RimWorld

RimWorld

5,179 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
20 Jul @ 3:53pm
361 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 (408)
2,187
5 hours ago
Bug Reports
Rex
903
2
23 Jul @ 11:40am
PINNED: What Class Next!? Cast your vote!
Torann
2
8 Aug @ 6:37am
"X cannot already be a mage"
Misas-Senpai
7,218 Comments
Chilli Dog Dave 19 hours ago 
i always end up coming back to this mod after a DLC release and Odyssey is no exception, managed to scrape together enough things to upgrade my main craft person into an enchanter but i did notice is i tried to enchanter stone on a Vac Stone Chunk and noticed it did nothing so i decided to do some testing and noticed brioferrite, obsidian and vac stone aren't integrated into Rimworld of Magic so if you need an idea what to make as effects i would give bioferrite stuff related to psychic sensitivity (at the cost of mental break threshold), obsidian would just increase beauty and fire resistance and vac stone should honestly just make it so if its wearable it makes you 20-40% vacuum resistant and better cold tolerance (implying synergy with space) with structures i guess bioferrite should make them more effective but run the risk of mental breaking a colonist, obsidian again just beauty and/or mood boosts and with vac stone i am unsure tho golems could just be space proof+faster
Logbuzz 11 Aug @ 2:47am 
Nope, it's with every animal, how does this even get overlooked?
Logbuzz 11 Aug @ 1:53am 
I assume it'll constantly keep crashing if I animal bond with other modded or bigger creatures
Logbuzz 11 Aug @ 1:51am 
Animal bonding a bouldermit instantly crashes my game :steambored:
cheep deer 6 Aug @ 6:48am 
Is there anyway to ''multiclass''?
Aargh Tenna 5 Aug @ 2:20am 
@Keansor Golems were always wonky in WOM. They used to bork your game if you board shuttle with them, never worked with SOS2 etc. The only thing they are good for is colony helpers/defenders on the ground - keep them in the same tile, do not make them leave colony at all.
Aargh Tenna 5 Aug @ 2:17am 
enemy lightning mage decides to cast a lightning bolt, window appears that asks me where to place it. Clearly not right even if funny.
CARP42 4 Aug @ 6:32pm 
First off I love this mod, I can only barely play without it. I just tried to set up gateways between a ground based colony, and an asteroid in Orbit, Even after some dev mode testing the gateways wouldn't make any connections between ground and space, I don't know if this is intentional or an oversight, but I'd been hoping to have an orbital base from the start of this year 5 play through.
Searph 3 Aug @ 9:47pm 
i really want to like this mod but god does it show its age at this point. If it didn't have the litany of issues it currently does I would much prefer it over vanilla psycast expanded. At least that mod actually works even if its not as fun :(.
Neosuduno 3 Aug @ 8:51pm 
Mana potions and Syrrim have no stats. They show blank text and have no value.