The RimWorld of Magic Wiki is an unofficial collaborative database about the RimWorld mod, RimWorld of Magic. It allows anyone to create or edit any article and 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).
The top tier of characters in RimWorld of Magic are the Chaos Mage, The Faceless, and the Shadow Necromancer. These outcast, half-breed mages are adept at controlling the battlefield through an array of unique abilities.
The mod also introduces the Space-Time Mage Class, which are masters of the space-time continuum. They are adept at controlling the battlefield through an array of unique abilities. Other classes include the Shadow (Class), Shaman, Sniper, Succubus Summoner, Super Soldier, and Necromancer.
The best starting classes in RimWorld of Magic are the Chroma Mage, monk, bard, priest, and geomancer. Each class has two icons displayed in the colonist bar, next to the pawn’s portrait and the other displayed next to the pawn’s head. The mod will not gain outside combat, but the sniper class is an exception if used as a hunter.
In summary, the RimWorld of Magic mod offers a variety of unique classes, including the Chronomancer, Chaos Mage, Faceless, Shadow Necromancer, and others. Players can rank these classes based on their overall usefulness and power.
📹 Best Rimworld Of Magic Guide ( Tips And Tricks )
We all know you like magic, but what about rimworld magic? This video covers the rimworld of magic mod with all its fascinating …
📹 Ranking the Classes in Rimworld of Magic
So after having completed the Rimworld of Magic Guide and talked with Torann and having spent plenty of time with my thoughts I …
Chrono is the best IMO. Accelerate time is essentially a slow one shot, while also having utility and making it impossible to starve while using on plants. Reverse time is essentially a heal that takes away things you’re not supposed to be able to heal, while also being revivify from DND. Prediction literally gives you warnings Alter fate literally makes you able to possibly stop raids/infestations Recall is a point and click revive incase your Uber healer gets 1 shot. Just 1 is ridiculous. Notto mention what happens when you have 2 of these.
Yeah my favorite is the lich and death knight. I have a race mod that adds beast men so I recruit the larger ones (gore bulls?) and I make them into death knights and as long as they are hitting something they will never die. The lich at full level with good gear can turn every dead raider into a meat shield to throw at those damn mechs lol
A little bit about crafting materials: – Arcanelium (blue block thingy that can only be crafted from Arcane Forge): has a chance to reduce the cooldown of any spell per kg of Arcanelium used in crafted item max 50% chance – Manaweave: 20% enchantment increasing for the mage clothing – Demonscale: Manaweave version for armor, dropped from Demon Challenge (Magic Circle) – Demonhide: unknown (maybe the Arcanelium version for clothing?)
My favorite so far was druid and technomancer. Androids from the androids mod can actually be healed by the technomancers technobit, this makes it much easier keeping other androids alive, including bladedancers and snipers which androids can really excel at(especially snipers, trigger happy + fighting module is op as it is but sniper on top makes the android instantly shoot with no aiming and still have net extra accuracy. Sniper just shoota it through the roof, combine with the cloak and you got death incarnate with just one really, really good pawn).
You forgot with the priest and chronomancer that part where you can resurrect dead pawns. Also the staff of power and staff of defense are kind of bad in terms of weapons, they’re super expensive and take forever to craft but don’t do that much damage. The power staff can do a ton of blinds but its not as good as just killing enemies with something like the lightning/fire/ice staffs. The mage spells like flash freeze are kind of busted because they can instantly give AOE extreme hypothermia if you want to capture pawns or animals, that is useful along with accelerate time on the chronomancer to kill those enemies that are incredibly difficult to damage despite having short lifespans. I’ve killed a lot of summit crabs with accelerate time
I love this mod, never play without it. It’s especially awesome when, now with Biotech, my pawns children can actually be born with either Magically Gifted or Physically Adept, or even the classes themselves! It’s especially adorable when my Bards ability to give Inspiration will give her Magically Gifted child Inspiration to become a different class each time, it’s like she’s telling them stories of all the various magical people she’s met, leaving the kid with dreams of one day becoming a Fire Mage or a Chronomancer, but unable to decide which one is more cool?
“Extremely long list of classes” ….. i… di… ok I am undead How am I supposed to keep up there is like 40 of them. “Why not just go necromancer?” Considering I am a skeleton that would technically make me a lich. “Become a lich.” Well. I. This is the first time in like.. Years that a mod shut me up pretty fast. Well played.
Summoner sniper bloodmage and psionic are some of the most op in the mod imo if you use them right. And he’s not kidding about summoner being able to solo a raid. I have done it so many times. Plus the lil guys doing all the hauling and cleaning saves HOURS of time my pawns can use for more important crap.
Great article, need to correct you on the lich. The book ??? Gives a random class, it is not neccissary to attain lichdom. Instead you make or find the lich form scroll and have your necromancer learn it. Then you necromancer only needs to cast the lich form spell to become a lich and also gains the death bolt spell.
Nice vid as always! I’d only like to add that you can indeed make every single one of your pawns into a mage/fighter class thanks to the power of modding! Not sure if you saw the Empire mod, but a cool thing you can do is make yourself a mining workforce to keep you stocked on high amounts of magicyte!
A couple of thoughts about this Ice mages are actually that bad Chaos Mages are actually that good Blade dancers get passive movement and manipulation buffs that should more then offset the global work speed reduction. They are mostly turn on autocast and attack on site, so yes boring. Snipers are useful because they can instant kill or disable just about anyone, but they are boring… just like being a sniper, sitting in the same place for days, or moving only inches at a time. Paladins are good if you build them right. Just like the idea of a paladin they are gear dependent but if you set them up and use them properly they will decimate small raids, and taunt all your enemies. Use with druids regeneration and good armor Chronomancer is by far the most interesting because the effects work differently on everything, and can be “warped” as well. For example keeping reverse time on slaves and prisoners keeps them from needing food and sleep. Low level keeps the negative effects minimal, but very high level tends to have the positive effects of warp happen more often. Necromancers are great if used right, great for solo, but honestly have a lot of blind spots and weaknesses, especially against mechanoids
Druids are fantastic in jungle biomes, the cure disease can keep your colony effectively alive without any difficulty once its maxed out. Jungles can keep your colony inoperable just by spamming diseases on you(sometimes inflicting 2-3 waves of diseases in a single quadrum). The druid greatly alleviates that. I started in a jungle with a priest and druid…the priest saw very little action and in fact when she died, i didnt really miss her as much. Course med pods renders the priest even less useful. Though med pods dont counter everything or they still try to require pawns to be injured or sick.
I myself mostly use the Chronomancer to farm stuff very fast (usually healroot when doing bionics, because they use a lot of medicine or food when the crops/stock get destroyed by Randy) and to bring back pawns. I feel that A is a good spot for them because while the spells are pretty amazing and unique, it kinds of constantly lacks the mana to actually use them rather frequently and bringing back pawns takes a lot of them.
Enchanter can transmute steel plate armor into gold plate armor on an average of like ~5 casts. Each (even normal) golden plate armor is worth around 15,000. Enchanter genuinely makes silver never an issue for any colony at any point in the game. Having infinite silver essentially makes all other resources in the game a cake walk to receive, you can consistently buy out all the traders steel, uranium, plasteel, spell books, and whatever else they may have with nearly 0 investment of your own other than having the enchanter.
Monk C grade?? Free Heal, Improving mood, damage denial and very high survival potential makes this class one of the best. There is also the potential of using passive skills in battle (using stamina), and the uselessness of armor and weapons makes the monk literally the best class with the makings of a long game. It is impossible to kill a properly pumped monk, especially if you play with genetics and make a character completely sharpened for survival and battles, he can only be defeated by creatures from Void mod.
When making a tier list, the very first thing to do is to lay out your criteria. Is it power? Is it fun? Are you judging the completeness of the design (are all the abilities useful and balanced)? Without that, an already subjective list becomes even less useful because even if we trust your judgment, we don’t know what you’re judging. Your criteria all over the place in this list, so it’s not useful as a tier list. As a general discussion it’s still kind of interesting. Response to some of your thoughts: Druid: beguile animal is incredibly powerful for taming difficult mobs like Thrumbos and Dragons. Cure Disease is boring but incredibly powerful, and far better in this role than Purify. Even in temperate climes, disease happens a LOT in this game, and being able to cure gutworms or food poisoning or malaria from 5 or 6 colonists in rapid succession may not be sexy but it’s one of the most useful abilities to have especially in a smaller colony. Regeneration is an incredibly efficient healing spell, much more mana efficient than priest’s healing. Again, best to have priests focus on Purify and Rez and maybe Circle of Healing and let druids do the grunt work of picking up individual casualties, since they can do it a lot before running dry on mana.
Super soldier is probably the most entertaining solo combat class you got at your disposal. With everything maxed out you’re essentially a one man strike team/army. Your mortars are better than the vanilla mortars and can use them repeatedly, the bonus range you get on rifles and miniguns is insane and you’ll be mowing down hordes of enemies before they get even close to you and the shotgunners can make every single infestation go bye bye with a single satchel charge. In mountain bases non beat the shotgunners ability to just hold down an entire corridor by themselves.
Something else I’d like to add, I find the Super Soldier a complete downgrade to an weapon Technomancer. The Technomancer still has access to some cool magical tricks, whereas if I get super serum, I’d rather get the pawn on a class and then use it on him than making him into a super soldier, because the trait is frankly the best thing the class has to offer and it grows anyway on other melee classes.
All the classes are good, so i would not reject any of them. But there are clear favorites for me. Chronomancer is probably the most powerful. Damage, ressurection, healing, faster crop farming and mending/repair on bad food all in one. Blood mage is more than combat, although that is hard to see. Thing about BM is that they use mostly blood for their class abilities, and only need to cast blood sacrifice once before combat to use them. This leaves the majority of their mana pool free for other things. You can have your BM be responsible for upkeeping the cooler, and the sunlight spells. Leaving other pawns magic pool ready for whatever you need it for.
Give Kure’s RoM class expansion a try if only to play the Aspirant and Starseeker class. They look like trash at first, but even a base level 0 stat 0 passion is much better than they seem. Also, you’ll need at least 12 levels to get a useful ability and 16 to max out a main one, but boy are the those abilities useful.
Idk which mod pack it’s in, but the Scion has been my favorite class. I once had a mod adding vampires and sent my lvl20 scion out to fight one. Using his ultimate stance ability, he fought the thing for about a rimday before I realized they were just both invincible. It was like perusal an anime fight though. Both had super speed and wouldn’t take damage. You can also use him to 1) get things for cheap, literally $0.50 for anything, 2) research basically instantly with decent INT 3) perform almost any task they’re decent at perfectly and insanely quick, and 4) Solo any army with any scion basically over level 12. Maxed out ultimate stance and you’re OP. Max out all the others, and throw on a cloak of superiority and some CD reduction and you become a god.
very helpful article thank you. i really enjoyed arcane for one shots on pawns without magic resistance, enchanter for buffs and free upgrade gear and sell for profit, chronomancer is just the most solid class there is able to help farming and heal. then summoner, because it is insane when done right, and having multiple of them shreds swarms, blocks doors and decimates raids. soft spot for monk, but due to them having the highest idle time to “charge up their ch’i” makes them unusable most of the time, ruining the class altogether making any melee class better by far. also magic is just cool.
Your really missed out on the snipers. Those are my #1 top pick because of disabling shot. This is a 100% chance to disable someone for about 2 seconds, plenty of time for a second pawn to pick up the person and carry them off to your prison to be turned into one of your pawns. With one of these, you are on your skill in moving pawns around, not a random chance to drop something and not kill it. The sniper is the only pawn who can capture enemies without a mod that puts in stun weapons and the default for Rim magic is to kill mages when they are down. It’s rare for a mage to survive being downed, so it’s hard to get more by capturing the ones you want unless you have a sniper, then you can have anyone you see.