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, 1.6
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116.337 MB
14 nov 2017, ore 16:11
20 lug, ore 15:53
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A RimWorld of Magic

In 1 collezione di Torann
A RimWorld of Magic - Minimal Collection
7 elementi
Descrizione
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
Discussioni più popolari Visualizza tutte (407)
2,180
9 ore fa
Bug Reports
Rex
903
2
23 lug, ore 11:40
IN EVIDENZA: What Class Next!? Cast your vote!
Torann
1
28 lug, ore 5:29
"X cannot already be a mage"
Misas-Senpai
7.201 commenti
ChaosAttractor 1 ora fa 
Are the elemental rifts supposed to spawn over 100 (Not an exaggeration, the 2nd wave alone had 96) enemies in 2 waves? I have a few powerful colonists, but I don't think its physically possible to carve through that many to get the the rift before it just respawns them all. Disabling event for now
Cleric_McManus 8 ore fa 
@Torann is there a way to completely remove the cooldown on spells? I made a unique casting class and added <magicCooldown>-1</magicCooldown> but I notice that it only brings the cooldown to 25% of its max, it doesn't completely eliminate it.
Cleric_McManus 8 ore fa 
@KiraNotima Do you have Character Editor? I'd recommend adding a magic class that way, saving the game, exiting, then loading back in. That did the trick for me.
KiraNotima 29 lug, ore 14:30 
I was trying with a chronomancer and necromancer, then when that didnt work I tried editing to add magically gifted on top of that. load and save. nothing works also the chronomancer had the same issue with the recall book
binjabreel 29 lug, ore 7:34 
@KiraNotima I'm having the exact same problem.
EtsuyaH 29 lug, ore 6:25 
@KiraNotima is your pawn magically gifted or physically gifted?
KiraNotima 29 lug, ore 4:04 
When I try to use a book or scroll. It just says TM_Learn. The pawn reads it but nothing happens. Am i doing something wrong?
binjabreel 28 lug, ore 21:47 
For whatever reason this mod just isn't functioning after the Odyssey update. None of the items work and I can't seem to apply any classes to pawns. Even if I go into dev mode and spawn an arcane tome it just adds the class trait but then does nothing. No pawns get a "magic" tab and pawns with the "magically gifted" trait don't get a button to become a wayfarer.
Clane 28 lug, ore 10:12 
Would absolutely love a vacuum protection spell or a mana powered grav engine (echoing @Edramon), but I actually wanted to ask if...

Anyone else struggling with golems not being able to be drafted?
Visoth 28 lug, ore 9:26 
Would it be possible to disable animal bonding for Necromancers? They randomly bond to their undead animals, which is kind of annoying. I don't want to be a psychopath, but I also don't wanna be bonding with undead. Defeats the purpose of undeads disposable nature.