RimWorld

RimWorld

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Rimhammer - The End Times - Magic
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
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Updated
89.642 MB
12 Mar, 2020 @ 10:34am
23 Aug @ 9:50am
91 Change Notes ( view )

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Rimhammer - The End Times - Magic

In 3 collections by SickBoyWi
Rimhammer: The End Times - Medieval - Required
13 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
259 Comments
Terran 10 Aug @ 9:23pm 
Bless you! That's wildly cool, thanks so much :). Me and my friend love your mods.
SickBoyWi  [author] 10 Aug @ 3:27pm 
@Terran - There is a setting for drop pod raids that you can use to turn that off if you want.
SickBoyWi  [author] 10 Aug @ 3:27pm 
Update: Ready for 1.6. The factions are up next, so sit tight.
BiriCristão 9 Aug @ 3:47pm 
Such a nice mod, alongside Beastmen and all others. These creatures, well, they actually are "historical", though we wont find this "info" on our history books.. greek mythology is not ancient fairy tale (the Gor looks like Minotaur description right?). The fallen angels created those beasts, Nephilim, centaurs, cyclops, titans and giants alike.. One of the reasons the Lord sent the great deluge, to "purge" the genetic abominations and other devil's offspring.
Sorry for going too far from the topic, Jesus bless you man
Terran 31 Jul @ 2:22pm 
Oh cool! Thanks. That'd be pretty neat. I just was using this with the Winston Waves mod, on a Medieval only run, so having magical drop pods make it a little hard to survive! Hahaha.
SickBoyWi  [author] 31 Jul @ 1:06pm 
@Terran - It does. I can add a setting for disabling that as a part of the 1.6 upgrade I'm currently working on.
Terran 30 Jul @ 2:51pm 
Does this add the "Magical Transportation Pod" raid method? Any way to disable that?
SickBoyWi  [author] 6 Jul @ 7:52am 
@Detahmask00 - That was done because some of the magic items require Coal for crafting, so if the base mod wasn't active there'd be an error. It's worth $ and can be burned in benches, fires, and such. I'll put a defect in the Discord to see if there's a better way to get that handled. Also, I'll make sure it mines into a resource.
Deathmask00 30 Jun @ 3:43pm 
why does this mod add coal veins? They don't drop anything either.
SickBoyWi  [author] 10 May @ 5:58am 
@Wally - That's a good question on the children. I assume if you have my Any One Can Magic mod active, then the magic traits would end up in the list of eligible traits for kids to get. I'd have to double check how the core source is pulling the list of those traits together to pick from to confirm that 100%.