RimWorld

RimWorld

289 ratings
Rimhammer - The End Times - Magic
4
3
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.3, 1.4, 1.5
File Size
Posted
Updated
48.122 MB
12 Mar, 2020 @ 10:34am
26 May @ 10:05am
77 Change Notes ( view )

Subscribe to download
Rimhammer - The End Times - Magic

In 3 collections by SickBoyWi
Rimhammer: The End Times - Medieval - Required
12 items
Rimhammer - Medieval - Dawi / Empire
48 items
Rimhammer - The End Times - Beastmen - Medieval
38 items
Description
If you use this mod without the Rimhammer - The End Times mod series, then make sure you also load my Any One Can Magic mod after it. That will make this mod's magic available to all pawns as a backstory.

If you're using this mod with the Rimhammer mod series: then be sure to load this mod after the base Rimhammer - The End Times mod, and before any Rimhammer race/faction mods.

This is generally intended for a medieval era game, but works fine and adds much fun for any tech level. Is compatible with the RimWorld of Magic mod.

Current Rimhammer factions that use this mod: Beastmen, Empire, Skaven (in development, but close), and Ogres (in development).

Adds a series of magic items, armor, helms, weapons, and more.

Detailed information on all the magic / spells added by this mod can be found here: https://nerdtournament.com/mods/rimworld/Rimhammer-TheEndTimes-Magic/Rimhammer_SpellsItems.ods

Adds 18 unique lores of magic, themed to Warhammer magic, with 5 improvable spells per lore. There are also add on non lore spells that magic user pawns can learn by reading magic scrolls added by this mod. The Rimhammer factions that use magic can craft the scrolls, and other magic items, at the magic user's workbench.

Adds 3 unique faith lores for faith powers. These can be learned by faithful pawns of the appropriate god by praying upon the appropriate faith artifact that this mod adds. The Rimhammer Empire faction can craft the faith artifacts at the appropriate idol for the faithful pawn's god.

Cast to your heart's content, but be wary of miscasts! They will wreck your magic user! There is a mod setting to turn off miscasts, if you're not playing a Warhammer themed game.

To refill your magic or faith pool, you must make a meditation spot, from the Misc designation category button, and pawns will automatically meditate to regain their need when they're low. You can force them to do so as well.

This mod is also a framework. Any one can add Warhammer themed magic to their own mods using this mod. You simply need to add some backstories that leverage the traits defined here in, and your pawns will have Warhammer themed magic abilities.

Other lores will come as the Rimhammer races/factions get added.

If you'd like to speed up the process of release, please consider supporting me on Patreon. The more support I get, the more motivated I will be to create more races/factions. https://www.patreon.com/SickBoyWI

Buy me a coffee: https://ko-fi.com/sickboywi

Join the Discord channel: https://discord.gg/UCmQbCT
222 Comments
SickBoyWi  [author] 16 Jun @ 3:50pm 
@MIA Psycho - If you're using this on 1.4 yet, I'd recommend getting the 1.4 final version from GitHub. That will guarantee no 1.5 issues crept into your game.
@Rogim - You should be able to select the pawn, and they will have a new tab on the bottom left that shows their magic card. They will also have spell abilities at the bottom of the screen. If that isn't happening, then you're missing a mod or something. If you're on 1.4, see my comment to MIA Psycho above.
Rogim 27 May @ 12:14pm 
Question, how can I use the spells provided by the mod?, I have a Lore of fire initiate and it does not show me a menu for spells or anything, or do I have to install rimHUD or smth?
M.I.A.Psycho 27 May @ 2:33am 
Before last update everything was ok. But after last update I am unable to give right click orders to pawns /go cooking food , go harvest/ After process of elimination mod one after another. Is this the one that making it and i dont know why. Still using backwards 1.4 version of the game.
SickBoyWi  [author] 26 May @ 10:11am 
Note that Jecs is no longer required, for those that have been complaining about it for years.
SickBoyWi  [author] 26 May @ 10:05am 
Ready for 1.5.
arashii77 8 May @ 1:35pm 
i have a big problem why the mod need to jectools ? and also why when i install the mod they say i didnt install ?
Kerican 16 Apr @ 1:40pm 
Sounds good. I was mostly just commenting on having all three of the mentioned mods. This mod, Rimworld of Magic and VE Psycrafts all going together. Didn't get a chance to have a pawn with all three mods to see if that cause and issues :p Mostly because none of my plays shortly before 1.5 got very far. But definitely always like to see more Magic :)
SickBoyWi  [author] 13 Apr @ 5:44am 
@Kerican - I am thinking of adding in a mod setting to control the proliferation of pawns with magic traits. I think that'll be a thing once I get all these mods updated for 1.5.
Kerican 12 Apr @ 9:36am 
I was running with all three of those mods. End Times magic showed up, but its basically talent based, so its waiting to get a recruitable pawn that has the talent. I ended up modifying the naked brutality scenario so I started with my one pawn with a school, but I did over a number of games see, and recruit a few other pawns with RImhammer magic. Granted the ratios seem less than other magic mods.
Uriel Septim VII 2 Mar @ 10:00am 
no, idk if there is a conflict with pyscasts expanded or rimworld of magic or something else but its causing a conflict.