Mind Over Magic House Building & Room Types

Build your ideal house in Mind Over Magic with insights on the importance of rooms and their types. Find essential details for a solid construction in our guide.

Rooms and their types also play an important role when building a house in Mind Over Magic. By using the information in our guide, you can have the details needed for a basic construction.

Mind Over Magic House Building & Room Types

In this guide, we also discussed rooms and room types, as well as sharing construction-based experience.

Room Types

  1. High-rise: No adjacent rooms and no foundation below. Space must exist beneath these rooms.
  2. Grounded: All floors must be on a foundation. These are rooms on the Academy grounds.
  3. Towering: No adjacent rooms to the left, right, or above. These are the topmost rooms in the Academy.
  4. Tilted: One wall is at least 3 blocks higher than the other.
  5. High and Thin: Height is greater than width.
  6. Secluded: Only one entrance. Passages, doors, or stairs through the room count as one entrance.
  7. Isolated: No entrance. Typically, mages are sealed in these difficult-to-build rooms.

Mechanism Explanation (Subject to Potential Fixes or Adjustments in Future Updates):

1.High-rise: Left and right rooms don’t affect; directly below cannot have a room and must be suspended (cannot be “grounded”).

2.Towering: Only needs to be non-adjacent; for example, the shape of the character “官” with the top removed can also achieve two towering-labeled rooms.

Mind Over Magic Mechanism Explanation for Room

3.Tilted: Includes walls provided by the roof.

Building System Building “Blocks”

Here is an explanation of all available building units:


  • Walls can only be stacked (directly in contact with other structures—walls, floors below).


  • Floors can “float” left or right.
  • Cannot be stacked on other floors.
  • Strength is consistent with walls and must be placed under passages (arches), doors, or stairs instead of walls—because walls block passage.


  • The “Z-axis” of stairs is fixed: diagonal stairs can only be placed in the deepest position of the room, rotating stairs can only be adjacent to diagonal stairs in the second deepest position.

Passages and Doors

  • Doors and passages can only be in the shallowest position.
  • There is almost no difference between the two, except on the first floor; it is recommended to use passages (no need for materials).

Building Approach

Build walls straight up from both sides of the foundation to maximize space utilization (float a room on both sides). As shown (red represents “load-bearing walls,” and cyan is the “floating” room):

Mind Over Magic Building Approach

Planning can be done by blindly dividing cells first and adjusting based on actual needs later. Because: Connecting multiple rooms vertically into an “F-shape” or “S-shape” can satisfy the “High and Thin” keyword. Transforming a high and thin room basically requires removing one floor (multi-layer -1 floor), which takes very little time.

Mind Over Magic Building Approach

If both above and below are roofs, or if the top is a floor and the bottom is a roof, no room will be formed, allowing you to construct “High-rise” or “Towering” keyword rooms anywhere.

Mind Over Magic Building Approach

For “Towering” keyword rooms, if not built at the top, it can be tricky; at least use the “floating” area to save space in one direction. Cyan indicates the floating edge (cannot build other rooms beyond the cyan line), and purple indicates the space that needs to be reserved:


If advanced materials are not needed, there is no rush to start the fog, as long-distance fogging consumes more and higher-level materials.

When fogging over long distances, if a lot of materials need to be gathered, make sure the characters have nothing else to do. They pick things up one by one, walking back and forth, which is slow.

Technology priority can be maximized because climbing is slow.

Underground rooms (such as magic pool rooms) can be used to store some extra boxes, mainly because early rooms are not well planned, and conflicting needs for boxes to store drops arise urgently (characters won’t pick up items if there is no space in the box).

Scheduling is recommended to manually add entertainment before class, as some students need to be in a good mood to attend class.

Because the wand is bound, the only way to improve the overall character level is to change characters, using a level 2 wand teacher to replace a level 1 teacher.

Dirty things will reduce luxury. When using the kitchen or potion table, garbage will be dumped on the ground. If the room requires luxury, you have to stack a bit more, exceeding the minimum threshold; otherwise, the bonus will be lost when things are half done.

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