Students who sleep here learn a bit of Druidism and Herbalism. Vampires who sleep in it generate Shadow Mana. Students who sleep in this bed have a small chance of becoming vampires. Generates a potion ingredient called Sleeper’s Soul, but sometimes harms its guest.Ĭan be a reward from spending Shadow mana Students who sleep in this bed have a chance of losing a negative trait.Ĭharacters that sleep in this bed lose tiredness much faster and give some gold to the schoolĬan be a reward from spending gold (base item) Place as needed – not limited in shadow classroomsĪctive students in this room slightly improve their Demonology and Portal Magic skills, but slowly lose sanity.īeds replace and upgrade the basic beds found in the dormitories and bedrooms. Non-humans (elves, vampires, werewolves, deepfolk, and half-Orcs) working in this room improve in the Magic disciplines they already know. The active characters in this room slightly decrease their Tiredness. The active characters in this room have a chance to generate ‘Unicorn Horn’ component cards. The active students in this room slightly increase their Druidism skills. The active characters in the room see their Boredom strongly reduced, but their Life also slightly decreases. The active characters in this room have a chance to generate ‘Manadragorc Root’ component cards. *This card becomes available after completing a campaign with darkness challenge rules.Īctive students in this room slightly increase their skills in Assassination and Retribution. Students working here learn Light magic 50% faster and Shadow magic 50% slower for a few minutes.Īctive students in this room slightly increase their skills in Heroism. The active students in this room feel observed and are therefore a bit less undisciplined and work a bit better for a few minutes.Īctive students in this room have a chance to extend their studies by 1 year.Īctive characters in the same room receive the Chronoboost effect, which increases the speed of all their activity by 25%, as well as the speed at which their needs increase.Ĭharacters working here have a small chance to get the ‘Brave’ trait, which increases their combat power.Īn active character in this room has a chance to become Good, and to gain a trait that allows them to learn Light magic faster. Students working here learn the magic of Portals and Enchant 25% faster for a few minutes. The characters working here have a small chance to get the “Passionate” trait, which makes them better at specializing in a magic. Students who are active in the room are no longer subject to aberrations and are a little more disciplined for a long time. (Not tested, but doubtful whether that the discount stacks) Reduces entire school maintenance costs by 25%. Appears available in other ways)Īctive students in this room slightly increase their Rune skills. *Unlocks after completing a campaign with speed challenge rules. Those guys like to party!)Īctive students in this room slightly increase their skills in Enchantment. (It is highly advantageous to have a supply of cheese and alcohol when interacting with the Orcs. The active characters in this room have a chance to generate Alcohol component cards. Nearby students have a small chance of gaining specialisation in a random school of magicĪctive characters in this room lose half as much health for a few minutes Bonus apply as below.Īrtefacts, shown as a sword, are powerful magical items that are placed on the floor. May require zooming in and running the game at 1x speed to place. Fortunately, most items can be returned to the deck by middle-clicking the item, applying them to be replayed. For instance, a card rewarding Light activities is doubly wasted if you place it in a necromancers room. To increase efficiency, place items in rooms best compatible with the item, where it best aligns with any targets. As with room cards, the Sneaky Merchants are a cheap source of utilities (but not familiars) Improvement item cards can be bought with gold, mana, or received as a reward from messages etc.
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