ArchmageAscension
🟡 Updated this yearPreview

🔍 Analysis
- ✅ Updated 364 days after the latest game patch — actively maintained
📋 About This Mod
Improved late game by granting a bonus for every skill point in magic. Grant massive bonus for every Archmage in your school.
# Archmage Ascension
I always felt the reward for getting better at magic was small compared to the time it takes to
## Magic badges
They show up on each mage's status page, giving you their current bonuses.
And of course, the founder's badges apply to the entire school.
## Attunement, level by level
Every point of magic skill gives a bonus.
| School | What grows |
| Pyromancy | max mana |
| Geomancy | max HP |
| Divination | magic power |
| Manipulation | dodge |
| Viturgy | Conviction bias |
| Hydrokinesis | HP regained per combat round |
| Necromancy | need decay slowed |
## Adept and Archmage bonuses
Each school grants a tier at level 5 and another at level 8.
| School | Level 5 — Adept | Level 8 — Archmage |
|---|---|---|
| Manipulation | Double walking speed outside combat | Flight, and phases through matter |
| Geomancy | Starts combat with armour equal to 50% max HP | Immune to negative statuses; unlocks Nexus Gateways |
| Divination | Starts combat standing on a mana vein | Spells cost no mana, in battle or at school |
| Hydrokinesis | Cleanses harmful effects every combat round | Unlocks the Waters of Return resurrection ritual |
| Viturgy | +2 Luxury to all rooms | +5 Conviction to every other mage in the school |
| Pyromancy | Cooks twice as fast; counterattack for 2 rounds | Burning away scars and traumas leaves the mage renewed |
| Necromancy | Lifesteal, and healing on every battle death | Needs stay sated; twice-daily reagent bounty |
## The Archmage Council
Reality means nothing when the Archmages gather their power.
| Archmages | Power |
| 1 | Boss rematches pay what the first victory paid, relic included |
| 2 | Refining stations hand back twice what they made |
| 3 | +10 Conviction to every mage |
| 4 | Scouting a faction reveals every side quest, not two at random |
| 5 | Teaching and learning both run at double speed |
| 6 | Wounds close three times as fast |
| 7 | Breaks no longer cause At Death's Door |
quests get shorter as the school gains Archmages: each one takes a tenth off the
travel still to run, and at ten Archmages the party lands home on the next tick.
## Installing
See `INSTALL.md`. In short: BepInEx 5, then drop the `BepInEx` folder in beside
`mindovermagic.exe`.
## Configuration
`BepInEx/config/codex.mindovermagic.archmageascension.cfg`, created on first launch.
## Uninstalling
Delete `BepInEx/plugins/ArchmageAscension/`, then verify the game files through Steam to restore
the YAML — or restore the `.archmage-ascension.bak` files by hand.
Saves keep working. Mages lose the tier statuses; nothing else about them changes.
📊 Mod Details
- Game
- Mind Over Magic Mods
- Author
- sagyto
- Version
- 1
- Downloads
- 2
- Endorsements
- 0
- Category
- Miscellaneous
- Created
- 9/2/2026
- Updated
- 9/2/2026
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