RimWorld

RimWorld

286 ratings
A Rim Reborn - Classes and Jobs
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Mod, 1.4, 1.5
File Size
Posted
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30.282 MB
Apr 17, 2023 @ 11:51am
Apr 26, 2024 @ 4:22pm
11 Change Notes ( view )

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A Rim Reborn - Classes and Jobs

In 1 collection by Aelanna
A Rim Reborn
9 items
Description
Adds classes and jobs from Final Fantasy XIV to RimWorld!



Mod Features

  • Adds class and job learning capability to Eorzean races.
  • Adds the Marauder, Gladiator, Lancer, Pugilist, Rogue, Archer, Arcanist, Thaumaturge, and Conjurer base classes.
  • Adds the Warrior, Paladin, Dark Knight, Dragoon, Monk, Ninja, Bard, Machinist, Scholar, Summoner, Black Mage, and White Mage advanced jobs.
  • Adds craftable weapons that allow races with Flowing Aether to learn base classes.
  • Adds quest reward soul crystals that can be used to learn advanced jobs, as well as a soul crystal coffer that will grant a soul crystal for the opener's active class.
  • Adds quest reward relic weapons.
  • Adds 4 new traits that affect class learning and spellcasting potency.
  • Adds 3 new crafting recipes for Ether, an alchemical potion that can restore MP.
  • Adds a crafting recipe for a Potion of Unlearning, which can be used to unlearn a colonist's current class and/or job.
  • Adds Aetherial Robes, a Middle layer apparel that enhances spellcasting power.
  • Adds a new starting scenario: Light Party - An easy start with 4 lost adventurers, ample supplies, and a set of basic class weapon coffers.



Learn and utilize unique Eorzean attacks and abilities in combat!

  • Disciple of War classes will use their attack combos automatically in lieu of standard melee and ranged attacks.
  • Disciple of Magic classes will use their basic attack spells automatically as a special ranged attack.
  • Utilize powerful attack, defense, and mobility skill sets condensed down and balanced against vanilla power levels.
  • Instantly tend grievous injures or completely reverse lighter ones with healing magic! Healing magic only works up to a point, however; once tended, a wound must heal naturally.
  • Get downed allies back on their feet with Raise! Note that while Raise is capable of getting an unconscious ally back on their feet, dead colonists are beyond your ability to revive.



Basic class weapons can be crafted at the Aetheric Crafting Table with the appropriate A Rim Reborn research projects:

  • Aetheric Carpentry - Lancer's Spear, Archer's Bow, Conjurer's Cane
  • Aetheric Blacksmithing - Marauder's Axe, Paladin's Arms, Dark Knight's Claymore, Pugilist's Fists, Rogue's Daggers, Thaumaturge's Staff
  • Advanced Alchemy - Arcanist's Grimoire
  • Aetheric Firearms - Machinist's Pistol

Powerful relic weapons can also be obtained as quest rewards from Eorzean factions!

Mod Compatibility



  • This mod requires A Rim Reborn - Core to function.
  • This mod is currently not Combat Extended compatible, but support is planned for the near future.

Known Issues

  • (2024-04-23) If a spellcaster is assigned to hunt and runs out of MP while hunting, then a hard crash may occur.

Credits and Links
Many thanks to the r/Rimworld and Humanoid Alien Races Discord servers for their help!

Hairstyles used in mod preview can be found in this mod collection.
Popular Discussions View All (1)
3
Apr 23 @ 7:24pm
Minor UI bug
Shadowwake
331 Comments
ObsidianPanth3r May 31 @ 12:44pm 
This mod has been one of my top 3 favorites. Thank you to the author and contributors of this mod. You all have created something truly unique and beautiful. I hope that this mod will be given the love and attention that it deserves

Kind regards,
Aranador May 28 @ 8:54am 
I recently had the pleasure of revisiting this mod for a playthrough, and even after all this time, this mod remains one of the best for beautiful pretty spell effects zapping across the screen. Thnak you for treating my eyes with such delights.
Ros[É] May 23 @ 12:12pm 
Which artifact weapon did you choose for reaper in the upcoming update?
神说万岁 Apr 24 @ 9:16pm 
Is it still in beta testing? I hope to see version 1.0 soon, the mod is excellent
神说万岁 Apr 24 @ 9:16pm 
The Character Editor appeared because I used the weapon it added during testing, and when I first encountered the problem, it was a randomly refreshed character holding a ranged weapon of this mod for melee combat
Aelanna  [author] Apr 24 @ 9:13pm 
@神说万岁 - This is a beta mod series, a lot of features are actively being worked on and design decisions may drastically change. I am perfectly aware of what HAR is capable of and the weapons not being race-locked is intentional.
神说万岁 Apr 24 @ 9:12pm 
The first problem I encountered was when there was a person in the merchant team who owned this weapon. He would make mistakes when using the ranged weapon of this mod for melee attacks, but I tested and found that using this mod's melee weapon was normal
神说万岁 Apr 24 @ 9:10pm 
You can learn other har races and set the weapons and equipment of the mod to only be used by the har race of this mod
Aelanna  [author] Apr 24 @ 9:09pm 
@神说万岁 - The only thing I can recommend is to try removing Character Editor and see if that fixes it, as Character Editor has functions that can interfere with modded content. If that doesn't do anything then there isn't much to be done other than to avoid putting class weapons on non-ARR races as classes do not work on non-ARR races even if you put flowing aether on them and I cannot release any hotfixes while a dev cycle is in progress.
神说万岁 Apr 24 @ 8:49pm 
I have uploaded the error log through HugsLib @Ros[É]