RimWorld

RimWorld

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A RimWorld of Magic
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
109.856 MB
14 Nov, 2017 @ 4:11pm
30 Oct, 2024 @ 6:22pm
359 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 - 1.5

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 (400)
2,164
10 Apr @ 8:37pm
Bug Reports
Rex
898
1
31 Jan @ 8:40am
PINNED: What Class Next!? Cast your vote!
Torann
4
27 Mar @ 3:10pm
Undead pawns costing more upkeep than listed
123Leo_Fighter
6,990 Comments
Metreu 20 Apr @ 7:57pm 
Is there any reason a Ritual takes way too long to the point where the pawn passes out from malnutrition?
Winter 15 Apr @ 3:27pm 
@M11NTY In the mod options, click the Class options button and adjust the sliders.
M11NTY 15 Apr @ 1:36pm 
How would you make it so people with a Magic or Fighter ability spawn very very rarely?
Meatshield 9 Apr @ 6:47pm 
@Arima4
You can have a pawn with two classes, however they need to be one of each type. As in one magic class and one might class. I have only done this with the dev mode add trait or character editor and am unsure if using the mod items would work the same.
arima4 9 Apr @ 6:25am 
can u make a pawns can have more than one role?
DeMolay 8 Apr @ 11:45am 
Is rimworld of magic compatible if modpack hardcore sk?
Is there any way to make undead pawns to gain skills?
Red Wizard 4 Apr @ 6:08pm 
I've got a bug-ish. I have a visiting bladedancer, and they keep phasestriking around and chopping off everyone's appendages. Their own colonists, and mine. I eventually had to destroy them with dev tools, but this ability should probably be non-damaging to allies like it is for your own colony.
Meatshield 3 Apr @ 6:53pm 
@Winter
I have also found that using the dev tools to remove traits and add them also works when i was doing some tests. Sometimes after adding a trait it is necessary to reload for the abilities and skills to work properly. I have been able to get Necromancer Death Knights using this method.
@Dravin
So you might be able to add then remove the druid trait through the Dev mode if you want to keep that pawn/playthrough.
Winter 3 Apr @ 6:42pm 
@dravin I'd guess the pawn was initially generated randomly, happened to have the druid trait, and then in the process of being set up the way you wanted, the druid trait was removed and the priest trait was added. There's a bunch of internal data aside from the trait that needs to be set up properly for classes to work, though, so just assigning the desired class trait can lead to results like that.

In general, the safest approach is to give the pawn the Magically Gifted trait, and have them read a book for the class you want them to have. If you're still getting leftover data from another class, try removing the class with a Shard of Spirit Extraction, and then starting fresh.