Spellcaster University: room upgrades
These are all the room upgrades as at v1.01, sorted into categories and disciplines. e.g. (Artifacts > Arcane)
Also available as an alphabetical bullet point list.
- Artifacts (swords, weapon racks, statues, doorways, etc)
- Decorations (banners, paintings, trophies)
- Familiars (cats, faun, dragons, pets etc)
- Relics (chests, magic hats, etc)
- Cooking tools and utensils (auldrons, microwaves, toasters, etc)
- Related: Rooms page
- See also: main Spellcaster University Guide
Improvement items for rooms
Improvement item cards can be bought with gold, mana, or received as a reward from messages etc. As with room cards, the Sneaky Merchants are a cheap source of utilities (but not familiars)
To increase efficiency, place items in rooms best compatible with the item, where it best aligns with any targets. For instance, a card rewarding Light activities is doubly wasted if you place it in a necromancers room. Fortunately, most items can be returned to the deck by middle-clicking the item, applying them to be replayed.
May require zooming in and running the game at 1x speed to place. Bonus apply as below.
Artifacts: swords, armour etc.
Artefacts, shown as a sword, are powerful magical items that are placed on the floor.
Nearby students have a small chance of gaining specialisation in a random school of magic
Active characters in this room lose half as much health for a few minutes
Alchemy / alchemical mana
The active characters in this room have a chance to generate Alcohol component cards.
(It is highly advantageous to have a supply of cheese and alcohol when interacting with the Orcs. Those guys like to party!)
Chest with Arms*
Active students in this room slightly increase their skills in Enchantment.
*Unlocks after completing a campaign with speed challenge rules. Appears available in other ways)
Active students in this room slightly increase their Rune skills.
Reduces entire school maintenance costs by 25%.
(Not tested, but doubtful whether that the discount stacks)
Arcane / filtered mana
Students who are active in the room are no longer subject to aberrations and are a little more disciplined for a long time.
The characters working here have a small chance to get the “Passionate” trait, which makes them better at specializing in a magic.
Gate Between World
Students working here learn the magic of Portals and Enchant 25% faster for a few minutes.
The active students in this room feel observed and are therefore a bit less undisciplined and work a bit better for a few minutes.
Active students in this room have a chance to extend their studies by 1 year.
Active 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.
Light / Sacred mana
Increases mana gains from events by 25%.
Characters working here have a small chance to get the ‘Brave’ trait, which increases their combat power.
An 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 Light magic 50% faster and Shadow magic 50% slower for a few minutes.
Sword in Stone*
Active students in this room slightly increase their skills in Heroism.
*This card becomes available after completing a campaign with darkness challenge rules.
Active students in this room slightly increase their skills in Assassination and Retribution.
Natural / Sylvan mana
The active characters in this room have a chance to generate ‘Manadragorc Root’ component cards.
Scholar’s Hand-Eating Flower
The active characters in the room see their Boredom strongly reduced, but their Life also slightly decreases.
The active students in this room slightly increase their Druidism skills.
Potted unicorn plant
The active characters in this room have a chance to generate ‘Unicorn Horn’ component cards.
The active characters in this room slightly decrease their Tiredness.
Shadow / Demonic mana
De Vermi Tentaculi
Non-humans (elves, vampires, werewolves, deepfolk, and half-Orcs) working in this room improve in the Magic disciplines they already know.
Place as needed – not limited in shadow classrooms
Active students in this room slightly improve their Demonology and Portal Magic skills, but slowly lose sanity.
Beds replace and upgrade the basic beds found in the dormitories and bedrooms.
Bed of Repentance
Students who sleep in this bed have a chance of losing a negative trait.
Can be a reward from Light mana.
Characters that sleep in this bed lose tiredness much faster and give some gold to the school
Can be a reward from spending gold (base item)
Generates a potion ingredient called Sleeper’s Soul, but sometimes harms its guest.
Can be a reward from spending Shadow mana
Students who sleep in this bed have a small chance of becoming vampires. Vampires who sleep in it generate Shadow Mana. Limited to student beds.
Can be a reward from spending Shadow mana
Students who sleep here learn a bit of Druidism and Herbalism.
Can be a reward from Nature mana.
The students who sleep in this bed quickly heal their Life and give some Gold to the school.
Can be a reward from Light mana.
After sleeping in this bed a character doesn’t get tired for a very long time.
Can be a reward from Nature mana.
Decorations: banners, paintings, trophies
Decorations, shown as paintings, are placed on walls to improve the look of a room.
Base card decorations
The characters move much faster in this room.
Reduces growth rates of needs for some time for active characters
School coat of arms
Active characters in the same room generate a bit of prestige.
Student of the month portrait
Gives students a modifier that allows them to learn faster, but also get tired faster.
Active characters in this room improve their reputation with the peasants.
Weapons and shield
Active characters in this room have their combat skill greatly increased for a few minutes.
(I think the best position for this is in the entrance, as a buff against the occasional invasions by orcs and skeletons).
Alchemy card decorations
Active Characters in this room plan their day, which prevents their needs from increasing by burst for a long time.
*Unlocks after completing a campaign with chaos challenge rules. Appears available in other ways).
Characters activity in this room enhances your reputation with the Adventurers Guild.
Ritual Orc Painting
Increases the chances that new students will be half-orcs.
Arcane card decorations
Active students in this room slightly increase their skills in Time Magic.
Characters activity in this room enhances your reputation with the Kingdom.
Window on Another World
The active students in this room slightly increase their Portal Magic skills.
Light card decorations
Characters activity in this room enhances your reputation with the Inquisition.
Sacred Stained Glass Window
Active students in this room slightly increase their Sacred Magic skills.
Nature card decorations
Characters activity in this room enhances your reputation with the Orc Tribes.
The ivy room and adjacent rooms are more efficient (any activity is faster in these rooms).
Active students in this room have a small chance of becoming Werewolves, especially if they are gifted in Druidism.
Shadow card decorations
Active students in this room slightly improve their Demonology skills.
Active characters in this room improve your reputation with the Lord of Evil
An active character in this room has a chance of becoming Bad and earning a trait that allows them to learn Shadow Magic faster.
Familiars: dragons, faun, cat, etc
Familiars, shown as dragons, represent two types of familiars: those that stay in place, and those the roam the school.
Those that roam will stay closer to the area they were placed, returning there on their meandering rounds.
Base card familiars
Wander’s around the school and reduces the needs of the character working in the same room.
Alchemy card familiars
Active characters in this room generate Gold.
(For the Lake area questline, your university requires 1 Aquarium and or 3 Refectories).
The blue dragon is moving around the school.
Active students met will learn Alchemy more effectively for a few minutes.
A creature that moves around and gradually cleans the room it walks through.
Arcane card familiars
Increases the chances that new students will be non-human of any type.
A roaming animal in your castle. Working in the same room as it offers a chance to generate a feather of manywings, an alchemical component.
Active characters in the room recover Sanity and Increase their Elementalism. The room gets dirty faster.
The Purple Dragon is moving around the school. Active students met will learn Arcana’s magic more effectively for a few minutes.
The Turquoise Dragon is moving around the school. The students he meets learn much faster for a few minutes.
Light card familiars
Provides a phoenix feather for each dungeon adventure, which allows a dead student to come back to like
A creature that moves around the school and has a chance to increase the wealth of the students it meets.
The white dragon moves around the school. Active students met will learn Light Magic more effectively for a few minutes.
Nature card familiars
A creature moving around the school that greatly reduces the increase in Tiredness, Hunger and Boredom of nearby teachers over a long period of time.
The Green Dragon is moving around the school. The active students met will learn Nature magic more effectively for a few minutes.
Improves the efficiency of all rooms on the same floor as the snake.
Shadow card familiars
The black dragon wanders around the school.
Any active students it crosses paths with will learn Shadow Magic more effectively for a few minutes.
Lowers the sanity of Good students, but teaches Necromancy and Demonology to Bad students.
Relics, shown as chest items, are small, precious, fragile objects placed on tables or pedestals.
Base relic card
Reduces tiredness gain by 100% for a few minutes, but increasing the chance of them unionizing
Alchemy relic cards
Grotesque Relic, (increases change of Deepfolk students), [Alchemy ?]
Potion cards played are 40% more efficient.
(Presumably, this means a mana potion will give an extra 80 mana.
Bonus is unlikely to stack but I haven’t tested that hypothesis.)
Arcane card relics
Active teachers in this room have a chance to lose a negative trait.
Active teachers in this room have a chance to improve their pedagogy.
Light card relics
Active teachers in the room become able to make “critical hits” while teaching, which provide a big knowledge bonus to the students.
*Unlocks after completing a campaign with transmutation challenge rules. Appears available in other ways, (e.g. events).
Vase of Eternity
Increases the chances that new students will be elves.
Nature card relics
Ancient Hermit Crab*
Active teachers in the room have a chance to gain positive traits.
*(May require unlocking)
The presence of a teacher could generate “Parkofite Hat” component cards, used in Potion making.
Shadow relic cards
Active teachers in this room have a chance of creating component cards.
Can be utilised in any appropriate room, not just shadow classrooms
The needs of active teachers in this room increase more slowly, and they may lose their ‘unionized’ trait.
Shelves are placed on classroom walls.
Active characters in this room recover health over time
Snow crystal balls collection
In the classroom, the teacher does not gain boredom, and gains a little less tiredness and hunger
Alchemy shelf cards
Active characters in this room have a chance to generate component cards.
(Supposition May work better in alchemy rooms. And or it may be affected by the type of room it’s in.)
Arcane shelf cards
Light shelf cards
Active students in this room have a small chance to become Ambitious, a trait that favours their future when they leave the school.
Nature shelf cards
Active students in this room slightly increase their Herborism skills.
Shadow shelf cards
Cooking tools and utensils: cauldrons, microwave, toaster, etc
Utensils, shown as cauldrons, are kitchen utensils to be placed in refectories.
NOTE: Like rooms, utensils are fixed om placement. They cannot be removed!
(As at v1.01)
Alchemy cooking utensil cards
Active characters in the room see their Hunger, Tiredness and Boredom slightly decrease.
(This is not enough to cancel out their natural increase).
Arcane cooking utensil cards
Heating Box of the Future
Active characters in the room see their Hunger decrease.
Light cooking utensil cards
Xar-Saroth Raclette Device
Characters who eat in this room have a chance to generate “Cheese”.
(Hungry Orc Tribes can be satisfied if you have at least one Xar-Saroth Raclette Device, giving +5 reputation and +3 Prestige.)
(Contacting the Orc Tribes through the local fraction menu might give an opportunity to gain +50 reputation and +15 Prestige if you have a Cheese and an Alcohol card on hand.)
Nature cooking utensil cards
Horn of Plenty
Students active in the room generate gold according to their level in Nature magic.
World Tree Wood Table Set
Active characters in the same room generate a bit of Prestige.
Shadow cooking utensil cards
Health-risk Waffle Maker
Characters who eat in this room no longer feel hunter for a few minutes, but are more susceptible to loss of Health.
Also useful when interacting with the Orcs, who like waffles.