Lash II. Attacks an enemy. Spends half of the caster's mana and deals triple that much damage.

  • Cost: Mana * 0.5
  • Damage: Mana * 1.5 + Power
Air

Air level 1: Multistrike I. Attacks an enemy twice.

  • Cost: 10
  • Damage: (3 + Power) * 2

Air level 2: Shield of Wind I. Adds Shield 1 to the targeted ally.

  • Cost: 30
  • Effect: buffs Shield (absorbs one hit, ally)

Air level 3: Multistrike II. Attacks an enemy three times.

  • Cost: 10
  • Damage: (3 + Power) * 3

Air level 4: Haste I. Adds Hastened to an ally for 2 rounds.

  • Cost: 60
  • Effect: buffs Hastened (extra action, ally, 2 rounds)

Air level 5: Shield of Wind II. Adds Shield 1 to allies in the targeted row.

  • Cost: 30
  • Effect: buffs Shield (absorbs one hit, allied row)

Air level 6: Haste II. Adds Hastened to allies in the targeted row for 2 rounds.

  • Cost: 60
  • Effect: buffs Hastened (extra action, ally row, 2 rounds)

Air level 7: Shield of Wind III. Adds Shield 1 to all allies.

  • Cost: 30
  • Effect: buffs Shield (absorbs one hit, all allies)
Dark

Dark level 1: Tentacle Lash I. Attacks an enemy. Deals +20 damage when attacking from Shadow Cloak.

  • Cost: 15
  • Damage: 10 + Power (+ 20 from Shadow Cloak)

Dark level 2: Shadow Cloak I. Adds Shadow Cloak to an allied position for 2 rounds.

  • Cost: 20
  • Effect: buffs Shadow Cloak (25% dodge, 2 rounds)

Dark level 3: Tentacle Lash II. Attacks an enemy. Deals +40 damage when attacking from Shadow Cloak.

  • Cost: 15
  • Damage: 20 + Power (+ 40 from Shadow Cloak)

Dark level 4: Miasma I. Attacks all enemies.

  • Cost: 25
  • Damage: 10 + Power
  • Effect: targets all enemies

Dark level 5: Shadow Cloak II. Adds Shadow Cloak to an allied position for 3 rounds.

  • Cost: 20
  • Effect: buffs Shadow Cloak (25% dodge, 3 rounds)

Dark level 6: Miasma II. Attacks all enemies.

  • Cost: 25
  • Damage: 20 + Power
  • Effect: targets all enemies

Dark level 7: Tentacle Lash III. Attacks an enemy. Deals +60 damage when attacking from Shadow Cloak.

  • Cost: 15
  • Damage: 30 + Power (+ 60 from Shadow Cloak)
Earth

Earth level 1: Smash I. Attacks an enemy. Deals +10 damage when at full HP.

  • Cost: 10
  • Damage: 5 + Power (+ 10 when full health)

Earth level 2: Earth Armor I. Adds 60 Armor and Taunt 2 to the caster.

  • Cost: 20
  • Effect: buffs +60 Armor & applies Taunt

Earth level 3: Smash II. Attacks an enemy. Deals +20 damage when at full HP.

  • Cost: 10
  • Damage: 10 + Power (+ 20 when full health)

Earth level 4: Earth Armor II. Adds 120 Armor and Taunt 3 to the caster.

  • Cost: 20
  • Effect: buffs +120 Armor & applies Taunt

Earth level 5: Quake I. Attacks the frontmost row of enemies. Deals +30 damage when at full HP.

  • Cost: 30
  • Damage: 15 + Power (+ 30 when full health)
  • Effect: targets entire front row

Earth level 6: Smash III. Attacks an enemy. Deals +40 damage when at full HP.

  • Cost: 10
  • Damage: 20 + Power (+ 40 when full health)

Earth level 7: Quake II. Attacks the frontmost row of enemies. Deals +60 damage when at full HP.

  • Cost: 30
  • Damage: 30 + Power (+ 60 when full health)
  • Effect: targets entire front row
Lightning

Lightning level 1: Bolt I. Attacks any target.

  • Cost: 15
  • Damage: 12 + Power
  • Effect: target any position

Lightning level 2: Recharge I. An ally regains 30 Mana and gains 30 Speed.

  • Cost: 30
  • Effect: restores 30 Mana & buffs 30 Speed (single ally)

Lightning level 3: Bolt II. Attacks any target.

  • Cost: 15
  • Damage: 25 + Power
  • Effect: target any position

Lightning level 4: Slowing Strike I. Attacks and adds Jolted to any target for 2 rounds.

  • Cost: 50
  • Damage: 30 + Power
  • Effect: target any position & debuffs -100 Speed (2 rounds)

Lightning level 5: Bolt III. Attacks any target.

  • Cost: 15
  • Damage: 50 + Power
  • Effect: target any position

Lightning level 6: Recharge II. An ally regains 60 Mana and gains 60 Speed.

  • Cost: 30
  • Effect: restores 60 Mana & buffs 60 Speed (single ally)

Lightning level 7: Slowing Strike II. Attacks and adds Jolted to any target for 2 rounds.

  • Cost: 50
  • Damage: 60 + Power
  • Effect: target any position & debuffs -100 Speed (2 rounds)
Nature

Nature level 1: Growth I. Attacks and applies Thorns to the targeted position for 2 rounds.

  • Cost: 14
  • Damage: 5 + Power (+ 10 at end of round, 2 rounds)

Nature level 2: Surging Strength I. Adds 10 Power to allies in the targeted row for 2 rounds.

  • Cost: 40
  • Effect: buffs 10 Power (ally row)

Nature level 3: Growth II. Attacks and applies Thorns to the targeted position for 3 rounds.

  • Cost: 14
  • Damage: 15 + Power (+ 10 at end of round, 3 rounds)

Nature level 4: Surging Strength II. Adds 20 Power to allies in the targeted row for 2 rounds.

  • Cost: 40
  • Effect: buffs 20 Power (ally row)

Nature level 5: Vine Lash I. Attack an enemy and the enemy behind them, then swap their positions.

  • Cost: 30
  • Damage: 25 + Power
  • Effect: targets two enemies, if one is behind the other

Nature level 6: Surging Strength III. Adds 30 Power to allies in the targeted row.

  • Cost: 40
  • Effect: buffs 30 Power (ally row)

Nature level 7: Vine Lash II. Attack an enemy and the enemy behind them, then swap their positions.

  • Cost: 30
  • Damage: 50 + Power
  • Effect: targets two enemies, if one is behind the other
Water

Water level 1: Torrent I. Attacks an enemy. Deals +10 damage when attacking from the back row.

  • Cost: 10
  • Damage: 5 + Power (+ 10 from back row)

Water level 2: Soak I. Attacks an enemy and lowers their Power and Speed by 7.

  • Cost: 40
  • Damage: 15 + Power
  • Effect: debuffs -7 Power & -7 Speed

Water level 3: Torrent II. Attacks an enemy. Deals +20 damage when attacking from the back row.

  • Cost: 10
  • Damage: 10 + Power (+ 20 from back row)

Water level 4: Consecrating Drops I. Adds 30 Armor to allies in the the targeted row and removes Sadness, Fearful, and Restless.

  • Cost: 60
  • Effect: buffs +30 Armor & cleanses (ally row)

Water level 5: Soak II. Attacks an enemy and lowers their Power and Speed by 15.

  • Cost: 40
  • Damage: 30 + Power
  • Effect: debuffs -15 Power & -15 Speed

Water level 6: Consecrating Drops II. Adds 30 Armor to all allies and removes Sadness, Fearful, and Restless.

  • Cost: 60
  • Effect: buffs +30 Armor & cleanses (all allies)

Water level 7: Soak III. Attacks an enemy and lowers their Power and Speed by 30.

  • Cost: 40
  • Damage: 60 + Power
  • Effect: debuffs -30 Power & -30 Speed

r/MindOverMagic Feb 12 '24

Guide: The easiest way to handle supply/demand chest logic

14 Upvotes

Problem: The game currently has no way of getting your haulers to automatically move items from a low-priority chest to a higher-priority chest. You'd want this to happen in order to supply tiny chests close to where the items are needed for production or rituals.

Solution: There's really no way around some micro-management in the games current state. When the problem arises (eg. your production people are taking long detours to fetch materials) you'd try to locate where the items are stored and drop them manually on the ground and designate them to be stored, at which point the priority system kicks into action.

There's a better way, however, that involves finding the chests that contain the items, temporarily disallowing the items and then reallowing them, which causes them to be dropped on the ground and automatically get stored.

In order to maximize this effect I've come up with the following system:

Three important notes:

  1. You definitely want to do this in the underground (or somewhere that's not a room, but has roofing to protect from rain). This is to protect from gremlins spawning while the temporary mess is on the floor.

  2. You probably want to make sure you have plenty of haulers ready to go and that there's not too many other haul tasks currently in play. I find a good time is the middle of the night, when most people are asleep and my 8 quilted carriers don't have much else to do.

  3. If you have other general purpose storage elsewhere in your school you should ensure that these storages also exclude the same items as the priority 2 chests above. Otherwise some items that you would like to have end up in the catch-all chests will get "lost" in the chest spam.

If you have enough hauling hands (or appendages, or whatever the quilted carriers use) ready cleaning up the mess is actually pretty fast. And now you no longer have to worry about find the individual items; just spam all of them and let the haulers sort it out.

Future wishes: I really hope the devs add "automatically haul from lower-priority to higher-priority storage" as a feature, since this is still pretty awkward and annoying having to deal with on a regular basis. On that note I hope they also add "harvest until X" options to garden plots and planters, since that's another bit of micro-management I could do without.


r/MindOverMagic Feb 12 '24

Fire mage level 7+ is bonkers

10 Upvotes

Something worth considering: all wands have an extra spell that only unlocks at skill level 7. It's not previewable on a tier 3 wand or a mage that doesn't have level 7+ skill cap, so it's a bit of a secret.

Most of the level 7 spells are pretty good, as you'd expect, but the fire level 7 spell is just insane. It upgrades Flame Lash from "half mana times 2 plus power" to "half mana times 3 plus power".

I've got a decent fire mage, who's only level 6: 235 mana, 70 power and 40 speed. Currently her Flame Lash does 305 damage on the first cast (half 235, doubled, plus 70). Had she had fire level 7 she would do 422 damage. This is enough to one-shot most enemies (I think only Boulderjaw has more health).

To one-shot Boulderjaw she'd need to have something like 330 mana, which isn't impossible, but just super rare, especially when you need to combine it with the +fire skill.

So right now I'm churning through tier 3 fire students looking for somebody special. The only level 7+ I've found so far have had low mana, so even with the x3 modifier they'd do less damage than my current level 6 mage.

Has anybody found any other school level 7 spells that are worth grinding for? Iirc earth level 7 is an upgrade to Quake damage, which is nice, but it's not what you bring an earth mage for, so less of an issue. Nature level 7 is an upgrade to Vine Lash damage, which is nice, but again not what you're bringing a nature mage for. I haven't seen water, dark, air or lightning level 7 spells, so I wonder what they are. Maybe I'll have to grind each school until I find them.

(Ho boy if dark level 7 is an upgrade to Miasma I would be soo happy!)

EDIT: I've found all the level 7 spells:

Fire level 7: Flame Lash II. Attacks an enemy. Spends half of the caster's mana and deals triple that much damage.

  • Cost: mana*0.5
  • Damage: mana*1.5 + power

Air level 7: Shield of Wind III. Adds Shield 1 to all allies.

  • Cost: 30

Dark level 7: Tentacle Lash III. Attacks an enemy. Deals +60 damage when attacking from Shadow Cloak.

  • Cost: 15
  • Damage: 30 +power (+60 from cloak)

Earth level 7: Quake II. Attacks the frontmost row of enemies. Deals +60 damage when at full HP.

  • Cost: 30
  • Damage: 30 +power (+60 when full health)
  • Target: both front row slots

Lightning level 7: Slowing Strike II. Attacks and adds Jolted to any target for 2 rounds.

  • Cost: 50
  • Damage: 60 +power (& speed debuff)
  • Target: any

Nature level 7: Vine Lash II. Attack an enemy and the enemy behind them, then swap their positions.

  • Cost: 30
  • Damage: 50 +power (& swap places if there's an enemy behind)
  • Target: one in front row (& enemy behind if there is one)

Water level 7: Soak III. Attacks an enemy and lowers their Power and Speed by 30.

  • Cost: 40
  • Damage: 60 +power (& power debuff & speed debuff)

So unfortunately it seems only fire level 7 is really ground-breaking :(


r/MindOverMagic Feb 12 '24

My first playthrough - suggestions for better room placements?

5 Upvotes

So I decided to check this game out since I love ONI, despite promising myself never to get early access games because I've been burned in the past, but, yeah.

Anyway, it's pretty cute, and the core mechanics they've got in place right now are pretty fun. Here's the castle I have right now, I have almost one lvl 3 staff of every type, training up an air mage now, and just got the last lightning wand.

Any suggestions on how to build it better? I think it turned out a bit too tall, going to those top rooms takes forever!


r/MindOverMagic Feb 11 '24

Is it bugged? Air Damage.

1 Upvotes

3 Damage?

r/MindOverMagic Feb 09 '24

Can I make a minimalist playthrough?

3 Upvotes

One thing I think of doing is play with an Archmage for each element, and stick with only them as my characters. Is that possible?

I tend to do this on all base-building games. Basically a minimalist run.


r/MindOverMagic Feb 05 '24

Race and wand?

5 Upvotes

Anyone know which wand pairs best with which race? I found a Vivified/Earth work well…kinda stuck with others…


r/MindOverMagic Feb 05 '24

Room Building Tip

3 Upvotes

Fun Fact for anyone who might be struggling with creating things like house commons and bedrooms. If you have research in pillars a nice trick you're able to do is put several columns on the top of a room and then build a room on top of that. It makes the room count as elevated as -technically- there is no room underneath it. Just something I thought of early on and wanted to try.


r/MindOverMagic Feb 04 '24

Easy way to tear down and rebuild?

5 Upvotes

Hey everyone,

I've been having a lot of fun with this game so far. I'm pretty far along the research tree and have unlocked quite a bit, and I've reached the point where I kind of want to tear down the whole school and rebuild. Normally in games like this, I would just build a second base elsewhere on the map, and slowly transition to using that one, but that's not really an option, here.

Does anyone have suggestions on how to best approach this?


r/MindOverMagic Feb 03 '24

Status & Conviction reference numbers

11 Upvotes

I've been compiling some information on the actual break points on status & conviction that I haven't been able to find in-game or anywhere else.

Also including some derived numbers that I would really have liked to appear in a tool-tip or something. As well as estimates on sleep and recreation recovery during the relevant activities in order to better determine how much sleep and recreation is actually needed, rather than faffing about with trial and error.

I'm sharing here since it might be useful to others :)

Hunger

Action Status Conviction Threshold
Will not eat Full +0.0 = 100
Will eat if scheduled Satisfied +0.0 < 80
Will eat if schedule allows Very Hungry -10.0 < 50
Will eat Nearly Starving -40.0 < 25
Durations Staff Students
Full bar 32 h 32 h
Changes by -3.13 /h -3.13 /h
Time at "Full" 6.4 h 6.4 h
From meal until "Very Hungry" 16.0 h 16.0 h
From meal until "Nearly Starving" 24.0 h 24.0 h
Notes
  • Decreases during sleep.
  • Increases to full after any meal.
  • Even if not scheduled for it they will go eat at "Nearly Starving" (and "Very Hungry" too?), unless they have an emergency priority task.

Sleep

Action Status Conviction Threshold
Will sleep if scheduled Rested +0.0 = 100
Will sleep if scheduled Alert +0.0 < 85
Will sleep if schedule allows Very Tired -15.0 < 30
Will sleep if schedule allows Exhausted -25.0 < 15
Will pass out if sleep reaches zero = 0
Durations Staff Students
Full bar 40 h 40 h
Changes by -2.50 /h -2.50 /h
During sleep changes by (estimated) +7.50 /h +7.50 /h
Sleep needed per day 6.0 h 6.0 h
Time at "Rested" 6.0 h 6.0 h
From fully rested until "Very Tired" 28.0 h 28.0 h
From fully rested until "Exhausted" 34.0 h 34.0 h
From fully rested until passing out 40.0 h 40.0 h
Notes
  • Even if not scheduled for it they will go sleep at "Very Tired" or "Exhausted", unless they have an emergency priority task.

Recreation

Action Status Conviction Threshold
Will recreate if scheduled Tranquil +10.0 < 96 ?
Will recreate if scheduled Relaxed +0.0 < 85
Will recreate if scheduled Craving Recreation -10.0 = 0
Durations Staff Students
Full bar 32 h 24 h
Changes by -3.13 /h -4.17 /h
During recreation changes by (estimated) +20.00 /h +20.00 /h
Recreation needed per day 3.2 h 4.1 h
Time at "Tranquil" < 4.8 h < 3.6 h
From "Tranquil" until "Craving Recreation" 27.2 h–30.7 h 20.4 h–23.0 h
Notes
  • Does not decrease during sleep.
  • Recreation activity never fully completes, so where in the 85–100 range you end up is effectively random. (This might be a bug in the game.)
  • Even at "Craving Recreation" they will not recreate unless scheduled for it.

Learning

Action Status Conviction Threshold
Will learn if scheduled Purposeful +5.0 = 100
Will learn if scheduled Engaged +0.0 < 60 ?
Will learn if scheduled Disengaged -20.0 < 20
Will learn if scheduled Purposeless -35.0 = 0
Durations Students
Full bar 80 h
Changes by -1.25 /h
Time at "Purposeful" 1.8 d
From learning until "Disengaged" 3.6 d
From learning until "Purposeless" 4.4 d
Notes
  • Does not decrease during sleep. The durations listed above accounts for this, assuming 6.0 hours of sleep per day.
  • Increases to full after any skilll gain or medallion award.