RimWorld

RimWorld

5,213 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 (410)
2,195
29 Aug @ 5:12pm
Bug Reports
Rex
903
2
23 Jul @ 11:40am
PINNED: What Class Next!? Cast your vote!
Torann
127
10 Oct, 2024 @ 6:19am
PINNED: Ideology
Torann
7,249 Comments
Nostalgia critic 13 hours ago 
agreed
This author is awful. A huge number of fatal bugs, such as losing all psychic abilities after polymorph or having the magic bar disappear from the interface every 30 minutes of gameplay.

It was the best Rim mod three years ago, but now the best thing the author can do is hand over its support to other, much more competent and adequate people.:steamfacepalm:
TwistedCricket42 1 Sep @ 4:46pm 
Hi, I'm getting a weird situation. I have 4 colonists, none of which are magically or mightily gifted, don't have any magic or combat classes, and yet I'm getting the pop-ups saying they've gained enough experience to level up their magic/combat class (that they don't have). It's not impacting my game, as I have no inclination of ever making them mages, but is there some setting that I've likely mis-set? I admit it may be another mod conflict, but I'm using a similar modlist to what I had in 1.5 (all updated now), and never got this with that load out. Thanks!
Aargh Tenna 31 Aug @ 5:55pm 
Global light skip from brightmage does not allow me to destroy site I am leaving. Instead, I have to press "back" and. once skip is done, I have to use devmode to destroy previous site.
smitty_the_smith 31 Aug @ 4:02pm 
An apothecary who is incapable of violence can not put out fires with their special ability?
Briger_ 31 Aug @ 8:14am 
I have a problem. When i load the game my mage looses his spells. and also when i make a pawn read a tome to assign a class he does not receive the basic spell
im running it with medieval
verarticus 29 Aug @ 11:27am 
Yeah Elemental Assaults do randomly seem to be spitting out hundreds of elementals. Not all the time, but most of the time.
commandermerik 29 Aug @ 10:27am 
Just got that Elemental Assault bug that TerraSleet got. The initial wave was normal. The second spit out dozens of elementals when it had no business doing so.

Here's the log if it helps any. https://gist.github.com/HugsLibRecordKeeper/8081efb026fa7bdf348ef9ac3194c986
Light Tim 28 Aug @ 1:57am 
I found a workaround. As long as the portals are on the same orbit level (ground/ground or orbit/orbit), the portals can be linked, and then they work even if the gravship moves.
Light Tim 28 Aug @ 12:12am 
To be clear, I made a second colony on an abandoned station via a shuttle, And made a portal on both my grav ship and the station. My arcane power mage can cast gateway (which also doesn't like working between orbit and ground), and there is nothing that seems to stop the process by itself.