RimWorld

RimWorld

A RimWorld of Magic
 This topic has been pinned, so it's probably important
Torann  [developer] Dec 10, 2017 @ 3:27pm
What Class Next!? Cast your vote!
Proposed classes:

*Paradox Mage (magic) - weak skills (undefined) that build a paradox level, as this level increases, it increases the chance for a random, powerful ability to trigger. See suggestion by Rincewind.

*Archon (magic) - conversion class for priest or paladin that transforms them into a holy warrior bent on destroying anything related to dark magic. Would receive several new skills and have bonuses vs undead/dark beings. See description by Tonatiuh-Cehualli.

*Shaman (magic) - uses totems to direct various powers that include healing, combat boosts (bloodlust), damage (chain lightning); may also be able to summon spirits or use the spirit realm as a source of unique abilities. See description by The Chicken King.

*The Cursed (stamina) - curses everything they touch, however, by performing various actions, each curse may have less of a penalty until it becomes a bonus or provides a unique benefit or action. This curse may also affect nearby pawns, for better or worse. 'Curse' power would become a unique pool that builds with the cursed' suffering and could be utilized to project that power through several skills. See description by Rincewind.

*Bright Mage (mana) - using holy magic offensively, the bright mage would have access to spells that burn a target in an intense beam of light, illuminate the weaknesses of enemies, and stabilize life threatening wounds on the battlefield. See full description by CaptainPiker.

*Spell Breaker/Hex Hunter (stamina) - particularly effective against mages, the spell breaker would have a mix of combat oriented skills and skills to counter mages or spells. These skills could include glaive throw which launches a projectile that hits the target and bounces to nearby enemies before returning to the spell breaker, enemies hit would be stunned for a short period. Other skills include abilities to counter spells or manipulate the flow of mana. See full description by Antharann Fireblade

*Wind mage (magic) - elemental mage using arcane power to manipulate wind and air. See full description by TechFlame

-- If you have a particular class that you'd rather see, post a reply with the class. Tell everyone a bit about them - what is the role they fill? Also provide 4-5 different skills they could have available to them that fit their role --
Last edited by Torann; Dec 21, 2018 @ 10:06am
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Showing 721-735 of 901 comments
Antharann Fireblade Jun 17, 2021 @ 11:24pm 
Originally posted by Lucas Edwards:
The brain grub is very.... mind flayer of you.
sorry, i play quite alot of DnD and i like the mindflayers as bad guys (but they are not the ones in the campaign im hosting)
+1 for Ghost, although it is similar to faceless there could be changes too, after ghost i would say Paradox Mage
Nightmare-Nexus Jul 20, 2021 @ 8:15am 
mate add ghost/spirit already lmao. everyone wants this class to be a thing!
GEMINIxECLIPSE Jul 24, 2021 @ 12:25am 
You Should add a Alchemist Class.
This class would:
-gain bonuses with crafting and researching or crafting and healing
-Be able to create Golems from different resources (Different resources could give different bonuses, abilities, or amount of damage taken)
-Craft special potions (Could be different types of potions that gets stronger as its rank rises)
-a forced increased quaility to all crafted Items (example: at max all items crafted could always be a master piece or of excellent quality)

This is a production related class not really meant for combat however, it can grow your colony larger while providing decent quality weapons and armors for your warriors. Or your could just create something accent to a alchemy lab creating and selling items off to merchants will having the golems acting as its guards or forced workers.

P.S - I forgot to say that golems don't need sleep or eat food. the only thing they eat is the magic stone you get from mining (sorry i forget the name) to say alive or they will starve to death. and if possible you should not allow them to be brought back with the necromancer or lich classes raise undead skill because well they are not alive to begin with but that last parts not necessary.
GEMINIxECLIPSE Jul 24, 2021 @ 12:27am 
I forgot to say the alchemist class is a magic one:steamthumbsup::steamthumbsup::steamthumbsup:
Zarquon Jul 24, 2021 @ 6:07am 
How about a Mentalist class?

Whilst actively meditating they could create map wide buffs/debuffs. thematically they are sitting and focusing their psyche to manifest emotional states on others. the cost is that they aren't good at combat themselves and have to spend their time mediating to achieve the constant effect.

Different skills would unlock different effects.

examples;
Mood buff to all allies
accuracy buff to allies
magic / stamina recovery rate to allies
reduce hunger rate for allies
reduce rest decline rate for allies

chance for an enemy to retreat in fear
chance for enemy to go berserk
slowing enemy / clouding their minds

ultimate could be increased healing rate for allies

a passive could reduce their own hunger/rec/rest etc rates so that they could spend longer & longer mediating before needing to look after their own well-being
Last edited by Zarquon; Jul 24, 2021 @ 6:17am
i vote mage hunter because that could add a new anti mage faction as well as some interesting anti mage raids where an mage hunter group attack if you got to many mages
Lt_Col_Insane Jul 31, 2021 @ 10:43am 
Originally posted by Antharann Fireblade:
Originally posted by Lucas Edwards:
The brain grub is very.... mind flayer of you.
sorry, i play quite alot of DnD and i like the mindflayers as bad guys (but they are not the ones in the campaign im hosting)
Funny thing is .. someone has made a mod for mindflayers in rimworld .. and they reproduce by implanting the grub into peoples brains XD
Originally posted by Lt_Col_Insane:
Originally posted by Antharann Fireblade:
sorry, i play quite alot of DnD and i like the mindflayers as bad guys (but they are not the ones in the campaign im hosting)
Funny thing is .. someone has made a mod for mindflayers in rimworld .. and they reproduce by implanting the grub into peoples brains XD
DnD invades all games at some point! its just too huge and popular
Liwolfbyte Aug 1, 2021 @ 6:49am 
So I've been putting some thought into this and it occurs to me that there's another mod (Therapy) that could tie in really well with RoM.

I was thinking of an Empath class. Gains bonuses to anything speech related (Entertain, Warden, Therapy (with the mod), trade, etc) and is incapable of violence (too much negative emotion). This could be a magic class or could come in to a general class much like the Wanderer/Wayfarer with some of the benefits of both. Or as an alternative, it could draw existing spells from Druid/Cleric, thinking specifically of those designed to eliminate pain and suffering (so the heal, cure disease, purify but not as strong as those classes are capable of casting (so one point less in the two 'power stats' of the spell but an extra 2 points in the spell cost) with a top tier spell capable of protecting all pawns against the negative psychic drones (at a cost of not being able to work for the duration of the drone)..

Just a thought.
Lucas Edwards Aug 1, 2021 @ 4:39pm 
I like the idea of the Empath, perhaps they could draw away negative emotions from other pawns and take on those emotions to avoid the suffering.

Empaths have a massively increased mental break threshold, having to deal with hard times for themselves AND for others has hardened the Empath's mental faculties.
Empaths are not incapable of violence, but the negative emotional backlash of harming another or being in the presence of the death rattle of another is hard for an empath to deal with. Causes a large negative moodlet.

Aura of Peace: While inactive, Empath speeds along the process of working through pain whenever they have a conversation with another pawn. When active, casts a net over the settlement, the Empath seeks out those who have high negative traits that aren't likely to return too quickly (Friend/family member died, ate without table, settler died, bonded animal died, ate human flesh, etc.) and take on those negative traits themselves, leaving the affected pawn with a -2 mood "I should feel worse" moodlet, its rather unsettling to have your emotions over a situation stripped away.

Purge the Pain: Spell that sends out a psychic bolt of energy, taking all the borrowed pain from the Aura of Peace and shooting it in a focused shot, causes the target to suffer a mental break provided enough emotional pain has been borrowed, a more severe break depending on how much pain is released.

Passion and Pleasure: Causes a flat mood boost by forcing serotonin and dopamine to be released in the targets brain, the targets other senses are dampened by this ability, causing them to be less effective in everyday life. This causes prisoners and slaves to become more susceptible to manipulation as well. Pawns can become addicted to this spell being cast upon them.

Soothe The Gods: Ultimate ability, Soothe The Gods when cast while a psychic drone is active will cause the pawn to meditate, holding back the psychic drone until it stops or (in the case of a machine being set up by raiders) the machine producing said drone is destroyed. If the spell is cast when there is no drone, the Empath will meditate, producing a positive psychic drone for everyone in the area, it also causes a bonus to all factions (sort of the inverse of the Royalty psychic explosion which causes people to berserk). In any case, the Empath will enter a coma for between 1-15 days after using this ability.
Originally posted by Lucas Edwards:
I like the idea of the Empath, perhaps they could draw away negative emotions from other pawns and take on those emotions to avoid the suffering.

Empaths have a massively increased mental break threshold, having to deal with hard times for themselves AND for others has hardened the Empath's mental faculties.
Empaths are not incapable of violence, but the negative emotional backlash of harming another or being in the presence of the death rattle of another is hard for an empath to deal with. Causes a large negative moodlet.

Aura of Peace: While inactive, Empath speeds along the process of working through pain whenever they have a conversation with another pawn. When active, casts a net over the settlement, the Empath seeks out those who have high negative traits that aren't likely to return too quickly (Friend/family member died, ate without table, settler died, bonded animal died, ate human flesh, etc.) and take on those negative traits themselves, leaving the affected pawn with a -2 mood "I should feel worse" moodlet, its rather unsettling to have your emotions over a situation stripped away.

Purge the Pain: Spell that sends out a psychic bolt of energy, taking all the borrowed pain from the Aura of Peace and shooting it in a focused shot, causes the target to suffer a mental break provided enough emotional pain has been borrowed, a more severe break depending on how much pain is released.

Passion and Pleasure: Causes a flat mood boost by forcing serotonin and dopamine to be released in the targets brain, the targets other senses are dampened by this ability, causing them to be less effective in everyday life. This causes prisoners and slaves to become more susceptible to manipulation as well. Pawns can become addicted to this spell being cast upon them.

Soothe The Gods: Ultimate ability, Soothe The Gods when cast while a psychic drone is active will cause the pawn to meditate, holding back the psychic drone until it stops or (in the case of a machine being set up by raiders) the machine producing said drone is destroyed. If the spell is cast when there is no drone, the Empath will meditate, producing a positive psychic drone for everyone in the area, it also causes a bonus to all factions (sort of the inverse of the Royalty psychic explosion which causes people to berserk). In any case, the Empath will enter a coma for between 1-15 days after using this ability.
LOVE the idea but they become ESSENTIAL for any playthrough due to their powers
making them hard to aquire is a must!
Power Sec Aug 2, 2021 @ 2:15am 
Archon!
I say Shaman!
Lucas Edwards Aug 4, 2021 @ 1:57am 
Shaman's already in.

Originally posted by Blackjack:
I say Shaman!
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