recursal/Fanatic-Fandom huggingface dataset:
Roadmap/Other Classes

* *For more of the Roadmap, see Roadmap*

# Magic Supporting Traits

These traits will have a chance to be added during pawn generation after the assignment of a mage class or mage precursor, and if a trait slot is open

## Arcane Conduit

[Pawn] is abnormally receptive to the ebb and flow of mana, [he/she] will gain mana 40% faster than normal mages but is unable to hold onto as much mana at one time and has -20 max mana

## Mana Well

[Pawn] has increased barriers from the flow of mana and is able to contain 40 additional mana, but this increased resistance reduces mana regeneration by 20%

## Boundless

[Pawn] excels at combat arts beyond even the physically adept and is able to execute maneuvers 40% more frequently; however, [his/her] talent has fostered an attitude that hinders their willingness to learn (-40% xp gain)

# Advanced Classes

## Evocation

ability to cast powerful, damage spells

* Path 1: Fire
* Path 2: Ice
* Path 3: Lightning
* Path 4: Energy?

## Corruption

caustice abilities more focused on long term effects, damage over time, debuffs and generally destruction through other means

* Path 1: Decay
* Path 2: Acid
* Path 3: Disease

## Enlightenment/Ascension

promotion to a higher form

* Path 1: Angel
* Path 2: Demon
* Path 3: Beast

## Golemancy

creation of a minion of high powerful

* Path 1: Flesh golem
* Path 2: Elemental golem
* Path 3: Stone golem
	+ General capacity improving prosthetics
	+ Unique utility upgrades: internal storage "chest locker" improves carrying capacity
	+ Arcane Armor: improves golems armor rating
	+ Gem slots to add unique abilities to the golem
	+ Cycle of Life: golem is able to house a growth chamber that periodically produces resources

## Runemaster

ability to apply runes to body parts or equipment to give it a specific enchantment, ability, or improved performance

* Path 1: Tatooist - people and animals
* Path 2: Runecrafting - objects/things/equipment
* Path 3: Sigils - temporary enhancements

## Pursuit of Perfection

enhancements to the pawn that increase their overall capabilities or gives them special enhancments

* Path 1: Physical
* Path 2: Mental
* Path 3: Emotional

# Sub-Classing

technically an advanced field of training but allows and supports a second class (might->magic or magic->might) that has a lower max level (half of the primary class level)
Undead

Undead pawns are any kind of pawn, be it animal or humanlike, who were resurrected by the Raise Undead spell. Undead pawns do not have to eat, sleep, or perform recreation, and do not feel pain. They are immune to all diseases and heal rapidly from wounds.

Undead pawns are connected to the Necromancer that summoned them. Undead animals will follow their necromancer by default.

If an undead pawn is separated from any available necromancers, either by the necromancers being killed or moving to a different map tile, the undead pawn will die after a few in game hours. You can have a pawn carry a Necrotic Orb, letting them count as a Necromancer for undead upkeep.

Undead humanlikes are incapable of intellectual labor and have 0 ranged skills. They can still fight in melee, and perform tasks such as growing, construction, crafting, and dumb labor.

Healing magic damages the undead. Holy magic deals extra damage to them.

Undead skill levels are random and based on the skill level of the caster the first time they are revived. Upgrading the Raise Undead skill grants a +10% bonus to their skill levels per level, being a lich grants a +20% bonus, for a maximum of 156%.

Melee has a base XP range of 50000-90000, for the highest possible melee skill level is 15. Cooking has a base XP range of 10000-30000, so the highest possible cooking level is 9.

If Ideology is active, Undead humanoid pawns raised by a Necromancer are automatically Enslaved and never needs suppression.

Undead humanoid pawns gain the Undead trait, which has the following effects:

* Incapable of: Caring. Social, Animals, Artistic and Intellectual
* Move Speed: -2.0 c/s
* Minimum comfortable temperature: -66 C
* Maximum comfortable temperature: +58 C
* Toxic sensitivity: -100%
* Immunity Gain Speed: +4900%
* Pain Shock Threshold: 0.90
* Negotiation Ability: -70%
* Global Work Speed: -50%

Undead humanoid pawns also gain the Undead [I-IV] hediff, which has the following effects:

* Disables the need for: Rest, Joy, Beauty, Comfort, Outdoors, Indoors and Hunger
* Has the following effects on pawn capabilites:
	+ Talking and Hearing: Max 0%
	+ Moving and Manipulation: no change (I), +10% (II), +15% (III), +20% (IV)
	+ Global Work Speed: no change (I), +10% (II), +15% (III), +20% (IV)

Undead animals do not gain the Undead Trait (and therefore no protection form temperature, toxic fallout or disease), but instead gain the Undead [I-IV] hediff, which has the following effects:

* Disables the need for: Rest and Hunger
* Has the following effects on animal capabilites:
	+ Moving and Manipulation: -40% (I), -35% (II), -30% (III), -25% (IV)
	+ Sight: -20% (I), -15% (II), -10% (III), -5% (IV)
Firebolt

Launches a bolt of super-heated magma, that damages and can set fire to the target.

#### Spell Stats

* Cooldown: 4 Seconds. (240 ticks)
* Type: Target's Other
* Damage: 16
* Damage Type: Firebolt
* Base Mana Cost: 15.0
* Adjusted Mana Cost: 15.0 (Reduced with *Firebolt Efficiency* Upgrades, Focus Levels, and other associated modifiers.)
* Bonus Damage: 0 (Increases with *Firebolt Power* Upgrades.)

#### Spell Upgrades

* Firebolt Power: *Increases Firebolt damage by 5 per level. (Max of 6 Levels, damage is shown as "Bonus Damage")*
	+ Level 0: 0 Bonus Damage
	+ Level 1: 5 Bonus Damage
	+ Level 2: 10 Bonus Damage
	+ Level 3: 15 Bonus Damage
	+ Level 4: 20 Bonus Damage
	+ Level 5: 25 Bonus Damage
	+ Level 6: 30 Bonus Damage

* Firebolt Efficiency: *Decreases mana cost of Firebolt by 10% per level. (Max of 3 Levels.)*
Commander

**Commanders** are a support might class. They have two sorts of abilities: passive auras, and active commands. Their auras are mostly useful outside of combat, while their commands are useful in combat.

Uniquely, commanders need a decent Social skill; their commands have a (Social \* 10)% chance of being accepted by their targets, meaning that a Social skill or 10 or more is required for commands to work 100% of the time.

## Trait

* Social Impact +40%
* Negotiation Ability +30%
* Carrying Capacity -20
* Global Work Speed -30%
* Research Speed -40%

## Default Spells

* Provisioner Aura: improves rest and reduces hunger of nearby pawns. Can be improved to repair equipment, increase natural healing rates, and boost energy regeneration. Requires 60 stamina to maintain.
* Taskmaster Aura: increases work speed, eating speed, and carrying capacity but causes pawns to be less social. Pawns under the scrutiny of a Task Master will acquire a mood penalty. Requires 70 stamina to maintain.
* Commander Aura: improves the mood of all nearby pawns but decreases their productivity. While this aura is enabled, the Commander will seek out pawns that have broken down due to mental stress and give them a motivational speech to overcome a breakdown. Pawns that overcome a mental break in this manner will not gain Catharsis. Requires 80 stamina to maintain.
* Stay Alert!: orders all nearby pawns to stay on high alert. Affected pawns will instantly gain rest and have increased sight.
* Move Out!: orders all nearby pawns to move out. Affected pawns will instantly gain increased movement and prevents pawns from being staggered or stunned. Pawns have reduced movement at the end of the command to recover their energy.
* Hold the Line!: orders all nearby pawns to hold the line. Affected pawns will gain damage resistance, pain tolerance, mental stability, and increased fire rate but will have reduced movement.
Staff of Blazing Power

A staff that creates a mental link with the wielder to harness focused energy that can be used to launch a stream of blazing projectiles or create a hardened barrier around the wielder that can deflect projectiles. Mages gain tremendous boosts to magical spells while wielding this staff but to a mundane pawn it is nothing but a blunt weapon.

## Enchantments

* Max Energy: +20%

* Energy Regen: +10%

* Damage Boost: +40%
* Deflection Chance: 40% (+1.5% per melee skill point)
	+ Reflection Chance: 3% per melee skill point

## Crafting

This weapon can be crafted at the electric smithy, fueled smithy, arcane forge, or crafting spot. A pawn of at least 10 intellectual is needed as well as the research magical equipment. It requires 120 steel, 100 wood, 50 jade, 50 gold, 20 uranium, and 200 magicyte to craft.
Social Rating

## Profile

Players can access a “Profile” page from the main menu UI where their social rating (see below) is displayed, as well as their lifetime statistics that track from today onward.

## Social Rating system

Players now have a social rating system that displays how well they do in the game and how cooperative they are.

Details on the system are:

* All players now have a badge next to their names that displays their social rating level.
	+ Every Player starts with the same rating of ‘base’ positive (Bronze Badge)
* Your social rating is improved whenever a player gives you a commendation at the end of every match. The commendations are Master of Deceit, Good Teacher, Good Leader, and Friendly.
* You can only give a player a commendation once per day.
* The max positive social level a player can reach is Gold.
* Silver rank can be reached after 25 total commendations, and gold after 50

* Your social rating is negatively affected when a player reports you. If your social rating degrades below the base “bronze” level, you will gain a red thumbs down. The max negative social level a player can reach is Bright Red.
	+ Players can report other players a maximum of 10 times per day. This helps avoid abusing the system.
		- In game, press « Esc » then click on « Players » then « Report Player »

* Rating inactivity will cause your social rating to reset back to base Bronze level over time.
* Ratings are set to Bronze level once per month
Regrow Limb

The druid creates a Regrowth seed that can be used in a surgery to regrow missing limbs or organs. The doctor who performs the surgery MUST be a druid with at least 90 mana (even if the operation costs less than 90 mana) who knows this spell in order for the operation to work. The surgery requires medicine, a Seed of Regrowth, and a Mana Potion. The surgery may fail, based on the druid's medical ability and the type of medicine used.
When a body part is successfully regrown, it goes through several stages: it is initially very weak, causing the pawn to get tired and hungry much faster as it regenerates. Eventually, however, the body part becomes as strong as the regular version; then, some parts become enhanced. These parts are limbs and eyes (+25% efficiency), kidneys (+10% efficiency), the spine (+20% efficiency), lungs (+20% efficiency), the liver (+10% efficiency), the jaw (+30% efficiency), and the heart (+20% efficiency).

## Notes

* This spell works in a similar way as the healer mech serum, but the spell works for all missing or damaged parts and not wounds, diseases, or illnesses and also does not always instantly heal.
* Setting a Zone to be called, "Regrowth," and setting this spell to autocast, will have the Druid cast continuously whenever available to do so.
Thug 14

### Appearance

He has green punk hair, and wears a grey tank top and trousers. The tank top has a skull printed on it. Finally, he wears brown shoes.

## Story

### Hobo 1

He appears along with two fellow gangsters and tries to beat Hobo up, but he was no match, and Hobo defeated him.

### Hobo 2: Prison Brawl

After the events of the first Hobo game, this thug was arrested, and ended up in prison. When he encountered Hobo again, he charged at him, but Hobo beat him up.

### Hobo 3: Wanted

After Hobo escaped from prison, this thug went back to being a gangster. But this time, he hired different gangsters that replaced the other two in the first Hobo game. He also gave them guns, to shoot at Hobo from a distance. As you would expect, he got beat up once again.
Cloaks

## **Wanderer's Cloak:**

A cloak designed for traveling mages that provides protection against the elements and improves energy recovery rates. The method of infusing arcane gemstones into the fabric during crafting yeilds unparalleled enchantment effectivness.

This cloak is enhanced and provides additional benifits to trained mages:

Max energy: +12%

Ability cooldown: -20%

Arcane Resistance: +5%

## Cloak of Supremacy:

A cloak heavily augmented by arcane powers believed to have been first made for a black knight acting as an ambassidor for an astral demon. The fabric is difficult to focus on in a way that can only be described as "visual noise" and the folds of cloth move in an unnatural way, as if unrestrained by natural law. Those few who have worn this cloak in battle swear that it posseses a conciousness of its own and tell stories of the cloth sheilding them from certain destruction. Others claim those observations were nothing but the halucinations of deranged fools.Because of these claims, it is rumored that the cloak possesses the ability to completely mitigate damage, but noone has been able to reproduce the results with any reliability.

Max energy: +40%

Energy regen: +40%

Ability cooldown: -20%

Augmented by phantom shift: 20% chance to avoid an attack.

## Robes of the Archmage:

Robes designed by a surpirior race that are ment for the highest class of magic users who are worthy of additional power and insight. These lightweight, flowing robes seem to propel the wearer as if carried by a great winged beast.

Max energy: +25%

Energy regen: +20%

Ability cooldown: -20%

Energy costs: -10%

Class xp gain: +25%

Arcane Res: +10%

## Dark Robe

Robes worn by the heralds of dark magic. Wearers of this robe are willing to sacrefice their sanity in return for increased power.

Max energy: +17.5%

Energy regen: +10%

Energy costs: -15%

Class xp gain: -25%

Arcane Res: +10%
Wanderer's Cloak

A cloak designed for traveling mages that provides protection against the elements and improves energy recovery rates. The method of infusing arcane gemstones into the fabric during crafting yeilds unparalleled enchantment effectivness.

This cloak is enhanced and provides additional benifits to trained mages:

Max energy: +12%

Ability cooldown: -20%

Arcane Resistance: +5%
Super Soldier

The Super Soldier is a Might class focused on damage dealing. Unlike any other class, they are granted their trait by using a Super Soldier serum while physically adept, not a scroll/tome. A Might class may also use the serum, incapacitating them for a couple of days but rewarding them with increased physical prowess.

Much like the Technomancer, the Super Soldier has three specializations available: pistols, rifles, and shotguns. Which is chosen determines two of the pawn's accessible skills, and passively improves the stats of the corresponding weapon type.

## Super Soldier Serum

The Super Soldier Serum provides an effect in the 'Health' tab for a pawn who has taken it.

"A chemical enhancing physical abilities and magical resistance; reduces magical power and energy regeneration. The potency of the chemical increases in 3 stages and takes 100 days to fully mature. Pawns will recover consciousness 2 days after taking the serum."

### Stage 1:

* Pain: -10%
* Moving: +10%
* Manipulation: +10%
* Sight: +10%
* Hearing: +10%
* Hunger rate: x110%
* Minimum comf temp.: -2.0C
* Maximum comf. temp.: +2.0C

### Stage 2:

* Pain: -15%
* Moving: +15%
* Manipulation: +10%
* Blood Pumping: + 10%
* Sight: +20%
* Hearing: +20%
* Breathing: +10%
* Blood filtration: +10%
* Hunger rate: x115%
* Minimum comf temp.: -4.0C
* Maximum comf. temp.: +4.0C
* Melee dodge chance: +1.1
* Aiming time: -5%

### Stage 3:

* Pain: -20%
* Moving: +20%
* Manipulation: +15%
* Blood Pumping: + 15%
* Sight: +25%
* Hearing: +25%
* Breathing: +20%
* Blood filtration: +20%
* Hunger rate: x115%
* Minimum comf temp.: -6.0C
* Maximum comf. temp.: +6.0C
* Melee dodge chance: +1.2
* Aiming time: -10%

## Pistol Specialization:

Gains a passive talent occasionally negating the cooldown of the weapon, immediately shooting again. This consumes stamina.

Gains the "Pistol Whip" skill, dealing damage, stunning, and possibly disarming a target in melee range.

## Rifle Specialization:

Gains the "Suppressing Fire" skill, shooting 30 to 40 bullets in a direction with low accuracy, essentially acting like a minigun.

Gains the "MK203GL" skill, shooting a grenade with long range.

## Shotgun Specialization:

Gains the "Buckshot" skill, shooting several pellets at once, which is most powerful at close range.

Gains the "Breaching Charge" skill, shooting an explosive that deals extreme damage to structures.

## General Skills:

CQC: The Super Soldier may passively perform a strong melee attack, consuming stamina.

First Aid: The Super Soldier tends to his wounds, stopping bleeding.

60mm Mortar: Fires a personal mortar, damaging enemies from a distance.
Armor of the Valiant

## Helm of the Valiant:

A barbute shaped helm designed to maximise protection without restricting vision or voice. These helmets are a complimentary piece to the Armor of the Valient set and further enhance a wearer's archaine capabilities while also providing noteworthy physical protection.
Helm of the Valient is enchanted and provides additional benifits to trained mages and fighters:
Energy costs: -5%
Class xp gains: +10%"
Enchanter

**Enchanters** are a *utility* type class, with magic spells focusing on altering organic or synthetic objects for the better... or worse. They are masters of transmutation, able to modify the composition and arrangement of almost any material.

Most of an enchanter's spells reduce their maximum mana while maintained.

## Default Spells

* Enchanted Body - a self-enchantment that augments the defensive capabilities of its caster, but it cannot be maintained at the same time as Enchanted Aura.
* Enchanted Aura - a self-enchantment that augments the social capabilities of its caster, but it cannot be maintained at the same time as Enchanted Body.
* Enchant Weapon - enchants melee weapons with elemental attacks. The enchantment is random and may be one of four types: **Fire**, which sets the target on fire and increases damage; **Earth**, which stuns; **Ice**, which reduces the efficiency of the bodypart that was hit; and **Dark**, which blinds. The enchantment ends when the pawn drops their weapon.
* Transmute - converts stacks of raw resources into other raw resources. When used on equipment, removes tainted. When used on equipment made from one material among a category, randomly changes the material used (so it will not affect a flak vest, which can only be made from steel, in that way, but it will affect a cloth duster, and make it from a random textile instead).
* Enchanter's Stone - created a minor enchanted artifact out of raw resources; each resource type creates a unique item.
* Polymorph - an area effect ability that can change all targets into random animals for a limited time.

## Learned Spells

* **Master Spell:** Shapeshift - the enchanter shape shifts into a random animal and augments the physical traits of the animal in the process; the enchanter maintains most of the control over their body and can revert the shapeshift at any time.
	+ At level 3, the Enchanter unlocks a second spell, letting him shapeshift into a Dire Wolf instead of a random creature.
* Blank Mind - wipes any non-persistent memory from the pawn and grants them a positive moodlet, but may cause a short, harmless mental break; can also be used on enemies to disorient them by stunning them.

## Stat Modifiers

* Tame animal chance -15.00%
* Train animal chance -15.00%
* Global learning factor +10%
* Global work speed +10%
* Minimum comfortable temperature +3.0C
* Maximum comfortable temperature -3.0C
* Toxic sensitivity +10%
* Immunity gain speed -3%
* Pain shock threshold -10%
Priest

**Priests** are a *support* type class, with magic spells designed to improve the health of pawns. Also makes the pawn incapable of violence, preventing hunting and fighting

## Stat Modifiers

* Medical: +2
* Move speed +0.15
* Immunity gain speed +20%
* Medical surgery success chance +25%
* Medical tend quality +25%
* Medical operation speed +25%
* Medical tend speed +25%
* Pain shock threshold -10%

## Default Spells

* Advanced Heal - similar to the Paladin's heal, except it can be leveled higher and is more potent. Points invested in Advanced Heal also apply to Heal, if the Priest acquires the Heal spell through a scroll.
* Purify - Cleanses many deep seated injuries and natural human conditions. It also has the power to help reduce or remove addiction withdrawals.
* Healing Circle - creates a temporary circle that generates waves of healing power.
* Bestow Might - Powerful, single target buff that enhances many combat related attributes.

## Learned Spells

* **Master Spell:** Resurrection - Revives a recently deceased pawn. Effects are similar to resurrection serum but, the likelihood of resurrection sickness effects can be reduced through skill improvements.
Mod Incompatibilities

Taken from the Official Discord Server. Please visit this server for the most up to date list. Thanks to Torann, the mod author, for compiling these.

This is a list of Mods that have known incompatibilities with other mods.

## Evolved Organ Redux

Issue: pawns taking damage may randomly cause a crash to desktop

Cause: unknown

Workaround: none - no patch planned, may be fixed?

## Yayo's Shooting 2

Issue: Super Soldier specialized weapons do not work

Cause: unknown

Workaround: none at this time

## Combat Extended

Issue: Super Soldier and Techno-Weapons do not work

Cause: game load patching does not affect dynamically created weapons

Workaround: none - no patch planned

## Pawnmorpher

Issue: a class pawn that undergoes a morph may lose access to abilities or stop regenerating mana/stamina

Cause: unknown, something to do with pawn consciousness and not being considered humanlike

Workaround: none at this time - investigating cause of disabled/removed data fields

## RimWorld - Witcher Monster Hunt

Issue: after completing quests the pawn stops regenerating mana/stamina

Cause: unknown

Workaround: none at this time - investigating cause of disabled/removed data fields

## Time Control

Issue: abilities do not go on cooldown or cost energy

Cause: mod modifies tick behavior

Workaround: none - no patch planned

## Shield Generators by Frontier Developments

Causes Line of Sight message and spell failure if any active shield exists on the map.

## Dual Wield

Issue: conflicts when using super soldier weapon specializations; off-hand weapons will not be counted as a specialized weapon

Cause: structure to accommodate dual wielding

Workaround: none planned; don't use dual wielding on a pawn in conjunction with technomancer or specialized weapons

## Simple Sidearms

Issue: sidearm weapons may conflict with super soldier and technomancer specialized weapons

Cause: structure to accommodate a sidearm conflicts with structure to accommodate dynamic weapons

Workaround: none planned; don't use a side arm on a pawn in conjunction with technomancer or specialized weapons

## Rim73

Issue: hediff optimization prevents custom hediffs introduced by RWoM from performing routine actions

Cause: hediff optimization reduces how frequently hediffs are updated; RWoM hediffs do this internally - with both mods active, the window to update a custom hediff may never occur

Workaround: disable hediff optimization in Rim73 mod configs; this form of optimization has the potential to break any form of custom hediff
Sam Lynton

**Sam Lyton** est un pilote automobile sud-africain participant au championnat du monde de Formule 1 avec une écurie privée dans l'album *De l'huile sur la piste*.

Lors du Grand Prix d'Italie à Monza, Lynton termine deuxième de la course derrière Jacky Ickx et gagne une place au championnat du monde en montant en troisième position au classement aux dépends de Michel Vaillant.

Afin de favoriser la remontée de Lyton au classement, une membre de son team nommée Monica a laissé entendre à Steve Warson qu'il serait désavantagé par son équipe par rapport à ses coéquipiers Michel Vaillant et Jacky Ickx. Michel et Steve découvrent que Sam Lynton n'était pas au courant de cette affaire et que Monica a agit de sa propre initiative, avec l'aide de deux autres membres de l'équipe de Lynton.
Ancient

## Ancient Mail

Chain mail forged with an ancient design that provides above average physical defence. The design of the armor includes a symmetrical etching of archaine runes that bestow the wearer with enchanted power. Once crafted, these runes will attract an ancient spirit to embody the mail and grants the wearer the chance to cause additional arcane damage following any attack; however, this comes at a price - all abilities will require more energy to use, and the bearer is beset by nightmares that slowly break down mental resistances.

Max energy: +8%

Energy regen: +10%

Energy costs: +15%

Archane Resistance: +20%

Augmented by arcane spectre: 50% chance to deal 20% bonus damage.
Robes of Supremacy

## Cloak of Supremacy:

A cloak heavily augmented by arcane powers believed to have been first made for a black knight acting as an ambassidor for an astral demon. The fabric is difficult to focus on in a way that can only be described as "visual noise" and the folds of cloth move in an unnatural way, as if unrestrained by natural law. Those few who have worn this cloak in battle swear that it posseses a conciousness of its own and tell stories of the cloth sheilding them from certain destruction. Others claim those observations were nothing but the halucinations of deranged fools.Because of these claims, it is rumored that the cloak possesses the ability to completely mitigate damage, but noone has been able to reproduce the results with any reliability.

Max energy: +40%

Energy regen: +40%

Ability cooldown: -20%

Augmented by phantom shift: 20% chance to avoid an attack.
Lettermore Castle

**Lettermore Castle** est un château situé en Irlande, résidence historique de la famille O'Brien dans l'album *Irish coffee*. Sean O'Brien s'y installe avec Cliona après avoir battu Donagh O'Donoghue dans une course d'anciennes voitures.

Lettermore Castle est inspiré de Muckross House, un château situé dans le Killarney National Park, en Irlande.
Sniper

**Snipers** are a *ranged attack* type class, with combat focusing on long range, small arms combat, possessing a range of precision abilities that exploits enemy weaknesses.

## Trait -Sharpshooter

[Name] has trained to become a sniper, skilled in the economy and accuracy of long range, small arms combat. Training to become a sniper has caused some colonists to become uncomfortable around them, not that they care.

* Move Speed +0.10
* Aiming time -10%
* Shooting Accuracy +2.0
* Research Speed -10%
* Global Work Speed -10%
* Tame Animal Chance -10%
* Train Animal Chance -10%

## Default Skills

* Sniper Training - through skill, dedication, and training the sniper is able to passively increase ranged combat skill.
* Headshot (vital shot) - targets an enemy weak point with the intent to deliver a lethal strike to a vital organ on the target (will target other detected weak points if the "head" isn't a weak point).
* Disabling Shot - non lethal shot that knocks down an enemy temporarily, can also includes a tranquilizer for longer term sedation.
* Anti-Armor Shot - anti-armor rounds containing nanites that destroy armor, very effective against armored enemies, not so effective against everything else. Can be combined with explosive tips for more wide-spread damage to armored targets.

## Learned Skills

*Nė vienas*
Donoghue Castle

**O'Donoghue Castle** est un château situé en Irlande, résidence de Donagh O'Donoghue dans l'album *Irish coffee*. Henri Vaillant y réside pendant son séjour en Irlande à l'invitation de son ami Donagh.

Donoghue Castle est inspiré de Ashford Castle, un château situé en Irlande.

* Entrée de Ashford Castle
* Entrée de Donoghue Castle
1/2
Branding

**Branding** is used to create a temporary, magical mark on a pawn that creates a link between the caster and the branded. Multiple brands may be placed on a single pawn as long as each brand is a different type. A caster may create as many brands as they wish, but each brand subtracts from the energy regeneration of the caster. Brands will become dormant if the caster runs out of mana. Brands are a unique type of spell, and each brand must be learned separately. Skill in branding affects all types of brands.

### Brand Master

Reduces the mana regeneration penalty by 10% per skill level.
Fighters Focus

A cantrip for fighters. When toggled, it improves the mental break threshold by 5% and the pain break threshold by 20%. It requires 20 stamina to sustain, and be crafted with the first level of the Scribing research.

Additionally, a Wayfarer will get a 20% rest fall rate improvement with the appropriate upgrade, making this very useful on them.
Jebediah Truck Senior

Jebediah Truck Senior in 1942

Jebediah Truck served as the manager of Truck Brothers Incorporated from 1940 to 1942, and is the father of Jebediah Truck Junior and the grandfather of John Truck.

## Biography

### 1896 - 1938: Before Gorfkaka Enterprises

Jebediah Truck was born in Texas in the United States in 1896. Little is known about his early life besides the fact that his father was a wagon salesman, which he lovingly referred to as 'The First Form of Truck'. At school, he met 'Auz Strailia'. They would later become business partners in life.

### 1938 - 1940: Working for Gorfkaka Enterprises

In the summer of 1938, Jebediah Senior and his son, Jebediah Junior ventured south of the Texas border in hopes of working for the fledgling business called 'Gorfkaka Enterprises', which was at the time trying to take advantage of the bountyful oil in the area. Jebediah hoped to manipulate the man who ran this business (named Gorfkaka) into instead focusing on public transport. He made many roads through South America and installed many bus lines. He refused to recognise busses, trains, boats or planes - instead referring to them as *trucks*, *trucks*, *water trucks* and *air trucks*.

By winter of 1939, Gorfkaka Enterprises was facing bankruptcy. Jebediah blamed the current manager at the time, Gorfkaka for the state of the company and managed to convince Gorfkaka to resign. Upon the resignation of Gorkaka, Jebediah ascended to the managerial position and renamed the company from 'Gorfkaka Enterprises' to 'Truck Brothers Incorporated'. He then was given a large donation from his old boyhood friend, Auz Strailia, who had become head of an Austrailian based transportation company.
Roadmap/Events

* *For more of the Roadmap, see Roadmap*

## Rival/Rogue/Villain Mage Cult

an organization that demands mages of the colony be sent to them for 'training and indoctrination'; if the player refuses, it will start a chain of events where the rival faction attacks the player through various magical or mundane means; player must destroy the rival mage cult and destroy its leader to end the chain of events; if the player agrees to the demands, then a pawn will become a hostage of the rival cult and could be brainwashed (depending on how long the pawn is in the cult); these pawns would be recoverable when/if the player destroys the cult; agreeing to the demand only delays the inevitable unless the player owns no further mage pawns (no demands are made until a mage pawn is part of the colony)

* Good loot; special artifacts;

## Magicyte meteor(s)

a meteor filled with rare ores and magicyte crashes to the planet

* unleashes a swarm of -something- that assaults the colony or releases a toxic gas that spreads around the map OR releases a swarm of -something- that causes a toxic gas field when it dies
* can land on top of roof/buildings?

## Demon possessed

a single pawn wanders into the map and begs for help - either to kill him/her or to give them luciferum... either way will end their suffering

* player must find a way to either aid or destroy the demon possessed pawn
* multiple solutions for the player to be creative, no solution will work every time
* if nothing is done or the wrong choice is made, pawn will turn into a demon and attack the colony; also possible to save the pawn and be given an pawn with a modified stat table

## Ritual Events (Challenges)

events specifically modified and generated through the magic circle. These events could be everything from fighting a demon to facing multiple elemental raids at the same time. Each of the events would be created in a way to provide a challenge above and beyond what the player would normally face from the storyteller
Citadelle Leader

**La citadelle Leader** est une forteresse tibétaine située dans l'Himalaya, au Tibet. La citadelle est le siège de direction du groupe automobile Leader. Elle est visible dans les albums *Le maître du monde* et *La prisonnière*.

## Architecture

La citadelle Leader est construite sur les pentes de l'Himalaya, au Tibet, en territoire chinois.

Elle est composée d'une partie inférieure construite dans le style architectural caractéristique des palais tibétains comme le palais de Lhassa, surmontée d'une partie supérieure construite dans le style des temples bouddhistes.

Au sein de la citadelle se trouve une grande salle de réunion où se réunit le Comité, un hangar pouvant abriter un jet privé, une piste d'atterrissage située à l'extérieur, des sous-sols où se trouvent plusieurs salles ainsi qu'un immense hall d'exposition réunissant les modèles de toute la production automobile Leader.

## Rôle

La citadelle Leader est visible pour la première fois dans *Le maître du monde*. Le Comité Leader, composé de sages de tradition bouddhiste, s'y réunit en présence de Ruth Randson et de Steve Warson. Ruth annonce sa décision de confier la direction du groupe à Steve et demande au Comité de lui accorder sa confiance. Le Comité accepte cette décision sans enthousiasme. Suite à la disqualification de Leader du championnat du monde de Formule 1, le Comité accepte de donner une toute dernière chance à Steve pour redonner à la marque son prestige.

Dans *La prisonnière*, Steve est venu aux 24 heures du Mans pour y retrouver Bob Cramer, espérant que celui-ci le conduira jusqu'à Ruth, dont il n'a plus aucune nouvelle. Suite à son abandon de la course, Bob prend la direction du Tibet dans un jet privé Leader, embarquant Steve ainsi que Michel. Les trois pilotes arrivent à la citadelle où ils sont reçus avec mécontentement par le Comité, qui prétend que Ruth a fuit par la route pour prendre un avion à Lhassa. Amenés dans les sous-sols de la citadelle pour y être enfermés, Michel et Steve retrouvent Ruth et parviennent à s'échapper grâce à Cramer, s'emparant d'anciens véhicules de compétition Leader dans la grande salle d'exposition.
Gems

Gems are enchantment materials, crafted at the Gemcrafting Table. Crafting one will allow a mage to consume the gem to put an enchantment on another item, such as armor or weapons. Only one of each type of enchantment can be one a single item however, so choose wisely.

The enchantment effects stack, so having an armor piece and a weapon each enchanted with a minor gem of holding for example would give you an 8% increase in energy storage.

There are also the Gem of Physical Insight, and the Gem of Arcane insight. These gems, when used by a standard pawn, will grant them the "physical affinity" or "magical affinity" trait respectively, allowing them to learn a physical or mage class.

Gem Crafting work speed is governed by the smithing speed of the pawn.

### Gem Levels

Gems come in three levels: Minor Gem, Gem, and Major Gem. Each level has the same cost and skill requirements, regardless of type. ie, Minor gem of Holding will cost the same as a Minor Gem of Acceleration.

There is an exception to this, the **Gem of Wonder**. As this gem provides a the boost in all the fields of the other gems combined, they are thusly far more expensive, and have slightly higher intellectual requirement.

15x jade
 Gem
30x jade
Intellectual 6
 Major Gem
75x jade
Intellectual 8
Artistic 5

###

125x jade
 Gem
240x jade
Intellectual 8
 Major Gem
600x jade
Intellectual 10
Artistic 5
Paracyte

**Paracyte** bushes require mana to grow and will leach this mana from the atmosphere; each bush will reduce mana generation by 0.416% for all mages on the map, however, the first 29 Paracyte bushes don't affect mana regeneration. This means that you can grow up to 29 paracyte bushed on the map without slowing down mana regeneration.

You need the "Cultivation" research and 12 planting skill to grow this crop.

Paracyte yield is 7 raw magicyte (Druids have higher harvest yields)

Paracyte drain is shown under magic tab with other conditions affecting mana regen, and if it is strong enough, will kill your colonists. 269 bushes will cause complete mana drain, and eventually, death (375 if you have 5 levels of clarity).
RimWorld of Magic Wiki

The **RimWorld of Magic Wiki** is an unofficial collaborative database about the RimWorld mod, *RimWorld of Magic*. The wiki format allows anyone to create or edit any article!
There are 219 articles since March 2019!

* Needed Content

ClassesSpellsSkillsItemsResearch

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* If you are new to wikis, check the **getting started** information page.
* Check out the **Official Discord channel** to see what the community is working on, to give feedback, or just to say hi!
Magic Circle

## Overview

The magic circle allows multiple mages to perform rituals that can activate various map-wide events, creature and material summoning, and challenging enemy summons.

### Usage

Each recipe requires a specific number of mages - ensure you have the required number of mages and each mage meets the following requirements:

* Must be healthy (not downed, or sick), and be able to work (not asleep, or assigned to a priority task)
* Must have sufficient mana
* Must be assigned to the magic work type at an appropriate priority
* Must be within reasonable distance of the circle

The circle automatically fuels when there are enough suitable pawns to perform a job. If there is not a suitable amount, and the circle has active recipes then it will automatically defuel itself (0/1 portfuel). This is done to prevent jobs being issued to pawns when the recipe cannot be completed. If there are multiple bills on the circle, and one cannot be completed, then the bill will automatically be suspended: this means there are not enough capable mages to perform that specific ritual.

Ensure materials are available and relatively close to the circle, there is a timeout for pawns assisting with the circle if the job is not completed within several minutes. If pawns are starting the ritual but never completing it then this is likely the problem.

Also ensure that there is no debris or other resources on top of the circle's "interaction cell" - even an electric wire running over the interaction cell will prevent any ritual from being performed.

### Construction

Circles made out of certain materials have improved benefits:

* Arcalleum: 10% higher success chance, and reduces mana consumed by 20%.
* Gold: increases the points applied to the event by 10%, and increases the duration of the summon or event by 20%.
* Jade: 20% higher success chance.
* Silver: returns 20% of the materials used.
* Plasteel: increases the points applied to the event by 15%.
* Uranium: 15% higher success chance, increases duration by 15%.

Circles made from steel, or stone, or any other modded-in materials confer no extra benefits.
Enchanting

*Enables constructing of the gemcutting bench and the crafting of tier 1 enchanting gems.*

The basics of enchanting are: obtain an enchanting gem, select a mage, right click gem and "equip", then right click an item (weapon or apparel) on the ground and select "enchant." The act of enchanting does cost mana and the mage has to have enough mana to perform an enchantment, but you do get class xp for performing an enchantment.

There are 7 different types of enchantments, each with their own slot. You can only have one enchantment level per slot, for example, you can have a minor enchantment of max MP or a major enchantment of max MP, but not both on the same item. Using a gemstone to enchant an item that already has the same type of enchantment as the gemstone will be overwritten, regardless of which enchantment is better.

Most of the crafted magic apparel or weapons come with enchantments, some are stronger than any gemstone can give, so be careful which gemstones you use on magic gear. You can fill in the missing slots with gemstones though, or replace weaker enchantments with gemstone enchantments if you want.

Using the wanderer's cloak as an example, it has max mp +12%, cooldown -20%, and arcane resistance +5%.
The major gem of holding gives +15% max mp and regular gives +10%, so you wouldn't want to replace that slot with anything but a major. Cooldown (acceleration) gems only give up to -15% so you wouldn't want to replace that slot, but resistance gems are +10% per level, so even a minor one gem of resistance would be a slight improvement.

You could add enchantments from regeneration, force, mp cost, and xp gain without overwriting anything on a wanderer's cloak.

Items crafted with demonhide or demonscale get a 10% bonus to all enchantments. Items crafted with manaweave receive a larger 20% bonus to all enchantments.
Battle Hymn

Play a rousing Battle Hymn to motivate and empower nearby allies. Each verse of the hymn adds to the effect and will further bolster the combat power of allies.

####

Battle Hymn has a small chance to cause inspirations that will further boost combat abilities. Use the skill to activate or deactivate the ability.

#### Spell Stats

*Each verse consumes 9% additional mana (reduced through training.)*

* Cooldown 10 Seconds (600 ticks)
* Type: Targets Self
* Base Mana Cost: 20.0
* Adjusted Mana Cost: 20.0 (Reduced with *Vocalist* Upgrades, Focus Levels, and other associated modifiers.)

#### Spell Upgrades

* Heroic Chorus: *Increases the effects of Battle Hymn by 12% per level, for each verse (iteration) it remains active and increases the chance of invoking an inspiration by 1%. (Max of 3 Levels.)*
* Vocalist: *Reduces mana cost to use and maintain Battle Hymn by 8% per level. (Max of 3 Levels.)*
* Lingering Note: *Increases range of Battle Hymn by 3m per level (Base 17m) and tempo by .5s (5s Base) (Max of 3 Levels)*
Gear Repair

A cantrip for fighters. When toggled, Gear Repair will slowly repair the gear of the equipped fighter, including weapons. Costs 20% stamina to sustain. A similar effect can be acquired by wearing a slate artifact (generated by an Enchanter), or by a mage using Spell Mending.

A Wanderer with this cantrip and the right upgrades will additionally remove tainted from fully repaired equipment, and repair the gear of their allies when they have a social interaction.
L’Éclair de France

**L’Éclair de France** est un quotidien français dirigé par Louis Latour. Ses locaux se situent à Paris. Le journal est souvent mentionné dans les premiers albums, Louis Latour étant un grand ami des Vaillant et leur venant en aide à plusieurs reprises.

## Présentation

*L’Éclair de France*, parfois appelé simplement *L’Éclair*, est un des principaux quotidiens français dans les premiers albums de Michel Vaillant. Il a pour sous-titre "le grand quotidien parisien du matin". Journal de référence, il est souvent lu par les Vaillant. Il parait également aux États-Unis, étant lu par le patron des Texas Drivers dans *Suspense à Indianapolis*.
Orbs

## Orb of Conviction

can be used to instantly convince a human-like pawn from another faction to join your cause

Beauty 20

Market value 1425

Covers All right hand fingers

Layer Artifact

Also known as the Traitor's Trinket, Orb of Insanity, and Mind Thief - the **Orb of Conviction** is a powerful and dangerous artifact. When filled with the conviction and magic of a caster, it can be used to press that conviction upon another.

If successful, the target will immediately join the caster's faction, but will be affected by psychic shock.

Only the most powerful mages can direct the power of this artifact; even then, it will exact a heavy price. The orb will implode once the spell has been cast and can only be used once.

Item Ability:

*Conviction* - Overpower a pawn with conviction to join your cause. This power will exact a heavy toll on the caster.

Use of *Conviction* will destroy the orb.

Cooldown: 600 seconds

Type: Targets Other

## Orb of the Eternal

An orb infused with a single blast of healing magic - heals wounds, cures diseases, and restores limbs.

## Orb of Souls

A single-use artifact that allows the mage wearing it to steal all traits from a pawn, generally killing it in the process and creating a filled Orb. Using the filled orb on a pawn then transfers the traits, causing a mood debuff in the process.

Note that, if a trait that would be transfered conflicts with a preexisting trait on the pawn, it is not transfered.
Lullaby

Projects an emotionally soothing wave that washes away concerns and consciousness, that can put any creatures in the target area to sleep. *Does not work on mechanoids.*

#### Spell Stats

* **Lullaby - Level 0**
	+ Cooldown: 60 Seconds (3,600 ticks)
	+ Type: Area of Effect
		- Area of Effect Properties
		- Targets: True
		- Range: 3
		- Max Targets: 4
	+ Base Mana Cost: 40.0
	+ Adjusted Mana Cost: 40.0 (Reduced with *Deft Hands* Upgrades, Focus Levels, and other associated modifiers.)
* **Lullaby - Level 1**
	+ Cooldown: 60 Seconds
	+ Type: Area of Effect
		- Area of Effect Properties
		- Targets: True
		- Range: 3
		- Max Targets: 5
	+ Base Mana Cost: 40
	+ Adjusted Mana Cost: 40
* **Lullaby - Level 2**
	+ Cooldown: 60 Seconds
	+ Type: Area of Effect
		- Area of Effect Properties
		- Targets: True
		- Range: 4
		- Max Targets: 6
	+ Base Mana Cost: 40.0
	+ Adjusted Mana Cost: 40.0
* **Lullaby - Level 3**
	+ Cooldown: 60 Seconds
	+ Type: Area of Effect
		- Area of Effect Properties
		- Targets: True
		- Range: 4
		- Max Targets: 7
	+ Base Mana Cost: 40.0
	+ Adjusted Mana Cost: 40.0

#### Spell Upgrades

* Ear-Worm: *Increases chance lullaby is effective by 10% per level. (Max of 3 Levels.)*
	+ Level 0: 40%
	+ Level 1: 50%
	+ Level 2: 60%
	+ Level 3: 70%
* Deft Hands: *Reduces mana cost of Lullaby by 8% per level. (Max of 3 Levels.)*
* Resonance: *Lullaby reduces the consciousness of effected pawns, works even if Lullaby was resisted. (Max of 3 Levels.)*
	+ Level 0: N/A
	+ Level 1: -10% Consciousness
	+ Level 2: -15% Consciousness
	+ Level 3: -20% Consciousness
Living Wall

Enchants a wall with purpose allowing it to become semi-intelligent. The living wall will strike out at enemies within reach and will repair itself when damaged. The animated creature within the wall may travel to any adjacent section of wall and treats an entire connected section of wall as an extension of itself. A living wall will attempt to move to the closest wall segment of the closest enemy. The living wall cannot move between disconnected wall segments and may only move to another segment that is cardinal adjacent. A caster can only maintain a single living wall, regardless of the size of the wall it occupies. Multiple living wall's may occupy a single wall.

### Unstoppable

Increases the damage and range of living wall's primary attack mechanism.

### Unrelenting

Reduces the maximum mana upkeep cost by 15% per skill level.

### Unbreakable

Each skill point increases movement speed and frequency of attacks.