RimWorld

RimWorld

5,252 ratings
A RimWorld of Magic
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
116.337 MB
14 Nov, 2017 @ 4:11pm
24 Aug @ 9:55am
363 Change Notes ( view )

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A RimWorld of Magic

In 1 collection by Torann
A RimWorld of Magic - Minimal Collection
7 items
Description
Supports RimWorld versions 1.0 - 1.6

This mod adds classes with unique abilities.
RimWorld of Magic adds over 35 unique classes with even more available in class add-on packs. Each class has a set of unique abilities and fills specific roles (healer, offensive caster, utility, etc) and each class has a unique development tree to improve their abilities as they level up their class.

Check out the wiki for tons of additional info and details about the mod:
https://rwom.fandom.com/wiki/RimWorld_of_Magic_Wiki

Additional features include unique apparel/equipment options, gem crafting and enchantments, magical buildings such as portals, arcane forges and more. Challenge your newfound power against new, deadly events. Unique research tree that opens up a diverse set of improvements for the colony, including learning how to animate Golems. A to top it off, a new "magic" faction that is known to deal in many powerful artifacts.

To add to the challenge, AI classes are able to use abilities.

Mod options are also included that allow you to tailor many mod related features such AI difficulty, how common mages/fighters are, and how fast mages develop.

The mod can be added to an existing save, but works and plays best when starting with a new game.

Self installed .zip file or older versions can be found here: http://www.moddb.com/mods/tmagic
Suggestions, recommendations, and comments are welcome
More details can be found here: https://ludeon.com/forums/index.php?topic=37161.0
Mod Discord channel: https://discord.gg/gFYfA6r

This mod has been updated for 1.0, for those that wish to continue a game on an older version, you can find archived version releases here https://www.moddb.com/mods/tmagic/downloads/
Download and extract the mod into your rimworld mods directory
GitHub link: https://github.com/TorannD

All mod versions can be found on moddb.

**You must have Hugslib and Jecstools loaded before this mod for it to work!**

Contributors:
(中文翻译) Available in Chinese courtesy of KuanKuan
(Español) Available in Spanish courtesy of Caferino

Felinoel - Wiki
DrMrEd - Elemental Art
SihvMan - writable scrolls and books
Draegon - Wand Art
Diannetea - Poppi Art
Angry Wizard - UI Icons
Trisscar - Gemcutting workbench, Succubus wings
Crustypeanut - raw magicyte, class icons, and world icon art
Rebelrot(AvP) - Staff of the Defender, Staff of Blazing Power, and magic wands Art https://www.patreon.com/Rebelrot
ZE - Testing
Bendigeidfran - Various sound effects
Kasmex Forever - Royal Armor Art, World icons, books and scrolls, Thrumbo weapons, various spell effects
Control Assuming Director - Minion Art
Kolton - Optimization

Like the mod? Consider showing your appreciation by buying me a coffee! https://ko-fi.com/torann
Popular Discussions View All (412)
2,213
19 Oct @ 1:52am
Bug Reports
Rex
902
2
23 Jul @ 11:40am
PINNED: What Class Next!? Cast your vote!
Torann
3
26 Sep @ 6:00pm
Disabling magic?
ёбань лопоухая
7,287 Comments
小佬r 13 hours ago 
每个魔法师都是没有鼻子的,因为室内施法总是会让天花板掉下来然后砸伤自己......
Palatino 19 Oct @ 6:43pm 
@Visoth I've also noticed that line in #3. Has it really existed for that long? I've never seen this before until recently while trying to stop my game from crashing a few seconds after I load my save.
Salix 18 Oct @ 4:14pm 
i see that more people have the problem with spells and roof collapses , i had it with my summoner and the minion spell but i have had roof collapses even with the auto cast off what caused it i could not tell is there a know problem and sollution?
Mokebbe 18 Oct @ 12:23pm 
-adding it to medival playthru
- one of mine pawns has abbility to use 60mm mmortar
Visoth 15 Oct @ 4:03pm 
Just had my apothecary auto-apply Clarity. So it is possible. I am guessing its very rare because the pathing.
Visoth 13 Oct @ 9:27am 
Adding to my previous comment:

4. Apothecary is not automatically applying their potions to team-mates, with the auto-cast enabled (and full resources/stamina etc). Pathfinding is also not great with their potions. The Apothecary will not follow walking pawns to apply their potion and will give up if they walk away.
Visoth 12 Oct @ 9:17am 
Just some issues I have had in my newest playthrough:

1. The mage spell that summons a minion for hauling/cleaning does not do anything at all. The minion just wanders around. This is from the spell scroll given to a different mage. Haven't tried the Summoners version.

2. Bards "entertain" skill cannot be toggled off, after turning it on. It gives an error every time you use the ability and then cannot be toggled off.

3. Error on save load when using a Super-Soldier. This error has been present for years at this point. I remember it many playthroughs ago:

"Could not get load ID. We're asking for something which was never added during LoadingVars. pathRelToParent=/sourcePrecept, parent=TM_PistolSpec_Base313936"
arthurtlm 12 Oct @ 7:28am 
the 'magic' tab of a colonist keeps disappearing, it reappears if i load the save again but its annoying
Zencerd 3 Oct @ 4:02pm 
there is a weird bug that causes my summoner to get hurt or the minions to be summoned hurt saying roof collapsed. it killed my colonist immedietly
神说万岁 3 Oct @ 7:07am 
Is it possible to cancel HugsLib as a prerequisite requirement? He's a bit outdated and poorly optimized