
Vintage Story Mod DB · Vintage Story mod
Rustbound Magic
!!! MAKE SURE YOU ARE USING THE MOST CURRENT VERSION OF THE MOD !!! If you see something weird, check your mod version. I push out a lot of fixes. If you still see an issue, then let me know. Thanks! For more info on the mod, refer to the in-game guidebook / h
Quick answer
Which Rustbound Magic release should I use?
Rustbound Magic 3.2.5 targets 1.22.3. It must be installed on the client. Installation on the dedicated server is optional. No extra mods listed for this file.
Where it goes
Is Rustbound Magic required on the client, server, or both?
It must be installed on the client. Installation on the dedicated server is optional.
This release supports both sides, but the source does not require it on the server.
What else does Rustbound Magic 3.2.5 need?
3.2.5. Change the file and its required mods may change too.
This file does not list any required mods. Do not add a library just because a different file uses it.
This file does not list any required or optional mods.
Before you install it
Add Rustbound Magic without breaking your instance.
Built for Rustbound Magic 3.2.5. Pick another file and the loader, install side or required mods may change.
- 01
Stick to this file
Use 3.2.5. It targets 1.22.3; another release may have different loader, side or dependency requirements.
- 02
Bring the mods it needs
This file does not list any required mods. Do not add a library just because a different file uses it.
- 03
Put it on the correct side
It must be installed on the client. Installation on the dedicated server is optional.
- 04
Pick the file you checked
Use the “Get this file” button beside 3.2.5. It opens that exact file at the source.
About this project
What does Rustbound Magic add?
!!! MAKE SURE YOU ARE USING THE MOST CURRENT VERSION OF THE MOD !!!
If you see something weird, check your mod version. I push out a lot of fixes. If you still see an issue, then let me know. Thanks!
For more info on the mod, refer to the in-game guidebook / handbook. <3
Rustbound Magic is a mod that aims to add magic to Vintage Story. I made this mod to act like an expansion pack to the base game, a second path to walk. It is a slow burn and will take time to get through it. I have plenty of config options that can speed up various parts of the mod.
The concept of magic is tied to a force know as "rust", originating from the mysterious realm know as the "rust world". Once a player peers beyond the veil into this otherworldly void, the unknown becomes know. Through careful balance of one's temporal stability, this new power can be harnessed and imagination becomes reality.
This mod is best played with temporal stability and rifts enabled! This mod is also designed with multiplayer servers in mind and it encourages roleplaying. If you play on a multiplayer server and don't care for magic, you don't have to use it! Magic should be a choice, not a requirement. Non-magic users can still make use of utility blocks, spell scrolls, and other services mages can provide.
Important Notes
- Sometimes the game fails to load mods. If something doesn't look right:
- Don't use the '1 click install' button in the mod db page. It is rare things work right using it.
- Remove all older versions of my mods. Just because you unchecked the box doesn't mean the game always cares.
- Don't add mods without restarting the game. It can work most of the time, but it is that 10% that gets you.
- Make backups of your worlds before using or getting new versions! Should be doing this with ALL mods!
- If you have an issue, use the new issue tracker!
- With no world gen blocks/items, it can be added to any world at any point and removed just as easily.
- Got rubberbanding? Try Rubberbandaid by Chronolegionaire! When you start stacking mods, the Watched Attributes on the player can stack up. This is especially so with magic. Read the mod info to see how it works.
Mod roadmap: Updated --------
The focus of the next update:
Look at my Discord!
- Mini bosses! Summonable elemental bosses that are challenging and give awesome loot!
- Elemental wyverns! Yes to taming them and flying on the back of one. Maybe also a boss?
- New spells that explore the new channeling based spellcasting, like drain life, poison dots, etc.
- An expansion to the essence attunement system. Having it effect more stats of a spell.
- New enchanted equipment like the test bracelets in creative. These will be craftable by tier 3 mages and will be REALLY good. Will come in numerous forms like necklaces, bracelets, etc.
- More transmog staffs and armor. Totally making necromancer armor next! <3
- More pets for the pets system and other ways of acquiring them.
- Overhaul the spell particle effect system to make post magic feel magical.
- More magical-themed decoration blocks for those savy wizards out there!
- Possibly looking into a minion system, like a summon skeleton or summon elemental. Still need to really work this out.
Getting Started

When flowers are within range of a rift, they will transform temporarily into "unstable riftblooms". When harvested with a knife, they will have a chance to drop a riftbloom seed. If the rift disappears, unstable riftbloom will slowly convert back into their original flower. Use this seed and a few other items to create the "Manual of Magical Arts" guidebook!
Follow the achievement system in the guidebook to walk the path of the mage!
Elemental Damage Modifiers (For modders)
This system is applied directly to entities and can give them up to 3 weaknesses, resistances, and/or strengths to certain elemental types of damage. This system will work on any entites, even from other mods. Feel free to directly apply or patch the required attributes and behavior in. Most vanilla entities will have a resistance already applied. You can look at the patches I made for the vanilla creatures and the Fantasy Creatures mod to use as examples.
To use this system, you will have to patch in the "EntityBehaviorElementalDamageModifiersRM" behavior on the client side (required for displaying all attributes) along with your pick of one or mix and match the 3 attributes below. An example would be "weaknessElement1RM" AND "weaknessAmount1RM". The "Elements" to choose from are: fire, water, wind, earth, lightning, frost, nature, or arcane. The "Amount" is the damage modifier. You must have both an "Element" and "Amount" for what you want to apply.
What each option does:
- Weakness would be an element that does bonus damage.
- Resistance would be an element that does less damage.
- Strength would convert damage from the element type into a heal.
What each "Amount" does:
- Amount of 1.0 is no effect
- Amount of 1.5 would do 1.5 times damage
- Amount of 0.5 does half damage
The passive skill "Clarvoiance" allows you to see elemental damage modifiers on entites that have them along with current and max health.
Equipment Attribute System (For modders)
This system allows armor to also provide various stat modifiers for various aspects of magic. Feel free to directly apply or patch the required attributes and behavior in.
To use these stats, you will have to patch in the "CollectibleBehaviorMagicEquipStatsDisplayRM" behavior (required for displaying all attributes) along with "magicStatModifiers" in the attributes section. You can look at my vanilla armor patches or any piece of equipment in the mod to see how to use the stats.
There are 3 kinds of attributes in this system, direct magical stats, magic protection stats, and passive skill stats. Note that you can apply positive or negative effects as well. Look at my attunement cores for example. You gain a lot of magical stats, but lose -50 max mana.
List of direct magical stats:
- manaregen = meditation mana regen.
- maxmana = max mana through armor.
- genericmodifiermanacost = manacost of all spells.
- genericmodifiercasttime = casttime of all spells.
- genericmodifierduration = buff duration time of all spells.
- genericmodifierdamage = damage of all spells.
- genericmodifierstats = buff stat of all spells.
- evocationmodifiermanacost = manacost of evocation spells only.
- evocationmodifiercasttime = casttime of evocation spells only.
- evocationmodifierduration = buff duration of evocation spells only.
- evocationmodifierdamage = damage of evocation spells only.
- evocationmodifierstats = buff stat of evocation spells only.
- alterationmodifiermanacost = manacost of alteration spells only.
- alterationmodifiercasttime = casttime of alteration spells only.
- alterationmodifierduration = buff duration of alteration spells only.
- alterationmodifierdamage = damage of alteration spells only.
- alterationmodifierstats = buff stat of alteration spells only.
- incantationmodifiermanacost = manacost of incantation spells only.
- incantationmodifiercasttime = casttime of incantation spells only.
- incantationmodifierduration = buff duration of incantation spells only.
- incantationmodifierdamage = damage of incantation spells only.
- incantationmodifierstats = buff stat of incantation spells only.
- conjurationbonustimetolive = how long summoned items last (unused atm)
- conjurationmodifiermanacost = manacost of conjuration spells only.
- conjurationmodifiercasttime = casttime of conjuration spells only.
- conjurationmodifierduration = buff duration of conjuration spells only.
- conjurationmodifierdamage = damage of conjuration spells only.
- conjurationmodifierstats = buff stat of conjuration spells only.
- walkspeedmodifier = player movement speed.
- meditationstabilitylossmodifier = The stability lost while meditating. Using a number above the threshhold amount, like 10 for example, will have no stability drain while meditating. That threshhold is different depending on the class, usually between 4-5.
List of magic protection stats:
Note you must have all the attributes below for this system to work. Failure to do so will result in a null crash.
- perTierRelativeMagicProtectionLoss
- perTierFlatMagicDamageReductionLoss
- flatMagicDamageReduction = The flat rate of damage absorbed before the percent.
- relativeMagicProtection = The percent reduction of damage.
- magicProtectionTier = Protection tier that gets checked against tier of incoming damage.
List of passive skill stats:
- grantspassiveskillclairvoyance = Grants the passive skill "Clairvoyance".
- immunitytorustsickness = Grants immunity to all forms of "Rust sickness".
Troubleshooting
This is the best steps I have found to fix mod issues. Any mod issues!
1.) Fully close the game.
2.) Update Rustbound Magic to latest version.
3.) Remove Cache folder from the VS data folder.
4.) Remove duplicate mod archives from the Mods folder (and from server mods folder if you play in MP).
5.) Start the game!
Known Mod Incompatibilities
Either the game's client and server actually reliabily sync, or you can't use that clump mod when doing rituals. I had to limit itemstacks to 1 because the server doesn't tick the same as the client, and it will eat way more items than it should, or you will still see phantom items on the client that are not really there. It really seems like an issue with just syncing itemstack size amounts. That is also why you throw items in 1 at a time in the oculus too.
If this mod adds a deny list for items you DON'T want to clump, I can add a patch in my mod to make this mod work. I hope this happens because it is a really neat mod!
Special Thanks
- Some systems were inspired by MC mods Ars Magica 2, Witchery, and maybe Thaumcraft? Just magic stuff.
- Thank you Verlia for some awesome models / textures!
Project description from Vintage Story Mod DB.
Pick your setup
Rustbound Magic releases for each Vintage Story version.
Choose the version and loader you play, then open the matching release.
1.22.2
1 loader build1.21.6
1 loader build1.21.5
1 loader build1.21.4
1 loader build1.21.1
1 loader build1.21.0
1 loader build1.20.12
1 loader build1.20.11
1 loader build1.20.10
1 loader build1.20.9
1 loader build1.20.6
1 loader buildShowing the newest 12 of 19 game versions. Older files are in the list below.
Check the dependencies, then try the file in a copied instance before changing a world you care about.
Recent files
Rustbound Magic versions and loaders
3.2.5
rustboundmagic_3.2.5.zip
10 Jul 2026
3.2.4
rustboundmagic_3.2.4.zip
9 Jul 2026
3.2.3
rustboundmagic_3.2.3.zip
23 Jun 2026
3.2.2
rustboundmagic_3.2.2.zip
1 Jun 2026
3.2.1
rustboundmagic_3.2.1.zip
20 May 2026
3.2.0
rustboundmagic_3.2.0.zip
9 May 2026
3.1.19
rustboundmagic_3.1.19.zip
7 Feb 2026
3.1.18
rustboundmagic_3.1.18.zip
13 Jan 2026
3.1.17
rustboundmagic_3.1.17.zip
6 Jan 2026
3.1.16
rustboundmagic_3.1.16.zip
1 Jan 2026
3.1.15
rustboundmagic_3.1.15.zip
31 Dec 2025
3.1.14
rustboundmagic_3.1.14.zip
31 Dec 2025
Looking for an older file? The official Vintage Story Mod DB project page is in Resources.
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